In addition to being level 120 and having friendly with the 3 factions, you need to progess through the war campaign until you built bases on all three Alliance islands to get A Mission of Unity and unlock the World Quests.
Quest
Uniting Zandalar
A World of Warcraft quest in Zuldazar. Facts and objectives from the current retail game data.
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For those worried about alts meeting the requirements to unlock world quests: I completed this quest on a fresh 120 alt that had zero progression towards warfront, and was still neutral with 1 zone (Talanji's expedition)
You only need to do the full quest completion on your main character. Alts can run right to Nathanos for activating world quests.
For *HORDE ALTS* ONLY!
Assuming that you have completed all of the questlines on at least 1 other character:
To unlock world quests:
1) On your alt go to Zuldazar and complete the quest: Battle for Azeroth: Mission Statement
2) Accept the next quest: The Stormwind Extraction and talk to Nathanos in order to skip the scenario
3) You will end up back in Zuldazar. Accept and complete: Welcome to Zuldazar
4) Finally find Nathanos on the Horde ship and accept and complete: Uniting Zandalar
5) Ta da!To unlock Nazjatar zone:
1) On your alt go to Zuldazar and accept and complete the quest: Send the Fleet
2) Follow the storyline and complete the following 11 quests to unlock the portal back to Zuldazar
3) Ta da!To unlock Ny'alotha, the Waking City raid:
1) On your alt go to Nazjatar and accept the quest: Essential Empowerment from Magni
2) On your alt go to Zuldazar and accept and the quest: A Dying World from the Earthen Guardian
3) Take the portal to Silithus hand in the quest A Dying World and accept and complete the quest The Heart of Azeroth
4) Accept and complete the quest: Infusing the Heart from Magni
5) Leave the chamber and re-enter to complete quest: Essential Empowerment
6) Accept and complete MOTHER Knows Best
7) Accept and complete A Disturbance Beneath the Earth
8) Accept and complete Dominating the Indomitable
9) Accept and complete A Friendly Face
10) Accept and complete The Heart Forge
11) Accept and complete Harnessing the Power
12) Go back to Zuldazar and on the Horde ship at /way 58.54 62.63 there will be a letter with the quest Return of the Black Prince. Accept and complete it.
13) Accept and complete Where the Heart Is
14) Accept and complete Network Diagnostics
15) Ta da!Note: Apparently everyone can access the raid when it is in Uldum (not confirmed by myself). But to access the raid when it is in pandaria you MUST complete the questline above.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(51916))
Requirements
Read from the Blizzard quest API.
Description
The people of Zandalar are diverse and capable. If we can bring them all together under the banner of the Horde, the Alliance has no chance of stopping us.
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-inIn-game waypoint: /way #862 58.4 62.7
Coordinates
- Turn-inZuldazar 58.4, 62.7
/way #862 58.4 62.7
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 Zuldazar map
- The War Cache same spot
- With Prince in Tow same spot
- Time for War same spot
- Our War Continues same spot
- The Day is Won same spot
- A Goblin's Definition of Success same spot
- The Return of Derek Proudmoore same spot
- Through the Front Door same spot
- The Aid of the Tides same spot
- Champion: Lilian Voss same spot
Quests whose map markers the client places closest to this one on Zuldazar, nearest first. Distances are straight lines between the markers.
Getting there
Horde flight points closest to the quest’s turn-in marker on Zuldazar:
- Port of Zandalar, Zuldazar
- The Mugambala, Zuldazar
- Tusk Isle, Zuldazar
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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Spell: World QuestsUnlocks access to World Quests in Zandalar and Kul Tiras.
Storyline
Uniting Zandalar
Part 1 of 3.
Before we can really take the fight to the Alliance, we first need to fortify our partnership with the people of Zandalar.
Next: Uniting Zandalar
- 1Uniting Zandalar
- 2Uniting Zandalar
- 3A Mission of Unity
Also part of: Gaining a Foothold (part 40 of 42).
Storyline order is the client’s own QuestLine data from the current retail build.
Where this quest fits
Before this quest
Taken from the quest's prerequisites.
- Return to Zuldazar
Warfang Hold is our most secured of the footholds we hold in Kul Tiras. Kaga and her forces will be able to keep fortifications running, thanks to you. The Alliance will never see us coming! Tell Nathanos that we have succeeded in our mission. I will help here until I am needed.
- Return to Zuldazar
Look at dis place, boss-mon! We got da pirates, a location close to da Kul Tiran capital... I tink we should be bein' pretty proud of dis one. We should get goin' back and tell Nathanos about our success. Maybe we can even get him to crack a smile.
After this quest
Taken from the storyline's own step order.
- A Mission of Unity
You have undertaken great journeys during your time here in Zandalar. It is time for your next mission. Report to the Banshee's Wail.
The storyline at a glance
Uniting Zandalar has 3 steps, from Uniting Zandalar to A Mission of Unity.
Maps its steps are placed on (steps per map): Zuldazar (3).
Other storylines on the Zuldazar map
- Unrest in Zuldazar
- Among the People
- Serious Monkey Business
- The Strike on Zuldazar
- Warbeast Kraal
- Mole Machinations
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.