RUNE HQ

created by virgil 2006


Nature Spirit

Description: After saving the holy man Drezel, he's seeking some assistance again. This time he has a special request for any adventurous sorts to search for the Druid 'Filliman Tarlock' and brave the terrors that infest the swamp of Mort Myre.

Difficulty: Novice

Length: Medium

Requirements: Level 18 Crafting
Must have completed Restless Ghost quest
Must have completed the Priest In Peril quest
Must be able to defeat a level 30 monster

Items Needed: Some food, Amulet of Ghostspeak (You can get another one from Father Uhrney if you have completed the Restless Ghost quest), Silver Bar, About 10-20 gp (Silver Sickle mould costs), Teleportation Runes would be nice (optional) since there is quite a bit of walking involved.

Quest Points Reward: 2

Reward: 2k defence, 2k hitpoints, 3k crafting exp, a Blessed Silver Sickle, and a Druid Pouch, and with it ability to kill Ghasts in swamp.

Start Point: Underground chambers of the temple to Saradomin on the River Salve (where you finish the Priest in Peril Quest).

To Start: Speak to Drezel

Instructions:

  1. Talk to Drezel (in the underground section entrence to Morytania).

  2. He will explain that his friend, Filliman, has been missing and needs to be able to help out travelers.

  3. Go south to the gate and click "No, just go through the gate".

  4. Run (or walk, easier to have 100% energy)all the way down south-west until you see a small circular island. Run around to the end of it and click "Jump Bridge". If you fail, you will take some damage. (Note: higher agility seems to help you cross without falling, as with all other agility obstacles.)

  5. Pick up the Washbowl and there will be a mirror under it, searching in the Grotto will allow you to find the Journal, sorry, I left this out!

  6. Click on the black part of the grotto (so when enter grotto is selected) and Filiman comes out. You have to have your ammy of ghostspeak on. You have to convince him that he is a ghost, wich is finally done by using the mirror on him.

  7. After he finishes talking, use the Journal (or "give" it to him) with him and he'll explain he wants to become a Nature Spirit and will need 3 things.

  8. He will give you a spell and tell you that you need to be blessed. Go up to Drezel (where he is at the entrance to Morytania) and ask him to bless you. Note that he mentions that you have "Something of the Faith" about you.

  9. Once you are blessed, go back down to the Grotto (Filliman's Home) and talk to him.

  10. Walk north-west until you see some rotten logs on ground. Note that these are not items. Click "Cast Druid Spell" on the scroll Filiman gave to you when you are standing right next to a log and some fungi will appear on the log. Examine the used spell to solve the last of the puzzles.

  11. Take the Fungi and go back to Filliman.

  12. Use the Fungi with the west stone, the Used Druid Spell with the East Stone, and place yourself on the south stone. He will then ask you to enter the grotto (right-click the black part and click Enter Grotto).

  13. Search the grotto and Filliman comes out. He will transform himself into a nature spirit. Then he will explain how to kill the Ghasts, by using a filled druid pouch on them, to materialize them. After that you can kill them normally. He will tell you that you need to make a Silver Sickle so he can bless it for you.

  14. Go to Al Kharid Crafting Shop and buy a Silver Sickle Mould.

  15. Use a Silver Bar with the Furnace and make the Silver Sickle. Making the Silver Sickle gives you 50 Crafting Exp. (thanks to Ltangel).

  16. Go back to Filliman and talk to him in his Grotto.

  17. He will bless the sickle and give you a Druid Pouch, telling you that you need to defeat three Ghasts to help him.

  18. Make sure your Sickle is un-equipped, as you can now use it to cast the Bloom Spell.

  19. Go get three more fungi, branch cuttings or golden pears and prepare to fight some Ghasts.

  20. Kill three Ghasts and go back and talk to him.

Quest Completed!

If you lose your Sickle, just make another (same directions) but use it with the water in the Filliman's Grotto (it's directly north of where you enter, a small pond you could say) and it will automatically be blessed.

Ghasts and the Silver Sickles

Ghasts are souls who have died in the swamp, they drain your Prayer, and give 30 Prayer Exp. (thanks to kyse for the tip) when they're killed. They will attempt to turn your food into rotten food, but they often miss. If you have a filled druid pouch with you, they will become visible instead. You can also 'use' your filled Druid Pouch on a Ghast to make it visible so that you can fight it.

If the Silver Sickle is blessed, you can un-equip it to cast Bloom (casting Bloom drains a random amount of Prayer Points: 1-6 points) and get nature harvests for your Druid Pouch, allowing you to attack the Ghasts.



These are the Ghast Pics and Silver Sickle with Druid Pouch Pics.

Here is the Altar of Nature, once you finish the quest, you can use it to re-charge your Prayer Points to full and a 2nd time to get +2 points (thanks to kyse once again).

And here we have the spell "Bloom" which drains a random amoount of Prayer Points (between 1-6) and if you're near certain special types of logs, branches or small bushes in the swamp, they will bloom and you can pick the fruit. A golden pear gives 3 pouches, a branch 2 and a fungi 1. When filling ht epouch, the game will automatically take the 3 best items in your inventory. The Mort Myre fungi is also used in herblore, for making the Super Energy Restore Potion.

nature

Observatory Quest

Description: The observatory in South West Ardougne has been ransacked by a family of nearby goblins. Can you help the professors to rebuild it? Use your skills at crafting to make the various parts, and fight your way through the cavern under the observatory. Use the telescope and the stars hold a secret for you.

Difficulty: Novice

Length: Short

Requirements: Level 10 Crafting
Able to kill a level 42 guard

Items Needed: A bronze bar, molten glass, 3 planks, 10 crafting, a cure poison potion is recommened.

Quest Points Reward: 2

Reward: 3250 crafting xp, a jug of wine, a random reward depending on what constellation you see and a book on astrology (no good use).

Start Point: Observatory reception, South West of Ardougne, West across the river from the gnome maze, just next to the small goblin town.

To Start: Speak to the Observatory Professor

Instructions:

Dungeon Map:

Observatory Dungeon Map

  1. Talk to the professor in the square building north of the observatory. He explains that the pesky goblins next door (Don't you just hate the rude next neighbors?) have broken his telescope and he needs parts to fix it. He suggests talking to his assistant, but if you have the items needed already you don't have to for a minute.

  2. After giving all the items to him, he'll say that he needs a lens to craft the glass. Go find it in the dungeon down the ladder. All you have to do is take the south way, then once you see the most southeastern room, click in it and the auto pathfinding will take you to it. Open the chest upon your arrival and search it for a keep key. (Any other chest you open contains a poison spider! There is a cure poison in the observatory ladder.

  3. Head back the way you came in, it shouldn't be that difficult. Don't leave your computer by auto pathfinding though, because you have to make another stop on the way out. When you see a little room with a bed sign in it (High-resolution required to see) go to it and kill the level 42 goblin guard.

  4. Go in quickly and search the west sacks to discover the mould. Go out of the keep and head generally east until you come back to the ladder.

  5. The professor will give you a lame excuse that he can't make the lens because his crafting level isn't high enough (pathetic wimp). Use your superior skills and make it for him. Then talk to him again.

