"Mor'norokk the Hateful says: I hope you can fly, pipsqueak!"
Well yeah, I'm a druid..
Quest
On Second Thought, Take One Prisoner
A World of Warcraft quest in Deepholm. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
When you're standing on the beam after completing the quest, do not try to make a cool exit by jumping on to the cloth hanging under the ship. You fall right through.
Learned it the hard way (y)
He spawns at the very front of the boat, 1st floor under the deck.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(26250))
What to do
Description
It's not too late, {name}. The cultists are probably still here. Go below decks, find out who's in charge and subdue them. We will obtain answers to our questions, one way or another.
Where to go
Pins are the quest’s own POI points from the current retail client, projected onto the in-game zone map. The game marks one blob as the quest’s turn-in; the rest are objective areas. Points that fall outside a map’s window are dropped rather than guessed at.
Turn-inObjective areaObjective areaIn-game waypoint: /way #207 64.6 46.9
Coordinates
- Turn-inDeepholm 64.6, 46.9
/way #207 64.6 46.9 - Objective areaDeepholm 64.7, 47.0
/way #207 64.7 47.0
Map coordinates of the pins above. An area the client draws as a shape is given by the centre of its points.
Nearby on the Deepholm map
- The Twilight Flight about 340 yards
- Familiar Intruders about 370 yards
- A Head Full of Wind about 370 yards
- Rocky Relations about 440 yards
- Unsolid Ground about 440 yards
- A Rock Amongst Many about 440 yards
- Doomshrooms about 460 yards
- Gone Soft about 460 yards
- Shaken and Stirred about 460 yards
- Corruption Destruction about 460 yards
Quests whose map markers the client places closest to this one on Deepholm, nearest first. Distances are straight lines between the markers.
Community notes from Wowhead · 42 comments
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Storyline
Deepholm, War & Gunships
Part 41 of 57.
Previous: Take No Prisoners · Next: Some Spraining to Do
- 36Diplomacy First
- 37All Our Friends Are Dead
- 38The Admiral's Cabin
- 39Without a Captain or Crew
- 40Take No Prisoners
- 41On Second Thought, Take One Prisoner
- 42Some Spraining to Do
- 43Return to the Temple of Earth
- 44Deathwing's Fall
- 45Blood of the Earthwarder
- 46Bleed the Bloodshaper
- 47Question the Slaves
Showing steps 36 to 47 of 57.
Storyline order is the client’s own QuestLine data from the current retail build.
Where this quest fits
Before this quest
Taken from the storyline's own step order.
- Take No Prisoners
It looks like the Twilight's Hammer's still on the ship. Go below decks and take them out. Be careful, <name>. I've a feeling they're not here for a spiritual retreat, if you know what I mean.
After this quest
Taken from the storyline's own step order.
- Some Spraining to Do
Hop on, <name>. Let's see what Mr. Ogreface has to say for himself. Don't be shy, Stormbeak's only ever dropped a passenger a couple of times before.
The storyline at a glance
Deepholm, War & Gunships has 57 steps, from Where's Goldmine? to The World Pillar Fragment.
Maps its steps are placed on (steps per map): Deepholm (57).
Steps of this storyline count toward:
Other storylines on the Deepholm map
- Deepholm, The Stone Throne
- The Elemental Lords II
- Call of the Doomhammer
- The Elemental Lords III
Steps, storylines and map placement from the client’s QuestLine, prerequisite and QuestPOI data; neighbouring quest text is Blizzard’s own (quest API), shortened to its opening sentences.