Norrath's Keepers Tier 3b: History of the Isle  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:69
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Advancement
  • Experience
  • Faction
Time Limit:06:00:00
Success Lockout Timer: 00:45:00
Faction Required:
Norrath's Keepers (Min: Amiable)
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Dragons of Norrath
Recommended:
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Tue Nov 15 17:35:18 2005
Modified: Tue Dec 5 05:21:04 2023


For an overview of the Dragons of Norrath expansion, see this wiki article.
For an overview of progression, see quest entries for Norrath's Keepers and the Dark Reign.




This group mission begins with Keeper Dilar Nelune (click for map image) in the Norrath's Keepers camp of the Lavastorm Mountains.

Pre-requisites for requesting this task:
- Level 69+
- Must be high amiable faction with Norrath's Keepers
- Completion of all Tier 2 tasks and flags
- Completion of "Protect the Waters"
- Completion of "The Sacred Scrolls"
- Completion of "Snowfoot Revenge"

You say, 'Hail, Keeper Dilar Nelune'

Keeper Dilar Nelune says 'Should we all perform to Chieftain Aderi's expectations, the races of good and light will bring an end to the threat of evil upon Norrath.'

You have been assigned the task 'History of the Isle'.

We've uncovered documents that lead us to believe that the history of Thundercrest Isles is hidden in the walls deep within the confines of one of the islands. Within these walls are several coves where the very secrets of Yar`Lir, the storm dragon, are stored. If you're ever going to see Yar`Lir, you're going to need to read what these walls say.







Touch the portal to Thundercrest Isle 0/1 (The Broodlands)

Your compass will direct you to the instanced zone.



Look through the lower section of the Halls of History 0/1 (Thundercrest Isles)

Task Window Says: You must go forth into the storm dragon Yar`Lir's Halls of History, within her lair atop the Thundercrest Isles, to uncover the secrets -- indeed, the very essence -- of the dragon's history.

The Halls of History are located in the building in the far northwestern part of the zone. Note that mobs in this instanced zone respawn. Once in the northwestern building, head to the lower level of the halls.



Kill the sentry guarding one of the artifacts of Yar`Lir 0/1 (Thundercrest Isles)

Recover the Gift of Yar`Lir 0/1 (Thundercrest Isles)

Task Window Says: There will be great strife in your attempts to find the secrets, which is why you must destroy anything in your way starting with the sentry guarding the first secret.

Kill the sentry guarding one of the artifacts of Yar`Lir 0/1 (Thundercrest Isles)

Recover the Strength of Yar`Lir 0/1 (Thundercrest Isles

Task Window Says: There remain many secrets here that only you can reveal. Now, you must destroy the guardian protecting the second secret of Yar`Lir.

Kill the sentry guarding one of the artifacts of Yar`Lir 0/1 (Thundercrest Isles)

Recover the Fury of Yar`Lir 0/1 (Thundercrest Isles)

Task Window Says: At last, you are nearly through these great halls of knowledge. Destroy the guardian of the final secret and you will be victorious in your search.

It doesn't matter in which order you seek out and kill the above-mentioned sentries. All are in the lower level of the building (from the ramp leading down to the lower level, you'll find two in dead-ends to the right, and one in the dead-end to the left), Level 73, and each guard an artifact:

Defender of the Halls
Guardian of the Halls
Protector of the Halls

Each hits for a max ~1,800; single-target rampages; has ~53,000 hitpoints; and is stunnable, but immune to mez.

After the death of each sentry, loot the artifact of Yar`Lir (next to its spawn point). One of the three artifacts you will loot in this instance will also contain the "Holding of Yar`Lir", the container required for the final combine, so loot this too.



Mold the three artifacts of Yar`Lir into the whole secret she possesses 0/1 (Thundercrest Isles)

Task Window Says: You must connect the three secrets of Lir together so that their full potential can be realized. Look about you for that which will connect them, for it is almost assuredly already in your possession.

Combine the "Gift of Yar`Lir" + "Strength of Yar`Lir" + "Fury of Yar'Lir" inside the "Holding of Yar`Lir". Do this cambine inside the instance. The result is the "Secret of Yar`Lir", and completes the task.

You have bested beasts of incredible power against all odds to recover long-protected artifacts of the great storm dragon, Yar`Lir. You are on a path to uncovering the mysteries of the Nest and why it was kept hidden in front of your very eyes for so long.


