Completing BFA world quests counts towards completion of this quest.
Quest
Defending the Isles
A World of Warcraft quest in The Dreamgrove. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Shadowlands World Quests will count toward completion of this quest.
It will only count the first wq I do. No matter how many wq I do the counter says "-1/10 World Quests complete." Help!
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(43403))
Requirements
Read from the Blizzard quest API.
Description
As druids, our charge is to defend nature... and in turn, our home, Azeroth. Conflict breaks out all across the Broken Isles. The Burning Legion pushes forward, and numerous allies call out for our aid. We must focus our efforts on defense, before we can mount an offense against the Nightmare. Help our allies across the Broken Isles, then return to me when the situation is under control.
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.
Nearby on the The Dreamgrove map
- A New Beginning same spot
- Another Weapon of Old same spot
- More Weapons of Old same spot
- Weapons of the Ancients same spot
- Nature's Advance same spot
- Talon's Call same spot
- Champion: Naralex same spot
- To The Dreamgrove same spot
- Cleansing the Mother Tree same spot
- Reconvene same spot
Quests whose map markers the client places closest to this one on The Dreamgrove, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on The Dreamgrove:
- The Dreamgrove, Val'sharah (Druids Only)
- The Dreamgrove
- Bradensbrook, Val'sharah
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 · 25 comments
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Storyline
The Eternal Dream III
Part 4 of 11.
Previous: Focusing the Energies · Next: Enter Nightmare
- 1Powering the Portal
- 2Focusing the Energies
- 3Focusing the Energies
- 4Defending the Isles
- 5Enter Nightmare
- 6Defenders of the Dream
- 7The War of the Ancients
- 8Archimonde, The Defiler
- 9The Demi-God's Return
- 10Champion: Remulos
- 11The Emerald Nightmare: The Emerald Nightmare
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.
- Focusing the Energies
In addition to shards of nightmare, we need Blood of Sargeras to reactivate the portal to the Rift of Aln. This rare reagent can be obtained from around the Broken Isles. Rumor has it that emissaries are in search of hardened adventurers, and may offer these in reward.
After this quest
Taken from the storyline's own step order.
- Enter Nightmare
The portal to the nightmare is ready, <name>. Remulos and the others have already gone ahead. There is no telling what horrors await on the other side, <name>. Good luck.
The storyline at a glance
The Eternal Dream III has 11 steps, from Powering the Portal to The Emerald Nightmare: The Emerald Nightmare.
Maps its steps are placed on (steps per map): The Dreamgrove (7), Malorne's Nightmare (4).
Steps of this storyline count toward:
Other storylines on The Dreamgrove map
- The Dreamgrove
- The Eternal Dream II
- The Eternal Dream I
- G'Hanir, the Mother Tree
- Weapon of Legend
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.