  6. Now go back into the dungeon to meet the professor in the observatory.


  7. Go a little south and you should see 3 dead end passages in a row on the map. Click on the most south one to auto pathfind again. Go up the ladder when you get there

  8. Look through the telescope to see a constellation, your prize depending on what you see is RANDOM, which is very unfourtanate if you get something like 3 cooked tunas... uh hum, me. When you tell him you see a contellation, and then he tells you, if your not happy with what constellation you got, click look through the telescope again for a new one. But make you do it before hes done talkingSee the complete list of rewards below. You will automatically talk to the professor and finish the quest. If you get a constellation you dont want, just click on the screen and walk away and look through the telescope again.

  9. Once you find your way out, get some wine from the assistant for fun, and visit the zamorak worship site to the northeast and as a special bonus to those who have completed the quest, you can get an unholy zamorak symbol mould from the Spirit of Scorpious. (Congratulations, I now officially say you are done)

    Here are the possible rewards:

    Aries: Attack experience
    Capricorn: Strength experience
    Virgo: Defense experience
    Cancer: Emerald Amulet of Protection
    Taurus: Super Strength Potion
    Leo: Hits experience
    Sagittarius: Maple Longbow
    Pisces: 3 Cooked Tunas and an uncut sapphire
    Gemini: Black 2-Handed Sword , uncut sapphire
    Scorpio: Weapon Poison
    Aquarius: 25 Water Runes
    Libra: 3 Law Runes

    Quest Complete!

One Small Favour

Description: If you're fresh to Shilo Village after solving the mystery (or even if you did it some time ago), you may like to check out Yanni Salika's antiques shop. He's a busy chap revamping antique items, checking out new stock from potential adventurers and maybe he'll have a small(1) favour to ask of you? Probably nothing particularly large, Yanni isn't a demanding(2) person, should hardly take you any time(3) at all really, something to do when you have a spare moment. That's assuming there aren't any complications.

1: - Perception of the word "small" may be open to interpretation.
2: - In a recent vote, Yanni Salika was only voted the second most demanding person in Shilo Village.
3: - As everyone knows, time is relative.

Difficulty: Intermediate

Length: Long

Requirements: Must have completed Rune Mysteries Quest
Must have completed Druidic Ritual Quest
Must have completed Shilo Village Quest
Level 25 Crafting
Level 18 Herblore
Level 36 Agility
Level 30 Smithing
Must defeat a level 92 Foe

Items Needed: 25 Coins (more, if you need coins to get to and from Karamja, or need replacement tools/gems), five Pigeon cages (you can pick these up on the way), 4 Steel bars, 1 Iron bar, 1 Bronze bar, Bowl of water, empty teacup (buy/thieve some tea in East Varrock, and drink it), 1 Harralander, 2 Guam leaves, 1 Marrentill, Chisel, Jade, Opal, Red topaz (only if you miss-hit the ones given to you during the quest), Hammer, 1 Pot
Suggestions/Recommendations: Ardougne teleport, Varrock teleport, and Watchtower teleport runes

Quest Points Reward: 2

Reward: 2 rewards lamps granting 10k exp in skills of your choice, Glider ride from Feldip Hills, Key ring, ability to make pot lids from clay.

Start Point: Antiques shop in Shilo Village

To Start: Talk to Yanni Salika

Instructions:

  1. Speak with Yanni in the antiques shop, ask him if there is anything else to do in the village, continue talking with him, and eventually he will ask you to do him a small favor. The favor he requests is for you to retrieve some mahogany from a forester, just outside Shilo Village. Can't be that hard, right?

  2. Grab 25 coins from the bank. Go to the Shilo Village Fishing shop and go upstairs. Talk to Seravel and purchase a ticket for the 'Lady of the Waves' to save a walk back.

  3. Exit Shilo Village and talk to any Jungle forester located near the barrier to the Kharazi Jungle. Ask about mahogany. He (or she) says he will give you some mahogany if you do him a small favor... He wants you to take his blunt axe to Captain Shanks, so he can bring the axe to Port Sarim, and get the axe fixed. Captain Shanks can be found west of Shilo Village (south opposite Cairn Island).

  4. Talk to Captain Shanks, on the boat west of Shilo Village. He tells you that he does not do favors, and suggest that you take the axe to Port Sarim yourself. If you already bought your ticket, just speak to him again, and choose a ride to Port Sarim. He'll take your ticket, and you'll shove off!

  5. Head directly northwest, to the axe shop. Speak with Brian, and ask him if he sharpens axes. Apparently, he normally would, but he is worried about his best friend spending the rest of his life behind bars, after getting in a bar fight. He says he will be able to sharpen your axe for just one small favor...He wants you to go see Aggie the witch, and ask her to be a charactor witness for his friend.

  6. Head east, to Draynor Village, and speak with Aggie the witch. She says that she will be Brian's charactor witness, for guess what... A favor! Her friend, Jimmy the Chisel has gone missing, and she wants you to find him. She suggests you head east, and check out this old abandoned building...

  7. Head east to the broken down building (H.A.M. headquarters; easily identified by the spiders all around). Picklock the trapdoor and go down. Head southeast to the jail cells, and speak with Johanhus Ulsbrecht. Ask him about Jimmy, and he starts talking about how the organization needs food. Ask him if he needs a favor done, and he will tell you that if you arrange for some chickens, he can let Jimmy go free.

  8. Head northeast to the Lumbridge farms and find Fred the Farmer (from the Sheep Shearing Quest.) Ask him about giving you some chickens, and he will say that he just doesn't have enough. He suggests you talk to Seth, at the farm over the river, on the way to Varrock.

  9. Talk with Seth Groats, he says that he will do it. He just needs to get everything organized. First, he needs some cages for the chickens. He suggests you see Horvik, in the Varrock plate/chainmail body store, about the cages. Apparently, Seth owed Horvik three bars of steel, for his last job, and assumes that would be great payment for the cages.

  10. Speak with Horvik, and ask him about the cages. You will notice that he is very sick. He says cannot do any work for you unless he has an herbal antidote, and also says that it would be much easier for you to bring him some existing pigeon cages to modify.

  11. Head southwest to the Apothecary in Varrock, and ask him about the medicines. He will gladly hand them over, but as he is giving you the breathing salts, he will accidentally drop the airtight pot, and lose the salt! He needs a new airtight container to put more salt in, and suggests that you see Tassie Slipcast, in the Barbarian Village.

  12. Go to the Barbarian Village and speak with Tassi Slipcast in the Pottery. She says that she needs to pay off a loan to Hammerspike, a ruthless gangster who lives in the Dwarven Mines. She says that if you want to get your pot, you need to take it up with him.

  13. Head west to the Ice Mountains and enter the Dwarven Mines. Go south, then west, and keep going west until you hit a dead end. Here, talk to Hammerspike Stoutbeard. Go through all the options, and ask him about being a gangster. He will tell you that he has always wanted to be a druid, and needs someone to take him on as their initiate. He suggests Sanfew.

