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Quest Guides

In my opinion, quests are the best part of playing RuneScape. There are tons of quests that you can do for fun and reward. Rewards could be skill experience, access to new areas, new abilities, and of course a nice cash reward. Each quest gives 1-6 quest points. Quest points allow you to do other quests. Some quests also require you to do certain quests no matter how many points you have. Some quests are easy, and some are very hard. Most of the quests are for members only, but a handful of them are not. These are guides for completing each quest on RuneScape. An M next to a quest means it is a members only quest. An RS means that the quest, or the guide, is only for RuneScape, not RuneScape Classic. An RSC means that the guide is for RuneScape Classic only. The difficulty ratings are based on length, requirements, monster battles, food you'll need, and overall difficulty.

Quests:

Animal Magnetism (M, RS)

Another Slice of HAM (M, RS)

Between a Rock (M, RS)

Big Chompy Bird Hunting (M, RS)

Biohazard (M)

Black Knights Fortress (RS)

Black Knights Fortress (RSC)

Cabin Fever (M, RS)

Clock Tower (M, RS)

Clock Tower (M, RSC)

Cold War (M, RS)

Contact! (M, RS)

Cook's Assistant

Creature of Fenkenstrain (M, RS)

Darkness of Hallowvale (M, RS)

Death Plateau (M, RS)

Death to the Dorgeshuun (M, RS)

Demon Slayer

Desert Treasure (M, RS)

Devious Minds (M, RS)

Digsite (M)

Doric's Quest

Dragon Slayer (RS)

Dragon Slayer (RSC)

Dream Mentor (M, RS)

Druidic Ritual (M)

Dwarf Cannon (M)

Eadgar's Ruse (M, RS)

Eagle's Peak (M, RS)

Elemental Workshop I (M, RS)

Elemental Workshop II (M, RS)

Enakhra's Lament (M, RS)

Enlightened Journey (M, RS)

Ernest the Chicken

The Eyes of Glouphrie (M, RS)

A Fairy Tale Part 1 (M, RS)

A Fairy Tale Part 2 (M, RS)

Family Crest (M)

The Feud (M, RS)

Fight Arena (M)

Fishing Contest (M)

Forgettable Tale of a Drunken Dwarf (M, RS)

Fremennik Islands (M, RS)

Fremennik Trials (M, RS)

Garden of Tranquility (M,RS)

Gertrude's Cat (M)

Ghosts Ahoy (M, RS)

The Giant Dwarf (M, RS)

Goblin Diplomacy

The Golem (M, RS)

Grand Tree (M)

The Great Brain Robbery (M, RS)

Grim Tales (M, RS)

Hand in the Sand (M, RS)

Haunted Mine (M, RS)

Hazeel Cult (M, RS)

Hazeel Cult (M, RSC)

Heroes Quest (M, RS)

Heroes Quest (M, RSC)

Holy Grail (M)

Horror from the Deep (M, RS)

Icthlarin's Little Helper (M, RS)

Imp Catcher

In Aid of the Myreque (M, RS)

In Search of the Myreque (M, RS)

Jungle Potion (M)

King's Ransom (M, RS)

The Knights Sword

Legends Quest (M, RS)

Legends Quest (M, RSC)

Lost City (M)

The Lost Tribe (M, RS)

Lunar Diplomacy (M, RS)

Making History (M, RS)

Merlin's Crystal (M, RS)

Merlin's Crystal (M, RSC)

Monk's Friend (M, RS)

Monk's Friend (M, RSC)

Monkey Madness (M, RS)

Mountain Daughter (M, RS)

Mourning's Ends Part 1 (M, RS)

Mourning's Ends Part 2 (M, RS)

Murder Mystery (M)

My Arm's Big Adventure (M, RS)

Nature Spirit (M, RS)

Observatory (M, RS)

Observatory (M, RSC)

Olaf's Quest (M, RS)

One Small Favour (M, RS)

Pirate's Treasure

Plague City (M)

Priest in Peril (M, RS)

Prince Ali Rescue

Rag and Bone Man (M, RS)

Rat Catchers (M, RS)

Recipe for Disaster (M, RS)

Recruitment Drive (M, RS)

Regicide (M, RS)

The Restless Ghost

Romeo and Julliet

Roving Elves (M, RS)

Royal Trouble (M, RS)

Rum Deal (M, RS)

Rune Mysteries (RS)

Scorpion Catcher (M)

Sea Slug (M)

Shades of Mort'ton (M, RS)

Shadow of the Storm (M, RS)

Sheep Herder (M, RS)

Sheep Herder (M, RSC)

Sheep Shearer

Shield of Arrav

Shilo Village (M, RS)

Shilo Village (M, RSC)

Slug Menace (M, RS)

A Soul's Bane (M, RS)

Spirits of the Elid (M, RS)

Swan Song (M, RS)

Tai Bwo Wannai Trio (M, RS)

A Tail of Two Cats (M, RS)

Tears of Guthix (M, RS)

Temple of Ikov (M, RS)

Temple of Ikov (M, RSC)

Throne of Miscellania (M, RS)

Tourist Trap (M)

Tower of Life (M, RS)

Tree Gnome Village (M, RS)

Tree Gnome Village (M, RSC)

Tribal Totem (M)

Troll Romance (M, RS)

Troll Stronghold (M, RS)

Underground Pass (M, RS)

Underground Pass (M, RSC)

Vampire Slayer

Wanted! (M, RS)

Watch Tower (M)

Waterfall (M)

What Lies Below (M, RS)

Witch's House (M, RS)

Witch's House (M, RSC)

Witch's Potion

Zogre Flesh Eaters (M, RS)

Animal Magnetism

Starts:  Ava in Draynor Manor

Difficulty:  Medium

Requirements:  Done the Restless Ghost, done Ernest the Chicken, done Priest in Peril, level 18 slayer, level 19 crafting, level 30 ranged, and level 35 woodcutting.

Items needed:  Amulet of ghostspeak, 20 ectotokens (talk to the Ghost Disciple in the Ectofunctus to learn how to get them), 5 iron bars, a hammer, a mithril axe that you're willing to sacrifice, a blessed holy symbol of Saradomin, a piece of hard leather, some buttons (kill and pickpocket HAM members.  They are also found at the Digsite or the fishing Trawler).

Description:  Professor Oddenstein now has a new assistant, since Ernest quit on him.  However, she needs you to help her get an everlasting supply of feathers for her bed.  She will then be able to make you a similar reward...

Ava will tell you that she needs two Undead Chickens.  Go to the farming shop near Port Phasmatys and talk to Alice.  She will tell you to talk to her husband.  He can be found in the Undead Cow pen.  He's a ghost, so make sure you wear your ghostspeak amulet.  He will tell you to tell his wife that he loves her.  Tell her that.  She will tell you to ask him where he put their life savings.  Go and talk to him.  He will say that it's in the bank.  Talk to his wife again, who will ask for his bank PIN.  Talk to the farmer.  He will think that you're password scamming him.  Talk to his wife again.  She will tell you to talk to the Old Crone.  She can be found west of Fenkenstrain's castle and east of the Slayer Tower.  She will make a replica of the amulet of ghostspeak using a piece of Alice's hair.  This will allow her to talk only to her husbands without being able to hear any of the other ghosts, including the animals.  Give Alice's husband the amulet, then talk to him again.  You will see a cutscene in which he tries to catch an Undead Chicken in a bag.  He will run back and forth across the screen until Cow31337Killer (level 123) appears and tries to attack the chicken.  The farmer will catch it.  You can then buy both chickens for 20 Ectotokens.  They can be used as weapons and are about as effective as a rubber chicken or flowers (worse than fighting unarmed).

Take them to Ava.  She will tell you that she wants to use one of them to fill her bed, but will use the other to make your reward.  She needs a magnet.  Talk to the Witch in the kitchen.  She will tell you that you can make one out of specially selected iron.  Give her 5 iron bars.  She will choose one of them and tell you to stand at the iron mines in Rimmington while facing north, then hit it with a regular smithing hammer.  Once you do so, give the magnet to Ava.

You now need an everlasting supply of wood.  You need to chop some twigs off of one of Draynor Manor's aggressive trees.  You need an axe better than black (so mithril, addy, rune, or dragon).  When you cut the tree, the axe will bounce right off.  Report this to Ava.  She will tell you to talk to Turael, the Slayer Master in Burthope.  He will tell you that you need a blessed axe.  He will give you one if you give him a mithril axe and a blessed holy symbol of Saradomin.  Once you have the blessed axe, it can no longer cut regular trees (it still works as a weapon).  Go to Draynor Manor and cut a twig from one of the undead trees.  You might have to try several times before you get one.  Give the twig to Ava.

Ava will give you some garbled research notes.  You must translate them.  To do so, use the buttons at the bottom of the screen.  Turn off all of them except the second from the left, the fifth, and the ninth.  Give the notes to Ava to get a pattern.  Use this on a piece of hard leather and some polished buttons (right click on some regular buttons and choose the option from the list to polish them).  Give this bag to Ava for your reward.

Reward:  1 quest point, 2500 woodcutting experience, 1000 crafting experience, 1000 slayer experience, 1000 fletching experience, blessed axe, Ava's Attractor or Accumulator (an undead chicken in a bag.  This chicken will use the magnet to attract lost arrowheads, then use the undead wood from the twigs and its own feathers to make them into iron arrows.  If you get level 50 ranged, she will upgrade it to attract steel arrows instead at the cost of 75 steel arrows.  It is worn in the cape slot, does not work with metal chest armour, and costs 999gp to replace if you lose it.  If you have 50 ranged to begin with, you'll get the upgraded version right off the bat).

Another Slice of HAM

Starts:  From the basement of Lumbridge Castle, go through the hole and talk to the goblin.  Ask to go to the mines.  Once you're there, go through the big doors and follow the path.  Go north and up the stairs, then go east into the house with the quest start point.  Talk to Ur-Tag.

Difficulty:  Medium

Requirements:  Done Death to the Dorgeshuun, done The Giant Dwarf, done the Digsite quest, level 15 attack, level 25 prayer, the ability to defeat a level 64 enemy with any attack style as well as two level 30 enemies using only ranged or magic.

Items needed:  A light source (bring a tinderbox unless you're using a bullseye lantern).

Description:  Ur-Tag and the dwarven ambassador need your help.  You must complete an archaelogical dig to uncover some secrets about the god wars, then unlock the secret of the dwarven train!

After starting, go west as far as you can and south until you see a transportation sign on your minimap.  Enter the doorway on the west wall to reach an underground digging site.  Go south and talk to Tegdak.  He will give you a trowel and specimen brush, then tell you to dig for artifacts.  Move your cursor on the ground until you find some, then use your trowel on it to unearth an artifact.  Use the artifact on the empty specimen table to clean it with your specimen brush.  After you have 6, give them to Tegdak.  He will take an interest in the ancient mace and will tell you and Zanik to take it to the Goblin Scribe.

Go to the building where you started the quest.  West of the start point, talk to the Goblin Scribe in the library.  The scribe won't be able to help you, but you will suggest talking to the generals of Goblin Village.  Climb down the stairs and go west.  Talk to Oldak to get teleported to Goblin Village and get an orb to return to the cave goblin city.

Once you're at the Goblin Village, talk to the generals.  They will tell you that the mace was used in the god wars to drain their enemies' prayer points.  The generals will tell Zanik that she's the Big High War God's chosen commander and must lead the goblins.  They will force her to make a speech.  You'll see a cutscene where HAM snipers start attacking the goblins.  Take the back route around the buildings and go up the ladder at the end to find a HAM mage and a HAM archer (both level 30) across some crates.  Their attacks have low strength but hit almost every time for 2 damage.  You must kill them with ranged or magic.  After they are dead, Sigmund will come and kidnap Zanik.  He will say that he's going to put her on the new railroad tracks where the train will kill her.  It will look like an accident, but the goblins and dwarves will start a war and kill each other.

The Goblin Generals will send two sergants to protect you.  Teleport to Lumbridge using the orb you were given or the homeport, then go to the swamp and to the main entrance to the Lumbridge Swamp Caves.  Talk to Sergant Slimetoes and Sergant Mossyfists.  They are level 51.  Enter the caves, then climb down the next ladder to enter a secret tunnel.  You'll see a level 22 senior HAM Guard come, then retreat to get reinforcements.  Tell one of the sergants to stay and the other to follow you.  Then find a crate that you can hide behind.  Hide behind it, then wait for the guards to fight the sergants.  This will distract the guards.  Lure the remaining guards into the sergants but don't let them touch you, or else you'll be thrown outside.  Once all four guards are distracted, go down the ladder to confront Sigmund and begin another epic showdown.

Sigmund is level 64 and uses a protection prayer against whichever attack you decide to use.  Since you have to fight him solo, he will be impossible to defeat until you use the ancient mace's special attack.  This will drain all of his prayer points.  Defeat him however you like.  He'll teleport away after you reduce his health.  Untie Zanik.  You will see the train whiz by, then return to the brand new train station, where you'll get a warm welcome from the dwarves and cave goblins!  Quest complete!

Reward:  1 quest point, 3000 prayer experience, 3000 mining experience, ancient goblin mace (can be used to reduce your opponents' prayer points and add them to your own), access to a train that will transport you between Dorgesh-Kaan and Keldagrim, ability to buy goblin teleport spheres from Oldak.

Between a Rock

Starts: Dondakan in the dwarven mines in the Fremmenik Province. From the east side of Seers' Village, follow the path north, then west across the birdge, then north again. Once you cross the second bridge, head northeast. You will see a dungeon entrance. Enter the dungeon to find a cave with trolls in it. You will see a second, smaller cave. Enter it. Pay the Ferryman 2gp to get across the river. Go east across a bridge, north, then west across the second bridge to find him shooting his cannon at a rock.

Difficulty: Hard

Requirements: Done Fishing Contest and Dwarf Cannon, level 30 defence, level 40 mining (although the higher it is and the more gold you can mine, the better), level 50 smithing, and the ability to defeat a level 75 - 125 monster that will use the type of combat that you are weakest against. So if you are an archer, he will use melee. If you are a warrior, he will use magic. And if you are a mage, he will use ranged.

Items needed: Your best pickaxe for mining, a hammer, coins, about 1500 should be enough.

Description: Dondakan needs to break through a magical rock, as there is supposed to be lots of gold inside. However, he has tried everything, from firing cannonballs of all metals at it, to kicking it with his granite boots, to having all of the dwarves mine it. However, he still hasn't been able to break it. Go see how you can get through it to find the gold inside!

After you start the quest, go back across the river on the ferry and talk to the boatman. He will offer to take you to Keldagrim, the dwarf city. Accept. If you have never been to the city before, sit back and watch the cool cut scene. You will be arrested and taken to the commander of the Black Guard to start the Giant Dwarf quest. After a bit of talking, head east into the huge trading building and talk to the Dwarven Engineer. If you have been to the city before, you will end up on the east side of the city. Make your way to the west side of the trading building and talk to the engineer. He will tell you to go to a scholar named Rolad. He can be found with the Black Guard on Ice Mountain (meaning the Dwarven Mines in Asgarnia). Go to the east end of the city and talk to the Conductor. He will sell you a ticket to the Dwarven Mines under Ice Mountain for 150gp. Buy it then take a ride in the mine cart.

You will end up in the Dwarven Mines. Make your way to the shop that buys ores and bars, and climb the ladder. You will be on Ice Mountain. Talk to Rolad, who can be found in one of the buildings. He will tell you that he had a book on the rock, but he lost the 3 pages. You need to go into the mined to look for them. Here is how to find them:

1. Kill Scorpions until you get it.

2. Mine rocks until you get it.

3. Search mine carts until you get it.

Take the pages back to him to get a book. Read it to find that the rock is possessed by a powerful and ancient demon. He used to terrorize the mines, but the elders were finally able to seal him in the rock with "yellow power stones", which is gold. Once you have finished the book, buy a cannonball mould from Nulodion. Then go back to where the cart is in the mines. Buy a ticket for 150gp to get back to the city.

Go to the boatman near the northern bridge on the east side of the city to get back into Dondakan's mines. Talk to him and you will find out all of the methods he has tried to break the rock open. You need to make a golden cannonball to blast it open. Run around to the passage south of him and mine one gold from the gold mineral vein. Go back to any furnace, then smelt your ore and make it into a cannonball. Give this to Dondakan. He will use it to blast the rock right open! It will heal itself, but he will get a new idea: He is going to fire you into the rock!

First, you will need a golden helmet. Then, you will need the schematics so that he can alter the cannon so that it fires humans and dwarves. He will give you the first of four pieces. Here is how to get the other 3:

1. Go back to the dwarven city and talk to the engineer in the west side of the trading building.

2. Read your book from cover to cover. You will see that the last page is the second piece. Tear it out. If this doesn't work, try talking to Rolad again.

3. Go to the east end of the city. Talk to the Conductor and ask where you can go. He will tell you that you can go under White Wolf Mountain because you are a friend of the dwarves. Pay 100gp for a ticket. You will see an engineer in the pub. Take a dwarven stout and talk to him. Give it to him and he will give you the last piece.

Assemble them together by matching the background picture. It is kind of tricky, but you can use the controls to move the schematics and select and show the different pieces. When you have finished, it should say "That's it! It all makes sense now...if you're a dwarf, that is."

Pay 100gp to take the cart back to the dwarf city, then go back into the mines. Go to your gold mineral vein and mine 3 gold. Take then a furnace. Smelt them into bars, then take them to an anvil. Make a golden helmet, put it on, and talk to Dondakan. He will assemble the cannon and shoot you in. You will only have 8 minutes inside the rock. Mine at least 6 gold. The more you mine, the weaker the boss will be. You need at least 6 just to damage him. He has pretty high defence, so you might want to further weaken him. But remember that you only have 8 minutes. If you take off your helmet, you're out of the rock. Head down the passage and jump over the flames. You will see a big fire wall. Talk to it and the demon from the book will appear! He will use the type of combat that you are weakest to on you. Use prayers or food and kill him. He will be from level 75 to 125 depending on how much gold you have. Once he is dead, you will come out of the rock and be done the quest.

Reward: 2 quest points, 5000 experience in defence, mining, and smithing, a rune pickaxe, and a golden helmet. If you wear it, you can talk to Dondakan again to get fired into the rock, where you will be able to mine gold. There are tons of gold rocks in there. You will have unlimited time, since the demon has been banished. When you want to leave, simply take your helmet off. You can then either take the gold to the bank in the dwarf city yourself, or pay the boatman on the same side of the river as Dondakan. He will charge one gold ore for each trip, plus an additional ore for every 5 that you take. So if you bring 28 gold, he will charge you 6 gold ores.

Big Chompy Bird Hunting

Starts: Rantz in the Feldip Hills

Difficulty: Medium

Requirements: Level 5 fletching, level 30 cooking, level 30 ranging, and you should be able to kill a few level 64 Grey Wolves for wolf bones. If you can't, you must bring your own wolf bones.

Items needed: A chisel, a few wolf bones (About 4-8. Only bring them if you can't kill Grey Wolves. These are dropped by any wolf or werewolf.), a knife, a hatchet (any hatchet will do), about 56 feathers.

Description: Rantz and his 2 children need food in order to survive. Help Rantz catch the Chompy Bird so that he can feed his family.

Rantz will tell you to make "stabbers". These are also known as ogre arrows, and you need to make 6 of them for Rantz (and more of them for later on). Cut Achey Trees, which can be found in these hills and use your knife on them to get ogre arrow shafts. Get 16 shafts, then use your feathers on them. Each shaft requires four feathers. Finally, kill Grey Wolves, pick up their bones, and use your chisel on them to get arrow tips. Use these on your headless arrows.

Once you have enough, talk to Rantz and he will take 6. He will now tell you to get bait for the Chompy, which are fatsy toadsies. He will tell you to open his chest in his cave to get the bellows. Use these on the swamp nearby, then use it on a swamp toad. Get 2 of these.

Take them to Rantz, and he will point to a spot near him and a yellow arrow will appear on it. Drop a toad on that spot, and the Chompy Bird (level 6) will appear. Rantz will shoot at it, but keep missing. Beg him to give you a try and he will give you the ogre bow. Wield it and your arrows, drop another toad on one of the spots, and shoot the Chompy Bird. It is pretty easy. Pluck the bird, then pick up the meat.

Take it to Rantz and he will tell you how to season the chompy. He will also tell you to ask the 2 kids what they would like. Go into the cave and ask each of them. The seasonings you get are random, but here is how to get each of them:

Cabbage is found in several locations in the Feldip Hills. You have probably seen a spawn point for it already. Go and get it.

The potatoes, as well as the equa leaves are found on the peninsula east of Rantz. They are very hard to see.

The onions and tomatoes are found by the swamp.

The doogle leaves can be found west of the swamp.

Once you have all of the seasonings, take them to Rantz. He will tell you to use the ogre spit roast near the cave to cook it. Use your raw chompy on it and you will automatically put the seasonings on. Take it to Rantz.

Reward: Ogre bow, and the ability to make ogre arrows, 735 ranged experience, 1470 cooking experience, and 262 fletching experience. See the mini-games guide for more information on the ogre bow and chompy bird hunting.

Biohazard

Starts: Elena in Central Ardougne

Difficulty: Easy

Requirements: Must defeat 2 level 25 Mourners, must be done Plague City

Items needed: About 50gp

Description: Elena has been rescued from West Ardougne, but she still needs to help the plague victims. Help her find a cure for the plague. This is part two of the popular Ardougne Plague series.

Elena's distillator has been stolen by the Mourners. She needs you to find it. The tunnel from the first quest has been caved in by the Mourners, so you will need to find a new way in. She will tell you to talk to Jerico. He can be found in a house by the church in East Ardougne. Talk to him, then search the cupboards in his house to get pigeon feed. Also take a cage of birds. Buy a rope from the Adventurers Store, then go to the wall of West Ardougne. You will see a guy here named Omart. Talk to him, then go over to the Watchtower by the gates of the city. Use the bird seed on the tower, then release your pigeons. Talk to Omart, give him your rope, and you will climb on the rope over the walls of the city.

Go north to the Morners' Headquarters. Open the door and the Mourner will stop you. He won't let you into the headquarters. Go east and you will find some rotten apples. Take them and use them on the Mourners' stew. Open the door and the Mourners will tell you that they have food poisoning and need to see a doctor. Go south to find Nurse Sarah's house. Enter it, and search the cupboard to get a doctor's robe. Put it on and the Mourners will let you in. Go upstairs and talk to the Mourners up there. They will realize that you are an impostor and will attack. Kill them both (you must talk to them first) to get a key. Use it on the gate, then search all of the crates inside to find the distillator. Take this to Elena.

She will give you 3 vials and a plague sample. She will tell you to get some touchpaper from the Chemist near Rimmington, then take the stuff to Guidor in southeast Varrock. Go to the Chemist near Rimmington with your plague sample and vials. Do not fight or teleport on the way or else the vials and sample will break. You can bank the items, teleport, then withdraw them. Talk to the Chemist and don't tell him you have a plague sample to get some touchpaper. Now you need to smuggle the 3 vials into Varrock. Talk to Hops to find out that he is thirsty. He will drink your vial if you give him the ethenea or the liquid honey, so give him the poisonous sulphuric broline. Now talk to Chancey to find out that he is a gambler. He will sell your vial if you give him the ethenea or the sulphuric broline, so give him the worthless liquid honey. DeVinci will make a painting of your vial if you give him the liquid honey or the sulphuric broline, so give him the colourless ethenea. Go to Varrock and head inside the gate to get into Southeast Varrock.

Go into the Dancing Donkey Inn and talk to each of the 3 guys to get your vials back. Now go into Guidor's house. His wife will not let you in, as she thinks Guidor is terribly ill and is going to die. She will only let a priest in to see him (not a monk or a druid). Buy the full priest robes from Tailor's Fancy Dress Shop for 12gp. Now put them on and enter Guidor's house. Talk to Guidor to find that he is not sick at all and his wife is overly concerned. Show him your items and he will tell you that there is no plague. Talk to Elena and she won't believe you. She will tell you to get it confirmed with the king. Talk to King Lathas upstairs in Ardougne Castle.

Reward: 3 quest points, 1250 thieving experience, ability to use King Lanthas' Training Grounds (Located north of the anvil in West Ardougne. It has dummies for attack training, a shop that sells arrows and weapons, and a cage where you can train ranged on Ogres), and the ability to enter West Ardougne through the main gates.

Black Knight's Fortress (RS)

Starts: Sir Amik Varze in White Knights' Castle in Falador

Difficulty: Easy

Requirements: Must be able to run past level 33 Black Knights, 12 quest points

Items needed: A bronze medium helmet and an iron chain mail body

Description: Sir Amik is in charge of the White Knights in Falador. However, the Black Knights are trying to take over the kingdom and have developed a new secret weapon. Your job is to find this weapon and destroy it.

From Falador, go north out of the city. Follow the path east until you start seeing Dwarves. Then go north, and east onto the mountain. Don't go into the icy area, instead go north. On the west side of the front of the castle, you will see a door. There are Fortress Guards in front of it, and the only way to get in is to wear the guard's uniform (bronze medium helmet and iron chain mail). Put it on and go in. Move your cursor over the wall to the north to see that you can push it. Do so, then go up the ladder. Then go up the next ladder. Go east down the next ladder, then east to another ladder. The Black Knights here are agressive, so be careful. Go east down the next ladder, then through the sturdy door and down the final ladder. Listen at the grill to see the Black Knight, the goblin, and the witch talking. The secret weapon, an invisibility potion, is almost finished after years of hard work. The only thing missing is the final ingredient, a cabbage from Draynor Manor. Any other cabbage will destroy the potion. Retrace your steps to get back into the first room of the castle. Leave the castle, then go back off the mountain. Go north to the Monastary. Take a cabbage from the field, then go back into the fortress. Enter the room to the east. The guard will warn you that the Black Knights will kill anyone who enters their important meeting. Say that you don't care and are going in anyway. Go north to see another wall. Push it and go up the ladder. Go down the passage to find a hole. Use your cabbage on it to drop it into the cauldron. This will destroy the potion. Head back to Sir Amik for your reward.

Reward: 2500gp and 3 quest points

Sponsors

Black Knight's Fortress (RSC)

Starts: Sir Amik Varze in the White Knights' Castle in Falador

Difficulty: Easy

Requirements: Must be able to run past level 46 Black Knights, 12 quest points

Items needed: A bronze medium helmet and an iron chain mail body

Description: Sir Amik is in charge of the White Knights in Falador. However, the Black Knights are trying to take over the kingdom and have developed a new secret weapon. Your job is to find this weapon and destroy it.

From Falador, go out the north gate and head east. When you start seeing Dwarves, go north, then east onto the mountain. Keep going north until you reach the Black Knights' Fortress. You can't go in the front door, but if you go on the east side of the castle you will see a side door with Guards (level 21). They won't let you in because you aren't wearing the Guards' uniform. Everyone knows that is a bronze medium helmet and an iron chain mail body. Put on your armour, then enter the door. If you move your cursor over the north wall in this room, you will see that it says "odd looking wall" on it. Push it, then go up the ladder. Up here, you will see a room with a Black Knight, a Witch, and a goblin named Gredlo in it. On the wall, you will see a grill. Listen at the grill to witness a conversation between the 3 people. The Black Knight will ask how the secret weapon is coming along. The Witch will say that it is an invisibility potion and it is almost complete. The only thing that they need to finish it is a magical cabbage from Draynor Manor that the Witch's Apprentice, Gredlo, is going to fetch. Any other cabbage will destroy the potion. Go out of the fortress and back off the mountain. Then go north to see a monastary. Take a cabbage from there, then return to the fortress. When you get into the first room, this time enter the dining room with the Black Knights in it. The Guards will warn you not to go in there, as the Black Knights have said that they will kill anyone who goes in there. Say that you are going in anyway, then run through the room, as the Black Knights in this room do attack. Go upstairs (the knights upstairs don't attack, just the ones in the dining room) and up the ladder. Go north to find another odd looking wall. Push it to find a hole. If you examine the hole, it says that there is a cauldron underneath it. Use your cabbage on the hole to destroy the potion! Go back to Sir Amik for your reward.

Reward: 3 quest points and 2500gp

Cabin Fever

Starts:  Bill Teach in the Port Phasmatys Inn

Difficulty:  Medium

Requirements:  Level 42 agility, level 45 crafting, level 50 smithing, level 40 ranged, done Pirate's Treasure, done Rum Deal, able to defend yourself against level 57 enemy Pirates.

Description:  Bill Teach will help you become a pirate if you will be his crewmate and help defeat the enemy pirates.

He will tell you to go to the docks and get on his ship, The Adventurous.  Go to the docks and get on the ship.  Then talk to Bill Teach, who will appear inside.  You will go out to sea.

You will see a cutscene in which the enemy pirates will come.  They will blast 3 holes in the ship hull and destroy the cannon.  Your first job is to go over and destroy their cannon.  Go to the bottom level of the ship and take the tinderbox.  Then open the repair locker and take a rope.  Then open the gun locker and take a fuse.  Go to the main level and climb the mast.  Use your rope on the sail, then swing over to the enemy ship.  There are level 57 Enemy Pirates that are aggressive all over the ship.  Use the fuse on the barrel of gunpowder next to the cannon.  Then light it to destroy both.  Take the rope, climb the mast, and swing back over to your ship.

Bill Teach will tell you to repair the hull of the ship.  Go to the lower level and take 6 planks, 30 tacks, and 3 swamp paste from the repair locker.  Fill each of the 3 holes with 2 planks and 10 tacks.  Then put swamp paste on each of them.

Now you'll need to get 10 loads of plunder.  Take a rope from the repair locker, climb the mast, swing with the rope to the enemy ship, and climb down the ladder.  Plunder the chest, barrel, and crate.  Wait for them to respawn until you have 10 loads.  Then go to the main level, take the rope, climb the mast, swing back to your ship, and climb down the ladder.  Put the plunder in the plunder chest, then talk to Bill Teach.

He will tell you to shoot the enemy crew with the cannon.  You must repair it first, so take off the broken barrel.  Then go to the gun locker and take a new barrel, a fuse, a cannister, and a ramrod.  Also take gunpowder from the barrel next to the cannon.  Put the cannon barrel back on, use the gunpowder on the cannon, then use the ramrod on it.  Put the cannister in, then put the fuse on and fire!  You might hit, but you might miss.  Either way, use the ramrod on the cannon again to prevent it from exploding next time.  If you miss, try again until you hit.  If you hit, talk to Bill.  He will tell you to blow 3 holes in their hull to sink the ship.  You must use cannonballs this time instead of cannister.  Take everything from the gun locker, then put in gunpowder, use the ramrod, add the cannonball, add the fuse, fire, and clean with the ramrod.  Talk to Bill for your reward.

Reward:  2 quest points, 7000 smithing, crafting, and agility experience, the little book of piracy, and access to Mos Le'Harmless, the pirate island.

About the island:  Mos Le'Harmless is a pirate area similar to Brimhaven.  To get there, talk to Bill Teach in the ship in Port Phasmatys.  Bill will also give you 10,000gp for helping him with plundering.  The island has 2 pubs which sell stew, wine, and 'rum' from Braindeath Island.  There are shops where you can buy pirate stuff, such as bandanas, pirate clothing, scimitars, cutlasses, and fishing stuff.  There is also a bank, as well as a ship that goes back to Port Phasmatys.

Clock Tower (RS)

Starts: Brother Kojo in the Clock Tower south of the Ardougne Zoo

Difficulty: Medium easy

Requirements: Must run past level 53 Ogres

Description: The clock tower has broken down and Brother Kojo needs you to help fix it. Go into the dungeon and find the four cogs, then place each one on the correct spot in the tower.

Go down the ladder in the clock tower to get to the basement. Go down the hall and you will see 4 squares: A white one, a blue one, a red one, and a black one. These point to where the cogs respawn.

The red cog can be found down the southeastern passage. You will see some Ogres (level 53). Run past them and pick up the cog. Go back to the main floor and place it on the red peg.

The white cog can be found down the northwestern passage. Go down it, then west to find some rat poison. Take it and go east and north. You will see some rat cages. Pull both levers, then use your rat poison on the food trough. This will make the rats try to escape through the next gate and damage the bars. Go into the closed gate and take the cog. Then place it on the white peg on the highest floor.

The black cog can be found down the northeast passage. However, you will need a bucket of water to get it. Simply go back upstairs to the quest start point, and go east to find a well and a bucket respawn. Take the bucket, fill it up, and go back to the basement. Then take the northeast passage to the black cog. Use your water on it, then take it. Use it on the black peg in the basement near the ladder.

The blue cog is found in a hard to reach passage. Go upstairs and east to where you got the bucket, and you will see a ladder. Go down it, then walk down the long passage to the blue cog. Place it on the blue peg on the floor one below the top floor.

Talk to Brother Kojo for your reward.

Reward: 1 quest point and 500gp.

Clock Tower (RSC)

Starts: Brother Kojo in the clock tower south of the Ardougne Zoo.

Difficulty: Medium easy

Requirements: Must run past level 58 Ogres

Items needed: A bucket of water

Description: The clock tower has broken down and Brother Kojo needs you to help fix it. Go into the dungeon and find the four cogs, then place each one on the correct spot in the tower.

Go down into the basement and you will see four squares. These point out the directions of the cogs. Here is how to get each cog:

The black cog can be found down the northwest passage. Go down it and use your bucket of water on it to cool it down. Pick it up and put it on the black peg on the main floor.

The purple cog can be found down the southeast passage. Go down it and keep going south so you can get the rat poison. Then go down the other hall. Use the rat poison with the food trough, then close both gates with the levers. This will cause the rats to bend the bars of the fence. Search it, then pick up the cog. Place it on the purple peg on the top floor.

The red cog can be found down the southwest passage. You will need to run past level 58 Ogres to get it. Place it on the red pole on the floor one below the top.

The blue cog can be found in a different passage. Go east of the clock tower, across the birdge, to find a ladder to the north. Go down it and make your way to the end of the long passage to get the blue cog. Go back up the ladder to get to the clock tower, then go back into the basement and use it on the blue peg.

Talk to Brother Kojo for your reward.

Reward: 500gp and one quest point.

Cold War

Starts:  Talk to Larry near the penguin cage in the Ardougne Zoo.

Difficulty:  Medium

Requirements:  Level 10 hunter, level 30 agility, level 30 crafting, level 34 construction, the ability to kill a level 51 monster.

Items needed:  10 oak planks, 10 steel nails, a hammer, a spade, a plank, a piece of silk, a clockwork mechanism or steel bar, a house with a level 3 crafting table in the workshop (or access to one), a raw cod or the activated ring of charos, 1 swamp tar, 5 feathers, a mahogany plank, soft leather.

Description:  Larry has become very suspicious about the penguins of RuneScape, and thinks that they have a conspiracy going on.  You need to help him prove it.

Larry will tell you to get ten oak planks, ten steel nails, a hammer, and a spade to build a bird hide.  You then need to meet him north of Keldagrim's entrance.  Get the items, then go there (you can find directions in the ingame quest journal).  Once you're there, talk to Larry and travel to the iceberg on the boat.  Go to the firm snow patch, use your planks on it, then use your spade on it to cover it up.  Talk to Larry.  You will then watch two penguins doing a secret greeting.  Larry will be sure that the penguins are up to something.  Talk to him to return to the mainland.

Once you're back on the coast, talk to Larry again.  He will tell you to make a clockwork penguin suit, and will give you a book on how to do it.  For this part, you'll need a piece of silk, a clockwork mechanism, and a wooden plank.  You can make the clockwork mechanism on a level 2 or higher crafting table in a player owned house with a steel bar.  To make the penguin suit, you need to use a level 3 crafting table in a workshop.  Choose to make a clockwork toy, then choose to make a penguin suit.  Once you've made it, you can wind it up and release it.

Give it to Larry back in the Ardougne Zoo.  You now get to try the suit on.  Unequip your weapon and shield, then talk to Larry.  He will cast a shrinking spell on you, and you'll enter the suit in the cape spot.  You cannot go very far away from Larry as a penguin.  If you do, the spell will wear off and the suit will return to your inventory.  Enter the penguin cage and find a penguin to talk to.  He will tell you to do the greeting.  You need to do three penguin emotes in a row.  There are 8 emotes:  Shiver, spin, clap, bow, cheep, wave, preen, and flap.  If you get an emote right when talking to the penguin, your character will say that it's right.  If you get it wrong, the penguin will stop talking to you.   Keep talking to the penguin and doing emotes until you get it right through trial and error.  You might want to write down the sequence that you used once you get it right.

The penguin will tell you that they're trying to learn how to fly.  He will give you a report and tell you to speak to the penguins in Lumbridge.  Talk to Larry again to change back into a human.  Report what the penguins told you.  He will tell to to meet him in Lumbridge.  Go there.  Outside the sheep pen, you will see Larry again.  He will turn you into a penguin again when you right click on him and use the "tuxedo time" option.  Look for a strange looking sheep.  Upon closer inspection, you'll see that it's really two penguins wearing a disguise.  Talk to them.  Do the greeting like you did before.  They will ask you to tell them the secret phrase, which you don't know.  Go back to Larry.  Talk to him to turn into a human, then talk to him again.  He'll teleport you to Ardougne.  Turn into a penguin, enter the pen, and talk to the penguin you talked to before.  He will eventually tell you the secret phrase if you give him a raw cod or charm him with the ring of charos.

Turn back into a human, go back to Lumbridge, turn into a penguin, and talk to the penguins.  They will tell you to interrogate Farmer Fred and see if he's spying for the humans.  Turn into a human, talk to Farmer Fred, and use either option on him.  He will have no idea what you're talking about, so go back to Larry, turn into a penguin, talk to the penguins, and tell them that Farmer Fred is harmless.  They will give you a report and tell you to go to the outpost, which is on the iceberg that you first went to.  It's disguised by an avalanche, and the password that you need to get in is "cabbage".  Talk to Larry to turn back into a human, then tell him that the outpost is on the iceberg.

Go to the iceberg (the penguins are gone and the birdhide is destroyed).  Turn into a penguin.  The ice extends the effects of the spell, so you'll be able to keep the suit on as long as you're on the island.  Go northwest until you see a KGP Agent.  Talk to him.  After you do the greeting, he will ask you to show him some ID.  Talk to Noodle, the macaroni penguin.  He will give you a fake ID card and a report in exchange for 5 feathers and a piece of swamp tar.  Give them to him.  Show the fake ID and report to the agent and tell him the password.  Then climb the avalanche next to him.

You will be in a large base.  Go into the first room on the left and talk to the KGP Agent inside.  After you show him your fake ID, he will let you enter the agility course in the door past him.  Go inside and make your way down the hallway.  On the way, you'll see some penguins preparing for battle and attempting to fly through various methods.  Go down the stairs into the water and swim past the moving ice crushers.  Climb to a stepping stone, then jump across.  Keep going and tread slowly past the ice shelves.  Then climb up the ice and slide down the hill.  Talk to the Agility Trainer at the end, who will tell you that you've passed your physical examination.

Talk to Larry again.  He will tell you to find their main war room.  Go back into the outpost as a penguin and go straight ahead.  You'll come to a huge locked door.  Talk to the KGP Agent at the control booth, who will tell you that you aren't authorized to enter.  Go into the music room nearby and talk to Ping and Pong, the bards.  They will tell you to get them a cowbell and some bongo drums.  Talk to Larry about how to get this.  To make bongo drums, use a piece of soft leather on a mahogany plank.  To get a cowbell, steal one from a dairy cow (there is one in Relekka).  Once you get both instruments, return to the iceberg, turn into a penguin, return to the music room, and give the instruments to Ping and Pong.

They will distract the KGP Agent long enough for you to use the controls to open the big door at the end of the hall and enter.  Go to the war room, where you'll see the penguin king plotting on taking over RuneScape.  He will get his guards to come, take your disguise away, and lock you up with the Icelords.  Kill a level 51 Icelord (some use melee and some use ranged), exit the prison cell, and squeeze through the crevice.  Talk to Larry again for your reward.

Reward:  1 quest point, 2000 crafting experience, 5000 agility experience, 1500 construction experience, the ability to build clockwork penguin suits and access the penguin agility course.

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Starts:  Talk to the High Priest in Sophanem

Difficulty:  Very hard

Requirements:  Done Prince Ali Rescue, done Icthlarin's Little Helper, able to defeat a level 191 monster.

Items needed:  A light source or 200 coins, a tinderbox or 50 coins, food and antipoisons to help you survive a long dungeon and a tricky boss.

Description:  Many of Sophanem's villagers have gone into Menaphos, and the High Priest wants you to let them know that the plagues aren't infectious so that they can return home.

Ask all of the options.  Eventually, the High Priest will tell you to visit Jex in the temple of the lesser gods.  It's in the northeast part of the city.  He will tell you about the dungeon underneath.  Go down the trapdoor to find a bank (you can't use it yet).  Talk to the guards to buy a torch (200gp) or tinderbox (50gp) if necessary, then climb down the trapdoor.

Your goal is to reach the first ladder north of the southwest corner.  You will start in the northeast corner.  There are some monsters and traps that you need to watch out for, and if you do not bring a light source, you will be eaten alive by tiny bugs.  It's a good idea to bring food, antipoisons, and a teleport.  Turn off your autoretaliate throughout the quest, as there are dangerous enemies that you don't want to be running after.  Here are the monsters and traps:

Floor spikes - You will see some slots in the ground.  If you step on them, you'll be hit up to 17 damage.  Search them to use your agility to get past.

Wall spikes - You'll see some slots in the wall.  If you try to walk past, you'll be hit up to 17 damage.  Search them to use your thieving to get past.

Crusher blocks - You'll see pieces of the wall moving in front of you, just like in the Icthlarin's Little Helper pyramid.  Stand at the far side of them and navigate carefully to avoid getting hit 8 damage.

Pitfall - If you see a scarab symbol on a wall, DO NOT WALK NEXT TO IT!!!  This is one of the most dangerous, if not THE most dangerous trap in the game.  If you stand next to the symbol, a trapdoor will open up and you'll fall to the bottom level.  Your light source will go out, you'll be hit very high damage, and a bunch of level 107 Scarab Mages and level 106 Locust Riders will gang up on you.  They can hit over 20 fast and consistently.  Depending on where you end up, you could be guaranteed an instant death.  Find a ladder and get out fast!!!

Scarab Mage - These are level 93 and use magic.  They can hit pretty high and sometimes extinguish your light source (relight it when that happens).  Use prayer if you can.

Locust Rider - These are level 98 and use ranged.  They can hit pretty high.  Use prayer if you can.

Scarab Swarm - These are level 98, hit fast with melee, and can inflict a two damage poison condition on you.  Luckily, you won't see them unless you step on a hole, causing the ground to crack open and a swarm to appear.

Once you reach the correct ladder (don't bother with the others or else you'll go to the ultra dangerous bottom level), climb down and search the body.  Read the note, then talk to Maisa across the crevice.  Tell him about the Prince Ali Rescue quest, then agree to talk to Osman.  Backtrack your way out of the dungeon or teleport out.

Tell Osman that he needs to come to Sophanem himself.  Choose the correct option.  He will agree to meet you outside the gates of Sophanem.  Go there and tell him about the secret entrance.  Then enter the city and go through the dungeon again.  Bring items you think you'll need for the final battle (explained below).

Once you go down the ladder, you'll see Osman talking to Maisa.  Suddenly, the ground will shake and three Scarab Swarms will merge together to form a level 191 Giant Scarab.  This monster is very difficult to defeat if you don't know what to do.  He uses melee and ranged, both of which consistently hit over 20.  He can also poison you for 9 damage each time.  If you melee him up close, he won't range you.  Finally, he will summon level 66 Scarab Mages (use magic) and level 68 Scarab Riders (use ranged or melee depending on the colour).  They will also hit over 20, but have very low hp and defence.  The smaller monsters will die automatically if you defeat the boss.

All of the enemies are weak against powerful stabbing attacks, but it is difficult to use melee without dying.  However, there is a safe spot in the southwest corner.  If you hide there at the beginning of the battle and use protect from ranged, you'll be protected from all ranged and melee attacks.  You can then range or mage the boss (ice rush is very effective) and will only have to eat food when a Scarab Mage hits you.  You might need a prayer potion or two.

Once you've defeated the Giant Scarabs, the three Scarab Swarms will flee.  Osman will reappear and tell you to pick up the Keris dagger (is super effective against Kalphites).  Teleport or backtrack out and talk to the High Priest of Sophanem for your reward.

Reward:  1 quest point, Keris dagger (super effective against Kalphites), 7000 thieving experience, 7000 experience in two combat stats of your choice (or 14000 in one), access to Sophanem's bank, bakery, weapon store, and the dungeon under the temple.

Cook's Assistant

Starts: Cook in Lumbridge Castle

Difficulty: Very easy. This is the first quest most people do.

Description: It is the Duke's birthday and the Cook needs the ingredients to make the birthday cake. Get him some flour, some milk, and an egg.

Take the pot off of the table. Then go east, north, and east across the bridge. Go north until you reach a farm with Chickens. Take an egg and a bucket. Go into the field with Cows in it and use your bucket on one. On RuneScape, you must use the special black and white "dairy cow". Go west, back across the bridge, then follow the path north, then west until you reach a field with wheat in it. Pick the wheat, then go to the windmill on the north side of the road past the small pond. Climb to the top floor and use your wheat on the hopper. Operate the hopper, then go down to the chute and use your pot on it. Take all 3 of these items to the Cook for your reward.

Reward: 1 quest point, 300 cooking experience, and the ability to use the Cook's range. It burns food less often than a normal range.

Creature of Fenkenstrain

Starts: Read the Signpost in the centre of Canifs

Difficulty: Easy medium

Requirements: Done Priest in Peril and the Restless Ghost, level 25 thieving, level 20 crafting, must defeat a level 51 Experiment

Items needed: A spade, a silver bar, 3 bronze wire (make from a bronze bar on an anvil. No skill requirements), an amulet of ghostspeak (if you lost yours, you can get it back from Father Uhrney), and about 100gp.

