incase you find yourself doing this quest with alot of other players stacked in the room.
[item=158149] , [item=210974] might help you :).
Quest
Trapped Between Life and Death
A World of Warcraft quest in Isle of Dorn. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
YOU are the bomb! There is no way I would have ever thought to dip into my toy chest for this quest … Thank you! … (And then doing theater afterwards was uniquely entertaining!)
When I was teleported I got stuck in the wall. I hearthstoned away, and then returned to the same place we got cursed (around 60, 42) and emtered the portal there. Unstuck now!
That is every comment on this page.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(83641))
What to do
Description
A pocket dimension. This is old magic. Malygos used pocket dimensions on occasion when he did not wish to be disturbed. They were mainly used by mages as research spaces or for testing dangerous spells. Or if a mage wanted to hide what they were doing... I wonder who made this one? I suppose it doesn't matter. We need to get out. Thankfully, every pocket dimension has an exit. Though, it is normally well hidden. Let's find it.
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 #2248 61.5 42.9
Coordinates
- Turn-inIsle of Dorn 61.5, 42.9
/way #2248 61.5 42.9 - Objective areaIsle of Dorn 61.5, 42.8
/way #2248 61.5 42.8
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 Isle of Dorn map
- Before I Depart about 70 yards
- Honor Their Memories about 70 yards
- You No Take Plunder! about 70 yards
- Laws Apply to All about 70 yards
- The Lost Earthen about 70 yards
- The Great Collapse about 150 yards
- Cutting the Wick about 160 yards
- To Mourning Rise about 350 yards
- Who Runs This Fine Establishment? about 350 yards
- The Last Journey about 350 yards
Quests whose map markers the client places closest to this one on Isle of Dorn, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on Isle of Dorn:
- Durgaz Cabin, Isle of Dorn
- Rambleshire, Isle of Dorn
- Dornogal, Isle of Dorn
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 · 3 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.
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Valorstonesx 15
Reward details
Currency: Valorstones x 15
Earned from completing quests, raids, dungeons, battlegrounds, arena matches, radiant echoes, and other activities at max level. Used to upgrade max-level gear.
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
Arcane Desolation
Part 10 of 11.
Previous: Maybe You Shouldn't Touch That · Next: Somehow We Survived
- 1Survivor's Guilt
- 2The Hardest Part
- 3Arcane Wasteland
- 4Lessons in Defensive Magic
- 5Feeling Blue
- 6Magic-stealing Kobolds
- 7Trinkets, Curios and Other Powerful Objects
- 8Mysterious Necklace
- 9Maybe You Shouldn't Touch That
- 10Trapped Between Life and Death
- 11Somehow We Survived
Storyline order is the client’s own QuestLine data from the current retail build.
Quest chain
- 1Trapped Between Life and Death
- 2Somehow We Survived
- 3A Helping Hand
Step 1 of 3. Chain order is read from the prerequisite data in the current retail client build, so it reflects what the game requires, not a curated storyline.
Where this quest fits
Before this quest
Taken from the storyline's own step order.
- Maybe You Shouldn't Touch That
This necklace... It is clearly full of powerful magic, but... it is elusive--as if it is hiding its origin from me. You take another look. Maybe there's something obvious I'm missing.
After this quest
Taken from the storyline's own step order.
- Somehow We Survived
What we experienced in Kel'Thuzad's pocket dimension is a timely reminder of what can happen when magic is used without regard to ethics or regulation. To me, this underlines the importance of the Kirin Tor. But, on the other hand, Kel'Thuzad was Kirin Tor.
The storyline at a glance
Arcane Desolation has 11 steps, from Survivor's Guilt to Somehow We Survived.
Maps its steps are placed on (steps per map): Isle of Dorn (11).
Steps of this storyline count toward:
Other storylines on the Isle of Dorn map
- Mourning Rise
- Ties That Bind
- Merrix and Steelvein
- Khaz Algar Emissary
- Earthen Fissures
- Brotherhood in the Skolzgal Wood
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.