  14. Go to Taverly, upstairs in the herb shop, and speak with Sanfew. Ask him if he is accepting new initiates, and tell him you know a dwarf who wants to be his initiate. He will take the dwarf on for not one, but TWO favors! He needs you to make some herbal tea for the gnome pilot on white wolf mountain, and organize a trip with the gnome to Feldip Hills.

  15. You need to make the tea yourself, here's the recipe:

    - Fill a Bowl with water.
    - Heat the bowl up on any range or fire.
    - Pour it into an Empty teacup.
    - Add 1 Harralander, 2 Guam leaves, and 1 Marrentill.
    (You can get an Empty teacup by buying/thieving some tea in east Varrock, and drinking it.)

  16. When you have the tea, head up White Wolf Mountain and talk to the Gnome pilot. Tell him you have a special tea for him, and he'll take it. Then tell him about the trip you want to organize, to take Sanfew to the ogres. The Gnome pilot wants to make it in record time, so he needs some lightweight rope, or T.R.A.S.H. as he calls it. He says Arhein, in Catherby has some.

  17. Go talk to Arhein, he says he knows a lot about T.R.A.S.H. and will be glad to help you in return for a weather report, to keep his cargo from sinking in a storm. He thinks a Seer named Phantewti could help him.

  18. Go west to Seers' Village, to the house directly south of the bar. The Seer you are looking for is inside the house. Ask him about a weather forcast, but he cannot do it for you, as he too is looking for a missing person. Her name is Petra, and according to his (rather vague) vision, she is in a cave, inhabited by some smelly creature, or creatures... He says the cave must be somewhere nearby.

  19. Go to the Fishing Guild. Directly southeast of the Fishing Guild, a small cave entrance is located right near the fence.

    cave entrance pic

    Enter the cave, and keep on the right until you come to a room. At this point, the quest gets a little... Mysterious... The girl you are looking for appears to be turned into stone, and imbedded in the cave wall! Search the carving, and you will see a message. The message is incomplete, but it means this: There were problems, report to wizard Cromperty, he is currently resident in East Ardougne.

  20. Head to the most north-east part of East Ardougne, and speak with wizard Cromperty. He says that in order to free the girl from the rock face, he needs some iron oxide, which can be bought from a merchant in Port Khazard... (NOTE: while you are in Ardougne, go to the house just south of the north bank; behind it, you will find pigeon cages. Take five of them.)

  21. On the Port Khazard docks, talk to Tindal, and ask him about the iron oxide, more commonly referred to as rust. He'll agree to give you one of his last pots, in exchange for, well... You know... He wants you to take his old flea-infested matress down to Rantz the ogre, in Feldip Hills...

  22. Head far south, past Gu' Tanoth, and then far east, to the east coast of Feldip Hills, and find Rantz. He would normally be happy to fill the mattress with feathers, but he can't hunt any Chompy birds to get some. This is due to a small man and his 'man flapper' making a lot of noise nearby... If you can help the man, and get the noise to stop, Rantz will agree to fill your mattress...

  23. Head west until you find a gnome glider. (It's a loooong walk - just keep going west. If you see rocks in shape of x, your destination is a teeny bit southeast. The picture below shows the landing strip after you finish, just so you know what you seek.) landing strip pic

    Apparently, the gnomes are trying to extend the glider travel route to Feldip Hills. Tell him Rantz thinks you should help, and he will tell you that the landing lights aren't completely working. Search each one of them for a gem, cut the gems, and put them back in the landing lights, in the order you received them. When you are done, talk to the gnome, tell him you finished the lights, and they will leave. (NOTE: If you happen to crush any of the gems, you can buy a new one from the gnome for 500gp. And if you need a chisel, take one of the gems in your inventory and talk to the gnome and he'll sell you one for 10gp.)

  24. Finally! the turning point!

    - Go back to Rantz, and he'll stuff the mattress.

    - Take the mattress to Tindal, and he'll give you the iron oxide.

    - Give wizard Cromperty the iron oxide, and he will give you an Animate Rock spell.

  25. Go to the bank, and withdraw armor, and food. Get everything you need to fight a level 92 monster. Go back to the goblin cave, and cast the spell in the room. You will accidentally release Slagilith, a big level 92 rock monster! Kill him, and he will drop an Uncut ruby, an Uncut diamond, and an Adamantite ore. Then, cast the spell again, and you will free Petra.

    Tips:After you cast the spell, run back (not past the red line) and Slagilith will go a little north and get stuck on the wall there. Now you can range, mage, or even hally! barrows
    Now, go back to Seers' Village...

    barrows
  26. Just when you think it's over, the stupid Seer can't give you the report! Go through all the options, and say you'll run him through. Then ask him why he can't get a clear picture, then ask him what tools he needs. As it turns out, his weather vane is broken... Go onto the roof, and search the weather vane. It is indeed broken. Use a Hammer with the vane, and then search it. You'll get all the broken parts.

  27. Go to an anvil, and with the broken parts, and a bronze, steel, and iron bar in your inventory, begin using the parts with the anvil to fix them. Return to the house and use the parts on the weather vane; it will be fixed. Talk to the Seer, and he will give you a weather report.

  28. Finally, back on track...

    - Take the report to Arhein, he will get the T.R.A.S.H. to the gnome.

    - Talk to the Gnome pilot, he will agree to take Sanfew to Feldip Hills.

    - Talk to Sanfew, and he will agree to take the dwarf on as his initiate.

    - Talk to Hammerspike. Apparently he's changed his mind in being a druid. He will have all his gang members (levels 44 - 49) attack you. Take care of them, and then talk to him again. He agrees to forget about the loan.

    - Talk to Tassi Slipcast, and she will teach you how to make pot lids. She will give you some wet clay. Use it on the nearby Potters wheel to make an unfired lid, then use the lid on the Pottery oven. Use the finished lid on a pot to get an airtight pot.

    - Go to the Apothecary, and show him the airtight pot. He will fill it with breathing salts. - Go to Horvik, and give him the breathing salts and the herbal tincture. Now give him the pigeon cages mentioned earlier, and he will turn them into chicken cages.

    - Go back to Seth and give him the chicken cages. He tells you the fanatics will let Jimmy go.

    - Go back to the H.A.M. headquarters and talk to Johanhus. He will agree to release Jimmy.

    - Go to Draynor Village and speak with Aggie. She will agree to be the character witness for Brian.

    - Head west to Port Sarim and speak with Brian. After some chat, he gives you the sharpened axe.

    - Get back to the Jungle forester south of Shilo Village and give him his axe.

    - Return to Yanni, and give him his logs. After a long long rant, you'll get your reward.

    Isn't it nice to take a few minutes from your day to do something nice for a stranger?

    Congratulations, you have completed the quest!

    quest complete image

    About the rewards: The lamps work just like genie lamps, except they give 10000 experience to the skills you choose. Note that the lamps will only work on skills that are at least Level 30! They cannot be banked on a member server (but can on a free server.)

    lamps and key ring image

    The key ring is a very convenient item. It clears out some of your bank by allowing you to store all your important keys on it. Quest keys that are meant to be used only once cannot be added to it, but a key given as a reward for a quest can be added. Eligible keys include: Brass key, Battered key, Crystal-mine key, Dusty key, Key (Phoenix Gang weapons store), Maze key, Metal key, Shiny key, and Wrought iron key.

    key ring use image

    You use the arrows to scroll through the keys, and if you wish to remove a key to use it, simply select "Remove this key". It is also possible to just Use the keyring on the relevant door (without removing the key from it). If you lose the key ring, you can buy a new one for 500gp, but it will not include any keys.