Rewards:
47 Radiant Crystals
1x "Norrath's Keepers Token" (faction turn-in item)

Note: If doing this mission as part of progression, you'll want to check in with some NPCs to make sure your flags are up to date. See this quest entry for more details.
Rewards:
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Min. players
# Jul 13 2014 at 10:40 AM Rating: Decent
Min. players is 3 mercs don't count.
Min. players
# Jul 01 2023 at 12:40 AM Rating: Excellent
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Mercs DO count, just did it with two players and one merc.
Monk guide!
# Jan 15 2009 at 7:29 AM Rating: Default
Monk guide:
Invis, Sneak, flop. Get to northwest and downstairs in the halls. FD/sneak around and kill guardians, loot ****, get win. Took like 15 minutes. I remember doing this with a full group back during DoN and it taking 2 hours with all the trash clearing and wipes to wanderers see invis etc and how hard the mobs for the updates were. How times change.
Monk guide!
# Jun 03 2009 at 2:59 PM Rating: Decent
Same thing for rogues. SoS your way to the back with your trusty merc cleric for safety. Kill, loot. Nothing seems to see SoS.

-Chris
where the protectors are...
# Oct 04 2008 at 3:28 PM Rating: Decent
If you have never done this, they are across the north west bridge...
little know facts
# Aug 22 2006 at 9:09 AM Rating: Decent
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a few interesting points here.

1) nothing in the zone summons....including the named. They're a bugger to get planted, but once they are they're cake. Easily snareable.

2) you can run past the see invis Kirin models in the House of the Named if you're quick (edit, tried this again and its iffy at best, best to kite them out of the house and have your group run to the basement uncontested). I ran to the basement without agroing a single mob. Had only SoE on. If you agro something, just invis up again and b-line back to the zone out, the mobs pathing sucks large so they usually get stuck and don't chase you very far....zone to clear agro.

3) the 3 named are in the basement of the building to the extreme North west of the zone....again, you don't have to fight a single mob until you reach the basement.

4) there is 1 static Guardian model at the entrance, and about 6 roamers in the halls of the basement (also 2 more static near the last named). All on a 20-30 minute repop timer (forgot exact time). Just clear those all out and snare kite the named through the basement until you get him good and rooted.


you can obviously melee the mobs down too, but I found the root/rot method helluva lot easier, their DPS is very spikey. Shaman VP ftw.







Edited, Aug 28th 2006 at 12:40pm EDT by stroudja
little know facts
# Apr 02 2007 at 12:55 PM Rating: Decent
It may be faster to try to kite these guys, but if not snared they run at what looks like bard speed, they come from both directions, and there are a bunch of them. A slightly longer way would be to clear the front courtyard, pull and kill the roamers, and then invis to the ramp down to the basement. The ramp is safe - nothing pathed there the entire time we used it. This approach probably adds 20 minutes, but a bad kite and the rez/rebuff/retry will be at least that long.

Couple of other things:

The repop feels closer to 30 than 20 minutes. We killed all of the non-named mobs in the basement, then waited while a replacement got to us from WoS (who was able to invis/sneak past the repopped roamers - or snare/root and outrun), and the basement was just starting to repop when we started up again.

Starting from the left side, then inner right, outer right (looking down the ramp) worked well.

We did not bother with snare or root. Once we let the warrior have 30 seconds, and I tagged for rampage on incoming, our named never moved. When the other ranger tagged early and went to archery we had a runner on our hands, but fortunately when the ranger died, our named decided he liked our tank after all.

Our warrior did the loot/combine - although he is still in Tier 2; I got credit for the mission and the AA's when I hailed for the character flag and then turned in the raid drops. I cannot confirm yet that the Warrior and others got credit, but I do not doubt that they did.

Healing using HoT on the tag, a PR and then CH worked just fine. The Warrior (13.5 fully buffed, which he was not) only used a defensive disc on the final encounter, and never dropped much below 80% in that fight.
little know facts
# Oct 21 2006 at 9:41 AM Rating: Decent
Just did this with grp had everything done but this and trial of perserverance
i did not loot and combine items someone else in grp did, once i did trial and turned in beads i got my AA and extra buff slot...you do not have to be the person looting the items in history of the isle to get your flag and AA
little know facts
# Aug 28 2006 at 11:41 AM Rating: Decent
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tried this again and its iffy at best being able to run past the see invis mobs without agro.....best to kite them outta the house and have your group run to the basement with clear hallways.
The short and true information
# Jul 20 2006 at 1:28 AM Rating: Good
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55 posts
I'll be submitting the logs of the mission here in a bit.

Short form.

Enter the zone, on a small "island" in the south center of zone.

Cross the bridge to the "big middle" section of zone. (There will probably be some see invis mobs, avoid them or kill them as you need to, most have small agro radius.)

