I couldn't mount any of the gryphons at the end (clicking them did nothing), so I had to ride to Arom's Stand manually. I was still able to turn in the quest.
Quest
Stick It To 'Em!
A World of Warcraft quest in Drustvar. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
The gryphons fix themselves exactly 5 minutes after you ask Inquisitor Cleardawn to send the signal. At the 5 minute mark, gryphons 2, 3, and 4 will phase, and 2 and 4 will become non-interactable. You can tell they are "ready" when only gryphon 3 is interactable.
I've tested this quest like 20 times tonight and I personally found no correlation with anything else I tested.
Things I tried that had no effect:
- reloading, relogging, and relaunching WoW
- using the Throw Liquid Fire ability before clicking a gryphon and before talking to Inquisitor Cleardawn, thrown both away from NPCs/gryphons and at them (via Ishmalara in eadierlam421's comment)
- killing the exact amount of Witch Forces needed and no more
- killing the last required Witch Forces within the Crimsonwood Demolisher auto-exit area at the northwestern ridge
- triggering the auto-exit while the Demolisher was in combat, not in combat, at full health, and not at full health
- using only the Demolisher's Slam ability, ignoring Stomp and Speed Up
- manually exiting the Demolisher before entering the auto-exit area
- clicking gryphon 1 while it was still interactable (this is the only gryphon that phases correctly, and becomes non-interactable once it lands)
- mounting and dismounting while gryphons were bugged
- talking to Inquisitor Cleardawn, Warren Ashton, and Marten Webb between clicking the gryphons
- clicking all four gryphons multiple times
- clicking one gryphon repeatedly (I gave up after 60 failed clicks)
- clicking none of the gryphons (still phase automatically after 5 minutes)On an unrelated note, be careful abandoning and redoing Stick It To 'Em! after the gryphons have fixed themselves. If you do so without taking the debugged gryphon to Arom's Stand, you're likely to get disconnected a few times when you try to take control of the Crimsonwood Demolisher. Abandoning and redoing Stick It To 'Em! while the gryphons are still bugged, or after taking the fixed gryphon to Arom's Stand, will avoid this.
This was my first time doing this quest, but it's apparently such a rampant bug that I'm surprised it hasn't been fixed yet...
Edit: To add further details, I was in Warmode, and as I recall there was no assault active in Drustvar at the time.
WTF! Stick It To 'Em! AFTER you kill the required number of mobs, they take your ability to defend, kill the mobs away from you and you’re left with a 10 second RUN through ALL of these mobs. Then you’re told, go northwest. Really? Northwest, um any place northwest in particular or just northwest? Of course, the mobs can hit and kill the vehicle you’re in and suddenly you find yourself in the middle of hundreds (it seems) of mobs, three of which are elites that wasn’t that easy to kill during the quest chain when all you had to kill was them.
So, unless you’ve done this before and KNOW this is going to happen, station yourself at the turn in point before finishing your quota, or plan to die. Of course, that presupposes you know where the turn in point is in the first place. which, by the way, is located at /way 19.33 50.81. And a good place to station the vehicle is /way 19.73 52.37 (just down the hill but I don't think that large thing will make it up the hill and that's a short run. Rock throwing distance.
I’ve said it before, I’ll keep saying it. Blizzard programmers, regardless of what they say, screw with the players. Especially the casual player who doesn’t care to be top notched geared, or ran through these things during Alpha and Beta so they KNOW what’s going to happen.
Seriously, why take away our ability to kill the mobs while in the vehicle before we’re ready to exit the vehicle? One reason, screw with the players. No other reason makes any kind of logical sense. Honing our ability to run away from a ton of mobs?
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(50533))
Requirements
Read from the Blizzard quest API.
What to do
Description
We have been able to stop the Grand Rite but the witches will try again unless we act. We have to destroy them. Utterly. <Cleardawn smiles.> How kind of them to give us the means. You've helped us get this far, {name}. You control the Demolisher. Destroy everything you see! Once we've finished we can signal for help out of here!