Plague City

Description: Episode 1 of our multipart quest.

A shadow of disease has overcast Ardougne. Edmond's daugher Elena has gone missing in West Ardougne whilst trying to help the plague victims there. See if you can find out what's going on.

Difficulty: Novice

Length: Long

Requirements: None

Items Needed: 4 buckets of water, rope (can be bought from Ned in Draynor Village for 15 coins, or in Ardougne General Store), a bucket of milk (get a bucket and use it on a dairy cow), a bar of chocolate (can be bought from the Port Sarim food shop; OR you can instead buy a chocolate dust from the Gnome Stronghold), spade, dwell berry (mcgrubbs woods, go round the back and squeeze through the railing, watch out for level 44 dogs), pestle and mortar (can be bought at Herblaw shop), some snape grass (spawns on the peninsula west of the crafting guild)

Quest Points Reward: 1

Reward: 2425 mining xp, and a Magic Scroll which tells you that you can now cast the Ardougne teleport, providing you have the magic level and the runes

Start Point: East Ardougne

To Start: Speak to Edmond

Instructions:

  1. Talk to Edmond. He will tell you about his daughter who has gone to West Ardougne to investigate the plague. He will ask you to talk to his wife.

  2. His wife, Alrena will tell you about the city and that you will need a mask to get into the city. She will make you a mask if you have a dwellberry. If you have the dwellberry, talk to her again and she will give you a mask. She will tell you about her husband who is digging the garden and ask you to help him. Before talking to Edmond, get the picture of Elena which is inside the house on the table.

  3. The garden is just west of this house. Talk to Edmond and he will say that you will need to pour some water on the soil. Use 4 buckets of water on the Mud patch and use the spade on the mud patch. You and Edmond will fall into the sewer.

  4. Walk southwest and you will find a Sewer Pipe. Use a rope on it and talk to Edmond. He will say that you will have to go alone. Wear your gas mask then search the pipe.

  5. You are now in West Ardougne. Find a citizen called Jethick. Talk to him and say you are finding Elena.( make sure you have Elena's picture in your inventory) He will tell you Elena is helping the people in this city.He will also ask you to return a book for him.

  6. Head north and you will find a house. Try to open the door. They won't let you in but you have the book. They will say that you can go in.

  7. Talk to the people inside and you will know that Elena has been kidnapped. One of them asks you to go up the stairs and talk to Milli.

  8. Go upstairs and talk to Milli. She will tell you about Elena is in a building in the southeast corner of this city.

  9. After you find the building (the door of the building has boarded-up and it has two doors), try to open the west door and the mourner will say the house has been touched by the plague. Say that a girl called Elena is inside and ask him that how to get in. He will say about Bravek.

  10. Head a bit north and you will see a huge house. Open the door and talk to Clerk. Tell him that it is urgent. He will let you to talk to Bravek.

  11. Open the door and talk to Bravek. He will say that he has a headache. Ask him about the cure and he will give you a scruffy note. It says:

    Get a bucket of milk,
    Then grind some chocolate
    With a pestle and mortar
    Add the grind chocolate to the milk
    Finally add some snape grass


  12. If you have read the Items/Skills Needed To Start: You should have all the ingredients. Follow the steps to make a hangover cure. Grind a chocolate bar with a pestle and mortar. Use the chocolate dust to the milk. Finally use the snape grass on the chocolate milk. Talk to Bravek after you made the hangover cure. His headache will be cured. Tell him that the Mourner won't listen to you. He will give you a warrant.

  13. Go back to that house and try to open the door again, the mourner will say that he will need to ask the Head Mourner, but when the message "You wait until the mourners back is turned" , open the door immediately and you will sneak inside.

  14. Walk down the Spooky Stairs and try to open the door, Elena will tell you that the key is somewhere here. Go back upstairs and search the barrel, you will find a small key. Go back down, use the key on the door and talk to Elena. She will say that her father will reward you.

  15. Go back to the dungeon and talk to Edmond, he will say thank you and reward you.

Priest in Peril

Description: Recently contact has been lost with the temple to Saradomin on Misthalins' Eastern border. King Roald would be very interested to know what has caused this lack of communication, and seeks an adventurer willing to report back to him on the situation.

Difficulty: Novice

Length: Medium

Requirements: Be able to defeat a level 30 enemy
Finished Rune Mysteries quest

Items Needed: A bucket and 50 unnoted essence.

Quest Points Reward: 1

Reward: Wolfbane, A special silver dagger that prevents werewolves from shapeshifting into wolves when attacked, 1,406 prayer experience, and access to a new town.

Start Point: Varrock Palace

To Start: Speak to King Roald

Instructions:

  1. Start by talking to King Roald in Varrock Palace. He tells you that contact has been lost with the temple and wants you to go and check it out for him.



  2. The temple is located East of the Palace. Open the Gate and follow the trail to the temple. Knock on the door by right clicking on the door and clicking knock on. He will ask you if you will to help him by killing the dog. Tell him you will.



  3. Go down the dungeon entrance that is shown on the map to the north. Kill the Temple guardian Dog in the room.



    Here is a picture of the Dungeon:



  4. Go back and knock on the door again. He will act very strange. He suggests you talk to King Roald.

  5. King Roald tells you that the dog was guarding the palace from attack, and he tells you to go back and fix it right away.

  6. Go back to the temple. Kill a lvl 30 Monk of Zamorak. He will drop a golden key.

  7. Go to the 3rd floor and talk to Drezel through cell door. Ask him to tell you about the Holy River. He will tell you how Sardomin made the river unpassable to all who were evil. He says that the river may not protect them again and asks you to help make it protect the lands again. He will tell you to get him out of the cell, incapacitate the vampire, and help fix the holy river.



  8. 8. Go back to the dungeon and go through the gate. Study the monuments. When you find a monument with an iron key in it, trade the golden key for it.



  9. Go back to the Cell and use the iron key on the cell door, then go in the cell and talk to Drezel. He will tell you that he cannot leave with the vampire still there, and tells you that the water of the river might be able to incapictate the vampire.

  10. Go back to the monuments and use a bucket with the well in the middle of them.

  11. Go back to Drezel and use the Water on the vampire. You will find out that the water is not blessed. Talk to Drezel and give the water to him and he will bless it for you.

  12. Use the blessed water on the coffin, and talk to Drezel again. He will tell you that he will meet you down by the monument.

  13. Go back to the monuments and go through the north-east gate. You will find Drezel there. Talk to him. He will tell you that the river has been unblessed. You suggest using rune essence to remove the Zamoraken magic. He tells you it will take 50 rune essence to do it. If you brought the unnoted essence, talk to him again and give it to him.

    Note: You MUST bring unnoted essence or he will not accept it.



