The Twilight Forge

''The fires of the Twilight Forge glow hot and fierce as plans are made for war across Eberron. Lord Istharan and his forces must be stopped!'' {{Quest This is the pre-raid you must complete to get to the actual The Titan Awakes raid. (This is similar to the Vault of Night raid scenario, where one raid follows another.)
 * name     = The Twilight Forge
 * adpack=The Restless Isles
 * level    = 11
 * duration = Very long
 * raid       = yes
 * normal   = 12100
 * hard     = 12699
 * elite    = 13300
 * loc      = Twilight Forge
 * npc      = Ostler Caulstone
 * zone     = Restless Isles
 * found    = The Foothold
 * patron   = The Free Agents
 * favor    = 10
 * mappic   = M twilight forge.png
 * maplegend =yes
 * loadingpic= L Twilight Forge.jpg
 * flagging = A completed Sigil of Dal Quor.
 * overview =

The raid entrance for this quest can be found by traveling through the underground passages in the Restless Isles. You need to get to Volcano's Mouth where an ancient warforged will let you into the quest.

Getting to Volcano's Mouth can be complicated without the aid of the spell Greater Teleport. If you have access to this, you can get straight to the quest entrance by teleporting from an instance to the Twilight Forge entry on the list (the suggested starting instance is Tempest Spine or The Subterrane, because they are raid areas without prerequisites), or the raid group could break up into smaller parties to teleport from 6-man instances (such as the explorer area just below the Foothold, where you had to reset/repair Sigil anyway). If not, then you will need to fight your way there. If you take the Ogre Khan's Skull and the {{Item|Horrid Golden Figurine}} with you (found in Ghola-Fan and Shrieking Mines), you can avoid some large fights on the way.

Should you succeed in getting to the end, you will gain access to The Titan Awakes raid.


 * Note: You can get and enter The Twilight Forge quest at level 8, but must be level 9 to continue into The Titan Awakes raid once you get to the end.

Flagging
The Twilight Forge is divided into five main sections containing puzzles and other challenges. There are many, varied objectives, some required for completion. The puzzles in particular can be tricky, especially for first timers. The most important things to do if you are new to this quest is listen, watch, learn, and don't be afraid to ask questions.
 * Complete Hiding in Plain Sight (aka. HiPS) to gain access to the Restless Isles. (Optional, can use Greater Teleport or 3rd-tier Airship Navigator instead.)
 * Complete Slavers of the Shrieking Mines and Bring Me the Head of Ghola-Fan! to get the two sigil pieces. Order is not important.
 * Bribe Karn in the Restless Isles (you only need one of these options):
 * 1,000 gold (100 pp) with no skills
 * Diplomacy 10+ reduces the fee to 500 pp (9 failed, 10 succeeded)
 * Bluff 14+ reduces the fee to 200 pp (13 failed, 14 succeeded)
 * Intimidate 18+ removes the fee entirely (17 failed, 18 succeeded)
 * Ostler Caulstone in the Restless Isles repairs the sigil. However, he will not offer to repair it until you are Level 8 or higher.
 * Reflagging is never required (even after TR), although before re-running the raid, you do need to re-take the quest and repair your sigil of Dal-Quor by speaking to Karn Cold-Trail and Ostler Caulstone at the Restless isles.
 * For more detail see The Twilight Forge (story arc).
 * objective_1=Discover the secret of the Twilight Forge
 * objective_2=Navigate the maze-like Factory corridors
 * objective_3=Lower the barrier field in the Factory
 * objective_4=Find the levers that unlock the hatches in the Observation Gallery
 * objective_5=Reunite your party to pass the high-security corridor
 * optional_1=Acquire 6 Purple Medallions
 * opt_percent_1=
 * optional_2=Acquire 6 Green Medallions
 * opt_percent_2=
 * optional_3=Acquire 3 Blue Medallions from the sentinel in the Foundry
 * opt_percent_3=
 * optional_4=Acquire 3 Red Medallions
 * opt_percent_4=
 * optional_5=Acquire 3 Yellow Medallions
 * opt_percent_5=
 * optional_6=Kill 50 Runetusk Thrall gunners
 * opt_percent_6=
 * expect=
 * Traps (fixed, some undisarmable)
 * Point of no return
 * Overlapping floors
 * Spawning/respawning monsters
 * Puzzles (mandatory: tile puzzle and lever puzzle)
 * Contains the entrance to another quest (to The Titan Awakes)
 * Requires extra player(s) (mandatory: 3 players are needed at the Red Underwater Puzzle levers)
 * traps = Fire, Cold, Acid, Slashing, Colored Hallways (without picking up appropriate crystal)
 * misc =

"Crystals" as referred to below, actually show up in your inventory labeled as " Medallion".

Please note that attempting to go into a colored hallway without having the matching colored crystal will cause hit point damage akin to a damage over time effect, and can result in death. The same applies if you carry a Soul Stone down a colored hallway. Don't do this unless you know you have to. You can have healers that do have the correct color crystal run with them to heal along the way, and/or give them a resurrection and have them run as far as possible as a ghost before accepting the resurrection.

