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Quest

Search Stillpine Hold

A World of Warcraft quest in Azuremyst Isle. Facts and objectives from the current retail game data.

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Quest facts

LevelLevel 1-30
Quest ID9565

Check whether you have already completed this quest in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(9565))

Requirements

FactionAlliance only

Read from the Blizzard quest API.

What to do

StorylineAzuremyst Isle, step 17 of 32
Rewards3,100 XP

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.

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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.

Related
Experience3,100 XP

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.