  14. You have now completed the quest, talk to the priest again and he will tell you about the underworld beyond the rift which will take you to a new land.

Ratcatchers

Description: Gertrude knows of some ratcatchers in Varrock. Pay her a visit and she may tell you of their whereabouts. Perhaps they could show you and your cat a few pointers about ratcatching. Enter the subterranean world of the ratcatchers and discover more of your cat's true potential!

Difficulty: Intermediate

Length: Medium

Requirements: Must have completed Gertrude's Cat
and Icthlarin's Little Helper
A pet kitten/cat

Items Needed: Catspeak amulet, Kwuarm, Red spiders eggs, Vial, 4 Cheese, Pot, Weeds, Tinderbox, Bucket of milk, Marrentill, Ground unicorn horn, 2k coins, and food for your Kitten/Cat/Overgrown cat. Suggested Items: Teleports to Varrock, Ardougne, and Al Kharid

Quest Points Reward: 2

Reward: 4.5k Thieving Xp, Access to the Rat Pits, and having unlocked Wiley and Lazy cats.

Start Point: Gertrude's House

To Start: Have a cat/ kitten and talk to Gertrude

Instructions:

  1. Talk to Gertrude (She can be found west of Varrock in the small house near the bank). She will tell you about two ladies who apparently know a lot about catching rats.

  2. Go to the Varrock sewers and talk to Grimesquit. She will tell you that your kitten/cat has to catch 8 rats. (NOTE: Overgrown cats do NOT work! Have your catspeak amulet off while you are doing this, it will go much faster.) If you get a message saying that your cat cannot get its prey, give it food, stroke it, or pick it up. Using a ball of wool with it also works.

    Kill rats

  3. When you have completed your rat chasing task talk to the sisters again and they will give you a rat pole.

    Rat pole

  4. The sisters will send you to Ardougne to look for Jimmy Dazzler. He is in a house west of the bar Lucien is in.

    House

  5. He will give you a map and say you should follow it to a mansion to get rid of some rats in it. The only thing is that you must catch the rats which live there without being seen. He will cast a spell on you so that, if seen by the guards, you will be teleported outside the manor.

  6. Read the directions Jimmy gave you and you will be sent to the mansion.

    Scroll

  7. Your job is to catch all the rats inside the house, so this what you need to do. First pick up your kitten/cat/overgrown cat and place it in your inventory. When you enter the mansion dont let the guards see you or you will be teleported back outside.

    Map

  8. Start by sneaking past the guards to the left, then go north all the way and finally east to a trellis. Be careful not to be seen by the guards. Climb up the trellis and equip your rat pole. You are now upstairs. Go to the east bathrooms and then wait there until the 2 guards are outside again. Now go to the other room and catch all the rats inside, climb down, and then catch the rest of them. When catching rats at the mansion, two of the rooms have TWO rats which must be caught.

  9. When you have all the rats you will have to escape from the house without the guards spotting you! Retrace your steps back to the trellis to get out.

  10. Go back to Jimmy and he will give you a book and ask you to talk to Hooknose Jack.

  11. Go speak to Jack, who is in the southeast corner of Varrock near the start to the Family Crest quest. He wants Kuarm, Red spider eggs, and an empty vial to make rat poison and he needs cheese for bait.

    Jack

  12. Now go south of Jack to a area with a ladder. Go up the ladder into the warehouse above. Use the potion you got from Jack with all of the pieces of cheese and then put them inside the rat holes. When you are finished go speak to Jack again.

  13. He will tell you that you poisoned his cat and that you will need to speak to the Apothecary (located in southwest Varrock). The Apothecary will tell you that he needs a bucket of milk, a Ground unicorn horn, and a Marrentill to make the cure.

  14. Next, bring the cure back to Jack. He will tell you that one rat has survived and that you will have to kill it. Go back to the warehouse and use your kitten/cat/overgrown cat with the hole. The king rat and your kitten/cat/overgrown cat will start fighting! You can heal it by using food on the hole. If you want to run away, just climb down ladder and you will save your cat.

  15. Once the rat is dead, go talk to Jack again. He will open the rat sewers for you and will then send you to Keldagrim.

  16. Talk to Smokin Joe, he is east of the mining shop. He will ask you to help smoke out the rats in his house.

    Joe

  17. Use your weeds with the pot and then light itand use it with the rat hole. It will not work the first time but try it again and your cat will help you.

  18. Talk to Smokin Joe and he will send you to Port Sarim to look for The Face.

    The Face

  19. She tells you to speak to Felkrash down in the pits. Talk to Felkrash and she will tell you to kill all the rats in one stroke.

  20. Go back and talk to The Face. She will tell you a story about charming the rats. Head over to Pollnivneach and talk to the snake charmer.

    Snake Charmer

  21. Offer the snake charmer money, and he will ask for 1gp more than you have. Refuse to pay it and walk away slowly. Click Stop and he will accept 100gp and give you a tune to play.

    Note: You can use the Ring of Charos (U) to only pay the Snake Charmer 50GP, instead of 100

  22. Now go back to Port Sarim. Play the snake charm near the manhole. On the snake charm there are 8 notes and 8 pages. Select the right note for each page. You will note a red symbol above one of the 8 notes. On the page where you select that particular note, you also need to click on the black symbol in upper left corner of the page making it red. Once finished copying the notes onto it, play the snake charm and watch as you drown all the rats.

  23. Finally, go back to Felkrash and you will get to name your kitten/cat/overgrown cat. You can only name Wiley or Lazy Cats. Also only over grown cats can be trained into Wiley cats

    Congratulations! Quest Complete!

    Quest Complete

Recruitment Drive

Description: The Temple Knights of Saradomin, a secret organisation founded many centuries ago by Saradomin himself, are currently looking to expand their ranks with some new blood.

After the successful thwarting of the Black Knights' plans to take over Asgarnia, and with the personal recommendation of Sir Amik, you have now been offered the chance to apply for membership in this organisation... but are you up to the challenge?

Difficulty: Novice

Length: Short

Requirements: Must have completed Black Knights' Fortress
Must have completed Druidic Ritual Quest
Be able to defeat a level 20 enemy without any weapons or armour
Be able to solve very taxing puzzles and logic problems
Be a female or go to the makeover mage with 3k if you are a male (this 3k will be repaid).

Items Needed: None

Quest Points Reward: 1

Reward: 1000 Prayer exp, 1000 Herblore exp, and 1000 Agility exp, Gaze of Saradomin, Temple knights initate helmet, 3000gp, and if you were a male when you began the quest you will get a Makeover voucher (good for 1 free makeover).

Start Point: Falador Castle

To Start: Speak to Sir Amik Varze in the White Knights Castle. (Go up two flights of stairs)

Instrunctions:

  1. Speak to Sir Amik Varze in Falador castle (3rd floor)

    Sir Amik Varze

  2. Head down to Falador garden and talk to Sir Tiffy. Be sure to have no items on you!

    Sir Tiffy

  3. He will teleport you to some secret training grounds.

  4. The puzzles you will receive will be random, and if you fail, you can try again, but will likely receive a different one. Here are the solutions to the puzzles in the Secret Training Grounds.