Also note that the colored crystals are limited in quantity and should not be destroyed (manually, or by recalling from the quest after you have received one). If someone disconnects inside the quest, their crystal is destroyed and a new one is available from the Leering Sentinel, but this doesn't happen if the crystal is destroyed manually from the inventory or by recalling out of the quest. There are only 6 green, 6 purple, 6 blue, 3 red, and 3 yellow crystals available. You may need to drop crystals at times if your party is small in order to change the colour of your crystal after completing some hallways, as you can only hold one crystal from each crystal machine.


 * Elemental Spray Hallway: The initial hallways are lined with jets of acid/fire/cold. Party members with Improved Evasion should be given Resist energy and Protection from Energy and lead the way. The sprays stop when the Ogres on the other side of the wall is killed. There are collectables or chests up most of the side passages. Each door is opened by a lever in the side passages. Party members without Evasion should probably wait at the start until the Ogres are killed. At the end of the hallway is a slash trap, and ramps down to the first Leering Sentinel and Green and Purple colored hallways.


 * Green puzzle: Walkthrough. Six party members will take a Green crystal from the first Leering Sentinel and go down the Green hallway to reach the Green puzzle room. The object is to route the power in such a way to drop bridges and open doors to each successive part of the puzzle, resulting in 1.) allowing access to the Leering Sentinel containing the Yellow/Blue crystals, 2.) opening the path to the Blue hallway, and 3.) gaining access to the switch for one of the black barriers in the high security corridor. The power can be routed through the ceiling, the floor, and the walls of each small room to open the next room needed. It also causes party members to be temporarily "trapped" in certain rooms until they can later be opened by rerouting power to the right places. Oftentimes, especially in shortman groups, Dimension Doors will be needed to prevent being trapped in the rooms, requiring less people to do the puzzle (3 needed otherwise). Take into account at least 3 players will be needed in the Red Underwater Puzzle later on, where DD can't be cast.


 * Purple "Lava Dive" Room: Six party members will take a Purple crystal from the first Leering Sentinel and go down the Purple hallway to reach the Purple maze room. Fight your way through the maze, you will see a blue barrier with 2 switches past it, and a bunch of ogres to fight.
 * (Lava Swim method): If you go past the berrier and you will find another small maze with a lava pit. If you stand on the first bridge and look down into the lava (facing north) you will see that you can swim under the floor to the lava to get past the blue. Whatever buffs you can get to mitigate Fire damage, get them before going swimming (Resist Fire, Protection From Energy: Fire, Fire Shield (Cold), or items with some sort of Fire resistance on them). Climb up the ladder on the right and pull the small switch to drop the blue barrier.
 * (Jump method): With a Jump of 40, you can jump up onto the fence where the ogres were standing, and from there up onto the second level. Jump down on the other side of the blue barrier and pull the small switch to open the blue barrier.
 * After you open the barrier, pull the larger switch to disable one of the black barriers in the high security corridor. Fight your way up through to the second level and jump across until you reach the next Leering Sentinel containing the Red/Blue crystals.


 * Red Underwater Puzzle: This puzzle requires 3 players to be underwater for quite some time, MAKE SURE ALL THREE HAVE AN UNDERWATER ACTION ITEM. Reach this puzzle by taking a Red crystal from the Leering Sentinel on the second level of the Purple room, then follow the red hallway next to the sentinel. There will be another large switch in the hallway, pull it to lower yet another black barrier in the high security corridor. At the end of the hallway, pull the valve to open the hatch, and drop down into the water. The object in this puzzle is to pull valves to open the gates and progress through the puzzle. This puzzle is made slightly easier with a Rogue or someone that can pick locks manually (Knock spell cannot be cast underwater), but it is possible to do without a lockpick, it just requires collecting keys to reach valves behind locked doors, and a little bit of backtracking. You NEED three people to do this puzzle, as sometimes party member will be trapped behind the gates and will need to pull valves to let the others through. Once you reach the end and pull the main valve (it will have many colored crystals around its base), all party members will be able to leave the puzzle by swimming straight up through holes in the ceiling. You will come out in the large Blue Cooling Chamber with the Iron Golems. Wait until the Blue team is ready for you to come up, since you will be near the West wall that awakens the Golems.


 * Blue Cooling Chamber: Three members from Green and three members from Purple will take Blue crystals from the Leering Sentinels in both the Green Puzzle and Purple Room. These 6 Blue members meet together in the Blue Cooling Chamber. They should stay on the East side of the room (where they enter from), and range-down the Warforged on the ledges on the walls before approaching the West wall. When someone does approach the West wall, the ladders there will disappear and the four Red Named Iron Golems on the floor level will awaken. Kill the Golems to get the West ladders to reappear. Up the ladders is the high-security corridor, with a small switch next to it. Flip the small switch, and the 3 matching switches on the North, East, and South ledges to lower the final black barrier in the high security corridor and open the hatches to allow the members in the Yellow Observation Deck to come down.


