RUNE HQ

created by virgil 2006


Horror From The Deep

Description: The lighthouse protecting Kandarins North Western coastline has mysteriously stopped operating, and contact with the lighthouse keeper Jossik has been lost.

The Council would greatly appreciate it if somebody could discover for them what has happened to this most vital landscape feature.

Difficulty: Experienced

Length: Short

Requirements: Level 35 agility
Be able to defeat a tough level 100 monster(two level 100 monsters, with the second one being rather difficult if you are a lower level, I was level 82 and had a tough time with him - MrStormy)
Level 13 and higher magic is an advantage
Must have completed the Barcrawl MiniQuest

Items Needed: 1 Molten glass, Tinder box, 1 of each: Air, Water, Fire, and Earth rune (NOTE:Combo runes do NOT work.), 60 Steel nails, 2 Planks (can be gotten from near Barbarian Outpost), 1 Swamp tar (not paste, get the tar from Lumbridge Swamp), Hammer, 1 arrow (any kind, except ogre type), 1 sword (any kind but you will not get it back, so use Steel or below), Ring of Recoil

Quest Points Reward: 2

Reward: A Damaged prayer book of your choice; 4662 Range, Magic and Strength experience

Start Point: The Lighthouse North of the Barbarian Outpost

To Start: Speak to Larrissa

Instructions:

Part 1: Fix the Lighthouse

1. Go to the Lighthouse area (located in the farthest northwest corner of Runescape) and talk to Larissa.

2. Go down south of her across the jumping platforms and into the Barbarian Outpost to talk to Gunnjorn and get the Lighthouse key. (If you don't already have Planks, get them here.)

3. Use the two Planks on the broken bridge east of Larissa (automatically uses your Hammer and Steel nails).

4. Go back and talk to Larissa. After talking to her go into the Lighthouse.

5. Go up one level and search the book case; take the books. Read the lighthouse manual and the diary.

6. Go up one more level. Use the Swamp tar with the lighting mechanism and then use your Tinderbox on it. Then use your Molten glass on the lighting mechanism.

Fixed Light

7. Go back down and talk to Larissa

Part 2: The Door

Sturdy Door

Sturdy Door Far

1. Have the runes, arrow, and the sword in your inventory and go down the ladder and walk over to the strange wall.

2. Use your arrow, sword, air rune, earth rune, water rune, and fire rune on the strange wall. br />
Note: You will not get any of this stuff back.

3. Open the strange wall, climb down the ladder, and talk to Jossik.

Part 3: The Monster from the Greyish-Green Lagoon

1. Fight and kill the baby level 100 monster that attacks you (quite easy with protect from melee).

2. After the first baby is killed another level 100 monster attacks you.

Dagonnoth mother

It uses a form of the prayers and changes colors to show what it is weak to:

Orange means you can melee.
Green means you can range.
Red means you can use fire spells.
Brown means you can use earth spells.
Blue means you can use water spells.
White means you can use air spells.

If you need help on colors they show up in the chat box.

It also attacks with both range and melee attacks, the range attack is weak so always use protect from melee.

3. Switch between melee, range and magic as the monster switches colors. Just keep your prayer up and keep an eye on your hits. Some people recommend hiding behind the nearby rocks as it changes to forms you can't attack, then rushing back out to continue the battle.

Part 4: Quest End

Reward

1. Quest finished! When you kill the second monster you will be automatically transported out of the room and you will see the Quest Completed picture. You will get your exp, quest points and a Rusted coffin.

2. Go up to the second story of the Lighthouse; Jossik is now there. You can buy most ales and some other stuff off him. But for now talk to him. He tells you to read what the Rusted coffin says; pick the same god twice to receive a Damaged book of that god (Guthix, Saradomin or Zamorak).

The Lighthouse Store

3. I picked Zamorak and got an unholy book of Zamorak. All Damaged books give a +5 prayer bonus and are wielded in the shield spot.

Prayer Book

Strategy of Horror From The Deep

Skill Recommendations

  • 43 prayer (protect from melee)
  • At least level 50

Item Recommendations

  • Prayer potions
  • Full range (min red) or rune armor
  • Best melee weapon and best range weapon
  • Runes for magic spells (strike spells min.)
  • Air runes and law runes so you can teleport back to Camelot if need be

Part 1: Fix the Lighthouse

1. You can bring most everything you need with you. Bring a couple pieces of food incase you get hurt on the agility obstacles. It will also make your life easier if you bring teleporting runes.

2. You can also bring all the stuff you need for part 2.

3. High levels can also bring food and prayer potions for part 3.

Part 2: The Door

1. If you brought the stuff for part 2, use it all in the door.

2. If you brought armor, potions, food just continue on, otherwise walk or if you brought runes teleport back to seers.

Part 3: The Monster from the Grayish-Green Lagoon

1. Make sure your health is up as is your food, then talk to Jossik. After a few things he says a monster will come out of the swamp with an arrow over its head, attack him.

2. This monster is level 100 but is rather easy, you should be able to defeat him with melee in no time.

3. After you defeat the baby monster, the mother comes out of the ooze. She is a lot bigger, but is the same level. She changes color as you fight, so switch your weapons respectively. You don't need to use magic I defeated her by switching between melee and range attacks.When fighting the Dagonoth Mother, if you are only meleeing, ranging, or maging, you can run behind some stalagtites in the floor and wait till the Mother changes to the desired color

4. She attacks with both melee and range, but the range attack is weak against ranger armor, so I suggest using protect from melee and eating to heal the range attacks.

Frequently Asked Questions

Q: Must I use, magic, melee and range to defeate the second monster?

A: No you do not need to, but it will make it faster.

Q: Can I use Swamp paste?

A: No only Swamp tar, get it from the respawns in Lumbridge Swamp.

Q: Are all the books the same? Can I use different books with different god capes?

A: The Damaged books start out the same, giving only a +5 Prayer bonus. However, Torn pages 1, 2, 3, or 4 (g), (s) or (z), obtained through Treasure Trails or purchased from another player, can be added to the related god books (g for Guthix, s for Saradomin, and z for Zamorak, obviously). When all four different pages (1 through 4) have been added, the completed book becomes a different item. The following is a list of stats each completed book has (in addition to the basic +5 Prayer bonus):

Unholy book (Zamorak) - +8 to all attack stats
Holy book (Saradomin) - +8 to all defense stats
Book of balance (Guthix) - +4 to all attack and defense stats

Besides the stats each book can be used to bless prayer symbols (need level 50 Prayer): Zammy - Unholy, Sara - Holy, Guthix - Both. Each book also has its own sayings when you Preach with them. Marriage ceremonies and Last Rites are also available. If you lose your book, visit Jossik and he will say he found it washed ashore. It will include whatever Torn pages you'd already added (whew!) Once you have completed a book, you may buy another (of a different God type) from Jossik for 5k.

Icthlarin's Little Helper

Description: In the deep south of the desert, unrest is brewing... The cities of the Menaphites have barred their gates to all. An unsettling desert wanderer may know of a secret entrance, though, to Sophanem - the city of the dead.

Difficulty: Intermediate

Length: Medium

Requirements: Must have completed Gertrude's Cat Quest
High Agility would be an advantage
Must be able to defeat a level 80 Boss
An aptitude for puzzles would be an advantage
high agility, at least 25 recommended.

Items Needed: Must have a cat/kitten, Shantay Pass, 60 coins, 5 Full water skins, tinderbox, willow log, 1 bucket of sap, 1 bag of salt, Antipoison, food, weapon, armour, and/or prayer potions. A bag of salt can be purchased from a slayer master and a bucket of sap can be obtained from using a knife on a evergreen tree with a bucket in your inventory.

Quest Points Reward: 2

Reward: Amulet of Catspeak, 4500 Thieving exp, 4000 Agility exp, and 4000 Woodcutting exp. The amulet of catspeak allows you to talk to your kitten/cat and other peoples kittens/cats. If you lose it you can talk to the Sphinx to get another one.

Start Point: South-east of the bridge over the River Elid.

To Start: Speak to the Wanderer at her camp in the Southern reaches of the desert.

Instructions:

Important Note:you CAN get out of the city without killing yourself. There's a crack in the wall near the north-eastern corner near the locust. You can click it and get out of that god-forsaken city WITHOUT finishing the quest or getting yourself killed.

  1. Head to the southern part of the desert, past the city of Pollnivneach, past the bridge then a bit south east until you come to a Wanderer. Talk to the Wanderer near the entrance of the city. Your kitten/cat will hiss and the wanderer will say she will tell you a secret way into the city if you get the cat away from her and give her a waterskin and tinderbox.
  2. You will be hypnotized and left at a large rock. Enter the rock and you will be in the city. Upon entering, a Canopic jar will appear in your inventory. Go southwest of the city to the Embalmer's house and head upstairs. You will see a book on a table called an Embalming manual. Take it and read it.
    Menaphos and Sophanem
  3. Now go back out and head to the pyramid. Once there, touch the northern door to enter (once inside, make sure run is on, and you will not be able to teleport out).
  4. The first obstacle you will come by is wall crushers. Simply stand as far away as them as you can from each wall crusher then click diagonally to the next safe spot. (Its like a zigzag) If you get hit you will be dealt 8 damage.
    Wall Map
  5. Next are some invisible pits up ahead. Start off to the left, move 1 right, 3 forward, 1 left, 3 forward, 1 right 3 forward, until you reach the end. Use this map to avoid falling and getting hit 5 damage. (Watch out for the lvl 84 Mummy at the end of the path).
    Pit Traps
  6. Next are some more wall crushers, then a bunch of scarabs and mummies that can poison you. Jump across the pits then head over to the burials chamber's west door. When you try and open it you will have to solve a puzzle. 4 squares will flip over at a time. When you click a square the squares around it will flip over. Click the squares until the image appears.

    Note: For an easy way to open the locks, keep hitting the "reset puzzle" button until the puzzle looks like this (minus the numbers in red, of course):
    Puzzle

    Then, hit the squares that the numbers are on (1, then 2, then 3) and you have your lock unlocked.
  7. After you solve it you will get a "flashback" and appear outside the pyramid. Talk to the sphinx, asking for help, and he will ask you this question: "A husband and a wife have 6 sons. Each son has a sister. How many people are in the family?" The answer is 9. DO NOT CHOOSE THE WRONG ANSWER OR YOU WILL LOSE YOUR CAT! Once answered correctly you will receive a token so you can speak to the High priest.
  8. Go to the high priest, located west of the city, and ask him about the remains. He will tell you to put them in the burial chamber. Go back through the pyramid to the west door again. Once in, prepare yourself for battle and pick up a jar (the one you need is totally random). If you pick the south one, Apkemen, level 75 will appear. If you picked the third jar from the north Het, level 81 will appear. If you pick the second jar from the north Crocodile, level 63 will appear. Use protect from melee and kill one of them, then pick up the jar.
    Attacking Het
  9. Take the jar and start going back to the entrance, but when you jump over the pit you will say to yourself that you think you should leave the jar here. Jump back over the pit and go to the west door, this time you have to solve a puzzle that flips 9 squares. Make the picture and then enter the room.
    Puzzle Solved
  10. Drop the jar where you found it and go back to the High priest. He will ask if you could prepare a ceremony.
  11. Head to the city's eastern side to find the carpenter. Give him your willow log. (After the quest he will buy willow logs from you at 40gp each in groups of 1, 2, 5, 10, and 20.)
  12. Next head a bit north to the Linen worker with a purple thing on his head. Buy a linen then go back to the Embalmer.
  13. He will ask for a bucket of sap, linen, and a bag of salt. Give them to him. (After the quest he will buy buckets of sap from you at 30gp each in groups of 1, 2, 5, 10, and 20.)
  14. Head back to the priest and he will tell you to talk to the carpenter. Go speak to the carpenter and he will give you the symbol. Next, go back into the pyramid until you reach the eastern burial chamber.
  15. Enter it and use the holy symbol with any Sarcophagus around the walls. Go through the door and you will speak to yourself saying that you should not have done that.
  16. Jump across the pit again and reenter the eastern burial chamber. After a movie you will fight a level 91 Possessed priest. Use protect from magic and kill him. (He drops a attack, strength, Magic Potion(4) or defence potion.)
    End Battle
  17. Talk to the high priest again then leave the room, where you will be hypnotized again and taken to Icthlarin. You will find yourself back in the eastern burial chamber. Head outside and talk to the High priest.

