Hop onto the Water Elemental. Use bar to kill 50 enemies. (I found #2 worked best)
Leads to Showing Our Might, Taming their Beasts and The Mech of Death
Quest
Zul'jan Deluge
A World of Warcraft quest in Nazmir. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
This is the sixth part of He Who Walks in the Light, the 4th and final chapter of the achievement Tides of Vengeance.
The full quest chain, listed below, unlocked with the release of the Battle of Dazar'alor Raid on 22nd January 2019.
You will also need to have completed the three previous chapters before you can do this, all detailed in the achievement link.1. The Fall of Zuldazar
2. The March to Nazmir
3. Repurposing Their Village and Dark Iron Machinations
4. Fog of War
5. Lurking in the Swamp
6. Zul'jan Deluge
7. Showing Our Might, Taming their Beasts and The Mech of Death
8. Taking the Blood Gate
9. He Who Walks in the Light
That completes the quest chain and awards the achievement.
It also unlocks the quest that takes you into the raid, Battle of Dazar'alor
"Here's a minute of completely pointless but mandatory introductory scene of you slowly crawling about in an elemental before you can do the actual quest"
What an irritatingly bad quest design.
That is every comment on this page.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(54412))
Requirements
Read from the Blizzard quest API.
Description
Through the mists is Zul'jan ruins, a major Horde outpost in Nazmir. We need to take it over to help our forces push forward. The Horde needs to believe a large Alliance army is here, so we're going to throw everything we've got at taking the ruins. Our army will charge forward to attack, while you join them using my water elemental. Meet me outside of the ruins when you're done, we'll need to keep pushing forward.
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 areaObjective areaObjective areaObjective areaIn-game waypoint: /way #863 44.2 78.9
Coordinates
- Turn-inNazmir 44.2, 78.9
/way #863 44.2 78.9 - Objective areaNazmir 35.8, 68.3
/way #863 35.8 68.3 - Objective area (centre of the marked area)Nazmir 40.1, 78.4
/way #863 40.1 78.4
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 Nazmir map
- Desecrate this Fire! about 270 yards
- The Fall of Kel'vax about 690 yards
- Kel'vax's Home about 690 yards
- Bones for Protection about 720 yards
- Bwonsamdi's Deliverance about 720 yards
- Respecting the Rites about 720 yards
- Nazmani Cultists about 750 yards
- Offerings to G'huun about 750 yards
- Captain Conrad about 760 yards
- Hunting the Hunter about 840 yards
Quests whose map markers the client places closest to this one on Nazmir, nearest first. Distances are straight lines between the markers.
Getting there
Alliance flight points closest to the quest’s turn-in marker on Nazmir:
- Grimwatt's Crash, Nazmir
- Verdant Hollow, Zuldazar
- Nesingwary's Gameland, Zuldazar
From the turn-in, the objective areas lie:
- Objective area
- 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 · 3 comments
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Azeritex 250
Reward details
Currency: Azerite x 250
The blood of Azeroth crystalizes into chunks of Azerite, an extremely potent and powerful material.
Item facts are the current retail client’s (ItemSparse); the specialisations for a pick-one item are the ones the Blizzard quest API lists; faction and currency text is the client’s own. Lowest listed price = the US commodity auction house now.
Storyline
Fog of War
Part 7 of 12.
The Kul Tiran fleet is preparing to attack Zuldazar. To guarantee victory, the Alliance must create a distraction in Nazmir to lure away the armies of the Horde and Zandalari.
Previous: Lurking in the Swamp · Next: Showing Our Might
- 1The Fall of Zuldazar
- 2The March to Nazmir
- 3Repurposing Their Village
- 4Dark Iron Machinations
- 5Fog of War
- 6Lurking in the Swamp
- 7Zul'jan Deluge
- 8Showing Our Might
- 9The Mech of Death
- 10Taming their Beasts
- 11Taking the Blood Gate
- 12He Who Walks in the Light
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.
- Lurking in the Swamp
We have Zalamar, and we've got our fog. Now, we have to take the attack to the Horde. Our goal is to take as much land in Nazmir as possible to make the Horde think our main fleet is here. The first target is Zul'jan ruins, one of the Horde's main bases in Nazmir.
After this quest
Taken from the storyline's own step order.
- Showing Our Might
We are within reach of the Blood Gate in Zandalar. Once we take that, the Horde and Zandalari will believe our full invasion has begun. Our forces have already engaged the Zandalari within the Fallen Outpost. We'll need your help to push them back.
The storyline at a glance
Fog of War has 12 steps, from The Fall of Zuldazar to He Who Walks in the Light.
Maps its steps are placed on (steps per map): Nazmir (10), Boralus (2).
Steps of this storyline count toward:
Other storylines on the Nazmir map
- Lost in Nazmir
- Go East, Old Tortollan
- Titanic Revelations
- Heart of Darkness
- Gaining a Foothold
- The Fury of the Zandalari
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.