Jump on battlebeast behind you. Kill mobs to fill up bar.
Leads to He Who Walks in the Light
Quest
Taking the Blood Gate
Quest facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
This is the eigth part of He Who Walks in the Light, the 4th and final chapter of the achievement Tides of Vengeance.
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
I think I got on the vehicle to fast and the abilities weren't available.
I went back to the start, it auto dismounted me and I mounted back up and it was okay.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(54441))
Requirements
Read from the Blizzard quest API.
Description
We have our forces spread out throughout Nazmir, but we need to do something that will force Rastakhan into action. We must personally march into Zuldazar and take the Blood Gate. This will cause them to throw their full army at us. As you can see, we're the only ones left that can assault the Blood Gate. Shaw and Telaamon will stay behind to help the rest of the army move up. You and I will ride the battle beast into the Blood Gate and take it by force.
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 areaIn-game waypoint: /way #863 50.3 84.4
Objective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaIn-game waypoint: /way #862 60.8 20.3
Coordinates
- Turn-inNazmir 50.3, 84.4
/way #863 50.3 84.4 - Objective areaNazmir 50.4, 84.7
/way #863 50.4 84.7 - Objective area (centre of the marked area)Zuldazar 59.3, 19.9
/way #862 59.3 19.9
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
- Hunting the Hunter about 480 yards
- Desecrate this Fire! about 650 yards
- Nazmani Cultists about 980 yards
- Offerings to G'huun about 980 yards
- Captain Conrad about 1,000 yards
- The Fall of Kel'vax about 1,020 yards
- Kel'vax's Home about 1,020 yards
- Bones for Protection about 1,040 yards
- Bwonsamdi's Deliverance about 1,050 yards
- Respecting the Rites about 1,050 yards
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, Zuldazar
- Nesingwary's Gameland, Zuldazar
- Grimwatt's Crash, Nazmir
From the turn-in, the objective areas lie:
- 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 · 5 comments
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Azeritex 400
Reward details
Currency: Azerite x 400
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
Fog of War
Part 11 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: Taming their Beasts · Next: He Who Walks in the Light
- 1The Fall of Zuldazar
- 2The March to Nazmir
- 3Repurposing Their Village
- 4Dark Iron Machinations
- 5Fog of War
- 6Lurking in the Swamp
- 7Zul'jan Deluge
- 8Showing Our Might
- 9The Mech of Death
- 10Taming their Beasts
- 11Taking the Blood Gate
- 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.
- Taming their Beasts
Our goal is to assault the Blood Gate, but to be blunt, we don't have the force necessary for this. That's why we have gnomish technology. The Zandalari have battle beasts, direhorns mounted with powerful weapons. Several of these beasts are resting within the Fallen Outpost.
After this quest
Taken from the storyline's own step order.
- He Who Walks in the Light
Shaw reports that Zandalari scouts have been dispatched to alert of our "full assault". We did it, <name>. The Horde and Zandalari will throw their armies at our forces within Nazmir. We cannot let their sacrifice be in vain. We must get back to Boralus and let Halford know it's time to strike.
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
- Lost in Nazmir
- Go East, Old Tortollan
- Titanic Revelations
- Heart of Darkness
- Gaining a Foothold
- The Fury of the Zandalari
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.