    QUEST COMPLETE!!

    Reward



    Catspeak Amulet
    You can use your new amulet to talk to Bob the Jagex Cat, and he mentions something about being "Zar- I mean, meow." (Zaros)

    NOTES:
    If you die then you Simply go trough the hole and you will get to the Locusts. Then you're in town.

In Search of the Myreque

Description: Canifis is experiencing an upsurge in new faces and a new stranger has appeared with a job to track down some local heroes known only as "The Myreque". The Myreque are fighting a desperate battle against the darkness of Morytania and he wishes to take them weapons to aid in the battle. Can you help him out?

Difficulty: Intermediate

Length: Short

Requirements: Must have completed Nature Spirit
Level 25 Agility
Must be able to defeat a level 97 foe
Level 43 Prayer Protect from Melee makes the final battle easy and painless

Items Needed: Steel longword, 2 Steel (short) swords, Steel mace, Steel warhammer, Steel dagger; Druid pouch containing at least 5 items; 225 (Steel) Nails, Hammer, 6 Planks; at least 10 gp (see notes at bottom for obtaining items)

Quest Points Reward: 2

Reward: 600 attack, defense, strength, hitpoints, and crafting experience; Quick route to Mort'ton; 2 rubies and 4 big bones (from the skeletal Hellhound you killed)

Start Point: Hair of the Dog Tavern in Canifis.

To Start: Talk to a stranger in the corner of the Tavern.

Instructions:

  1. Speak to the stranger in the Hair of the Dog bar in Canifis (note: once you engage in conversation with him, he will change to appear as Vanstrom Klause.) He will tell you of some heroes who need weapons and where to go to try to locate them. He will tell you that you need a steel longsword, 2 regular swords, 1 mace, 1 warhammer, and 1 dagger.

  2. Go to the east side of Mort'ton (east-southeast of the General Store). Talk to the boatman Cyreg Paddlehorn at the water's edge and try to convince him to let you go search for the heroes. He will say that he can't tell you how to get to Myreque. Say "Well, I guess they'll just die without weapons." He will say that they can look after themselves. Reply with, "Resourceful enough to get their own steel weapons?" He will say maybe they are and tells you to leave him alone. Say "If you don't tell me, their deaths are on your head!" He will say that it was stupid for them to go. Finally talk about what kind of man are you saying that you don't care. Finally he will give in. He should let you use the boat if you show him you have a druid pouch with at least 5 items in it (he won't allow you to go with less) and 6 wooden Planks. He will require 3 Planks from you, and 10 gp for the use of the boat.

  3. Board the boat which will take you north along the waterway. Walk north through about 3 areas until you see a weird tree that you can climb (it appears to have boards nailed to it to form a ladder). Click the "Walk here" option on each section of bridge in front of you. As you do this it will break, and you will need to make repairs. Fix the three bridge parts with the 3 Planks and 225 nails you have, then climb down the tree on the far side.

  4. Go north to another weird looking hollow tree and talk to the guard (Curpile Fyod) out front. Tell him you've brought the weapons and then answer three questions for him to prove you're telling the truth.

    Here are some possible questions and answers (they vary):
    1) Who is the only female in the Myreque? Sani Piliu.
    2) Who is the leader of the Myreque? Veliaf Hurtz.
    3) What is the boatman's name? Cyreg Paddlehorn.
    4) Who is the scholar of the Myreque? Polmafi Ferdygris.
    5) What family is rumored to rule over Morytania? Draken.
    6) Who is the youngest member of the Myreque? Ivan Strom.
    7) What does Myreque mean? Hidden in Myre.

    If you fail to answer the questions you will be knocked unconscious and will wake up at the boat again, requiring another 10gp, but at least the bridge will not fail this time. If you don't remember an answer, the boatman will fill you in if you ask him.

  5. When you have correctly answered the guard's questions, circle around his tree to the north and you will see a set of doors in the earth (they are unlocked after you've answered the questions). Enter and proceed north following the tunnel, but don't go all the way north to the wall. Instead take a little east branch and right-click on the "Squeeze-past stalagmite" option to enter the secret cave of the Myreque.

    Stalagmite entrance pic and tunnel map

  6. Start off by talking to Veliaf, then talk to all of the others before coming back to Veliaf. It isn't necessary to actually ask any questions of them (you don't need any more info to finish the quest), just say "Ok thanks" and talk to another one.

  7. Go back and talk to Veliaf again. He will now accept your weapons, however...

  8. You will now see a cinematic clip of some mist appearing and see Veliaf call out, then the mist takes the form of Vanstrom. He shouts evil things and the others say things like "Oh no!" and "We're dead!" The sequence continues showing Vanstrom growing larger with wings and evil eyes; he kills Harold and Sani. He then leaves the room as he entered but not before summoning a great skeletal beast to kill you and everyone in the room.

  9. Turn on Protect from Melee and kill the beast. He drops 2 Uncut rubies (his eyes) and 4 Big bones.

    Skeletal hellhound pic

  10. Talk to Veliaf again. Tell him you want to join the Myreque and ask how to get out to Canifis. He will tell you that the room further down after you exit the cave is the basement of the Canifis tavern. Get out of the stalagmite sub-cave, go north, and search the wall. Pass the broken ladder and ascend the ladder on the north wall. You will surface south of the tavern (the nearby trapdoor is your alternate route back to Mort'ton in future).

  11. Proceed back into the tavern and seek out Vanstrom, only to find (to your horror) that Vanstrom isn't there but only a Stranger! Talk to him... You will find that your quest is complete... for now.

    Quest reward pic

Where to get items: Planks can be purchased from Mort'ton Building Supplies Store [if you've done Shades of Mort'ton quest and applied Serum(207) or Serum(207)p to Razmire], or from the spawns in the wilderness or outside the Barbarian Outpost. A hammer can likewise be purchased from Razmire. Druid pouch spawns in the Nature Spirit grotto on island in Mort Myre swamp. Items to fill the Druid pouch are obtained by using Silver sickle(b) "Cast bloom" option while standing near certain twigs, logs and bushes in Mort Myre swamp. Pick these items (Mort Myre stems, fungi or pears) and then click on your Druid pouch to fill it. Since the ghasts will continue to affect the contents of your Druid pouch while you are in swamp, it may be best to bring the items out of swamp towards Mort'ton and *then* fill pouch.

Jungle Potion

Description: Trufitus Shakaya of the Tai Bwo Wannai Village requires that you collect five special jungle herbs for a potion so he can commune with his Gods.

Difficulty: Novice

Length: Short

Requirements: May encounter level 48 Jogres
Level 3 Herblore
Must have completed Druidic Ritual Quest

Items Needed: Weapon and armor to run past or fight level 48 Jogres, also, anti-poison is useful against tribesman.

Quest Points Reward: 1

Reward: 775 herblore xp

Start Point: Deep in Karamja jungle, Tai Bwo Wannai's circular bamboo house

To Start: Speak to Trufitus

Instructions:

  1. Talk to Trufitus about what he needs. He will tell you to go find an herb called Snake Weed. Refer to the map at the bottom of this guide to help you find all of the herbs Trufitus needs. Head south west throught the village and go over the muddy land bridge. Go a little west and look for a marshy jungle vine and search it, then id the herb. Go back to Trufitus

  2. The next herb he sends you after is called Ardrigal. Go northeast past the cliffs and follow the shore till you come to a little penninsula with palms, one you can search to find and id the herb. Head back to Trufitus

  3. The next herb is Sito Foil. Trufitus sends you south to where theres an ever burning fire. Go around the semi-enclosure building and searched the scorched earth just south of there. Get and id the herb and go back

  4. The 2nd to last herb is called Vocenia Moss. Head southeast to a little pile of rocks that is hard to miss. Search one of the plain rocks and id the moss. Go back for your final task

  5. The grand finale herb is called Rouges Purse. Of course the last is the hardest so make sure you have some Armor and maybe food and head north. You should see the entrance to a dungeon up on some cliffs, head east around the cliffs and then back west up on them until you enter the cave

  6. Once your in run past Jogres or fight them to the southeast passage. Look for the fungus covered wall, search it, and id the rouges purse. Head back to Trufitus for the 5th and final time.

  7. Once back, Trufitus will thank and reward you and train you in herblore. (Congratulations)

Here is a map that shows the location of all of the herbs Trufitus asks for:

Jungle Map

Legends Quest

Description: Accept the challenge of the Legends Guild to map the Southern part of Karamja Island, make friends with the natives and bring back a prize to display in the Legends Guild Main Hall.

Difficulty: Master

Length: Long

Requirements: 107 Quest Points and must have completed:
The Heroes Quest
The Family Crest Quest
The Underground Pass Quest
The Waterfall Quest
The Shilo Village Quest

Level 56 Magic
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

Items Needed: Charcoals, Lockpick, Pickaxe, 2 Gold Bars (more pairs can help), Hammer, Vial of water, Unpowered orb, Runes to Cast Charge Orb (any); Runes - 1 soul, 1 mind, 1 earth, 2 laws ("SMELL"); Sapphire, Emerald, Ruby, Diamond, Opal, Jade, Red Topaz; Rope.
Optional items: Silverlight or Darklight, prayer pots (highly recommended), potion Super Set, Stat Restore, empty Vials, teleportation runes (fully charged dragon ammy helps to get back to shilo village).
Carry at all times throughout quest: armor, hatchet (Rune hatchet required for Yommie Tree step 31), Machete (obtained during quest), Radimus Notes/Map (received during quest), food, and prayer pots.

Quest Points Reward: 4

Reward: Exp in chosen skills, amount of exp is calculated with the following formula: Level plus 1 times 150 or in symbols: (Lvl + 1) * 150; entrance to the Legends Guild and ability to wear Dragon Square Shield. [Also you can buy and wear the Legends cape and purchase Flower seeds.]

Start Point: Legends Guild Main gates - north east of Ardougne

To Start: Speak to Legends Guild Guards, and then Talk to Radimus Erkle in Legends Guild.

Instructions:

  1. Talk to Radimus Erkle in his office at the Legends Guild. You will receive 3 tasks to accomplish: complete a Map of the Kharazi Jungle, make friends with the Natives, and bring a symbol from the Natives back to the Guild. He provides the Radimus Notes.

    Search the cupboard and take the machete (can also be purchased in Shilo Village). Grab some papyrus from the table spawn or buy 3 at the general store in East Ardougne or Shilo Village.

    Purchase 2 or 3 at the Shilo Village shop (it can break while you draw).

  2. Head to any Kharazi Jungle Entrance south of Shilo Village and talk to any Forester outside the jungle wall. He says that if you show him something impressive, he will give you a "special item."

