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Quest

The Kurken is Lurkin'

A World of Warcraft quest in Azuremyst Isle. 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.

3
Steelhammer+14via Wowhead (opens the original comment in a new tab)

The trick to easy-mode is: After completing "Chief Oomooroo" Chief yells "Stillpine raiders,the time to strike is at hand, Charge!" and a bunch of Stillpine run from his side to inside the cave to fight the owlbests inside.

Run along with them and cross the small bridge of Chief Oomooroo and go to the path down and jump on the water, wait til the stillpines engage the owlbests so u dont have to fight them and pull Kurken without any adds :>

Read all 39 on Wowhead ↗

Quest facts

LevelLevel 1-30
Quest ID9570

Check whether you have already completed this quest in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(9570))

Requirements

FactionAlliance only

Read from the Blizzard quest API.

What to do

StorylineAzuremyst Isle, step 16 of 32
Rewards5,150 XP

Description

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. In my visions, I have seen one defeat the Kurken. The one must be you, {name}. You are our only hope. Enter Stillpine Hold and slay the Kurken. Bring me his hide as proof of deed.

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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 The Kurken is Lurkin'Turn-inObjective area

In-game waypoint: /way #97 47.0 22.3

Coordinates

  • Turn-inAzuremyst Isle 47.0, 22.3/way #97 47.0 22.3
  • Objective areaAzuremyst Isle 49.9, 12.9/way #97 49.9 12.9

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 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 740 yards south
  • The ExodarAlliance · about 900 yards south-west
  • Blood Watch, Bloodmyst IsleAlliance · about 1,500 yards north

From the turn-in, the objective areas lie:

  • Objective areaabout 280 yards north-east

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
Experience5,150 XP

Storyline

Azuremyst Isle

Part 16 of 32.

Previous: Chieftain Oomooroo · Next: Search Stillpine Hold

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

Showing steps 11 to 22 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.

  • Chieftain OomoorooAzuremyst Isle · Level 1-30

    I am Stillpine the Younger, heir to the Stillpine legacy. As you can see, my defenders have set up a death trap for the raving wildkin that attack from inside Stillpine Hold. While we are able to hold them off out here, none of my defenders have been able to infiltrate the hold.

After this quest

Taken from the storyline's own step order.

  • Search Stillpine HoldAzuremyst Isle · Level 1-30

    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.

Quests that require this one

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.