As with the old version of this quest, make sure you (not your pet, party member etc.) get the killing blow on the zombies/ghosts to get the information from them.
Quest
What's Haunting Witch Hill?
A World of Warcraft quest in Dustwallow Marsh. 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 a demonology warlock, these quests are extremely hard. Not because the mobs are hard to kill, infact they go down quite easy, but because we rely on our pets so much the pet will often score the KB and we wont get credit, same on the frogs.
My advice is to put pet to passive and just take it slow and steady.
For any demonology warlock looking to do this in MoP, things just got even more difficult due to Wild Imps. This may change later on, but for now the imps seemingly do not go onto passive but stay on defensive. Since Incinerate is now destro only, you will have to find a way of killing the risen mobs without using your SB so that you don't end up summoning any imps (trust me, 5+ imps makes getting the killing blow nigh impossible). I used Soul Fire instead. Irritating as hell, but not game breaking.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(27188))
What to do
Description
I traveled out here to pay Jarl a visit at his new home and it's been a nonstop horror show ever since! There's something seriously wrong here and I can't be the only one who sees it... Have you seen the ghosts and corpses shambling about Witch Hill? I've a feeling that if anyone knows what happened here, it is them. Seek out these risen husks and risen spirits in the surrounding area, grant them rest through combat, and see what you can learn from them before this evil consumes Jarl!
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 areaObjective areaObjective areaObjective areaIn-game waypoint: /way #70 55.6 26.1
Coordinates
- Turn-inDustwallow Marsh 55.6, 26.1
/way #70 55.6 26.1 - Objective area (centre of the marked area)Dustwallow Marsh 54.3, 27.4
/way #70 54.3 27.4
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 Dustwallow Marsh map
- Honor the Flame about 600 yards
- Desecrate this Fire! about 600 yards
- The Sullied Banner about 910 yards
- Aftershocks about 1,160 yards
- Breaking the Cycle about 1,160 yards
- Creative Solutions about 1,170 yards
- A Bitter Reunion about 1,250 yards
Quests whose map markers the client places closest to this one on Dustwallow Marsh, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on Dustwallow Marsh:
- Northwatch Hold, Southern Barrens
- Brackenwall Village, Dustwallow Marsh
- Theramore, Dustwallow Marsh
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.
Community notes from Wowhead · 12 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.
The top 3 are shown in Top Comments above. Read all 12 on Wowhead.
Other quests on the Dustwallow Marsh map
Storyline
Dustwallow Marsh
Part 14 of 83.
Previous: Hungry as an Ogre! · Next: The Witch's Bane
- 9Theramore Spies
- 10Marsh Frog Legs
- 11Jarl Needs Eyes
- 12Jarl Needs a Blade
- 13Hungry as an Ogre!
- 14What's Haunting Witch Hill?
- 15The Witch's Bane
- 16Cleansing Witch Hill
- 17The Lost Report
- 18The Orc Report
- 19Captain Vimes
- 20This Old Lighthouse
Showing steps 9 to 20 of 83.
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.
- Hungry as an Ogre!
You meet some people out here sometime. Nice people. Met an ogre once. Ogres get hungry just like me. I'll never forget what he said. He said "Mud big ogre. Me hungry. Go bash fishy. Bring Mud food. You feed Mud or Mud eat you." So I got him those fish and he ate 'em up. That's when I started too.
After this quest
Taken from the storyline's own step order.
- The Witch's Bane
In my years as an herbalist, I've often observed that nature will provide subtle cures to the most vexing of problems. I've read that hedge mages and witch doctors often use the smoke of an herb known as witchbane to draw evil from its hiding places.
The storyline at a glance
Dustwallow Marsh has 83 steps, from Traitors Among Us to Challenge to the Black Flight.
Maps its steps are placed on (steps per map): Dustwallow Marsh (81), Stormwind City (1), Thunder Bluff (1).
Steps of this storyline count toward:
Other storylines on the Dustwallow Marsh map
- The Blue Dragons
- Testing Loyalties
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.
Guides for this zone
Guides and routes on this site that cover Dustwallow Marsh.