    Kharazi Jungle Map

  3. Cut your way into the impressive jungle wall using a Machete and a hatchet. Do not forget the Radimus Notes.

    Kharazi Jungle

    Random enemies you may encounter include the Jungle Savage (Lvl 90), Jungle Wolf (Lvl 64), and the chicken-like Oomlie Bird (Lvl 46).

    Now start mapping the jungle. Map the Western, Eastern and Middle area - a message will show the section in green when an area is complete; if you fail, just try again. Exit the jungle and show the complete Radimus Notes to the Forester. He will be so impressed that he will give you a Bull roarer, if you let him copy your notes.

    It is not required, but if you had difficult random enemy encounters it's optional to restock food at Shilo Village now. Ditch any leftover Charcoal and Papyrus, but keep the new Bull roarer for the next step. The map, Machete and hatchet are required for all entries into the forest.

  4. Head back into the jungle and swing your Bull roarer and a Native named Gujuo will appear. * note: swinging the Bull roarer does not guarantee he will show up the first time; sometimes you will attract monsters or nothing at all. Talk to him and try to get friendly with him. He will tell you that he needs help to rescue Ungadulu.

  5. Search near the jungle wall and you will see 3 rocks in a triangle [marked with red triangle on Kharazi Jungle map shown in Step 2]. Search any of the rocks and climb down. You may fail and take damage, so keep trying.

  6. This is the first level of the dungeon.

    Dungeon Map

    You will see a guy trapped in an octagonal fire wall. Investigate the flames and talk to Ungadulu; he will tell you that only Holy Water will douse the flames. Return to the surface and call Gujuo.

  7. Gujuo will tell you that only a bowl made of the metal of the sun will hold the water. Of course the metal of the sun is gold. Gujuo will make you a sketch of the bowl.

  8. Take the sketch and at least 2 gold bars with hammer to any anvil. Use gold bar with anvil and make the bowl. Failing this will consume 2 gold bars.

    The next steps require the bull roarer, the golden bowl, lockpick, pickaxe, the SMELL runes and the 7 gems, in addition to the minimum Kharazi equipment of hatchet, machete and map. A prayer pot and a stat restore pot may be helpful, as well as some food. Armor is only needed to protect you from the random jungle enemies (listed in Step 3) and a small cave of Death Wings (level 83). Aside from these and Ungadulu, you may take small damage from agility obstacles.

  9. Return to the Kharazi Jungle and Bull Roar for Gujuo. To bless the bowl, talk to Gujuo and you will do some funny singing. If you fail, you will lose some prayer; you need at least 42 prayer points to bless the bowl.

    Use your machete on a reed near the Water Pool (circled on map) to get a hollow reed. Use it on the water pool to fill your blessed bowl with pure sparkling water.

  10. Head back into the cavern and douse the flame; search the desk and find the Shaman's Tome. Read it, but it does not help much. Now talk to Ungadulu. There's something wrong with him. He will throw you out of the octagon and reduce some of your stats.

    Bookcase Entrance

  11. Search the northeast bookcase and enter.

  12. Use your Lock pick on the Ancient Gate and go slowly - do not break your Lock pick.

  13. Proceed to smash the three boulders (requires pickaxe). If you fail, just try again.

  14. Use your strength to push through the next Ancient Gate! If you fail, you will lose some strength; you need at least 50 strength points to get through. Notice the time it takes to get through the dialog while opening this gate; on the return trip you may be attacked by Death Wings (level 83) that you may have to kill before you will have enough free time to get through the dialog sequence.

  15. Now go all the way south through the cave of Death Wings, then continue southwest and then northwest around the bend and jump over the Jagged Wall agility obstacle.

  16. Further along the west side of this corridor you will discover a Marked Wall. Search it and you will get a riddle hinting what order to insert the runes to unlock the passage. The runes to use are 1 soul rune, 1 mind rune, 1 earth rune, and 2 law runes, which spells "SMELL".

  17. Now pass through the Marked Wall to an area of 7 water pools with stalagmites. Use each gem on a stalagmite to find which one is correct - if it is not, it will say "Nothing interesting happens." There are no failure penalties, just keep trying. When you walk away after a successful placement, the game text says the gem starts to fade; this is normal. [For me the gem placement went in order of value from the diamond at the south pool, clockwise around the pools to the opal at the southeast pool. Just place them until they work.] When each gem is in the right spot, the gems will appear and glow to rebuild the Book of Binding. Grab it and read it - it tells how to defeat the demon.

    The below paragraphs explain how to enchant vials and make Holy Water. Note that this section is optional because most players fight the demon without doing this, and the few people who have done it were unimpressed with the performance of the Holy Water (it hits no better than a dragon baxe).

    The last pages of the Book of Binding concern enchanting empty vials to fight the demons. On the last page click on the bold word "Activus". It then asks how many vials you wish to enchant. Be warned: enchanting consumes 5 prayer and 4 magic for each vial!

    Enchanting Vials

    To make vials of Holy water, use the blessed bowl of pure water (filled with pure sparkling water from the spring) on an Enchanted vial. You can also right click the Book of Binding, and, there's an option for enchanting vials.

    Note that the water in the blessed bowl evaporates when you leave Kharazi forest, so you cannot make Holy water elsewhere (regular water doesn't work). *Also note that after you fight the demon the first time, the spring becomes contaminated. You cannot make any more vials of Holy water until you defeat the demon the second time. Plan accordingly!

    To use the Holy water vials on the demon, wield them as a weapon (evidently it is considered a Ranged weapon because it is thrown). They have been observed to hit from 0 to 15. [shrug]

    It is strongly recommended to bring several prayer pots when you go to kill the demons. The first thing they do is heavily drain your prayer, leaving you without your prayer protection. After the prayer drain, restore your prayer with a potion and turn on appropriate prayer protection for each demon battle.

  18. Now head back to Ungadulu and prepare for battle. Equip Silverlight or your Holy Water vials, drink your Super set now, and then use the Book of Binding on Ungadulu. A level 187 demon will appear and he will attack you, draining your prayer right away. Drink Prayer potions, then turn on Protect from Melee for this battle.

  19. Ungadulu will reward you with some Yommie Tree Seeds. Talk to him and ask how you could get out. He will bespell you to protect you against the fire.

  20. Try to get water from the pool; you will see it is filled with murky water. (You may have to germinate your seeds with holy water before the pool becomes murky.) Bull Roar for Gujuo.

  21. Gujuo will tell you that you need to go to the Holy Water source to see what happened, and for that you need to make a Bravery potion which will make you brave enough to enter the deep cave section. For that potion you will need 2 herbs which are: Snake Weed and Ardrigal. [Roughly, the Snake Weed is southwest of Tai Bwo village; search the vines near the water. Search palm trees on beach northeast of Tai Bwo village for Ardrigal. The picture below has been borrowed from the RS2 Jungle Potion quest guide.]

  22. Make the Bravery Potion by using Snake Weed on a Vial of water and then using Ardrigal on it. The potion will look like murky water.

    The next steps require the Bravery potion, Rope, Lockpick, pickaxe, Unpowered orb, and the Charge orb runes, in addition to the minimum Kharazi equipment of hatchet, Machete and map. Wield your best armor and weapon, as you will have to fight several high-level enemies. Holy water vials or Silverlight are optional when fighting the demon, but if you plan to go for the Holy Force spell (Step 29), you can postpone bringing these since you will have time for another bank run after you speak to Ungadulu (though this will cost you a second Casting of Charge Orb). Prayer potions and food are recommended. Expect to take damage from agility obstacles.

  23. Make your way back to the gems spot where you got the Book of Binding. Go to the Ancient Gate on the north wall and cast a Charge Orb spell - it does not matter which one you use. Note that you must re-cast this spell each time you wish to pass this gate, so always remember to pack the necessary runes and an Unpowered orb.

  24. Now you will see a winch. Use your rope on it BUT before going down, drink your Bravery potion. Your rope will remain in place for all future uses of this winch; just search to reveal it. If you forgot your rope, you can smash the barrels until you find one, but they may also release damaging explosions and various enemies (bat, hobgoblin, spider, etc.) The Bravery potion is only needed the first time.

  25. This is the second level of the dungeon.

    Dungeon Map 2

    Take the strange looking blue hat on the ground. A Ghost named Viyeldi will appear. Talk to him.

  26. Climb down the rock that looks like stairs. This narrow cliff path is a gauntlet of rockslide agility obstacles which may inflict damage.

    Wandering the cavern below are the spirits of three long dead warriors: San Tojalon (level 106), Irvig Senay (level 100), and Ranalph Devere (level 92). Kill one of each to get 3 different pieces of crystal.

    Now go the northeast corner and use your crystal parts together on the lava furnace to make a heart-shaped crystal.

  27. At the center of the cavern (on the radar map it looks like the dragon's "eye"), find a mossy rock that you can 'Search'. Search it, then use your crystal on it and the crystal will start to glow.

  28. Now use your crystal on a symbol in the wall in the southeast corner of the cavern. The crystal will fit perfectly and you will be able to pass through the Shimmering Wall.

  29. Now run West past the three Lesser Demons (level 82) and try to push a boulder at the water's edge. A ghost will appear and ask you to help him by killing Viyeldi.

    The ghost will give you a black dagger, so equip it.

    At this point you have two options. (1) Go back where the blue hat was and attack Viyeldi. The dagger will begin to glow so go back to the ghost and prepare to fight. Drink potions now and use the dagger on the ghost. If the ghost just disappears, push the rock it will appear again. Now you will have to kill the demon again, but this time he reduces all your prayer, so use Prayer potion(s). (2) **If you are going for the Holy Force spell, pass Viyeldi and head back up to Ungadulu and show him the dagger (Use it on him). He will give you a Holy Force Spell which will help you when you fight the second demon. While up here, you might as well bank for more food, another orb and the runes for the Cast Orb spell to re-open the third Ancient Gate; you don't need another rope, and you won't have to fight the warriors again. Holy water vials and Silverlight are optional for fighting the demon. After your bank trip, go all the way back to the springs at the end of the second level of the dungeon, push the boulder, and use the Holy Force Spell on the spirit. It will transform into the demon who must be defeated a second time (Silverlight and Protect from Melee are recommended). This way you would not have to kill Viyeldi, the demon will be weaker, and you will not have to fight the 3 warriors again when you get to the final demon battle below.**

  30. Now push a boulder. It will require a couple of pushes from different angles to move it as far as possible. After you move it, use your bowl on the Holy Water spot. Use your Holy Water on Yommie Tree Seeds to germinate them and fill your bowl with Holy Water again. Now get back to the surface. [If you do not have your blessed bowl with you, you can refill it later on the surface since your movement of the boulder will refresh the Water Pool.]

  31. This step requires your rune hatchet, the Yommie Tree seeds and a Blessed bowl full of Holy Water (in addition to the normal Kharazi equipment). Bull Roar Gujuo and tell him you have germinated the Yommie Tree Seeds and he will tell you that you need to find fertile soil. Search for fertile soil (dark brown spots on the ground) and use a seed on it. A tree will grow - when it becomes a young tree and needs water, use Holy Water on it and the tree will become an adult.

    Now do this fast: use your Rune axe (hatchet) on it a few times until you get a Totem Pole; do it fast or the tree will die. Raise your totem pole and pick it up. It is so heavy that you may lose some strength.

