Venrik: Someone must have recognized Flynn and ratted him out! A bunch of Irontide thugs dragged him off to the Parley Pit for a “special audience” with Harlan Sweete, their captain. Flynn doesn’t like to talk about this, but he used to captain his own crew. With Harlan as his First Mate. The two had a falling out after a messy job and Flynn lost all taste for freebooting. Just disappeared one day. Harlan took the nastiest of the crew and formed the Irontide Raiders. In other words; it’s personal.
Rescue Flynn from The Parley Pit.
- Enter the Parley Pit
- Untie Flynn
- Gamble with Harlan Sweete
TIP: Ride straight to the west toward the circle marked in the mini-map (The Parley Pit). Beware: As soon as you enter the pit, all neutral NPCs become enemy and will aggro.
The Parley Pit: 1/1
Harlan Sweete: That’s it, boys! Work him over good. Things have changed, Flynn. I’m the captain now. And once the Proudmoores are out of the way, we’ll be free to plunder all of Kul Tiras!
Flynn Fairwind: Nghh… run…
Harlan Sweete: Oh ho ho! Our newest “recruit” has arrived! This’ll be fun!
TIP: Four mobs will attack you. You can CC as needed. Afterwards, click Flynn Fairwind to untie him.
Untie Flynn: 1/1
Harlan Sweete: Hmm… What to do with a couple of mutinous rats… Why don’t we let the dice decide?!
Harlan rolls triple swords.
Harlan Sweete: Ooooh! Bad luck for you, haha! Carve ’em up!
NOTE: Three pirates spawn to attack you. An Ookin Crewman, Cutwater Duelist, and Irontide Cutthroat. Don’t get too close to the building, or mobs upstair will aggro and shoot with their rifles.
Harlan Sweete: What?! No, no, no. That’s all wrong.
Harlan rolls two treasures and a compass. Harlan re-rolls to a cannon and two skulls.
TIP: A mark floats above your head. A Cannon is shooting at you. Red whirlpools are drawn on the ground to mark where the cannonball will land, and the mark follows you as you move. Two pirates spawn as well.
Harlan Sweete: That’s better! Did I mention I don’t play fair? Haha!
Harlan dumps out an entire bag of dice, revealing mostly treasures.
Harlan Sweete: Gah! These dice are cursed! Just get in there!
TIP: The cannon shoots five cannonballs. Move away because it will follow you. Three pirates spawn this round.
Gamble with Harlan Sweete: 1/1
Harlan Sweete: Enough! You’re too late, anyway! Our attack on Daelin’s Gate has already begun! The Proudmoores are done for! And when Lady Ashvane takes the throne, I’ll command her fleet! Ten thousand gold to whoever brings me their heads!
Taelia: Flynn! Hold on!
Harlan Sweete: What?! That’s not fair! THAT’S NOT FAIR!
NOTE: Taelia swoops down on a gryphon and grabs Flynn. A second gryphon grabs you and flies you away to safety back to Rodrigo (the Flight Master).
Taelia: I’m so sorry, (Name). I came as fast as I could!
|BATTLE FOR AZEROTH INTRO|
|. Hour of Reckoning|
|. Battle for Lordaeron (Scenario)|
|1. The Nation of Kul Tiras||7. Ferry Pass|
|2. Daughter of the Sea||8. The Heart of Azeroth|
|3. Out Like Flynn||9. Infusing the Heart|
|4. Get Your Bearings||10. To Matters at Hand|
|5. The Old Knight||11. A Nation Divided|
|6. Any Port in a Storm|
|1. Drustvar||5. Witch Hunt|
|2. The Vanishing Lord||6. Cracking the Curse|
|3. Signs and Portents||7. Furious Familiars|
|4. The Wayward Crone||8. The Final Effigy|
|9. The Waycrest Daughter||14. A Pungent Solution|
|10. Standing Accused||15. Once Bitten, Twice Shy|
|11. The Woods Have Eyes||16. Harmful If Swallowed|
|12. In Case of Ambush||17. The Burden of Proof|
|13. Trial By Superstition|
|18. The Curse of Fletcher's Hollow||23. A Revealing Missive|
|19. Save Who We Can||24. Charming the Lifeless|
|20. Clear-Cutting||25. The Murderous Matron|
|21. Hope they Can't Swim||26. Culling the Coven|
|22. The Three Sisters||27. An Airtight Alibi|
|28. And Justice For All||33. If Bones Could Talk|
|29. A Slight Detour||34. Unlocking History|
|30. Yeti to Rumble||35. The Ruins of Gol Var|
|31. Salvage Rights||36. The Order of Embers|
|32. Diversionary Tactics|
|37. Take the High Road||41. Implements of Ill Intent|
|38. A Lesson in Witch Hunting||42. Changing of the Guard|
|39. Sharp Thinking||43. A New Order|
|40. Hidden Dealings|
|44. The Road To Corlain||53. Painful Memories|
|45. The First Watch||54. Running Late|
|46. A Weather Eye||55. From This Day Forward|
|47. A Steady Ballast||56. Blood in the Chapel|
|48. Precious Metals||57. The Lady's Fate|
|49. Digging for Scraps||58. One Last Request|
|50. An Improvised Arsenal||59. Barrier Buster|
|51. Witchrending||60. Break On Through|
|52. To Have Loved and Lost|
