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Quest

Showing Our Might

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

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Top Comments

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

2
Haqin+4via Wowhead (opens the original comment in a new tab)

This is one of three quests that form the seventh part of He Who Walks in the Light, the 4th and final chapter of the achievement Tides of Vengeance.
The other quests in this part are Taming their Beasts and The Mech of Death.
The full quest chain, listed below, unlocked with the release of the Battle of Dazar'alor Raid on 22nd January 2019.
You will also need to have completed the three previous chapters before you can do this, all detailed in the achievement link.

1. The Fall of Zuldazar
2. The March to Nazmir
3. Repurposing Their Village and Dark Iron Machinations
4. Fog of War
5. Lurking in the Swamp
6. Zul'jan Deluge
7. Showing Our Might, Taming their Beasts and The Mech of Death
8. Taking the Blood Gate
9. He Who Walks in the Light
That completes the quest chain and awards the achievement.
It also unlocks the quest that takes you into the raid, Battle of Dazar'alor

3
Yogilaw+2via Wowhead (opens the original comment in a new tab)

Ok, so I think I've found the best tactic (at least it worked in a fashion): It's a very crowded area with all the players around trying to get this Q done, & the chance of happening on a 'spare' mob is frankly low. Don't waste time running around like a headless chicken trying to find trolls. Camp close to 1 or 2 groups of 7th Legion Infantry & wait. This seems to be where the mobs spawn (1 at a time). It still takes a while to get all 12, but marginally less annoying.

Read all 7 on Wowhead ↗

Quest facts

LevelLevel 50
LocationNazmir
CategoryAlliance War Campaign
Quest ID54417

Check whether you have already completed this quest in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(54417))

Requirements

FactionAlliance only

Read from the Blizzard quest API.

Description

We are within reach of the Blood Gate in Zandalar. Once we take that, the Horde and Zandalari will believe our full invasion has begun. Our forces have already engaged the Zandalari within the Fallen Outpost. We'll need your help to push them back. I'll be focusing on finishing off what remains of the Horde and Zandalari back in Zul'jan ruins.

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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.

Nazmir Quest turn-in 12 mapped points
Nazmir map showing where to go for Showing Our MightTurn-inObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective area

In-game waypoint: /way #863 50.1 83.8

Coordinates

  • Turn-inNazmir 50.1, 83.8/way #863 50.1 83.8
  • Objective area (centre of the marked area)Nazmir 47.3, 77.2/way #863 47.3 77.2
  • Objective areaNazmir 44.2, 78.9/way #863 44.2 78.9

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 Nazmir map

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

Getting there

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

  • Verdant Hollow, ZuldazarAlliance · about 640 yards south
  • Nesingwary's Gameland, ZuldazarAlliance and Horde · about 740 yards east
  • Grimwatt's Crash, NazmirAlliance · about 1,100 yards north-west

From the turn-in, the objective areas lie:

  • Objective areaabout 280 yards north-west
  • Objective areaabout 360 yards north-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
Money23 gold40 silver
Experience6,800 XP

Storyline

Fog of War

Part 8 of 12.

The Kul Tiran fleet is preparing to attack Zuldazar. To guarantee victory, the Alliance must create a distraction in Nazmir to lure away the armies of the Horde and Zandalari.

Previous: Zul'jan Deluge · Next: The Mech of Death

  1. 1The Fall of Zuldazar
  2. 2The March to Nazmir
  3. 3Repurposing Their Village
  4. 4Dark Iron Machinations
  5. 5Fog of War
  6. 6Lurking in the Swamp
  7. 7Zul'jan Deluge
  8. 8Showing Our Might
  9. 9The Mech of Death
  10. 10Taming their Beasts
  11. 11Taking the Blood Gate
  12. 12He Who Walks in the Light

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.

  • Zul'jan DelugeLevel 50

    Through the mists is Zul'jan ruins, a major Horde outpost in Nazmir. We need to take it over to help our forces push forward. The Horde needs to believe a large Alliance army is here, so we're going to throw everything we've got at taking the ruins.

After this quest

Taken from the storyline's own step order.

  • The Mech of DeathLevel 50

    We have reports of a goblin machine causing havoc among our troops up ahead. They call it the A.M.O.D. It is a crude machine compared to what the Lightforged have aboard the Vindicaar. Together, you and I will bring down this machine.

Quests that require this one

The storyline at a glance

Fog of War has 12 steps, from The Fall of Zuldazar to He Who Walks in the Light.

Maps its steps are placed on (steps per map): Nazmir (10), Boralus (2).

Steps of this storyline count toward:

Other storylines on the Nazmir 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.