  32. This step is the final battle, so in addition to having your Totem Pole, be prepared with your best armor and weapon (optionally Silverlight for the demon), optional Holy water vials, Super Set of potions, prayer potions, and/or high-level food. Search for a Dark Totem Pole [there is one east-northeast of the water pool, but they are scattered throughout the jungle]. Before doing anything, drink your Super Set potions and then use your Totem Pole on the Dark one. The demon will appear and you will again have to fight the 3 warriors from the cave - the levels 106, 100 and 92. **If you went for the Holy Force spell in step 29, you would not have to kill the 3 warriors, just straight to the demon.** Again, the demon will drain your prayer right away, so save your Prayer potions until that happens. Protect against Melee is recommended for this battle.

    Then, after vanquishing the demon for the final time, use your Totem Pole on the Dark totem pole again.

  33. Bull Roar Gujuo for the last time he will give you a Gold Totem Pole and some words of friendliness.

    Bring that Totem Pole back to Erkle at his Guild office and give it to him along with the complete Radimus Map. Now meet him in the Legends Guild lobby and talk to him again; you will be able to choose 4 skills to gain exp. in, and after that you will have completed the Legends Quest!

    Legends Reward

Lost City

Description: Legends tell of a magical lost city hidden in the swamps. Many adventurers have tried to find this city, but it is proving difficult. Can you unlock the secrets of the city of Zanaris?

Difficulty: Experienced

Length: Medium

Requirements: Level 31 Crafting
Level 36 woodcutting
Must kill a level 101 spirit

Items Needed: None

Quest Points Reward: 3

Reward: access to Zanaris and the right to wield the Dragon longsword and dagger

Start Point: Swamp, south of Lumbridge/Draynor forest

To Start: Speak to Adventurers

Instructions:

  1. Go to Draynor and from there head east into the forest until you find several characters gathered around some campfires.

  2. Several of them won't talk to you, but the Warrior (formerly Adventurer) will. Talk to him and use your virtual wits to trick him into revealing what they are looking for.

  3. He says you need to find a leprechaun. North of the party towards the wall there is a Pot spawn. Head directly West of it and look for a tree that says "Chop tree" instead of "Chop-down tree" when you mouse over it. (It should be the first tree you come to, straight West of the Pot.) Attempt to chop it and Shamus runs out. Run after him and ask him how to find Zanaris.



  4. Now you must prepare to kill a lvl 101 Tree spirit with only a Bronze woodcutting axe and whatever else you choose from my list. Woohoo that sounds like fun! Bolt magic attacks work well. Take potions (especially prayer and/or a super potion set). Glory Amulet helps some, and of course good food. If you can fletch a bow, bring the items needed to make one (bowstring, unfinished bow) and also arrows (fully made). Since the only way out of the dungeon is through level 31 Wilderness, you may want to bring teleport runes or teleport jewelry (Glory ammy, Dueling ring or Games necklace.)

  5. Deposit all your weapons and such in the bank except for what I listed. Then head to Port Sarim and talk to the Monks of Entrana. They'll search you and if they find something try to think what it is and go deposit it. Permitted items include runes, arrows, bowstring, unfinished bow, jewelry, potions, capes, robes, prayer books, boots, hats, and a knife for fletching. You can craft leather or dragonhide armor on the island if you bring the basic items with you. Once you get to the island go north east to the little bridge and then head west to the dead trees and cave monk. Talk to the monk. Note that once you descend, YOU CAN'T GO BACK UP THE LADDER, so plan to take a teleport out, use teleport jewelry, or risk coming out at level 31 wilderness. It's usually not too risky on a less crowded world.

  6. Go down the ladder and kill some zombies (level 25) until you get a Bronze axe. Then run past the greater demons (lvl 92). (If you have a high level friend you could have him kill greaters for a better weapon, but you still need an axe anyway.)

  7. After running past the greaters, look for a big dramen tree with blue swirls in it. If you can't find the dramen tree... well I really hope you can, otherwise go let a greater kill you, lol.

  8. Attempt to cut down the dramen tree. The level 101 Tree spirit will pop out, yell "You must defeat me before you can chop the tree!", and attack you. If you are alone, use some magic attacks if you do not have level 43 prayer, while eating also. (You can also bring materials to make weapons or bows with you.) Many people state that it is possible to safely range the Tree spirit from behind a stand of mushrooms. If you start to panic because of low hp, RUN around and try to get the tree between you and the spirit.

    (Low Levels Help)

    So maybe your only a level 50 guy with at least lvl 17 mage?

    In order to do the lost city quest, You need 50 chaos runes and 100 air runes.

    When the lvl 101 tree spirit comes out, Its hard to find a place to hide with good defence, You may think mushrooms, But how about the other side?

    Look at the picture below, IF you mage, This is the BEST place to hide: .



  9. If you have a friend, have him/her stand between you and the spirit while merrily raining down magic attacks on the spirit's head, and you can also range/mage the tree spirit from behind the fungus. Sometimes the spirit can go through your friend for some weird reason. If this happens resort to the second half of Step 8.

  10. Once you have defeated the spirit (Congratulations), chop the tree as many times as you want to get branches that will fill your inventory.

  11. Now teleport out or go into the greater room to use the magic door that leads to the wildy. In either case, get a Knife and use it on your branches to make Dramen staffs.

  12. Head east of the starting location, wind your way through the swamp till you find a little building. Wield your Dramen staff and walk in.



As soon as you are taken to Zanaris, you have completed the quest. If you were too serious during this quest, I suggest going back to the Warrior and the rest of the group and flaunting that you know where the city is and they don't, lol.
What is in the lost city?
Everything you need to make cakes, a bank, a great training spots on Other-Worldly beings (level 64), a general store, a sand pit, a furnace, a mill, a stove, the Cosmic runecrafting temple, and a market that you must pay a cut Diamond to get into. Once in the market, you can buy Dragon daggers for 30k, Dragon longswords for 100k, or unenchanted Ruby rings (nothing else is sold there). If you're going to pay the cut Diamond to go to the market anyway, fill the rest of your pack with Cabbages (*not* notes) because there is a crazy guy there who pays 100 gp each for them, lol. Check out the Lost City (Zanaris) Guide.

Lost Tribe

Description: Sigmund is the advisor to the Duke of Lumbridge, but the duke does not always take his advice. When part of the cellar wall collapses the duke insists the damage was caused by an earthquake, but Sigmund is worried about a monster attack.

If you investigate this mystery it will lead you through treacherous caves to uncover something lost by the gods for thousands of years.

Difficulty: Intermediate

Length: Medium

Requirements: Level 17 Mining
Level 13 Agility
Level 13 Thieving
Must have completed Rune Mysteries
Must have completed Goblin Diplomacy

Items Needed: Pickaxe, Teleportation Runes (Lumbridge, Falador, and Varrock), Lamp/Lantern(Oil Lantern and above strongly suggested), Tinderbox, Food, Armour, and a Weapon

Quest Points Reward: 1

Reward: 3000 Mining Experience, Ring of Life, and Freedom to walk the Dorgeshuun mines.

Start Point: Lumbridge Castle

To Start: Speak to Sigmund on the 2nd floor of Lumbridge Castle.

Instructions:

  1. Talk to Sigmund and you will learn of a hole in the wall being formed in the Castle Cellar. Sigmund requests that you inspect around the town and talk to the villagers to learn more of what happened to the Cellar.
    Lost Tribe Starting Point
  2. Go outside and speak with either Hans, Cook, Bob, or Priest. They are scattered around lumbridge.
  3. One of them will tell you about what happened to the Cellar. He says a goblin-like creature with buldging eyes broke through the wall. Go back upstairs and speak with Sigmund and the Duke of Lumbridge.
  4. Speak with the Duke and Sigmund and they will request of you to investigate the hole in the Cellar. For this task bring a Pickaxe, Food, Teleportation Runes, and a Lamp/Lantern of some sort. (Candles also work, but bring many)
  5. Enter the Lumbridge Castle Cellar through the Kitchen, then move to the back of the room to see a large rock stuck in the wall. Light your Candle/Lamp/Lantern with a tinderbox and hit the rock in the wall with your pickaxe to break through. Now crawl through the wall. You'll end up in a cavern, so walk through and you'll shortly be led to 2 pathways. On the ground should be a Brooch. Pick it up and take it to Duke.
    Castle Cellar Entrance
  6. Speak with the Duke and Sigmund once again and the Duke will suggest you read about the Brooch in the Varrock Library. Head to the Library in Varrock. (It's in the back room of Varrock Castle.) Show the Librarian the Brooch and he will tell you to search the bookcase in the western part of the library.
  7. Search one of the bookcases to find a book on goblin tribe history. Read the book and go speak to General Bentnose or General Wartface in Goblin Village. They will teach you the 2 new goblin emotes. (Goblin Dance and Goblin Bow).
    Goblin Emotes
  8. Head back to the Duke and Sigmund and tell them about what you've discovered, then head into the cave once again through the Kitchen. Be sure you have food, Teleportation runes, and your Candles/Lamp/Lantern. Head into the cave and you'll be led to a split in the road, follow this map to navigate to the end.
    Cellar Caves Map

    You can also use the symbols on the rocks to navigate.
    Symbols
  9. Near the exit of the mine, speak with Mistag. Walk next to him and use the Goblin Bow emote you learned earlier from General Bentnose and Wartface. Mistag will begin talking to you. He will explain to you why his Tribe is hiding from the "Surface Dwellers". When you are finished, go speak with the Duke and Sigmund. Sigmund says that silverware was stolen from the Cellar. The Duke and Sigmund request of you to ask around to find this silverware.
  10. Pickpocket Sigmund to find a small key. Go to the room next door and open the chest to find HAM Robes. Next, head to the HAM Hideout northwest of Lumbridge marked with the Red Dungeon Sign. Pick the lock and enter. There is a wooden crate near the entrance. Search it to find the silverware.
    HAM Robes
  11. Return to the Duke and Sigmund to discover that Sigmund was the one who stole the silverware. The Duke will fire Sigmund and gives you a peace treaty to give to Mistag. Bring the Treaty to Mistag to complete your quest and see a cutscene of a meeting with Duke and Kasgar. Instead of going through the maze of tunnels you can talk to Kazgar near the Entrance to have him take you to the end.

Congratulations Quest Complete!
Lost Tribe Reward
Afterwards you can sell iron and silver to Mistag.
Also, you can kill Level 11 Cave Goblin Miners to get Mining Helmets, Level 24 Cave Goblin Guards to get Bone Clubs, and Level 26 Cave Goblin Guards to get Bone Spears.

Sponsors

Making History

Description: A secluded outpost has served the City of Ardougne for generations, playing stage to many exceptional events. Its current occupant wants to employ your skills to construct its true history before time runs out and history itself is wiped away!

Difficulty: Intermediate

Length: Medium

Requirements: Must have completed Priest In Peril and Restless Ghost
Level 20 Crafting
Level 40 Smithing
Level 7 Magic

Items Needed: Ghostspeak amulet, Sapphire amulet (Make it with 1 gold bar, an amulet mould, a ball of wool, and a sapphire), Spade, Ectotokens (only if you haven't completed the Ghosts Ahoy Quest yet.)

Quest Points Reward: 3

Reward: 1k Prayer and Crafting Experience, 750 gold coins, and the ability to use an enchanted key to find buried treasure.

Start Point: Outpost north-west of West Ardougne

To Start: Speak to Jorral

Instructions:

  1. Talk to Jorral. He will tell you about the history of the outpost and will ask you to visit 3 persons:
    • Erin the silver merchant in Ardougne
    • Droalak the ghost in Port Phasmatys
    • Dron the warrior in Relekka (brother of Blanin)


    Jorral

Erin

  1. Talk to Erin (Silver Merchant) in Ardounge. He will tell you about his great grandfather, and that he had a strange key. Ask him if you can borrow it. He will agree and give it to you. The key changes temperature as you walk.