|61. A Traitor's Death||67. Leaving the Nest|
|62. Hexecutioner||68. Reeking Refuge|
|63. Ruinous Rituals||69. Storming the Manor|
|64. To The Other Side||70. Waycrest Manor: The Fallen Mother|
|65. The Fall of Corlain||71. A New Dawn|
|66. Hexed Hatchlings|
|1. Through the Old Roads||4. Clear Victory|
|2. Pieces of History||5. Drustfall|
|3. Honorable Discharge|
|1. Sweete's Orders|
|1. Plundering Pirates|
|1. Stormsong Valley||5. Time to Leave|
|2. The Missing Fleet||6. Border Issues|
|3. Searching for Answers||7. Carry On|
|4. Archived Knowledge|
|1. Ruin Has Come||. The Weight of my Ambition|
|. Flush Them Out||. Indefatigable Purpose|
|. Trinkets and Baubles||. Malign Inspiration|
|1. A Nation Divided|
|2. The Smoking Gun||6. Small Haulers|
|3. The Ashvane Trading Company||7. Message from the Management|
|4. Suspicious Shipments||8. Under their Noses|
|5. Labor Dispute||9. Stow and Go (Bridgeport)|
|10. Lured and Allured||11. Lovesick and Lost|
|12. Freehold||19. Raise a Glass!|
|13. Papers, Please||20. Rodrigo's Roost|
|14. The Irontide Crew||21. The Big Job|
|15. Loaded for Bear||22. Recruiting Efforts|
|16. The Beatings Will Continue||23. Fairwind’s “Friends”|
|17. Rig Robbing||24. Defenders of Daelin's Gate|
|18. Dress to Impress|
|Not required for the achievement|
|25. Aged to Perfection||29. Missing Treasure!|
|26. Trixie Business||30. Flew the Coop|
|27. Carentan's Payment||31. Swab This!|
|28. A Bad Deal|
|32. A Desperate Defense||39. Status Report!|
|33. Burn Notice||40. Prepare for Trouble|
|34. Cat on a Hot Copper Roof||41. Make Our Case|
|35. Hands Off My Booty||42. Clear the Air|
|36. Evening the Odds||43. Enemies Within|
|37. Cease Fire!||44. Hot Pursuit|
|38. For Kul Tiras!||45. Proudmoore's Parley|
|NORWINGTON ESTATE -- to start this questline, pick The Norwington Festival at South Ferry Docks|
|46. The Lord's Behest (Foxhollow Woods )||52. Mountain Sounds|
|47. Be Our Guest||53. Lucky Charm|
|48. Beginner Equitation||54. Monstrous Energy|
|49. Show Me What You’ve Got||55. Safety First|
|50. Equine Retrieval||56. The Perfect Horse, of Course|
|51. No Party like a Trogg Party||57. Wanted: Living Earthguard|
|58. Anglepoint Wharf (Next A Sound Plan Achievement Progress)|
|A. An Overrun Mine||C. The Hunters of Kennings Lodge|
|B. Left at the Port||D. Stow and Go|
|WINTERDEEP MINING CAMP|
|A. An Overrun Mine (Bridgeport)||C. Pinch of Azerite|
|B. Miner Operation||D. Rock Meet Dynamite|
|A. The Hunters of Kennings Lodge (Bridgeport)||F. Wanted: Ol’ Frostclaw|
|B. Pardon Our Rust||G. Westward Noble|
|C. A Grizzly End||H. The Start of a Monster Hunt|
|D. A Hunt for Hawk Eggs||I. Noble Responsibilities|
|E. A Sweater for Rupert||J. Encase of Emergency|
|A. Trouble at Southport Watch||E. A Boralus Triple Threat|
|B. Patching Up the Rear||F. Targeting a Turncoat|
|C. Death from Two Sides||G. A Lesson on Trust|
|D. Free Bird|
|SOUTHWIND FERRY DOCK (HUB)|
|A. An Explosive Opportunity|
|B. The Norwington Festival|
|A. An Explosive Opportunity (Southwind Ferry Dock)|
|B. The Beauty of Marketing|
|C. Making Mysteries|
|D. Spring Cleaning|
|A. An Explosive Opportunity (Southwind Ferry Dock)||G. Following Eddie's Trail|
|B. The Stoat Hunt||H. Troublesome Troglodytes|
|C. An Element of Danger||I. Saurolisk Escape|
|D. Bolas and Birds||J. Stone Soup|
|E. Settle the Score||K. The Lord's Behest|
|F. Runaway Rider|
|. Tol Dagor: The Ashvane Overseer|
The War Campaign takes you to set a foothold on the Horde land of Zandalar. At the beginning, you can choose one of three foothold destinations: Zuldazar, Nazmir, or Vol'dun.
The first foothold choice of the War Campaign starts at level 112. Second foothold unlocks at level 114. Island Expedition unlocks at level 116. The Third foothold unlocks at level 118. Unlocking all three Footholds unlocks access to World Quests & the Flight Master's Whistle reward.
|ALLIANCE WAR CAMPAIGN|
|1. The Warcache||5. The Ongoing Campaign
|2. Mission From The King||6. The Final Foothold
|3. War Campaign Table: War of Shadows||7. Uniting Kul Tiras (World Quests Unlocked)|
|4. The Zandalar Campaign|
|8. Reinforcements (Recruit Troops)|
|1. Operation: Blood Arrow||6. The Option: Fire|
|2. Crippling The Horde||7. They Can't Stay Here|
|3. How To Kill A Dark Ranger||8. Ending Areiel|
|4. Tortollans In Distress||9. Meeting Of The Minds|
|5. The Savage Hunt||10. Target: Blood Prince Dreven|
|1. Intercepted Orders||5. An Unnatural Crew|
|2. Hunting Blood Prince Dreven||6. Ending The San'layn Threat|
|3. Behind Enemy Boats||7. A Clean Escape|
|4. The Wildhammer Specialty|