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.

7. Go back down and talk to Larissa
Part 2: The Door


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.

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.
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

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).

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.

Strategy of Horror From The Deep
Skill Recommendations
Item Recommendations
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.
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.

QUEST COMPLETE!!

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:



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

Congratulations Quest Complete!
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.
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:

Erin




Dron


Droalak


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).
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:
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:
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:








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







Congratulations, you have completed the quest!
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












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:



First Door
Second Door
Third Door
Fourth Door
Fifth Door
Sixth Door
Seventh Door
Second Floor
Third Floor



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:






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