    Key

  2. Go to Castle Wars, but don't cross the bridges. North of the first bridge. You do not find the key when it is burning hot, you can only dig for it once it says the key is steaming.

    Chest

    Use the key with it and you'll get a journal.

    Journal

    Dig here

Dron

  1. Talk to Dron near the dock in northeast Rellekka.

    Dron

  2. He doesn't want to talk, so go to the east of the town to talk to Blanin, his brother. Blanin is east of the great hall in Rellekka near the butter churn.

    Blanin

  3. Blanin will tell you the following things:
    • Dron wields an iron mace in battle,
    • eats rats for breakfast,
    • kittens for lunch,
    • bunnies for tea,
    • his favorite drink is red spider blood,
    • he's 36 years, 8 months and 21 days old,
    • studies the famous 4th and 5th age battles,
    • he lives on the north-east side of the town,
    • his brother is Blanin,
    • his pet is called Fluffy,
    • 5+7 is 12.


  4. Go back and talk to Dron again. Say "I am after important answers". Tell him that he's famous, then answer all his questions with the answers above.

Droalak

  1. Teleport or walk to Port Phasmatys. Near the general store you can find Droalak. He will ask you to make a Sapphire amulet for Melina.

    Droalak

  2. Give the amulet to Melina. You can find her east of Droalak inside a house.

    Melina

    She will feel complete and will disappear. Go back to Droalak and he will give you a scroll.

  3. After getting all the info, go back to Jorral. He will give you a letter for the king, deliver it to him. He can be found on the second floor of Ardougne castle.

  4. After he reads it he will accept the museum plans. Go back to Jorral and give him the reply letter. He turns it into a museum, and it will contain a book mentioning your name.

Quest Complete!

Quest Complete

Note: After the quest, talk to Erin again and ask about the key. He will tell you that you can find treasure around runescape. Take a spade and key, and feel the key frequently as you walk around. Dig on the right place (same as when you were doing the quest) and you can get a random reward. You can add this key to your Steel key ring (reward from One Small Favor).

Merlin's Crystal

Description: Merlin the wizard has carelessly become imprisoned inside a giant crystal. Take up King Arthur's quest to free Merlin and become one of the knights of the round table.

Difficulty: Intermediate

Length: Long

Requirements: Ability to fight and defeat a level 37 and a level 39 enemy.

Items Needed: Tinderbox, Loaf of Bread, Bat bones, and bucket.

Quest Points Reward: 6

Reward: Excalibur Sword, Ability to do Holy Grail Quest

Start Point: Camelot castle

To Start: Speak to King Arthur

Instructions:

  1. Start the quest by talking to King Arthur in camelot Castle and ask him if you can be a knight of his round table

  2. Talk to Sir Gawain and ask him how Merlin got trapped in the crystal, then ask him if he has any ideas to get into Keep Lefaye Stronghold

  3. Then talk to Sir Lancelot and ask him if he has any ideas to get into Keep Lefaye Stronghold. Sir Lancelot is upstairs in the castle, make sure you talk to him and not one of the other knights, otherwise you wont be able to do the next step.

  4. Behind the candle shop, west of the bank is a crate, right click on it and choose "hide-in" and you will climb into the crate and be shipped to the Keep Lefaye Stronghold.

  5. You need to kill a bat for bat bones. I think you can do this when you first enter Keep Lafaye Stronghold. You need the bat bones later on for when you stand on the orange pentagon outside Camelot.

  6. Go up to the third floor and talk to Sir Mordred, he will attack you..when your close to killing him, Morgan Le Fay will appear and tell you to stop, and spare her sons life. Ask her how to untrap Merlin.

  7. Talk to the candle maker inside his shop and ask him if he can make you a black candle..he'll tell you that he will make you one if you bring him a bucket full of wax..so grab the insect repellent 1 house north of the bank in catherby then head west to the beehives use the insect repellent on the behinve then right click the hive and choose "take from". There is no need for you to buy a bucket, there is a bucket spawn at the beehives.

  8. Head back to the candle maker with your full bucket of wax and he will give you a black candle, use your tinderbox on the candle to light it.

  9. Head to the Lady of the Lake at the nearby lake, south of Taverly and tell her you seek the Excalibur Sword, she'll tell you she has to set a test for you and to wait for her at the jewlery shop in Port Sariam.

  10. Head to the jewlery shop in Port Sariam, when you try to open the door a beggar will appear and ask for a loaf of bread to feed his family, give him the loaf of bread then he will turn into the Lady of the Lake and she will give you the Excalibur Sword.
    NOTE: if you lose your Excalibur Sword, you can get it back by talking to the Lady of the Lake again and paying her 500gp 'for a new haircut'.

  11. Go to Southern Varrock: Near rune shop, right click on the altar and click "check altar" it will tell you the inscription which is "Snarthon Candtrick Termanto".

  12. Head back to Camelot Castle with your lit black candle, and bat bones..go outside of the castle but stay inside the gate and them go north east, you will see a pentagram with an orange symbol on the floor, stand on that symbol drop your bat bones on it and a demon will appear you will then have to chant the inscription you've seen on the altar in the wild. Once you've chanted the correct words he'll tell you its done and you can now smash the crystal Merlin is in using the excalibur sword

  13. Proceed to the top floor of the south east end of the castle and use your excalibur sword with the crystal and it will shatter to free Merlin, he tells you to speak with King Arthur for your reward

Monk's Friend

Description: A monk's child has had their blanket stolen. Find the thieves' den and return the blanket, then help Brother Omad organise the drinks for the child's birthday party.

Difficulty: Novice

Length: Short

Requirements: None

Items Needed: A hatchet or just have someone cut 1 pile of logs for you. Maybe a weapon to kill some theives (level 14 and a 26) You also need a jug.

Quest Points Reward: 1

Reward: 2000 woodcutting xp and 8 law runes

Start Point: Monastery south of Ardougne

To Start: Speak to Brother Omad

Instuctions:

  1. Talk to Omad and learn of his sleepless nights because of the crying child. Learn that the theives (lvl 14s and a 26) that stole the blanket are hiding in a secret cave.

  2. Go north west to a ring of stones. (It's just east of the gnome battlefied) A ladder will appear, go down and into the den.

  3. Take the first turn and go in. Fight the thieves if necessary to the table and get the blanket. Return to Brother Omad.

  4. Talk to him twice to learn about Brother Cedric not returning with the wine for the child's party. Omad says that Cedric probably got drunk and lost in the forest. (Poor guy).

  5. Go just north and a little west, near the dungeon entrance to find Cedric, he needs a drink of water so use your jug and return and use it with a sink at one of the khazard guard houses that is south of the monastary. Talk to him again to use the jug on Cedric.

  6. He'll ask you to get wood to fix his broken cart, which hopefully you already have. Give him the wood and return to Omad for the last time.

  7. Talk to him and he'll give you the runes and then you party. Unfourtanetly you can burst the party ballons, but nothing comes out of them. but those monks really know how to get down, party, and boogie like there's no tomorrow.

Monkey Madness

Description: The King of the northern Gnomes, Narnode Shareen, is once again in need of your help. He recently decided to send an envoy of his Royal Guard, the 10th squad, to oversee the decommissioning of the Gnome owned ship-building facilities on the eastern coast of Karamja.

It has been quite some time since the 10th squad were dispatched and they have been deemed missing in action. It will be up to you, should you decide to help, to find out what fate befell the 10th squad and if possible, track them down.

If only it were so simple. Sinister forces have begun to spread through the Gnome hierarchy and threaten to unleash an unknown terror upon the world. Far across the land, the fires of vengeance are being stoked once again. Can you unravel the mystery behind the deception? Can you seperate the truth from the lies? Can you decide for yourself what is real and what is not?

Difficulty: Master

Length: Very Long

Requirements: Must have completed The Grand Tree, Must have completed Tree Gnome Village and must be Able to Defeat a Level 195 Demon.

Items Needed: 43 Prayer IS A MUST, Ring of Dueling OR Amulet of Glory (teleport to Al Kharid for banking), Gold bar, Ball of wool, Monkey corpse *or* Monkey bones (either one is fine, just kill a Monkey on Karamja), lots of Anti Poison Pots, food (cakes are good but with the lvl195 take swordies and higher) and Prayer pots (a great idea when fighting the lvl195 demon but other than that you can just recharge in lumbridge temple) a good Weapon and armor (not recommended) OR Items to Kill level 195 Demon.

Quest Points Reward: 3

Reward: 10.000 Golden Coins, 3 Diamonds, 3 Quest points; the right to wield the Dragon scimitar; talk to Daero to get training in Strength and Hit points OR Attack and Defense. You get 35,000 experience in the 2 skills of your choice and 20,000 experience in the other 2 skills you didn't choose.

Start Point: Grand Tree

To Start: Speak to King Narnode

Instructions:

  1. The King of the northern Gnomes, Narnode Shareen, is once again in need of your help. He recently decided to send an envoy of his Royal Guard, the 10th squad, to oversee the decommissioning of the Gnome owned ship-building facilities on the eastern coast of Karamja. It has been quite some time since the 10th squad was dispatched and they have been deemed missing in action. It will be up to you, should you decide to help, to find out what fate befell the 10th squad and if possible, track them down. If you are doing this quest all in one go then I recommend that you wear appropriate armor, dueling ring, take 4 antipoision potions, and food before talking to the king. Talk with King Narnode and learn that he has a new quest for you. He tells you that Glough has been replaced. You are now on your quest to find the King's Royal Guard and to tell the king what happened. He will give you his Seal.

  2. Now go to the Top of the Grand Tree and take the glider to Karamja. Make sure you have the Gnome Royal Seal which the king gave you or you wouldn't be able to get through the doors to get to the Shipyard. Go to the shipyard and talk with G.L.O. Caranock. He will tell you that the Royal Guard might have been blown off course by some winds.

  3. Go back to the king and tell him what Caranock said. He will now send you to Daero (at Blurberry's Bar on the second floor of the Grand Tree, southeast path) with some orders. Talk with Daero, he will blindfold you and take you to a Glider Hangar. Daero and your pilot will talk a little. Now go ask Daero why the gliders are folded, he will tell you that they are locked with a code.

    Hangar Map

  4. You will discover the Code is a sliding Puzzle, You can skip this part if you have 200k to waste, but if you want to have a challenge do the puzzle and it's all free. Step over to the red control panel (Reinitialisation Panel red dot on above guide map) to begin the puzzle. If you logout half way through puzzle sometimes it resets the puzzle and you have to do it all over again. So do the puzzle inone go and then log out. IF you wish to pay to solve go find Glough he is located in tree south and slightly southeast of path. Picture of Puzzle When you are done it will look like this. It is easiest to complete the rows in this order: Red, Yellow, Green, Cyan And last Purple. (This also applies to Treasure Trail Sliding Puzzles).

    Puzzle

  5. Now the screen will change and the gliders will fold out and stand ready. You are ready to go. Talk to Waydar and you fly to the isle where 10th Crashed, known as Crash Island. You will find a member of the 10th squad, Lumdo; talk with him. At first he won't sail you to Ape Atoll. Talk to Waydar about convincing him and then he will sail you to Ape Atoll.