Description: Dr.Fenkenstrain needs a butler to fetch him body parts so he can create a monster. Get him some body parts to help him complete this task.

From Canifs, head northwest and follow the path to Dr.Fenkenstrain's Castle. Talk to him. When he asks you to describe yourself in one word, say braindead. When he asks you what your best skill is, say gravedigging. You will get the job. Now you need to find him a head with brain, a torso, some arms, and some legs.

To get the head, talk to the headless Gardener Ghost in the garden with your amulet of ghostspeak on. Ask him various things, but be sure to ask what happened to his head and what his name is. He was just out in the Haunted Woods when a Vampire came along and chopped off his head. If you ask him to help you look for the head, he will tell you that he has some time to spare and start following you. Talk to him and he will give you directions. You need to go into the Haunted Woods (avoiding level 72 and 61 Vampires and level 52 Leeches that drain your stats). Read the name on all of the tombstones to see that one of them belongs to the gardener. Talk to him to learn that this was where his head was chopped off. Dig in front of the grave to get the head. Note: Other players won't be able to see him following you, and he will disappear if you go into Canifs or Mort Myre.

To get the brain, go to Canifs and enter the pub. Take the pickled brain (you will be asked to buy it for 50gp) and use it on your head to get a head with brain. While you are in Canifs, buy 5 threads, a needle, a pot, a bucket, and a hammer from the general store.

To get the arms, legs, and torso, go upstairs in the castle and search the bookcases. Read all of the books and you will get 2 triangles. Use them on each other to get a 6 pointed star. Go east of the castle to the graves and search the big ones. One of them will have a star shaped indent on it. Use the star on it, then push it. You will be in a cave with the doctor's failed Experiments. Kill one of the level 51 Experiments to get a cavern key. Go down the northwestern passage and open the door at the end. Climb up to end up on a small island. Dig at all 3 graves to get arms, legs, and a torso.

Go back to Dr.Fenkenstrain and give him the body parts, then give him the needle and thread so that he can sew the creature together. He will tell you that he needs you to repair the lightning conductor so that when the storm comes, the castle will be struck by lightning, which will zap the creature to life.

Go back to the Gardener Ghost and ask him for the key to the shed. He will give it to you. Search the cupboard in the shed to get a gardening brush. Go back into the garden and take 3 canes from the pile of canes. Use them on the brush to attach them with the bronze wire and extend the brush. Go upstairs and use the extended brush on each fireplace. One of them will have the mould in it. Now kill a monster to get some bones (any type will do) and go east to Port Phasmatys. Enter the temple with the Ectofunctus in it, and climb upstairs to the bone grinding machine. Use the bones on it, then wind it to grind the bones. Empty it into your pot, then go into the basement to find the Ectoplasm (you must go down several levels). Use your bucket on the pool of slime, then go back into the temple. Pray at the Ectofunctus, then talk to a Ghost Disciple to earn 2 Ectotokens. You can pay this toll to enter the city. There is a furnace in this town, so use your silver bar on it to make it into a lightning concuctor.

Take this back to the castle and go upstairs, then go to the top floor. Use your lightning conductor on the conductor up there to repair it. It will be zapped by lightning. Talk to Dr.Fenkenstrain again to learn that the creature has turned against him. You must go kill the monster. He has locked it in the tower. He will give you the key. Go upstairs in the castle and open the locked door with your tower key.

Go upstairs to find Fenkentrain's Monster. Talk to him to learn that he was once the lord of this castle, Lord Rologarth. Dr.Fenkenstrain, the castle's doctor, tricked him into selling all of his subjects to the Vampires, as well as himself. Dr.Fenkenstrain then took over the castle and used it to perform evil and dangerous experiments. The lord wants you to get rid of the evil doctor once and for all. Go back to Dr.Fenkenstrain and pickpocket him to steal the Ring of Charos. This will make the werewolves come after him, so he will get scared and lock himself in the tower and Lord Rologarth will come down and take his place.

Reward: Ring of Charos (allows access to the werewolf obstacle courses in the Haunted Woods south of Rologarth's Castle. See the agility and mini-games guides for more information. If you ever lose it, pickpocket Dr. Fenkenstrain in the tower to get another one), 2 quest points, and 1000 thieving experience.

Darkness of Hallowvale

Starts:  Talk to Veliaf Hurtz in the basement of the Burgh de Rotte inn.

Difficulty:  Hard

Requirements:  Done In Aid of the Myreque, level 5 construction, level 20 mining, level 22 thieving, level 26 agility, level 32 crafting, level 33 magic, level 40 strength

Items needed:  2 planks, 8 nails, a hammer, a teleport is essential, two teleports is even better.

Description:  It's time for the Myreque to investigate the Sanguinesti region and the ghetto of Meiyerditch, where humans are farmed for their blood.  You must make contact with the Myreque there, and possibly learn something about the Vampyres' weaknesses.

After you start the quest, go southeast to the docks.  You'll see a boat platform and boat, both damaged.  Repair them with your planks and nails.  Then take the boat to the ghetto.  You'll be on the walls, and you'll see Vyrewatch (full strength vampyres, they're level 105, 110, 115, 120, and 125).  You cannot hit any damage on them yet.  Every few minutes, one will swoop down to inspect you.  This will happen more often if you loiter in the area.  They will talk to you and give you three choices.  You can either:

1.  Pay a blood thithe (lose 6hp)

2.  Fight and run (this is a good option if you have lots of prayer)

3.  Attempt to sneak away (if you succeed, you won't take any damage.  If you fail, you'll simply pay a regular blood tax.  This is obviously the best option most of the time).

Go north until you find some floorboards that you can kick down.  If you kick them down, it will work as a ladder from now on, so do so.  Climb down.  You are now in Sector 1 of the ghetto.  Along with Vyrewatches, you'll see Vampyre Juveniles and Juvinates (not aggressive, you need a silver sickle or the Rod of Ivandis to damage them, then the Guthix balance potion to cure them.  They are in Vampyric form, so they look more like young Vyrewatches than the humanoids you're used to) and Meiyerditch citizens.  Talk to one of the Meiyerditch citizens.  Ask about the Myreque.  They will tell you to speak to Old Man Ral.  Tell him that he's a sage.  He will tell you to find the Myreque by following the silver sickle symbols.  The hideout is in Sector 3.

Go southwest of Ral to find a ladder.  Climb it.  Then find some floorboards on the next house that you can jump to.  Jump there, then jump to the next building.  You'll see a sickle symbol near a wall that you can push.  Push it, then walk across.  Then find a wall that you can crawl under, and another one that you can push.  Crawl, push, and walk across, then climb down the ladder, then search the table to find a trapdoor.  Go through to reach the next house.  Climb up the shelves.  Crawl under the next wall, jump across the floorboards, and climb down the ladder.  Search the pots for a key.  Use the key to go through the next door.  Climb up the ladder, then jump the floorboards and climb up the shelves.  Climb the ladder, jump the floorboards, go down one level, and walk across the clothes line.  Go down the ladder, push the wall, walk across, and go up the shelves.  You will find some shelves on the northeast side of the room that you can go down.  Keep jumping floorboards until you reach a broken ladder going down.  Go up the other ladder and search the wall for a ladder top.  Use it to fix the ladder.  Climb down.

Note:  From now on, when you are inspected by Vyrewatches, you will get asked to go to the mines instead of getting attacked.  Choosing this option will require you to mine 15 ores.  You will then be taken to the northeast end of the city.  This is a strategic way to get to this part of town.

Go north.  You'll see a house with a ladder in it, along with a painting of a vyrewatch and a fireplace.  Ignore this house for now.  Instead, go north and up the next ladder.  Jump the floorboards and climb down the stairs.  Push the wall, press the sickle switch, open the rug, and climb down into the hideout.

Once you're in the hideout, talk to Vertida Sefalatis.  He will give you a message to take to Veliaf Hurtz.  Teleport out (or take that long route again) and go to Burgh de Rotte.  Give the message to him.  He will tell you to go to the Salve temple and talk to Drezel.  Play the Temple Trekking game (talk to one of the red, blue, or yellow coloured villagers near the gate, just take the easy route) to get back to the temple really fast.  Talk to Drezel.  He will tell you that he has been hearing voices lately, and so has Ivan Strom.  He will tell you to investigate.

Search the bushes at the bottom of the stairs west of the temple.  You will see a pair of legs in one of the bushes.  A pair of hooded werewolf agents will knock you out.  Tell Drezel the news.  He will give you Varrock teleport runes and ask you to tell King Roald.  Go to the Varrock Palace and talk to him.  His Spiritual Advisor will keep interrupting you and will convince Roald to not send troops into Morytania.  However, he will put up a mercenary protocal, allowing volunteers to fight in Morytania.  His advisor will offer to teleport you back to Drezel.  Accept.

Make your way back to Burgh de Rotte, then tell Veliaf.  Take the boat back to the ghetto.  Loiter around until a Vyrewatch swoops down and talks to you.  Choose to go to the mines.  Talk to a miner for a pickaxe, mine 15 ores, fill the mine cart, talk to a guard, then make your way back to Vertida's hideout.  He will tell you to find Safalaan on top of the ghetto walls.  Vertida should offer to take you back to sector one.  Accept.  Then go back up the floorboard that you kicked down.  go as far north as you can go.  Climb down the ladder.  Look at the rocky surface, then search it.  Open the barricade.  Keep going north until you find Safalaan.

Safalaan will ask you to finish sketching Lord Drakan's castle, and will give you a charcoal and 3 papyrus.  Go to the north wall of the castle.  Stand on the sickle logo and use your charcoal on the papyrus.  Then go to the west side of the castle.  Stand on the sickle logo and sketch.  You will see a cutscene with Vanstrom Klause, a Vampyre Juvinate, and Ranis and Vanescula Drakan (Lord Drakan's son and daughter).  They will drink blood and praise Vanstrom.  The three Vyrewatches will then fly off.  After you have the north and west sketches, go to the south wall of the castle and find the sickle logo.  Stand on it and try to sketch.  Vanstrom Klause will notice you and fly over before you can finish the sketch.  He will attack you.  He's level 169.  As with the rest of the Vyrewatch, you can't damage him.  He will defeat you after a few hits (if you use protect from melee, he will knock you down if you try to flee).  Luckily, a human called Sarius Guile will save you by telling Vanstrom that Vanescula wants to talk to you before he kills you.

Sarius will tell give you a message to take to Safalaan.  Go to that part of the city by getting sent to the mines by a Vyrewatch.  Go to the Myreque hideout of Meiyerditch, and talk to Safalaan.  Then go to the house with the Vyrewatch painting in it.  Go up the ladder and take the knife.  Use the knife on the portrait and chimney to get a message and key.  Read the message, then take it back to Safalaan.  Go to the northeast part and find a house with a tapestry in it.  Use the knife on it, walk through, use the key on the vyrewatch statue, open the door, and climb downstairs.

Search the broken rune display case for some runes.  Then cast telekinetic grab on the Haemalchemcy book.  Take it to Safalaan.  He will give you a shortcut key and a sealed message.  You can get through the locked doors with a decorative symbol on them with this key, making it easier to go through the ghetto.  Go through or teleport out, then take the message to Veliaf Hurtz.  Congratulations, you are now an initate Myreque!

Reward:  2 quest points, 7000 agility experience, 6000 thieving experience, 2000 construction experience, tome of experience (gives 2000 experience in any skill, can be read 3 times), shortcut key (can open 2 marked locked doors in the ghetto).

Death Plateau

Starts: Denulth in Burthope, north of Tavelry

Difficulty: Easy

Items needed: About 900 - 1000gp, an iron bar, 10 bread, a blurberry special (bought from Blurberry's Cocktail Bar in the Grand Tree in the Gnome Stronghold), and 10 cooked trout. There is a bank in the Rogues Den under the pub.

Description: The Trolls have set up a camp on Death Plateau near Burthope and are attacking people. You must help them get rid of the camp by unlocking the door to the equipment room and finding a safe way up the plateau.

To get the combination to the equipment room, you must find out who was the guard on duty last night, as he may know where the combination is. Go into the castle and climb upstairs. Talk to Eohric and ask him about the guard. He will say that it was Harold, who can be found in the Toad and Chicken Inn. Go upstairs in the pub and open the door. Talk to Harold and ask about the combination. He will not be friendly and won't tell you anything. Go back to Eohric to learn that Harold likes drinking and gambling. Buy an Asgarnian ale from the Toad and Chicken Inn and ask Harold if he would like a drink. Give him the beer and you will be able to ask about the combination, ask if he wants another drink, or gamble with him. He doesn't know where he put the combination, but if you ask him if he wants another drink, he will want either another ale or a blurberry special. Give him either to make him drunk. Gamble with him when he is drunk to win every time, since he can't count. Eventually he will become broke and write you an I.O.U. Read it to find that it was on the back of the combination! Go into the castle with your combination and you will see 5 stone balls and a lock mechanism with 6 stone shaped holes in it. The combination is a puzzle. It's a pretty easy puzzle, so I'm sure that you can solve it yourself.

DO NOT THROW AWAY THE COMBINATION!

To find the safe way to the plateau, follow the path northeast and you will see a cave on the way. Enter the cave to find a hermit. Talk to him and he will tell you about a sherpa who knows the mountains very well. Follow the path further, but stop once you reach the danger sign. Go south and enter the sherpa's house. Talk to him and he will give you a map of the safe route if you can get him 10 trouts and 10 bread, as well as get his climbing boots spiked. Give him your trout and bread if you have it. Now take his boots to Dunstan, the smithy of Burthope. He will spike them if you get him an iron bar and if you get his son into the Imperial Guard. Talk to Denulth and he will give you a certificate that allows his son to get into the army. Take it back to Dunstan and he will spike the climbing boots. Take these back to the sherpa to get a map of the safe route. First you must climb the stile and try out the route to make sure that it is really safe. Do so and continue on the path until you get a message saying that it is safe. Go back to Denulth with the map and combination for your reward.

Reward: 1 quest point, 3K attack experience, steel claws, the ability to make steel and above claws if you have the right smithing level, the right to buy climbing boots from the sherpa for 12gp, which are used to take the safe route to Death Plateau and are required if you want to do the other quests in the series.

Death to the Dorgeshuun

Starts:  Mistag in the Dorgeshuun Mines near the basement of Lumbridge Castle.

Difficulty:  Easy medium

Requirements:  Level 23 agility, level 23 thieving, done the Lost Tribe quest, able to defeat a level 50 monster with melee or magic.

Items needed:  A lantern or other light source (an oil lantern or above is strongly reccomended.  You may want to bring a tinderbox as well), two full sets of HAM robes (found by killing and pickpocketing HAM members.  They are tradable, and the hoods seem like the hardest pieces to get.  In total, that means you need 2 hoods, 2 tops, 2 bottoms, 2 pairs of gloves, 2 pairs of boots, 2 logos, and 2 cloaks).

Description:  Mistag thinks that the HAM may be plotting another attack on their city.  He also wants you to give one of the Cave Goblins a tour of the surface.  Help foil the plot before it's too late!

Mistag will tell you that you'll need 2 sets of HAM robes to act as disguises for when you infiltrate their lair.  Once you have the 2 sets, speak to Zanik in the Lumbridge cellar.  She will ask you if you have the disguises.  Say yes.  She will take one set from you.  She will follow you.  Take her on a tour of Lumbridge.  First, take her outside the castle.  Then, do these events.  Talk to her and ask if she's seen enough of Lumbridge after you've done all of them.

- Take her to see the Duke.  He will be very welcoming.

- Go to the general store and talk to a shopkeeper.  He will sell Zanik some souvenirs.

- Talk to Bob in his axe shop.  He will be prejudiced and kick you out of the shop.

- Talk to a regular Man and Woman.  They will also be a little prejudiced.

- She will also want to see a god.  Although they don't walk around on RuneScape anymore, take her inside the church and talk to the priest.  They will talk about the god wars for a bit.

- Go to Donie and Gee, the Lumbridge Guide's assistants.  They will also welcome Zanik to the overworld and tell her that she'll get used to the sky.

- Go outside of the city.  Zanik will talk to an overworld Goblin.  She will learn that they have become violent savages, which is one of the reasons why the HAM wants to get rid of the Cave Goblins.

When you ask her if she's seen enough of Lumbridge, she will tell you about the mark on her forehead.  You will see a cutscene in which she goes to play Tears of Guthix.  After drinking the tears, she will get a red mark on her forehead.  Juna will tell her that the tears do not usually do that to people.  The mark will soon fade away, but when it glows again, she should come back to Juna to learn about her destiny.

However, now it's time to infiltrate the lair.  You and Zanik will put on your disguises.  Go to the HAM lair, pick the lock, and talk to a regular member or guard.  They will tell you that Sigmund and Johanhus Ulsbrecht are planning something, but they won't tell any regular members about it.  Go to the centre of the lair.  Zanik will see the Deacon preaching to the members and filling them with hate.  She will tell you to find the leader of the cult.  Go to the path leading towards the jail.  You will find Johanhus Ulsbrecht.  Talk to him.  He will tell you that they are planning to do something about the Dorgeshuun, but he won't tell regular members.  Go back into the centre of the lair.  Zanik will spot a secret trapdoor underneath some rubble.  Pick the lock and climb down.

You'll be in the HAM storeroom, which is patrolled by senior guards (recognized by their slightly magenta uniforms).  They are not attackable, but they will send you to jail if they catch you.  Your goal is to reach the north double doors so you can listen in on the plans.  To do this, all of the Guards must be dead.  If you do get sent to jail, Zanik will let you out, but you'll have to start all over again.

Guard 1:  When you step into the south corridor, a Guard will see you.  He will let you go if you go directly up the ladder.  Zanik will tell you to get his back turned to her.  Run west.  He will start walking towards you, but Zanik will snipe him with her crossbow.  Once he's dead, she'll tell you that she'll teach you how to do that if you help her foil the HAM plans.

Guard 2:  A guard stands still in front of the door in the west corridor.  Squeeze through the crack in the small room, then pick the lock on the door.  Walk north, and talk to the Guard to get his back turned.  Zanik will shoot him.

Guard 3:  When you talk to Zanik, she will tell you that she can take out the Guard walking back and forth down the centre corridor if you let her know when his back is turned.  When it is, say "Now!" and she will kill him.

Guard 4:  This guard is on the east corridor.  You must get Zanik to the eastmost square of the centre corridor, tell her to stay there, then run south down the corridor.  Zanik will shoot him.

Guard 5:  The final guard is in front of the large double door.  You must approach him from both sides.  Tell Zanik to wait at the end of one corridor (east or west), then go to the opposite corridor and run towards the double doors.  Zanik will shoot him down, allowing you to listen at the doors.

You won't be able to hear them, but Zanik will.  She will hear them saying something about a machine.  Sadly, a senior guard will respawn and catch you spying.

You will be taken to jail, but there will be no sign of Zanik!  Talk to Jimmy the Chisel.  He will tell you that he saw Sigmund take her outside.  Leave the HAM lair.  You will see that Zanik is dead, but the mark on her forehead is glowing again.  Go to the Lumbridge cellar, go through the tunnel, find the other nearby tunnel, go through it (you must clear it with a pickaxe if you haven't already), and continue forward to the Tears of Guthix cave.  You will eventually reach Juna.  She will tell you that the gods can reverse her death, as it was premature.  You must play Tears of Guthix and collect 20 blue tears (this doesn't count for anything).  Once you have 20, Zanik will be revived.

She will show you in a cutscene exactly what the HAM leaders said.  You will see Sigmund, Johanhus Ulsbrecht, the enthusiastic Deacon, and a senior guard.  They will say that they're building a drilling machine under the Lumbridge water mill, and that they're going to user the mill to flood the Dorgeshuun!  They are also going to put the low level HAM members to work building the machine.

Leave the caves and go to the mill.  You will see some HAM members carrying crates of machine parts into a tunnel.  Take a crate.  Zanik will get an idea:  She will hide in the crate, so you can carry it down and confront Sigmund.  Make sure you have your disguise on.  When you carry it down, you will find Sigmund and three senior Guards.

Sigmund himself is level 50, and the Guards are level 22.  Sigmund will use a protection prayer to protect himself against whichever attacks you are using.  He will only attack you, so ignore him for now.  The Guards will attack both you and Zanik.  Zanik is level 41 and uses her bone crossbow.  Once you've killed all 3 Guards, turn your attention to Sigmund.  He will switch to protect from ranged, so you'll have the opportunity to hit him with melee or magic.  When he's at 1hp, he will escape with his ring of life, and tell you that it's not over yet.  Smash the machine to destroy it.  Then go down the tunnel.  You'll reach the Lumbridge Swamp Caves.  You and Zanik will return to the Dorgeshuun Mines, where you will tell Mistag and the city's ruler all about your adventures.  Congratulations, quest complete!

Reward:  1 quest point, 2000 experience in both thieving and ranged, the ability to use special attacks on the bone crossbow and dagger (the Dorgeshuun have set up a shop in their mine.  The special attacks lower your opponent's defence level, and you're more likely to hit them if you get the first strike), access to the HAM storage room (you can pickpocket senior Guards, which are level 22 and more agressive, and enter the small rooms to steal treasure, such as amulets and clue scrolls), and access to the tunnel below the Lumbridge water mill (a Cave Goblin will appear at the end of the tunnel, and offer take you to the mines and cellar.  The other two goblins will also offer to take you to the mill).

Demon Slayer

Starts: Gypsy in Varrock

Difficulty: Easy

Items needed: 1gp and 25 regular bones

Description: Pay the Gypsy 1gp and she will predict your future. You are holding a very powerful sword. However, a demon named Delrith is being summoned to destroy the city! Delrith tried to destroy the city 150 years ago, but a great hero was able to seal him in another dimension with his magical sword called Silverlight. You must get this sword, and then seal Delrith with the magical incantation.

Ask the Gypsy what the incantation is. She will tell you that it is "Carlem Aber Camerinthum Purchai Gabindo". Remember this. If you ask her how to get the sword, she will tell you that a knight named Sir Prysin, who is in the palace, has it.

Go north to the palace and talk to him. He will tell you that he locked Silverlight in a box that requires 3 keys because it was too powerful. He gave the first key to Captain Rovin, the captain of the guards, the second to Wizard Traiborn, and the third he kept himself, but he accidently dropped it down the drain.

Go upstairs in the palace. You will eventually find a tower with guards in it. Talk to Captain Rovin to get the key. To get the second key, go to the kitchen. Take the bucket and fill it up on the sink. Go outside, search the drain pipe, and use your bucket of water on it. This will knock it into the sewer. Go east of the palace and you should see a manhole. Go down it. Go through it until you find a key. On RuneScape, you will have to take the northwest passage down the sewer. To get the final key, go to the Wizards' Tower near Draynor Village. Upstairs you will see Wizard Traiborn. Talk to him and ask for his key. He will say that he used a magic spell to lock it in a cabinet and it requires 25 bones to unlock. Give him your 25 bones, or kill enemies until you get 25. You can give them to him by and by. Finally, go back to Sir Prysin and give him the keys to get Silverlight.

Go out the south gate of the city and then go east. Wield your Silverlight, then attack Delrith. He should be no match for Silverlight. Once he is low hp, you will be asked to say the incantation. It is "Carlem Aber Camerinthum Purchai Gabindo". After 1-2 correct incantations, he will be sealed.

Reward: 3 quest points and the Silverlight sword. This is a weak weapon, but on RuneScape Classic, it will weaken any demon's battle stats. On RuneScape, it will be as effective as a rune long sword against any demon (which is the best free version weapon in my opinion). If you lose it on RuneScape Classic, you must buy it back from another player. If you lose it on RuneScape, buy it for 500gp from Sir Prysin or for cheaper from the Legends Guild.

Desert Treasure

Starts: Archaeologist in the Beabin Camp southwest of the Shantay Pass

Difficulty: EXTREMELY HARD!!!!!!!!! This is currently the hardest quest in the game!

Requirements: Level 10 slayer, level 50 mining, level 50 firemaking, level 50 magic, level 53 thieving, done Digsite, Temple of Ikov, Priest in Peril, Troll Stronghold, Tourist Trap, and Waterfall. You must also defeat 4 extremely tough bosses and other smaller monsters. Information on these encounters is included in the guide. Don't even think about doing it without level 43 prayer.

Items needed: For each part of the quest, the items that you need will be listed. For the first part of the quest, you will need about 680gp, 12 magic logs, 6 molten glass, 6 steel bars, a blood rune, a pile of ashes, and a charcoal.

Description: The Archaeologist has a stone tablet that he wants you to get translated. Get it translated, then go on a journey to get 4 magical diamonds and free an ancient hero that was imprisoned during the god wars.

Go to the digsite and talk to the expert in the exam centre. He will give you a translation book. Read it to learn some history on the gods, then talk to the Archaeologist back in the Beabin Camp. He will tell you that he is really a treasure hunter, but he will split the treasure 50/50 with you if you help him find it. Accept and he will tell you to go to the Bandit Camp to the south to look for clues.

Go south and take off all of your Saradomin and Zamorak items, or else all of the Bandits (levels 56 and 74) will attack you in a multicombat area. The same will happen if you attack them. Go inside the bar and talk to the barman. Buy a beer for 650gp (it's a Bandit's Brew, it temporarily gives you +1 thieving) and then ask about 4 diamonds. He will tell you to talk to someone else in the village about the Four Diamonds of Azzanadra. Go into the tents and talk to Eblis. Ask about the Four Diamonds of Azzanadra and he will tell you that Azzanadra was their hero in the god wars. In the god wars, Saradomin and Zamorak were very mean to the Bandits, and they destroyed their god. Azzanadra was their hero, but Zamorak was able to lock him in an ancient prison. He put Azzanadra's power into 4 diamonds: The Diamond of Blood, the Diamond of Smoke, the Diamond of Ice, and the Diamond of Shadow. This is the only way to get into Azzanadra's prison and bring him back to power. However, each diamond was given to one of Zamorak's warriors, and those warriors used the diamonds to power themselves up. As a result, they are very hard to defeat. In order to find the four warriors, you must bring him some items so that he can make magical mirrors. This will show you where to find the warriors. In order to make the mirrors, he will need 12 magic logs, 6 molten glass, 6 steel bars, a blood rune, regular bones, a pile of ashes, and a charcoal. Kill any monster to get bones, then use the items on him. It might take more than one load. He will tell you to meet him in the circle of mirrors to the southeast. Go there and talk to him. He will tell you to look into each mirror for the location of the diamonds. Here is where they point:

Canifs

The ice section of Trollheim Mountain

A smokey well in the desert

The picnic area near the Baxtorian Falls

The pyramid

The Bandit Camp

The mirrors DO NOT pinpoint the exact location of the warrior and diamond. They just point to the approximate region, and the area where you should go to begin your search. They also show where the diamonds have been. This is why one points to the pyramid and one points to the Bandit Camp. Here is a guide on how to get each diamond, from easiest to hardest.

Note: The Stranger (level 95) uses a poison dragon dagger and may attack you if you have the cross or a diamond. Just kill him or run. He doesn't attack everyone (I never got attacked).

Diamond of Smoke

Items needed: A facemask (bought from a slayer master in Canifs, Burthope, Zanaris, Shilo Village, and Edgeville Dungeon); 5gp; magic resistant armour (studded leather was enough for me), a few prayer potions, a few energy potions; a powerful weapon, runes to cast a water spell about 50 times, or a bow and ice arrows (remember the bow must be yew or magic. Melee is the easiest method by far, so only use magic or ranged if your melee skills are really bad); a tinderbox; and ice gloves. Here is a guide on how to get the ice gloves:

Bring a pickaxe, a bit of food, and a weapon. From Catherby, go on White Wolf Mountain. Go north, northeast up the ridge, then keep going north. You will see a rockslide. Right click on it and click mine. You will mine it if you have level 50 mining. Go down the south ladder, then head southwest to another ladder. Climb up it. In this dungeon, you will see level 53 Ice Giants, level 57 Ice Warriors, and level 61 Ice Spiders. Go down the eastern ladder, then go down the long path. At the end, climb up the ladder, go down the other one, then go north to see the Ice Queen and a bunch of Ice Warriors. Run past the warriors, then attack the Ice Queen by the throne. If you are lucky, the warriors won't get you here. Kill her (she is level 111) to get the ice gloves. Backtrack, then go down the wrong ladder to get out of the dungeon.

Once you have the items, go southeast of the Shantay Pass. Don't cross any bridges. You will come to a town with Bandits and Menaphites (this town is Pollnivneach). Go south through the town, then west, around the dune, and north. You will see the Smokey Well. Put your facemask on and enter it. In here are Fire Elementals (level 35), Pyrefiends (level 43), Fire Giants (level 86), and Dust Devils (level 93). Only the Fire Giants are aggressive. Turn on walk until you start lighting the torches. Go east, then south, then east into the treasure room. Try to open the chest to learn that you must "light the way" in order to open the chest. Go west, then south, then east, and as far north as possible. Go east, south, and northeast once you can't go south anymore. Now go north and light the torch. Then run south and light the torch there too. Go north to the gate, then run southwest, north, west at the fork, north, and west to the torch. Light it, then go east and south as far as possible. Light the final torch, then run east until you can go north, then north and east into the treasure room. Open the chest to get a warm key. Then go west, as far north as possible, as far east as possible, as far south as possible, then northeast. Open the gate to Fareed's Lair, but make sure you have your magic resistant armour and ice gloves on. No metal amour. If you have no ice gloves, you will need to fight him unarmed. Use your weapon and protect from melee. He uses melee and magic, and is level 167. I wore studded leather and he hit only me a one throughout the whole battle. Range him with ice arrows, mage with water magic, or use your melee weapon. Once he is dead, he will drop the diamond of smoke, which you will automatically pick up.

Diamond of blood

Items needed: A pestle and mortar, a silver bar, and a pot of spices (buy or steal from the spice stall in Ardougne). Also bring a few prayer potions, lots of food (lobsters or better), and runes to cast your best spell.

Go to the Hair of the Dog Tavern in Canifs. You will watch a conversation between Malak the Vampire and Roavar. Tell Malak that you are looking for the Diamond of Blood and he will tell you that Dessous is Zamorak's blood warrior and he has the diamond. Malak will help you to kill Dessous so that he can own more land, as Vampires don't die of natural causes. He will tell you that you need to bring a silver bar to Ruantun. He is/was Count Draynor's assistant and can be found in the Draynor Village Sewers. Go to Draynor Village near the jail. You will see a dungeon entrance. Go down there and bring the silver bar to the guy down there to get a silver pot. Put all of your weapons and armour in the bank and go to Port Sarmin. Talk to the Monks of Entrana to go to Entrana, then talk to the High Priest in the church to get the pot blessed. Go back to Draynor Village and search the cupboards upstairs in Morgan's house. You will get garlic. Crush it with the pestle and mortar. Then go back to Malak and he will cut you open (hitting a bit of damage) and fill the pot with your blood. Add the garlic and spices.

If you are done in Search of the Myreque, go south of the inn and down the trapdoor. Go through the tunnel and out the back door. Go across the bridge, then go southeast, then north, east, north, and southeast. If you are not done it, go across the bridge with the slayer master on it, then go south into the Hollows. Go east, south, and west. Then go south, east, north, and southeast. Use your pot of blood on the tomb. Dessous will violently break out of the tomb. He uses magic, ranged, and melee. He's level 139. There are no safe spots, as he teleports to you. You used to be able to hide behind the inner gate, but you can't anymore. Use protect from melee, as he hits up to 20 with it, and ranged and magic will only hit five each (hitting double fives). Eat as you need to and defeat him with magic as quickly as possible, as the double fives will hit with 100% accuracy.  Melee isn't very effective, since he has a high melee defence. Go back to Malak once you kill Dessous. He will have claimed the diamond and will give it to you. Now leave before he takes you to Lord Drakken!

Diamond of ice

Items needed: A cake (plain or chocolate), a few prayer potions (about 16 doses), runes to cast fire bolt about 140 times (or fire blast if your magic is high enough. Only cast a spell that you can easily cast. Nothing that you are one level above required level, because the mountain effect will lower your magic), a pair of spiked boots (bring Dunstan climbing boots and an iron bar), a pair of normal climbing boots, a few stat restore potions, and fill the rest of your inventory with lobsters.

From the main entrance of the Troll Stronghold, go south, and east, then north up the path, then west, and north to the icy area. Talk to the Troll Child, then use your cake on him. He will tell you that a bad man froze his parents because they stole his diamond, even though they didn't know it was his. He will tell you to free his parents to get the diamond. Go through the gate. You will see an Ice Troll. Talk to him and he will warn you about the effect of the mountain. Your hp will drain by one every few seconds. Your special bar and energy will both drain to 0 every time this happens, and your other stats will drain too. You must kill 5 Ice Trolls. They are level 120 - 124. The best way to kill them is to mage them up close with fire magic. Don't wear metal armour. Use protect from melee. After you kill them, ice chunks will fall away from the cave. Drink prayer and stat potions as necessary, as well as eating food. If you need to take a bank trip to get more food, now is the time to do so. Go back into the icy mountains, put your spiked boots on, and enter the cave. There are level 132 Grey Ice Wolves here, so turn on protect from melee. Keep going and you will see Kamil, the bad man that froze the Troll Parents and is Zamorak's Warrior of Ice. He is level 154 and uses melee and magic. The melee hits over 30, and the magic hits 5s and freezes you. Use protect from melee and mage up close. Eat and drink potions when you are frozen, as you don't want to waste time when you could be attacking. Kill him to get 2 chocolate cakes and 4 doses of super restore. Continue on the ice path and you will see an ice walkway. Walk to the end. It is long and you will fall and get a 2 hit on you. At the end, drink your stat restores if necessary, then use your remaining fire magic to destroy the 2 ice blocks. This will free the Troll Parents. They will tell you that the Troll Child had the diamond all along. You will be back at the beginning of the icy area. Talk to the Troll Child to get the diamond.

Diamond of Shadow

Items needed: Lots of lockpicks, a few antipoisons, lots of runes to bind and mage (like enough to cast your best spell 100 times and bind, entangle, or snare at least 70 times), food and prayer potions. Also bring a dragon weapon for the boss's first form.

Go to the tourist centre near the Baxtorian Falls and talk to Rasool. Ask him about the Diamond of Shadow and he will tell you that Damis has it. Rasool has the ring of visibility to help you find Damis' lair. He will give it to you if you give him the gilded cross, which was stolen by the Bandits. Go back to the Bandit Camp and you will see a chest in one of the tents. Try to pick the lock. It will take a while. If you fail, your lockpick will break, you will get a bit of poison damage hit on you, and you may get a poison condition (it will always say "you have been poisoned" if you get one). Pickpocket Bandits to get lockpicks and antipoisons. When you have the cross, take it to Rasool. He will give you the ring of visibility. Enter Damis' Lair to find level 80 Giant Skeletons. Go as far east as possible, as far north as possible, east until you can go south, as far south as possible, east until you can go north, then go north and east. There are level 63 Shadow Hounds in here. Damis will attack you. He is level 103, and doesn't hit high or use any special attacks, so you should make short work of him. After that, he will lose his armour and turn into a level 174 guy. He drains your prayer quickly and hits high and fast. The safe spots have been removed, so you must bind him and mage him. Keep binding, maging, and running until he is on the floor. Take the Diamond of Shadow.

Freeing Azzanadra from the pyramid

Items needed: Lots of food, a few prayer potions, a few antipoisons, all 4 diamonds.

Talk to Eblis, then go south of the circle to the pyramid. Climb up the stairs, then use your blood diamond on the northwest obelisk, the smoke on the northeast, the ice diamond on the southeast, and the shadow on the southwest. Then enter the pyramid. You must make it to the bottom, and level 103 Mummies that hit high will attack you, as well as level 96 poisonous Scarabs and random pits that will send you out of the pyramid. To get through the first floor, go to the south wall, then go east, north, and west. Then go down the ladder. To get through the next floor, go as far east as possible, as far south as possible, as far west as possible, as far north as possible, and east down the ladder. To get through the third floor, go west, north, west, south, then go as far east as possible when you reach a dead end. Then simple follow the path to the next ladder. On the final floor, go west, as far north as possible, then just follow the path until you reach a door. Open the door and talk to Azzanadra. He will teach you some ancient magic, then escape from the pyramid. Enter the portal to get out. See the ancient magic magic guide for more information on this.

Reward: Ability to use ancient magic, 3 quest points, and 20000 magic experience

Devious Minds

Starts: The Monk in front of the temple next to the River Salve.

Difficulty: Medium

Requirements: Done Doric's quest, Wanted, and Troll Stronghold, level 65 smithing, level 50 runecrafting, level 50 fletching, able to run past lots of level 42, 59, and 81 monsters while skulled without any prayer

Items needed: A mithril 2h sword, a bowstring, a large pouch

Description: The mysterious Monk needs your help. Make him a special weapon, then help him with a strange ceremony on Entrana.

The Monk will tell you to make him a mithril bowsword. Take your mithril two handed sword to Doric's house, then use it on the whetstone. Use the bowstring on the slender blade to make the bowsword. Give this to the Monk. He will ask you to help with the ceremony on Entrana by using the orb on the altar. The orb is very fragile. Use it on your large pouch, then teleport into the abyss. Make sure you put all of your weapons and armour in the bank. Enter the inner ring by getting past the various barriers, then enter the law rift. Exit through the portal, then go to the church. Use the pouch on the altar (you will lose it). You will see a cutscene where an Assassin teleports in, steals the relic, kills the Monks, and teleports out. Talk to the High Priest. You will confess to bringing the orb in. He will tell you to talk to the Monk again. Go back to the temple. You'll find a Dead Monk. Search it to find that it had been killed by powerful magic. It might not even be the same Monk. Talk to the High Priest again. He will tell you that the relic was a powerful magic object. You will then need to talk to Sir Tiffy Cashien in Falador Park. He will tell you that you will have to find the relic someday. You will also be able to learn how to use the bowsword. For now, quest complete!

Reward: 6500 smithing experience, 5000 fletching experience, 5000 runecrafting experience, 1 quest point

Digsite

Starts: One of the Examiners in the exam centre in the digsite east of Varrock

Difficulty: Medium easy

Requirements: Level 25 thieving, level 10 agility, level 10 herblore

Items needed: A pestle and mortar, a vial, about 30gp

Description: In order to dig at the digsite, you need to pass 3 exams. After you pass them, help the expert find some clues about an ancient civilization.

The Examiner will give you a certificate to get stamped by the Curator of the Varrock museum. Go to the museum and get it stamped. While you are in town, buy a tinderbox and chisel from the general store, boots from the clothes store, and a cup of tea from the tea stall in Southeast Varrock (on RuneScape you can steal it, on RuneScape Classic you cannot). Take it back to her and she will give you a quiz. No matter what you answer, you will get all 3 questions wrong and flunk the quiz. You must talk to the Students in the digsite for the answers. Go north of the exam centre to the digsite. You will see 3 different students. Talk to all 3 of them to learn that they lost their rock samples. Here is how to get each one:

One of them is in the bushes near the urn north of the exam centre.

Another is in the Workmens' pockets. Pickpocket them until you get it. If you get leather gloves, a specimen brush, or a rope (you will actually need 2 ropes), keep them, as you will need them later in the quest.

The final one is in the river. In the tent in the digsite, you will see a panning tray. Take it, then use it on the river to try to pan with it. You will be stopped by the Guide. He will let you pan if you give him your cup of tea. Give it to him, then your tray on the river. Then search it. Keep panning and searching until you get the rock sample. You might also get an opal. If you do, cut it and save it, as you will need it later. If you get a gold nugget, you can get 3 of them converted to regular gold if you talk to the expert.

Talk to each student and they will each give you a quiz answer. Remember these, as you will need them. Talk to the Examiner and answer each question correctly to get a certificate that allows you to use the level 1 digsite, and a trowel. Wear your gloves and boots, and use the trowel on the soil in the level 1 area to get stuff. You will usually get junk, but you may get an uncut sapphire. You could also get a rusty sword, which you can take to Port Khazard on RuneScape only to get it identified for 200gp. It can be anything from a regular bronze sword to a mithril two handed sword. It could also be an antique that he'll buy.

Talk to each student again to learn the answers to the second quiz. Go and ace the test again to get the second certificate and a rockpick. This is used to dig in the level 2 site, and it has pretty much the same loot.

Talk to each student one last time to learn the answers to the final quiz. The female student will ask for an opal. Give it to her, then pass the third quiz to get the final certificate. You can take these back to the Curator to get your choice between a fruit blast and a chocolate cake. You can now dig at the level 3 area if you have a specimen jar and brush.

Pickpocket workmen to get the brush. You will also need gloves, and try to make sure that you have 2 ropes, as you will need them later. You will also need a specimen jar, which you can find in the sacks near the northeastern winch. In the level 3 site, dig until you get a Talisman of Zaros. You might also get a black medium helmet. Take the talisman to the expert at the exam centre. He will give you a permission form to go down the northeastern winch. Search the bookcases to get a book on how to make an explosive compound. Read it to learn that you need nitroglycerin, ammonium nitrate powder, ground charcoal, and a root that can be found in the area to make an explosive compound. To get the nitroglycerin, use your trowel on the barrels near the tent. You will open one. Use your vial on it to get an unidentified liquid. Show this to the expert to get it identified as nitroglycerin. To get ammonium nitrate powder, go to the northeast winch. Show your permission form to a workman, then use your rope to get down the winch. Beg the workmen down here for a key. He will eventually give it to you. Use it on the chest in the tent near the river to get unidentified powder. Take this to the expert to get it identified as ammonium nitrate powder. To get ground charcoal, search the specimen trays near the tents to get charcoal. Simply grind it with your pestle and mortar. Now go to the western winch. Use a rope on it to get under the digsite. Arcenia roots respawn here. Use your powder on the nitroglycerin, then the charcoal, and finally the root. Use this explosive compound on the brick wall. You will light it an run. It will reveal another passageway. You will see a piece of an Altar of Zaros. Take it to the expert to finish the quest.

Reward: The ability to use the digsite to pan and dig for stuff, 2 gold bars, 2000 herblore experience, 15300 mining experience, and 2 quest points.

Doric's Quest

Starts: Doric in his house northwest of Falador

Difficulty: Easy

Items needed: 6 clay, 4 copper ore, and 2 iron ore

Description: Doric needs you to run an errand and get some ore for him so he can make a special amulet.

Get the ores by mining them or buying from the ore shop in Dwarven Mine (or from other players). Then give them to Doric.

Reward: 1300 mining experience, 180gp, 1 quest point, and the ability to use Doric's anvils.

Dragon Slayer (RS)

Starts: Guildmaster of the Champions' Guild southwest of Varrock

Difficulty: Medium hard

Requirements: 32 quest points, level 33 magic or an additional 10K, and the ability to defeat a level 83 dragon and many smaller monsters.

Items needed: Unfired bowl (use soft clay on a pottery wheel if you have level 7 crafting, but don't use it on the pottery oven), wizards' mind bomb (buy in Falador for 2gp), silk (steal from the silk stall in Ardougne with level 20 thieving or buy in Al Kharid for 2-3gp), lobster pot (buy in Port Sarmin from the fishing store for 20gp), 2000gp, a hammer, 3 planks (found in the Graveyard of Shadows and other wilderness areas), 90 steel nails (make out of steel bars on an anvil with level 34 smithing. 1 bar is 15 nails), a law rune, an air rune, and enough runes to kill a level 2 goblin if you have level 33 magic. If you don't, you need an additional 10K.

Description: In order to get rune plate mail body, you will need to go to the Guildmaster's friend Oziach. He will want you to do a quest for him, killing the dragon Elvarg. It isn't going to be easy.

Go to Oziach. He is found north of the west side of Barbarian Village. In order to get to Crandor Island to fight Elvarg, you will need to find a map. There was one once, but it was torn into 3 pieces. Here is how to get each piece:

Ask him where to get the first map piece to learn that it is in Melzar's Maze. He will give you the key. Go no Melzar's Maze (northwest of Rimmington) and use your key to get it. You will see Giant Rats (level 6). Kill them until you get a red key. Use it on the northwest door, then go up the ladder to see Ghosts (level 19). Kill them until you get an orange key. Use this on the door second from the north on the right hand side. Go up the ladder, then kill Skeletons (level 22) to get a yellow key. Use it on the soutwest door, then go down the ladders to the basement. There are two Zombies here. One is level 24, the other is level 25. Kill the level 25 one to get the blue key. Enter the next room and attack Melzar the Mad (level 44). He will kick you and use magic, but drops the magenta key when he is defeated. Enter the next room to meet a Lesser Demon (level 82). Kill it to get the green key. Unlock the next room to find the chest. Open it to get the map piece!

Ask him where to get the second piece to learn that the Oracle of Ice Mountain knows where it is. Go to Ice Mountain and talk to her. She will tell you that it is found in a room under the mountain. You need the drink of the mage, a small crustecean cage, a worm's string spun into a sheet, and a bowl that has not seen heat. Get a wizards' mind bomb, a silk, an unfired bowl, and a lobster pot. Then go into the Dwarven Mines. Enter the locked room and search the chest to get the second map piece.

