Use the quest item [item=112307] to jumb and pass the barrier.
Use it again each time [npc=80335] cast his big spell. You even have a special text alert as a reminder you should use it.As of beta, it may happen that [npc=80630] does not appear after you killed Morkurk, thus preventing you to hand back the quest. I attempted to run out the Gordal Fortress zone and come back a few moments after to reset the phasing, but it did not solve the issue. Finally, after three successive log out, [npc=80630] was there for me, right on top of the stairs where the barrier was.
Quest
The Lord of the Gordunni
A World of Warcraft quest in Talador. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
If [npc=80630] does not appear, exit the plateau, and climb the mountain to your right. It will transfer you to Spires of Arak. Then go back to the plateau, and [npc=80630] will be there.
Also, if you wait too long, the [npc=80335] will respawn, but your rocket boots will be gone. Avoiding the damage can be done by hiding under a shield that an NPC may put up (not sure if he's always there to provide the shield).
I found after completing quest, Miall was not accepting my turn in. I ran down the stairs until she phased out and ran back. There she was, and I could turn in!
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(34980))
Requirements
Read from the Blizzard quest API.
Description
Witch Lord Morkurk is the leader of the Gordunni. We need to kill him to secure the jovite for use in our artillery tower. Morkurk is an accomplished mage so you better be prepared. Here, take the rocket pack and use it if you need to avoid any of his deadly magic. Archenon poros!
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 #535 64.5 81.8
Coordinates
- Turn-inTalador 64.5, 81.8
/way #535 64.5 81.8 - Objective areaTalador 64.1, 81.8
/way #535 64.1 81.8 - Objective areaTalador 70.0, 69.9
/way #535 70.0 69.9
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 Talador map
- Vile Defilers about 460 yards
- Light's Rest about 470 yards
- Antivenin about 480 yards
- Into the Hollow about 480 yards
- Powering the Defenses about 720 yards
- The Heart of Auchindoun about 750 yards
- Nightmare in the Tomb about 770 yards
- Holding the Line about 770 yards
- Disrupting the Flow about 780 yards
- We Must Construct Additional Pylons about 800 yards
Quests whose map markers the client places closest to this one on Talador, nearest first. Distances are straight lines between the markers.
Getting there
Alliance flight points closest to the quest’s turn-in marker on Talador:
- Exarch's Refuge, Talador
- Apexis Excavation, Spires of Arak
- Terokkar Refuge, Talador
From the turn-in, the objective areas lie:
- 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 · 23 comments
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Choose one of these rewards:
Reward details
Pick one of these
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
Establishing your Outpost
Part 11 of 25.
Previous: Punching Through · Next: The Only Way to Travel
- 6Going to the Gordunni
- 7Dropping Bombs
- 8Supply Recovery
- 9Prized Repossessions
- 10Punching Through
- 11The Lord of the Gordunni
- 12The Only Way to Travel
- 13An Audience With The Archmage
- 14Making Acquaintances
- 15Creating the Ink
- 16Forming the Scroll
- 17Gathering the Spark
Showing steps 6 to 17 of 25.
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.
- Punching Through
To secure the fortress we need to kill Witch Lord Morkurk, but I don't think we should go straight after him. His three lieutenants - Vorgorsh, Zulmork, and Cromaug - are all powerful mages, and all of them are fiercely loyal to Morkurk.
After this quest
Taken from the storyline's own step order.
- The Only Way to Travel
Call me cautious but I kept a few flares just in case we needed to quickly escape. I'm glad that wasn't needed but we could still use the ride back to the artillery tower. Are you ready sir?
Other quests with this name
This one: Alliance only · Talador · Level 20-40.
The storyline at a glance
Establishing your Outpost has 25 steps, from The Quarry Quandary to Due Cause to Celebrate.
Maps its steps are placed on (steps per map): Talador (25).
Steps of this storyline count toward:
Other storylines on the Talador map
- In the Shadows of Auchindoun
- The Battle for Shattrath
- The Plight of the Arakkoa
- Garrison Campaign
- Gorefiend
- Against the Warsong
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.