    Crash Island Map

    Ape Atoll Map

  6. Once you arrive in Ape Toll, keep going to the north of the isle and follow the shore and Cliff west. When the cliff turns go that way and you will be shot with a lot of arrows, so turn on Protect from Ranged prayer now and you will take minimum damage (not necessary but sometimes they can take off 20+ dmg and sometimes they take off 0).

  7. You will end up in a cage in the Jail with three members of the 10th guard; they will talk for a little while. Nothing important if you are using the guide here. Have 1 dose of your Antipoison if you are poisoned and have soem food if you are injured. There is a monkey guard outside do not come too near him (don't go into the squares near the jail door when he is around the Jail or you will take damage). He will patrol 2 times then he will go to the Switch room and switch with his partner. This is your chance when he does this, pick the lock and run out to the Grass area where Karam is located on the map above. If you pick the lock before and wait on outside on the left if the cage u can do so, but there is a lvl1 spider there which keeps attacking you and it also poisons you sometimes. (Side note, if you play high detail there are some grass spots that don't hide you, maybe play in low detail if you want to hide in the right places). Once you are by Karam talk to him. Restore energy and health here if you really need to.

  8. There is a temple to the south east. This has lots of lvl 167 guards in it. Go in there if you NEED TO with Protect of Melee ON and you can recharge by praying at the temple ad not take any damage from the guards. Now you have to speak to the seargant. Do not go east around the temple to get to sergeant. There is a little house on the south of temple. Form where Karam is go south and when you are south of temple then go east. When you see the house on the east of it is the sergeant. Go speak to him and he will tell you that you have to make an alliance with the monkey king and you have to speak to Zooknock in a tunnel.

  9. Now you have to get into a house south of The Statue in the middle of the city (refer to map above). To get into the house you have to GO AROUND THE BACK and go through the back door. Stay in the grass as much as possible; don't run too long even with Protect from Ranged on. You must stay in the brown on the inside of the house. Its the dark brown part. The house is filled with crates. Now Search some crates near the Trapdoor (You cannot go near the trap door or the monkey guys come and send you back to jail.) (1 Crate on top of another). Take the Monkey Dentures you find there. Now search the most South East crate say YES and you will land in a cave (be careful because it will damage you). Go northwest in that cave (see upper part of map below) and search the Crates to find the M'Amulet mould.

    Crate

    Underground Map

  10. Use your dueling ring to teleport to al-kharid. Go to Lumbridge temple if you want to restore prayer points. Then go to Al-Kharid Bank and store all your weapons and armor. Get 4 anti-poison pots, 6 energy pots, gold bar, monkey dentures, monkey amulet mould, food and wear weapon and armor which increase your prayer points (mace, shade robe set, priest gowns, holy symbol, etc). Now you have to go into the tunnel. Speak to Glider in Al-Kharid to fly to Tree Gnome Stronghold. Then go downstairs, Speak with Daero to go to hangar. The to Waydar and then to Lumbo. Once in Ape Toll go into the (!) Dungeon Sign just west of the little boat.

    Tunnel Map

  11. Right now turn on your Protect from Melee. And keep yourself on run all the time. Eat food when you have low health. Drink anti-poison when you are poisoned and drink energy potion when you are running out of energy. It is this simple. Then just run all the way to the end of the tunnel until you find three gnomes. Talk with the mage gnome, Zooknock. He will tell you that you need to get him these items: Gold bar, something to do Monkey Speech, a Monkey amulet mould, Monkey remains and a Monkey Talisman. Use the Gold Bar, Monkey Denture and Amulet Mould with Zooknock and then he gives a "green gold bar" and monkey amulet mould.

  12. Use your dueling ring to go back to Al-Kharid. Recharge you prayer points in Lumbridge, and go to Bank. Equip yourself with good armor and weapon take 4 anti-poison pots, green bar, monkey amulet mould, ball of wool and food. Get back to Ape Toll, and follow unti you get shot down again and you end up in prison. Get out of prison like the way it is mentioned above and go by Karam.

  13. Now you need to go down the trapdoor in the temple with lvl 167 Monkey Guards. Go in the temple with protect from Melee on. You can always recharge because there is a temple there and the lvl 167 don't take any damage off you. Now in the temple go northeast behind the furnace thing. Here the monkeys cant attack you so you can put protect from melee off. To get into the trapdoor you need to stand in front of it. It is guarded by 2 monkey guards. When the guard moves away and you see the space switch your protect from melee on and RUN TO THE FRONT OF THE TRAP DOOR. Then go down it. There are a lot of Zombies and high lvl thing s here so Keep the protect from melee turned on and use the enhanced bar with the wall of flames. And then use your ball of wool with it. Then Climb up the rope back into temple. Then straight away climb up ladder. Now it is safe to put the protect from melee off. Use your dueling ring to go back to Al-Kharid.

  14. Recharge your prayer in lumbridge. Go to Bank. Get 4 anti-poison pots. Wear Full Armor. Wear Monkey Speak Amulet. Get Back to Ape Toll. Get into Prison and the escape out into the Grass area by Karam. Go into the house where you got the monkey dentures from. Go South West and search the crate for bananas. Take 4-5 bananas. Now go back up to the grass area by karam. Look at the map where it says the monkey child. Go to the house east of it from the hole in the wall through the back. There is an ally on west part of the house.

  15. Now you see monkey child and monkey child's aunt. The aunt CAN NOT SEE YOU otherwise she'll call the guards and you end up in jail. So what you do is that everytime the aunt goes into the house west of garden you speak to the monkey child. And everytime you see her coming back go hide in the allyway. Speak to the child and tell him you are his uncle. He'll tell you that his aunt has asked him to collect 20 bananas. But since he cant count you can him any amount (about 4-5). Speak with him again and give him all the bananas. Wait a bit and then speak to him and he'll give you the monkey talisman. Use dueling ring to teleport to Al-Kharid.

  16. Now recharge prayer if you need to. Go to Al-Kharid Bank. Store all weapon and armor in bank. Wear dueling ring, and armor which helps prayer, 4 anti-poison potions, 6 energy potions, monkey talisman, monkey corpse *or* monkey bones and food. Go to Ape Toll. Then go down the tunnel to Zooknock. Use both items with Zooknock and you will get a Monkey Gregree. Now you can be relieved because everytime you wield this you turn into a Karamja monkey and you won't be attacked in Ape Atoll. Teleport back to Al-Kharid. Recharge your prayer points and go to bank. Wield Monkey Speak Amulet, Good Armor. Take Anti-Poison Potions, monkey gregree, and food.

  17. Go to ApeToll. Once there wield the Monkey Gregree and you'll turn into monkey. Go Northwest following the cliff and you'll see a gate (where the monkey archers normally shoot you down). Go through the gate and go speak to sergeant. Then Speak to elder guard right by the sergeant. He wont let you through. So Go South West and up the cliff. Then go up the ladder across the bridge and down the ladder to speak to Kruk. Kruk takes you to the monkey king. Speak with Monkey King and ask for alliance. He will tell you to rescue a monkey from Ardougne Zoo. Talk with elder guard to get out.

  18. Teleport to Al-Kharid using dueling ring. Now Go to Ardougne Zoo. Speak with Monkey minder. Then wield the monkey gregree and speak to him. He'll put you in a cage. Speak with a monkey in the cage and you'll put it in your inventory. Then unwield the monkey gregree you'll turn back into human. Speak with Monkey Minder and he'll let you out. WALK TO GRAND TREE. Do not teleport there or use spirit trees. Fly Back to Ape Toll. Wield the Monkey Gregree again and go to the monkey king by speaking to guard. The king will think about an alliance. Then go talk to the sergeant and he will give you a sigli; you are now a member of the 10th Guard.

    NOTE: You may have to talk to the Sergeant 2 or 3 times; also you may need to be a human to get the Sigil. If you die and lose the Sigli, check with the Sergeant; he will send you to Waymottin (?) in the mage tunnel. If you lose the monkey amulet, obtain the items again and visit the mage again. The Monkey Child will cry but if you log out and back in he will stop crying.

  19. DO NOT WEAR THE SIGLI UNLESS YOU ARE READY TO FIGHT THE LVL 195 DEMON.

    HOW TO DEFEAT THE LVL 195 DEMON

    There are several ways of destroying the demon. But before destroying it you must take. Atleast 2 Prayer Pots, 1 Anti-Poison Pot, Food Better than Swordies, Dueling Ring. When you wear the sigli you will be teleported into an arena with the lvl 195 demon in it. The demon is very fearce and takes over 30 off with melee and mage. So as soon as you put the sigli on make sure YOU HAVE TURN ON PROTECT FROM MAGIC. Then once you are down there either:

    A. Mage him down using good attack spells not the low level mind runes spells.

    B. Use a Canon. This works really work if you can protect from magic because the canon is doing all the work for you. Take about 100 canon balls just in case.

    C. You could range him down if you are a good ranger.

    D. Since he can take 30+ damage off with melee I wouldn't recommend going near him.

    NOTE: If you die you loose everything except 3 items (or 4 items if u have turned on the keep extra item prayer). I recommend teleporting out of there using the dueling ring if you really have messed things up. Once you have killed the lvl 195 demon speak to the person which the arrow is pointing at. And then eventually you will be teleported to Ape Toll. Teleport to Al-Kharid using dueling ring.

  20. Speak to Glider in Al-Kharid to go to Tree Gnome Stronghold. Speak with King Nomad on the bottom floor to finish quest. Then speak with Daero on 1st floor to get trained in other skills. Quest Completed!

    Quest Completed

Mountain Daughter

Description: Years ago, a small tribe of people split off from the Fremennik in Rellekka and decided to inhabit the mountains to the east of town. There they lived as nomads for many years, but now the chieftain of the camp has lost his daughter and will not move on before she has been found.

Has she run away, has she been eaten by trolls, or is there something more sinister going on? Only you can find out.

Difficulty: Intermediate

Length: Medium

Requirements: Level 20 Agility
Be able to defeat a level 70 monster
Aslo may be required/suggested:
Level 40 Woodcutting
Level 40 Crafting
Level 25 Fletching

Items Needed: Rope, Plank, Spade, Axe (hatchet), Gloves (any kind except Mystic; vambraces not allowed), Pickaxe, Camelot Teleport runes (5 Airs and 1 Law)

Quest Points Reward: 2

Reward: 1k attack Xp, 2k Prayer Xp, Bear Helmet

Start Point: Mountain Camp east of Rellekka

To Start: Talk to Chieftain Hamal


Instructions:

  1. Go northeast of the Swaying Tree (where the Bunnies and Doogle leaves are, which is east of Rellekka, follow the path east after leaving the city.) Walk up the slope and try to talk to the Guard. He will tell you to leave. Now go to the left of the slope and walk up till you come to a rock on the side of a short cliff. Use your rope on this rock to climb down into the cavern below.

    Rellekka Map Mountain Camp

  2. Follow the path east into the Mountain Camp and speak to Hamal the Chieftain. He tells you his daughter is missing. Offer to find her. Leave and head south to a mud pool. Dig up some mud. Now, go to the fenced area north of the Chieftain's tent. There is a pole spawn just north of the goat herd's tent. Pick up a pole.

    Hamal the Chieftan

  3. Head north from the goat farm and up a cliff to the Shiny Pool. Follow the path southwest until you reach Ragnar. Talk with him and he will tell you about Asleif, the Chieftain's daughter. After talking with him, use the mud at the base of the nearby Tall Tree and climb it to a small island.

    Ragnar

  4. Use your pole on the middle rock to get across to the second island, then use the plank on the flat rocks to get to the third island. Now listen to the Shiny Pool. It will tell you that it is the voice of Asleif and give you two new assignments: A) Improve relations between Rellekka and the mountain camp, and B) Find a new source of food.