Ask him where to get the third map piece. He will tell you that a goblin from the Goblin Village stole it. Talk to the generals in the village to learn that it was Wormbrain. He was arrested because he stole to much and now lives in the Port Sarmin Jail. Go there and either:

1. Talk to him through the bars and buy it for 10K

Or

2. Kill him with magic and telegrab the piece (level 33 magic required).

Use the map pieces on each other to assemble the map, then ask Oziach what else you will need and he will tell you that you will need a seaworthy ship and a captain brave enough to take you to Crandor Island. If you ask what protection you will need, he will tell you that you need an anti dragonfire shield. The Duke of Lumbridge has one. Go to Lumbridge and talk to the duke to get an antidragonfire shield. He will give you one. Now go to Port Sarmin and talk to Klarense. He will sell you the Lady Lumbridge ship for 2,000gp. You must repair it to make it seaworthy, as it has a big hole in it. You need a hammer, as well as 3 planks and 90 nails to fix it. Fix it, then talk to Ned in Draynor Village. He will take you to Crandor if you have the map and the seaworthy ship. Now go to the bank and withdraw your best equipment (a good rune or dragon one handed weapon, and your best armour. Don't use 2 handed weapons), your antifire shield, and a full inventory of food (one bite food is reccomended). Go to the Lady Lumbridge and talk to Ned. He will sail you to Crandor. Make your way to the top of the island, through level 22 Skeletons, level 28 Hobgoblins, level 32 King Scorpions, and finally a pair of level 82 Lesser Demons. Climb down into the dungeon. Go past the level 22 and 45 Skeletons, and enter Elvarg's lair. He uses melee and firebreath. Use your weapon to kill him, and eat food whenever possible. Kill him to finish the quest. To get out of the dungeon, continue down the hallway, past the level 82 Lesser Demons, and push the wall. You will be near the Deadly Red Spiders in the Karamja Dungeon, so just make your way to the rope, climb up it, and you will be on Karamja.

Reward: 18650 XP in defence and strength, 2 quest points, ability to use the Crandor Island to fight Lesser Demons, Hobgoblins, Moss Giants, and Skeletons, as well as mine some rare ores, ability to wear dragonhide bodies and rune plate mail bodies, you can buy rune plate from Oziach for 84,500gp, and green dragonhide body for 10,400gp.

Dragon Slayer (RSC)

Starts: Guildmaster of the Champions' Guild southwest of Varrock

Difficulty: Medium hard

Requirements: 32 quest points, level 33 magic, and the ability to defeat a level 110 dragon and many smaller monsters.

Items needed: Unfired bowl (use soft clay on a pottery wheel if you have level 7 crafting, but don't use it on the pottery oven), wizards' mind bomb (buy in Falador for 2gp), silk (steal from the silk stall in Ardougne with level 20 thieving or buy in Al Kharid for 2-3gp), lobster pot (buy in Port Sarmin from the fishing store for 20gp), 2000gp, a hammer, 3 planks (found in the Graveyard of Shadows and other wilderness areas. The Graveyard of Shadows is located on RuneScape Classic the same place it is on the main RuneScape map, so just look there if you can't find it.), 12 steel nails (make out of steel bars on an anvil with level 34 smithing. 1 bar is 2 nails), a law rune, an air rune, and enough runes to kill a level 7 goblin.

Description: In order to get rune plate mail body, you will need to go to the Guildmaster's friend Oziach. He will want you to do a quest for him, killing the dragon Elvarg. It isn't going to be easy.

Go to Oziach. He is found north of the west side of Barbarian Village. In order to get to Crandor Island to fight Elvarg, you will need to find a map. There was one once, but it was torn into 3 pieces. Here is how to get each piece:

Ask him where to get the first map piece to learn that it is in Melzar's Maze. He will give you the key. Go no Melzar's Maze (northwest of Rimmington) and use your key to get it. You will see Giant Rats (level 13). Kill them until you get a red key. Use it on the northwest door. Go up the ladder to find Ghosts (level 25). Kill them until you get an orange key. Use it on the door second from the north on the right hand side. Then go up the ladder. Kill Skeletons (level 31) until you get a yellow key. Use it on the southwest door, then go down the ladders into the basement. There are two Zombies (level 32). Kill them until you get a blue key. If you kill one and you don't get it, the other one has it, so you have a 50% chance. Go into the next room to find Melzar the Mad (level 45). Kill him to get the magenta key. Go into the next room to see a Lesser Demon (level 78). Kill him to get the black key, then unlock the final room, open the chest, and search it to get the map piece!

Ask him where to get the second piece to learn that the Oracle of Ice Mountain knows where it is. Go to Ice Mountain and talk to her. She will tell you that it is found in a room under the mountain. You need the drink of the mage, a small crustecean cage, a worm's string spun into a sheet, and a bowl that has not seen heat. Get a wizards' mind bomb, a silk, an unfired bowl, and a lobster pot. Then go into the Dwarven Mines. Enter the locked room and search the chest to get the second map piece.

Ask him where to get the third map piece. He will tell you that a goblin from the Goblin Village stole it. Talk to the generals in the village to learn that it was Wormbrain. He was arrested because he stole to much and now lives in the Port Sarmin Jail. Go there and kill him with magic and telegrab the piece (level 33 magic required).

Use the map pieces on each other to assemble the map, then ask Oziach what else you will need and he will tell you that you will need a seaworthy ship and a captain brave enough to take you to Crandor Island. If you ask what protection you will need, he will tell you that you need an anti dragonfire shield. The Duke of Lumbridge has one. Go to Lumbridge and talk to the duke to get an antidragonfire shield. He will give you one. Now go to Port Sarmin and talk to Klarense. He will sell you the Lady Lumbridge ship for 2,000gp. You must repair it to make it seaworthy, as it has a big hole in it. You need a hammer, as well as 3 planks and 12 nails to fix it. Fix it, then talk to Ned in Draynor Village. He will take you to Crandor if you have the map and the seaworthy ship. Now go to the bank and withdraw your best equipment (a good rune or dragon one handed weapon, and your best armour. Don't use 2 handed weapons), your antifire shield, and a full inventory of food (one bite food is reccomended). Go to the Lady Lumbridge and talk to Ned. He will sail you to Crandor. Make your way to the top of the island, through level 31 Skeletons, level 32 Hobgoblins, level 36 King Scorpions, and finally a level 78 Lesser Demon. Climb down into the dungeon. Go past the level 22 and 45 Skeletons, and enter Elvarg's lair. He uses melee and firebreath. Use your weapon to kill him, and eat food whenever possible. Kill him to finish the quest. To get out of the dungeon, continue down the hallway, past the level 78 Lesser Demons, and push the wall. You will be near the Deadly Red Spiders in the Karamja Dungeon, so just make your way to the ladder, climb up it, and you will be on Karamja.

Reward: Attack and strength experience, 2 quest points, ability to wear rune plate mail bodies and buy from Oziach for 65K, ability to use Crandor Island Dungeon to kill Lesser Demons, Hobgoblins, Moss Giants, and Skeletons, as well as mine some rare ores.

Dream Mentor

Starts:  Talk to the Fallen Man in the Lunar Island mining cave (you should find a small tunnel leading to him).

Difficulty:  Extremely hard

Requirements:  Done Lunar Diplomacy, done Eadgar's Ruse, level 85 combat, the ability to defeat a level 343 monster and two level 200+ monsters BACK TO BACK AND WITHOUT PRAYER!!!!

Items needed:  Seal of passage, three different kinds of food (take about 6-7 of each), goutweed, astral rune, hammer, pestle and mortar.

Description:  Help the fallen man regain his health, spirit, and armament.  Then enter his dreams to help him conquer his fear of combat.

The first thing you need to do is get his health to 40%.  Use food on him to feed it to him.  He needs a variety, so you'll need to alternate between at least three different types of food.  Once he's at 40%, he will wake up.  You now need to raise his spirit to 40% by talking to him.  Always choose the nicest compliment from the menu and emphasize that he's doing good and it will be okay.  Once he's at 40% spirit, you'll need to raise both his health and spirit to 70% using the same techniques as before.  When he has 70% in both, he will stand up.

The next thing you need to do is replenish Cyrisus's armament.  He will ask you to visit his friend, Bird's Eye Jack and retrieve the armour from the bank.  Go to the bank on Lunar Island and talk to Bird's Eye Jack (he's the navigator from Lunar Diplomacy).  He will give you a chest to put the armour in.  You can withdraw the following:  One helmet, one body armour, one leg armour, one weapon, and one pair of boots.  Take the armour and give it to Cyrisus back in the cave.  If you brought him the right armour, he will put it on.  Otherwise, he'll put it back in the chest and tell you what you did wrong.  You can use the NPC contact lunar spell from the bank to make this part of the quest easier if you want.  These items worked for me:  Dragon medium helmet, Ahrim's robe top, Ahrim's robe skirt, ranger boots, and abyssal whip.  Once his armament is at 100%, you will need to feed Cyrisus and talk to him some more to increase his health and spirit to 100%.

Once he's fully healed, Cyrisus will tell you about his fear of combat.  You need to visit the Oneiromancer to help Cyrisus overcome this fear.  When you talk to her, she will tell you about a shared dreaming potion.  This will allow you to enter the dreamland with Cyrisus and fight his fear.  To make the potion, fill the vial that you're given with water.  Then add some goutweed (see the Eadgar's Ruse guide to learn how to steal it from the Troll Stronghold.  You can also find a tuber in the Tai Bwo Wannai clean up minigame and grow it with farming).  Finally, crush an astral rune with a hammer and grind the shards with a pestle and mortar.  Add the dust to the unfinished potion.

Go to the shrine in the village and light the brazier with your tinderbox.  Give the potion to Cyrisus.  Bring your best equipment and lots of high healing food (curry or better) as well as super potions (especially attack and strength), and good weapons (bring a good melee weapon like a dragon dagger, barrelchest anchor, abyssal whip, or a barrows weapon as well as a good ranged weapon or dragon halberd).  Once you enter the dream, the only way out is to leave using the book on the lectern entitled "Our Lives".  Teleports and prayer aren't allowed.  You'll fight four bosses back to back and will have to start all over again if you die or exit early.  Cyrisus won't be very helpful (NPCs in other quests such as the Wise Old Man and the 10th squad are more helpful), since he'll spend most of his time teleporting around the room.  Occasionally, he will cast heal other on you as well as vengeance other.  However, these spells won't be very helpful.  When the courage meter at the top of the screen is full, Cyrisus will attack the monster and hit it hard (20+).

The Inadequacy (Are you good enough to fight?) -

The Inadequacy is level 343!!!!  This is by far the hardest monster you'll fight during this quest.  Use special attacks and eat food whenever necessary, as it can hit up to 18 and it hits very often.  Use your best melee weapon on it.  The Inadequacy cannot move, but it will use melee up close and magic at a distance.  Every now and again, A Doubt (level 79) will appear and attack you.  It's best to ignore these and focus on the main boss, as they will all die after you overcome The Inadequacy.

The Everlasting (Can you last long enough?) -

This monster is much easier, only level 223.  It only uses melee.  You can fight it up close if you want, but your best bet is to turn around and run to the side of the lectern.  Once you're there, the monster will be stuck and you'll be able to use your halberd or ranged weapon.  This monster, despite its name, should drop fairly quickly.

The Untouchable (Can you bring yourself to hurt another?) -

The Untouchable is level 274 and won't immediately attack you.  It can hit high (over 20), but only uses melee.  As soon as it appears, you should attack it with your ranged weapon or halberd so that it doesn't escape.  If you aren't careful, The Untouchable will beat you at your own game by trapping you next to the lectern, since you can't walk through any of the monsters (similar to Pest Control or RuneScape Classic).  The Untouchable is arguably the worst monster to fight up close since you'll probably have used up all of your food fighting The Inadequacy.  However, the battle should be very easy if you manage to fight it with your halberd.

The Illusive (What if you don't know how to win?) -

The Illusive is level 108 and is by far the least dangerous monster in the quest, counting the Suqahs.  The Illusive is a tiny worm that will burrow into the ground constantly.  It will very rarely fight back and even less often do damage.  However, the battle could be the longest because it's so difficult to get any hits in.  Once you get The Illusive to 1hp, its combat level will drop down to 1 and a cutscene will begin.  You will convince Cyrisus to defeat his fear of combat for good by stepping on the monster.  It will die and you'll be able to leave.  Talk to the Oneiromancer to finish the quest!

Reward:  2 quest points, 15000 hitpoints experience, 10000 magic experience, an experience lamp granting you 15000 experience in hitpoints, magic, strength, defence, or ranged, and access to the following lunar spells:  Monster examine, humidify, hunter kit, stat spy, dream, plank make, and spellbook swap!

Druidic Ritual

Starts: Kaqemeex in the Stone Circle north of Tavelry

Difficulty: Easy

Requirements: Able to run past level 32 monsters on classic, level 25 monsters on RuneScape.

Items needed: 1 raw rat meat, 1 raw bear meat, 1 raw beef, and 1 raw chicken

Description: Kaqemeex wants you to help him purify the Stone Circle near Varrock. If you help him, he will teach you a new skill.

Kaqemeex will tell you to talk to Safnew. He is found on RuneScape Classic in the northwest house in Tavelry. He is found on RuneScape upstairs in the herblore shop. He will tell you that the first step of purifying the circle is getting him four different enchanted meats. To enchant them, dip them in the Cauldron of Thunder in the Tavelry Dungeon. Go south of Tavelry to find the dungeon. Climb down the ladder and go down the hallway. You will see a door with two suits of armour beside it. If you open the door on RuneScape, the Suits of Armour will come to life and attack you. They are level 19, and will walk around and stay alive until you kill them. You will be allowed in after both suits are alive or dead (dead, not inactive). Dip the meats into the Cauldron of Thunder. On RuneScape Classic, it is a bit harder because the Suits of Armour will be harder to defeat. You will be attacked and can't get in unless you kill them both. You can get friends to distract them. They are harder to defeat than they are on RuneScape, so the best way to get in is to go around and through the level 32 Giant Bats. Enter through the back way, dip your meats in, then go out the front way where the Suits of Armour are. Give Safnew your enchanted meat, then talk to Kaqemeex again.

Reward: 4 quest points and 250 herblore experience. This gets you to level 3, where you can identify your first herb and make your first potion. This gives you access to the herblore skill. See the herblore skill guide.

Dwarf Cannon

Starts: Dwarf Commander west of McGrubor's Woods

Difficulty: Easy

Requirements: Must be able to run past level 32 (RSC) or 27 (RS) Giant Bats.

Description: The Dwarven Black Guard needs your help with a number of small tasks so that they can create their secret weapon, the dwarven multicannon. They will share their secret with you if you help them.

Talk to the Commander. He will ask you to repair the railings around the fence so that they can keep the Goblins out. He will give you 6 railing pieces. Go outside the gate and search the railings. If it says that the railings are broken, use one of your railings on it. You might fail and cut yourself. When you have used up all your railings, you will be done. Talk to the Commander for your next task. The Commander needs you to check on his guard in the tower to the south. Go there and climb the ladder. You will see that the guard has been killed by Goblins. Pick up his remains and take them back to the Commander. He will tell you to rescue the guard's son from the Goblins. Go south through the forest until you are at the south wall of the Fishing Guild. Go east here until you see a cave. Enter it. You are now in the Goblins' Cave. This cave is pretty easy, but beware of Giant Bats. Search all of the crates here until you find the Dwarf Child. Talk to him and he will thank you for rescuing him. Go back to the Commander for your next task. He will give you a toolkit and tell you to fix the cannon. Go into the building with the cannon in it and fix the cannon. There are 4 parts you must fix: Axle, Shaft, Barrel, and Pipe. Keep trying until you succeed. After it is fixed, he will tell you to go to the dwarves on Ice Mountain to learn what the cannon fires. Talk to the engineer there (Nulodion) to get a cannonball mould and an instruction manual. Take these back to the Commander. He will reward you.

Reward: 750 crafting experience, one quest point, and the ability to buy and use a multicannon (buy from Nulodion). See the Dwarf Cannon special report for full information about this weapon.

Eadgar's Ruse

Starts: Safnew upstairs in the herblore store in Tavelry

Difficulty: Very hard

Requirements: Level 31 herblore, done Troll Stronghold, and must be quick on your feet and sneaky to avoid the Storeroom Guards (which is very hard).

Items needed: An unfinished ranaar weed potion, pineapple chunks, a regular log, climbing boots or 12gp, a pestle and mortar or 4gp, 10 grain, 5 raw chicken, a vodka or any big booze that you can buy from the Gnome Stronghold grocery store.

Description: In order to perform the next step in purifying the stone circle, you need to get him a goutweed herb. His friend, Eadgar, who lives near the trolls, knows how to get this rare herb. Go and help Eadgar with his plan to get the herb for Safnew.

Go to Eadgar (inside the cave on the circular hill by the Troll Stronghold) and ask how you can get some goutweed. He will tell you to talk to one of the troll cooks. Enter the fortress, then go south to the stairway. Go down the stairs, then talk to Burntmeat, the troll cook. He will tell you that he will give you some goutweed in exchange for a tasty human for his stew. Go back to Eadgar. He will tell you that he has a plan, but you will first need a parrot. Go to Ardougne City Zoo and talk to Parroty Pete. He will say that the parrots like eating pineapple chunks and that someone once got them drunk by putting vodka in their water. Use your booze on the chunks, then use the alcho chunks on the aviary hatch. One of the parrots will become drunk. Volunteer to take him to the vet. You will get the drunk parrot. Take it to Eadgar and he will tell you that it must look like a human, talk like a human, taste like a human, and smell like a human.

To make it look and taste like a human, give him your log, 10 grain, and 5 chicken.

To make it talk like a human, go to the Troll Sronghold. Go down the ladder to your north, then go east through the door and down the stairs. Use the parrot on the racks to hide it underneath.

To make it smell like a human, go to Tavelry. Near the lake you will see a Druid doing laundry. Ask him for some dirty robes, then threaten to cut trees or that Safnew won't be happy if he doesn't give the robes to you. He will give you the dirty robes. Take them to Eadgar.

He will tell you to get your parrot back. Go back to the troll prison and search the racks, then talk to Eadgar again. He will tell you that you need a truth potion to give to Burntmeat. This will ensure that he tells the truth about the goutweed when you give him the fake human. You will first need a troll thistle. Search the circular mountain. You will eventually find a troll thistle. Pick it, then go to the troll camp near the stronghold. Burn the thistle on the fire, then grind it with the pestle and mortar. Add the powder to your ranaar potion. Return to Eadgar to get the fake human. Then go to Burntmeat and give him your fake human. He will tell you that the goutweed is in the storeroom. You can find the key in the fake bottom of the kitchen drawers. Search them to get the storeroom key. Go down the stairway near Burntmeat, then go down the hallway to the door of the storeroom.

Enter the storeroom when you are ready. This is the hardest part of the quest. You must sneak past the Storeroom Guards to steal goutweed from the goutweed crate. If the guards so much as see you, they will throw a rock at you, knocking you out and hitting 0-6 damage on you. You will then be thrown out of the storeroom. Turn on protect from ranged, as it is a normal ranged attack and this will stop the damage. The best way to do it is to avoid the guards by running and timing their movements. There are two safe spots where the guards can't get you. They are just a dead end with crates on 3 sides of you. Use the first safe spot, then wait for the guards to move. Then run to the second. Finally, run to the goutweed crate and search it. The sleeping guard will then wake up and throw you out. Return to Safnew with the goutweed.

Reward: 1 quest point, 11000 herblore experience, ability to grow goutweed when you have level 29 farming, ability to teleport to Trollheim if you have level 61 magic, and ability to trade goutweed with Safnew for other herbs. This is a good way to get herbs for the insane.

Eagle's Peak

Starts: Charlie in the Ardougne Zoo.

Difficulty: Easy

Requirements: Level 27 hunter, able to defeat a level 13 enemy

Items needed: 50 coins, yellow dye, and one swamp tar.

Description: The Ardougne Zoo is looking for a ferret, but the hunter, Nickolaus, who was sent to catch one has gone missing near Eagle's Peak.

Go west of the Gnome Stronghold, then go north (the south part of the woodland hunting area). You'll eventually find a big mountain with eagles flying around. Go around the mountain and look for a tent. Search the books to find a bird book. Read it. You'll get a metal feather. Then read the chapter about giant eagles. Then make your way up the mountain (you can use the agility shortcut if you have level 25 agility). Once you're at the top, you'll see a door in the cliff. Use the metal feather to enter. Then take the diary, read it, and follow the path until you reach a large gap.

You will see Nickolaus. Talk to him from across the gap. He will be trapped in a giant eagle's nest. In order to escape, you must bring him an eagle disguise, which you can make at Tailor's Fancy Dress shop in southeast Varrock.

Take 10 giant eagle feathers from the piles nearby. Then go to southeast varrock and talk to Tailor (do not click trade or talk about hunting). Ask about making disguises from eagle feathers. He will tell you that he needs 50 coins, one yellow dye, and 10 giant feathers. Give everything to him to get 2 eagle capes and 2 eagle beaks.

Go back to Eagle's Peak, enter the cave, and talk to Nickolaus. You must make your way to him. However, there will be a large eagle door in your way if you follow the path. You need a bronze feather, a silver feather, and a gold feather to unlock it.

Bronze feather -

Enter the tunnels, you should find a pedestal with a bronze feather on it (if not, try a different tunnel). When you try to take it, a net trap will carry it away. You will step back just in time, but the feather won't be so lucky. Simply operate each of the winches once, they are in the four corners of the room. Take the feather and use it on the eagle door.

Silver feather -

In one of the tunnels, there is an empty pedestal. Inspect it to find a trail of footprints. Inspect the rocks found throughout the dungeon to find more footprints. Keep following and searching until you find a tunnel. When you inspect it, a level 13 Kebbit will attack you. Kill it to get the silver feather. Use it on the eagle door.

Gold feather -

The other tunnel will lead to a cave full of stone eagle statues, gates, and levers.  First, take a few handfuls of odd bird seed (about 20 or so).  Then, go north, west, and south (do not go past the gap).  Pull the lever to move the gates.  Then go back to the entrance, go south, and go east.  Use bird seed on the south most feeder to move the stone eagle.  Go slightly north and use bird seed on the first feeder you find.  Go around to the southeast corner and pull the lever.  Then pull the first lever that you pulled.  Make your way to the entrance again, then go south and west.  Use bird feed on the first feeder you see.  Go south, then west, then north.  Pull the lever.  Go to the first lever you pulled, but this time, use bird seed on the feeder instead of pulling the lever.  Go north and west, then south.  Pull the lever.  Then go to the southwest lever, but don't pull it.  Use seed on the feeder.  Then go to the feeder directly east of it and use seed on it.  Go to the entrance and walk directly west.  You'll find the gold feather on a pedestal.  Use it on the eagle door.

Note:  If you mess up, you can reset the puzzle right outside the tunnel.

After you've unlocked the door, go through it.  Then put on your eagle cape and beak, walk past the eagle, and give Nickolaus his disguise.  Go outside and talk to Nickolaus by his camp.  He will show you in a cutscene how to catch a ferret (box trap, can be baited with meat).  He will give you the box trap and ferret.  Take the ferret to Charlie back in the zoo.

Reward:  2 quest points, 2500 hunter experience, ability to catch ferrets and rabbits, access to the eagles on top of Eagle's Peak.

Eagles:  There are three eagles that take you to the appropriate hunter areas.  There is a jungle one, a desert one, and a polar one.  They're located just beyond the eagle door, and each has a prerequisite task that you must do.  You can catch them with a rope.  They are two way.  To use the polar one both ways, you need level 35 agility.  To use the desert one both ways, you must enter from the inside of the desert eyrie and push the boulder.  You need 45 strength.  To use the jungle one both ways, you must use a teasing stick (bought from hunter stores) or a different kind of stick on the young vine right outside the eyrie, then wait for it to grow.

Elemental Workshop I

Starts: Search the bookcases in Seers' Village. Read the elemental shield book.

Difficulty: Medium easy

Requirements: Must defeat a level 35 monster, level 20 mining, smithing, and crafting

Items needed: A pickaxe, a needle, a thread, a knife or sharp melee weapon (my dragon longsword worked), one piece of soft leather, a hammer, and 4 coal

Description: In the Elemental Workshop, a magic shield can be made with a magic ore found in the workshop. Unlock the workshop and discover the secrets within.

Use your knife or weapon on the book to find a key. Go into the house that has anvils in it and use the key on the odd looking wall. Climb down the ladder to find yourself in the workshop. Down here you can make the elemental shield. You need to use each element if you want to make it. When you get down, go north to find Water Elementals and a water wheel. You will see two valves on the wall. Turn one, then the other, then try pulling the lever. If the water wheel moves, great. If it doesn't, turn them in the opposite order, then try pulling the lever. When the water wheel starts working, go east of the ladder to find the bellows and some Air Elementals. Fix them with your leather, needle, and thread, then operate them. Now go south of the main room to the Fire Elementals and the furnace. The furnace is too cold to smelt ore, so you must search all of the crates in the entire workshop until you find a stone bowl. This is tricky, but soon you will find it. Use it on the lava trough near the furnace to get a bowl of lava, then use it on the furnace. Finally, go west of the main room to find elemental rocks and Earth Elementals. Try to mine a rock and an Earth Elemental will appear and attack you. He is level 35. Kill him to get the ore. He will only drop it if you try to mine the rock first. Now go to the furnace and smelt the ore (requires one elemental ore and four coal). Use your elemental bar on the anvils to get an elemental shield.

Reward: Ability to use the workshop to make elemental shields and kill the elementals, an elemental shield (gives +6 magic defence. It is a good shield for mages until you get a prayer book), 1 quest point, 500 mining, smithing, and crafting experience.

Elemental Workshop II

Starts:  Search the bookcases and read the beaten book in the Varrock digsite library.

Difficulty:  Medium easy

Requirements:  Done Elemental Workshop I, level 20 magic, level 20 smithing.

Items needed:  Battered book from Elemental Workshop I (search the bookcase in Seers' or a player owned house), battered key (use a knife or bladed weapon on the battered book), 8 coal, a pickaxe (or 2 elemental bars), a hammer.

Description:  With this new book, you can make even more powerful elemental equipment with your mind power.

After reading the book, go to the elemental workshop in Seers' Village.  When you read the book, you should have found a piece of paper that was used as a bookmark.  Reading it, walk the number of paces in the given directions.  Keep following until you reach some machinery.  Search it to get a key.  Use this key to open the big trapdoor near the entrance.  Then climb down.  Search all of the crates until you get 3 cogs (small, medium, and large), a pipe section, a crane schmatic, and a lever schematic.  You must now fix all 4 machines:

Crane (fire) -

Use an elemental bar on a workbench in the floor above, where you did the first quest.  Choose to make a claw.  Then go back downstairs and go to the lava station.  Pull the right hand lever to lower the crane.  Then use the claw on the crane to fix it.  Pull the lever again to raise the crane.

Press (earth) -

Go up the small stairs to get to the upper level.  Find the junction box.  Open it.  You need to connect 3 pipe segments to 6 junctions.  There are 3 on the top and 3 on the bottom.  It may be different for everyone, but I connected the top left to the bottom right, the bottom left to the bottom centre, and the top centre to the top right.  To check if you have them connected right, do this:

1.  Using the lever near the cart sign, get the jig cart so that it's under the press (on the bottom floor).

2.  Pull the lever next to the press.  If it pushes down, you got it right.  If it doesn't, try a different combination.  The fan or the water door might be in the way, if so, pull the levers to close the door or stop the fan.

Tank (water) -

On the upper level, find the piping.  You should see a hole in it, use your pipe section on it to fix it.

Wind tunnel (air) -

You should see 3 pins near a big fan.  Use your cogs on them, then pull the lever.  If you get them in the right order, the fan should start blowing.  If it's sucking instead of blowing, you need to reinstall them.  It's fairly easy.

After you've fixed all 4 machines, position the jig cart by the crane, using the lever near the cart sign.  Then use an elemental bar on the jig cart.  Pull the right hand lever to lower the crane, then pull it again to pick up the bar.  Pull the left hand lever to rotate it, then pull the right one again to dunk it in the lava.  Once it turns orange, pull the right lever again to pick it up, then rotate the crane with the left lever.  Pull the right one 2 more times to put the bar back on the cart.

Pull the cart lever again to move the jig cart to the press.  Pull the lever by the press to flatten the bar.

Pull the lever by the cart sign again to move the cart to the water area.  Pull the lever near the water tank to open the door, then use the corkscrew twice to put the jig cart in the tank.  Pull the lever again to close the door.  Turn the left valve, then the right valve to flood the room.  Turn the left one again to drain it.  Your bar should be blue.  Pull the lever to open the door, use the corkscrew switch twice, and close the door again.

Use the lever by the cart sign again to move the jig cart to the next station.  Go to the giant fan and pull the lever.  The wind tunnel should dry off your bar.  Pull the fan lever again to shut the fan off.

Pull the lever by the cart sign again to move the cart.  It should be back where it started.  Take the primed bar.  This bar is useless in its current state, but you can power it with your mind power.  Go down to the next level and enter the mind doors.  Use your bar on the extractor gun, then sit down in the chair.  You will lose 20 magic levels (temporarily), but you will have a mind bar.  Go to the top level and use the bar on a workbench.  Make a helmet to finish the quest.

Reward:  1 quest point, 7500 smithing experience, 7500 crafting experience, ability to make elemental helmets, mind elemental helmets, and mind elemental shields (give +4, +6, and +9 magic defence respectively, as well as protection from Wyverns.  You need both elemental books to make them).

Enakhra's Lament

Starts:  Lazim in the desert area south of the Bandit Camp.

Difficulty:  Medium hard

Requirements:  Level 50 crafting, level 45 firemaking, level 43 prayer, level 39 magic, higher mining is an advantage.

Items needed:  A pickaxe, a chisel, a loaf of bread, a tinderbox, runes to cast an air spell (must be bolt or higher) and a fire spell (also needs to be bolt or higher), a candle, a regular log, an oak log, a willow log, a maple log, a tinderbox, runes to cast crumble undead, a piece of coal (only if your mining level is under 30)

Description:  Lazim wants you to build a statue for him to help decorate the desert.  Follow his instructions on how to build the statue, then discover an important part of RuneScape's history.

Lazim will ask you to mine him 32 kilograms of sandstone.  You will see a mine nearby.  The higher your mining level, the heavier the bricks you get will be.  The bricks come in 1 kilogram, 2 kilogram, 5 kilogram, and 10 kilogram.  You can ask Lazim to hold the bricks for you.  He can only hold up to 32 kilograms.  If your bricks are too big, you can break them with your chisel.  Once you give him 32 kilograms, he will use his magic to put the rock together.  Use your chisel on it to make it into a base.  Talk to Lazim again, then use it on the flat ground.

He will then ask for 20kg of sandstone.  Do the same as before, but only get 20kg.  Use your chisel on the 20kg rock that he gives you to make it into a body.  Use it on the base.  Then talk to him again and use your chisel to fix up the body a bit.

He will ask you to make a head.  He will ask you whose head you want the sculpture to look like.  You can choose between his head, Zamorak's head, Ictlarin's head, and the head of a camel.  It doesn't matter at all which one you choose, as your statue will fall apart later.  Choose one, mine granite until you get a medium piece, then use your chisel on it to make the head that you chose.  While you're here, mine another medium piece of granite, because you'll need it later.  Also mine one piece of clay and one piece of coal if you didn't bring one.  Take the head back to Lazim.

When you put it on the statue, you will both fall into an ancient temple!  The statue will fall apart as I promised.  Talk to Lazim.  He will tell you that you'll need to sacrifice a limb to unlock each room.  Get a left arm, a right arm, a left leg, and a right leg by using your chisel on the remains of the statue.  You will also see a silver M on the table next to you.  Take it.

When you enter a room for the first time, you will see a cutscene in which Enakhra, a Mahjarrat, does various things around the temple.  In one of them, she creates a bone guard out of a pile of bones.  In another, she speaks to another Mahjarrat with the head of a camel called Akthanako.  In another, she kills 3 Knights of Avarrocka (Varrock) and casts an ice magic spell on the fourth.  In another cutscene, she casts the ice spell on Akthanako.  Each room has a table with another letter and a ladder to exit the temple.  You can use the letters to enter the centre room.  The centre room has a ladder to get to the next floor.

On the next floor, you will find four corners.  Each corner has a station based on one of the ancient spell types:

Blood -

You will see an ancient man, who happens to be the soldier that Enakhra cast the ice spell on.  He will still be trapped, but you can give him a loaf of bread to complete the station.

Ice -

Cast fire bolt, fire blast, or fire wave to thaw the fountain.

Smoke -

Cast air bolt, air blast, or air wave on the furnace to clear the smoke.

Shadow -

Light each of the six braziers in the dark room to clear the shadow.  Investigate them to see what kind of fire they require.  Then use that item on the brazier.  The six items are coal, candle, log, oak log, willow log, and maple log.

Once you complete the four stations, go back to Lazim and ask him for the head.  Go back to the pedestal on the second floor and use the head on it.  It won't fit.  Go back to Lazim.  He will tell you to make a mould for the head.  Use your jug on the fountain that you melted.  Then use the water on your clay.  Use the soft clay on the pedestal.  Then use your chisel on your medium piece of granite to get a new stone head.  Use it on the pedestal.  You can now pass the barriers and go to the next floor.

Once you are on the next floor, you'll see the pile of bones that Enakhra enchanted during the cutscene.  Talk to it.  It will tell you that it will not move unless it crumbles to dust.  Cast crumble undead on it to reduce it to a pile of bones.  He will also drop 5 big bones.  Climb over the pile of bones and go down the ladder.

You will see another Boneguard.  Turn on protect from melee and talk to it.  It will unsuccessfully try to hit you a few times.  It will tell you that it was put under control by Enakhra.  It will ask you for help in building the wall to seal her in the temple.  Agree.  Take bricks from the pile of rubble, add them to the wall, and trim it with your chisel.  After it's done, talk to the Boneguard again.  He will be released from Enakhra's control and reveal himself to be Akthanako.

You will then enter a cutscene in which Enakhra will destroy the wall.  Enakhra and Akthanako will reveal themselves to be Mahjarrat.  They will then talk about how Akthanako stayed with Zaros while Enakhra betrayed them and joined Zamorak.  They will then teleport away for their final battle!

Reward:  7000 experience in magic, mining, crafting, and firemaking, 2 quest points, Akthanako's Camulet (allows you to talk to camels.  It can also teleport you back to the temple four times.  It works like a glory amulet, but you must recharge it with camel dung.  See The Feud guide for info on how to get it), access to the camel mask by using clay on the pedestal.

Enlightened Journey

Starts:  Auguste on Entrana.

Difficulty:  Medium

Requirements:  20 quest points, level 20 firemaking, level 30 farming, level 36 crafting.

Items needed:  Three papyrus, one ball of wool, one sack of potatoes, yellow dye, red dye, ten silk, a bowl, eight empty sacks, twelve willow branches (see information later in the guide), ten logs, a tinderbox.

Description:  Auguste wants you to help him create a hot air balloon ride to Tavelry.  Help him build the balloon, then pilot it without crashing.

He will ask you to help him build a test balloon.  First, go to the church and steal a candle from the table.  Then, use a piece of papyrus on the ball of wool and candle.  Give Auguste the orgami balloon.  It will fly for a bit, then tragically burn up.  Give him the sack of potatoes and the rest of the papyrus.  This one will also fly, but then get attacked by Farmers.

The main balloon is next.  For this one, you must give him yellow dye, red dye, ten silk, a bowl, eight sandbags, and twelve willow branches (see information later in the guide).

To get sandbags, use the empty sacks on the sandpit nearby.

To get willow branches, use secateurs on a willow tree that you grew yourself.  The branches take about 5 minutes to regrow.  Auguste will give you a willow sapling.  This sapling is identical to a regular one, but it is non tradable.  If you lose it, he will sell you a new one for 30K.  A new farming patch came out with this quest near the Gnome Stronghold bank, so you can use that if you don't have your own willow tree and your other 4 patches are full.

Once you have given him everything, you will need to get 10 regular logs and a tinderbox.  You must weigh under 40kg as well.  You must pilot the balloon for the first trip.  Here is how to pilot it:

You have 8 sandbags and 10 logs.  Adding a log will move you up one space and right one.  Dropping a sandbag will move you up two spaces and right one.  Pulling the brown rope will move you down one space and right one.  Pulling the red rope will move you down two spaces and right one.  You can also bail (returns you safely to Entrana if done before you cross the ocean, sends you to the woods near Draynor if you have already crossed the ocean) or relax (moves one space to the right).  Crashing into any object, even a cloud, will cause you to crash and appear in the woods near Draynor.  If you crash, the only items you'll need to get back are the logs.

Solutions:

Screen 1:  Use 3 logs or 2 logs and a sandbag, relax nine times, pull the brown rope three times, relax until the next screen.

Screen 2:  Use 1 log, relax, use one log, relax eight times, use one log, relax until the next screen.

Screen 3:  Relax 7 times, pull the red rope, pull the brown rope, relax three times, use one log, pull the brown rope, relax until you reach the target.

Reward:  1 quest point, 2000 crafting experience, 3000 farming experience, 1500 woodcutting experience, 4000 firemaking experience, bomber jacket and cap, ability to use the balloon transport system, ability to make orgami balloons.

Ernest the Chicken

Starts: Veronica outside Draynor Manor

Difficulty: Very easy

Description: Veronica's fiancee Ernest went into Draynor Manor to ask directions and hasn't come out yet. Veronica is very worried and wants you to find out what happened to him.

Go up to the top floor of the manor. Talk to Professor Oddenstein and ask if he knows where Ernest is. He will tell you that Ernest was helping him test his machine, and it turned him into a Chicken. To turn him back into a man, he needs the 3 parts of the machine that the Ghosts stole: The rubber tube, the pressure gage, and the oil can. All 3 can be found inside or on the grounds of the manor.

To get the rubber tube, go north on the main floor to the back door. Take the spade. Use it on the compost heap outside to get a closet key. Walk back to the front door and go in. Use the closet key on the closet door to get into the closet. Take the rubber tube.

To get the pressure gage, go to the Witch's kitchen and take the poison. Go upstairs, not to the top floor, but to the middle floor that has the Ghosts in it. Find the fish food and take it. Use it on the poison to get poisoned fish food. Go back outside through the back door, then go to the fountain. Use the poisoned fish food on the fountain, then search it to get the gage.

To get the oil can, go to the west side of the house and look for a ladder. Go down it. You will be in a maze of levers and doors. Here is how to solve it:

Pull levers A and B. Go through the northeast door. Pull D, then go through the southwest door. Go through the south door. Pull A and B again, then go through the northwest door, then the west door, then the north door. Pull E and F, then go through the east door, then the east door. Pull C, then go through the northwest door, then the west door. Pull E, then go through the east door, the south door, the south door, and the west door. Take the oil can, then leave the maze and talk to the professor again.

Reward: 4 quest points and 300gp

The Eyes of Glouphrie

Starts:  Brimstail in his cave in the Gnome Stronghold

Difficulty:  Hard

Requirements:  Done the Grand Tree quest, level 5 construction, level 46 magic

Items needed:  A bucket of sap (use a knife on an evergreen tree, which can be found near Falador, when you have a bucket in your inventory), maple logs, oak logs, a pestle and mortar, a hammer, a saw, a mud rune (either buy it from the Mage Training Arena, which is found north of the duel hospital in the same enclosure, or make it by combining pure essence, earth runes, and an earth talisman over the water altar.  You can also combine pure essence, water runes, and a water talisman over the earth water.  You should wear an enchanted emerald necklace to ensure a 100% success rate).

Description:  Brimstail has found a large machine in his cave.  Investigate it and find out what it does.  Then discover the mystery of the Cute Creatures that have appeared in the stronghold.

Brimstail will tell you to investigate the next room of his cave.  Inspect the singing bowl in the next room, then try to unlock the large machine.  Then return to Brimstail.  He will tell you to talk to Hazelmere.  Talk to Hazelmere on the island near Yanille.  He will cast a spell on you that allows you to communicate by thought, in modern day English rather than ancient gnome.  He will show you a cutscene of the gnome armies fighting the goblin army back in the days of King Healthorg.  The goblins were bigger and stronger than the gnomes.  However, King Healthorg, Glouphrie, and Oaknock were able to make an illusionary army of giant tortoises.  This caused the goblins to flee.

Later on, Glouphrie kept a secret from the gnomes.  Oaknock used his machine to reveal the truth.  Glouphrie and his followers, known as the Arposandran, left the stronghold.

Hazelmere will eventually give you a disk (the colour and shape are random).  Go back to Brimstail.  While you are talking, a translucent gnome will sneak past you and break the machine!  Go over and try to repair it.  You will see that it requires oak logs, maple logs, and magic glue.  Talk to Brimstail.  Then grind your mud rune with your pestle and mortar.  Use it on the bucket of sap, then repair the machine.

Talk to Brimstail again.  He will give you some disks.  You can talk to him again for some more disks.  Then go to the machine.  You must unlock it using the disks.  Each disk has a different value.  When you try to unlock it, you'll see a green number.  You must insert the disk that has this value.  To determine the value of each disk, multiply the value of the colour by the number of sides.  Here is the value of each colour:

Red = 1

Orange = 2

Yellow = 3

Green = 4

Blue = 5

Indigo = 6

Violet = 7

Here is the value of each shape:

Circle = 1

Triangle = 3

Square = 4

Pentagon = 5

So for example, a red pentagon would equal 5.  A blue circle would equal 5.  An orange square would equal 8.  Using this, insert the correct shape.  If necessary, use the disk converter next to you.  It can convert disks into different disks, while leaving the value the same.  You might not always be able to get the disks you need.

After you've unlocked the machine, you will need to operate it and unlock 3 more panels.  You must use one disk to unlock the top panel, two disks to unlock the middle, and three to unlock the bottom.  Using the disks and converter, unlock all 3 and accept the transaction.  Then talk to Brimstail.  You will see a cutscene in which the anti-illusion machine reveals the Cute Creature, Brimstail's pet, to be an Evil Creature that is acting as a spy.

Talk to King Nardoe.  He will tell you to kill all of the Evil Creatures.  There are 6 of them.  They have 1hp and incredibly low defence.  They are the weakest monsters in the game.  Here is where you can find them, in no particular order:

- Next to King Nardoe in the Grand Tree, you'll see the first creature.  Kill it.

- You'll find another at the top of the tree, next to the gnome glider.  Kill it as well.

- There is a third next to the Spirit Tree.  Kill it.

- The fourth is next to the main entrance.  By now, you'll know what to do.

- Find creature #5 in Brimstail's cave.

- The final creature is in the tortoise breeding grounds northwest of the Grand Tree.

Once all 6 are dead, go back to the king.  He will give you your reward.

Reward:  2 quest points, 12000 magic experience, 6000 runecrafting experience, 2500 woodcutting experience, 250 construction experience, small crystal seed.

After the quest:  Take the crystal seed to Brimstail.  He will tell you that it has something to do with the bowl in the other room.  A magical bridge will appear, which you can cross to reach the bowl.  Sing at the bowl to turn the seed into a crystal saw!  Talk to Brimstail, then talk to Hazelmere.  He will tell you that it can be used to build items up to 3 levels above ones that you can usually build.  So if you have level 57 construction, you can build a gilded 4 poster bed.  This only works for furniture that requires a saw.  You can also stack this bonus with tea or the stew of doom to get an even bigger bonus!  After using it 28 times to build higher level furniture, it will turn into a seed, so you'll need to sing at the bowl again.

A Fairy Tale Part 1 - Growing Pains

Starts:  Martin the Master Gardener in Draynor Village.

Difficulty:  Hard

Requirements:  Done Lost City, done Nature Spirit, able to kill a level 111 monster with a fairly weak weapon (a higher farming level will help you in the fight).

Items needed:  A Dramen staff (obtained during the Lost City quest, if you lose it, you can get it back in the same way, but don't have to fight the Tree Spirit), a spade, some secateurs, a ghostspeak amulet, and 3 random items.

Description:  Martin's crops have been failing and he needs your help to figure out the reason.

Talk to 5 different gardeners near the farming patches across RuneScape.  Each will give you a different explanation.  The final one will tell you that a fairy might be behind this.  Go back to Martin.   He will tell you go talk to a fairy.

Wield your Dramen staff, then enter the shed in Lumbridge Swamp.  Go to the Fairy Queen's room.  Instead, you'll find the Fairy Godfather.  Tell him what happened.  He will tell you that the queen is sick, and you must talk to the healing fairy, Nuff.  Nuff is found near the bank.  He will give you a list of symptoms to take to a dark wizard named Zandar Horfyre.

Go to the top of the Dark Wizards' Tower and talk to him.  He will tell you that a Tanglefoot is behind it.  Go to Malignus Mortifer south of Falador.  He will ask you to do a favour for him before he helps you.

Go to Draynor Manor and dig at the grave with your spade to get a skull.  Take it back to Malignus.  He will tell you to take your secateurs and 3 random items (it's different for everyone) to the Nature Spirit in the Mort Myre grotto.  Make sure you have your ghostspeak amulet.

After he enchants them, wield them and go to the cosmic altar in Zanaris.  Enter the hole in the wall, go past the level 45 Baby Tanglefooti, and attack the Tanglefoot (level 111).  Only the secateurs can kill it.  Higher farming helps you kill it.  It will drop the queen's secateurs.  Take these to the Fairy Godfather to finish the quest.

Reward:  Magic secateurs (can be used as a weapon or as secateurs, they might even work better than normal ones), 2 quest points, 3500 farming experience, 2000 attack experience, 1000 magic experience.

A Fairy Tale Part 2 - Cure a Queen

Starts:  Martin the Master Gardener in Draynor Village market (make sure you haven't recently pickpocketed him, or else he won't talk to you).

Difficulty:  Hard

Requirements:  Done A Fairy Tale Part 1, level 57 herblore, level 40 thieving, level 49 farming, able to defeat a level 145 enemy without prayer

Items needed:  A Dramen staff, a vial of water, a pestle and mortar

Description:  Martin's crops still aren't growing.  Return to Zanaris to find out the cause of the problem.

After you've talked to him once, you must wait a few minutes for the crops to grow.  Then talk to him again.  Return to Zanaris.  When you enter Fairy Nuff's office, you'll see that it has been trashed.  You will see her certificate on the ground.  Read it, then study it.  You'll find a strange inscription on the back.

Show the certificate to the Fairy Chef.  She will tell you that she's seen more of that lettering near the cosmic ruins.  Go to the ruins and read the inscription on the wall.  It will say "cosmic rune altar" in that strange lettering.  You can use those letters to decode the message on the certificate.  If you've decoded it properly, you'll have found this message:

"The godfather attacked us.  We have fled to safety.  If you are loyal to her majesty, find us by using coordinates air, dlr, djq, ajs."

