should you abandon the quest for any reason, you do not need the forms to complete it (the wings, the swim speed, the panther form).
Just go to the end point, the totem [click on the End: Totem of Vark link]. The forms and extra additions are just for fun and to speed things up, but there are no timers. Same goes if you lose the buffs.
Quest
Totem of Vark
A World of Warcraft quest in Azuremyst Isle. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
As I poked up from the water, I was engaged in combat by one of the goblins. Much to my aggrivation, since I was in combat (I guess) I did not recieve the cat buff. The furball went *poff* and disappeared into the woods.
I abandoned the quest and re-accepted it from the totem. No furball. And there is no way I'm running all the way back and do this again.
*permanent abandon*
The furball goes through the woods past the ruins to the Bristlelimb Village where the road ends off to the west. The totem is near the back of the camp.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(9542))
Requirements
Read from the Blizzard quest API.
What to do
Description
You no longer see unrecognizable symbology in the totems. The totem of Yor reads to you just as easily as your native tongue. The markings identify another furbolg den, due west of here. You are able to expertly decipher the language on the totem and know that your destination is Bristlelimb Village. Yor will guide you but if you get lost, you know that you are able to take the ancient elven road in the forest leading west to reach your destination.
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 areaIn-game waypoint: /way #97 28.1 62.4
Coordinates
- Turn-inAzuremyst Isle 28.1, 62.4
/way #97 28.1 62.4 - Objective areaAzuremyst Isle 63.1, 67.9
/way #97 63.1 67.9
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
- Audience with the Prophet about 540 yards
- The Unwritten Prophecy about 540 yards
- Honor the Flame about 720 yards
- Travel to Azure Watch about 900 yards
- Inoculation about 2,110 yards
- Vindicator Aldar about 2,110 yards
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:
- The Exodar
- Azure Watch, Azuremyst Isle
- Blood Watch, Bloodmyst Isle
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.
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Other quests on the Azuremyst Isle map
Storyline
Azuremyst Isle
Part 10 of 32.
Previous: Totem of Yor · Next: The Prophecy of Akida
- 5The Great Moongraze Hunt
- 6Learning the Language
- 7Totem of Coo
- 8Totem of Tikti
- 9Totem of Yor
- 10Totem of Vark
- 11The Prophecy of Akida
- 12Stillpine Hold
- 13Murlocs... Why Here? Why Now?
- 14Beasts of the Apocalypse!
- 15Chieftain Oomooroo
- 16The Kurken is Lurkin'
Showing steps 5 to 16 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.
- Totem of Yor
The symbols on this totem seem to translate much faster. The patterns and imagery all seem to blend into familiar words. You are fairly certain the totem is pointing you south, down the river. Something is at the bottom of the river itself.
After this quest
Taken from the storyline's own step order.
- The Prophecy of Akida
The images on this totem depict a war between the Stillpine and the Bristlelimb furbolg tribes. The etchings show that the Bristlelimb have done unconscionable things to the furbolgs of Stillpine.
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
- Ammen Vale
- Bloodmyst Isle
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.