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 areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaIn-game waypoint: /way #896 37.9 50.1
Coordinates
- Turn-inDrustvar 37.9, 50.1
/way #896 37.9 50.1 - Objective areaDrustvar 26.8, 56.9
/way #896 26.8 56.9 - Objective area (centre of the marked area)Drustvar 25.1, 55.2
/way #896 25.1 55.2 - Objective area (centre of the marked area)Drustvar 20.8, 56.3
/way #896 20.8 56.3 - Objective area (centre of the marked area)Drustvar 24.8, 57.9
/way #896 24.8 57.9 - Objective area (centre of the marked area)Drustvar 22.7, 55.0
/way #896 22.7 55.0 - Objective areaDrustvar 19.3, 50.8
/way #896 19.3 50.8 - Objective areaDrustvar 24.6, 56.6
/way #896 24.6 56.6
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 Drustvar map
- Changing of the Guard about 50 yards
- Waycrest Manor: The Fallen Mother about 60 yards
- Hidden Dealings about 60 yards
- Potent Protection about 60 yards
- Of Myth and Fable about 60 yards
- Waycrest Manor: Draining the Heartsbane about 60 yards
- Take the High Road about 60 yards
- A Lesson in Witch Hunting about 60 yards
- Sharp Thinking about 60 yards
- A New Order about 60 yards
Quests whose map markers the client places closest to this one on Drustvar, nearest first. Distances are straight lines between the markers.
Getting there
Alliance flight points closest to the quest’s turn-in marker on Drustvar:
- Arom's Stand, Drustvar
- Watchman's Rise, Drustvar
- Falconhurst, Drustvar
From the turn-in, the objective areas lie:
- Objective area
- Objective area
- Objective area
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.
Community notes from Wowhead · 58 comments
Top 3 shown aboveThe comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.
The top 3 are shown in Top Comments above. Read all 58 on Wowhead.
Azeritex 75
Reward details
Reputation: Order of Embers +250
An ancient Kul Tiran order resurrected to battle the threat of witchcraft, the Order of Embers fights with knowledge guiding their blades.
Reputation group: Battle for Azeroth.
Other quests in Drustvar that reward Order of Embers reputation: Pieces of History (+75), Through the Old Roads (+10), Silver Blades (+75), Honorable Discharge (+75), The Order of Embers (+3,500), A Lesson in Witch Hunting (+75).
Currency: Azerite x 75
The blood of Azeroth crystalizes into chunks of Azerite, an extremely potent and powerful material.
Item facts are the current retail client’s (ItemSparse); the specialisations for a pick-one item are the ones the Blizzard quest API lists; faction and currency text is the client’s own. Lowest listed price = the US commodity auction house now.
Storyline
Crimson Forest
Part 10 of 10.
Previous: In the Hall of the Drust King
- 1Saving Master Ashton
- 2Odds and Ends
- 3A Little 'Pick Me Up'
- 4Deeper into the Woods
- 5Stopping the Grand Rite
- 6Matrons of the Crimsonwood
- 7Controlling the Situation
- 8Witch Way Out?
- 9In the Hall of the Drust King
- 10Stick It To 'Em!
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.
- In the Hall of the Drust King
I've been watching a lot of activity going on at the ruins at the base of the massive tree by the lake. What Master Ashton reported is accurate - something important is going on down there. We've disrupted their rituals but I worry we might have been too late. We need to go over there.
Also counted by Drust Do It.
Its criteria name 10 quests; others include:
- The Final Effigy
- The Burden of Proof
- An Airtight Alibi
- The Order of Embers
- A New Order
- Drustfall
- Fighting With Fire
- Break On Through
The storyline at a glance
Crimson Forest has 10 steps, from Saving Master Ashton to Stick It To 'Em!.
Maps its steps are placed on (steps per map): Drustvar (10).
Other storylines on the Drustvar map
- Darkness of Drustvar
- Falconhurst
- Fletcher's Hollow
- Caring about Corlain
- Corlain
- Hangman's Point
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.
Achievements
Completing this quest counts toward this achievement.
- Drust Do It.: its criteria name 10 quests, this one included.