Talk to the Fairy Godfather.  Once you've asked all of the options, he will tell you to ask the Fairy Coordinator for permission to use the fairy rings.  Talk to the coordinator.  She will tell you that there are three rings in the city.  The one near the entrance and the one in the market will always take you to the same place.  However, the ring near the bank will require you to enter three coordinates.  Where you end up depends on which 3 you enter.

Go to the ring near the bank.  Enter your first 3 coordinates (a,i,r).  Then teleport back.  Enter your second set of coordinates, then teleport back.  Enter your third set, then the fourth.  You'll end up in the secret hideout of the fairies.  Talk to Fairy Nuff.  She will tell you that the Fairy Godfather and his monsters attacked many of the fairies.  She will then receive a report that he invited some Orks into the city as well.  You must pickpocket the godfather to get the queen's magic secateurs.

Back in Zanaris, go to the throne room.  Position yourself so that the godfather's two bodyguards can't see you.  Then pickpocket him.  If you fail, or his guards catch you, you will be knocked out and taken to the forest near Lumbridge, similar to what happens in the HAM lair.  Once you get the queen's secateurs, give them to Fairy Nuff.  She will tell you that they aren't enough to cure her, since she's been in her coma for so long.  You will need to make a magic essence potion by adding a starflower to a vial of water, then adding a ground Gorak's claw.  Both can only be found in other dimensions, which you can only access via the fairy wings.

To get the starflower, enter the coordinates "ckp".  You'll be on a high cloud dimension, where starflowers grow, flower, and die in a few minutes.  Pick one (you'll need level 49 farming), then add it to your vial of water.

To get the Gorak's claw, enter the coordinates "dir".   Kill a Gorak (level 145).  Prayer doesn't work on them, but they are pretty easy to defeat.  With a bit of food you'll do fine.  The claw is a very common drop, but it isn't quite 100%.  Take it, grind it, and add it to your potion.

Return to the secret hideout, and talk to Fairy Nuff.  Then use the potion on the queen.  She will tell you that the godfather knocked her out when they were going to fight the Tanglefoot. It won't be safe for the queen to return to Zanaris, but for now, quest complete.

Reward:  2 quest points, 3500 herblore experience, 2500 thieving experience, an antique lamp that gives 2500 experience in a skill of your choice, access to the fairy rings, the ability to make magic essence potions.

Family Crest

Starts: Dimintheis inside his house in Southeast Varrock

Difficulty: Hard

Requirements: Level 40 mining, smithing, and crafting, level 59 magic, and the ability to kill a level 170 (RS) or 139 (RSC) demon. The fight WILL take place in the low level wilderness!

Items needed: A cooked shrimp, a cooked salmon, a cooked tuna, a cooked bass, a cooked swordfish, a pickaxe, 2 cut rubies, an antipoison potion, runes to cast each of the four blast spells (no Iban Blast. Bring enough to cast each about 3 times in case you fail.)

Description: Dimintheis' 3 sons each have a piece of their family crest. Dimintheis wants you to find the crest and return it to him. His first son, Caleb, is a cook in Catherby.

Go to Catherby and talk to the Cook. He will give you the crest piece if you get him the 5 cooked fish that he needs to make his salad. Give him your fish to get the crest piece. Ask him where his brothers are and he will tell you that the Gem Merchant in Al Kharid knows where one on his brothers is.

Talk to the Gem Merchant to learn that Avan, Caleb's brother, can be found in the Scorpion Chasm to the north. Buy a ring mould and a necklace mould while you are in town, then go to the chasm and talk to the Man. He will give you his crest piece if you can get him a perfect ruby ring and a perfect ruby necklace made from the finest gold. A dwarf named Boot is the only one who knows where to find it. Go into the Dwarven Mines under Ice Mountain. Find Boot and talk to him. He will tell you that perfect gold can be found in a dungeon east of Ardougne. Go east of the docks in Ardougne and go into the dungeon. There are Hobgoblins (level 42 on RS, 48 on RSC) down here. Go further down the hallway and go north to the wall and you will see Ogres (level 58 on RSC, 53 on RS). Pull the lever. Then go south into the south room. Pull the lever. Go back go the north wall and pull the lever. Then enter the north room and pull the lever. Go outside the room and pull the one on the north wall, then go into the south room and pull the lever. Enter the room in the middle to find Hellhounds (level 114 on RSC, 122 on RS). Mine the perfect gold rocks and get 2 ores. Then leave the dungeon and smelt them. Make the bars into a perfect necklace and a perfect ring. Give these to Avan, and he will give you his crest piece and tell you that his brother, Johnatan, is a magical demon slayer. He lives in the Jolly Boar Inn north of Varrock.

Go upstairs in the Jolly Boar Inn and talk to the guy there. He will be poisoned, so give him the antipoison potion to cure him. He will then tell you that he was trying to kill Chronozon. His chaos magic was not strong enough, and he will say that only the four spells of death (meaning of course the blast spells) can weaken him so that he will be killed. He lost his crest piece to Chorozon, so you must slay him to get it. Get some more antipoison potions, as there are Poison Spiders in Chorozon's lair. Also take food, and level 43 prayer is good. Make sure you have the runes for the spells! Go to Edgeville, then go through the dungeon, and enter the members' gate. You will be in the wilderness section of Edgeville Dungeon. Make your way northwest to the Black Demons (level 156 on RSC, 172 on RS), then go south to find Poison Spiders (level 64). They can do a 6 damage per poison attack! Attack Chorozon. He has high attack like the Black Demons, but low defence and hp. Cast all 4 blast spells on him (be sure to remove all metal and dragonhide armour), then kill him to get the crest piece. Use the 3 pieces on each other to get the full crest. Talk to Dimintheis for your reward.

Reward: 1 quest point and a pair of steel gauntlets. Talk to one of the 3 sons to get them enchanted. Caleb will make it so that you burn less food while wearing them, Avan will increase your experience while smithing gold, and Johnatan will make them increase your experience while making gold. They can only be enchanted for free once, and if you lose them, talk to Dimintheis. If you want them enchanted again, talk to another brother. He will enchant them to his style for 25K. This can only be done on RuneScape.

The Feud

Starts: Ali Morrisane in Al Kharid

Difficulty: Hard medium

Requirements: Level 30 thieving, must defeat a level 75 and a level 70 monster

Items needed: A pair of gloves (any), about 1050gp

Description: Ali Morrisane would like you to go down to his home town, Pollnivneach, and find his nephew.

Before you go, buy a bucket, a headpiece, and a fake beard from Ali. Use them on each other to get a desert disguise. Then go south of Al Kharid to the Shantay Pass and buy a Shantay pass and some waterskins and a knife if you feel you need them. The desert effect will be over once you reach Pollnivneach. Once you go through the pass, head east until you hit the river. Then go south until you reach Pollnivneach.

Talk to a Sea Urchin and ask him everything to learn about the town, the mayor, and the two feuding gangs: The Menaphites and the Bandits. Now go into the bar and buy 3 beers. Talk to the Drunken Ali. Give him the beers as he asks for them, and he will eventually say that Ali Morrisane's nephew might have disappeared because of something to do with the gangs.

Now talk to a Menaphite Thug in the south side of town. He will tell you that they will end the feud if the Bandits give them a camel. Talk to a Bandit in the north side of town and he will say the same thing. Go into Ali's Discount Camel Store and talk to Ali inside. He will tell you that the two camels in the store have already been sold. However, he is getting two more camels, and he will sell you a pair of certificates for them. Offer 500gp. If he doesn't accept, you will have to offer 1000gp. Once you have the camel certificates, give one to a Bandit. He will say that he has changed his mind and they will only end the feud if the Menaphites give them 10 camels. Give the second certificate to a Menaphite. He will say the same thing. You should join one of the gangs in order to find out more about Ali Morrisane's nephew.

If you talk to a Bandit, he will just say to keep the Menaphites at bay and won't let you join. If you talk to a Menaphite, however, he will say that Ali the Operator wants to see you. Enter the purple and gold Menaphite tent in the south end of town. Talk to Ali the Operator. He will tell you that you can join if you can complete the task of pickpocketing 3 Villagers. Talk to him if you need any help. Look for a Villager and pickpocket him or her. You might fail, but eventually you will get some cash. If you try to pickpocket another one, you will fail every time. Talk to Ali the Operator and he will suggest that you distract him. Talk to a Street Urchin and offer him 10gp if he helps you distract a Villager. He will distract the one with the yellow arrow above his/her head. Run in and pickpocket that one. Talk to Ali the Operator again and say that the distraction thing won't work anymore. He will tell you to knock them out with the oak blackjack that he gives you. Wield it and knock one out. If there is another Villager nearby, you won't be able to knock them out, so right click on them and click lure to get him/her to follow you for a short time. Lead them to an area with no other Villagers around, then knock them out. Pickpocket them.

Talk to Ali the Operator and he will tell you that the second task is stealing the mayor's wife's jewellery. He will give you the key. Use your fake beard on your headpiece to get a desert disguise. Put it on, as well as your gloves, then go to the mayor's house. Hide behind the big cactus to make sure nobody's home, then use your key on the door. Search the desk to get a number pattern (1,1,2,3,5), then go upstairs and search the bed to find a piece of paper that says Fibonacci on it. Search the picture on the wall to discover a safe. There are 9 dials each numbered 1-9. You must press the code in right to get the jewels. The code is the Fibonacci number pattern. To do the pattern, it is simple. You start at 1. Then you add the number before it on the pattern to get the next number. Since 1 is the first number of the pattern, the second number is also 1. Then add 1 and 1 together to get 2. 1+2=3, 2+3=5, and 3+5=8. It goes on forever, but you only need the first 6 numbers of the pattern, so go 1,1,2,3,5,8.

Give the jewellery to Ali the Operator. He will tell you your final task: Finding the traitor in the gang, and killing him. Talk to a regular Menaphite Thug. He will tell you that it is most certainly Traitorous Ali. Talk to Ali the Operator and he will tell you to kill Traitorous Ali. Talk to the bartender and ask about Traitorous Ali to learn that his beer is on the table. He went to go use the toilet, although nobody knows where the toilets on RuneScape actually are! Go up the hill to the east and talk to Ali the Hag. She will tell you that to make her poison to get rid of Traitorous Ali, she will need the poison from a Desert Snake (she will take out the teeth herself. It must be one that has teeth, not the one that the snake charmer has, because that one is toothless) and a bucket of fresh camel dung. To get the snake, go behind the bar and use your money on the money pot to put in 1gp. Then beg Ali the Snake Charmer to give you a flute and snake basket. Go south of Pollnivneach and use your flute on a snake to charm it. To get the dung, talk to the kebab shop owner. Ask him for a bottle of hot sauce, then go to the camel shop. Use the sauce on the food trough to make the camels poop. Use your bucket on the dung. It must be brown, if it's green it isn't fresh and you will need to try again.Take the 2 items back to Ali the Hag to get the poison. Use it on the table in the bar that has the beer on it.

Return to Ali the Operator and he will tell you that you can become a member of the gang. He will tell you to talk to the Menaphite Leader. Go outside the tent and the Menaphite Leader will appear. He will tell you about his plans to take over the world. You will then turn on him, and he will summon a level 75 Tough Guy to attack you. Kill him, then talk to the Menaphite Leader and he will teleport away, saying that you haven't seen the last of him. Take the willow blackjack that the Tough Guy dropped.

Now talk to a Villager. Instead of being glad that you got rid of one of the gang leaders, they will tell you that since the gangs no longer need to fight each other, the Bandits can rise to power and take over the town. You must destroy the Bandit Leader to balance the forces. Go to the north end of town and you will see the Bandit Leader. Talk to him and he will start bribing you. You will ask him to leave town and he will say that he will only leave if you are able to defeat his strongest warrior. You will tell him to start packing and a level 70 Bandit Champion will appear. Kill him and he will drop an addy scimitar. Talk to the Bandit Leader and he will only leave if the Villagers will thank you for what you have done. Talk to one and he/she will tell you to talk to the mayor if you want thanks. Talk to Ali the Mayor and he will thank you, then tell you that Ali Morrisane's nephew became a successful merchant and has over 40 people working for him. Return to Ali Morrisane. Quest complete!

Reward: 15000 thieving experience, a willow blackjack (used for thieving in Pollnivneach. See the thieving skill guide for more info. If you lose it, just kill Menaphite Thugs to get it or buy it from the blackjack salesman for 600gp), an addy scimitar, 500gp, ability to play the Rogue Trader mini-game, and 1 quest point.

Fight Arena

Starts: Lady Servil south of Ardougne near the Fight Arena town

Difficulty: Hard

Requirements: Must defeat a level 137 (RS) or 122 (RSC) hellhound

Items needed: 5gp (RuneScape only. This is to buy the beer. On RuneScape Classic, it is free.)

Description: Ever since Lady Servil refused General Khazard's hand in marriage, he has been terrorizing her life. General Khazard has kidnapped her husband Justin and her son Jeremy and taken them to be fightslaves at his Fight Arena, where innocent people go to get slaughtered by Khazard's biggest and evilest creatures just for entertainment. Go and rescue them before it's too late!

Search all of the chests and cupboards in all of the houses until you find a Khazard helmet and some Khazard armour. Put it on to look like a Khazard Guard. Enter the prison. Talk to Jeremy through the cage to learn that one of the guards has the key to his cell. Talk to all of the guards. One of them will tell you that he loves Khali Brew, the strongest drink in the game and something that is sold in the bar. Leave the prison and go to the bar in the town. Buy a Khali Brew for 5gp, or take the free sample on RuneScape Classic. This will make the guard very drunk. He will give you the key to Jeremy's cell and tell you to look after him. Go to Jeremy's cell and free him. A Guard will attack you. Kill him. Then go into the Fight Arena and talk to Jeremy. He will tell you that his father, Justin, is being attacked (a Khazard Ogre will appear who is level 58 on RuneScape Classic, level 63 on RuneScape). Kill the ogre to save Justin. General Khazard will appear and tell you that he will spare the Servils this time, but in return you must become a fightslave. He will lock you in a cell. When you are ready to fight in the next battle, talk to your room mate. He will wish you luck as the Guards take you to the arena. You will now be attacked by a Khazard Scorpion (level 44 on RuneScape, level 46 on RuneScape Classic). Kill it and Khazard's dog, Bouncer will attack you. He is level 137 on RuneScape, level 122 on classic. You can run and hide behind stuff if you want to range or eat food. Once you kill Bouncer, old man Khazard himself will attack you. He is level 100 on classic, 112 on RuneScape. Kill him or run. If you kill him, talk to Jeremy one more time then Lady Servil. If you don't, talk to Lady Servil anyway and she will tell you that Justin and Jeremy managed to escape okay. She will reward you.

Reward: 2 quest points, 1000gp, 12175 attack experience, and 3375 thieving experience

Fishing Contest

Starts: Mountain Dwarf near the entrance to the Dwarven Tunnel by White Wolf Mountain. You can start the quest on either side.

Difficulty: Easy

Requirements: Level 10 fishing, able to run past level 48 Guard Dogs

Items required: A regular fishing rod (buy from any fishing store, such as the one in Catherby), 5gp, garlic (found in a cupboard upstairs in a house in Draynor Village), and a spade (found in Draynor Manor, a house in Falador, and a few other places).

Description: In order to become a friend of the Mountain Dwarves and be able to use their passage under the mountain, you must get them the golden trophy of the Hemnester Fishing Competition.

Talk to the Mountain Dwarf. He will give you a pass to enter the competition. Go to Catherby's side of the mountain, and follow the path through Catherby and Seers' Village until you reach the Ranged Guild. Across the street is where the contest takes place. You will see a guy named Grandpa Jack in one of the houses. Talk to him. He is the best fisher in the area, but he isn't entering the competition because he has won it enough and wants someone else to have a chance. Ask him how he won the contest. He will tell you to use red vine worms as bait and to fish at the spot by the pipes. This is how you catch the biggest fish. Go around McGroubor's Woods (the forest inside the fence that is being guarded by Foresters). You should eventually see a loose fence panel that you can push to get into the forest. There are level 48 Guard Dogs here, so be careful. Look for some red vines. Use your spade on them to get red vine worms. You only need one. Go back to where the competition is and talk to the manager. Pay him 5gp to enter the contest. The spot next to the pipes is taken by a stranger. Talk to him to learn that he is a vampire (although he denies it). Use your garlic on the pipes, then talk to him again. Now talk to the judges to switch spots with the stranger. Fish by the pipes to catch a giant carp. You will win the contest and get the trophy. Take this back to the Mountain Dwarves.

Reward: 2437 fishing experience, 1 quest point, and the ability to use the dwarven passage that goes under the mountain. Dwarven stouts respawn there too!

Forgettable Tale of a Drunken Dwarf

 Starts: The Black Guard Headquarters in Keldagrim. Talk to Commander Veldaban.

Difficulty: Easy medium

Requirements: Level 17 farming, level 22 cooking, done the Giant Dwarf quest, and done Fishing Contest.

Items needed: About 1000gp, 2 barley malts (barley that you have roasted on a range), a spade, a seed dibber, and 2 buckets of water.

Description: At the meeting for who was going to be the head for the Giant Dwarf, the Director of the Red Axe mining company threatened to boycot the trade octogon if his head wasn't on the statue. However, they have now left town completely. They were the most powerful mining company in the Consortium, and no mining company has ever walked out before. A certain Drunken Dwarf that is related to the famous random event dwarf might be able to help. This is part two of the Rise of the Red Axe series.

You will watch a cool cutscene (an overview of the city, you can see both players and NPCs) and then be transported to the Drunken Dwarf's house. Talk to him and he will ask you to get him a glass of the good stuff. Go to one of the pubs in the city and buy a regular beer. Talk to the Drunken Dwarf again. He will ask for a glass of the REALLY good stuff, which is kelda hop beer. He will say that the seeds are very rare, but he will give you the seed that he does have and tell you to get 3 other seeds from beer drinking dwarves. Here is how to get them:

1. Talk to the Rowdy Dwarf outside of the pub on the east side of the city. He will ask you for a random item in exchange for the seed. If it is an item that is hard to get, such as vampire dust, log out and log in again, then talk to him to get a new task. Give him the item to get the seed.

2. Talk to Gauss in the pub on the west side of the city. He will give you the seed if you have a toast for good health. Buy a beer from the bar and talk to him again.

3. Go to the southeast end of the city. Buy a ticket for White Wolf Mountain for 100gp. Then talk to the engineer and he will give you his seed in exchange for a dwarven stout (grab one off the table).

Once you have your 3 seeds, go back to the city. On the west side of the palace, you will see a garden. Ask the gardener for permission to use it, then take the rake in the house to the north. Then use the rake on the patch to weed it. Plant your 4 seeds there. Wait for the hops to grow. It takes about 20 minutes online. They do not require water or compost. To pass the time, you can talk to the gardener. He will give you a letter to deliver to his friend south of Falador. Use the mine carts to get there, then talk to the gardener in the allotment, flower, and herb patch south of Falador. Then return to the gardener to get 2 herb seeds. Once you have picked the hops (you only need one, and you will only get one), go upstairs in the pub on the east side of town. Use your 2 buckets of water on the vat. Then, add the 2 barley. Then, add the kelda hop. Finally, take the pot and pay the dwarf 25gp to fill it with ale yeast. Add it to the vat. Wait about 15 minutes (you don't need to be online) and turn the valve after it has fermented. Drink your beer that you bought earlier, then use it on the barrel (only has 1 pint). Take this to the Drunken Dwarf. He will tell you a long story about the boarded up tunnel near the mine carts. Go to the boarded up tunnel and talk to the conductor there. He will tell you to talk to and influential friend. Go to the director of the mining company you chose in the Giant Dwarf quest to get the tunnel opened up. Ride the minecart near the tunnel to go through it.

Once you are inside, search the box to get a yellow stone and a green stone. Operate the controls, then place the yellow stone on the farthest left spot on the control map. Place the green stone one spot below that. Then ride the mine cart. You will see another box. Open it to get more stones, then ride the mine cart back. Operate the controls and put a green stone on the far left, a green stone one spot above it, and the yellow stone on the top. Ride the mine cart again, then search the box to get more stones. Ride the cart again, operate the controls, then put a yellow stone on the far left, another yellow stone one spot below it, a green spot one spot below that, then the last green stone to the left of the red X. Ride the cart again to enter a cave.

You will witness a conversation between the Red Axe Director, a Red Axe Henchman, and an Ogre Shaman. The director will say that he bribed the boatman into breaking the statue and taking a gullible human along for the ride. If it wasn't for the human, they would've gotten away with it. Crawl to the cave opening, then go through it to appear in another mine cart area. Search the box, then operate the controls. Put the green stone on the far left, the yellow stone one spot above it, then another yellow stone one spot to the right of it. Ride the minecart, then search the box. Ride the cart again, then operate the controls. Put the yellow stone on the far left, the other yellow stone one spot below it, a green stone one spot below that, then the other green stone at the end of the green line. Ride the mine cart, then search the next box. Ride the cart again, then operate the controls again. Put a green stone on the far left, another green stone one spot above that, a yellow stone one spot above that, a green stone at the end of the green line, then a yellow stone one spot to the right. Ride the mine cart to end up in another room.

Search all of the crates and bookcases. You will find 3 things that you will read about the Red Axe Company, their employees, and what they did to a certain dwarf that was spying on them. Once you have read all 3 things, go into the next chamber, which is another cart room. Search the box, then operate the controls. Place a green stone on the far left, another green stone one spot above it, a yellow stone one spot above that, and the last yellow stone one spot to the right. Ride the minecart and search the boxes. Then ride the cart again and operate the controls. Place a yellow stone on the far left, another yellow stone one spot below that, another yellow stone one spot to the right, a green stone one below that one, another green stone one spot above, and the final green stone one spot above that. Ride the cart, search the box, ride it back, and operate the controls. Place a green stone on the far left, another green stone one spot above it, a yellow stone one spot above it, a green stone one spot to the right, a yellow stone one spot above it, a green stone one spot below it, a yellow stone one spot above it, and another yellow stoneone spot below it. Ride the mine cart into the final cave.

You will see the Red Axe Director, the gnomes, and the Red Axe Colonel. The director will talk about some test subjects, then will show the test subjects: A big army of Chaos Dwarves! The director will talk about the power of Zamorak, then the shaman will sneak up on you and catch you eavesdropping. He will do to you exactly what he did to the Drunken Dwarf: Erase your short term memory and give you a terrible addiction for beer and kebabs. You will appear back in the city. Talk to Commander Veldaban and you will try to tell him something but you won't remember what. You will then want a beer and kebab in the Laughing Miner pub. Go to the east side of town and buy a kebab at the kebab store, then a beer at the Laughing Miner pub. Drink your beer and eat your kebab.

A bunch of drunken dwarves will come in, including the random event dwarf. You will start telling each other silly stories about kebabs. The Red Axe Colonel will come and see that the spell has worked once again. After the cutscene, the quest will end.

Reward: 5000 farming experience, 5000 cooking experience, 2 quest points, and 2 mature dwarven stouts (give +2 to mining and smithing instead of +1. This is the only way to get them besides by brewing).

The Fremennik Islands

Starts:  Talk to Mord Gunnars in northeast Relekka.

Difficulty:  Hard

Requirements:  Done the Fremennik Trials, level 20 construction, level 40 agility, level 46 crafting, level 56 woodcutting, the ability to defeat a strong level 122 enemy.

Items needed:  An axe, a pickaxe, about 125gp.

Description:  The king of Jatizso wants to speak to you.  Can you help find peace between two Fremennik Islands and help slay the evil troll king?

After starting, ask to take the ferry to Jatizso.  Enter the court of King Gjuki Sorvott IV and talk to him.  His cat will keep interrupting, and will be hungry for a raw tuna.  Go to the general store and buy one.  The king will tell you to get him 6 ores for the Red Axe traders from Keldagrim.  Go into the mines northwest of the court.  Climb down the ladder and mine 6 coal or mithril (you'll be assigned mithril if your level's high enough to mine it).

The king will give you 5K in exchange.  He will then tell you about the burgher of Neitiznot, who is going to try to attack Jatizso.  You need to find Slug Hemligssen in Neitiznot, Jatizso's spymaster.  First, search the chest behind the king's throne and take the jester hat, top, tights, and boots.  Then go to Neitiznot via the ferrys (take the ferry back to Relekka, then talk to Mord's wife and ferry to Neitiznot).  You can find Slug Hemligssen in a back alley.  Tell him the password (free stuff please).  He will tell you to spy on the burgher's meeting.

Put on the full jester costume and unequip your weapon and shield.  Talk to Mawnis Burowgar in his court.  You will enter a cutscene.  Do what the burgher tells you to do while listening to the talking guards in the background.  They'll say that in two days, seventeen millitia will assault the caves after they fix two bridges.  Go back to Slug for a quiz on what you just saw.  He'll tell you to help the burgher to learn more of their plans.

Take off the jester costume and talk to Mawnis again.  He will tell you to get 8 pieces of rope.  You can get this by killing level 22 Yaks for their hair and spinning it on the local spinning wheel.  After you take the 8 ropes to the court, you'll need 8 split arctic pine logs.  With your axe, chop the arctic pine trees and split them on the stumps in town.  Once you've split all 8, talk to the burgher.  Your next task is to fix the bridges.  Buy a knife from the general store (same building as the bank).  Then go north across the bridge.  You'll see a few ice trolls, but the honour guards (level 115) will take care of them and you'll be able to get past.  Fix the west bridge and the central bridge (not the east).

Talk to the burgher again to recieve another coin reward.  He will tell you to talk to the king of Jatizso to make sure they aren't going to attack Neitiznot.  Ferry to Neitiznot and talk to the king.  He will appoint you as tax collector and force you to collect taxes from any building that has a window so that he can pay military expenses.  The king's court is exempt from taxes.  Talk to the people in all of the buildings with windows (a window without light shining through counts as a window) and charge them 1000gp per window.  Once you think you're done, talk to the king.  If you're done, he'll give you a new task.  If not, his assistant will tell you who you have left to tax.

After you've collected the new tax, the king still won't have enough money.  His new tax is a beard tax.  Anyone with facial hair outside of the king's court has to pay 1000gp.  Tax everyone.  Once your tax bag has 29K gp, give it to the king.

You now need to do some more spying.  Talk to Slug on Neitiznot again, then put on your jester costume.  Talk to the burgher.  Do what he tells you to and watch the people in the background.  You will learn that you are their champion, that they're docked near Etceteria, and that they will receive potions tonight.  Talk to Slug.  He will quiz you.  Get the questions right.  He'll tell you to return to the king of Jatizso.

The king of Jatizso will still be paranoid despite the fact that they're only trying to slay the troll king.  He will give you a decree to give to the burgher of Neitiznot.  Give it to Mawnis on Neitiznot.

You are now the champion of Neitiznot and need to make the ancient Fremennik armour.  The yakhide robes will protect you from granite clubs, and the roundshield will protect you from the rocks that trolls throw at you.

To get the robes, kill Yaks for three hides.  The burgher's craftsman will cure the hides for you.  Buy a needle and thread from the general store.  Get to work and make a top and bottom.  Then talk to the people in the court again.

To get the shield, chop down an arctic pine tree.  Then get a bronze nail by buying ores in Jatizso, smelting them in Neitiznot, smithing the bar in Jatizso with a hammer.  Get a rope, then build the shield on a stump in Neitiznot with a hammer.

Talk to the burgher again.  He will tell you to lead the raid on the Troll King after he gives you the official Fremennik rites ceremony.  The yak hide armour will help you defend against the ice troll melee attacks, and the Fremennik shield will help you defend against their ranged attacks.  DO NOT wear any leg or body armour that isn't yak hide, or use a non Fremennik shield!  This is the only armour that gives decent protection against the trolls, everything else sucks!  Bring your own weapon, amulet, gloves, helmet, cape, arrows, or ring.  Also take lots of food and fill up your prayer before you take the journey.

From the island of Neitiznot, go north across two bridges, then continue north across a land bridge.  Go east until you reach a cave that you can enter.  On the way, you'll be attacked by Ice Troll Runts (level 74, uses melee, next to harmless when you wear the yak hide), Ice Troll Females (level 82, hits low with ranged but has good accuracy), Ice Troll Males (level 82, uses melee and can hit pretty hard sometimes), and Ice Troll Grunts (level 100, uses melee, avoid at all costs).  Once you enter the cave, you'll fight alongside several Honour Guards (level 115) and possibly some other players doing the quest.  You will find all three types of trolls in the caves and you must help kill at least 10 trolls before you can cross the bridge to the south to fight the king.  Bork Sigmundson, the physician, will give you tuna, prayer potions (3), and strength potions (3) upon request.  Use prayer whenever you can.  Here is a good strategy to use:

1.  Bully the poor little runts.  You'll use up the least resources when fighting these.

2.  Avoid the grunts and males, especially the grunts.  Use protect from melee if you have to.

3.  Don't be afraid to use protect from ranged against the females.  The prayer potions they give you will be sufficient for this battle and the boss fight.

4.  Don't be afraid to help out the troops of Neitiznot!  It's a multicombat area, so if you see them ganging up on a troll, kill it!  It counts for a kill and you don't take much damage!

5.  After you've helped kill 10, you'll get a message telling you that you can cross the bridge.  Go across...

You'll find the Troll King (level 122).  He attacks with ranged (rocks), melee (club), and magic (staff attack and sometimes ice blitz).  With the yak hide armour and the Fremennik shield, his melee attacks will be next to useless and the rocks that he throws will feel like snowballs.  Use protect from magic and attack him, eating food and drinking potions as necessary.  If you use protect from melee, he'll automatically knock you back with his staff and cast ice blitz!  When you finally kill him, decapitate him to get his head.  Go back to Neitiznot and give his head to the burgher.

Reward:  1 quest point, helm of Neitiznot (like an improved berserker's helmet), 5000 construction experience, 5000 crafting experience, 10000 woodcutting experience, access to the islands of Jatizso Neitiznot (includes a new runite rock), 10000 experience in two melee combat skills (or 20000 in one skill), about 20000 coins, a jester costume, access to yak hide armour and Fremennik shields.

The Fremennik Trials

Starts: Chieftain Brundt in Relekka longhall. From the east side of Seers' Village, follow the path north, then west across the birdge, then north again. Once you cross the second bridge, head north. You will reach Relekka. Go into the longhall and talk to Brundt

Difficulty: Hard

Requirements: Level 40 woodcutting, crafting, and 25 fletching are reccomended, must defeat a level 69 enemy. You also must defeat a very powerful guy unarmed, so it is reccomended that you are level 65+ before attempting this quest.

Items needed: A raw shark, an axe better than black and a knife if you have 40 woodcutting, 40 crafting, and 25 fletching, a tinderbox, and 5252gp.

Description: If you want to become a Fremmenik viking, you must first pass your test of manhood by getting 7 members of the Council of Elders to vote you in. Each of them has a challenge for you, so get to work outlander!

5 members of the council don't have a trial, as they don't like outlanders. Just ignore these 5 and do the 7 completable ones. Here is how you can complete the 7 trials (in alphabetical order):

Manni the Reveller (found in the bar) will only vote you in if you can defeat him in a drinking contest. Each of you will take a keg of beer and drink it. Whoever becomes less drunk will win. You will drink it and become very drunk, while he won't become drunk at all. You will lose. To win against him, you need some beer that doesn't have any alcohol in it. Go back to Seers' Village and talk to the Poison Salesman. He will tell you about his new invention: Beer that has no alcohol in it. He will eventually offer to sell you a keg for 250gp. Buy it. Then go into the Seers' Village bar and buy a beer for 2gp. Go to the Council Workman on the second bridge. In exchange for your beer, he will give you a strange object. Light it with your tinderbox, then go to the side of the longhall and use it on the rainpipe. This will distract the Fremenniks. Go in and take the keg of beer. Use your low alcohol keg on it to replace the beer with low alcohol beer. Talk to Manni again to challenge him. You will win the contest and get his vote.

Olaf the Bard will give you his vote if you are talented enough to entertain a crowd at the longhall on stage. You first need a musical instrument, a lyre. Here is how to get it:

If you don't have level 25 fletching and 40 crafting and woodcutting, you can kill Fremmenik citizens for a lyre.

If you do have level 25 fletching, 40 crafting, and 40 woodcutting, go east of Relekka to the Bunny hill. Cut the swaying tree to get a branch. Fletch it into an unstrung lyre. Then continue east until you reach a field with golden sheep and golden apples. You will see a troll named Lalli. Talk to him to find out that he's a troll that thinks he's very smart, but is really incredibly dumb and paranoid about his golden apples. Eventually he will say that he only gave golden wool to another human. Say "other human?" and he will say that he gave some to Askeladden. Talk to him (he's found south of the bar in Relekka) and he will say that he fooled Lalli with a pet rock. He will give one to you. Go to the field in the east part of town and pick a cabbage, potato, and onion. Then go back to Lalli. He won't fall for the rock trick again. You will offer to make him some stone soup. Use your rock, potato, onion, and cabbage on his soup, then talk to him to get a golden fleece. Go to Seers' Village and spin it on the spinning wheel, then use it on your lyre to string it

Go west on Relekka, then south to find an altar. Use your raw shark on it to get your lyre enchanted. Then go into the stage through the side door. You will see a small crowd of Fremmeniks that will start booing you until you play your lyre. Return to Olaf to get his vote.

Peer the Seer is found in a duplex type house south of the market. Talk to him and he will give you his vote if you can get through his house. You are not allowed to bring any items in, so talk to him and he will take your stuff to the bank. Open the door and you will get a riddle. It should be easy to solve. Some possible answers are time, fire, tree, life, and mind. Once you get in, go upstairs and search everything until you get a bucket, a jug, a red herring, a red disk, and a wooden disk. Use the red herring on the range, then use the red paste on the wooden disk. Go down the next ladder (not the one you came up, but the next one) and use the 2 disks on the stange mural. You will get a vase lid. Now open the chest to see that it has a 4 on it. This means that you must put 4 liters of water on it to open it. The bucket is 5 liters, the jug is 3. Fill up the bucket, then use it on the jug. You will have 2 liters in the bucket. Empty the jug by using it on the drain. Then use the bucket on the jug to get 2 liters in the jug. Fill up the bucket, then use it on the jug to get 4 liters of water in the bucket. Use it on the chest to get a vase. Fill up the vase in the sink, then use the lid on it. Use this on the frozen area to get a frozen key. Cook this on the range to thaw it. Then go back to the strange mural and use the key to get out of the house. Talk to Peer the Seer again to get his vote.

Sigli the Huntsman is near the entrance to Relekka. Talk to him. He will give you his vote if you can defeat the Draugen, the vengeful spirit of the drowned. Although he is immortal, Fremmenik hunters go to hunt him down to keep him at bay, because whenever someone dies to him he gets stronger. Whenever he gets killed, he gets weaker. You will get a hunter's talisman. Click locate on it and it will tell you which direction to go. Every now and again the Draugen will move. Keep locating and walking (don't be afraid to cross the bridge) until he appears. He is level 69. Kill him to absorb his essence into the talisman. Return to Sigli to get his vote.

Sigmund the Merchant is found in the market. Talk to him and he will give you his vote if you can use your merchanting skills to get him a rare flower. This is a trading sequence and it is like a mini One Small Favour quest. Talk to the Sailor on the docks. He will give you the flower if you can get him a romantic ballard. Talk to Olaf the Bard east of the longhall and he will give you the ballard if you can get him a pair of new boots. Talk to Yrsa in the clothes shop and she will make some new boots if you can get the taxes on the stores lowered. Talk to Brundt the Chieftain and he will lower the taxes if you can get Sigli the Huntsman to show him the best hunting spots, which will make more money for the town. Talk to Sigli the Huntsman near the entrance to the city and he will give you the map if you can get him a custom bowstring. Go to the helmet shop and talk to Skulgrimen. He will give you the custom bowstring if you can get the Fisherman to give him the rare nonedible fish that he caught. Talk to the fisherman on the docks. He will give you the fish if you can get him a map of the best fishing spots. Talk to Swensen the Navigator who lives in a house south of the market. He will only give you a map if you can get him a weather report. Talk to Peer the Seer and he will tell you to get him a bodyguard. Go to the helmet shop and talk to Thorvald the Warrior. He will be a bodyguard only if you can get him a spot at the longhall bar. Talk to Manni the Reveller in the longhall and he will give Thorvald a spot in the bar if you get him the secret cocktail from Thora the barmaid. Talk to her and she will give you the cocktail if you get a contact from Askeladen to stay out of the bar. Talk to him (right outside the longhall) and he will give you the contract to stay out of the bar for 5K (at least until he passes his trials, which he will at the same time as you). Now talk to everyone in reverse order to get the flower. Return to the merchant for your vote.

Swenson the Navigator is in a house south of the market. Talk to him and he will give you his vote if you can get through his maze. Go down the ladder to appear in a magical maze. In each room are 4 portals. If you enter the wrong one, you will return to Swenson. What you must do is spell his name, so go in the South, then the West, then the East, then the North, then the South, then the East, then the North. Talk to Swenson to get his vote.

Thorvald the Warrior is in the helmet shop. Talk to him and he will tell you to defeat Koschei the Deathless unarmed. You must defeat him 3 times in a fight to the death. If you are a high level (100+), ask him about Koschei the Deathless' sword. Now go to Peer the Seer to deposit your stuff, then run to Seers' Village and withdraw lots of food and a few prayer potions. If you are level 100+, also withdraw 3 recoil rings. Runes aren't allowed, but you could bring materials to make rangers equipment and make it while you're down there. Go down to find Koschei the Deathless. His first from is very easy. It should give you no problems. His second is also pretty easy. Get it to 0hp and he will become pretty strong. If you have prayer, use it. Drink prayer potions and eat food if necessary. After that, he will start hitting you like crazy. He will not hit above one. He will drain your prayer and have high defence. The best way to defeat him is with food and recoil rings. If you defeat him, he will drop a Fremmenik sword. Only attempt this if you are level 100+. If you don't get the sword, don't worry. Market Guards, Warriors, and sea monsters drop it occasionally. If you die on the fourth form, don't worry, as you will be taken upstairs and will still pass, because it was a test to see how BRAVE you are, not how STRONG you are. You won't lose your items if you die on the fourth form. If you die when fighting one of the first 3 forms, it will be a regular death and you'll lose your items.

Reward: 3 quest points, access to the town's functions (see the Relekka City Guide), 2813 experience in attack, defence, strength, hp, fishing, woodcutting, crafting, thieving, fletching, and agility.

Garden of Tranquility

Starts: Queen Ellamaria in Varrock Garden behind the palace

Difficulty: Medium, but long!

Requirements: Level 25 farming and done Creature of Fenkenstrain

Items needed: Ring of charos from Creature of Fenkenstrain quest, 1 marigold seed (or 1 marigold, but it must have been grown in the flower patch near Falador), 3 onion seeds, 3 cabbage seeds, a rune essence, a chisel, a pestle and mortar, a regular fishing rod, farming equipment (you need 1 rake, seed sibber, spade, watering can, 2 plant cures, secateaurs, and 2 buckets of compost. You will have plenty of opportunity to buy these items from farming shops near the allotments you go past).

Description: Queen Ellamaria wants you to help her make a garden to surprise her husband. However, she needs you to travel around the world and get the seeds and statues first. Are you up for the challenge?

She will give you a list of items you will need. You need: Delphiniums, pink and yellow orchids, snowdrops, Burthope vines, red, pink, and white rose bushes, a white tree, and a statue of a king from Lumbridge as well as a statue of Saradomin from Falador. You will also need to talk to the Wise Old Man in Draynor Village to convince the gardeners on how to get the seeds.

Go into the Wise Old Man's house in Draynor Village. He will ask you if you have heard of someone called Charos. You will remember the Ring of Charos from the Creature of Fenkenstrain quest. Once you show him the ring, he will tell you that Charos was a great diplomat that had great diplomacy powers. His powers are contained inside the ring. He tried to use his powers on his master, Lord Drakken, but they were powerless against someone so powerful. He is probably not alive anymore, but the Wise Old Man can unlock the powers for you if you can prove that you're already good at diplomacy. He will ask you some questions. Here is how to answer them:

1. Two goblins are fighting over the colour of their armour. What do you do?

Show them a range of colours so that they can come to a compromise.

2. A Drunken Dwarf offers you a kebab. What do you do?

Take his generous gift even though you have no need for it.

3. Are you enjoying your experience of Farming?

It's absolutely, unquestionably the most interesting thing I've ever done!

4. A dwarf asks you to put on a silly golden helmet so that you can be fired from a cannon into a wall. What do you do?

Put on the silly helmet and jump into the cannon.

5. You meet Pkmaster0036 in the wilderness who asks you who is the greatest player killer in the world. How do you answer?

You of course Pkmaster0036, no one could ever challenge your greatness!

6. Queen Ellamaria orders you to go on a foolish quest without any offer of reward. What do you say?

I'll do whatever you ask - I just love the monarchy!

7. A Draynor bank guard asks you if you've seen any suspicious characters lately, because the bank has been robbed. What do you say?

No, especially not that wise old man, who doesn't look at all suspicious.

Once you answer all of the questions correctly, the Wise Old Man will unlock the secrets of the ring for you, and it will now be called Ring of Charos (u). This allows you to influence the weak minded. Wear it, as you need it to get all of the items. Here is how you get them:

To get the delphinium seeds, go to the allotment/herb/flower patch north of Port Sarim and talk to Elstan. Use the (charm) options when you talk to him, as it means that you're using the ring's diplomacy powers. He will agree to give you the seeds if you can get him some marigolds to give to Lyra, so he can flirt with her. Get everything you need and plant some, or give him any marigolds. They must have been grown in this patch though. He will give you the seeds.

To get the 3 different kinds of orchid seeds, go to the allotment/herb/flower patch between Port Phasmatys and Lord Rolegworth's castle. Talk to Lyra. Charm her with the ring. She will give you the seeds if you can prove yourself to her by growing a patch of onions from seed to fully grown. Do not harvest them. It must be done in this patch without her help, so grow some. When they are fully grown, talk to her to get the orchid seeds.

To get the snowdrop seeds, go to the allotment/herb/flower patch near Ardougne. Talk to Kragen. Charm him like usual. Like Lyra, he wants you to grow some vegetables for him, this time some cabbages. They must be grown in this allotment from seed to fully grown. Do not hervest them. It must be done without his help. Once they are fully grown, talk to him to get the snowdrop seeds.

To get the Burthope vine seeds, go to Burthope. Near the pub, you will see a gardener called Bernald growing Burthope vines. Charm him. He will agree to give you the vine seeds if you can cure his diseased vines. Use a plant cure on them. It will not work. Talk to him again. He will suggest that you talk to Alain, the druid gardener by Tavelry's tree patch. Go there and talk to him. Do not charm him, because he, like Lord Drakken, is not weak minded, so the ring's powers won't work on him. He will tell you to add some rune essence dust to a regular plant cure. To get rune essence dust, shatter your essence into shards with your chisel. Then grind the shards with your pestle and mortar and add them to the cure. Use this cure on the Burthope vines. This will cure them. Talk to Bernald to get the seeds.

To get the 3 different rosebush seeds, go to the monastery near Barbarian Village. Go to the rose bushes in the north. Try to pick the seeds. The monk, Brother Althric, will yell at you. Try to charm him, but he won't be weak minded and will tell you to throw your ring down the Edgeville well or destroy it if you want the rosebush seeds. Go to Edgeville and use your ring on the well to drop it down. Then go to the roses again and try to pick the seeds. He will let you. Pick all 3 of them. Then go back to Edgeville and use your fishing rod on the well to fish your ring back out.

To get the white tree, go to Dantaera in the allotment/herb/flower patch in Catherby. Charm her. She will say that white trees have been chopped into extinction by people for their beautiful wood. However, one last surviving white tree may still remain on top of Ice Mountain. It is dying, so you must cut the shoot and kill it so that you can plant a new tree. Go to Ice Mountain (not White Wolf) and use your secateaurs on the white tree on top. You will get a shoot. Plant it in your plant pot and water it once. It will grow into a sapling.

To get the 2 statues, go back to Queen Ellamaria in Varrock. Ask her how to get the statues. She will give you a trolley. This goes in your inventory until you have one of the statues.

To get the Saradomin statue, go to the statue north of the White Knights' Castle. Use your trolley on it to witness a cutscene. You will wonder how you'll get through without being caught by the guards. The camera will then zoom in on them. Bob and Billy will talk about their plans for the weekend and the lifespan of a Falador Guard. Then Pkmaster0036 (level 87) will come in dressed as a black knight. He will 1 hit both guards (hitting a 22 with a steel weapon at only level 87 is pretty impressive!) and enter town, ending the cutscene. On the trolley, there are 4 options: push, pull, bug push, and place. Push is the standard option and pushes it a square or 2 away. Big push pushes it several squares away. Pull it used to pull it to the same square as you if you have it stuck in a hard spot. And place is used once you are next to the statue plinth to finish the job. You can get caught by the guards if you take too long, and they'll take the statue away. Push the statue out the north gate of Falador. You'll appear in Varrock behind the palace on your way to the garden. Push it east, through the garden gate, and to the statue plinth farthest away from the gate. Then use the place option when you are right next to it.

To get the king statue, go to Lumbridge. In front of the castle courtyard, you will see a statue of a king and a statue of a queen. Use the trolley on the left statue (king) and push it across the bridge. You will appear in Varrock. Push it to the garden and into the gate, then place it in the plinth closest to the gate.

Once you place both statues and have all of the seeds, it's time to start planting! First, fill both of the giant planting pots near the gate with compost. Then plant the orchids, which do not require watering. Then rake the white tree patch and make sure you have the sapling. Plant it in the patch. Then rake all of the other patches and plant the appropriate seeds. Wait for it to grow. It takes about 15 - 20 minutes for the whole garden. To find out if something's fully grown or not, examine it. It will say if it's fully grown. With the Burthope vines, it doesn't say if they're fully grown. They'll be grown if they reach the top of the green wall which they are planted by. Talk to Queen Ellamaria. If the garden's done, talk to King Roald. Charm him and tell him the queen sent you. The final cutscene will begin. Queen Ellamaria will talk to you again after the cutscene and reward you.