Head out the north side of the "big middle" area and go toward the NorthWest building.

This building CRAWLS with mobs, most on the ground floor SEE INVIS, have LARGE agro and assist radius. Bring a good puller or GREAT crowd control. We wiped when we had the 7th mob (yes, 6 adds... we were good up to that point but the 7th mob ate the enchanter and that was that, we had to recrack the building)

After CLEARING (for all intents and purposes) the top floor of roamers and one complete side you get to the far side and the ramp to the downstairs.

Once you are downstairs most things DO NOT see invis. (And you get your first task update, you've explored the basement of the Halls of Wisdom, grats.)

There are a number of roaming sentinals here, they will most likely add during the crack of the basement. Again your puller / CC'er will be vital here.

The named are wussy. A 13k tank with good gear and AA barely took damage and was easily healed. Lesser tanks demand better healing. They DO flurry and so spike damage can be awful. Fast heals are the way to go. You will have plenty of time to med between fights. (Stuff respawns, but by the time you are fighting named the see invis and roamers are out of your way and won't bother you as long as you don't go AFK for more than 20 minutes.)

There are three named, and three "artifacts" to loot the three pieces from. Pieces are (if I recall correctly) tradeable so looting isn't a problem. The last artifact also has the container for the combine. As others have said DO THE COMBINE IN THE INSTANCE. There, all green on the tasks, crystals and tears, and "invisible" flagged (the whole group, not just the leader or the one that did the combine) for the win.

To the best of my knowledge you can do this out of order. Just make sure you hail the right people in the right order. That is, if you are still on tier one don't keep hailing the chieftan more than you need to in order to do the progression. He will give you one "character flag" at a time as you hail him.

It's -possible- that you might be able to turn in the raid drops from Perserverance and Volkara early and then complete the mission. I don't know that it is, and I don't know that it's not. I simply do NOT advise you to try. Stick them in the bank and wait till after you have finished the solo tasks. Then do the hail to get "assigned" the mission. Then hail to get credit for "finishing" the mission. Then do the turn ins and get the AA's.

Best of luck to you, and hope this helps.
The short and true information
# Nov 16 2006 at 8:13 AM Rating: Decent
Quote:
As others have said DO THE COMBINE IN THE INSTANCE. There, all green on the tasks, crystals and tears, and "invisible" flagged (the whole group, not just the leader or the one that did the combine) for the win.


I do not think this is correct, sir. My group completed this mission last night but the only person that received the character flag was the person that did the combine and turnin. We had 4 in the group that had all completed the solo missions for tier 3 and only the one doing the turnin got the flag. I wish this mission worked that way you said.
Respawns
# Jul 03 2006 at 2:09 PM Rating: Decent
As of today the mobs do repop. They are on either a 20 minute or 30 minute timer but we did get respawns. Might want to bring a DRU or other porter to get out, unless you want to fight out.
Respawns
# Jul 21 2006 at 8:42 AM Rating: Default
When you go down the ramp, go left first and take out that guardian. Then work your way around from there. The last room will have a portal on the floor.. just be careful not to touch it while you're fighting or such.

But no porter needed to get out.. After you do the combine, just step on that portal and you're back in the broodlands.
Verified Secret of Yar'Lir Worth
# Jun 10 2006 at 10:56 AM Rating: Decent
I ran a group today with an ENC in the group that had every DoN Teir 3 task done except for the History of the Isle Group Mission, i did the looting and therefor got Secret of Yar'Lir but afterwords the ench hailed the guy in lava and she got her 2 AA points and the upgraded buff slot. Therefor you do not need to turn in Secret of Yar'Lir in order to finish Teir 3
combine
# May 22 2006 at 11:03 PM Rating: Decent
You must do the combine in thundercrest, we did it in lava and it didnt reward the mission.

Quest
# Apr 01 2006 at 11:01 PM Rating: Decent
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66 posts
Touch the portal to Thundercrest Isles

Look through the lower section of the Halls of History

Kill the sentry guarding one of the artifacts of Yar'Lir
(Protector of the Halls, max hit 1243 on tank with max defensives and 2300 AC)

Recover the Gift of Yar'Lir

Kill the sentry guarding one of the artifacts of Yar'Lir
(Guardian of the Halls, same as Protector)

Recover the Strength of Yar'Lir
(Holding of Yar'Lir, the backpack, was in same container we looted Strength of Yar'Lir from)

Kill the sentry guarding one of the artifacts of Yar'Lir
(Defender of the Halls, max hit 1500 on same tank)

Recover the Fury of Yar'Lir

Mold the three artifacts of Yar'Lir into the whole secret she possesses (Secret of Yar'Lir)

47 crystals for mission. The artifacts are found in the rougly dragon-shaped statues, one near each name.

