What the achievement asks
The optional storylines of the Waking Shores. Ten points, account-wide, both factions.
These are the ones people miss. They sit off the campaign path, nothing points you at them while you level, and a character who went straight through the zone can finish it having touched none of them.
Where each one starts
Each is a short chain from that spot. Nothing here is difficult and nothing is gated behind a group.
What each chain runs from and to
| Storyline | Starts with | Ends with | Note |
|---|---|---|---|
| Beyond the Barrier | Site Salvage | Beyond the Barrier | Nothing in the way |
| Brave Researchers | Behavior Analysis "Homework" | Theory in Practice | Nothing in the way |
| Professional Protographer | Out For Delivery | A Thousand Words | Nothing in the way |
| Ruby Lifecalling | A Ruby Lifecalling | Beaky Reclamation | Nothing in the way |
| Save the Hippos! | Erstwhile Ecologists | A Sledgehammer of a Solution | Nothing in the way |
| The Shadow of His Wings | Punching Up | The Shadow of His Wings | Locked until you finish the chain from A Cultist's Misgivings to Under Lock and Key |
The trap
Some of these do not appear at all until the zone's main campaign is finished. If you fly to a coordinate and find nobody with a quest, that is usually why rather than a bug.
Do Waking Hope first, then come back and sweep the list.
Why it is worth the trip
Loremaster of the Dragon Isles wants both halves of every zone, main and optional, and it is a piece of A World Awoken. The optional halves are where nearly all the remaining work lives, because the main halves came free with levelling.