Reward: 2 quest points, 5000 farming experience, 1 apple tree seed, 1 acorn, 5 guam seeds, a supercompost potion (4 doses. Each dose turns compost into super compost. This can be used on a bucket, or better yet, a full bin), the ability to pick white tree fruit (wait a while for them to grow. 4 will eventually grow, which you can pick and eat to restore 8% energy), and the Ring of Charos (u). This allows you to charm people. See the special report on the ring for more info.

Gertrude's Cat

Starts: Gertrude in her house west of Varrock

Difficulty: Easy

Items needed: 100gp and a raw sardine

Description: Gertrude's cat, Fluffs, has been purring at Gertrude's side for a decade. However, she has gone missing recently. Find Fluffs and return her to Gertrude.

Gertrude will say that her two sons, Shilop and Willough, might know where Fluffs is. They are found in Varrock market. Talk to them and they will tell you where they saw Fluffs for 100gp. Pay them and they will tell you that they saw her in the abandoned lumber yard to the east of here. Go out the east gate of Varrock, then go north to the lumber yard. You will see a low fence that you can climb over. Climb over it, then climb up to find Fluffs. Try to pick her up and she will scratch you. It will say that she is thirsty, so use your milk on her. Then try to pick her up again and she will scratch you again. It will say that she is hungry. Go to Gertrude and ask her what Fluffs likes to eat. She will say sardines seasoned with doogle leaves. Pick them up (they are near the house) and use one on your sardine to season it. Return to Fluffs and give her the sardine. Pick her up again and it will say that she doesn't want to leave. Go downstairs and you will hear kittens mewing. Search all of the crates until you find a kitten. Give it to Fluffs, then return to Gertrude for your reward.

Reward: 1 quest point, pet kitten (see the kitten care mini-game guide), 1525 cooking experience, a chocolate cake, and a bowl of stew.

Ghosts Ahoy

Starts: Buy a pot and bucket from Canifs, then go northeast to Fenkenstrain's Castle. Then go east until you reach the Ectofunctus. Talk to a Ghost Disciple (amulet of ghostspeak required) and he will tell you about the ectotokens. Go upstairs and use your bones (any bones. The more experience they give the better. You will end up with four times the experience that the bone usually gives) on the bone grinding machine. Turn the crank, then empty the bonemeal into your pot. Go down the ladder back where the Ghost Disciples were. Make your way to the bottom, then use your bucket with the Ectoplasm. Pray at the Ectofuntus to get your experience, then talk to a Ghost Disciple to get 2 Ectotokens. You can enter the city now at the cost of 2 Ectotokens. Go east and talk to Velorina to start the quest.

Difficulty: Easy medium

Requirements: Done Priest in Peril and the Restless Ghost, level 20 cooking, level 25 agility, able to defeat a level 32 Giant Lobster

Items needed: About 1000 - 1500gp, the best bones you can find (if you run out, you can kill monsters to get regular ones), an amulet of ghostspeak, a spade, an oak longbow, a bowl of water, some silk (buy in Al Kharid or steal in Ardougne), a bucket of milk, and various dyes (which ones you need varies from player to player).

Description: The Drakkens have a blood tax on every place in Morytania. Every town must make a blood sacrifice to the Drakkens. The people of Port Phasmatys were dying because of the tax, but eventually a person called Necrovarus came and solved the problem by setting up the Ectofunctus, which would allow the people to become ghosts and stay in that form without any unfinished business as long as people prayed there. However, people aren't allowed to pass into the afterlife even if they want to. Help Velorina convince him to give the people the freedom of choice.

Go and talk to Necrovarus near the Ectofunctus. He will not allow the people to pass into the afterlife. Go back to Velorina and she will tell you about her old friend who used to be a disciple of Necrovarus, but ran away. She is still alive and is found in a house between two castles. Go west of Fenkenstrain's Castle and you will find a house with the Old Crone in it next to the Terrible Tower. Talk to her and she will say that it has been a very long time since she was a disciple and she will need a nice cup of nettle tea to refresh her memory. Go to Canifs and buy some gloves from the clothes store for 650gp, then buy a needle and thread from the general store. Put on the gloves, then go looking for some nettles. They are found in various places in RuneScape, and there are many spawn points in the Haunted Woods. Pick some (without the gloves, you will lose hp. Although it hits green poison damage on you, you don't actually get a poison condition), then use them on your bowl. Boil it on the range in Port Phasmatys (you will still need Ectotokens to get in). Then buy some shears from the general store. Take the bowl of tea to the Old Crone and she will ask for it in her special cup, which she will give to you. Use the bowl of tea on her special cup and she will ask for milk. Use the bucket of milk on the cup of nettle tea. Give her the tea and she will tell you of an enchantment that she can put on your amulet of ghostspeak so that it can control any ghost so that it will do whatever you want, for one use only. You can use it on Necrovarus to make him free the ghosts. You will need 3 items however: The Robes of Necrovarus, the Book of Haricanto, and a book that can translate the Book of Haricanto. Ask her again what you could do for her and she will tell you to give her son the toy boat.

To get the Robes of Necrovarus, go back into Port Phasmatys (getting the 2 Ectotokens and stuff of course) and talk to the innkeeper. Ask him if he needs anything to be done and he will tell you to replace Robin Hood's bedsheets. He will give you a brown sheet. Go back to the Ectofunctus and go down to the Ectoplasm. Use your sheet on it to get a ghost costume (the brown sheet is wearable too, but you need the green one for the quest. You can only wear them in Port Phasmatys). Go back into the city, put on your ghost costume, and talk to the guy with the sign in the ruined market. He will give you a petition for Necrovarus to give the villagers freedom and tell you to get the signatures of 10 Ghost Villagers. Talk to them. Some will sign for free, some will charge you a few Ectotokens, and others will refuse to sign. You can keep going back and forth with two Ghost Villagers until you have 10 signatures. You can't do the same one twice in a row though. Talk to the guy with the sign again, then talk to Necrovarus. He will get angry and burn the petition. In his rage, he will drop a key. Pick it up, then go upstairs and unlock the door. Search the coffin to get the Robes of Necrovarus.

To get the Book of Haricanto, go inside the pirate ship east of the city and search the chests on the bottom floor. In one of them is a Giant Lobster (level 32). Kill it, then search the chest again to get a map piece. Now go up one ladder and jump the rocks to the next chest. Open it to get the map piece. Now repair your toy boat. Then jump the rocks back to the ship and go up to the top floor. Inspect the flag up there when there are low winds. After a few inspections, it should have told you the colour of the top half, the bottom half, and the skull emblem. Use your dyes to dye it in those colours. Then talk to the old man on the boat and give him the ship. He will be thrilled that his mother is still alive and will want to go visit her. He will give you the key to the late captain's chest. Open it to get the final map piece. Use the map pieces on each other to assemble the map. Now go to the Ectofunctus and do intense grinding and praying to get 25 Ectotokens (plus 2 to enter the city, so 27 in all). Then go to the docks on the east side of the city and pay 25 Ectotokens to take the boat to Dragontooth Island. Follow the map to where you need to go, then dig to get the book.

To get the translation, talk to the only human on the docks. He will ask you to get him an oak longbow that is autographed by Robin Hood in exchange for the book. Go into the inn and talk to Robin Hood. He will gamble with you (100gp) and play Rune Draw. If you beat him three times, he will sign the bow. Gamble with him. You will each draw runes from a bag. It is similar to blackjack. Each rune is a different number of points that will be added to your score, and one of each rune is in the bag. It will say your scores at the top. After you have more than your opponent, you have the option to stop drawing. If they draw more than you after you stop, they win. If anyone draws the death rune ever, they automatically lose. Beat him 3 times to get the bow autographed. Give this back to the person on the docks to get the translation book.

Go to the Old Crone with the 3 items. She will enchant your amulet so that you can control Necrovarus. You will also tell her about her son. She will say that she will go visit him soon. Go back to Necrovarus and talk with your ghostspeak amulet on. You can either make him give the ghosts the freedom, make him tell you a joke, or make him act like a chicken.

Ask him to give the ghosts the freedom to pass into the next world, then go back to Velorina for your reward (you can enter the city for free now).

Reward: Free access to Port Phasmatys, an Ectophial (allows you to teleport to the Ectofunctus. Good for one teleport after you empty it. Simply refill it by using it on the Ectofunctus. If you lose it, return to Velorina), 2400 prayer experience, and 2 quest points.

The Giant Dwarf

Starts: From the east side of Seers' Village, follow the path north, then west across the birdge, then north again. Once you cross the second bridge, head northeast. You will see a dungeon entrance. Enter the dungeon to find a cave with trolls in it. You will see a second, smaller cave. Enter it. Then talk to the Boatman, not the Ferryman. Go with him to the dwarf city, then after a long cutscene you will be taken to a commander of the Black Guard to start the quest.

Difficulty: Medium

Requirements: Level 33 magic, level 16 firemaking, level 14 thieving, level 12 crafting. It is also helpful if you have high level mining and smithing (the higher, the better. Level 55 mining and 50 smithing is good because you can mine and smith up to mithril. The more ores and bars you can make, the better). Level 50 thieving is also good so that you can steal silver, and being done Between a Rock is another advantage.

Items needed: Your best mining pickaxe, about 2500gp, a redberry pie, 1 coal if you can't mine them, an iron bar, a law rune and air rune, 3 cut sapphires, a log (any log. It doesn't have to be a log you are able to light), your golden helmet is reccomended if you did Between a Rock

Description: As you got taken to Keldagrim, the boatman smashed into the Giant Dwarf statue of King Alvis, which destroyed it. Commander Veldaban would like you to replace it. This is part one of the Rise of the Red Axe series.

Buy a tinderbox from the general store in the trade building, then go east through it to the east side of the city, and talk to Blasidar the Sculptor. He will rebuild the dwarf statue, but first requires you to bring him some clothes fit for a king, some boots fit for a king, and an axe fit for a king.

To get the clothes, talk to Vermundi in the market on the east side of the trading building. She will ask for a design book. Go to the library on the northeast side of the west side of the city, then talk to the Librarian. Now bank or temporarily drop all of your heavy items. There is a bank in the city. Climb the bookcases until you get the book. Give it to Vermundi, then pay her 200gp. Mine 1 coal in the northeast corner of the city, then use it on her steam powered sewing maching. Then use a log on it, and light it with your tinderbox. Talk to her to get the clothes.

To get the the axe, talk to Santri in the northwest corner of the city. He will give you an axe. Use your 3 sapphires on it to repair the hilt, then talk to the Cart Conductor in the southeast area. Buy a ticket to Ice Mountain for 150gp. You will be in the Dwarven Mines under Ice Mountain. Go to the Imcando Dwarf south of Port Sarmin, then give him a redberry pie. He will repair the axe if you give him an iron bar. Give it to him to get the axe. You will have the option to return to Keldagrim right now. Accept.

To get the boots, talk to Saro in the southwest corner of the city. Ask him about the boots and he will tell you that he sold them to a man named Dromund. He is found northeast of Saro, but still in the west end of the city. Keep trying to take the left boot until you get it. Then stand by the window and telegrab the right boot.

Give the 3 items to Rikki the Sculptor's Model, then talk to Blasidar and he will tell you to find a head for the statue. Go upstairs in the trade building and talk to the Secretray of one of the companies:

The Green Gemstone

The Red Axe (humans are not allowed to join)

The Blue Opal

The Silver Cog

The White Chisel

The Purple Pewter

The Yellow Fortune (guys aren't allowed to join)

The Brown Engine (girls aren't allowed to join)

He/she will ask for some ores in a time limit. Here is where to get the ores:

Clay can be mined in Relekka (anyone is allowed to use their mine, even outlanders)

Copper and tin are mined in the underground mines on the way to the city. They might be on opposite sides of the river.

Iron is mined outside the caves.

Silver is stolen from the silver stall in the market. You can also mine it in Relekka.

Coal is mined in the northeast corner of the city.

Gold is mined inside the rock from Between a Rock. There is also a vein on that side of the river that you can mine gold from if you didn't complete the quest.

Mithril is mined outside the caves next to the iron.

If you get a task that you can't complete, say that you can't do it, or flunk your task to get a new one. Do a few tasks, then ask if you can talk to the Director, and you may be accepted. Talk to the Director. He/she will ask for some bars in a time limit. Mine the ores in the same location, then talk to the Factory Manager near the entrance to the factory by the mine carts. You will be allowed in. Go downstairs, and use the blast furnace to smelt your bars. Instructions for using it are in the mini-game guide.

Complete a few tasks, then ask about joining. If he/she lets you in, offer to represent him in the meeting. Then go back to Commander Veldaban. He will ask you if you want to go to the meeting. Say yes, then watch the new Giant Dwarf statue being built. Quest complete!

Reward: 2 quest points, ability to do tasks for the mining companies for cash and experience, 1500 experience in magic, thieving, and firemaking, and 2500 experience in mining, smithing, and crafting. You will only get the experience in a few skills, not all of them.

Goblin Diplomacy

Starts: Bartender in the Rusty Anchor Inn in Port Sarmin

Difficulty: Easy

Items needed: Red dye, yellow dye, blue dye, and 3 sets of goblin armour. To get the red dye, get 3 redberries in the forest southeast of Varrock. Then give Aggie the Witch in Draynor Village 5gp and 3 redberries. To get the yellow dye, go to Fred the Farmer's farm on the way to Lumbridge. Pick 2 onions, then give them to Aggie the Witch along with 5gp. To get the blue dye, talk to Aggie the Witch about blue dye, then to to the Park in Falador. Talk to Wyson the Gardener and offer 20gp to get 2 woad leaves. Give Aggie 2 woad leaves and 5gp. Goblin armour is sometimes dropped by Goblins and Hobgoblins.

Description: The Goblins in Goblin Village are fighting about the colour of their armour. Help them solve this problem before a Goblin War starts.

Go to Goblin Village northwest of Falador, but still on the free version side of the gate, and talk to General Bentnoze and General Wartface. They will ask you to get them some orange goblin armour. Use your red dye on your yellow dye, then use this orange dye on the goblin armour to get orange goblin armour. Give this to the generals and they won't like it. They will tell you to get them some dark blue goblin armour. Use your blue dye on the armour to get dark blue goblin armour. They won't like it and will ask for some brown (RS) or light blue (RSC) goblin armour. Just give them your regular set and they will realize that they look best in the regular goblin armour.

Reward: 5 quest points, 250 crafting experience, a gold bar

The Golem

Starts: Broken Clay Golem in the Ruins of Uzer. From the Shantay Pass, go southeast, then east across the bridge. Keep going east to reach Uzer.

Difficulty: Medium easy

Requirements: Level 25 thieving and 20 crafting

Items needed: Buy 2 desert passes from Shantay, a knife, 6 jugs of water, and a few waterskins. From Ali Morrisane, buy a bronze pickaxe and a papyrus. From the general store in Al Kharid, buy a hammer and chisel. Bring your own vial and pestle and mortar.

Description: In the god wars, the city of Uzer was one of Saradomin's favourites. Clay golems were built there that could be programmed to do a task. Only one survivor remains there, the broken clay golem. Help him destroy Zamorak's great demon, as that was what he was programmed to do.

Go northwest and mine 6 clay. Use your water on them to make them soft. Use them on the Broken Clay Golem to repair him. You can drop your jugs now. He will tell you that he was programmed to destroy Zamorak's great demon, and will ask you to help him do that. Take the letter that respawns near the golem. Read it to see that it is from someone called Elissa. Go to the digsite and talk to Elissa. She is near one of the winches. Then go to the bookcases in the Exam Centre and search them to get Varmen's notes. Read the book to learn some interesting history about the god wars. Go to the Museum of Varrock and talk to the Curator. Ask about the missing statuette and he will not let you have it, so pickpocket him to get a key. Go upstairs and use the key on the display case to get a statuette. Go back to Uzer and go into the dungeon. Use your statuette on the empty aclove and turn all of the statuettes so that they are facing the doors. Enter the portal to find yourself in the demon's lair. You will see the skeleton of the demon, which proves that the demon is dead. Use your chisel on the demon's throne to get 2 sapphires, 2 rubies, and 2 emeralds. Go back to the dungeon through the portal, then take the strange impliment. Go back upstairs and talk to the Clay Golem. He will not believe that the demon is dead, so you must reprogram him. Pick the black mushrooms next to the dungeon entrance. Grind them into black ink with your pestle and mortar. Then go to the clay rocks to find the Desert Phoenix. Pluck a feather from it, then use your feather with your ink to make a quill pen. Use your pen on your papyrus. Then use the strange inpliment on the Clay Golem to open his skull, then use the new program on him. Talk to him for your reward.

Reward: 2 rubies, 2 emeralds, 2 sapphires, 1000 crafting experience, 1000 thieving experience, 1 quest point

The Grand Tree

Starts: King Nardone Shareen in the Grand Tree in the Gnome Stronghold

Difficulty: Hard

Requirements: Level 25 agility, and able to defeat a level 172 (RS) or 175 (RSC) Black Demon

Description: The Grand Tree is dying and the king doesn't know what the cause is. His head tree guardian, Glough, thinks it is human sabotage. However, it could also be an inside job. Help find out what the problem is.

Nardone will give you a bark sample and a gnome translation manual. He will tell you to talk to Hazelmere, an ancient gnome who lives near Yanille. Show him the bark sample, translate what he says, then go back to the king. Go to Yanille. To the east, you will see a peninsula with level 44 Jungle Spiders on it. Talk to Hazelmere, then go back to the king. This is what the translation is:

Human came with king's seal. Gave human Darconia Rocks. Darconia Rocks will kill tree!

He will tell you to talk with Glough, the head tree guardian. If you can't reach him, talk to his girlfriend Anita. He is found in a treehouse near the Grand Tree. Talk to him and you will find out that he is eating a wormhole, which he will tell you is his favourite food. He will say that he arrested a human. Go back to Nardone and ask to speak with the prisoner. Charile, the prisoner, is found on the top floor of the Grand Tree. He will tell you that Glough sent him to kill the Grand Tree and he put the Darconia Rocks in the roots of the tree. Return to Glough's house and search the cupboards to get his journal. Read it, then show it to King Nardone. Then go back to Glough's and talk to Glough to accuse him. He will simply get a Gnome Guard to come arrest you. You will be in a jail cell. Talk to Charlie and King Nardone. Charlie will tell you about a shipyard on Karamja in the jungle that has warships in it. Try going there. The password to get in is Ka-Lu-Min. Now talk to the Gnome Pilot to fly to Karamja. You will end up south of the shipyard on RuneScape Classic, northwest of the shipyard on RuneScape. Go to the shipyard (watch out for Jogres and Jungle Spiders) and open the gate. The password is Ka-Lu-Min. He will let you in. Talk to the Shipyard Foreman on the docks and he will ask you some questions inside his house. Here are the questions and answers:

1. How is Glough's wife?

Answer: She is no longer with us. Didn't the king say something about Glough's girlfriend Anita?

2. What is Glough's favourite food?

Answer: Wormhole. Didn't Glough tell you that wormholes were his favourite?

3. What's the name of his new girlfriend?

Answer: Anita. The king told you to go to Glough's girlfriend Anita if you couldn't reach Glough.

If you get it wrong, you have to kill the foreman. If you get them all right or kill the foreman, you will get an invoice. Read it to see that it orders tons of wood to build warships. Go back to the Gnome Stronghold either with the spirit trees (must be done Tree Gnome Village) or by talking to Femi by the gates of the stronghold. She will smuggle you in for free since you helped her when you first went into the village. Now go to the king again and show him the invoice. He still won't believe you. Go upstairs to where Charlie is and he will tell you to talk to Anita. She can be found in a treehouse near the Swamp. She will tell you to return a key to Glough. Go to Glough's house and use your key on the chest to open it and get a gnome translation manual and some notes. Read them to see Glough's plans for the attack on the humans. Show them to Nardone and he still won't believe you, but will give you 4 items that resemble letters in the Gnome alphabet. Translate them to see that they could be used to spell OPEN. Go upstairs in Glough's house, then go into his tower. Use O on the left pillar, P on the middle left, E on the middle right, and N on the right. You will have the options to go into the roots to fight the final demon. Accept when you are ready. Go down and Glough will summon a Black Demon (level 172 or 175) on you. Prayer works well on him, as do ranged and magic from inside the narrow tunnel (RuneScape only). Kill him. If you don't do it fast enough, the demon will disappear and you will need to return to Glough's and try again. Once the demon is dead, Glough will flee. Make your way through the dungeon and talk to the king. He will tell you to search the roots for the final Darconia Rock. This time he will believe you about Glough. Search the roots, then give him the final rock to finish the quest.

Reward: 5 quest points, access to the mine under the Grand Tree (good place to mine mithril, coal, gold, and addy), 7900 agility experience, access to the gnome gliders (you can use the Grand Tree glider to fly to White Wolf Mountain, Karamja jungle, Al Kharid, and north of the digsite near Varrock, which is one way. There is also a Feldip Hills glider only on RuneScape, which is only available after you finish One Small Favour), ability to use the Gnome Stronghold spirit tree to teleport to the forest north of Varrock, Tree Gnome Village, or the Battlefield of Khazard. You will also get 18400 attack experience and 2150 magic experience.

The Great Brain Robbery

Starts:  Talk to Brother Tranquility on Mos Le' Harmless.

Difficulty:  Very hard

Requirements:  Done Creature of Fenkenstrain, done Cabin Fever, done Pirate Pete's subquest of Recipe for Disaster, level 16 crafting, level 30 construction, level 50 prayer, the ability to kill a level 190 monster without prayer.

Items needed:  Diving suit (talk to Murphy if you lost it), a hammer, 38 nails (you'll probably bend some.  The higher your construction level is and the better the nails, the less you'll bend.  Bring about 60), 18 wooden planks, a holy symbol (strung and blessed), ring of charos, a player owned house with a workshop and a crafting table (or access to one), 10 fur (any type will work).  There is a bank on Mos Le' Harmless.  You'll need to use it, since all of these items do not fit in one inventory.

Description:  The Zombie Pirates have invaded the island of Harmony, and they have stolen the brains of the monks there.  Stop their schemes before it's too late.

Brother Tranquility will teleport you to Harmony.  For this first trip, you will need your diving helmet and backpack as well as a hammer, four planks, and at least ten nails.  You must interrogate the zombie pirates through a secret passage in the garden.  Exit the windmill and go north to the Saradomin statue.  Push it and climb down.  Put on your diving suit and go down the stairs.  Go past the level 57 Zombie Pirates and fix the stairs.  Then climb them to find yourself in the Saradomin chuch that has become the enemy base.  Listen through the hole.

Mi-Gor is planning to send sleeping gas to the windmill right now!  Go back to Brother Tranquility.  He will tell you to find a book in the Edgeville monastery and use it to ward off the gas.  Go to the Monastery near Ice Mountain and search the bookcases to find a prayer book.  Read it, then make sure you are wearing blessed Holy Symbol of Saradomin.  Go back to Harmony and recite the prayer in the windmill.  This will protect the monks from the gas.

Talk to Brother Tranquility again.  He will tell you to get a brain surgeon to help him.  He will mention Dr. Fenkenstrain.  Go to the tower in Fenkenstrain's castle.  Pickpocket Dr. Fenkenstrain to get the ring of charos if you don't have it, then talk to him.  He will tell you that he'll agree to do it if you can help him find a safe way to get to the island, since he's allergic to teleportation and doesn't want to get eaten by a werewolf or a vampyre.

Put on the Ring of Charos and talk to the meat salesman in Canifs.  He will agree to ship a crate of meat to Harmony if you supply it yourself.  He will guess that you'll be shipping live cats.  He will give you some crate parts and a meat whistle.  You will wonder where you'll get enough cats when Elfinlocks (level 93) walks by, followed by a clockwork cat.  You will get the idea to make wooden cats in a player owned house.

If you have a workshop with a crafting table, go to your house and make ten wooden cats with 10 planks and 10 furs.  You must do this at another player's house if your house doesn't have this feature.  Once you've made all 10, go back to Fenkenstrain's Castle.  In the tower, you'll find a crate hotspot.  You need at least 10 nails and the crate parts to build it.  Once you have done so, you must build the bottom section for the doctor to hide in with four planks and 10 more nails.  Bear in mind that you may bend some.  Fill the crate with 10 wooden cats, then blow the whistle.

The meat store owner will inspect the meat and give you a note to attach to the crate.  Do so.  It will be teleported to Harmony.  Go there yourself and talk to Dr. Fenkenstrain in the basement (he's okay).  He will tell you to get him supplies for the brain transplants.  You'll need to give him a hammer, a cranial clamp, a pair of brain tongs, three bell jars, and thirty skull staples.  You can get these items from the Sorebones in the enemy hideout, but the pirates have barricaded the doors.

Put on your diving suit (you'll need it to exit the windmill).  Then go north to the pirate ship.  Search around on both levels until you get a fuse, a keg, and a tinderbox.  Go to the enemy base.  Use the keg on the front door, add the fuse, then light it with your tinderbox to destroy it.  Then enter and kill the Sorebones (level 57) until you have all of the surgical equipment.  Give it to Dr. Fenkenstrain.

After he's done with the surgery, talk to Brother Tranquility.  He will tell you that you must chase Mi-Gor off the island.  Go to the bank in Mos Le' Harmless and stock up on food (use sharks or better).  Get your fastest melee weapon from the bank (it should be a good weapon.  A dragon dagger, especially a poisoned one, would work good, as would an abyssal whip or a dragon scimitar.  It should be faster than a longsword).  Once you're ready, go to the enemy base.  Once you're inside, confront Mi-Gor.

He will summon his bodyguard, a level 190 robot called Barrelchest.  He uses an anchor to fight that is as fast as a longsword.  He can hit up to 25, and he hits a lot too, so eat lots of food.  Your defence and prayer will be drained throughout the fight.  Use special attacks and defeat him as quickly as possible (his defence and hitpoints are low).  There are no safe spots, since he will slam his anchor down and hit constant 20s if you try to hide.  After you've killed Barrelchest, he will slowly fall to the ground in a dramatic death sequence.  His anchor will fall, allowing you to pick it up.  Go back to Brother Tranquility.  He will tell you that Mi-Gor is gone and will give you your reward.

Reward:  2 quest points, broken barrelchest anchor (same speed as a long sword, two handed weapon.  It has +80 crush and strength.  It has a special attack.  Get it fixed for 50K by talking to the smith on Mos Le' Harmless), poison cure book (allows you to do a prayer to cure your poison while wearing a holy symbol), lamp (grants 5000 experience in any skill above 30), 6000 prayer experience, 3000 crafting experience, 2000 construction experience.

Grim Tales

Starts:  Talk to Sylas in Taverley

Difficulty:  Hard

Requirements:  Done Witch's House, able to defeat a level 138 enemy, level 45 farming, level 52 herblore, level 58 thieving, level 59 agility, level 71 woodcutting.

Items needed:  Two tarromin herbs, seed dibber, watering can, hatchet.

Description:  Sylas is a rare item collector.  You need to bring him the helmet of Rupert the dwarf and a griffin feather.

Rupert's helmet - Climb up the hill in between Goblin Village and Ice Mountain.  You will find a tower guarded by a princess named Miazrqa.  Go around to the back and climb over the crumbling wall.  Talk through the nearby pipe.  Rupert will be at the other end.  He will tell you that he's being held prisoner.  Talk to him again and ask to climb up the tower.  He will throw down his long beard, which you can use to climb up.  Climb it and talk to Rupert.  He will tell you that the princess locked up his armour.

Talk to Miazrqa outside the tower.  She will agree to free Rupert and give back his armour if you can retrieve her pendant from Nora T. Hagg's house.  Go to Taverley and search the plant outside the witch's house to find the key.  Enter the house and climb down to the basement.  Search the crates for some leather gloves.  Put them on, then enter the gate and search the music stand to get some sheet music.  Write down the notes on a piece of paper, taking care to note whether they are high register or low register notes.  Then play the piano notes on the nearby piano in the correct order to unlock the compartment.  You will find an ingredient list, a to do list, and two shrunken ogleroots.  Read both lists.  Then go to the herblore store in Taverley and buy a vial.  Fill it with water, add a Tarromin, then add an ogleroot to make a shrinking potion.  Back in the witch's house, stand in front of the mouse hole near the gate to her garden.  Drink the potion to shrink your character and enter.  Avoid the level 95 aggressive Mice and climb up the nail walls.  Eventually, you'll find a pendant.  Take it.  Find your way out to become regular sized again.  Give the pendant to the princess.  She will free the dwarf, who will give you his helmet.  Take it to Sylas.

Griffin feather - Go to White Wolf Mountain.  Find Grimgnash, the griffin.  He will ask you to tell him a bedtime story to help him get to sleep.  He will tell you that he prefers stories with lots of fire and destruction, and that he'll eat you if he doesn't like your story.  You will be given a few options.  Choose the scariest or most violent option from each list.  After you finish, Grimgnash will be fast asleep.  Take a feather from the pile next to him.  Give the feather to Sylas.

Golden goblin - Sylas will give you a magic bean after you give him both items.  He will tell you to plant it in a magical patch , then climb up the beanstalk and bring him the legendary golden goblin.  You will need a watering can and seed dibber.  The patch is south of the tree farming patch in Taverley.  Plant and water the seed, then climb up the beanstalk.  You will be attacked by a level 118 cloud giant called Glod, who will become level 138 shortly after the battle starts.  Melee is very ineffective, so bring runes to cast your best spell many times.  Also bring high healing food.  Attack from behind an obstacle at a distance.  The giant may occasionally taunt you, causing you to attack him head on.  Turn on protect from melee and run away whenever this happens.  He can also threaten you, causing you to run away or quake the ground, draining your prayer.  Sometimes Glod will heal himself a bit so defeat him as quickly as possible.  He will drop the golden goblin.  Pick it up and take it to Sylas.

Sylas will tell you to cut down the beanstalk to prevent the cloud giants from climbing down and stealing back the goblin.  First, make another shrinking potion and use it on the beanstalk to cause it to whither.  Then cut it with any hatchet.  Talk to Sylas to finish the quest.

Reward:  1 quest point, 4000 farming experience, 5000 herblore experience, 5000 hitpoints experience, 14000 woodcutting experience, 6000 agility experience, 6000 thieving experience, dwarven helmet.

Hand in the Sand

Starts: Bert near the sandpit in Yanille

Difficulty: Easy medium

Requirements: Level 17 thieving, level 49 crafting

Items needed: 1 regular beer (only regular beer works. You cannot buy it in Yanille), an empty vial, one redberry, one whiteberry, a lantern lens, 5 earth runes, a bucket, about 150gp

Description: Bert found a hand burried in the sandpit. Help solve the mystery of the hand.

Bert will tell you to report it to the Guard Captain. Unfortunately, he is drunk. Talk to him in the pub. He will ask you for a beer. Give it to him. He will drop the hand in his beer and tell you to talk to a wizard. Ring the bell outside the magic guild and talk to Zavistic Rarve. He will ask you to see if Bert's working schedule has changed recently. Talk to Bert. He will give you his copy of the schedule and tell you that he works for Sandy Sand Co. in Brimhaven. Go there and search Sandy's desk to get the real schedule. You will see that Bert's hours have indeed changed, and he now has to wake up earlier and stop working later. Tell Bert the news. He will give you a scroll that appeared a while ago. Give the scroll to Zavistic Rarve. He will tell you that it is a mind altering scroll. Since Sandy is obviously behind this, you must get Betty to make you a truth serum. Once you have used it on Sandy, you must videotape your conversation with him on the tracking orb that he gives you.

Go to Port Sarim and talk to Betty. She will ask for an empty vial. Give it to her. She will then give you a bottle of water and tell you to make pink dye in it. Use your redberries on the bottle, then your whiteberries. Use the dye on your lens to tint it pink. Then talk to Betty. She will put your vial on the counter, then tell you to stand in the doorway and reflect light on the vial while she fills it up. Stand in the doorway and use the lens on the counter. Betty will then ask you to get a personal item from Sandy. Go to Brimhaven and pickpocket him. You will get some sand. Take it to Betty to complete the serum. Go back to Sandy's office. Tell him one of the 3 lines. If it works, he will be distracted and will look out the window. When he does so, use your serum on the coffee. Activate your orb, then talk to Sandy. He will tell you that he changed the schedule so that Bert could work longer without him paying him more. He bribed a wizard to use the mind altering spell on Bert. He then killed the wizard and burried his body parts in the sandboxes so that he wouldn't have to pay the wizard.

Go back to Yanille and give the orb to Zavistic Rarve. He will ask you to get him a bucket of sand and 5 earth runes. Get him both (fill your bucket in Yanille). He will cast a spell that will make the sandpits fill themselves so that Bert doesn't have to work. Zavistic Rarve will ask you to go to the sandpit on Entrana to find more of the dead wizard's body. Go there and talk to Mazion. He will give you the wizard's head. Take it back to Zavistic Rarve. He will tell you that it belongs to Clarence, a wizard that was recently killed. He will pay the sandpit workers a huge sum so that they no longer need to work.

Reward: 1 quest point, 1000 thieving experience, 9000 crafting experience, and a secret reward from Bert. If you talk to him, he will be sad that he lost his job, as he simply loves hauling sand. As a reward, he will haul 84 buckets of sand to your bank if you talk to him. This can only be done once a day.

Haunted Mine

Starts: Zealot outside the Haunted Mines. From the big statue of Saradomin, go east, then south after you cross the bridge. Enter Mort Myre and go south until you reach a winding path. Follow the path south, then east to reach the mines.

Difficulty: Very hard

Requirements: Must defeat a very tough level 95 monster, level 35 crafting, level 15 agility

Items needed: A chisel (I think one respawns in the mine, but I'm not sure), a ball of wool.

Description: The Haunted Mines are said to have a magical crystal from the River Salve that have the power to defeat evil. They are guarded by Zamorak's undead mage, Treus Dayth. Go into the mines and get the crystal.

Pickpocket the Zealot to get a key, then follow the tracks to the entrance of the mine. Climb over the cart, then enter the mine. Go west to the exit. Go out, then follow the track to the next entrance and go back in to end up on the other side of the mine. Go down the ladder, then go down the next ladder. You will see a mine cart going back and forth on the track. If it hits you, you will be damaged, and it might hit you several times. Hide in the gaps near the walls, and go past it. Go south and down the ladder. Pick a mushroom, then go northwest. Use it on the mine cart. Northeast of here are levers A,B,C,D, and E (examine them). Then go north of your mine cart and east to reach the other side of the river, then go north and east until you find levers F,G,H,I,J, and K. Examine them to see which one is which. Then examine the point settings board. Each time you pull a lever, the point settings will change. Make them look like this:

Then click start. The mine cart should go to the other side of the mine. If it sinks, pick another fungus and put it in the cart.

Retrace your steps and exit the cave. Go back to the very first area of the mines you were in, then climb the ladder east of the cave exit you just came back through. Go northeast to find another ladder. Go down it. Go west to the next ladder, then go down it and search your mine cart to get your fungus back. Go east, then south past the moving mine cart and down the ladder. You will see 2 paths if you so south. Take the eastern path to find the valve. Use the zealot's key on it, then turn it. A Ghost will appear and try to turn it off, so run to the winch and lower yourself down it! You will be in a water filled chamber, so all of your candles and lanturns will go out, and your tinderboxes will become damp. But you still have your glowing fungus. Go south and down the east path. Go into the centre of this room to find an innocent looking key. If you are a meleer, make sure you have 100% energy before you try to take the key. Take it and it will pull away. A ghost named Treus Dayth will appear and attack you by causing pickaxes to appear and throw themselves at you. Turn on protect from ranged, as this hits very fast and can quickly add up on you. There are also moving cranes and moving mine carts, so stay away from them. Treus Dayth will move into them, and he is only attackable when he's still. Attack him. Use lots of food, and wear monks robes. With strategy and a little luck, you will win. You can't telegrab the key, as it has its name in yellow, not red. Take the key after the battle. Then go up the ladder, and head west, down the ladder. You will purple crystal rocks and tons of coal, mithril, and addy veins. Cut a purple crystal to get a salve crystal. Use your ball of wool on it to string it. You will finish the quest. To get out of the mines, go back up the ladder and back up the winch. Then go north up the ladder, up the ladder past the mine cart, and out the doors on the west. There is a smaller but still effective coal, mithril, and addy mine with Possessed Pickaxes attacking you. Go up the stairs to get out of the mine. Talk to the Zealot to give him back the valve key (it's the right thing to do, and you don't need it anymore).

Reward: Haunted mine key, which allows you to mine mithril, addy, coal, and nearly any other ore in the mine, 2 quest points, a salve amulet (gives +15% attack and strength while fighting undead creatures, so it's kind of like crumble undead for warriors. Try it out right now on the Vampires by the mine!)

Hazeel Cult (RS)

Starts: Ceril Carnillean inside his house in south Central Ardougne.

Difficulty: Easy

Requirements: If you choose the good side of the quest, you will need to kill a level 14 guy.

Description: A mysterious gang of thieves has been breaking into Ceril Carnillean's house. They stole the family's armour. Help him recover the armour from the Hazeel Cult, or help the cult revive the evil Lord Hazeel. The choice is yours.

Go south and cross the bridge. Go east to find the clock tower. Go east of the south side of the clock tower to find a dungeon entrance. Enter the dungeon and talk to Clivet. You have 2 choices from here. The good side is where you help Ceril Carnillean, the bad side is where you help the Hazeel Cult. Instructions for both sides are included.

The good side:

To do the good side, talk to Clivet. He will tell you that a long time ago, there was a powerful follower of Zamorak called Lord Hazeel. He lived in the house where Ceril Carnillean lives now. He will say that Ceril's ancestors killed Lord Hazeel and took his house and fortune. He will ask you to side with him and help revive Hazeel. Refuse and he will sail away on the raft and say that you will never find him. Tell Ceril what you found and he will tell you to find the armour. South of Ardougne, you will find 5 sewer valves in the shape of an M. An M is the mark of Hazeel and the mark of Zamorak. The first valve is right across the bridge south of Ceril's house. Turn it right. The second valve is behind Ceril's house. Also turn it right. The third valve is north of the dungeon entrance. Turn this one left. The fourth valve is south of the Penguins in the zoo. Turn it right. The final valve is southeast of the fourth, south of the drunk monk. Turn it right. Now go back to where Clivet is. Board the raft to find yourself in the Hazeel Cult's hideout. Talk to Almone. He will be mad that you got into their hideout and that Butler Jones didn't deal with you, as he is a member of the cult too (it's always the butler!). Almone will then attack you. He is level 14. Kill him and he will drop the armour. Take it, then wait for him to respawn. Drop the armour, talk to him, kill him again, and pick up both sets of armour. This way you can have your own set, as it is looks like red and blue decorative armour from castlewars. Bank one set, then give Ceril the other. He will give you 5gp, but will not believe you about Butler Jones. Go upstairs and talk to Ceril again. Then knock on the wall. You will discover a secret passage. Go upstairs and search everything to find the mark of Hazeel and a bottle of poison that obviously belong to Butler Jones. Take these to Ceril and he will get rid of Butler Jones and thank you for saving his life.

The bad side:

To do the bad side, talk to Clivet. He will tell you that a long time ago, there was a powerful follower of Zamorak called Lord Hazeel. He lived in the house where Ceril Carnillean lives now. He will say that Ceril's ancestors killed Lord Hazeel and took his house and fortune. He will ask you to side with him and help revive Hazeel. Agree to help him revive Lord Hazeel and he will tell you that in order to revive Lord Hazeel, you first must murder a member of the Carnillean family. He will give you a bottle of poison. Go into Ceril's house and go down the ladder to the basement. Use the poison on the range to poison the Carnilleans' food. Then go back to the main floor, and go upstairs. Talk to the people up here to learn that Scruffy the dog has been poisoned. Return to Clivet to get the mark of Hazeel. He will then tell you to find the main hideout of the cult. The mark of Hazeel (which looks like a golden unholy symbol of Zamorak, so it is in the shape of an M) will help you find the entrance. South of Ardougne, you will find 5 sewer valves in the shape of an M. The first valve is right across the bridge south of Ceril's house. Turn it right. The second valve is behind Ceril's house. Also turn it right. The third valve is north of the dungeon entrance. Turn this one left. The fourth valve is south of the Penguins in the zoo. Turn it right. The final valve is southeast of the fourth, south of the drunk monk. Turn it right. Now go back to where Clivet is. Board the raft to find yourself in the Hazeel Cult's hideout. Talk to Almone. He will tell you to find the scroll in the Carnillean's house, as it has the spell on it to revive Hazeel. Go to the Carnillean's house and talk to Butler Jones. Then go into the basement and search the crates to get a key. Go upstairs and knock on the wall. Go up the ladder and use your key to unlock the chest. Open it to get the scroll. Return to Almone and he will revive Lord Hazeel, who will reward you.

Reward (for both sides): 1 quest point, 2000gp, 1500 thieving experience, the red and blue armour if you chose the good side, the golden unholy symbol if you chose the bad side

Hazeel Cult (RSC)

Starts: Ceril Carnillean inside his house in south Central Ardougne.

Difficulty: Easy

Requirements: If you choose the good side of the quest, you will need to kill a level 20 guy.

Description: A mysterious gang of thieves has been breaking into Ceril Carnillean's house. They stole the family's armour. Help him recover the armour from the Hazeel Cult, or help the cult revive the evil Lord Hazeel. The choice is yours.

From Ceril's house, go south a bit, east across the bridge, then further south until you find a cave. Enter it to find a guy called Clivet. You have 2 choices here: The good side and the bad side. Instructions for both are included.

The good side:

To do the good side, talk to Clivet. He will tell you that a long time ago, there was a powerful follower of Zamorak called Lord Hazeel. He lived in the house where Ceril Carnillean lives now. He will say that Ceril's ancestors killed Lord Hazeel and took his house and fortune. He will ask you to side with him and help revive Hazeel. Refuse and he will sail away on the raft and say that you will never find him. Tell Ceril what you found and he will tell you to find the armour. Go to the West Ardougne wall and you will see some sewer valves. The first one is further south than the south side of the wall and is just called sewer valve, not sewer valve 1. The others are named sewer valves 2-5. Turn 1 right, 2 left, 3 right, 4 right, and 5 left. Then go back to where Clivet was and board the raft. Talk to Almone and he will be mad that you got into the hideout and that Butler Jones didn't deal with you properly. He will then attack. Kill him to get the armour. Give Ceril the armour. He will not believe you about Butler Jones. You will be taken upstairs. Search the cupboards to find the mark of Hazeel and a bottle of poison in the butler's cupboard. Talk to Ceril to finish the quest.

The bad side:

To do the bad side, talk to Clivet. He will tell you that a long time ago, there was a powerful follower of Zamorak called Lord Hazeel. He lived in the house where Ceril Carnillean lives now. He will say that Ceril's ancestors killed Lord Hazeel and took his house and fortune. He will ask you to side with him and help revive Hazeel. Agree to help him revive Lord Hazeel and he will tell you that in order to revive Lord Hazeel, you first must murder a member of the Carnillean family. He will give you a bottle of poison. Go into the basement of Ceril's house and use your poison on the pot of soup. Then talk to the people on the top floor to learn that Scruffy the dog is dead. Return to Clivet and he will tell you to find a scroll that has the spell on it to revive Hazeel. Go back to where you poisoned the soup and search the crates to get a key. Then talk to Butler Jones. Go upstairs and search the bookcases for a secret passage. Go down it, then use your key to open the chest to get the scroll. Give this to Almone and he will revive Lord Hazeel, who will reward you.

Reward (for either side): 1 quest point, 1500 thieving experience, and 2000gp.

Heroes Quest (RS)

Starts: Achetties outside the Heroes Guild north of Tavelry

Difficulty: Hard

Requirements: 55 quest points, done Shield of Arrav, done Merlin's Crystal, done Dragon Slayer, done Lost City, 53 cooking, 53 fishing, 50 mining, 25 herblore, a friend from the opposite gang that you used if Shield of Arrav. They also must be doing this quest, must defeat a level 111 Ice Queen

Items needed: For each section of the quest the required items are listed.

Description: In order to be accepted into the Heroes Guild, you need 3 rare items: The firebird feather, the master thieves' armband, and the cooked lava eel.

Firebird feather:

Items needed: Ice gloves. Here is a guide on how to get the ice gloves:

Bring a pickaxe, a bit of food, and a weapon. From Catherby, go on White Wolf Mountain. Go north, northeast up the ridge, then keep going north. You will see a rockslide. Right click on it and click mine. You will mine it if you have level 50 mining. Go down the south ladder, then head southwest to another ladder. Climb up it. In this dungeon, you will see level 53 Ice Giants, level 57 Ice Warriors, and level 61 Ice Spiders. Go down the eastern ladder, then go down the long path. At the end, climb up the ladder, go down the other one, then go north to see the Ice Queen and a bunch of Ice Warriors. Run past the warriors, then attack the Ice Queen by the throne. If you are lucky, the warriors won't get you here. Kill her (she is level 111) to get the ice gloves. Backtrack, then go down the wrong ladder to get out of the dungeon.

Put all of your weapons and armour in the bank. Keep the ice gloves out. Then talk to the Monks of Entrana in Port Sarmin. Find the Firebird on Entrana (he is level 6), and kill him to get the fire feather. You can only pick it up if you wear ice gloves.

Master thieves' armband:

This is the part where you need to have a friend from the opposite Shield of Arrav gang with you. Instructions for both the blackarm and the phoenix are included. Before you start this section of the quest, have both you and your partner search their banks. If you or your partner find any of the following items, discard them:

Pete's candlestick

Miscellanious key

ID paper

Ring of keys

If you do have these items, discard them, don't use them. Your gang leader will know that you didn't do the quest properly and you won't get the armband.