  5. Go speak to the Hamal the Chieftain about both of these things. He will mention that Svidi, the representative they sent to Rellekka, has gone missing. Offer to go look for him. (When you leave the camp heading for Rellekka, the guard will now allow you climb over the rock slide.)

  6. Head towards Rellekka now and talk to Brundt the Chieftain. He will claim not to have seen any mountain settlers in years.

  7. Go to back to the Swaying Tree (with Bunnies and Doogle leaves) located east of Rellekka. From there, head north to find Svidi wandering around near the Black unicorns. He says that he is afraid to enter Rellekka without a promise of safety guaranteed.

    Svidi

  8. Go talk with Brundt the Chieftain of Rekkella, again. Before he agrees to a safe passage he wants the stone back that the Mountain settlers took on their departure from the Fremennik. If you didn't bring your own pickaxe, go north of Rellekka (north of the Helmet shop, on the beach bluff near the Hobgoblins and Rock crabs) and pick up an Iron pickaxe, then head back to the Mountain Camp.

  9. Walk over to the mud pool (or the goat pen) and pick up any rock on the ground. Now walk inside the big tent on the south side of the camp; it has a guard outside. Use your Iron pickaxe on the rock to get Half a rock. Walk out of the tent and the guard will notice the rock, you will automatically show him the smaller rock you picked up and he will let you go by.

    RockRock

  10. Go talk with the Jokul, the goat herder, in his tent north of Hamal the Chieftain. He will tell you about the White Pearl fruit that grows on mountains.

    Jokul

  11. Take the Half a rock to the Rellekka Chieftain and he will give you a note of safe passage. Take the note to Svidi and he will thank you.

  12. Put on a pair of gloves (any kind except Mystic; vambraces are not allowed) and go to Wolf Mountain, located between Catherby and Taverley (not to be confused with Ice mountain). Pick a White Pearl fruit from the thorny bush by the Gnome glider. (If wearing Mystic gloves or vambraces, you will take 4 damage and get no fruit!) Eat the fruit and take the seed to the Mountain Chieftain.

  13. Go speak to Asleif at the pool again and she will tell you to convince her dad that she is dead. She explains that she was killed by a creature whilst sitting at the lake.

  14. Go speak to Hamal the Chieftain and you will simply tell him that his daughter is dead. He doesn't believe it and wants proof. Return north to the Shiny Pool and walk all the way around it (clockwise) to the end of the path. Use your Axe (hatchet) on the dead trees and enter the cave. (If you encounter problems getting through here, try standing directly west of the Dead tree blocking the open path beyond. Facing any other direction and cutting the tree puts you in the wrong place.)

  15. Follow the cave till you come to a monstrous bear-like creature, The Kendal (level 70). Tell him you are no one special, ask him if he means a sacrifice, then tell him he looks like a man in a bear suit. His story will be told during this dialog. Now you must fight him. He is pretty easy and once you kill him you will take his bear helmet as a trophy.

    Bear Cave

  16. Now collect the "Corpse of woman" and take it to Hamal the Chieftain. He will ask you to bury her on the island where her voice is heard, along with one of her possessions and 5 rocks, which you will build to make a type of marker.

  17. Collect 5 rocks from the goat pen and then go talk to Ragnar by the Shiny Pool. He will give you Asleif's necklace. Now go to the middle island and bury her, then use the rocks on her burial mound.

Congratulations, you have completed the quest!

Quest Complete

Sponsors

Mourning's Ends Part I

Description: It seems at last Arianwyn has need of your skills. He believes there is more to the Mourners than meets the eye and he wishes for you to find out just what they're up to. Can you gain the trust of the Mourners?

Difficulty: Master

Length: Long

Requirements: Level 60 Ranged
Level 50 Thieving
Must have completed Roving Elves
Must have completed Sheep Herder
Must have completed Big Chompy Bird Hunting

Items Needed: Bucket of water, 1 Fur (Bear Fur), 2 Silk, 2 Toad crunchies (Waiter in gnome stronghold), Feathers (2-3), 1 Soft leather, 1 Magic log, 10-15 Coal, Food, Antiposion, Restore potions, Ardounge teleport runes or Game necklace

Quest Points Reward: 2

Reward: 25k Thieving Exp, and 25k Hitpoints Exp

Start Point: Roving Elves

To Start: Talk to Eluned

Tiranwynn Map

  1. Speak to Eluned, who can be found where Islwyn is marked on the map above. You may have to wait up to 5 minutes for her to appear. She will tell you that Arianwyn wants a meeting with you in Letya. She offers to take you there so say yes. Your screen will go black and you will appear at Letya.

  2. She will give you a small crystal, "Teleport crystal (4)". This can be used to teleport to Letya, You can recharge it. You take it to Eluned with 750 gp. She will recharge it but it will only have 3 charges instead of 4.

    Eluned

  3. Talk to Arianwyn and he will tell you that he has noticed a lot of "Mourners" crossing mountian passes through Arandar. He says that the "Mourners" are infact elves from the city. He asks "Why are they heading to Ardougne in such numbers?". He thinks that they are up to something new, something that they could not have anticipated. Your "mission" is to infiltrate the "Mourners" and find out what they are doing. I

    If you wear something other than the Mourner clothes, the guard at the door will not let you in. So for example if you are wearing an ammy or wielding a shield and/or a weapon he wont let you in. Simply unequip whatever is not Mourner clothing and you do not have to bank it, then he will let you in.

  4. Head to the mountain region (Arandar) with the dire wolves and red spiders and kill a mourner. His attack will take you down to 20 hit points and reduce your attack, stength, defence, prayer, magic and ranged to about 20. He should still be easy to defeat. Drink your restore potion to top up your stats.

  5. Now that you have his clothes, you need to clean and repair them. To begin cleaning the top, talk to Tegid in Taverly to learn about removing blood stains. Get some soap in the basket next to him and a bucket of water to scrub them. Use the soap on the top and it will be cleaned.

  6. Now you must repair the trousers. You need to take them to Oronwen in the elf camp and he will repair them for 1 fur and 2 silk.

    Trousers

    Once you have everything repaired and washed it will look like this:

    Mourner

    Full mourner

  7. Next, go to west ardougne, through the doors, then over to the northeast corner. You will see a house with many yellow dots in it. Be sure to wear the mourner outfit, then enter. Also if you re-equip whatever you unequiped while you are down near the Mourner Leader, the level 108 Mourners will attack you. You do not need to worry about the weaker Mourners on the upper level because they won't attack you.

  8. Once inside, head down the trapdoor and speak to the Mourner leader.

    Trapdoor

  9. After speaking with him, go to the room with the real head mourner ans speak with him. He will ask for your reccomendation letter. Show him and answer yes, yes, then no to his questions. He will talk until the end and give you a key and a broken device. He will then ask you to "break" the gnome and re-dye the sheep.
    Sheep 1 - Red.
    Sheep 2 - Green.
    Sheep 3 - Blue.
    Sheep 4 - Yellow

  10. Now go to the room next door and speak to the gnome. He will reveal that he loves toad crunchies. Go to gnome stronghold and buy/make some if you don't have them already.

    Mourner pics

  11. Use a feather on him then use it on him again (it will show that you used the crunchies and feather the second time), then he says he needs a magic log and a soft leather. Note: Make sure you don't use the crunchies on the Gnome on a Rack before the feather, he will eat the crunchies and you'll have to go get more.

  12. Give him the leather and the magic log and he will give you a bazooka. Now for the ammo you will need blue, yellow, red, and green dye. You can buy dye from the Clothing Store in Letya (teleport with crystal) or the witch in Draynor Village.

  13. Next go down to the chompys area with your ogre bellows. Now use one of your dyes with the bellows, then use the bellows with a toad. When firing the toads, equip the bazooka, and go to where you choose style of fighting, here you will get an option, Aim and fire, click this and you get a target. Repeat the process for three more toads then load your bazooka. Go to ardougne, go the the "plagued" sheep, and then use your bazooka to aim and fire at the sheep. Change your attack style to aim and fire while wielding it to fire at the sheep. Make sure the ammo in your bazooka is the same color as the sheep you are firing at (examine the sheep).

    Bazooka

    NOTE: If you dont have orgre bellows, you can get more from this chest:

    Chest

  14. Now you have finished doing what the Head Mourner wants you to do, go and talk to him and he will tell you that nobody has got the plague in a while. He now wants you to find out:

    1. Who made the posion
    2. What with
    3. Learn how to make the posion
    4. Produce enough to posion alot of people
    5. Contaminate the food stores

  15. Now go and talk to Elena (Her home is near the north gate of West Ardougne), you will tell her that you need to make a posion based on rotton apples. After a long talk she will ask you to bring her a rotton apple.

  16. Go to this location near Tree Gnome Stronghold or next to the Morners hut, and take one rotten apple, then bring it back to Elena so she can do tests on it.

    Apples

  17. Elena will tell you that you need to mash up alot of apples and then you need to disslove the toxin into a liquid with a very low evaporation point, some form of solvent (tar).

  18. To make the toxin, start by getting a Barrel of mushed apples. Go back to the apple place, pick up a barrel, then use it on the pile of rotten apples. Next use the Barrel of rotten apples on the Apple Barrel next to you to mush them.
    Next, get a Barrel of tar (tar place at the bottom of Tirannwn)
    Distill the Tar into "Naptha" (Rimmington chemist)

    To distill the tar:
    1. Put the tar in the distiller.
    2. Open up the distiller menu and add in 2 coal.
    3. Turn the right valve up to let pressure in and to make the amount distilled go up.
    4. When the pressure gets in the red zone turn the left valve up and the right valve down.
    5. When the pressure and heat goes all the way down repeat stages 2-4 until all of it is distilled.
    6. Use your barrel on the distiller.

  19. Next, use both Barrels with each other, then use the sieve with the "Naptha Apples Mix" before finally using it on a RANGE. Note: If you use it on a fire, it will explode, possibly hitting more than 50 damage on you!

  20. Once you have the mix, take it and use it on the grain bags by the general store and in the distribution plant in the center of west ardougne.

    Toxin map

  21. Finally, talk to the Head mourner to complete the quest.

    Quest Complete

Mourning's Ends Part II

Description: This chapter of the quest takes our hero deep under the mountains of Arandar to put a stop to the evil plans of the mourners.

If our hero is to succeed, they must solve one of the most complicated puzzles in all of Gielinor.

Difficulty: Master

Length: Long

Requirements: High agility is an advantage
Must have completed Mourning's Ends Part I

Items Needed: Teleport Crystal, Full Mourner, Good food, Rope, Chisel, Dragonhide armour(Advised), Chore items (explained later in the guide), Teleport runes

Quest Points Reward: 2

Reward: 20k agility exp, Access to the death altar, Crystal trinket (Allows access into the Temple of light).

Start Point: Lletya

To Start: Speak to Arianwyn

Instructions:

  1. Talk to Arianwyn in Lletya, he will tell you to make sure the mourners haven't got the keys to the excavation site back yet.

  2. Go to West Ardounge and talk to the head mourner. He will ask you to look for a lost digging team and will give you a "New key" (If you lose this key, search the head mourner's desk for a new copy).

    Head Mourner

  3. Use the key to access the digging area and follow the path southwest. You will pass Level 183 Dark beasts which may attack you, but you can't hit them unless you have the correct Slayer Level. Protect from melee is strongly recommended.
  4. You will eventually reach an area filled with dead slaves, at which point you are prompted to go and speak to Arianwyn.