 * Yellow Lever Room and Blue Room Force Bridges: Three members from Green will go to the Yellow Observation Deck by taking a Yellow crystal from the Leering Sentinel in the Green Puzzle and following the Yellow corridor near the Sentinel.
 * (Bridge method): You will need at least 2 people in Yellow to pull the switches to activate the Force bridges in the Blue room. There is also a switch in the center room of the Red underwater puzzle. The object is to coordinate switch pulling to create a path to each of the small ledges on the second level of the Blue room, where there are yet more small switches that must be pulled to lower another black barrier in the high security corridor. While the party members in Yellow/Red pull the switches, the party members in the Blue room jump across the lit tiles to attempt to reach the South, East, and North where the smaller switches are located.
 * A suggested pattern for pulling the yellow levers (see very bottom of this page) ... method is quoted below:
 * Have West lever pull first.
 * South lever will pull as soon as they SEE the phase tiles appear. DO NOT TRY TO ANTICIPATE THE PULL.
 * Both West AND South levers spam their levers to pull one additional time. Really, spam it as fast as you can.
 * This pattern will allow a solid path for runners in the blue room to all three sides (east, north, and south). Repeat until all 3 switches in the observation lounge are pulled. Or just have the Monk / FvS jump to the platforms.
 * (Jump method): You can bypass the Force bridges and jump the corners of the Blue room, using a Monk with Abundant Step or a Favored Soul with Leap of Faith. A Jump of 40, Haste, and Feather Fall help. Jump/fly from the West ledge to the South/East/North ledges and pull the lever on each. When all 4 levers are pulled, the party members in the Yellow Observation Deck can drop down to meet the rest of the party.
 * Grab the chest through the south-central water hatch before continuing through the high security corridor.


 * High-Security Corridor: Once all the puzzles are complete, your party will reunite at a hallway with 5 colored barriers. These colors correspond to the crystals that were picked up at the Leering Sentinels throughout the quest, so the party members possessing the colors needed will have to walk up to the appropriate colored barriers to cause them to drop.
 * Black Barriers: Between each of the colored barriers there was a black barrier, opened by the five switches located throughout the Twilight Forge. To recap from the above walkthrough, the location of these switches are as follows:
 * Green Puzzle: In the Top North room (requires Green Puzzle to be completed)
 * Purple Side: Past the blue barrier and before the ramp to the second floor
 * Red Side: One in the red corridor at the bend and the other is tied to the final valve in Red Puzzle (requires Red Puzzle to be completed)
 * Blue Room: Tied to the 4 levers to unlock the Observatory (yellow) hatches (requires Yellow switches to be pulled for Force bridges or Monk/Favored Soul to jump corners in Blue room)
 * Elemental Sprays Again: The final hallway has more jets of acid/fire/cold, and doors that can only be opened with high Strength or Fireball (or a few other spells). There are 2 chests at the ends of the side passages. After the Ogres are killed to stop the jets, meet up at the Mindflayer in the end room. Note that a barrier goes up at the end of the final hallway when someone talks to the Mindflayer to begin the final fight, locking-out any party members not in the end room.
 * Final Fight: The Force bridge from the final hallway to the platform with the Mindflayer appears as you get near it, so just walk carefully onto it (a fast player can out-run/tumble the bridge appearing and fall through). The Force bridge disappears when the final fight starts, so make sure everyone is on the platform. WARNING! Starting the fight also closes a force barrier over the entrance to the room! Anyone left outside will NOT be able to access the end chests or the Titan Awakes raid. Anyone that does fall down can get back up via air jets at the two large white circles on the East and West, if they survive the Warforged and non-disarmable Electric Traps. Talk to the Mindflayer to begin the final fight with her and two large Iron Dogs. Killing her completes this quest.

When you finish the quest, DO NOT FINISH OUT. Proceed North over another Force bridge to a shrine and a chest. There will be an elevator shaft that you use to access the second part, The Titan Awakes.

External links
 * Solo Walkthrough and extensive Guide
 * Good walkthrough with screenshots
 * chest=
 * Good walkthrough with screenshots
 * chest=


 * 2 down side paths on the way to the first Leering Sentinel
 * 1 underwater, accessible after completing Red Puzzle. Take the south middle hatch in the Blue room and swim down. True Seeing or Detect Secret Doors is needed to open a false wall to reach the chest.
 * 2 down side paths after high-security corridor, but before Mindflayer.
 * 1 at end shrine


 * npcreward = None

Unique loot
The weapons are ML 10, all others are ML 11. All items are bound to character on equip.

Named monsters: }}
 * monsters =
 * Ancient Warforgeds
 * Ancient Steel Golems
 * Ancient Iron Defenders
 * Dwarven Thralls
 * Mind Flayers
 * Quori Spinners
 * Runetusk Warlocks
 * Runetusk Thralls
 * Wildman Thralls
 * Wildman Mystics
 * Worg Sentinels
 * Lord Istharan - Rednamed Mindflayer