Here are the instructions for the phoenix gang member:

Items needed: 30gp to get to Karamja, and a bow and enough arrows to kill a level 26 guy.

Talk to Straven and ask him about the armband. He will tell you to steal one of Scarface Pete's candlesticks. Scarface Pete is the leader of the pirates in Brimhaven. There are two phoenix gang members in the Shrimp and Parrot restaurant that might be able to help you steal the candlesticks: Alfonse the Waiter, and Charlie the Cook. He will give you the secret password so that they will help you: Gherkin. Go to Karamja via Port Sarmin's ships, or better yet sail straight to Brimhaven from Ardougne. Your friend will need to come too. Go into the Shrimp and Parrot restaurant and talk to Alfonse the Waiter in Brimhaven. Say that you are looking for gherkins and he will tell you to speak to Charlie the Cook. Go into the kitchen and talk to him. Say that you are a fellow member of the phoenix gang and that you are looking to steal Scarface Pete's candlesticks. He will tell you about a secret backway into Scarface Pete's house that you can access by going behind the restaurant. However, you need a key to enter there and it doesn't give you full access to the house. After you finish talking with him, have your partner go through their part of the quest until they get the miscellanious key. Make them give it to you, as you need it. Go through the door in the kitchen to leave the restaurant. Then go west and enter the mansion. Open the next door with your miscellanious key. Wait here until your blackarm partner lures Grip into the room where you can hit him. Range him with your bow and arrows. He will drop a ring of keys, which your blackarm partner will pick up. They will unlock the treasure room to get the candlesticks. There will be 2. Your partner will take 2 and give one to you. Take it to Straven to get the armband.

Here are the instructions for the black arm gang member:

Items needed: 30gp to get to Karamja, and full black armour with plate body, plate legs, and full helmet. Remember, you can buy the plate body from the armour shop in Varrock, and the helmet and legs from the Champions' Guild general store.

Talk to Katrine and ask her about the armband. She will tell you to steal one of Scarface Pete's candlesticks. Scarface Pete is the leader of the pirates in Brimhaven. There are two blackarm gand members in their house on Palm Street that might be able to help you steal the candlesticks: Trobert and Grubor. She will give you the secret password so that they will help you: Four leaf clover. Go to Karamja via Port Sarmin's ships, or better yet sail straight to Brimhaven from Ardougne. Find Palm Street in Brimhaven, then go into the house that has Trobert and Grubor in it. Tell Grubor the password, then talk to Trobert and say that you are looking to steal Scarface Pete's candlesticks. He will give you an ID paper that allows you to steal the identity of a certain Black Knight that they have hired as a new guard. You also need to look like this guy, so put on your black armour. Enter the mansion and Garv will stop you. Show him your ID paper and he will let you in and tell you to talk to Grip, the head guard. Talk to Grip and he will tell you to guard the miscellanious key, which he gives to you. Meet your partner outside the mansion and give this key to them. Then go back into the mansion and find the cupboard. Open it and a nearby guard will warn you that it is Grip's drinks cupboard. Say that you are opening it anyway and Grip will stop you and enter the room. Your phoenix member will range Grip. He will drop a ring of keys. Take these and unlock the treasure room to find 2 candlesticks. Take them both and give one to your partner. Give the second one to Katrine to get the armband.

Cooked lava eel:

Items needed: A vial of water, a harralander herb, an antidragonfire shield, 6gp

Talk to Gerrant in the Port Sarmin fishing store. Ask him how to catch a lava eel. He will tell you that you need an oily fishing rod. To make this, add a harralander herb to a vial of water. Then add some blamish snail slime (which he gives to you). Use this oil on a fishing rod. Buy some bait and a regular fishing rod, then follow his instructions to make the oil. Now go to Tavelry Dungeon. Go down the hallway. Don't enter any doors or go down any more hallways until you reach one with Black Knights. Go down this hallway to find some Magic Axes. Past them are Chaos Dwarves and Poison Scorpions. You will see a bridge. Don't cross it yet. Instead, continue down the hallway to find some more Black Knights. You will soon come to a large area full of Black Knights. Make your way to the jail. Kill the Jailer (level 52) and pick up his jail keys. Free Velrak the Explorer. Ask for some places to go exploring and he will give you a dusty key. Go back to the bridge and cross it to find more Chaos Dwarves. Past them are some Lesser Demons. Unlock the door to find Baby Blue Dragons (level 47) and Blue Dragons (level 111). Go past them to find a stream of lava with a fishing spot. Use your oily rod and bait to catch a lava eel. Cook it on a range or fire (cannot be burnt). You have yourself a cooked lava eel.

Once you have all 3 items, return to the Heroes Guild for your reward.

Reward: Access to the Heroes Guild, ability to buy and wield dragon maces and battleaxes. They can be bought upstairs in the Heroes Guild. Battleaxe is 200K, and mace is 50K. You will also get 3025 strength experience, 2825 attack experience, 2775 hp experience, 2725 cooking experience, 2725 firemaking experience, 2625 defence experience, 2575 mining experience, 2225 smithing experience, 1875 woodcutting experience, 1825 herblore experience, 1525 ranged experience, and 1 quest point.

Heroes Quest (RSC)

Starts: Achetties outside the Heroes Guild north of Tavelry

Difficulty: Hard

Requirements: 55 quest points, done Shield of Arrav, done Merlin's Crystal, done Dragon Slayer, done Lost City, 53 cooking, 53 fishing, 50 mining, 25 herblore, a friend from the opposite gang that you used if Shield of Arrav. They also must be doing this quest, must defeat a level 103 Ice Queen

Items needed: For each section of the quest the required items are listed.

Description: In order to be accepted into the Heroes Guild, you need 3 rare items: The firebird feather, the master thieves' armband, and the cooked lava eel.

Firebird feather:

Items needed: Ice gloves. Here is a guide on how to get the ice gloves:

Go to White Wolf Mountain. If you go northwest of the Pack Leaders and follow the path, you will see a rockslide. Mine it with a pickaxe to get through. Then go down the northern ladder and go past the Ice Warriors (level 57) and go up the ladder to find Ice Giants (level 68). Go down the north ladder, then go down the path with level 64 Ice Spiders. Go up the ladder, then down the next level to find the Ice Queen (level 103). Kill her to get the ice gloves. Then go up the ladder nearby to get out of the ice maze.

Put all of your weapons and armour in the bank. Keep the ice gloves out. Then talk to the Monks of Entrana in Port Sarmin. Find the Firebird on Entrana (he is level 6), and kill him to get the fire feather. You can only pick it up if you wear ice gloves.

Master thieves' armband:

This is the part where you need to have a friend from the opposite Shield of Arrav gang with you. Instructions for both the blackarm and the phoenix are included. Before you start this section of the quest, have both you and your partner search their banks. If you or your partner find any of the following items, discard them:

Pete's candlestick

Miscellanious key

ID paper

Ring of keys

If you do have these items, discard them, don't use them. Your gang leader will know that you didn't do the quest properly and you won't get the armband.

Here are the instructions for the phoenix gang member:

Items needed: 30gp to get to Karamja, and a bow and enough arrows to kill a level 42 guy. Talk to Straven and ask him about the armband. He will tell you to steal one of Scarface Pete's candlesticks. Scarface Pete is the leader of the pirates in Brimhaven. There are two phoenix gang members in the Shrimp and Parrot restaurant that might be able to help you steal the candlesticks: Alfonse the Waiter, and Charlie the Cook. He will give you the secret password so that they will help you: Gherkin. Go to Karamja via Port Sarmin's ships, or better yet sail straight to Brimhaven from Ardougne. Your friend will need to come too. Go into the Shrimp and Parrot restaurant and talk to Alfonse the Waiter in Brimhaven. Say that you are looking for gherkins and he will tell you to speak to Charlie the Cook. Go into the kitchen and talk to him. Say that you are a fellow member of the phoenix gang and that you are looking to steal Scarface Pete's candlesticks. He will tell you about a secret backway into Scarface Pete's house that you can access by going behind the restaurant. However, you need a key to enter there and it doesn't give you full access to the house. After you finish talking with him, have your partner go through their part of the quest until they get the miscellanious key. Make them give it to you, as you need it. Go through the door in the kitchen to leave the restaurant. Then go west and enter the mansion. Open the next door with your miscellanious key. Wait here until your blackarm partner lures Grip into the room where you can hit him. Range him with your bow and arrows. He will drop a ring of keys, which your blackarm partner will pick up. They will unlock the treasure room to get the candlesticks. There will be 2. Your partner will take 2 and give one to you. Take it to Straven to get the armband.

Here are the instructions for the black arm gang member:

Items needed: 30gp to get to Karamja, and full black armour with plate body (not female plate top. Don't worry, girl characters are allowed to wear it), plate legs, and full helmet. Remember, you can buy the plate body from the armour shop in Varrock, and the helmet and legs from the Champions' Guild general store.

Talk to Katrine and ask her about the armband. She will tell you to steal one of Scarface Pete's candlesticks. Scarface Pete is the leader of the pirates in Brimhaven. There are two blackarm gand members in their house on Palm Street that might be able to help you steal the candlesticks: Trobert and Grubor. She will give you the secret password so that they will help you: Four leaf clover. Go to Karamja via Port Sarmin's ships, or better yet sail straight to Brimhaven from Ardougne. Find Palm Street in Brimhaven, then go into the house that has Trobert and Grubor in it. Tell Grubor the password, then talk to Trobert and say that you are looking to steal Scarface Pete's candlesticks. He will give you an ID paper that allows you to steal the identity of a certain Black Knight that they have hired as a new guard. You also need to look like this guy, so put on your black armour. Enter the mansion and Garv will stop you. Show him your ID paper and he will let you in and tell you to talk to Grip, the head guard. Talk to Grip and he will tell you to guard the miscellanious key, which he gives to you. Meet your partner outside the mansion and give this key to them. Then go back into the mansion and find the cupboard. Open it and a nearby guard will warn you that it is Grip's drinks cupboard. Say that you are opening it anyway and Grip will stop you and enter the room. Your phoenix member will range Grip. He will drop a ring of keys. Take these and unlock the treasure room to find 2 candlesticks. Take them both and give one to your partner. Give the second one to Katrine to get the armband.

Cooked lava eel:

Items needed: A vial of water, a harralander herb, an antidragonfire shield, 6gp

Talk to Gerrant in the Port Sarmin fishing store. Ask him how to catch a lava eel. He will tell you that you need an oily fishing rod. To make this, add a harralander herb to a vial of water. Then add some blamish snail slime (which he gives to you). Use this oil on a fishing rod. Buy some bait and a regular fishing rod, then follow his instructions to make the oil. Now go to Tavelry Dungeon. Go down the hallway. Don't enter any doors or go down any more hallways until you reach one with Black Knights. Go down this hallway to find some Animated Axes. Past them are Chaos Dwarves and Poison Scorpions. You will see a bridge. Don't cross it yet. Instead, continue down the hallway to find some more Black Knights. You will soon come to a large area full of Black Knights. Make your way to the jail. Kill the Jailer (level 51) and pick up his jail keys. Free Velrak the Explorer. Ask for some places to go exploring and he will give you a dusty key. Go back to the bridge and cross it to find more Chaos Dwarves. Past them are some Lesser Demons. Unlock the door to find Baby Blue Dragons (level 51) and Blue Dragons (level 105). Go past them to find a stream of lava with a fishing spot. Use your oily rod and bait to catch a lava eel. Cook it on a range or fire (cannot be burnt). You have yourself a cooked lava eel.

Once you have all 3 items, return to the Heroes Guild for your reward.

Reward: Access to the Heroes Guild, ability to buy and wield dragon battleaxes. They can be bought upstairs in the Heroes Guild. Battleaxe is 200K. You will also get 3025 strength experience, 2825 attack experience, 2775 hp experience, 2725 cooking experience, 2725 firemaking experience, 2625 defence experience, 2575 mining experience, 2225 smithing experience, 1875 woodcutting experience, 1825 herblaw experience, 1525 ranged experience, and 1 quest point.

Holy Grail

Starts: King Arthur in Camelot Castle

Difficulty: Hard

Requirements: Done Merlin's Crystal, must defeat a level 126 (RS) or 146 (RSC) Black Knight Titan

Items needed: 120gp and the Excaliber from Merlin's Crystal. If you lost it, please see the Merlin's Crystal quest guide.

Description: King Arthur is sending his knights out on a quest to retrieve the holy grail. Do you have what it takes to enter the realm of the Fisher King and get the grail?

King Arthur will tell you to talk to Merlin. He can be found in his lab upstairs in the castle once you are done the Merlin's Crystal quest. He will tell you about a holy island. Talk to the High Priest on that island. You can also talk to Sir Galahad, who is now a monk known as Brother Galahad.

Put all of your weapons and armour in the bank, then go talk to the Monks of Entrana on the docks in Port Sarmin. They will take you to Port Sarmin if you have your weapons and armour in the bank. Talk to the High Priest in the church. He won't be much help, but a Crone will appear and tell you to go to where the six stone heads point and blow the magic whistle. You can find it in the haunted mansion in Misthalin. But first you will need an item from the realm of the Fisher King.

Go west of McGrubor's Woods, which is west of Seers' Village. Talk to Brother Galahad about the holy grail. He will eventually give you a napkin from the realm of the Fisher King. Go to the top floor of Draynor Manor with the napkin and enter all of the rooms. Eventually you will find two whistles. Take both of them and go to Karamja.

On the peninsula northwest of Brimhaven, you will see a watchtower on RuneScape, or a little cage with a candlestick in it on RuneScape Classic. Enter this and blow your magic whistle. You will be in the realm of the Fisher King, and it will be a wasteland where everything is dying. In order to go further, you must get past the Black Knight Titan. Talk to him and pick a fight with him. He will attack you. When he is low hp, switch to Excaliber to kill him. You will continue past him. In this area, there will be a river. Near the river is a Fisherman. Talk to him and ask him how to get into the castle. He will tell you to ring the bell. Tell him that you don't see any bells and he will tell you that you are blind, as there are always bells. After talking to him, you will notice that a bell appeared on the ground near the castle. Pick it up and ring it to appear in the castle. Talk to the Fisher King and he will tell you that he is old and dying. He will let you have the holy grail if you can get his son to return to the realm and take his place. His son's name is Sir Percival, and he is a kinght of the round table. Blow the whistle to get out of the kingdom, then go to Camelot and talk to King Arthur. He will tell you that he sent Sir Percival on a quest to get some special boots. He would've found them by now, so he will give you a magic golden feather to help you find him. Blowing on the feather will make it point the direction where the boots are. Blow on the feather and it will eventually lead you to the Goblin Village. Search all of the sacks and you will find Sir Percival. You will give him one of your whistles and he will go to the realm of the Fisher King. Go back to Karamja and blow your whistle to end up in the Fisher King's realm. It will be green and peaceful, and the Black Knight Titan will be gone. Go to the castle and you will see that there are doors now. Go through the doors and talk to King Percival. Then find the holy grail in the castle. Take it and go to King Arthur. Give it to him to get your reward.

Reward: 2 quest points, 11000 prayer experience, 15300 defence experience

Horror from the Deep

Starts: From Central Ardougne, go far north, past the Moss Giants. Go east of the dwarven gate, north of the Waterfall quest start point, and past the Barbarian Outpost. Jump the rocks to get to the Lighthouse. Talk to Larrissa.

Difficulty: Very hard

Requirements: Done the Alfred Grimhand Bar Crawl. See the special report on it for more info, level 35 agility, and able to defeat a really strong level 100 monster.

Items needed: A hammer, 60 steel nails (make out of steel bars on an anvil. One bar = 15 nails), a tinderbox, 1 swamp tar (respawns in Lumbridge Swamp and Mort Myre. Swamp paste will not work), 1 molten glass, 1 air, water, earth, and fire rune, an arrow of any type, and a disposable sword.

Description: Larrissa's boyfriend, Jossik, has disappeared. Help unlock the lighthouse to learn what happened to him, and fix the bridge to Relekka that is east of the lighthouse.

Larrissa will tell you that her cousin has the key to the lighthouse. He lives in the Barbarian Outpost. Go south of the lighthouse and enter the Barbarian Outpost, then squeeze through the pipe. Talk to the agility trainer to get the key.

Pick up two planks by the outpost, then head west of the lighthouse. Fix the broken bridge with your planks and nails, then jump the bridge and fix the other half. You can now use this bridge whenever you want.

Now unlock the lighthouse. Go upstairs and search the bookcases. You will find 3 books. Take all 3, then read the lighthouse manual for fixing the light. Go upstairs to the top floor of the lighthouse, then use your swamp tar on the light. Then light it with your tinderbox. Finally, add the molten glass. You will have fixed the light. Read the other two books to learn that Jossik went to the cave under the lighthouse and that some nasty sea monsters live there. Tell this to Larrissa.

Go down the ladder next to her and you will see a wall. Use one of each elemental rune on it, as well as a sword and arrow. You will not get these items back. Then open the wall after you unlock it. You will see Jossik in a large cavern with a broken leg. Talk to him and he will say that a sea monster attacked him. Suddenly, a Dagannoth (level 100) will come out of the ocean depths! This monster is a pushover and it shouldn't give you any problems at all. Talk to Jossik again after you kill it and he will say that the monster you killed wasn't the monster that broke his leg. It was only one of its babies. The Dagannoth Mother (level 100) will then come out of the depths. She uses melee and ranged, but her ranged attack isn't as effective. It is double hit and each barb can hit up to 10 (although they seldom do). Use protect from melee if you have it. She will change colours as the battle goes on. She is only vulnerable one attack in each colour. When she's white, use air magic. When she is blue, use water magic. When she is orange, use melee. When she is brown, use earth magic. When she is red, use fire magic. And finally, when she is green, use ranged. The best way to defeat her is to focus on chaos spells with all 4 elements. These are very effective. Use melee and ranged when the time comes, but if you have really sad melee or ranged levels, skip it and wait for the next colour. She doesn't stay in one colour for very long, so don't autocast the spells. If you are a high level warrior (level 80+), and have a very powerful weapon (granite maul, dragon halberd, greataxe, or anything more powerful), you can defeat her in a different way. Bring a full inventory of food (lobsters are reccomended) and a few prayer potions. Look around the cavern for a stalagmite. Stand behind it so she can't attack you, then wait for her to turn orange. When she does, hit her with all you've got. Retreat when she turns brown. Repeat the process until she is finally defeated.

Once you do defeat her, you will be taken back upstairs with Jossik, who somehow makes a miraculous recovery. You will also notice a rusty box in your inventory. Go upstairs to where the bookcases are and talk to Jossik. He will ask you to read the name of the god on the box. Say the name of whichever prayer book you prefer (see the reward). You will then open it and find that prayer book inside!

Reward: 2 quest points, 4700 strength experience, and 3000 ranged experience. You will also get a broken prayer book of Saradomin, Zamorak, or Guthix. It is broken because it has no pages in it. It will give +5 prayer bonus when equipped, and you can take it to the castlewars team of an opposing god to be turned into a small animal. The Saradomin book is white, Guthix is green, and Zamorak is red. You must get the 4 prayer book pages to complete the book. You can get these from any clue scroll, or from buying from other players. Any player can come across a page, even if they don't have a book. You must add the pages in order from 1 - 4. If you lose it, you can talk to Jossik to get it back with all the pages that you put in, if any. Once you have a book, you can use it to preach. You can do the wedding ceremony, a last rites prayer, a blessing prayer that will also enchant your symbols. Saradomin's only enchants holy symbols, Zamorak only enchants unholy symbols, and Guthix enchants both. This requires level 50 prayer. You can also just preach, which is a random prayer. The preaches drain your special attack energy. After you have all 4 pages, a Guthix book gives +4 to all attack and defence bonuses, as well as +5 prayer, the Zamorak book gives +8 to all attack bonuses, as well as +5 prayer. And the Saradomin book gives +8 to all defence bonuses, as well as +5 prayer. If you complete your book, you can buy another one of a different god from Jossik for 5K. You will also be able to buy the final god book for 5000gp after you complete the second one.

Jossik also stocks various alcoholic drinks and general store stuff. You can also fight level 74 and 92 Dagannoths under the lighthouse in a multicombat area. This is a good training spot for a cannon. They use both ranged and melee.

Ictlarin's Little Helper

Starts: Wanderer outside her tent in the desert. From Al Kharid, go south through the Shantay Pass (buy 2 waterskins), and go southeast, crossing no bridges, until you reach a town with Bandits and Menaphites (Pollnivneach). Go south through this town, past the Crocodiles (level 63) until you reach the tent. Talk to the Wanderer.

Difficulty: Medium hard.

Requirements: Must defeat a level 91 mage, must be done Gertrude's Cat, and the higher your agility is the better.

Items needed: A kitten, cat, or overgrown cat (have your kitten walking by you when you talk to the Wanderer. You might also want to bring a fish or two), a tinderbox, about 100gp, an empty bucket or bag of salt (bought from a slayer master), a bucket of sap (use a knife on an evergreen or above tree if you have an empty bucket in your inventory), a willow log, and a couple antipoisons.

Description: The Wanderer knows of a way to get into Sophanem, the Menaphite City of the Dead. If you give her a waterskin and a tinderbox, she will show you how to get in.

Give her these items and she will hypnotize you. You will crawl into a cave that leads to the city, then wake up many hours later in the city. You will have a canopic jar in your inventory that looks like either a man, crocodile, bug, or ape. It will also have an internal organ in it: A liver, stomach, intestines, or lungs. A ghost named Klenter will start yelling at you, hitting you for damage, and taking your cash. Click touch on the pyramid door and you will have your first flashback.

Your flashback shows what you did when you were hypnotized by the Wanderer. You must go through the pyramid in order to continue the quest. First, you will see some wall crushers. These will hit low damage on you if you touch them, so stand on the opposite side of them. Once you are past the wall crushers, stand by the left hand wall. Continue on until you see a square on the wall. Walk one step past the square, then start moving forwards on the right hand wall. Keep going until you are across from another square. Switch to the left hand wall, then continue on until you are next to a candle. Switch to the right hand wall, and continue on until you reach some Mummies (level 84). If you go on the wrong side of the wall, you will go back to the beginning of the pyramid. Once you reach the Mummies, continue on until you see some more wall crushers. Dodge them just like the first set. Scarabs (level 96 and poisonous) will also occasionally appear out of the floor. Continue on until you see a large pit. Jump over it. You need some running energy to do this. You won't be able to attempt if you don't have enough energy. If you fail, you will appear near the second set of wall crushers. Once you are past the pit, go left and you will see a puzzle door. Open it and you will find a puzzle. What you must do is get all of the squares on the gold side. When you flip a square, all 8 of the squares around it will also flip. The best way to do it is to start at the corner and continue on. Once you have solved the puzzle, you will be fully healed. You will wake up outside the pyamid, and you won't be in your flashback anymore.

Note: If you ever want to leave the city, there is a hole on the east side. If you want back in, you can enter through the cave at the Wanderer's tent.

After you wake up, you will notice a Sphinx next to you. He will have a chat with your cat and you will tell him a bit about your flashback. He will eventually agree to help you if you are smart enough to solve his puzzle:

Q: A husband and a wife have 6 sons. Each son has a sister. How many people are in the family?

A: Nine. If you answered 14, you are wrong, because if each son has a sister, there is only one sister in total.

If you solve it correctly, he will give you a cat token. Solve it wrong and he gets to keep your cat. Go to the High Priest inside the building with a bunch of priests. He will tell you to return the canopic jar and help them prepare the ceremony to put Klenter's soul to rest.

Go through the pyramid like you did last time. This time, it won't a a flashback where you were hypnotized, it will be all real. Go through the pyramid until you jump over the burial pit. When you try to jump it, you will switch to flashback #2 right back where you left off. Enter the room to the left and you will see four canopic jars. You will be able to take one (the one that you had in your inventory when you weren't hypnotized). If you take the man jar, Het (level 81) will use melee attacks on you. If you take the bug jar, Scabaras (level 75) will appear and use melee on you. Take one of the other 2 jars and your enemy will be a level 75 mage. Kill the enemy, then pick up the jar and leave the room. Jump back over the burial pit to be back to normal. Jump back over the pit, go to the left room, and drop the jar in the spot where you stole it from. You will have to solve the puzzle again before entering. Solve it as you did in the first flashback. Go back to the entrance of the pyramid. Exit through the door.

Talk to the High Priest and he will tell you to get the Embalmer to embalm Klenter's body. He will also ask you to get the holy symbol. Talk to the Embalmer and he will ask you to get him a bucket of sap, a bag of salt, and some linen. You should have the sap by now. See the items needed instructions for more details. To get the linen, talk to the Linen Worker in the east part of town and buy some for 30gp. To get the salt, use a bucket on the salt lake north of the city (you can use the main gates now). Give the Embalmer these items. Then talk to the Carpenter. Give him your willow logs, then talk to the High Priest again. Return to the Carpenter to the the holy symbol. Then go to the High Priest's house to see that he is gone, performing the ceremony.

Go through the pyramid. Once you jump the pit, you will switch back to the flashback state. Go into the right hand room this time and use the unholy symbol with a coffin. You will mention something about the Devourer coming. Leave the room and you will become normal again. Go back into the right hand room and talk to the High Priest. You will warn them that the Devourer is coming. They will continue on the ceremony. The Wanderer will then show up and reveal herself to be the Devourer. She will command you to kill all of the priests, but you will not do it because you are unhypnotized. She will then instead possess one of the priests (level 91) and start casting magic on you. Kill the priest to get an attack, defence, or strength potion (4 doses). Talk to the High Priest and you will ask how you got unhypnotized. You will then see flashback #4. Icthlarin, god of the dead, will try to stop you. You will have a bit of a talk, then escape up the ladder, ending the flashback. Go back through the pyramid and talk to the High Priest back in his house.

Reward: 4500 thiexing experience, 4000 woodcutting and agility experience, 2 quest points, and the amulet of catspeak. This allows you to talk to your cat, other players' cats, Bob the Jagex Cat, and a local cat. Some of these guys have pretty interesting stuff to say, including a final flashback from your cat, so try putting it on and talking to your cat!

Imp Catcher

Starts: Wizard Mizgog in the Wizards' Tower

Difficulty: Easy

Items needed: A red bead, a black bead, a white bead, and a yellow bead. These can be bought from other players or found by killing Imps (level 2 on RS, 5 on RSC). The best place to kill them is on the Karamja Volcano. They can retreat fast and far on RuneScape Classic, and can teleport away from you on RuneScape (sometimes teleporting to stupid places like between town walls and inside the museum exibits).

Description: Wizard Grayzag has summoned lots of Imps, and they have stolen Mizgog's magic beads. Help get them back.

Give Wizard Mizgog the beads.

Reward: 1 quest point, amulet of accuracy (increases your attack), and 875 magic experience.

In Aid of the Myreque

Starts:  Veliaf Hurtz in the Myreque hideout

Difficulty:  Hard

Requirements:  Done In Search of the Myreque, level 25 crafting, level 15 mining, level 7 magic, able to kill two really tough level 75 Vampyres or four level 50 Vampyres (look further for information about the boss battle)

Items needed:  A piece of cooked food, a good pickaxe (optional, a bronze one spawns in the area), a spade, some buckets (spawn in the area), 11 planks (can be bought from the Mort'ton general store), a hammer, 10 snails or 10 mackerels (it's different for everyone, cross your fingers for snails since they are found in the area), 4 tinderboxes, 10 bronze axes, 1 swamp paste (can be bought from the Mort'ton general store), 2 steel bars, 1 coal, equipment to kill the bosses (you will need to fight with a partner.  Your partner is fairly weak, so you may wish to bring equipment for him too.  See the boss section further on), a silver sickle, soft clay, a mithril bar, a silver bar, a sapphire, a cosmic rune, a water rune, and a rope.

Description:  The Myreque need your help.  They need to find a new base of operations, since the Vampyres have discovered their current one.  Luckily, there is a recently discovered village called Burgh de Rott that may be of assistance.

Use the shortcut to reach the hollows, then go south to the boat.  Go to Mort'ton.  Then look for a bridge on the south side.  Cross it to reach the village.  If you try to enter the village, a local villager will throw rotten tomatoes at you.  Talk to him and ask all of the questions.  Then put some cooked food in the chest.  They will let you in.  Go into the pub and climb over the broken wall.  Use your pickaxe on the rubble to gain access to the trapdoor.  Climb down and mine the rubble.  Then use your spade on it to put it into your buckets.  A couple piles will have special stuff in them.  Toss all of it except the nails.  Once all of the rubble is gone, empty your buckets in the pile behind the inn.

Then ask a villager what you can do to help.  They will tell you to fix the general store.  Go to the general store and talk to Aurel.  He will tell you to fix the hole in the roof and the one in the wall.  Go up the ladder outside to reach the roof and fix the hole.  You'll need 3 planks and 12 nails.  Then find the hole in the wall and fix it.  It will also require 3 planks and 12 nails.  You will need a hammer to fix either.  Once you've fixed the store, Aurel will give you a crate and ask you to restock the store.  You'll need 10 bronze axes, 3 tinderboxes, and either 10 raw mackerels or 10 raw snails.  Stock the crate, then give it to him.  You can now use the general store!

Once you've stocked the store, talk to any villager.  They will tell you to fix the bank.  Go to the bank and talk to Cornelius.  He will tell you to fix the bank booth and the hole in the wall.  The booth can be repaired with 2 planks, 8 nails, and one swamp paste.  The back wall can be repaired with 3 planks and 12 nails.  Talk to Cornelius.  He will ask you to find someone to be the banker.  Ask him if he would like the job.  He will go behind the booth.  You can now use the bank!

Talk to a villager.  They will ask you to fix the furnace.  Go to the furnace and use two steel bars on it.  Then add 1 coal and light it.  You will see a cutscene in which Vanstrom Klaus will be talking to two Vampyre Juvinates and a human named Gadderanks.  They will smell the smoke.  Vanstrom will send the 3 henchmen over to collect the blood tax!

Go into the general store.  You'll see a barrel of blood as well as the three tax collectors.  Talk to Gadderanks.  Then talk to the two Vampyre Juvinates.  Gadderanks will tell you that you are too nosy and will challenge you to a fight.  The screen will blacken and the tax men will become attackable.  Gadderanks is level 35 and is very weak.  He has about 20 hp and very low attack and defence.  You will have no problem defeating him.  Once he's on the ground, attack the Vampyre Juvinates.  They are level 54 and have high defence.  You will not be able to hurt them with most weapons.  Luckily, Veliaf Hurtz will appear with his silver sickle and defeat both of them (they will turn into a cloud of fog and disappear at low hp.  Veliaf cannot die).  Talk to Gadderanks.  He will tell you that you can make a potion to defeat the Juvinates if you add a ground silver bar and ground garlic to a stat restore potion.  He only joined the evil side to protect his family, and it is too late for him to survive.  He will die and leave you with his hammer.

Talk to Veliaf.  He will tell you to return to the old Myreque hideout.  Go back and talk to him again.  He will tell you to tell Polmofi and Radigad to go to the new hideout.  Talk to them.  They will agree to go.  You must now escort Ivan Strom to the temple on the River Salve.  He'll be safer there, because Vanstrom Klause and his Vampyres want to get their hands on his special talents.

Boss battle:  There are two routes you can choose to get Ivan to the temple.  One route is through Canifs.  The other is through the swamps.  Don't worry about what it says about length and chances of being attacked.  The Vampyres are stalking you and both routes yield a 100% chance of being attacked by Juvinates.  The length doesn't matter because either way, you don't have to walk.  Instead, your pawns will move across a stylized map of Morytania, similar to a map based RPG game.  Your only choice is which boss battle you want to fight.  The route through the swamps will cause you to get attacked by four level 50 Juvinates.  The route through Canifs will mean that you get attacked by two level 75 Juvinates.  I reccomend taking the route through Canifs.  Although it will be a harder fight, it is easier to protect Ivan.  You are also allowed to give Ivan food, weapons, and armour.  The only weapon that affects Juvinates is a silver sickle, so give him one.  He can use a steel medium helmet, steel chain mail, and steel legs.  As for food, he will tell you what he can eat if you use any type of food on him.  He'll eat cooked snails and stew.  Once you have him prepared, choose a route.  Your pawns will move until you see an ! above their heads.  This means that you've been attacked by Juvinates.  You will fight them on a small area of swamp.  Ivan will always follow you, so try to get him into a corner where the Vampyres won't reach him.  If he is at low hp and has no food, he will return to the Myreque base.  Your first priority should be protecting Ivan, so if any Vampyres come close to you, attack them before they attack Ivan.  They have high defence and take a while to defeat.  You can retreat, but this will cause Ivan to run away of course.  Use prayer on the Vampyres if necessary.  Once they are low hp, they will turn into fog and disappear.  Once both are gone, your pawns will continue to the temple.

Once you're there, talk to Drezel and ask all of the options.  He will give you the key to the library.  Use the key with the keyhole.  A trapdoor will appear.  Climb down, search the bookcases, and read all 3 books.  Then go to the Myreque hideout and find the boarded up cave.  Use your hammer on the boards, then enter.  Continue to the coffin.  Search it, then use your soft clay on it to make the rod mould.  Go to a furnace and use your silver bar, mithril bar, and sapphire on the furnace to make a silvthril rod.  Enchant it with the level 1 enchantment spell.  Then use it on the well in the temple (you'll need a rope).  Once it's fully enchanted, go downstairs in the Burgh de Rott Inn.  Give it to Veliaf Hurtz for your reward.

Reward:  2 quest points, 2000 attack, defence, strength, and crafting experience, access to Burgh de Rott, the Gadderanks hammer (similar to a granite maul), ability to make the Rod of Ivandis, Guthix balance potion, and defeat Vampyre Juviniles and Juvinates.

Notes about the reward:  The Rod of Ivandis (10) can be made the same way after the quest as during the quest.  The Guthix potion is made by grinding a silver bar in the bone crushing machine near Port Phasmatys, then adding the ground bar as well as garlic (There is some in the new hideout of the Myreque) to a stat restore potion.  The rod works better on Vampyre Juvinates than a silver sickle.  It can also autocast spells.  The Vampyre Juvinates and Juviniles can be found east of Burgh de Rott.  They are level 54 and 45.  The Juviniles are affected by regular weapons, but they will turn into fog and disappear at low hp.  Both can only be defeated if you use your rod's special attack when they are at low hp (but still not low enough for them to turn into fog).  This will hold them in place.  You must then use the Guthix balance potion on them.  This will either cause them to turn into a human and reward you, or turn into a level 63 Vampire and attack you.  The level 63 can be damaged and killed with normal weapons.  After 10 special attacks, the rod will crumble.

In Search of the Myreque

Starts: Vanstrom Klause, the guy sitting in the chair in the bar in Canifs

Difficulty: Medium hard

Requirements: Level 25 agility, done Nature Spirit, and the ability to defeat a level 97 monster

Items needed: 10gp, 225 steel nails (made from steel bars. 1 bar = 15 nails), a hammer, 6 planks, a druid pouch with 15 shots in it (only 5 are required, but you will run into Ghasts in the swamp), a steel mace, a steel warhammer, a steel dagger, a steel longsword, and 2 steel shortswords.

Description: The Myreque are a group of people that are fighting the darkness in Morytania. Vanstrom Klause wants you to find the Myreque and deliver them some steel weapons.

Go south through the swamp to Mort'ton. Talk to the boatman. Keep saying various things and keep begging. He will eventually agree to take you to the Hollows for 10gp. He won't let you go if you don't have a druid pouch with 5 shots in it. Once you are in the Hollows, go north and fix the bridge with your planks and nails. Then talk to the guard. He will ask you questions about the Myreque and stuff. Answer them correctly. If you get one wrong, you will be taken back to Mort'ton. Here are some answers. If you don't know the answer to a question, simply walk away then talk to him again. Answers:

What's the family that has control over Morytania?

 

The Drakkens.

Who is the leader of the Myreque?

Veliaf Hurtz.

 

Who was the boatman?

Cyreg Paddlehorn.

 

Who is the youngest member of the Myreque?

Ivan Strom.

 

What does Myreque mean?

Hidden in the Myre.

Once you have answered a few questions, you will be allowed in the doors at the back of the tree. Enter the doors to find yourself in a cave. You will see many entrances to rooms. Do not enter them, because some of them have Poison Spiders in them! You will see one room with a stalagmite in front of it. Squeeze past the stalagmite, then talk to Veliaf Hurtz. Talk to all of the other people in the room, then talk to Veliaf again. He will accept the steel weapons. Suddenly, you will see a big cloud of fog. Vanstrom Klause will appear and say that he has tricked you. He will use rune throwing knives to one hit 2 members of the Myreque, then will reveal himself in his true form: A vampire! He will then summon his dog (a level 97 Skeletal Hellhound) to finish the job. Kill the Hellhound (he has high accuracy). Then talk to Veliaf. He will tell you the secret way out of the dungeon and say that you won't be able to join unless his superior agrees. Go out of the room, then go north and push the wall to end up in the Canifs bar basement. Climb up the ladder, then talk to Vanstrom Klause again. You will be angry for revenge, but he will turn out to be only a stranger that dresses the same way. Quest complete.

Reward: 4 big bones, 2 uncut rubies, 600 experience in attack, defence, strength, hitpoints, and crafting, a quick route from Canifs to Mort'ton, and 2 quest points.

Jungle Potion

Starts: Trufitus in a house in the Tai Bwo Wannai Village in the Karamja Jungle

Difficulty: Easy medium

Requirements: Done Druidic Ritual, able to run past level 58 Jogres (RSC) or 53 Jogres (RS).

Description: Trufitus wants you to collect 5 rare jungle herbs for him so that he can make a potion that allows him to communicate with the gods.

The first herb he needs you to get is the snake weed. Go southwest of the village and search the jungle vines to find an unidentified herb. Identify it to see that it's snake weed, then return to Trufitus.

The next herb you need is ardrigal. Go north of the village to the cliffs, then go east until you see a bunch of searchable palm trees. Search, identify, and return to Trufitus.

The third herb you have to find is sito foil. Go to the south end of the village to the fires. Search the scorched earth around the fires, then identify the herb and return to Trufitus.

The next herb is vocenia moss. Go southeast to the jungle mine and search one of the empty rocks. Identify the herb and return to Trufitus.

The final herb is called rogue's purse. Go to where the searchable palm trees were, then go east to be at the bottom of the cliff. Go into the dungeon to find a bunch of Jogres (Jungle Ogres). Search the walls of the cave to find the herb. I'm sure you know what to do now :-)

Reward: 1 quest point, ability to play the Tai Bwo Wannai Clean Up mini-game on RuneScape only, and herblore experience.

King's Ransom

Starts:  Talk to a Gossip on the way to Sinclair Mansion.

Difficulty:  Medium

Requirements:  Done Black Knight's Fortress, done Holy Grail, done Murder Mystery, done One Small Favour, level 45 magic, level 65 defence.

Items needed:  A piece of granite (any size will work.  This can be mined south of the desert Bandit Camp in the quarry.  This is the same mine that is used in Enakhra's Lament), bronze medium helmet, iron chainmail, black platebody, black full helmet, black platelegs.

Description:  The Sinclair siblings have disappeared and have told the servants not to let anybody enter or exit the mansion.  They have also been causing trouble in Camelot.  One of the siblings has also framed another Sinclair for the murder of their father, one that you didn't prove guilty earlier.  Find out what's going on, then rescue King Arthur!

Talk to the Guard on the mansion grounds.

First, you must break into the mansion and search for proof.  Break the window near the family dog to enter.  You need to find the following:

1.  Proof that the Sinclairs have gone to Camelot - Take the scrap paper in the murder scene room and read it.

2.  Proof that the Sinclairs have left, never to come back - Take the address change form from the library upstairs in the mansion.

3.  Proof that the Sinclairs intend to hurt King Arthur - Search the bookcases in the library to get a renegade knight helmet.

Show the evidence to the Guard.  He will tell you to learn about the Sinclair family history.  Talk to the Gossip again.  Ask him everything.  You will learn that Lord Sinclair gave Camelot to King Arthur before he was murdered and that his children hated it.  He will also tell you that the murder suspect in jail will be sure to get a guilty verdict because he/she cannot get a defence lawyer.

Go to the Seers' Village prison (it's located where the party hall used to be).   Talk to the murder suspect.  He/she will tell you how to get into Camelot if you act as their defence lawyer.  You will get a murder scene thread.  Return to the Sinclair mansion and ask the servants all of the questions.  You will need to find out about the night of the murder, the thread, the dagger, and the poison.  There are six servants in total.  Once you're done, go downstairs in the prison to begin the court trial.

The Court Judge will explain how everything works.  You may ask the judge to bring in witnesses, who you may ask any question to.  Your goal is to prove the Prosecutor wrong.  After enough evidence has been presented, the jury will reach their verdict:  Guilty or not guilty.  You may ask for a recess whenever you want by exitting through the gate, although that will force you to start the trial all over again.

Here is who to ask:

Ask the dog handler about the poison.  He will tell you that even a small amount is strong enough to kill a cow.  This means that any of the Sinclairs could have killed their father, not just the one who didn't do their chores.  Also ask about the thread.  It could have belonged to one of two people, since they both wear the same colour.

Ask the butler about the dagger.  It had the fingerprints of several Sinclairs and was in easy reach.

Ask the maid about the night of the murder.  She saw a person of the opposite gender at the murder scene.

The jury will reach a not guilty verdict.  Talk to the defendant to learn that there's a statue outside Camelot that you can enter by twisting the arm.

Go to the east side of Camelot.  Find and search the statue to enter.  You will find the Sinclair that you defended talking to the Sinclair that framed her.  It was part of the plan to help the Sinclairs and Renegade Knights take over.  Morgan Le Faye will knock you out with her staff and lock you in jail.  You will find Merlin and the knights of the round table.  Talk to Merlin.  He will tell you that the Renegade Knights stole the holy grail, Arthur's most prized possession, turned him into stone, and took over Camelot.

First, you must free Merlin.  Use the "reach" option on the vent.  The knights will build a pyramid, allowing Merlin to escape and reclaim Camelot.

Talk to each of the knights to get some items from them.  Once you have a law rune and an air rune, cast telekinetic grab on the guard standing outside to get his hairpin.  You can also use a lockpick.  Open the door on the cell.  You will need to guess the tumbers that match the heights in order to pick the lock.  You can figure this out through trial and error.  Once you've found all four, you'll be able to exit.  You'll end up in Keep Le Faye.  Climb to the top floor.  Search the table.  You will find a number of objects.  One of them is the holy grail.  Read the riddle.  The correct object is the purple object.  If you guess wrong, you'll probably be teleported south of Ardougne.  If this happens, you can reenter through the front door of the fortress.

After you get the holy grail back, go to East Ardougne and talk to Wizard Cromperty.  He will tell you that you can free King Arthur with the animate rock spell.  However, you'll also need a piece of granite and King Arthur's most prized possession.  King Arthur is being held in the Black Knights' Fortress on Ice Mountain.  Go to the fortress.  Wear the guards' uniform (bronze medium helmet and iron chainmail) to get in.  Then, change into your black armour.  Push the wall in front of you and climb down the ladder.  Free King Arthur.  Then go back to Camelot for your reward.

Reward:  1 quest point, 5000 magic experience, 33000 defence experience, a lamp that grants 5000 experience in a skill of your choice, access to the Knight Waves training ground on the top floor of Camelot.

The Knight's Sword

Starts: The Squire in the White Knight's Castle in Falador

Difficulty: Easy medium

Requirements: Level 10 mining, must run past level 57 Ice Warriors and level 53 (RS) or 64 (RSC) Ice Giants

Items needed: A pickaxe, a redberry pie, and 2 iron bars (4 if you want a really cool sword. If you are a low level, please do not attempt to get a second sword).

Description: Sir Vivyn's squire has accidently lost Sir Vivyn's special sword that had been passed down by his ancestors. His squire needs you to replace it before Sir Vivyn finds out.

The Squire needs you to find the Imcando Dwarves, as they made the first sword. Redlo the librarian in Varrock knows more about these dwarves. Go to the Varrock Palace library and talk to him. He will tell you that they live far south of Falador and they love redberry pie. Go far south of Falador and you will be on a cliff. Talk to Thurgo and offer him some redberry pie, then talk to him again. He will say that he can make the sword if you give him 2 iron bars and a blurite ore. Go into the dungeon, past the Muggers (level 6 on RS, 10 on RSC), then past the Pirates (level 27 on RSC, 26 on RS), then past the Hobgoblins (level 28 on RS, 32 on RSC). Go into the ice room to find Ice Warriors (level 57) and Ice Giants (level 64 on RSC, 53 on RS). Mine a blurite ore (2 if you want the cool sword), then leave the dungeon. Talk to Thurgo again and he will make the sword. If you want another one, drop it and talk to him again. He will require 2 more iron bars and a blurite ore.

Reward: 1 quest point and 12750 smithing experience

Legends (RS)

Starts: Radimus Erkle in his office on the grounds of the Legends Guild. This is north of East Ardougne.

Difficulty: Very hard. This is tied with Monkey Madness as the second hardest quest in RuneScape.

Requirements: 107 quest points, done Family Crest, Shilo Village, Underground Pass, Waterfall, and Heroes, level 52 mining, level 50 agility, level 50 crafting, level 50 smithing, level 50 strength, level 50 thieving, level 50 woodcutting, level 45 herblore, level 42 prayer, and the ability to defeat a level 187 demon, as well as lower monsters.

Items needed: Several charcoals (about 5)*, several papyrus (about 5)*, a hatchet*, about 6 gold bars, a lockpick (about 2-3), a pickaxe*, a soul rune, a mind rune, an earth rune, 2 law runes, 1 of each cut gem excluding dragonstone, a vial of water*, an unpowered orb, runes to cast an orb enchant spell two times that your magic level is high enough to cast, and a rune hatchet will be required later on in the quest.

