The Restless Isles

The Restless Isles are your starting point to get to the Twilight Forge.

Overview


This adventure zone is accessed through The Foothold.

This is a level 10 Wilderness Adventure Area, allowing characters from levels 7 through 14 for full XP gain.

Access to Restless Isles

 * If you have completed the quest Hiding in Plain Sight, you may use the Wayfinder in The Marketplace, Zerchi Spire-Keeper , near the auctioneer.

If you do not flag for the trip with Hiding in Plain Sight, you can still use an alternative method:
 * You can also gain access to the isles with the level 3 Ship Navigator, or the lvl 2 if you have the explorer area's quest in your journal.
 * The Greater Teleport spell will transport you and your party to the foothold.
 * A Bracelet of Friends or Greater Bracelet of Friends can be used if the party member is at the foothold.
 * None of the teleport options or the navigator will work if you do not have access to the adventure pack.

Note: If you fall off from any of the islands, you will die, even if you have. (Hirelings are unaffected by the death effect.)

Quests
In addition to the Rare Encounter / Slayer / Explorer quests typical to all Wilderness Adventure Areas, the following quests can be found in this zone:


 * Bring Me the Head of Ghola-Fan! and its quest giver
 * Slavers of the Shrieking Mines and its quest giver
 * The Twilight Forge and The Titan Awakes

Quests By Favor
(R) = 12-man Raid party
 * * NB! You can get and enter The Twilight Forge quest at level 8, but must be level 9 to continue on into The Titan Awakes once you get to the end.

Rare Encounters
Each Rare Encounter is worth 650 XP; the bonus for defeating all of them is 975 XP.
 * Slay Snikkit, the tunnel scorpion
 * Slay Kaedak, the wildman outcast
 * Slay Than Hap, the charred sacrifice

Explorer
Each Explorer is worth 325 XP; the bonus for finding all of them is 487 XP.

Lore

 * Discover the sacrificial sepulcher
 * Explore the wildman alcove (requires from Slavers of the Shrieking Mines)
 * Discover the Island of scorrow outcasts
 * Uncover the mutinous wildmen cabal
 * Discover the wildmen sanctuary
 * Find the place of ancient sacrifice


 * DC to open locked chest is 52.

Paths to quests


These paths assume you have a rogue to pick doors. (Unlock DCs are 45.) Otherwise you need to kill some ogres to get s. Also there are several gates which can be opened by killing monsters nearby.

Before you can enter this area you have to pay off Karn Cold-Trail at the Foothold for 10,000 gold or convincing him via bluff (2,000 gold), intimidate or diplomacy (DC: 23 - 5,000 gold). Otherwise, his crew on the island will refuse to help, including Ostler Caulstone who will not repair the sigil for you. As soon as Karn is convinced, Ostler will work as a merchant and Laina the Excoriated will serve as tavern keeper and soul binder.

If you have the quests in your journal, you can use the Wildman Guide and the Runetusk Guide to send you directly to their respective clan footholds. However, they will refuse to help if you have not yet meet their elders, or if you have already completed the quests. If you want to keep the guides active, retake the quests after you complete them.

To Shrieking Mines
Refer to the maps, above right.


 * Follow the tunnel (past oozes and spiders, and the Wildman Guide) until you get to the first locked door, which is just past the Runetuck guide. Take the lift up, and kill the ogres and acquire a pass-key.
 * Head back down that same shaft, go through that same locked door to the end of that tunnel, then take the lift up.
 * Kill the local ogres to open the gate, cross the bridge to the other island, and take the lift down.
 * Walk until you get to the next lift up.
 * Kill the local Wildmen to open the gate, (loot the locked chest if you can and want to), cross the bridge to the other island, kill some ogres and pick up another key, and take the lift down.
 * You will quickly come to a Wildman Guide; go right at that intersection, and continue until you come to a 3-way intersection with a (locked) gate.
 * The entrance of the Shrieking Mines is down to your left, but you need the quest first, so go straight, through the (locked) gate.
 * (Past some Wildmen) go left at the next intersection (ignoring that lift up), and continue straight (past a door on your right, and then more scorpions) until you get to the lift up.
 * Rest at the shrine, get the quest, then come back to the Shrieking Mines entrance (simply go back down the same shaft and bear right).
 * When speaking to Opu, Diplomacy or Haggle will work automatically (no DC check necessary). Intimidate will automatically fail (again, no DC possible) but will give you a chance to make a different choice.

To Ghola-Fan



 * Go left and take the lift up
 * Cross the bridge to the next island, and take the lift down
 * Go left immediately
 * Go through the locked gate, ignore the next 2 lifts (1 on your left, 1 ahead) (or you can choose to not* skip 2nd lift, as there's a Runetusk Overseer up there with a key you'll need for step 5 if you're not a rogue)
 * Ignore the locked door on your right, go through the next locked door in front of you
 * Continue and take the lift up
 * You're standing in front of the Ghola-Fan's palace... but you need the quest first, so take right and cross the bridge to the next island and go down the lift (DC to knock door open 52 )
 * Ignore the two locked doors on the sides and go to the lift up
 * Rest at shrine, take the quest
 * You can now go back to the Ghola-Fan's compound in the same way, but you should instead purchase the key from Mizuma. You can then use it on the shortcut - the locked door on the right (on your way back in the underwater passage).
 * If you do have to break into the compound be aware that there is a STR restriction to break down the door. Breaking down the door to reach the entrance to the dungeon requires 22 STR, a knock spell, or a damaging AOE fire spell (fireball or burning hands or Burning Sphere). Archmage Force Blast also works. Single target spells like Scorching Ray do not work. A 35+ open lock is enough to lockpick them.

To the Twilight Forge

 * Go left and take the lift up
 * Cross the bridge to the next island, and take the lift down
 * Instead of going left, go straight in front of you this time (you fight 2 ogre magi) till you get to a large group of nine monsters
 * Method A:
 * Take a right at the guarded door and give the ogre there your Ogre Khan's Skull (found in Ghola-Fan)
 * Up the ladder and head straight until you get to a wildman and give him the (found in Shrieking Mines)
 * Keep going straight until you hit a rock wall with a lever on the left
 * Method B:
 * Kill all the ogres and the door will open
 * Go through the door and up the path until you get to another group of ogres
 * Kill all the ogres and the door will open
 * Follow the path to the gate and you're at the Volcano's Mouth

Volcano's Mouth

 * An ancient warforged watches over the entrance to the The Twilight Forge.
 * A repaired and completed must be in your inventory to gain entry to the The Twilight Forge raid.

Monsters
Monsters in the zone not found on the rare encounters list.

Monster Information Named Monsters:
 * Baby Glass Spiders
 * Charred Sacrifices
 * Feral Hounds
 * Glass Spider Queens
 * Huge Black Puddings
 * Island Scorpions
 * Runetusk Champions
 * Runetusk Fighters
 * Runetusk Magi
 * Runetusk Overseers
 * Runetusk Warlocks
 * Troll Captives
 * Wildmen
 * Wildman Chiefs
 * Wildman Diggers
 * Wildman Hunters
 * Wildman Mystics
 * Worg Sentinels
 * Burns-The-Soul - Orange-named spectre
 * Runetusk Commanders - Orange-named ogres
 * Scorrow Pariahs - Yellow-named drow scorpions