    • Ms. Hynn Terpett (Riddles)

      Ms. Hynn Terpett

    • With capture and your death - The wolves

    • I dropped four identical stones, into four identical buckets, each containing an identical amount of water. The first bucket was at 32 degrees Farhenheit, the second was at 33 degrees, the third was at 24 and the fourth was at 35 degrees. Which bucket's stone dropped to the bottom of the bucket last? - 32 Degrees

    • The Father and daughter - 10

    • Which of the following statements is false? - 3

    • There are a million inhabitants in runescape. What would the number be if it was multipled by the amount of fingers on every inhabitants left hand? - The Answer Is 5 Million, Or 5,000,000

    • Sir Ren Itchwood (Riddles)

    • Simply look at the the first letter in every line he says and it will spell out the solution for you, or look for words that are repeated a lot and they will be the answer.
      Possible answers: FISH, BITE, RAIN, LAST, PASS, TIME, CLUE, or MEAT

    • Sir Tinley (Patience)

      Sir Tinley

      Talk to him and just wait, do not do anything or you will fail his test. When an hourglass appears on the table you can leave the room.

    • Sir Spishyus (Chicken, Fox, and Grain Puzzle)

      Sir Spishyus

    • First, take the chicken to the other side of the bridge.

    • Next, walk back across and then take the fox across.

    • After that take the chicken back across the bridge.

    • Then take the grain to the other side with the fox.

    • Finally, return for the chicken and take it across.

    • Sir Kuam Ferentse (Combat)

      Sir Leye

    • You will have to defeat Sir Leye, and you have to be female in order to kill him, males can still hurt him but cannot deal the final blow. (If you are a male head over to the Makeover Mage south west of Falador and pay 3k to become a girl)

      Sir Leye Talking

    • Lady Table (Statue Memory Puzzle)

      Sir Table

    • All she says is to touch the statue that doesn't belong. It is random each time, so find which color (Bronze, Silver or Gold) has only three statues and see what weapon is missing of that color. When your 10 seconds is up simply touch the statue that was previously missing.

      Statues

    • Miss Cheevers (Alchemy Puzzle)

      Miss Cheevers

    • First, go around all the shelves, crates, and bookcases and collect all their equipment.

    • Next, talk to Miss Cheevers and ask for help

    • Search a book case afterwards for the alchemy book.

    • For the rock door you will need to create a handle, and for the wooden door you need a key. Handle:
      1. Take the spade off the table
      2. Use the spade with the Bunsen burner
      3. Use the metal part of the Spade with the stone door
      4. Use the Cupric sulfate, Sodium chloride, Acetic acid, and a Vial of liquid on the stone door
      Key:
      1. Use the Gypsum with the Tin (the one that looks like a cake tin)
      2. Use Vial of Liquid with the Tin
      3. Use Tin with the white stuff in it with the key on the floor

        Key

      4. Use the Tin Ore Powders and the Cuplric Ore Powder on the Tin
      5. Use the Tin on the bunsen-burner
      6. Use Bronze Wire with Tin
      7. Now you have a key!

  5. After completing these puzzles, you will be teleported back to the Falador Park. Quest Complete!

    Recruitment Drive Quest Complete

    You can also purchase the rest of the Initiate armour from Sir Tiffy for 20k or individually, platebody for 10k, platelegs for 8k, or the helm for 6k.

    Initiate Armour

    The Gaze of Saradomin means you will respawn in the White knights castle when you die, however you can ask Sir Tiffy to shift the respawn point back to Lumbridge if you want (This does not apply to Free users).


 

Sponsors

Regicide

Description: Continuing the plague city series, the Regicide quest takes you beyond the 'Well of Voyage' to a new realm. King Lathas will employ you once again, this time for the grim task of deposing his brother. Once you have travelled to the realm you will find yourself surrounded by new and strange plants, animals and even a new race. Once there, you will see that everything is not as serene as it first appears.

Difficulty: Master

Length: Long

Requirements: Level 56 Agility (Higher level agility is an advantage)
Must have completed Underground Pass
Must be able to beat a level 110 guard

Items Needed: Pot, Pestle and mortar, 4 Balls of wool, 3 items to kill a lvl 110 guard, prayer pots, food, a few ropes, a bow and arrows, spade, pickaxe (to mine Limestone), a few antipoisons, and a few agility potions if you are 53 to 56 agility. Optional Items: Hatchet for cutting down trees to get logs and a tinderbox to make fires which can be used to cook rabbit and bear on the spot.

Quest Points Reward: 3

Reward: 13k Agility Experience, 15000 coins, and the ability to buy and wield the Dragon Halberd.

Start Point: Anywhere

To Start: Receive a message from the king's messenger(Random Event).

Instructions:

  1. After you have completed the Underground Pass, a squire will randomly appear in front of you. He will give you a message, read it. It tells you to go to King Lathas.



  2. King Lathas says the wizards have completed making the portal and that you are to go through and talk with the Elven King.

  3. Go through the underground pass (see underground pass quest) but this time you can skip the destroying of the crystal part, the killing of the unicorn and the killing of the paladins. *note* do not talk to the paladins, they believe that you are Iban's follower and will attack you if you engage them in conversation.

  4. Go to the path to Iban's chamber (no you don't need the doll) and go inside the door. You can talk to the people there or just go straight down the magical well. You can recharge your prayer points at the altar, if not continue out of the cave.



  5. Welcome to the land of the Elves! As soon as you arrive you will be confronted by a guy named Idris, but some elves named Morvran and Essyllt will kill him and tell you to go to Lord Iowerth's camp in the Northwest corner of the forest.



    Here are some dangerous traps you will encounter:

    Tirannwn Map

    Trip wires: These are extremely hard to see. If you walk through them you will get shot by poisoned arrows. The arrows deal 5 damage apiece and poison you at a rate of 2 hp per time. To successfully bypass the trap find the wire and click "Step over". It should be in between two rocks close together, which are really the crossbows that shoot you. This requires agility and is possible to be failed.

    Leaf traps: These tricky things appear as trees from the top and leaves/bushes from the side. If you walk over one then you will get hit 15 and fall into a nasty pit. To bypass this trap, just find it and click "Jump leaves" and you will try and get past them. If you have trouble, try clicking "Jump leaves" on the side that you are closest to. This too, requires agility.

    Stick Traps: They will hit you for 8 damage if you fail to cross them, right click and say pass to manuever over them.

  6. Go to the southwest corner of the forest, past the leaves (jump over them). *NOTE* The trick to jumping the leaves is to click "Jump Leaves" on the side that is facing you, otherwise you will fail more often*. Keep continuing Southwest and there is a Stick trap, just keep clicking "pass sticks" till you pass it safely. Take the north path all the way to Iorwerth's camp (jump over the other leaves) and cross the log. He will tell you to seek out his tracker.

  7. Go south past the leaf trap again and keep going south. Talk to the tracker, he doesn't trust you. Go back to Iorwerth and get a pendant and then go back to the tracker and show the pendant.

