Entrance to the cave is at /way 64.05, 22.91.
Quest
A Lamplight for the Shipwright
A World of Warcraft quest in Isle of Dorn. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
I just logged out in the cave. After you log back in again the whole sequence starts again and it works.
If this is not clear, and you are confused on why things aren't progressing like it should... as in, you aren't having the interaction you need with Shipwright Isaebela that people are talking about in the comments here: There are two Shipwright Isaebelas. Both are around the same area and both are in caves.
- There's one inside the cave at [/way #2248 64.85, 19.89], which is on the bottom and near the shore
- There's one inside the cave at [/way #2248 64.16, 22.99], up in the mountains.
You need the one up in the mountains. You know you have the right one, when you see someone in a webbed cocoon wriggling about and Isaebela's name plate is orange. If she's attackable, you're at the wrong one. The one, that's attackable, is for the quest that comes after Best Friends, Same Ends.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(80217))
What to do
Description
Where is Kaerter now? Did he go off on his own again? <Leif sighs.> We've rescued the earthen and eliminated many hostile forces, but our task is not yet complete. Shortly before you arrived, we spotted a group of Arathi traveling up this hill. One of them was identified as the Arathi shipwright. The shipwright is the leader here. Losing her will cripple their efforts to utilize the mill. Head up the hill and find her before she can escape.
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 areaIn-game waypoint: /way #2248 66.0 23.9
Coordinates
- Turn-inIsle of Dorn 66.0, 23.9
/way #2248 66.0 23.9 - Objective areaIsle of Dorn 63.5, 23.0
/way #2248 63.5 23.0 - Objective areaIsle of Dorn 65.9, 24.7
/way #2248 65.9 24.7
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 Isle of Dorn map
- Cloud Fishing about 470 yards
- To Rambleshire about 590 yards
- Sleepy Sheep about 590 yards
- Power Predators about 590 yards
- The Mage Slayer about 680 yards
- The Spirebreaker about 680 yards
- Thunderhead Butt about 690 yards
- Stormscarred about 700 yards
- Lost Lord of the Storm about 720 yards
- Their Moss, Our Gain about 720 yards
Quests whose map markers the client places closest to this one on Isle of Dorn, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on Isle of Dorn:
- Rambleshire, Isle of Dorn
- Durgaz Cabin, Isle of Dorn
- Dornogal, Isle of Dorn
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 · 45 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.
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Storyline
Brotherhood in the Skolzgal Wood
Part 10 of 12.
Previous: Concealed in the Weald · Next: Up to No Good Down in Silkwood
- 1A Sassy Arathi
- 2An Oddball in Dornogal
- 3Found Around the Unbound
- 4The Pillage of Freywold Village
- 5The Abductors' Obstructors
- 6Holy Fire in Rambleshire
- 7A Time to Kill at the Lumber Mill
- 8Ungirthin' the Earthen
- 9Concealed in the Weald
- 10A Lamplight for the Shipwright
- 11Up to No Good Down in Silkwood
- 12Best Friends, Same Ends
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.
- Concealed in the Weald
The nerubians seem to be in league with the Arathi. Many of them are guarding the mill, but I am sure there are more than we can see. We cannot allow such a large enemy force to operate unimpeded this close to Rambleshire.
After this quest
Taken from the storyline's own step order.
- Up to No Good Down in Silkwood
The Order is moving the wood through the nerubians. Leif said he saw the shipwright leave the cave and head down to the beach. The nerubian tunnel must be down there. You're going to have to seal that Flameforsaken passage.
The storyline at a glance
Brotherhood in the Skolzgal Wood has 12 steps, from A Sassy Arathi to Best Friends, Same Ends.
Maps its steps are placed on (steps per map): Isle of Dorn (11), Dornogal (1).
Steps of this storyline count toward:
Other storylines on the Isle of Dorn map
- Mourning Rise
- Ties That Bind
- Merrix and Steelvein
- Khaz Algar Emissary
- Earthen Fissures
- Arcane Desolation
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.