Edited, Sat Apr 1 22:07:56 2006
RE: Quest
# Jun 15 2006 at 8:54 PM Rating: Decent
Task Stages:
Touch the Portal to Thundercrest Isles
Looks through the lower sections of the Halls of History
Kill the sentry guarding one of the artifacts of Yar`Lir (this is protector)
Recover the Gift of Yar`Lir
Kill the sentry guarding one of the artifacts of Yar`Lir
Recover the Strength of Yar`Lir
Kill the sentry guarding one of the artifacts of Yar`Lir
Recover the Fury of Yar`Lir
Mold the three artifacts of Yar`Lir into the whole secret she possesses


The explore one updates as you go down the ramp to the lower part of the north west building.
Follow the wall around to the left and you will find the Protector of the Halls.

Protector hits for up to 1747 on a mage :) Also Rampages, as we found out the hard way.

To the right from the ramp down are the other 2 named. Guardian of the Halls and Defender of the Halls.

Guardian and Defender of the Halls do not rampage or enrage that we saw. Statue behind Defender had the Fury of Yar`Lir. Behind the Guardian was the bag and Strength of Yar`Lir. Also a zone out there.

Put the strength, fury and gift into bag and combine. Easy enough, just do this before you zone out.

Reward was 47 crystals and a faction tear.

Zone does repop, but if you are careful and invis/harmony, you can skip 90% of it.

Edited, Thu Jun 15 23:33:40 2006
Any info?
# Feb 14 2006 at 2:42 AM Rating: Decent
We completed this mission.End product a gem called Secret of Yar' Lir. What is it for? Does the mission flag the whole group or just one person?

All 3 named mobs are in the NW corner. Lots of see invis but you only have to fight a few. We did it mainly by kiting the named mobs. They hit very hard and cannot be slowed. We also had incredible dps. (Berz, ranger, pally, rouge, cleric, ench.)
Any info?
# Sep 26 2006 at 7:12 PM Rating: Good
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1,312 posts
The act of doing the combine completes the last step of the mission, so make sure no one's zoning when you do it. You can destroy the resulting item (Secret of Yar'Lir), it has no further use. Doesn't matter who does the combine. The whole group gets credit for the mission, which is part of DoN advancement.

The 3 named statues are partially slowable.
group or single flag
# Jan 16 2006 at 10:16 PM Rating: Decent
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Does the whole group get flagged or just the person doing the combine?
____________________________
A ranger's life is truely to solo these worlds.
RE: group or single flag
# Mar 26 2006 at 3:34 PM Rating: Decent
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75 posts
The whole group
RE: group or single flag
# Apr 24 2006 at 5:50 PM Rating: Default
just 1 person does.
RE: group or single flag
# May 12 2006 at 6:51 PM Rating: Decent
The whole group gets flagged for each group related task regardless of who gets it.

Raids that require 1 of the 6 or 9 drops only flag the person that does the turnin.
RE: group or single flag
# Oct 08 2006 at 7:51 PM Rating: Decent
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Humah is quite correct. Only the person who gets the task and completes the combines and such gets the 'win' flag. We've done this tons of times and had to take each person through it for their flag. The groups does NOT get the completion flag.
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http://www.magelo.com/eq_view_profile.html?num=360180&resize=true
RE: group or single flag
# Oct 29 2006 at 9:49 PM Rating: Decent
You are quite incorrect, if multiple people in group are at the correct spot in DoN progression, they will all get their flags. I know this, seen it happen.
Brief task walk through
# Dec 18 2005 at 3:00 AM Rating: Decent
Go north into building. Go west (climb to top of wall on east side to avoid most of the agros). Many see invis so you have to kill at least some of them if you want to do it that way instead.

Go west through doors at 460, 550, downstairs north to bridge (pumas near east wall can be avoided) go nw on bridge to building on map in NW corner. Go inside to 2238 1833 (second step of task)

Need to kill:
Protector of the Halls (red to 70) 2386 1839 -51
Defender of the Halls (red to 70) 2219 1776 -51
Guardian of the Halls (red to 70) 2242 1974 -51
They hit similarly to Furious in Creator mission.

All 3 are sitting next to Artifacts of Yar'Lir
After you kill each of these named, you get the Artifacts (Gift, Strength, and Fury of Yar'Lir). Combine in the bag given to you at start of the quest and that's it! The exit is right next to the Guardian of the Halls
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