  8. The tracker tells you to search the west side of camp for a trace of Tyras's men. Go straight west from the tracker and you should see 4 black footprints on the grass. Look at them then return to the tracker. You are not allowed to go into the nearby "Dense forest" until you find the footprints and return to the tracker.

  9. BATTLE TIME! Once you go west 3 times into the dense forest you will be attacked by a lvl 110 Tyras Guard. Once the guard is slain keep going on, the others will not attack you. On the north side of the clearing there is a small path, beware of the two almost invisible black line traps on either path. Jump over the line trap or else you will be poisoned and hurt 10 damage.

  10. Go into Tyras's camp by going through the dense forest. Inside the camp talk to General Hining. You can also use the shop to buy food, or any (but the dragon) of the NEW kind of weapons, the halberds.

    Bronze is 104 gp, Iron is 364 gp, Steel is 1300 gp, Black is 2496, Mithril is 3380, Addy is 8320, Rune is 83200, and Dragon is 325000. All prices depend on stock of the store.
    *Note* you can only buy the Dragon Halberd after you have finished the quest, before then you can only see it but it is NEVER in stock.

  11. Go back to the tracker then to Lord Iorwerth. He gives you a book about explosives called The Big Book of Bangs. There are several items that you need to make the explosive.

    Sulfur - South of the tracker, use with Pestle and mortar to get a powder.

    Quicklime - Mine limestone in the pits East of the South gate of the Elf City Prifddinas. Prifddinas is North of the stick trap that gained you access to the tracker and camp. Just go north of it instead of going past it and you should come to the Elf City after crossing a huge stone bridge. (There is an east gate to the city but it is not used in the quest and can't be entered.)

    On the way east to the mining area there should be a Leaf trap that you have to jump over and some Level 88 Dire Wolves that you have to run past. If you go past the Dire Wolves and cannot find the limestone quarry, you have gone too far north. In this case, head back to the Dire Wolves and then head south east and you will find the limestone quarry.

    Use the Limestone on the small furnace in the Tyras Camp (you may take 8 damage!) to make Quicklime. While you have a Pot in your inventory use the Quicklime with Pestle and mortar to make a powder. (Pot can be found in the Elf camp, it spawns in one of the tents.)*

    *Note: it may be possible to bring Limestone with you (from Mort'ton or the mine on the road to Canifis), and also it is possible after the quest to use it at a regular furnace to make Quicklime, taking no damage. Try this *before* going to Tirannwn; you might be able to avoid two long treks through the woods.

  12. Naphtha - get a Barrel from the Tyras camp then use it on the swamp south of the tracker to get coal tar, then teleport to Falador and put the barrel and some Coal in your inventory (10-20 pieces depending on how well you can distill). Go to the Rimmington Chemist that was in the Biohazard quest. Distill the coal tar by putting the Coal tar in the distiller then adding Coal (see instructions below). You want your heat in the red/green areas and pressure in the green area. Once you have filled the green 'distilled' bar then exit it then you will have naphtha.

    How to Distill: Use the tar-filled barrel with the distiller. Put Coal in the distiller and watch the heat go up. When the heat gets into the green zone turn the tar valve (right one) on. If the pressure goes past the green zone, vent the pressure by turning the left valve on. Dont let the pressure go too low so you close the valve when it goes below green. Keep repeating this untill you have distilled all of the coal-tar. It takes a while to get used to it. Each valve can be manipulated as follow: Click on left side of the valve to turn the valve down. Click on right side of the valve to turn the valve up.



  13. Use the Pot of quicklime with the naphtha barrel, then use the Ground sulphur with the barrel. Fetch materials for the Underground Pass (bow and arrows, spade, rope) and 4 Balls of wool (Also bring along an hatchet and tinderbox for step 14) and go to the Elf camp. Use the Balls of wool on the loom to create a Cloth. Use the Cloth with the barrel.

    Voila! You have your highly explosive compound!

  14. Buy a tinder box (Tyras's camp shop) if you don't already have one, then cook some Rabbit meat then go to the catapult launcher and give the man the meat. Use the barrel on the catapult and boom goes Tyras.





  15. Return to the Lord and tell him the news. He will give you a message. Now you can teleport to Ardougne and then give the message to the King of the Paladins. You will have a surprise visitor on the way there......(I will not reveal the ending, to keep it a surprise.)





    Dragon Halberd costs anywhere from 325k to 350k depending on the store's stocks.



    A Dragon Halberd! Attacks over obstacles and through fences.
    +70 Stab, +95 Slash, +0 Crush, -4 Magic, +0 Range and +89 Strength
    -1 Stab Defense, +4 Slash Defense, +5 Crush Defense

    It is 2-handed. Its' special attack is a super slash and if the opposing enemy takes up more than 1x1 square then that enemy can be hit TWICE, much like the dragon dagger.

Roving Elves

Description: Deep in the elven forests of Isafdar, live a duo of roving elves: Islwyn a grumpy, old elf who dislikes humans and his companion Eluned who is a beautiful, friendly, young female elf with a kind heart. In this quest you are challenged to overcome Islwyn's prejudice against humans and alleviate the burdens of the past.

Difficulty: Master

Length: Short

Requirements: Must have completed Regicide quest
Must defeat a Level 84 moss giant unarmed(Protect from Magic is helpful)

Items Needed: Glarial's Pebble (See Waterfall Quest), Glarial's amulet, 2 Ropes, and a Spade (Optional: Teleport Runes)

Quest Points Reward: 1

Reward: 10k Strength exp, 1 free partly-used Crystal bow or Crystal shield

Start Point: Isafdar woods, Tirannwn (Refer to map)

To Start: Speak to Islwyn

Instructions:

  1. Search the fire remains to start the quest. Here is an overview map showing only the important locations for this quest:

    Queststart Overview Map

    Detailed map showing all of Tirannwn's traps and paths:

    Tirannwn Map


  2. Go and talk with Islwyn (they switch between two spots, they switch places in about 5 minutes, so just stay and wait at the spot marked on the map) then talk to Eluned. They will tell you to go to Glarial's Tomb and get a consecration seed. If you have Glarial's pebble head straight to Glarials Tomb, located west of the Fishing Guild. If you do not have the pebble go to the Tree Gnome Village Maze and go down into the dungeon to get one. (See the Waterfall Quest Guide for help.)

  3. Once you are inside Glarial's Tomb, get ready to fight a lvl 84 Moss Giant UNARMED! It will hit you even if you use protect from melee so make sure you have plenty of food! (note that armour, weapons and runes are not allowed in the Tomb: if you have prohibited items, when you insert the pebble it says "nothing happens".)

  4. Once you have the seed, head back to the elves.

  5. Talk to Eluned and she will take your seed and sing to it, and then give it back to you. They will say that you need to plant the consecrated seed at Glarial's grave, which is inside the waterfall.

  6. Go to the waterfall with Glarial's amulet, a spade and the seed (bring your ropes to get there!) When you enter the waterfall go to the east room and search the crates until you find a large key. Now go to the west room and use the key on the door, then on the next door. Plant the seed close to the grave. A small crystal tree will appear.

