If this bugs out and you can't turn it in then return to 63,57 and they will be there again (may or may not have to exit the zone).
Quest
Zero to Hiro
A World of Warcraft quest in Stormheim. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Did you free Hiro and found no where to turn in? Quick-fix for me was Zen Pilgrimage to Temple of Five Dawns and back. (use it twice) Then when you re-enter the zone, Hiro should give you the chance to advance your journey.
If Hiro bugs out for you, just relog.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(41853))
Requirements
Read from the Blizzard quest API.
Description
I have a favor to ask of you, {name}. My good friend Hiro is still somewhere inside the main camp. Only problem is, the Gates of Valor are swarming with the biggest, baddest, nastiest Legion creatures I've ever seen. If we walk in there, we'll just get slaughtered. But I've seen these vrykul chugging some kind of special brew called Storm Brew. It's some kind of combat tonic that makes them bigger and stronger. Let's steal some of that drink, then storm in to save Hiro!
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.
Objective areaObjective areaObjective areaObjective areaIn-game waypoint: /way #634 67.2 64.0
Coordinates
- Objective areaStormheim 67.2, 64.0
/way #634 67.2 64.0 - Objective areaStormheim 66.7, 70.4
/way #634 66.7 70.4 - Objective areaStormheim 67.9, 69.7
/way #634 67.9 69.7 - Objective areaStormheim 62.9, 59.5
/way #634 62.9 59.5
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 Stormheim map
- Strange Bedfellows about 40 yards
- Knocking on Valor's Door about 190 yards
- A Familiar Fate about 190 yards
- The Reluctant Queen about 190 yards
- Unanswered Questions about 190 yards
- To Skold-Ashil about 230 yards
- Rune Ruination: Runeskeld Rollo about 230 yards
- Rune Ruination: Runesage Floki about 230 yards
- Malace in Vrykul Land about 230 yards
- Rune Ruination about 230 yards
Quests whose map markers the client places closest to this one on Stormheim, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s first objective area marker on Stormheim:
- Greywatch, Stormheim
- Valdisdall, Stormheim
- Dreadwake's Landing, Stormheim
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 · 20 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 20 on Wowhead.
Storyline
Journey of the Grandmaster II
Part 12 of 16.
Previous: No Monk Left Behind · Next: Brick By Brick
- 5Highmountain Salmon
- 6Spiced Rib Roast
- 7Silkweave Bandages
- 8The Iron Fist
- 9The Master of Swords
- 10Quelling the Tide
- 11No Monk Left Behind
- 12Zero to Hiro
- 13Brick By Brick
- 14Champion: Angus Ironfist
- 15Champion: Sylara Steelsong
- 16Champion: Hiro
Showing steps 5 to 16 of 16.
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.
- No Monk Left Behind
Most of the prisoners are being held in the main camp at the Gates of Valor. Our people have been beaten and tortured, and worse still awaits for them if we don't save them. Find the cages within the main camp and free as many monks as you can find.
After this quest
Taken from the storyline's own step order.
- Brick By Brick
Da monks be free, and we put a thorn in dat eredar lady's side. I'm back wit my friends, and lookin' forward to sleepin' in a bed tonight. Let's go back ta da Wanderin' Isle. I've never been so excited ta see a turtle in my life.
The storyline at a glance
Journey of the Grandmaster II has 16 steps, from Appropriations to Champion: Hiro.
Maps its steps are placed on (steps per map): The Wandering Isle (11), Stormheim (5).
Steps of this storyline count toward:
Other storylines on the Stormheim map
- The Trial of Valor
- The Trial of Will
- Wreck of the Skyfire
- The Secret of the Shieldmaidens
- The Trial of Might
- Lock, Stock, and Two Smoking Goblins
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.