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Quest Log

Search Stillpine Hold

Search Stillpine Hold is an Alliance-only quest for level 1-30 in Azuremyst Isle. It is step 17 of 32 in the Azuremyst Isle storyline. The quest's turn-in marker is in Azuremyst Isle at 50.6, 11.6. It rewards 3,100 experience.

Description

As High Chief, my immediate concern is the root of the corruption in Stillpine Hold.

Why did the wildkin - once our allies - attack us? Why have they taken residence in Stillpine Hold?

Perhaps something inside will hold the answer. Search Stillpine Hold for clues as to the source of corruption.

Rewards

Experience3,100 XP
Top Comments

The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.

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Rewards in detail
TypeRewardAmount
ExperienceXP3,100
Where it comes from
Turn-in mapAzuremyst IsleTurn-in marker at 50.6, 11.6, 2 mapped points
World Map

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.

Azuremyst Isle Quest turn-in 2 mapped points
Azuremyst Isle map showing where to go for Search Stillpine HoldTurn-inObjective area

In-game waypoint: /way #97 50.6 11.6

Coordinates

  • Turn-inAzuremyst Isle 50.6, 11.6/way #97 50.6 11.6
  • Objective areaAzuremyst Isle 46.7, 20.6/way #97 46.7 20.6

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 Azuremyst Isle map

Quests whose map markers the client places closest to this one on Azuremyst Isle, nearest first. Distances are straight lines between the markers.

Getting there

Alliance flight points closest to the quest’s turn-in marker on Azuremyst Isle:

  • Azure Watch, Azuremyst IsleAlliance · about 1,000 yards south
  • The ExodarAlliance · about 1,200 yards south-west
  • Blood Watch, Bloodmyst IsleAlliance · about 1,300 yards north-west

From the turn-in, the objective areas lie:

  • Objective areaabout 290 yards south-west

Straight-line distances in yards between the quest’s own map markers (QuestPOI) and the client’s flight-point positions (TaxiNodes); flight paths and terrain are not modelled.

Quest Line

Storyline

Azuremyst Isle

Part 17 of 32.

Previous: The Kurken is Lurkin' · Next: The Kurken's Hide

  1. 12Stillpine Hold
  2. 13Murlocs... Why Here? Why Now?
  3. 14Beasts of the Apocalypse!
  4. 15Chieftain Oomooroo
  5. 16The Kurken is Lurkin'
  6. 17Search Stillpine Hold
  7. 18The Kurken's Hide
  8. 19Blood Crystals
  9. 20Warn Your People
  10. 21Medicinal Purpose
  11. 22An Alternative Alternative
  12. 23The Prophecy of Velen

Showing steps 12 to 23 of 32.

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.

  • The Kurken is Lurkin'Azuremyst Isle · Level 1-30

    After the crystal storm had subsided, a beast of myth appeared in our village. Brought here by the invading wildkin, this beast, the Kurken, laid waste to our village. Many Stillpine were slain in defense of our lands by this fiend and many have since lost their lives attempting to subdue the beast.

After this quest

Taken from the storyline's own step order.

  • The Kurken's HideAzuremyst Isle · Level 1-30

    Take the Kurken's hide to Moordo, on the other side of the village. He will fashion the hide into an item of your choice.

The storyline at a glance

Azuremyst Isle has 32 steps, from Word from Azure Watch to Deliver Them From Evil....

Maps its steps are placed on (steps per map): Azuremyst Isle (32).

Other storylines on the Azuremyst Isle map

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.

Related
Database

Quest Location and Connections

More Quests in Azuremyst Isle

See all 68 quests in Azuremyst Isle
Downloads