* means an item can be bought from the Shilo Village general store

You will also need a machette. You can buy these in Shilo Village or by searching Radimus Erkle's cupboard in his office.

Description: Are you ready to become a RuneScape legend? Complete the task of mapping the Kharazi Jungle and becoming a friend of its natives. You will then need to get a token of their friendship.

You will get some Radimus notes. Keep these at all times. Now enter the jungle south of Shilo Village. You will need your hatchet and machette to get in (carry these at all times). Also take your charcoal and papyrus. Then start mapping the east, west, and middle areas of the jungle. You will see level 64 Jungle Wolves, level 46 Oomlie Birds, and level 90 Jungle Savages. The Oomlie Birds and Jungle Savages do not attack. The Jungle Wolves do. Map the jungle, then chop your way out and show your map to a Jungle Forrester. He will give you a bullroarer (also keep this at all times).

Swing your bullroarer in the jungle. If you are successful, a native named Gujuo will appear. If you aren't successful, nothing will happen, or a Jungle Savage, Jungle Wolf, or Oomlie Bird will attack you. When Gujuo appears, tell him that you need to make friends with the natives. He will tell you to replace their totem pole. It needs to be made of Yommi wood. In order to get this wood, you must first get the seeds from Ungadulu, the shaman of the tribe. Go to the northwest corner of the Kharazi Jungle and search the rocks there. Squeeze through, then investigate the wall of flames that Ungadulu is trapped in. He will act strangely and tell you that only holy water can free him from the flames. Leave the dungeon and bullroar for Gujuo again. He will give you plans on how to make the golden bowl. Now go to the Shilo Village bank and withdraw your gold bars and hammer. Go to the anvils in Tai Bwo Wannai and make a golden bowl. You may fail and lose your bars, so bring spares. Go back to the Kharazi Jungle with your bowl. Prayer potions are reccomended for this part. Bullroar for Gujuo again and you will both meditate and try to enchant the bowl. Each time you fail, you will lose a few prayer points. If your prayer falls below required level (42), you will have to recharge your prayer before you try to bless the bowl again. Once you have it blessed, find the water pool in the jungle and use your machette on one of the reeds. Use this hollow reed on the holy water to fill your bowl up. Withdraw your pickaxe, lockpick, 7 cut gems, soul, mind, earth, and 2 law runes. Now go back to where the flame wall is. Search the bookcases. One of them has a crack that you can fit into. Squeeze through it, then continue through the dungeon. You will see a gate. Use your lockpick on it (you may fail and break your lockpick) to open it. Then continue on and smash the boulders until you reach the big gate that you must force open with your level 50 strength. You will then see level 83 Death Wings (like Giant Bats, only stronger of course). Go past them and jump over the wall with your agility. You will see an ancient wall. Read it, then use your SMELL runes on it (in that order. Soul, Mind, Earth, Law, Law. SMELL). You will see some stalagmites on the other side. Use your gems on them (the order doesn't matter. Try all of your gems on a stalagmite until one of them works). Once you run out of gems, the book of binding will appear on the ground. Pick it up and give it a read. You will see that Ungadulu is probably being possessed by a powerful demon from the underworld. Keep this book, as you will need it. If you have empty vials, you can use the book to enchant them so you can fill them with holy water. They can be used as ranged weapons and will weaken the demon. Silverlight also weakens the demon. Go back to the wall of flames. Use your holy water on the fire wall. Then use your book of binding on Ungadulu. The demon will be forced out of him and will attack you. He is called Nezikchened and is level 187. He will drain your prayer, not completely, so you will just be able to use a bit of protect from melee. Eat food and drink prayer potions as necessary. After you kill him, he will cast a magic spell on you then say he will return. Talk to Ungadulu. He will give you 3 Yommi tree seeds and bless you so you can get through the wall of fire without holy water.

Leave the firewall, then go to the holy water pool and try to fill up your bowl so you can germinate the seeds. The pond will dry up because it is contaminated. Bullroar for Gujuo again and he will tell you to go to the source of the springs inside the Viyeldi Caves. In order to go in, you will need to be as brave as the jungle lion. He will tell you to make a potion of snake weed and adrigal. Withdraw your vial of water from the bank, then go into the regular jungle. Here is how to get the 2 herbs:

The first herb he needs you to get is the snake weed. Go southwest of Tai Bwo Wannai and search the jungle vines to find an unidentified herb. Identify it to see that it's snake weed. Use it on your vial of water.

The next herb you need is ardrigal. Go north of Tai Bwo Wannai to the cliffs, then go east until you see a bunch of searchable palm trees. Search, identify, and mix.

Then go to the bank and withdraw your orb enchant runes and orbs, as well as lots of food. Go into Ungadulu's dungeon and search the bookcase. Squeeze through it. Picklock the door, smash the rocks, force open the gate, dodge the bats, jump the wall, use the SMELL wall, and you will be at the gem room. You will see a gate. Cast your orb spell on it to get further into the cave. You will see some barrels. Smash them to get a rope. They also may contain other random items, such as pineapples, darts, and knives. They also might explode on you, hitting you for damage. They will also contain monsters, such as Muggers, Giant Spiders, and Dark Wizards. Monsters that you probably feared as a newbie, but find easy now. The strongest one you will find is a Death Wing. A typical barrel contains a monster, a rope, and an item. Drink your potion, then use your rope on the thing that lowers you. Then lower yourself. You will be at the top of a big path on a cliff. Pick up the blue hat and a spirit named Viyeldi will warn you about the dangers of the cave. Climb down rocks on the path (they are very dangerous, you might get hit high damage if you fall completely. Of course, that gets you to the bottom too. If you fall partially, you will take a bit of damage then get back up.) and you will see 3 spirits. They are level 106, 100, and 95. Kill each of them to get a crystal. Smelt these crystals together on the furnace to get a heart crystal. Then use the heart on the mossy rocks. One of them will make the crystal glow. Use it on the heart slot near the portal, then enter it. You will see some Lesser Demons. Run past them and you will see a boulder. Push it and a ghost will appear. He will tell you to kill Viyeldi and give you an obsidian dagger. You have 2 choices:

1. Go to the top of the path and kill Viyeldi with the dagger. It will begin to glow. This will make the quest harder, but it will be faster and does not require you to do the orb spell a 2nd time.

2. Go back to the shaman and show him the dagger. He will tell you not to kill Viyeldi and will give you the holy force spell card. You will have to go through the caves again and cast your orb spell on the gate.

Go to the ghost. Show him your dagger or cast the holy force spell on him. He will reveal himself to be Nezikchened. He will not drain your prayer if you cast the spell on him. He will drain your prayer if you didn't cast the spell. He will use a purple magic attack that is very ineffective, and he will soon ditch this attack and switch to regular melee. The battle will be the same as the first battle, so kill him, then push the boulder to reveal the holy water spring.

Time for the final battle. Bring your rune axe, sliverlight, prayer potions, and anything you think you will need to kill the bosses. Go into the jungle and fill up your bowl. Use the holy water on your tree seeds to germinate them. Refill your bowl if necessary, then look for a patch of fertile earth. Use your seeds on it to plant a tree. Then use your holy water on the sapling. Use your rune axe on the adult tree, use your rune axe on it again to trim it, then use your rune axe one last time to carve it into a totem pole. Take this. If you aren't fast enough, the tree will rot, and if you run out of seeds, return to Ungadulu for some more. Find the dark totem pole in the jungle, then use your totem pole on it. You will have to kill the 3 warriors again from the caves. They don't drain prayer, but if you leave, you will have to start the boss battle over again. After they are dead, Nezikchened will appear. Again, he doesn't drain prayer, but you can't leave or you will have to start again from the first warrior. If you cast the holy force spell him before your second battle, he will not summon the 3 warriors on you. He uses the purple magic spell from your second battle and melee. The purple magic spell is effective this time around, so the best way to defeat him is to find a safe spot, turn on protect from magic, and use a dragon halberd on him. Once you finish the battle, use your totem pole on the dark one again, then bullroar for Gujuo again to get a gilded totem pole. Take this and your map back to the Legends Guild.

Reward: 4 quest points, 7500 experience in 4 skills of your choice (you can choose the same skill more than once), access to the Legends Guild. You can also wield the dragon square shield. To make it, buy half from the Legends Guild for 750K. You can get the other half as a rare drop from any gem dropping monster. Smith it together on an anvil with 60 smithing to put it together.

Legends (RSC)

Starts: Radimus Erkle in his office on the grounds of the Legends Guild. This is north of East Ardougne and south of the Temple of Ikov.

Difficulty: EXTREMELY HARD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! This quest is the hardest quest on RuneScape

Classic, and is WAY harder than ANY quest on RuneScape!

Requirements: 107 quest points, done Family Crest, Shilo Village, Underground Pass, Waterfall, and Heroes, level 52 mining, level 50 agility, level 50 crafting, level 50 smithing, level 50 strength, level 50 thieving, level 50 woodcutting, level 45 herblore, level 42 prayer, and the ability to defeat a level 175 demon without food or prayer, as well as lower monsters.

Items needed: Several charcoals (about 5)*, several papyrus (about 5)*, a hatchet*, about 6 gold bars, a lockpick (about 2-3), a pickaxe*, a soul rune, a mind rune, an earth rune, 2 law runes, 1 of each cut gem excluding dragonstone, a vial of water*, an unpowered orb, runes to cast an orb enchant spell two times that your magic level is high enough to cast, and a rune hatchet will be required later on in the quest.

* means an item can be bought from the Shilo Village general store

You will also need a machette. You can buy these in Shilo Village or by searching Radimus Erkle's cupboard in his office.

Description: Are you ready to become a RuneScape legend? Complete the task of mapping the Kharazi Jungle and becoming a friend of its natives. You will then need to get a token of their friendship.

You will get some Radimus notes. Keep these at all times. Now enter the jungle south of Shilo Village. You will need your hatchet and machette to get in (carry these at all times). Also take your charcoal and papyrus. Then start mapping the east, west, and middle areas of the jungle. You will see level 61 Karamja Wolves, level 32 Oomlie Birds, and level 87 Jungle Savages. The Oomlie Birds and Jungle Savages do not attack. The Karamja Wolves do. Map the jungle, then chop your way out and show your map to a Jungle Forrester. He will give you a bullroarer (also keep this at all times).

Swing your bullroarer in the jungle. If you are successful, a native named Gujuo will appear. If you aren't successful, nothing will happen, or a Jungle Savage, Karamja Wolf, or Oomlie Bird will attack you. When Gujuo appears, tell him that you need to make friends with the natives. He will tell you to replace their totem pole. It needs to be made of Yommi wood. In order to get this wood, you must first get the seeds from Ungadulu, the shaman of the tribe. Go to the northwest corner of the Kharazi Jungle and search the rocks there. Squeeze through, then investigate the wall of flames that Ungadulu is trapped in. He will act strangely and tell you that only holy water can free him from the flames. Leave the dungeon and bullroar for Gujuo again.

He will give you plans on how to make the golden bowl. Now go to the Shilo Village bank and withdraw your gold bars and hammer. Go to the anvils in Tai Bwo Wannai and make a golden bowl. You may fail and lose your bars, so bring spares. Go back to the Kharazi Jungle with your bowl. Prayer potions are reccomended for this part. Bullroar for Gujuo again and you will both meditate and try to enchant the bowl. Each time you fail, you will lose a few prayer points. If your prayer falls below required level (42), you will have to recharge your prayer before you try to bless the bowl again. Once you have it blessed, find the water pool in the jungle and use your machette on one of the reeds. Use this hollow reed on the holy water to fill your bowl up.

Withdraw your pickaxe, lockpick, 7 cut gems, soul, mind, earth, and 2 law runes. Now go back to where the flame wall is. Search the bookcases. One of them has a crack that you can fit into. Squeeze through it, then continue through the dungeon. You will see a gate. Use your lockpick on it (you may fail and break your lockpick) to open it. Then continue on and smash the boulders until you reach the big gate that you must force open with your level 50 strength. You will then see level 80 Death Wings (like Giant Bats, only stronger of course). Go past them and jump over the wall with your agility. You will see an ancient wall. Read it, then use your SMELL runes on it (in that order. Soul, Mind, Earth, Law, Law. SMELL). You will see some stalagmites on the other side. Use your gems on them (the order doesn't matter. Try all of your gems on a stalagmite until one of them works). Once you run out of gems, the book of binding will appear on the ground. Pick it up and give it a read. You will see that Ungadulu is probably being possessed by a powerful demon from the underworld. Keep this book, as you will need it.

Go back to the wall of flames. Get your super potions from the bank and drink them when you are outside the wall. If you are using powerful magic, such as Iban blast, get that too. Silverlight weakens the demon. Use your holy water on the fire wall. Then use your book of binding on Ungadulu. The demon will be forced out of him and will attack you. He is called Nezikchened and is level 175. He will drain your prayer, not completely, so you will just be able to use a bit of paralyze monster. If you run, he heals. Kill him, then talk to Ungadulu. He will give you 3 Yommi tree seeds.

Leave the firewall, then go to the holy water pool and try to fill up your bowl so you can germinate the seeds. The pond will dry up because it is contaminated. Bullroar for Gujuo again and he will tell you to go to the source of the springs inside the Viyeldi Caves. In order to go in, you will need to be as brave as the jungle lion. He will tell you to make a potion of snake weed and adrigal. Withdraw your vial of water from the bank, then go into the regular jungle. Here is how to get the 2 herbs:

The first herb he needs you to get is the snake weed. Go southwest of Tai Bwo Wannai and search the jungle vines to find an unidentified herb. Identify it to see that it's snake weed. Use it on your vial of water.

The next herb you need is ardrigal. Go north of Tai Bwo Wannai to the cliffs, then go east until you see a bunch of searchable palm trees. Search, identify, and mix.

Then go to the bank and withdraw your orb enchant runes and orbs, as well as lots of food. Go into Ungadulu's dungeon and search the bookcase. Squeeze through it. Picklock the door, smash the rocks, force open the gate, dodge the bats, jump the wall, use the SMELL wall, and you will be at the gem room. You will see a gate. Cast your orb spell on it to get further into the cave. You will see some barrels. Smash them to get a rope. They also may contain other random items, such as pineapples, darts, and knives. They also might explode on you, hitting you for damage. They will also contain monsters, such as Muggers, Giant Spiders, and Dark Wizards. Monsters that you probably feared as a newbie, but find easy now. The strongest one you will find is a Death Wing. A typical barrel contains a monster, a rope, and an item. Drink your potion, then use your rope on the thing that lowers you. Then lower yourself.

You will be at the top of some stairs. Pick up the blue hat and a spirit named Viyeldi will warn you about the dangers of the cave. Climb down the stairs (they are very dangerous, you might get hit high damage if you fall. Of course, that gets you to the bottom too) and you will see 3 spirits. They are level 120, 125, and 130. Kill each of them to get a crystal. You will notice that the room is shaped like a dragon's head. Smelt these crystals together on the furnace in the dragon's eye to get a heart crystal. Then use the heart on the rocks in the dragon's other eye. This will make the crystal glow. Use it on the cave entrance, then enter it. You will see some Lesser Demons. Run past them and you will see a boulder. Push it and a ghost will appear. He will tell you to kill Viyeldi and give you an obsidian dagger. You have 2 choices:

1. Go to the top of the stairs and kill Viyeldi with the dagger. It will begin to glow. This will make the quest harder, but it will be faster and does not require you to do the orb spell a 2nd time.

2. Go back to the shaman and show him the dagger. He will tell you not to kill Viyeldi and will give you the holy force spell card. You will have to go through the caves again and cast your orb spell on the gate.

Go to the ghost. Show him your dagger or cast the holy force spell on him. He will reveal himself to be Nezikchened. He will lose some hp and not drain your prayer if you cast the spell on him. He will drain your prayer if you didn't cast the spell. Again, you can't run from this battle or he will heal. Kill him, then push the boulder to reveal the holy water spring.

Time for the final battle. Bring your rune axe, sliverlight, super potions, and anything you think you will need to kill the bosses. Go into the jungle and fill up your bowl. Use the holy water on your tree seeds to germinate them. Refill your bowl if necessary, then look for a patch of fertile earth. Use your seeds on it to plant a tree. Then use your holy water on the sapling. Use your rune axe on the adult tree, use your rune axe on it again to trim it, then use your rune axe one last time to carve it into a totem pole. Take this. If you aren't fast enough, the tree will rot, and if you run out of seeds, return to Ungadulu for some more.

Find the dark totem pole in the jungle, then use your totem pole on it. You will have to kill the 3 warriors again from the caves. They don't drain prayer, but if you run, you will have to start the boss battle over again. After they are dead, Nezikchened will appear. Again, he doesn't drain prayer, but you can't run or you will have to start again from the first warrior. If you cast the holy force spell him before your second battle, he will not summon the 3 warriors on you. Once you finish the battle, use your totem pole on the dark one again, then bullroar for Gujuo again to get a gilded totem pole. Take this and your map back to the Legends Guild.

Reward: 4 quest points, 7500 experience in 4 skills of your choice (you can choose the same skill more than once), access to the Legends Guild. You can also wield the dragon square shield. To make it, buy half from the Legends Guild for 750K. You can get the other half as a rare drop from any gem dropping monster. Smith it together on an anvil with 60 smithing to put it together.

Lost City

Starts: Adventurers in the forest near Lumbridge Swamp

Difficulty: Hard

Requirements: Level 31 crafting, level 36 woodcutting, and the ability to defeat a level 101 (RS) or 95 (RSC) Tree Spirit with weak equipment. Read the guide to see the best way to defeat him and what you can and can't bring.

Items needed: A hatchet and a knife.

Description: The Adventurers are looking for the lost city of Zanaris. They don't want you to help them, but can you get them to spill the beans then find the city yourself?

On RuneScape Classic, ask them all of the options and they will eventually blab about the leprechaun, Shamus. On RuneScape, you must ask the Warrior. Chop trees in the area until you find the Leprechaun. The right tree will have a different option on it. On RuneScape Classic, the main option will be search, not chop. On RuneScape, the main option will be chop, not chop down. When you find the right tree, talk to Shamus and he will tell you to go into the funny little shed in the swamp while you are wielding a Dramen woodstaff. Put all of your weapons and armour in the bank. You are allowed to bring runes and amulets, and on RuneScape Classic you can bring bronze legs and a scythe. You can also bring materials to make leather armour or bows and arrows, then fletch them while you're on the island. Also bring lots of food. On RuneScape Classic, you can defeat the spirit with a full inventory of cakes and regular combat. On RuneScape, the best way is with fire bolt or crumble undead.

Talk to the Monks of Entrana in Port Sarim on the docks. They will take you to Entrana for free as long as you have no weapons or armour with you. Go to Entrana and make your equipment. Then go into the dungeon (look around the island, it isn't a big island). The dungeon entrance is one way, so you can't get out through that ladder. Your prayer is also drained. Kill Zombies (level 24 on RS, 32 on RSC) until you get a hatchet. Also keep any other equipment that they drop. Go past the Greater Demons (level 92 on RS, 87 on RSC) and you will find the Dramen tree. Chop it and a Tree Spirit will appear. Kill him, then chop the tree again to get a branch. If you brought a knife and you have the 32 crafting, craft it right now. Go through the door by the Greater Demons (a one way door) to end up in the wilderness near the Chaos Dwarves. Go out of the wilderness, craft your branch if you haven't already, and go back to the swamp. Enter the shed with your new staff equipped to finish the quest.

Reward: 3 quest points, access to the Lost City of Zanaris (if you lose your Dramen Staff, get it back the same way you got it the first time. You don't need to fight the spirit again), ability to wield dragon longswords and dragon daggers (dragon daggers are RuneScape only). See the Zanaris City Guide for more information on this city.

The Lost Tribe

Starts: Sigmund, the duke's advisor in Lumbridge Castle

Difficulty: Medium easy. However, if you screw up, you are likely to die.

Requirements: Level 17 mining, level 13 thieving, level 13 agility, done Rune Mysteries and Goblin Diplomacy

Items needed: A pickaxe, a light source (if you follow the instructions, a candle will do. If you screw up, you will be dead unless you bring an oil lanturn or anything better. Also bring a spiny helmet if you think you will mess up), a tinderbox

Description: The cellar wall was damaged in the castle basement. The duke thinks it was an earthquake, but Sigmund is afraid that it's a monster attack. Help solve the mystery of the cellar, and discover the secret of a long lost tribe!

Now go downstairs and talk to all of the non attackable NPCs in town. One of them will say that they saw a goblin with huge eyes in the cellar. Go back to Sigmund and he will tell you to investigate the cellar. Go into the basement and use your pickaxe on the rock. Make sure your light item is lit, then squeeze through the hole. Continue on and take the brooch. Go no further. Instead, take the brooch back to the duke and he will tell you to research it in the Varrock library.

Go to the palace and show Redlo the brooch (he's in the library). Then search the bookcase to get a goblin history book. Read it to see some different goblin signs from different tribes. You will see that one of the symbols matches your brooch (the Dorgeshuun, goblins of the strong spears). Keep this book, as you will need it later.

Go to the goblin generals in the Goblin Village by Falador. They will eventually teach you the goblin ceremonial bow emote and the goblin ceremonial victory dance. Go back to Sigmund. Him and the duke will tell you to go into the caves and investigate the lost tribe. Go into the cellar and squeeze through the hole. Go directly south and you will see some more rocks blocking a hole. Use your pickaxe on them and squeeze through the hole. This allows you another entrance to the Lumbridge Swamp Caves, and it is closer to the Tears of Guthix cave. You won't need your spiny helmet if you use this entrance.

Squeeze back through the hole, then go north. Follow the path through the caves. Whenever you see a rock, read it to get directions. It will show one of the symbols from the book. Read the book to see what the symbol means. If it means goblins of the north, go north. If it means goblins of the east, go east. If it says goblins of the south, go south. And if it says goblins of the west, go west. Don't worry, it won't say anything stupid like goblins of the hills or anything, just directions. If you go the wrong way, a rock will drop in front of you or hit you on the head, blocking the path and maybe hitting you for damage if you are lucky. If you are unlucky, you will fall through the floor and end up somewhere in the Lumbridge Swamp Caves. You will probably die if you fall into the caves and don't have an oil lantern and a tinderbox.

Do your goblin bow to Mistag in the mine at the other side, then talk to him to find that the lost tribe is really a bunch of timid, peaceful goblins and the hole in the basement was an accident. Ask Mistag to show you the way out of the mines and you will appear back at Lumbridge. Squeeze through the hole and talk to the duke. He will say that some silverware was stolen from the basement and you must find it or else they will declare war on the goblins. Pickpocket Sigmund to get a key, then open his chest in the other room. You will find some HAM (Humans Against Monsters, for those who haven't been to their lair) robes. Tell the duke that Sigmund is a member of the Humans Against Monsters cult. The duke will say that he'll keep an eye on Sigmund.

Go directly west of the general store to find a trapdoor. Pick the lock to appear in the HAM cult's lair. Search all of the crates to find the Lumbridge silverware! Take this to the duke and he will fire Sigmund and give you a signed peace treaty. He will ask you to get the leader of the cave goblins to sign it. Go back into the basement and squeeze through the hole. You will see a goblin called Kazgar. Ask him to show you the way to the mines, then talk to Mistag. He will get their leader to sign the treaty. You will see a neat cutscene where the Duke and the goblin leader will agree to sign the treaty while you and Mistag witness it. Quest complete!

Reward: 1 quest point, 3000 mining experience, able to use the Lumbridge Swamp Caves shortcut, a ring of life, and able to mine iron and silver in the mines (the 2 goblins will take you there whenever you want. Mistag buys the ore making it great for powermining).

Lunar Diplomacy

Starts:  Lokar Searunner on the docks in Relekka.

Difficulty:  Hard

Requirements:  Level 61 crafting, level 40 defence, level 49 firemaking, level 5 herblore, level 65 magic, level 60 mining, level 55 woodcutting, done the Fremmenik Trials, done Lost City, done Rune Mysteries, done Shilo Village, and able to defeat several level 111 monsters.  You must have all of these requirements and base levels BEFORE you can start the quest.

Items needed:  About 410gp, a tinderbox, a pestle and mortar, a guam leaf, a marrentil, a Dramen staff, access to all 4 elemental rune temples (you'll need the 4 talismans, the elemental talisman, or access to the abyss, which you can gain by talking to the Zamorak Mage in the wilderness north of Edgeville, meeting him in the Varrock temple, and taking his orb to 3 different rune essence mining spots), a pickaxe, a hammer, a needle and thread, a spade, your best hatchet (reccomended).

Please note that there is a bank on the island, as well as shops and monsters that will allow you to get many of the items that you need.  The only item that you'll need before you reach the bank is your tinderbox.

Description:  The Fremenniks and the Moon Clan have been at war for hundreds of years.  The Fremenniks refuse to cast a single spell, while the Moon Clan use it to do everything.  Help make peace with both sides, and learn more about the Moon Clan and yourself.

Lokar will tell you that the Moon Clan will kill you if they find out that you're a Fremennik.  However, if you have a seal of passage to prove that you're on a diplomatic mission, they won't harm you.  Talk to Brundt the Chieftain to receive the seal.  Wear it or carry it with you at all times when you wish to travel to the island or talk to any of the residents, or else they will teleport you back to Relekka.

Talk to Lokar again.  He will row you to the Pirates' Cove.  Climb the ladder, then climb another ladder.  Cross the plank to reach the ship.  You can also explore the cove, as there are plenty of Moss Giants and pirates to fight.  Talk to Captain Bentley.  Ask to sail to the Lunar Island.  He will sail the ship, but it will only go around in a circle.  No matter how many times you try, it will never go anywhere.

The captain will tell you to talk to his navigator.  Enter the room before the first mate's cabin, then climb downstairs.  Talk to Bird's Eye Jack.  You will suggest that he's doing his job wrong, but he will tell you to talk to the captain again.  Do so, then talk to Jack again.  He will tell you that it was probably a jinx.  Talk to Captain Bentley.  He will ask you to find the jinx.  Talk to the lookout, Eagle Eye Shultz, on the south end of the boat.  He will tell you that there are two types of jinxes.  The first type is a person who causes everything to go wrong.  They are very dangerous on a boat, and the best way to get rid of them is to throw them overboard.  The second type is an object that has been cursed.  The Moon Clan may have jinxed the boat because someone did something to offend the Moon Clan the last time they visited.

Talk to the various crew members.  Most of them won't know anything.  However, if you go downstairs to the navigator, then down another floor, you'll find Beefy Burns, the cook.  He will tell you that someone may have left the feast and done something to offend the clan.  Talk to the crew members again.  When you reach the main floor with the captain, go south and climb up to the top deck.  Talk to Lecherous Lee.  He will tell you that the first mate was not at the feast all night.  Go to his cabin and talk to him.  He will tell you that he was busy doing the Cabin Boy's duties.  The Cabin Boy was not at the feast at all.  Go back to the top deck and talk to the Cabin Boy.  He will admit that he wrote 5 symbols on various parts of the ship because a Moon Clan girl told him to.  He will tell you that you need a special lantern to see the 5 symbols.

The Cabin Boy will give you a bullseye lantern frame and an emerald lens.  Use one on the other, then light it with your tinderbox.  He will then tell you that he wrote one symbol on a wall, one on a container, one on a box, one on a support, and one on something huge and metal.  To find the symbol on the wall, use the lantern on the charts in the first mate's cabin.  Rub the symbol away.  To find the one on the container, go to the bottom floor of the ship.  Use the lantern on the chests.  Rub the symbol away.  To find the symbol on the box, use the lantern on the crates on the floor.  To find the fourth symbol, use the lantern on the supports, still on the bottom floor.  Finally, go back to the Cabin Boy and use the lantern on the cannons.  Rub away the final symbol to fix the boat.

Return to the captain.  Ask to go to Lunar Island.  He will sail you there.  Enter the city.  When you're done marvelling, talk to the various residents in the village.  When you ask Meteora to take you to her leader, she will tell you that the Moon Clan does not have an official leader.  However, the Oneiromancer lives southeast of the city.  She will be able to help you more than anyone else.  Make sure you have a fair amount of hitpoints, then walk southeast to the astral altar.  You will need to go past a few level 111 Suqahs.  They only use melee and have fairly low attack power and strength, but high defence.  They look similar to trolls.  The Oneiromancer will tell you that you'll first need to enter the land of dreams.  First, you must make a potion of Waking Sleep.  You must talk to Baba Yaga in the chicken house in the north end of the village.

Go to the village, then go to the north end.  You'll see a little yard.  The yard has the chicken house inside of it, which really is a huge chicken with a house for a head.  Go inside and talk to Baba Yaga (she also sells runes and staves).  She will give you a special vial and tell you that you need a guam leaf, a marrentil herb, and a ground Suqah tooth.  Fill the vial with water from one of the many water sources, then go outside of town.  Kill Suqahs to get the tooth.  You will also get hides.  Keep them.  They also drop unidentified guam and marrentil very often.  I've found that the one to the north of the boat drops guam, while the one to the south drops marrentil.  Once you have all 3 ingredients, add the guam, then the marrentil, then grind the tooth and add it.  Give the potion to the Oneiromancer.

She will then tell you that you need a lunar staff.  You can get this by taking a Dramen staff to the 4 basic elemental runecrafting altars in this order:  Air, fire, water, earth.  You will still be able to go to Zanaris and use the fairy rings.*

*Please note that this is only partially true.  After you've fully enchanted the staff, you will be unable to wield it until it's time to enter dreamland.  Furthermore, the Oneiromancer will steal it from you and won't give it back until you go to dreamland.  The bottom line is that if you, like me, are attached to using the fairy rings, you are going to have to find a different way back to Relekka.

Visit the four temples using your talismans or the abyss.  Then go back to the Oneiromancer.  She will tell you that you need a full set of lunar ceremonial clothing to enter the dream world.  Ask her about each piece.  Here is how to get each:

To get the helmet, go north of the boat to the cave on top of the hill.  Watch out for the Suqahs.  Some of them use ice blitz.  Climb down the ladder.  The cave is safe and peaceful.  Mine the stalagmites with your pickaxe, then go back to the village.  Buy a hammer from the general store, then sail to Relekka.  Use the furnace and anvil to make a lunar helmet.

To get the cape, talk to Pauline Polaris.  She will tell you that her real name isn't Pauline.  She will give you a riddle and ask you to guess her name.  Answer "Jane Blud-Hagic-Maid".  She will give you the cape.

To get the ring, talk to Selene.  She will give you a riddle.  Take your spade and go south of the boat, then west across the bridge, then north across the bridge.  Stand in the blue flower patches and dig to get the ring.

To get the amulet, talk to Meteora.  When you ask her why she's wearing the amulet on her head, she will tell you that it's to replace her lucky tiara, which was stolen by a Suqah.  Kill Suqahs until you get a special tiara.  Keep the hides too.  Trade the tiara for the amulet.

To get the torso, gloves, boots, and legs, make sure you have exactly 4 suqah hides.  Drop any extras.  Talk to Rimae Sirsalis in the clothing store.  She will tan the hides for you for 100gp each.  Accept, then buy a needle and thread from her.  Craft them into the 4 pieces you need. 

Return to the Oneiromancer.  Give her the armour.  She will give everything back to you, including the staff and potion.  She will also give you some kindling from the very first magic tree.  Wear the clothes and staff, then use the potion on the kindling.  Make sure you bring your axe with you, then light the brazier in the centre of the town.  Add the kindling.  You will fall asleep, then wake up in the dream land.  Talk to the Ethernal (Wo)Man.  (S)He will tell you that you must pass 6 tests and learn lessons from each.  When you enter the portals, you'll be taken to one of these tests.  When you pass, you'll learn a real life lesson.  You can do these tests in any order.

A Game of chance! -

You will be in a room full of dice (6 in total).  Talk to the Ethernal Fluke.  He will tell you to make the dice add up to a certain number.  This may look like a game of chance, but it isn't, as whenever you roll a die, it will flip to the opposite side (1 is opposite 6, 2 is opposite 5, and 3 is opposite 4).  Using this, get 5 numbers correct to pass the test.  Tell the Ethernal (Wo)Man what you learned.

Communicating in numbers -

Talk to the Ethernal Numerator.  He will give you a numerical squence.  You must then tag the next number in the sequence (0 - 9).  Once you answer 5 sequences, you'll pass the test.  Talk to the Ethernal (Wo)Man

Chop, chop, chop away -

Talk to the Ethernal Perceptive.  He will challenge you to a woodcutting contest.  If you didn't bring an axe, he'll give you a bronze one.  The first person to chop 20 dream trees and deposit the logs in the centre piles will win.  Your dream trees are on the other side of the island.  Chop, then deposit when your inventory is full or you have 20.  Repeat as necessary.  The perceptive is fairly slow, he will deposit his logs every time he cuts two.  If you win, talk to the Ethernal (Wo)Man again.

Where am I? -

You'll be in a room with 32 platforms in a 4 by 8 grid.  Talk to the Ethernal Guide.  You must make it to the other side.  However, many of the platforms are fake, and will cause you to fall to your doom and have to start over.  The best way to solve this is to draw or take a screenshot of the grid, then X out the fake platforms and draw a line to join the real ones.  Here is a blank grid you can print out:

FINISH

O O O O

O O O O

O O O O

O O O O

O O O O

O O O O

O O O O

O O O O

START

When you finish, tell the Ethernal (Wo)Man

The race is on! -

Talk to the Ethernal Expert.  He will challenge you to a race.  However, he will run a straight line, while you have to run a twisty path with electric hurdles.  There are 4 hurdles.  It takes a while to get across each, and if you fail, you won't get across and you'll lose 8hp.  However, the Ethernal Expert will walk very slowly.  If you don't win, try again.  You may want to bring a bit of food for this one.  Talk to the Ethernal (Wo)Man when you win.

Anything you can do -

Talk to the Ethernal Mimic.  You must mimic his actions.  He will teleport across the room.  Talk to him and he will emote.  Copy the emote as you would in a Mime event or Jacky Jester game.  He will teleport, then emote again.  Keep copying until you pass the test.  Tell the Ethernal (Wo)Man what you learned.

Final Challenge -

After you've passed all 6 tests, you must talk to the Ethernal (Wo)Man to get teleported to your final task.  You must fight a level 79 clone of yourself.  It wears lunar armour and attacks with the lunar staff just like you (you can't take any of the clothes off during the fight).  At first, both versions of you will be fairy confused, but will then start exchanging insults.  Both you and your clone will be teleported around the arena several times.  Once you kill it, you'll be taken back to the main area.  Talk to the Ethernal (Wo)Man one last time, then read your life story.  Talk to the Oneiromancer to complete the quest!

Reward:  2 quest points, full lunar armour and lunar staff, access to the Lunar Island and Pirates' Cove, 5000 experience to magic and runecrafting, 50 astral runes, access to the lunar spellbook (pray at the astral altar to switch back and forth between spellbooks.  If you're done Desert Treasure, you can also pray at the ancient altar to change to regular or ancient magic, but not lunar), ability to craft astral runes (the astral altar is right on the island, so the talisman and abyssal rift do not exist), access to the Lunar Caves (contain lots of rocks, such as gold, silver, gem, and even rune essence).

Making History

Starts: Jorral in the outpost north of West Ardougne and southwest of the Gnome Stronghold.

Difficulty: Medium easy

Requirements: Done the Restless Ghost, done Priest in Peril

Items needed: A strung sapphire amulet (not enchanted), a spade

Description: King Lathas wants to tear down the old outpost so that he can make it into an alchemist's lab for his research. However, the outpost probably has tons of history locked away inside its walls. Learn about the history of Ardougne so that Jorral can make the outpost into a museum.

Jorral will tell you talk to 3 people: Erin the Silver Merchant in East Ardougne, a ghost in Port Phasmatys named Droalak, and a warrior named Dron in Relekka (also talk to his brother Blanin). You can visit these people in any order.

For the Silver Merchant, go to East Ardougne. He will give you an enchanted key. The key will change temperature as you walk, and the closer you are to the treasure, the warmer it gets. It has 6 temperatures: Freezing, cold, warm, very hot, burning hot, and steaming hot (right on the spot). When you check its temperature, it will tell you if it's warmer, colder, or the same temperature as it was when you last checked it. Go to the area between the observatory and Castle Wars. Then dig when the key is steaming hot to get a chest. Open it to get a journal. Read it to learn about all of the dirty jokes that the Zamorakian who wrote it played on the citizens of Ardougne.

For the ghost, go to Port Phasmatys. Buy a pot and bucket from Canifs, then go northeast to Fenkenstrain's Castle. Then go east until you reach the Ectofunctus. Talk to a Ghost Disciple (amulet of ghostspeak required) and he will tell you about the ectotokens. Go upstairs and use your bones (any bones. The more experience they give the better. You will end up with four times the experience that the bone usually gives) on the bone grinding machine. Turn the crank, then empty the bonemeal into your pot. Go down the ladder back where the Ghost Disciples were. Make your way to the bottom, then use your bucket with the Ectoplasm. Pray at the Ectofuntus to get your experience, then talk to a Ghost Disciple to get 2 Ectotokens. You can enter the city now at the cost of 2 Ectotokens. You do not need to do the above steps if you're done Ghosts Ahoy. Once you're in the city, talk to Droalak in Port Phasmatys. He will tell you that he has a scroll that will help you. He will give it to you if you'll give a sapphire amulet to Melina, his wife. Find her in the city and give her the amulet. She will forgive her husband and vanish. Talk to Droalak to get the scroll.

For the warrior, go to Relekka. Near the cow field, talk to Blanin. He will tell you that his brother wields an iron mace in battle, eats rats for breakfast, eats kittens for lunch, eats bunnies for tea, his favourite drink is red spider blood, he's 36 years and 8 months old, he studies the fourth and fifth ages, his house is on the northeast side of town, and his pet cat is named Fluffy. Go to Dron near the market and answer his questions with this information to learn a story about two friends who became king and founded the market.

Give the journal, scroll, and information to Jorral. He will give you a letter to give to King Lathas. Go to him (he's in Ardougne Castle) to get another letter. Give it to Jorral and he'll rearrange the museum.

Reward: Ability to look at the museum, 3 quest points, 750gp, 1000 prayer experience, 1000 crafting experience, and the ability to use the key all over RuneScape. See the minigame guide for more information.

Merlin's Crystal (RS)

Starts: King Arthur in Camelot Castle, near Seers' Village

Difficulty: Easy medium

Requirements: Must defeat a level 37 enemy

Items needed: 1 bread and a tinderbox

Description: Merlin has been trapped in a magic crystal. Help King Arthur break the crystal and free Merlin to become one of the Knights of the Round Table.

After you talk to King Arthur, talk to Sir Gawain. He will tell you that an evil sorceress called Morgan Le Faye trapped Merlin in the crystal. Talk to Sir Lancelot and he will tell you to stow away on a ship that goes to Keep Le Faye. Go to Catherby and hide in the crate by the candle shop. You will stow away to the Keep Le Faye. Make your way to the top floor, past the level 37 Renegade Knights, and attack Sir Mordred (Morgan Le Faye's son. He is level 37). Once he is 1hp, Morgan Le Faye will appear and beg you to spare her son. Agree to spare him if she tells you how to free Merlin. She will tell you that you need to drop bat bones on the shrine outside Camelot. You will need a lit black candle with you. A demon will appear. Say the magic words and he will break the magical barrier surrounding the crystal. Then, shatter it with the Excaliber. Ask her all of the options, then go to the bottom floor and exit the fortress through the doors. Here is how to get each item:

Bat bones:

Kill a Giant Bat (level 27) outside the fortress. Pick up its bones.

Lit black candle:

Talk to the Candlemaker in Catherby. He will make you a black candle if you supply the wax. Search all of the houses in Catherby to find some insect repellant. Go on the path towards Camelot and stop at the beehives. Pick up a bucket, then use the repellant on one of the hives to repel the bees. Then click take from on the hive and you will get a bucket of wax. Go to the Candlemaker and give him the wax to get an unlit black candle. Light it with your tinderbox.

Excaliber:

Go to Tavelry and you will see a peninsula. Go on the peninsula to find the Lady of the Lake. Ask her for Excaliber and she will give it to you if you pass her test: Simply go upstairs in the jewel store in Port Sarmin. Do as she says and open the door. A Beggar will appear and ask for a loaf of bread. Give it to him to find that he was the Lady of the Lake in disguise. You have passed her test, and she will give you Excaliber.

Magic words:

Go to the alleys in Varrock and search the Zamorak altar in the church. You will find the magic words. Write them down.

Go back to Camelot. Search the grounds and you will find a small shrine. Make sure you have all of your items. Drop your bat bones to make a demon appear. Say the magic words and he will break the spell on the crystal and tell you to break it with Excaliber. Go upstairs in the castle. In one of the towers, you will find Merlin in his crystal. Use your Excaliber on it to destroy the crystal. Merlin will come out and reward you.

Reward: 6 quest points and the Excaliber. This has a special attack that temporarily increases your defence. If you lose it, you can get it back the same way as you got it in the first place.

Merlin's Crystal (RSC)

Starts: King Arthur in Camelot Castle, near Seers' Village

Difficulty: Medium

Requirements: Must defeat a level 48 enemy, must go into low level wilderness, a friend (any old player will do)

Items needed: 1 bread and a tinderbox

Description: Merlin has been trapped in a magic crystal. Help King Arthur break the crystal and free Merlin to become one of the Knights of the Round Table.

After you talk to King Arthur, talk to Sir Gawain. He will tell you that an evil sorceress called Morgan Le Faye trapped Merlin in the crystal. Talk to Sir Lancelot and he will tell you to stow away on a ship that goes to Keep Le Faye. Go to Catherby and have your friend talk to Aherin the merchant on the docks. Then stow away on the ship while he's distracted. Make your way to the top floor, past the level 51 Renegade Knights, and attack Sir Mordred (Morgan Le Faye's son. He is level 48). Once he is 1hp, Morgan Le Faye will appear and beg you to spare her son. Agree to spare him if she tells you how to free Merlin. She will tell you that you need to drop bat bones on the shrine outside Camelot. You will need a lit black candle with you. A demon will appear. Say the magic words and he will break the magical barrier surrounding the crystal. Then, shatter it with the Excaliber. Ask her all of the options, then go to the floor above the bottom floor and exit the fortress through the ladder. Here is how to get each item:

Bat bones:

Kill a Giant Bat (level 32) outside the fortress. Pick up its bones.

Lit black candle:

Talk to the Candlemaker in Catherby. He will make you a black candle if you supply the wax. Search all of the houses in Catherby to find some insect repellant. Then search the crates on the docks to get a bucket. Go on the path towards Camelot and stop at the beehives. Use the repellant on one of the hives to repel the bees. Then click use the bucket on the hive and you will get a bucket of wax. Go to the Candlemaker and give him the wax to get an unlit black candle. Light it with your tinderbox.

Excaliber:

Go to Tavelry and you will see a peninsula. Go on the peninsula to find the Lady of the Lake. Ask her for Excaliber and she will give it to you if you pass her test: Simply go upstairs in the jewel store in Port Sarmin. Do as she says and open the door. A Beggar will appear and ask for a loaf of bread. Give it to him to find that he was the Lady of the Lake in disguise. You have passed her test, and she will give you Excaliber.

Magic words:

Go out the north gate of Varrock into the wilderness. Go north to the Chaos Altar and search the altar to find some magic words. Write these down. The altar is in about level 10 wilderness.

Go back to Camelot. Search the grounds and you will find a small shrine. Make sure you have all of your items. Drop your bat bones to make a demon appear. Say the magic words and he will break the spell on the crystal and tell you to break it with Excaliber. Go upstairs in the castle. In one of the towers, you will find Merlin in his crystal. Use your Excaliber on it to destroy the crystal. Merlin will come out and reward you.

Reward: 6 quest points and the Excaliber (used in the Holy Grail quest. You can get it back the same way as you first got it if you lose it).

Monk's Friend (RS)

Starts: Brother Omad in the Monastery south of Ardougne

Difficulty: Easy

Requirements: Able to run past a level 26 thief

Items needed: 2 logs and a jug of water

Description: A fellow monk's son won't stop crying because a bunch of thieves stole his blanket. Recover the blanket to complete the first of several tasks for the monk.

Go northwest of the Monastery to the Clocktower. Then go southwest to find a circle of stones. Step in it to make a ladder appear. Go down the ladder to find level 14 Thieves and a level 26 Head Thief. Run in and take the blanket. Then return to Brother Omad. He will tell you to go to Brother Cedric to get the drinks for the party. Go far north of the gardening patch to find Brother Cedric. Give him your jug of water then your logs. Return to Brother Omad to party!

Reward: 2000 woodcutting experience, 1 quest point, and 8 law runes

Monk's Friend (RSC)

Starts: Brother Omad in the Monastery south of Ardougne

Difficulty: Easy

Requirements: Able to run past a level 34 thief

Items needed: 2 logs and a jug of water

Description: A fellow monk's son won't stop crying because a bunch of thieves stole his blanket. Recover the blanket to complete the first of several tasks for the monk.

Go northwest on the monastery to find a circle of iron rocks. Climb down the ladder to find a gang of Thieves (level 21) and a Head Thief (level 34). You will see a blanket. Take it. Then go back to Brother Omad. He will tell you to get the drinks for the child's birthday party. Go to Brother Cedric north of the thieves' hideout, then give him your logs and water. Return to Brother Omad to finish the quest.

Reward: 1 quest point, 8 law runes, and woodcutting experience

Monkey Madness

Starts: King Nardone in the Grand Tree

Difficulty: Very hard. This is tied with Legends as the second hardest quest in RuneScape.

Requirements: Done Tree Gnome Village, done the Grand Tree, and the ability to kill a level 195 Jungle Demon (well, kind of. See the boss battle section for more info. There are also TONS of other monster encounters).

Items needed: A ball of wool, a gold bar, and monkey bones or a monkey corpse (either one works. They are dropped by Monkeys on Karamja based on your status on the Tai Bwo Wannai Trio quest. You will also have to range or mage them unless you are done the quest). You will also need lots of food, antipoison potions, and a teleport in case you get low on health for each trip you make.

