You dont need to do all 20 at once to complete the quest. You will for this one though Gearing Up for Trouble
You can enter it and do up to lvl 10, then leave and start over again.
-- Or do 5 and 5 and 5 and 5. Whichever floats your boat.
Quest
Worldsoul: Awakening Machine
Quest facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Head down to Gundargaz and talk to Speaker Kuldas to start the event. He is located to the right of some stairs at /way 47, 32
What to expect from this solo challenge:
- Swarmbots
Spoiler
slowly make their way to Speaker Kuldas, simply hitting them will draw aggro.- Corrupted Machinist:
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will spawn and channel a spell on Kuldas, interrupting them instantly kills them.- Explosive Bomberbot:
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similar to Swarmbot but will cast a self-destruct explosion, you can bait it out from afar to remove them or just defeat them normally- Malfunctioning Pylon:
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channels a deadly electric beam at Kuldas, defeat this quickly to stop it. You can intercept the beam by standing between it and Kuldas.- Automatic Ironstrider:
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robot mech that deals some damage and globs down molten magma on the floor and can be threatening to your health- Medbot:
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runs around, defeat it to drop a heal specifically for Kuldas (for nonhealers such as warriors, rogues, and deathknights in case Kuldas took some damage) healed about 1.5m per medbot)- Nullbot:
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After a few seconds creates a barrier on a nearby bot rendering them immune to all damage until the Nullbot is defeated- Wave 20:
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Awakened Phalanx, the final boss with about 6.4m hp- Rewards:
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I got a soulbound back/cape transmog, others got [item=223269], 350+350+250+150 reputation with Asssembly of the Deeps, 3+3+2+2 carved crests, 22+20+18+15 valorstones, and 250 resonance crystals, doing it again on an alt did not give out an epic reward from the big box
The whole thing took about 9-10 minutes and you get a rest period after every 5th wave (speaking to Kuldas to start the next wave whenever you want)
There may be an extra quest Gearing Up for Trouble over in the kobold room to the south around /way #2214 47.7 35.3
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(82511))
Description
The earthen tell me of this "Awakening Machine" that is part of their life cycle. It imbues them with energy, once a gift of the titans but now from the Worldsoul. <Faerin smiles faintly and nods knowingly.> They hold it in high reverence--as we do Beledar. I will fight to defend it with the same fervor as I would defend our own star! Aid me, {name}. We can't let them down.
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 #2248 48.7 44.5
Objective areaIn-game waypoint: /way #2214 43.3 31.9
Coordinates
- Turn-inIsle of Dorn 48.7, 44.5
/way #2248 48.7 44.5 - Objective areaThe Ringing Deeps 43.3, 31.9
/way #2214 43.3 31.9
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 Isle of Dorn map
- The Market Reeve of the Forgegrounds about 20 yards
- Ship It! about 80 yards
- Seasonal Start about 80 yards
- Zekvir, Hand of the Harbinger about 80 yards
- Seasonal Refresher about 80 yards
- Seasonal Reminder about 80 yards
- Seizing Evidence about 80 yards
- Withheld Information about 80 yards
- Something Hidden about 80 yards
- How Scandalous! about 80 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:
- Dornogal, Isle of Dorn
- Rambleshire, Isle of Dorn
- Durgaz Cabin, 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 · 11 comments
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Spell: Weekly Activity
Storyline
Khaz Algar Emissary
Part 41 of 54.
Previous: Worldsoul: World Bosses · Next: Worldsoul: World Boss
- 36Worldsoul: The Rookery
- 37Worldsoul: Nerub-ar Palace
- 38Worldsoul: Nerub-ar Palace
- 39Worldsoul: Horrific Visions Revisited
- 40Worldsoul: World Bosses
- 41Worldsoul: Awakening Machine
- 42Worldsoul: World Boss
- 43Worldsoul: Dastardly Duos in the Dome!
- 44Worldsoul: Undermine Explorer
- 45Worldsoul: Darkflame Cleft
- 46Worldsoul: K'aresh World Quests
- 47Worldsoul: The Stonevault
Showing steps 36 to 47 of 54.
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.
- Worldsoul: World Bosses
Hallowfall is not the only land beset by enemies. Great monsters threaten our allies. Wherever the shadows of our war have fallen, savage beasts and cunning fiends rise up. They murder Arathi, earthen, and the others who stand with us. Innocent farmers to great warriors.
After this quest
Taken from the storyline's own step order.
- Worldsoul: World Boss
Hallowfall is not the only land beset by enemies. Great monsters wander all of Khaz Algar--savage beasts and intelligent fiends alike. They murder Arathi, earthen, and adventurers in equal measure from innocent farmers to great warriors. I know the Sacred Flame burns in you.
Other storylines on the Isle of Dorn map
- Mourning Rise
- Ties That Bind
- Merrix and Steelvein
- Earthen Fissures
- Brotherhood in the Skolzgal Wood
- Arcane Desolation
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.