The name of this quest is a reference to a famous chapter in the FPS video game Half-Life 2 called "We Don't Go to Ravenholm". It might seem like it's just a normal quest name but trust me, it is referencing that.
Quest
We Don't Go to Taelloch
A World of Warcraft quest in The Ringing Deeps. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
there's a road there. the deepflayers spawn there. and if you happen to be standing near where one spawns it will agro and attack, but it takes a loooong time to kill, leaves no corpse and no xp.
After turning in the previous quest, if Magni does not offer this one do a /reload.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(78696))
Requirements
Read from the quest filters in the current retail client build.
What to do
Description
This troubled Machine Speaker was here to do something. But what? It looks like something really did some damage to him. We shouldn't dally. We need to head into Taelloch and look for the foreman. Can you clear the entryway into the town? Someone could get hurt!
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 areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaIn-game waypoint: /way #2214 58.1 58.1
Coordinates
- Turn-inThe Ringing Deeps 58.1, 58.1
/way #2214 58.1 58.1 - Objective area (centre of the marked area)The Ringing Deeps 58.5, 61.5
/way #2214 58.5 61.5 - Objective areaThe Ringing Deeps 58.0, 58.3
/way #2214 58.0 58.3 - Objective areaThe Ringing Deeps 56.2, 59.8
/way #2214 56.2 59.8
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 The Ringing Deeps map
- Fog Tags about 350 yards
- Unnatural Predators about 350 yards
- Ghosts in the Machine about 350 yards
- Fog Follower about 350 yards
- Foreign Fog about 360 yards
- Undoing the Damage about 370 yards
- Antifogmatic about 370 yards
- Decommissioning Darkness about 380 yards
- A Functional Favor about 380 yards
- Ringing in the Deeps about 410 yards
Quests whose map markers the client places closest to this one on The Ringing Deeps, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on The Ringing Deeps:
- Camp Murroch, The Ringing Deeps
- Shadowvein Point, The Ringing Deeps
- Opportunity Point, The Ringing Deeps
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 · 4 comments
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Other quests on the Ringing Deeps map
Storyline
Dark Revelations
Part 3 of 10.
Previous: The Tunnel's End · Next: Ghost of a Company Town
- 1A Wrench in the Works
- 2The Tunnel's End
- 3We Don't Go to Taelloch
- 4Ghost of a Company Town
- 5Controlled Demolition
- 6The Truth in Chalk
- 7Buried in Stone
- 8Find the Foreman
- 9What She Saw
- 10The High Speaker's Secret
Storyline order is the client’s own QuestLine data from the current retail build.
Quest chain
- 1Back to Gundargaz
- 2A Wrench in the Works
- 3The Tunnel's End
- 4We Don't Go to Taelloch
- 5Ghost of a Company Town
- 6Controlled Demolition
- 7The Truth in Chalk
- 8Buried in Stone
- 9Find the Foreman
- 10What She Saw
- 11The High Speaker's Secret
Step 4 of 11. 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.
- The Tunnel's End
So we're hearing more rumors about Taelloch. The town and its mine are responsible for ore production. Apparently, we haven't received shipments in weeks, and the town's foreman has disappeared. Now the High Speaker is discouraging anyone from traveling there. That tells me we should investigate.
After this quest
Taken from the storyline's own step order.
- Ghost of a Company Town
The foreman isn't here. Obviously. But the evidence points to her being here recently. So perhaps she's still nearby! We should go further into town and see if anyone has any idea where she might be. Or maybe someone else can give us the answers we need. Maybe we'll find out on our own!
The storyline at a glance
Dark Revelations has 10 steps, from A Wrench in the Works to The High Speaker's Secret.
Maps its steps are placed on (steps per map): The Ringing Deeps (10).
Steps of this storyline count toward:
Other storylines on The Ringing Deeps map
- By Candlelight
- Trust Issues
- Kobold Culture and Integration
- The Machines March to War
- Fearbreaker
- Dread in the Den
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.