  5. Arianwyn tells you to go and find a sample of Darkened crystal from the temple. Go to where you found the slaves and continue west.

  6. Proceed to floor 3 and head north-East to discover a Black Crystal, use the chisel with it. This is what it looks like after you chip a part off.

    Black Crystal

  7. After you give the black crystal to Arianwyn, he'll give you a newly formed crystal and you'll have to take it to the altar at the end of the temple and then put it back in the black crystal to restore the safeguards.

    White Crystal

  8. Go upstairs in the temple, pull the lever, then collect the mirrors and the crystal.

  9. Now go back to the bottom of the temple (where the level 186's are) and search the slave bodies until you get a colored wheel and Edern's journal. Use the counter color yellow as the counter color to blue. The first crystal is yellow so you need to get the beam to glow yellow in the blue door.

  10. Place the mirrors inside the pillars so the beam get reflected around the place to the blue door. The blue door is on the second floor, across from the staircase. The purple door is located to the northwest on the second floor.

First Door

  1. First, pull the lever above the first stairs and retrieve the contents, which are four mirrors and a yellow crystal. The pull option is a bit hard to see, just change the camera angle until you find it.

  2. Next, place mirrors in the pillars making the light shine from the pillar right next to the lever (you always start here),first north, then west, and finally south, then in the next pillar you should insert the yellow crystal, and then in the next pillar you should make the beam shine to the east. It should make a bit of a U-shape when you're finished.

  3. Now go climb the handholds. This part is why the quest guide recommends high agility. Once you've climbed them, go in and open the chest with the cyan crystal.

Second Door

  1. Pull the lever again to reset it. You do this every time you finish a door, with one exception later on in the quest.

  2. Anyway, make the light travel north then west, then insert either crystal, it doesn't matter which. From that crystal the light should travel north then east, and then you will need to insert whichever crystal is left. Now follow the light path to the door and get some mirrors.

Third Door

  1. Pull the lever and reset it, and then from the start make the light travel north then west, then skip a pillar, then from the next pillar over make it travel north. After that it should go east then up. Position the last mirror so that light (going east in this case) bounces off the mirror upwards, making sure the mirror is perpendicular to the light beam. You know it's done when there is a beam of light coming out of the hole in the top.

  2. Now go up and look for a pillar with light coming out of it. Make the light go west through the hole in the wall here, because the pillar it goes through when you do that has a purple crystal inside it, and we need that.

  3. Now make the beam go south, then put the yellow crystal in the next pillar, then in the next one make the light go down. I should mention a few things about down here. Mainly, down is like up but you don't see the beam coming out of the top. Also, if the light beam going in one side would make the beam go up, then the beam going in the opposite side would make it go down. With that said, the beam should be going down.

  4. Now to get to the pillar the beam goes through, go to the south side of the second floor. You should see an alley with a hole blocked off by a climbing thing. Climb up and use the rope with the rock near the hole, then go down and find the door the red beam unlocked. You should find the blue crystal here.

Fourth Door

  1. First, pull the lever to reset it. This time will be different from the other times since you won't get more mirrors or crystals at the end of this one. Instead, you rotate a mirror to set up the next door.

  2. Make the beam go north then west, then in the next pillar to the west put the blue crystal. In the pillar west of that one, make it go north, followed by east, and then down. Next, direct the beam west, and rotate the mirror stuck in the pillar in that room. It only has two positions, so it's easy.

Fifth Door

  1. Do NOT pull the lever this time! You'll have to get the mirrors back manually. From the start, make the light travel north, then west, then put in the cyan crystal.

  2. Now from here make it go north then east then up. When you've gotten to the pillar upstairs, it needs to go west then down. This will make it go through the purple crystal again

  3. Next, walk back to door four, go in and rotate the mirror again. Then go through the small cave part to get the chest. This chest has the north fractured crystal, so named because the light has to reflect on it from the north to do anything. When it does, it splits the light beam, which is annoying to keep track of. You'll get an east fractured crystal in the next part, so remember that.

Sixth Door

  1. Now you have to repeat the first door again, the one with the handholds. This went north then west then south, then yellow crystal, then east. You're doing this to put the blue gem in the pillar there, which is important for later in this one.

  2. Now you need to remove everything but the blue gem manually. Be careful not to destroy mirrors or you will have to do the handholds all over again. Now make the beam go north then west (like always) then up.

  3. When you've reached the pillar on the third floor, make the beam go south then put in the fractured gem. First we'll do the beam that goes south from here. It's easy, just make it go east then down through the blue crystal you placed.

  4. Now go back to the fractured gem and with the west beam go down (this will make it go through a pillar with a green gem fused into it) then it should go south then east. Next, go around the door and add a mirror. Open the yellow door and get the east fractured gem, and now you're ready to do the final door!

Seventh Door

  1. Pull the lever, first. Then make the beam go north, then down, then from there west. Now put the east fractured gem in the next pillar. This does the exact same thing as the north one did, but coming from east. We'll do the north split beam first, and I should note here that we're going by floors, so this will be a little bit confusing. The north beam should go up, which makes it leave the first floor, so we'll get back to it later.

  2. Now head back to the fractured gem and we'll do the south split beam. In the next pillar south put the north fractured gem. For the west beam of this fractured gem, make it go up at the next pillar. This will make it go through the stuck green gem on the second floor, but we'll get there later. Now we're done with the first floor.

Second Floor

  1. We don't do much on this floor, but go to the northwest part of this floor and find the beam.

  2. Put the yellow crystal in the pillar it's going through, we need this one to be red eventually, but it goes through the purple crystal from before. Now, go up, and then make it go west. You're now on the third floor.

Third Floor

  1. First, redirect the green light west then go east and direct the light there to the west.

  2. Head to the pillar where you just directed it. It should go west, north, then west again, and then put a blue crystal through that pillar.

  3. Go to the northwest corner and direct the beam south. Go to the center where everything happens and direct it east (towards the center), not down.

  4. After this go to the stairs (middle of the temple), and then go to the bottom. Turn the red light so it connects with the final piece. It will open the area to the death altar.

Note: Whenever you want to come out, make sure you redirect the red light to the door!

  1. To get to the death altar, go through the underground pass, all the way until the big cave you fall into when you miss the bridge jumps and the place where you can find Klank (the guy who made the gloves for you). There's a crack on the wall at the end behind the dwarf houses, go through it.

    Altar Backdoor

  2. A dwarf will give you a list of 50 items to get in exchange for a death talisman:

    • A random Ticket (Agility or Archery ticket)
    • A random Key (Door, Jailer's, or Dusty key. Door is the one from the Witch's house quest, Jailer's can be obtained by killing the jailer in Taverly dungeon, and Dusty key cam be obtained by using a Jailer's key with the cell next to it, then talking to the guy inside.)
    • A random Book (Crumbling tome, Pfriddnas' history, or Battered book. The Tome is near the barrows, the history is in a bookcase in Lletya, and the battered book is the book from the Elemental workshop quest)
    • Rope
    • Spade
    • Iron pickaxe
    • Iron axe (hatchet)
    • Knife
    • Plank (Barbarian Outpost)
    • Pie Dish
    • Potatos (10) (Must be a sack of 10 potatos)
    • Pot of flour
    • Bucket of milk
    • Ball of wool
    • Oak logs
    • Chisel
    • Shears
    • Needle
    • Thread
    • Cooked meat
    • Iron nails
    • Unicorn horn dust
    • Bronze bar
    • White berries
    • Hammer
    • Potato cactus (Kalphite lair)
    • Skull (Wild by Black Knight's fortress)
    • Baby dragon bones
    • Facemask (Any slayer master)
    • Rune essence
    • Lobster pot
    • Fishing rod
    • Tinderbox
    • Lock pick
    • Bronze med helm
    • White apron (Varrock clothes store)
    • Jug of wine
    • Kebab
    • Leather Boots
    • Swamp paste
    • Redberries
    • Cheese
    • Vial of water
    • Flax
    • Gold ring
    • Egg
    • Leather gloves
    • Cake tin
    • Necklace mould
    • Rotten Tomato (Duel arena)

    Talk to the dwarf to give him everything he needs. and he will give you a Death talisman. (It will take a few trips)

  3. After you have completed this, use your new Death talisman with the ruins beside the dwarf. Once you're in the "Death realm" use you newly made crystal with the death altar.

    Death Altar

  4. Finally, go back up to the 3rd floor and use the newly made crystal with the dark crystal. It will turn white. Teleport or walk back to Lletya and talk to Arianwyn.

    Congratulations! You've completed the hardest quest!

    Quest Completed!

Murder Mystery

Description: Lord Sinclair, a highly respected Nobleman of Kandarin has been found murdered in his mansion. Despite the presence of a large number of guards all working hard to solve the crime, local law enforcement officers are totally baffled.

Can you use your razor sharp analytical mind to uncover the evidence and unmask the culprit?

Difficulty: Novice

Length: Short

Requirements: The keen mind of a detective

Items Needed: A Pot

Quest Points Reward: 3

Reward: 2000 coins, and 1406 crafting experience.

Start Point: Sinclair's Mansion, North of Seers Tower

To Start: Speak to any of the Guards on the property

Instructions:



  1. Talk to the guard near the gate of the Sinclair Mansion North of Seer's Village and tell him you'll help them find the culprit.



  2. Go to the room with all the evidence, including the Criminal's Dagger and pick up the Pungent Pot. While you're there, you can also investigate the smashed window for the Criminal's Thread and get the Criminal's Dagger, but you don't need these yet.

  3. Go outside and Investigate the gate of where the Sinclair Guard Dog is, it should say that the fierce dog barks at you.

  4. Talk to one of the Gossips and find out everything they know, they should talk about the Sinclairs buying poison.



  5. Go South, just barely East of the Seer's Village bank, and talk to the Poison Salesman. Ask him about the sale that he made with the entire Sinclair family. You should show the Poison Salesman the Pungent Pot, and he'll know that the smell is his Multi Purpose Poison.

  6. Talk to each one of the children the Poison Salesman said he sold poison to, it should be: Bob, Frank, David, Elizabeth, Carol, and Anna, and ask what they did with the poison.

  7. Investigate each of the areas that they said they cleaned. One of them will not have had the poison used on it. This is where the quest gets interesting, because you can get six different outcomes.



  8. Whichever person did not use their poison is the culprit, but you need more evidence. Go to the room with the evidence and pick up the dagger. Then, investigate the window to find a thread. This thread is the same color as the trousers of your culprit. .



  9. Now you must search around for the barrel belonging to the criminal who's pants match the color of the thread. Some of them are upstairs, but two of them are downstairs. You should find the item that belongs to that person in their barrel and you must use it for their fingerprints.

  10. Now you should go to the room just west of the cook's room where you should see two sacks. After you search them you will find flypaper, and you need to get 2 of them.



  11. Now you must fill up your pot with flour from the Barrel of Flour in the cooks room, or you could use flour from somewhere else. Pour the flour on the Criminal's Dagger, and then use the Dagger with the flypaper. You should get an unidentified fingerprint.

  12. Get more flour from the pot and use it with the item you found in the culprit's barrel by searching. Once you've put the flour on the culprit's object, you then have to use it with the flypaper, and use the culprit's fingerprints with the unidentified fingerprints, and they will match.

  13. Talk to the guard and tell him you have evidence for who did the crime, he'll ask you about all the items and collect the evidence from you. He will say that the culprit will be in house arrest until the trial, and that he thanks you for your help.

Create a free website at Webs.com