Description: A fleet of gnome soldiers known as the 10th squad have been sent to investigate Glough's old shipyard on Karamja. However, they haven't come back for a long time. Go on a journey to Ape Atoll and discover more behind Glough's evil plans.

Chapter 1

Use the gnome glider to fly to Karamja. Then go to the shipyard to the north of the glider. Open the gate. You will see a gnome there. Talk to him and he will behave very suspiciously. Fly back to the gnome stronghold and talk to the king. He will tell you to talk to Daero, the new head tree guardian. Go to Blurberry's bar and you will find him there. He will blindfold you, then you will find yourself in the secret gnome hangar. You will be introduced to a special pilot called Waydar. You need to complete reinstallation before you can fly in the glider. You can do this either by paying Glough 200K or by solving the sliding puzzle. It is like a clue scroll puzzle box (5 x 5). Search the crates next to the reinstallation panel to get the spare controls. This is the picture of how it will look like when it is finished. Solve it horizontal row by row for the first 3 rows using the controls. Then solve the four squares on the left in the bottom corner. Then solve the remaining tiles.

In other words, you go in this order:

11111

22222

33333

44555

4455

Once you finally finish that puzzle (give yourself a pat on the back!), talk to Waydar to fly to Crash Island, the island of crashed gnome gliders. There are some new monsters here, most of which are agressive at any level and poison you. They also hit high. Talk to Lumdo to learn that he is a member of the 10th squad. After some talking, he will take you to Ape Atoll. Congratulations, you are now done chapter 1!

After chapter 1, you will witness a cutscene with G.L.O Caranock from the shipyard. You will see that he is now continuing Glough's anti-human plan. After the scene is over, you will start chapter 2.

Chapter 2

Once you are one Ape Atoll, you will be in lethal territory with more of the new monsters. I will now go into detail about them. Jungle Spiders (level 37) have fairly high strength and poison you. Snakes (level 24) also have high strength and poison you. Both of these monsters will attack you at any combat level. There are also level 5 and 11 Birds which do not do anything. Make your way far northwest of the boat. You will see many Monkey Archers on the wall, who will shoot you down. You will then wake up in jail with 2 members of the 10th squad (who just like to make fun of people). You are now inside the city. There are some new monsters found all over the city side of the island:

First of all, there are Scorpions (level 38) which can hit double digit and of course poison you. Then there are tiny black Spiders (level 1) which can poison (of course both of these monsters attack at any combat level). There are also Monkey Archers (level 86 using ranged. No poison) and a guard in the centre of the market called Padulah (level 149, melee, and no poison). Of course, you need to get out of jail first! Walking back and forth down the hallway is a cruel gorilla for a prison guard. If you are standing near the cell door, the gorilla will beat you. This hits around 9 damage and knocks you out again. You will wake up back in your cell of course. When the guard is on the far end of the hallway, quickly picklock the door and go to the end of the hallway opposite him. This is a safe spot. Wait until he goes to talk to his partner and switch patrols. When he does this, run out of the building and into the grass behind. Look for a gnome named Karam (he's hiding in the grass and is very transparent). He will tell you to talk to Garkor, the sergant of the 10th squad. Go to the east side of the city to find the temple, then go south to the king's palace. You will see the sergant near it. Talk to him. He will tell you to talk to Zooknock, the mage of the 10th squad. Before you go, go west into the marketplace. You can steal from the many stalls they have there if you have a high enough thieving level, but you can't talk to the shopkeepers. If you do, they will get some monkey guards to some and arrest you. Look for a storage room with tons of crates in it. Enter the storage room and go along the edges of the room, or else you will wake up the Sleeping Monkey. He will summon the guards to arrest you. Search the crate near the centre of the room to find some magic monkey dentures. Then search the other crates to find the ladder to the underground storage room. Search all of the crates here. You will eventually find a monkeyspeak amulet mould. Keep this, then climb up the ladder on the other end of the room. You will find yourself in a house. Make your way over top of the city until you find a building that you can exit through a door. Go to the king's palace on the east side of the island, then go south to find the graveyard. Run through it, as the gravedigger will summon the guards on you. Climb up the tree, then jump off the bridge. You will be back on the non lethal side of Ape Atoll. Talk to Lumdo to sail back to Crash Island. Then talk to Waydar to fly back to the Gnome Stronghold. Use the bank and withdraw lots of food, some prayer potions, some energy or super energy potions, and more antipoisons. Also make sure you have a teleport handy! Then go back to Ape Atoll. If you go east of the boat, you should see a dungeon entrance. Enter the dungeon to appear in Zooknock's tunnel. There are Zombie Monkeys (level 98) here, as well as level 1 Spiders (poison kind). Rocks will fall on you, hitting low damage unless you take shelter under a ledge. Later in the dungeon, you will see Skeletons (level 142) and spike traps (poisonous). There are also a few plank traps near the end. Go east of the dungeon start, then go north when you come to the crossroad. Then follow the long and twisty path to the end. The best strategy is to run through the dungeon without prayer, eating food when necessary, until you come to the Skeletons. Then use protect from melee and continue to eat food. When you reach the end, talk to Zooknock. He will tell you about his plans to make you a monkey disguise in the form of turning you into a monkey! You will also need a monkey speak amulet. Show him your mould, gold bar, and dentures. He will use the dentures to enchant the gold bar. Teleport out of the dungeon, then restock on food and antipoisons. Go back to Ape Atoll and head to the main gate of the city, where the Monkey Archers will once again shoot you down. Escape from jail, then go east to the temple. There are level 167 Monkey Guards here. They aren't ninjas, they are gorillas, so they won't arrest you. The ones with beards block your path. Pray at the altars if necessary. Climb down into the dungeon (there are level 86, 98, and 129 Monkey Zombies), then use your enchanted gold bar on the sacred flames to make a monkey speak amulet. Use your ball of wool on it, then wear it. Go far west to the northwesternmost building to see some banana trees in the yard. There will be a Monkey Boy there. When his aunt goes into the house, quickly talk to him and claim to be his uncle. He will say that his aunt will give him a cool toy if he picks 20 bananas. He doesn't know how to count. Agree to help him pick if he lends his cool toy to you. Whenever his aunt comes nearby, quickly hide in the back alley. If she sees you, she will call for the ninja guards that arrest you. The guards may not be able to reach you if she does see you, as they must actually be able to touch you for you to be arrested. When the coast is clear, pick about 6 bananas then talk to the boy again. After a few more talks (taking care to avoid the aunt), he will give you a monkey talisman. Go to the king's palace on the east side of the island, then go south into the graveyard. Run through it without being caught by the guards, climb the tree, and jump off the bridge. Restock on food, antipoisons, prayer potions, and super energy potions (make sure you have your monkey bones or corpse as well as your talisman and teleport runes. The bones need to be from a Karamja monkey), then go back to Ape Atoll. Go through Zooknock's tunnel again and talk to him. He will enchant your monkey talisman with the Karamja monkey remains. A cutscene will now play, where G.L.O Caranock and Waydar are discussing Glough's plans again. Chapter 2 is now over.

Chapter 3

Don't equip the monkey greegree just yet. Teleport off the island. You do not need to restock on food, as Ape Atoll will no longer be lethal to you. Go back to Ape Atoll and equip your greegree (goes in the weapon spot). You will turn into a Karamja Monkey. You can't attack or be attacked by any monster in this form, but you can take damage from traps and poison (like in Zooknock's Tunnel). You can only turn into a monkey on Ape Atoll and Ardougne Zoo. Go to the gates of Marim, the ape city and enter. This time you will not be shot down and arrested because you are of course a monkey now. Go to the king's palace on the east side of the city. Talk to Garkor. Then talk to the Elder Guard, who will not let you in unless you gain permission from Kruk, the captain of the guards. Go to the far west side of the city, then go south. Climb the hill, then climb the ladder, cross the bridge, and climb down the next ladder. Talk to Kruk. He will give you permission to see King Awowogei and take you there. Talk to Awowogei. You will claim to be representing the Karamjan Monkeys and you will ask to form an alliance. You will claim that although Karamja Monkeys aren't very strong, they are resourceful. He will ask you to prove your resourcefulness by rescuing a Monkey from the Ardougne Zoo. Talk to the Elder Guard to get him to move so you can get out, then leave the city through the main gates. Remove your greegree then talk to Lumdo to get back to Crash Island, then talk to Waydar to return to the Gnome Stronghold. Go to Ardougne and enter the zoo. Wield your greegree, then talk to a Monkey Minder to get thrown in the monkey cage. You will notice that some of the Monkeys have the attack option on them, the others have the talk to option. Talk to one that has a talk to option on it. It will agree to come with you to Karamja. Go back to Ape Atoll, turn into a monkey, and show it to Awowogei. He will think about the alliance. However, you have gained his trust. Talk to Garkor and he will illustrate that everything might not be okay after all through a cutscene. Waydar, Awowogei, and G.L.O Caranock will discuss killing the 10th squad members. They have a device that will teleport them to where they will be destroyed. This cutscene will end chapter 3.

Chapter 4

Garkor will give you a 10th squad sigil. This identifies you as one of the 10th squad, and you too will teleport when the other members do if you are wearing it. Don't wear it until you are ready. When you do put it on, you will be taken to an area high above Ape Atoll where a level 195 Jungle Demon awaits you. If you lose your sigil, talk to the gnomes by Zooknock. The demon uses melee and magic, and he can hit over 25. If you look around to the outside edge, you will see a bridge that you can cross, but he can't. Back here, there are spear walls so he can't hit you, as well as trapdoors that take you back to Ape Atoll. The 10th squad gnomes will also be able to range, mage, and melee the demon. They hit 1s with pretty good speed and accuracy. Here is how I reccomend you defeat him:

Warriors (you should have level 75+ combat and a good dragon weapon, such as a longsword, or other good weapon, such as abyssal whip or a barrows weapon. Dragon longsword will do fine if you are level 75):

Bring about 5 sharks for hp emergencies, your best weapon and armour, a prayer potion or 2, and fill the rest of your inventory with lobsters. Bringing your monkey greegree wouldn't be a bad plan either. Put on your 10th squad sigil to begin the final battle! Look around the outside edge of the arena for a bridge. Cross it, then lure the demon into the 10th squad gnomes. Go back to the bridge every now and again to check his hp. When he is about 25% hp, run in with your dragon weapon and protect from magic on. Use lots of special attacks if you have a special weapon, and keep an eye on your hitpoints. Whenever he hits a solid blow (10 or so), eat a lobster. Save your sharks for a real hp emergency. With skill and a little luck, you'll win. You can't let the gnomes do it themselves or else he will keep regenerating when he is 0 hp, so you must hit the last few blows yourself.

Rangers (you should have level 60+ ranged and a good bow, such as magic with rune arrows, crystal bow, or Karil's crossbow):

Bring your best bow and about 50 arrows/bolts/whatever. Also bring a few prayer potions and your dragonhide or Karil's armour. Bringing your monkey greegree wouldn't be a bad plan either. Put on your 10th squad sigil to begin the final battle! Look around the outside edge of the arena for a bridge. Cross it, then turn on protect from magic and start ranging him. Don't even think about picking up your arrows.

Once you defeat the demon, talk to Sergant Garkor. Then talk to Zooknock to teleport to Ape Atoll. Leave the island, then talk to Waydar to get back to the Gnome Stronghold. Talk to King Nardone to finish the quest, then talk to Daero to receive experience.

Reward: 3 quest points, the 10th squad sigil (a little medal. It is proof that you beat Monkey Madness but didn't want to waste 100K on a dragon scimmy), ability to turn into a monkey in the Ardougne Zoo and Ape Atoll, access to Ape Atoll and the other monkey greegrees (see the guide for more info. You can also buy and wield the dragon scimitar. Buy from the scimitar stall for 100K), 10Kgp, 3 cut diamonds, and 35000 experience to 2 skills. You must choose either attack and defence or strength and stamina (hp). The set of skills you don't choose will get 20000 experience.

Mountain Daughter

Starts: Chieftain Hamal in the Mountain Camp far east of Relekka. You will need to use a rope on the boulder in the higher path to sneak into the camp, as the guard won't let you in.

Difficulty: Hard medium

Requirements: Level 20 agility and the ability to defeat a level 70 monster

Items needed: Your rope just to start, an axe, a pickaxe, a pair of any gloves, a plank

Description: Hamal's daughter has gone missing, and the Camp Dwelling Fremmeniks are not going to move their camp until she is found. Help the chieftain find his daughter.

Go to the mud pond in the camp and take some mud. Then take a pole. Go north of the start point then follow the path until you reach a guy called Ragnar. Talk to him, then use the mud on the tree. Climb the tree, then use your pole on the next rock. Next, use your plank. Listen to the shiny pool. You will hear the spirit of the chieftain's daughter, and she will tell you to make peace with Relekka and the Mountain Camp, then find a source of food for the camp's people. Go back to Hamal. He will tell you that he has a representative go to Relekka to talk to them, but he hasn't come back. He will also suggest that you talk to the local farmer about a food source.

To make peace with Relekka, leave the camp (the guard will let you in and out from now on through the main gate), then look through the forests and coast of the Fremmenik Province. You will eventually find a guy called Svidi. He will admit that he didn't go to Relekka yet because he was scared that they were going to hurt him. Say that you will get a contract from the whole village promising that they won't hurt him. Go to the longhall in Relekka and talk to Chieftain Brundt. He will tell you about a rock that the Camp Dwellers stole from him when they broke off from the Fremmenik Tribe. The rock signifies that the Fremmeniks will always follow nature and never use the runestone. Brundt will promise not to hurt Svidi if you can recover the rock. Return to the camp and enter the closed tent with nobody in it. You will see the camp's main attraction: A big rock that looks pretty and is their most valuable possession. Use your pickaxe on it, and you will get a clever idea to split it in half. This way both halves of the Fremmenik culture will get some of the rock. Give the rock to Brundt and he will be proud of you and give you the contract. Find Svidi in the forest again and give him the contract. Now for the source of food......

Talk to Jokul in the camp near the Mountain Goats. He will tell you about the rare white pearl fruit that grows in cold mountain climates. If you find a seed of one, he could plant it and use it as a food source. Go to White Wolf Mountain and put on your gloves. Near the glider, you will see a white pearl bush. Pick it, then eat it to find the seed. Take it to Jokul and he will plant it. They now have a food source.

Go back to the shiny pool (in the same way as you did the first time) and listen to the shiny pool. The daughter will tell you that her father does not believe that she is dead. You must find a way to prove it. She will hint that she was dragged away into a cave by a large animal, maybe a bear or a wolf...

Swim back to a rock to end up on the outside edge of the pool. Follow the path clockwise then chop the trees in front of the cave. Enter it, and you will see a guy called The Kendal. A yellow arrow will appear above his head after he sees you. Talk to him about everything, and he will say that he is a god that looks like a bear. Say that you think he is a man in a bearsuit. He will ask you how you know this, then attack. Kill him (he's level 70 and not so hard. He shouldn't give you problems unless you are a low level), then take the corpse of a woman. Take this to Brundt. He will finally agree that she's dead and will ask you to give her a proper burial on the island with one of her possessions. Find 5 rocks in the camp, then talk to Ragnar. He will give you a necklace that belonged to the chieftain's daughter. Go to the island near the sparkling pool, then bury the corpse. Use the rocks on the lump in the ground to finish the burial...and the quest!

Reward: 2 quest points, 1000 attack experience, 2000 prayer experience, and the bearhead (the bear mask that The Kendal was wearing. If you ever lose it, talk to Hamal).

Mourning's Ends Part 1

Starts: The Roving Elves start point. Talk to Eluned.

Difficulty: Hard

Requirements: Level 60 ranged, level 50 thieving, done Sheep Herder, done Big Chompy Bird Hunting, done Roving Elves, and the ability to defeat a level 11 Mourner with all of your combat stats at 20.

Items needed: 2 silk, 1 fur, a bucket of water, a feather, some toad crunchies (buy from the cuisine in the Gnome Stronghold), a magic log, a soft leather, and about 10 coal in the bank.

Description: Arianwyn is ready for you now, and Eluned will take you to Lletya, a whole new village of good elves where Arianwyn awaits your arival to help him stop the Dark Lord by first gaining the trust of the Mourners. This is part six of the popular Ardougne Plague series.

 Note: This guide contains several spoilers about the plague city storyline. Only read it if you need help on the quest.

Eluned will give you a teleport crystal. This allows you to get to Lletya 4 times by teleportation. Talk to Eluned again to get it recharged for 750gp the first time, and cheaper each time afterwards. It will only have 3 teleports after you get it recharged once. Arianwyn will tell you that the Mourners in West Ardougne are actually elves from the city of Prifddinas, and that large numbers of them have been crossing the pass of Arandar. After you are done talking to him, go to Arandar near the huge gate (Llyeta is actually just near the southeast Roving Elves start point, so you can pass through the trees to get to it whenever you want) and kill a Mourner (level 11). After attacking, he will cast a spell that will drain all of your combat stats (attack, defence, strength, hitpoints, magic, ranged, and prayer) to 20. He is still a pushover even with drained stats, so keep fighting until he drops full mourner clothes. He will also drop a letter of reccomendation. Take all of this stuff and read the letter. You could use the clothes as a disguise to enter the Mourner HQ in West Ardougne, but you will have ripped the trousers and gotten the top all bloody from the fight. Here is how to get them fixed:

Trousers -

To get the trousers mended, walk or teleport back to Llyeta and talk to Oronwen. She will mend them in exchange for 1 fur and 2 silk. Give them to her, then wait a bit and talk to her again. She will give you the mended trousers. While you are in town, buy at least one bottle of red, blue, yellow, and green dye. More is better!

Top -

To get the top cleaned, go to Tavelry and talk to Tegid, the druid who is washing druid robes in the lake. Ask him about removing blood stains, and he will tell you about his soap, which he of course won't give to you. Search his basket and you will have the option of stealing the soap. Choose to steal the soap to get it. Use it on the mourner top to clean it (you also need a bucket of water for this part).

Once you have the full mourner suit, go to the Mourner HQ in West Ardougne (the one you went in disguised as a doctor in the Biohazard quest). Wear the suit and take off all of your other items. Climb down the trapdoor to find lots of Mourners starting to reveal their true form (level 108 Elf Warriors). If you take off any mourner stuff or put on any other items, they will all attack you. Find the Head Mourner and talk to him. He will take your letter of reccomendation. He will then say that the Mourners need to keep people believing in the plague. Farmer Brumty thinks that his four sheep have been plagued. The Mourners are really dying the sheep with a gnomic device, which can dye them without the Mourners being noticed. However, their device is broken and the sheep need redying. The Mourners have captured the Gnome Inventor and are torturing him so that he will talk, but he hasn't told them anything. Your job is to get the Gnome to fix the device, then learn how to fire it and redye the 4 sheep. Go into the next room and unlock the door with the key. You will see the Gnome being tortured on a rack. Talk to him. He will eventually say that he can't stand having his feet tickled and that he loves toad crunchies. Use the feather on him to start tickling him. Then use the feather on him again to bribe him with the toad crunchies and threaten him with tickling him again. He will agree to fix it if you release him. Do so, then give him a soft leather and a magic log so he can fix it. Once he fixes it, you need to figure out what it fires...

Since it is a gnomic device and the Big Chompy Bird Hunting quest was listed in the quest requirements, the device probably fires toads. Check your bank to make sure you have the ogre bellows. If you have them, withdraw them. If you don't, go to Rantz's house in the Feldip Hills and search the quest to get the bellows back. Then find some Swamp Toads and dye your bellows with the dye. Use the dye bellows on the toad to dye it the colour of the dye. Once you have used up all of your dye (make sure you have red, blue, green, and yellow toads), use a toad on the device to fill it. Then go find the four sheep that you herded in the Sheep Herder quest. Here is where to find each one and what colour it is:

Plague Sheep 1 (red) -

South of Farmer Brumty's enclosure. Dye it red by using the red toad on the fixed device, wielding the device, clicking fire on the attack style interface, then getting the sheep in the centre of the targetting window. Then click fire to dye the sheep red (if you are successful that is).

Note: Whenever you are by a sheep, you will see several others of the same colour and number. Don't worry about this, it is only in case more than one person is doing the Sheep Herder quest. When you dye one of the sheep, it will automatically dye all of the others.

Plague Sheep 2 (green) -

East of Farmer Brumty's enclosure. Dye it green the same way as you dyed the red sheep red, only using a green toad instead of a red one.

Plague Sheep 3 (blue) -

Northwest of Farmer Brumty's enclosure by the Warrior Women. Dye it with the blue toad.

Plague Sheep 4 (yellow) -

North of Farmer Brumty's enclosure by the Fishing Guild entrance. Dye it yellow with the yellow toad.

Once all of the sheep are their proper colours again, go back to the Head Mourner. He will give you your second task. He will say that the plague indeed isn't real, but they need some people to become sick with the plague somehow. He will say that some joker (you) poisoned their stew a while ago. This gave the Mourners plague symptoms. Your job is to make that poison, then make enough of it to infect 2 of the 3 food stores. If the poison is prepared correctly, it won't be fatal. After you are done talking, go and get a rotten apple, which is what you used to poison the Mourners' stew. Then go to Elena's house in Central Ardougne. Talk to her. She won't help you at first, but then you will tell her the whole storyline after the Biohazard. She will agree to help you make some as long as it is NOT fatal (which is what you wanted anyway). She will need you to get her a sample of rotten apple. Give her your apple and she will do tests on it. Wait about a minute, then talk to her again to learn how to make the toxin. First, you need to mash up a lot of rotten apples. Then, you need to add a solvent to make the apple toxin unoticable. Then, you will need to use a sieve on it to extract the solids, which she will give you. Finally, you can use it on a range to get some toxic powder.

To mash up the apples, go to the apple orchard west of King Lathas Training Camp and next to the Gnome Stronghold gate. You will see a bunch of apple trees, but nobody ever attends to them so they just fall off of the trees and become rotten. Take a barrel from the respawn, then use it on the pile of rotten apples to fill it up. Use the barrel on the apple barrel, and you will jump on the apples to mash them up.

The solvent is a barrel of naptha from the Regicide quest. To get it, take a barrel from Tyras Camp or the apple orchard. Then go south of the Elf Tracker to the poison waste. Use it on the tar to get a barrel of coal tar. Withdraw your coal, then go to the Chemist's house by Rimmington. Use your barrel of coal tar on the still to fill it up. Operate the still, then add one coal. If the total distilled at the bottom does not change, add another one. Keep looking at the heat dial. When it gets into the green section, turn the tar regulator, because if it gets into the red section and stays there too long, you will have to start all over again. Also keep an eye on the pressure dial and turn the pressure valve when it gets too high. Add coal whenever nothing is happening. If you run out of coal, click close window then go to the bank to get some more. You will not need another barrel of coal tar, but do not get rid of your barrel. Once the bar at the bottom is green, click close window and you will have a barrel of naptha (looks like an empty barrel, but it isn't if you move your cursor over it). Use it on your barrel of apples. This will give you apple and naptha mix. Use your sieve on the mix to remove the solids and get toxic naptha. Use it on a range (NOT A FIRE, IT WILL EXPLODE IF YOU USE A FIRE!) to get 2 heaps of toxic powder.

Go to West Ardougne and use the powder on the grain bags in 2 of the 3 food stores. Here is where they are found:

1. The church.

2. The general store near the Underground Pass.

3. The office in West Ardougne.

Once you have done this, talk to the Head Mourner to learn that they wanted people to become sick with the plague because they are going into the mountains in the west to dig to the Temple of Light. This will make it much easier to free the Dark Lord. They will take the plague victims away to work as slaves to help the Mourners dig. You now know the plan and have the trust of the Mourners! Quest complete!

Reward: 2 quest points, 25K hitpoints experience, 25K thieving experience, the Lletya teleport crystal, access to Lletya, and the ability to use the fixed device (you can temporarily dye players by shooting them with this. It does not hit damage).

Mourning's Ends Part 2

Starts: Arianwyn in Lletya.

Difficulty: Very hard, long, and VERY frusturating. This might not be the most difficult quest in the game, but it is EASILY the most frusturating.

Requirements: Done Mourning's Ends Part 1.

Items needed: To start you off, you'll need full Mourner's gear, a chisel, lots of food, and a teleport. Later, you'll also need a rope. Keep either a death talisman (rare drop from some monsters, such as Dark Beasts. It is tradable), or all of the following items in your bank for later: rope, spade, iron pickaxe, iron axe, knife, plank, pie dish, sack of 10 potatoes, pot of flour, bucket of milk, ball of wool, oak logs, chisel, shears, needle, thread, cooked meat, an iron nail, unicorn horn dust, bronze bar, white berries, hammer, potato cactus, skull, babydragon bones, facemask, a rune essence, lobster pot, fishing rod, tinderbox, lockpick, bronze medium helmet, white apron, jug of wine, kebab, leather boots, swamp paste, redberries, cheese, vial of water, flax, gold ring, egg, leather gloves, cake tin, necklace mould, and rotten tomato. If you don't have a death talisman, you will also need one of these tickets (which one you'll need is random): Castle wars, agility arena, or archery mini-game. You'll also need one of these books: Crumbling tome (from the barrows), battered book (Elemental Workshop), or History of Priffindas (search Arianwyn's bookcase). Finally, you'll need one of these keys: Jail (Black Knight jailer drops it), dusty (Velrak the Explorer in Tavelry Dungeon gives it), or door key (search the pots by the witch's house in Tavelry).

Description: After gaining the trust of the Mourners, you must now find the Temple of Light, and secure it before the Mourners can use it. This quest involves the hardest puzzles in RuneScape. It is also part 7 of the Ardougne Plague series, and part 2 of the Mourning's Ends quest.

 Note: This guide contains several spoilers about the plague city storyline. Only read it if you need help on the quest.

Arianwyn will tell you to see if the Mourners have made the keys to the underground digsite yet. Go to the Mourner HQ in Ardougne and put on your mourner uniform (take off all of your other items). Talk to the Head Mourner in the basement to get one of the keys. He will tell you to look for the digging team in the tunnels. They are a group of Mourners and slaves that have slayer skills, so they can kill the beasts in the tunnel. If you ever lose your key, search his desk to get a new one. Use the key on the door to get into the tunnel. Then put on your best equipment and make your way to the Dark Beasts (level 182). They can hit up to 18, and require level 90 slayer to kill. There is a rune rock in this area as well! Past them, you will eventually enter a cutscene where you'll find the digging team dead. Search their corpses to get a diary and a colour wheel. Go back to Arianwyn. He will tell you about the blackened crystal in the temple. You must get a sample of it and bring it back to him. Go back to the Mourner HQ, and enter the tunnel. Go to where you found the digging team, and enter the temple. Inside here there will be very annoying level 74 monsters called Shadows. They can hit up to 13, have reasonable accuracy, are hard to hit, and have 15hp. Climb up the stairs, then go to the south end and climb up the ladder to get to the top floor. Go north, then west, then north again and down the stairs. Go up the next stairway to the north, east, and south to the blackened crystal. Use your chisel on it to get a sample. Take it back to Arianwyn, who will summon Eluned to repair it. Then go back to the temple. Climb up to the middle floor, then go east. You will see a crystal collector. Pull the lever (it's kind of tricky to find), then collect all of the items. You'll get 4 mirrors and a yellow crystal. Pulling the lever restarts the maze and gives you all of the items you've found, and it should be done every time you open a door.

Now, you'll do the first puzzle and open the blue door. On the ground floor near the front door of the temple, there is a big white crystal that creates light. The light goes upwards to the next 2 floors, unless you reflect it. You can reflect it by placing mirrors in the light columns, and change the colour by putting crystals in. On the middle floor, use a mirror on the column that has the light coming out (near the stairway and roadblocks). Search the column, and rotate the mirror so that the light is going north. Go to the next column, and reflect the light west. At the next column, reflect the light south. Follow the light, then go to the next column and insert the yellow gem to turn the light yellow. Reflect the light east to open the blue door. This part is VERY frusturating. You must climb across the handholds to the blue door. Each handhold is failable, and there are lots of them. Failing hits 5 damage on you, and drops you to the ground floor, where you'll be at the mercy of tons of Shadows (there are more shadows there than anywhere else in the temple). Once you get across the handholds, enter the blue door and open the chest to get the cyan crystal and 2 mirrors. Go back to the crystal collector and restart the maze to get all of your items back.

Now you'll do the second puzzle and open the pink door. Reflect the light north, then west. Follow the light and put your cyan crystal in the next pillar. Reflect it north, then east. Put your yellow crystal in the next pillar to turn the light green, then enter the pink door and open the chest to get 2 mirrors. Pull the lever and restart the maze.

Make sure you have a rope for this part. Now you'll do the third puzzle and open the cyan door. Reflect the light north, then down. To reflect it down, on the mirror rotation screen, rotate the mirror so that the big end of the mirror is facing the direction of the light coming in. Once you reflect the light down, go down to the bottom floor, and head north of the crystal. Use a mirror on the column with light coming out and reflect it west. Then reflect it north (through the holes in the wall). Go around to the column and use your mirror to relfect the light up (you'll see a beam of light shooting up). Then go to the middle floor, and go to the column with the beam of light. Use your yellow crystal on it to turn it yellow, then climb up the ladder to the top floor. Reflect the light west to turn it red. Then go back to the middle floor, go south to the ladder, and climb up. Go north, west, and as far north as you can go. Be careful, as there are wall blade traps that can hit up to 13 on you if you fail in this area. But they aren't frusturating like the handholds. Once you're in the northwest corner, reflect the light south. Then follow the beam, and reflect the light down. Then go to the south end, climb down the ladder, go west, climb over the low wall, and use your rope on the rocks. Climb down it, go through the door, and open the chest to get the blue crystal. Pull the lever and restart the maze.

Now you'll do the fourth puzzle and open the yellow door. Reflect the light north, then west. Add the cyan crystal, then reflect the light north, east, and up. Climb up the ladder, then reflect the light west. Go down to the middle floor, head south, go up the ladder, then go to the northwest corner. Reflect the light down, then go back to the middle floor, then go to the bottom floor, then go through the yellow door into the northwest corner, where there is a column with a mirror in it reflecting the light onto the yellow door. Rotate the mirror to open the other door, go through, and open the chest to get a fractured crystal and 2 mirrors. Then go back into the yellow room and rotate the mirror to get out. Pull the lever to restart the maze.

Now you'll do the fifth puzzle and open the room that has a pink and a yellow door, both of which you need to open. However, you must first open the blue door again (aaaaaaaaaarrrrrrrrrrrrrrrrrgggggggggghhhhhhhhhh!). Reflect the light north, then west, then south, then insert the yellow crystal, then east. Climb across the foresaken handholds and enter the blue door. Insert the blue crystal. Go back and remove all of your other crystals and mirrors, BUT DO NOT RESTART THE MAZE! Remove the items one by one. If you restart the maze, you won't have the blue crystal in the pillar anymore. Once you have your 4 mirrors and yellow crystal again, reflect the light north, then west, and then up. Go to the south end of the room, climb up the ladder, and head north, and go down the stairs. Go up the next set of stairs. Go northeast to your pillar, and reflect the light south through the wall. Go back down the stairs, and up the next set. Go southeast to your column, and insert your fractured crystal to fracture the beam of light. This will send a beam of light in 3 different directions (plus you'll see the original beam, so it will look like 4 beams). Follow the beam that's heading south, and reflect it east, then down. Now go to the beam that's going west, and reflect it down. It will pass through a green crystal on the middle floor, so it will be green. Go back to the ground floor and find your green beam. Reflect it south, then east. Go through the pink door. Inside here, you'll find your blue beam of light. Reflect it north, then open the yellow door and open the chest to get another fractured crystal and 2 more mirrors. Restart the maze by pulling the lever.

Now you'll do the sixth and final puzzle to open the black door with various coloured lights, as well as another cyan door. Reflect the light north, then reflect it down. Go downstairs and head north of your crystal to find your beam. Reflect it west, then add a fractured crystal. If it doesn't work, take it out and add the other fractured crystal. Follow the north beam and reflect it up. Then follow the south beam and fracture it with your other fractured crystal. Reflect the new west beam up, then the new east beam up. Go to the middle floor, and go north to the ladder that leads to the top floor. Use the yellow crystal on the pillar before you climb the ladder. Then climb it and reflect the yellow light west. Climb down the ladder, and head south to the other ladder. Go up it, then go north and to the east wall. Reflect the light west, then north through the holes in the wall. Then go back west, and north. Go down the stairs, up the next stairway, northeast to the column. Reflect the light west. At the next column, put in the blue crystal. Then reflect the light down. Next, go east and south. Go down and up the staircases. Go southwest and reflect the light west and down. Go to the northwest corner and reflect the light south. Reflect it east, then make your way to that column. Reflect the light down. Then go to the stairway east of that column, go down, and go down the second stairway. Enter the cyan door, and reflect the light north. Then open the clear door.

Once you enter the clear door, you'll meet up with a dwarf named Thorgel. You'll also see the death ruins!!! Thorgel is a friend of Klank, who you met in the Underground Pass. Thorgel will tell you that he made a tunnel connecting this room and the Underground Pass. You can try it if you like (it leads to the dwarf camp). Thorgel will then give you a list of items that he'll trade for a death talisman. If you already have one, you don't need the list. If you don't, bring the following items for him: rope, spade, iron pickaxe, iron axe, knife, plank, pie dish, sack of 10 potatoes, pot of flour, bucket of milk, ball of wool, oak logs, chisel, shears, needle, thread, cooked meat, an iron nail, unicorn horn dust, bronze bar, white berries, hammer, potato cactus, skull, babydragon bones, facemask, a rune essence, lobster pot, fishing rod, tinderbox, lockpick, bronze medium helmet, white apron, jug of wine, kebab, leather boots, swamp paste, redberries, cheese, vial of water, flax, gold ring, egg, leather gloves, cake tin, necklace mould, and rotten tomato. You also need one of the following tickets, but which one is on the list is random: Agility arena, ranging, and castle wars. You also need one of the following books (battered book, crumbling tome, and History of Priffindas), and one of the following keys (dusty, jail, and front door). Getting these items will take 2 or 3 trips. Before you teleport out, reflect the light so that the cyan door is open again. If you do not do this, you will have to do the final door all over again, or go to the dwarf camp in the Underground Pass.

Once you have your talisman, use it on the death ruins to teleport to the death altar. Use your white crystal shard on it to power it. Then go back to the blackened crystal. Use your powered crystal shard on it to create an invisible magical barrier stopping anyone from entering the front door of the temple. Leave the temple (you'll notice the new effect). Go back to Arianwyn. He'll be impressed that you stopped anyone from entering the temple for 1,000 years. You'll mention the dwarf, but he won't be worried, as the Mourners are afraid to enter the Underground Pass. Congratulations!

Reward: 2 quest points, 20000 agility experience, access to the death altar (you'll gain access to the abyssal rift, and get a free tradable talisman. If you lose it, talk to the dwarf again to get a new list of items, or kill monsters that drop it, such as the Dark Beasts. The ruins, as you know, are in the temple), ability to kill Dark Beasts (new slayer monster that are found underground before the temple), and a trinket that lets you enter the front door of the temple if you want to do runecrafting without the abyss.

Murder Mystery

Starts: Sinclair Mansion. From the east side of Seers' Village, simply follow the path north until you get there. Talk to one of the many Guards on the mansion.

Difficulty: Easy

Items needed: A pot (must be a regular pot from the general store)

Description: Lord Sinclair, a wealthy and respectable nobleman, has been murdered. Help the Guards uncover evidence to find out who did it.

First, search the fence of the yard that the Dog is in. The dog will bark at you. This will prove that the murderer was not an intruder. Then talk to all of the servants (the guys wearing black, not the Sinclair family members). They will say that each of the Sinclairs had a motive and could have been the killer. Go to the crime scene (the room with the red pot and the silver dagger) and search the window. You will get a thread from the murderer's clothes. Talk to all of the Sinclairs now, then use the thread on the Sinclair that it matches. Now show it to the Guard. He will tell you that he needs more evidence.

Go back to the crime room and take the red pot. Talk to the Men on the way to Seers' Village to learn that all 6 of the Sinclairs bought poison that day. Talk to a Poison Salesman further on the path and use the pot on him. He will tell you that it smells of his multipurpose poison. Go to the Sinclair Mansion and ask all 6 Sinclairs what they did with their poison. They will have claimed to use it to clean the coat of arms, poison the mosquitoes from the fountain, clean the drain, clean the compost heap, poison the beehive, and poison the spider webs. Then investigate all 6 of those areas. The crest, drain, fountain, beehive, and compost heap can be found outside. The spider webs are found upstairs in the Sinclair house. One of the areas will have had no poison used on it. Tell this to a Guard. He will ask for more evidence.

Go into the crime room again and take the silver dagger (which was put there as a decoy, as Lord Sinclair was not stabbed to death). Then search the barrels of each Sinclair in their rooms. Once you have the 6 Sinclair items plus the murderer Sinclair's item, go into the shed and search the sacks. Get 7 pieces of flypaper. Then go into the kitchen and use your pot on the flour barrel. Use the flour on the items. Repeat until you have flour on all 7 items. Then use flypaper on the 7 items. You will get fingerprints of the 6 Sinclairs plus the murderer. Use all 6 of the Sinclairs' fingerprints on the murderer's print until you get a match (as no two people have identical fingerprints). Take this print to the guard to get your reward.

Reward: 3 quest points, 2000gp, and 1406 crafting experience

My Arm's Big Adventure

Starts:  Burntmeat in the Troll Stronghold kitchen.

Difficulty:  Hard

Requirements:  Level 10 woodcutting, level 29 farming, done Eadgar's Ruse, done The Feud, done Jungle Potion, able to defeat a difficult level 172 Giant Roc.

Items needed:  Climbing boots (or teleport runes to go to Trollheim multiple times), 7 buckets of supercompost*, a seed dibber*, a spade*, some plant cure*, a rake*, 3 buckets of camel dung**, camulet (optional, but reccomended if you have it.  If not, don't worry about it).

*There is a farming shop and a Tool Leprechaun in the area that you need these items, so you may have them in your tool shed, or you may buy them if you bring money.

**See information later in the guide.

Description:  Burntmeat needs you to teach his assistant, My Arm, how to farm goutweed, a treasured spice in troll cooking.  If you do this, Burntmeat promises to never cook another human again.

Burntmeat will show you a cutscene about a time he cooked an Adventurer.  Inside of the Adventurer's bag, he found a goutweed herb.  This lead Burntmeat to believe that humans have found a way to grow goutweed.  He will tell you to talk to My Arm, his assistant.

When you ask My Arm about his name, he will tell you that trolls are named after the first thing that they tried to eat.  He will then tell you about a strange human name (the name of the last player that talked to him).  He will ask you to get him the "goutweedy lump" from Ash and Dung's pot on Death Plateau.

Go to Death Plateau (leave the stronghold through the back door, then go straight until you get there.  Talk to Burntmeat if you want step by step directions).  There are level 69 agressive Mountain Trolls there, as well as a couple on level 91 trolls and level 67 Thrower Trolls, but it isn't multicombat and there aren't that many, so you should be able to handle it.  You'll see a pair of chefs, take from their pot.  You need a bucket to do this.

Once you have the boiled tuber, give it to My Arm, who will unsurprisingly eat it.  However, he now knows for sure that they exist.  He will then take you to the roof (the ladder is near the Troll Generals) and show you a patch of land.  He will give you a book about farming.  Read it.  The chapter about soil preparation will say that in a mountain setting, you need to apply 3 buckets of camel dung and 7 buckets of supercompost.  Talk to My Arm, then apply your compost.  There are 2 ways to get camel dung:

1.  This is only for players who have a camulet (done Enharka's Lament).  Go to Al Kharid and talk to a camel while wearing your camulet.  Ask for some dung.  It will poop, and you will be able to pick it up with your bucket.  You cannot talk to the same camel twice in a row for obvious reasons.

2.  Go to Pollnivneach.  Talk to Ali in the kebab shop to get a bottle of hot sauce.  Go to the camel pen, use the sauce on the trough, and wait for the camel to poop.  Use a bucket on it.  Repeat and necessary.

After you've treated the patch with both dung and supercompost, talk to My Arm.  You will both walk to Ardougne.  You'll see a cutscene on the boat, then you'll arrive at Karamja.  Go to Tai Bwo Wannai.  Talk to My Arm again, then talk to Murcaily.  He will tell you that you need special hardy goutweed tubers to grow in the windy mountains.  They grow very fast.  He will give you one if you get 60% favour in the Tai Bwo Wannai Clean Up game.  Play the game until you get 60% (see a separate guide).  Then talk to him again.  He will give you one, but My Arm will go on a rampage and injure the village's most fierce warrior, a Broodoo Victim, a Jungle Spider, and a bush.  He will also scare away a fake player.  Murcaily will hand you more goutweed tubers for getting rid of him.

Talk to My Arm again, then go back to Ardougne.  My Arm will tell you about the big birds and to get your fighting gear.  After you get it, go back to the stronghold roof.  Talk to My Arm.  He will ask for a rake.  Get one from the leprechaun, then give it to him (the head may fly off a few times).  After you give him the rake and he weeds the patch, give him the tubers, then a seed dibber.  The goutweed will get a disease.  Give My Arm a plant cure.  You will see a cutscene in which the Drunken Dwarf appears.  My arm will throw him off the cliff for no apparent reason.  The dwarf will go splat, and an unnamed troll child will walk up to him.  Don't worry, he'll be okay.  You still get the random event, like it or not.

A level 75 Baby Roc will appear to attack the goutweed.  Kill it.  The level 172 Giant Roc will come to fight you.  This is the harder fight.  It hits reasonably low (below 15) and uses melee and ranged.  Although it detects prayer, the really tricky attack is when it knocks you into the wall and stuns you for a few seconds (also hitting damage).  Your best bet is to bring lots of food, ranged or magic attacks (if you have low ranged or magic levels, bring a standard or super potion set, stand against the wall, and eat food if necessary).  My arm will throw rocks at it as well, hitting 2 damage each.  After you kill it, talk to My Arm.  The leprechaun will have ran away, but he should be back if you leave and return.  Get a spade, give it to My Arm.  He will harvest the goutweed.  Talk to Burntmeat to get a big pile of burnt meat (fills up your inventory and leaves a whole bunch on the ground.  Does not take up inventory space that's already occupied).  Return to My Arm to get your reward.

Reward:  1 quest point, access to a disease free herb patch with a Tool Leprechaun and a farming store nearby, 10000 herblore experience, 5000 farming experience, a big pile of burnt meat.

Side note:  After finishing the quest, you'll see that the small troll child has been named Drunken Dwarf's Leg, after the first thing he tried to eat.  You can talk to him at the main entrance of the stronghold.

Nature Spirit

Starts: Drezel in the temple under the River Salve

Difficulty: Medium easy

Requirements: Done Priest in Peril, must defeat a level 30 monster, started the Restless Ghost

Items needed: A silver sickle (can be made on a furnace with a sickle mould, bought from a crafting store, and a silver bar partway through the quest if you have level 18 crafting. The sickle is also tradable), and the amulet of ghostspeak.

Description: Drezel wants you to check on his druid friend, Filliman. Filliman lives in Mort Myre swamp. Drezel will give you some food to deliver to him and will warn you about the dangers of the swamp.

Go east of the temple, then south to the gates of Mort Myre. Talk to the guard outside of it, then enter the swamp. You will notice Ghasts, which will rot your food as you go through the swamp. The food is actually just to make it easier for low level players to cross the swamp, as you don't actually end up giving Filliman the food. If you get attacked while you don't have food, you will be hit for low damage. Go south through the swamp and you will see a grotto. Jump over the broken bridge on the south side of the grotto, then try to enter the grotto to make Filliman appear. You will see that he is dead and has turned into a ghost. Talk to him and he will only speak ghost. Put on your ghostspeak amulet, then talk to him. Tell him that he is a ghost and he won't believe you. Take the washing bowl off the table and you will find a mirror underneath. Use this on Filliman and he will accept the fact that he is a ghost. He will tell you to find his diary. Search the grotto tree to find it. Give it to him and he will tell you that he wants to become a Nature Spirit. To transform, he will need you to place 3 items on the 3 stones in front of the grotto: Something with faith, something with nature, and something with the spirit to become freely given. He will give you a bloom spell card that you will need to be enchanted by Drezel to use. Go to Drezel to get enchanted, then go to Mort Myre swamp. Cast the spell with the card when you are near a rotten log to make it grow mushrooms. Pick the mushroom, then search the stones by Filliman. One of them will say it needs something with nature. Use your mushroom on it. Then search the other 2 stones. One of them will say it needs something with the spirit to become freely given on it. Use your used spell card on it. Then stand on the final stone. Talk to Filliman while you are standing on it and he will ask you to come with him in the grotto to watch the final transformation. Enter the grotto, then look into the pool of water. Filliman will appear. Talk to him and he will turn into a Nature Spirit in front of you. Talk to him again and he will say to get him a silver sickle. Show him your silver sickle to get it blessed. He will also tell you to use another sickle on the grotto water if you ever need it blessed. He will finally give you an empty driud pouch, which also respawn in the grotto. Go outside and right click on the blessed sickle to cast bloom. Cast bloom near a log, bush, or twig to make it grow mushrooms, pears, or become healthy. Take the healthy item and fill your druid pouch with it. Once you have 3 shots in your pouch, you will be able to kill Ghasts. Whenever they attack you, you will use the pouch to make them visible. You can also use the pouch on them to make them visible. You will then fight a level 30 Ghast. Kill it, then kill 2 more. Return to the grotto and talk to the Nature Spirit (Filliman) to get your reward.

Reward: 2 quest points, able to use the altar in the grotto to boost your prayer up 2 points (and to refill it of course), able to kill Ghasts in the swamp to get 30 prayer experience per kill, access to Mort Myre, 2000 defence experience, 3000 crafting experience, and 2000 hit