    Crystal Tree
  7. When it's over go back to the elves and tell them what happened. Congratulations, you have completed the quest!

    quest complete image

image

Islwyn will allow you to choose either a Crystal bow or a Crystal shield for your reward. The bow requires 70 ranged in order to wield it. The shield requires 70 defense and 50 agility (not a problem since you completed the Regicide quest already). They are Not Tradeable!

bow and shield item image

Your reward bow or shield is rated 2/10, meaning that it is not fully charged. They *will* deteriorate with use. The 2/10 bow has 200 uses (no arrows required). After the item wears out, it deteriorates to a seed again. Jagex has added a third roving elf in the forests of Isafdar. She will create a new crystal bow or shield from a seed when your existing equipment runs out of charges.

The first time that you take the seed to the elf, she will charge the standard price for either the crystal bow or shield (bow costs 900k and the shield costs 750k). However, every time you go back to her she will reduce the price, but she will not go below 180k for the bow or 150k for the shield.

Crystal equipment now also has 2500 charges before it reverts to its seed.

The Crystal bow (2/10) stat effects are 0 for everything except Range Attack which is plus 68. The Crystal shield (2/10) stat effects are Attack Stab 0, Slash 0, Crush 0, Magic -10, Range -10; Defense Stab 35, Slash 38, Crush 37, Magic 0, and Range 64.

Rum Deal

Description: Zombie pirates have arisen on Braindeath Island, and they don't look friendly. Production of 'rum' has stopped, and the pirate brewers are running scared.

Can you overcome the horde of drunken, undead pirates?

Can you even get to the island without getting a splitting headache?

Difficulty: Experienced

Length: Medium

Requirements: Level 40 Farming
Level 50 Fishing
Level 47 Prayer
Level 42 Crafting
Level 42 Slayer
Must be able to defeat a level 150 monster
Must have completed Zogre Flesh Eaters

Items Needed: Armour and a good weapon, a small amount of food, Slayer gloves (Buy from any slayer master), Ring Of Charos (u) (helpful, but not required), Ectophial (allows quick banking and a close teleport to the start of the quest, but not required).

Quest Points Reward: 2

Reward: 7k Farming, Prayer and Fishing experience, Holy Wrench

Start Point: North of Port Phasmatys

To Start: Talk to Pirate Pete

Instructions:

  1. To start off the quest, speak to Pirate Pete. He can be found North of Port Phasmatys. You will ask him if he has any quests available and he will tell you a "sob story" to which you can agree to help him with. He then mentions a Demon named Baliror the Destroyer. Say you are brave enough and he will knock you unconcious with a bottle.

    Start

  2. A small cutscene showing Pete talking to Captain Braindeath in a factory will then play.

  3. You wake up and Cap'n Braindeath begins to tell you about both his Rum Factory and about a group of Zombie protesters outside.

  4. The first task he gives you is to grow some Blindweed in the only patch still in-tact. He will give you a seed and instruct you to get some Farming equipment from the basement.

  5. Take the ladder in the northwest area of the factory down into the basement. Run past the level 49 Fever spiders to the southeast of the basement and search the cupboard. Take the farming equipment and return up the ladder.

  6. Take the south stairs out of the factory and head to the most southeastern patch. Beware of Zombie Pirates that are around level 50.

    Patch

  7. Rake the Blindweed patch and plant the seed. Water it if you want, keeping in mind that it will take around two minutes to grow.

  8. Once it has fully grown, pick the Blindweed and return to Captain Braindeath. He will tell you to go upstairs and put the Blindweed in the hopper. The ladder up is in the southeast corner and the hopper is in the northwest area of the upper floor.

    Hopper

  9. Return to Captain Braindeath and he will tell you to fetch a bucket of Stagnant Water. Grab a bucket from the respawn point while you're here.

  10. Head down the south stairs then go west to a bridge where a man is standing guard. Try and walk through the gate on the bridge (If you have the Ring of charos (u) on you can get through). If you don't have the ring, talk to 50% Luke and you eventually be able to distract him to get by.

    Luke

  11. Head up the volcano and use the bucket on the pool of water to get some stagnant water.

    Water

  12. When you have some stagnant water take it to the Captain and he will ask you to dump it into the hopper.

  13. Speak to the Captain again and he'll ask you to get some Sluglings. He gives you a tangled fishing net and bowl. Do NOT untangle them! (If you do, just use them with each other again.)

  14. Head to the fishing spot south of the main brewery and catch 5 of the Sluglings. Now go to the pressure valve on the top floor. Put them in and pull the lever.

  15. Go talk to the captain and he will give you a wrench to bash the controls. When you try and bash the controls it won't work. You need to go find a priest who goes by the name of Davey. Davey is in a split off room on the same floor.

  16. Talk to him and he will bless the wrench. Go back and bash the controls and a level 150 spirit will jump out and attack. He is easy to defeat with protect from melee.

    Start

    Fight

  17. After he is defeated, go talk to Captain Braindeath and he will want a fever spider's dead corpse. Put on the slayer gloves and head down to the basement to kill one. Take its corpse to the hopper and put it in. Now go back and talk to the captain. The rum is now made.

  18. Go the outlet valve on the same floor, located in the southwest area. Make sure you have an empty bucket and turn the tap. Take the rum to Captain Donnie outside. He will tell you his boss is called Rabid Jack. Finally, go talk to the Captain back in the Brewery.

    Quest Complete!

    QC

    Note: The Holy wrench increases Prayer points restored by Prayer potions by one point more than normal when in your inventory.

Scorpion Catcher

Description: Thormac has lost his rare lesser kharid scorpions after leaving their cage door open. These scorpions have hidden in areas that are rather difficult to get into. You will have to overcome various challenges (and drink a lot of beer) to get all the scorpions back. If you manage to help him Thormac will improve your battle staffs.

Difficulty: Intermediate

Length: Long

Requirements: Level 31 prayer
Be able to go Deep in to the Taverly Members Dungeon.

Quest Points Reward: 1

Reward: 6625 Strength Exp, Thormac will enchant battlestaffs for you for 40,000 gp

Start Point: Sorcerer's tower south of Seers Village.

To Start: Speak to Thormac the sorcerer

Instructions:

Speak to Thormac. He tells you that he has lost his scorpions and wants you to get them back. He will give you a cage and tell you that the Seer in Seers Village could help you in locating them. You don't have to go back to the Seer every time in RS2 but I recommend it so you get the full experience of the quest.



First Scorpion

  1. Speak to the Seer in Seers Village and he will tell you that the scorpion is in between Black Demons and Poison Spiders. This is in the Taverly Dungeon.

  2. Go to the bank and get out armor, a weapon, the Dragonfire Shield, an antipoison potion, the scorpion cage, a Dusty Key is you already have it and food. Head to Taverly and go South. If you are a low combat level you might want to save your energy so you can run past higher level creatures in the dungeon.



  3. Precede to the part of the dungeon with the Poison Scorpions. If you need the Dusty Key, instead of going across the bridge to the Chaos Dwarf island continue down the little path to the area with a lot of Black Knights.

  4. Take a left when you can and you will find a jail. Kill the Jail Guard and take his key. Unlock the cell with the explorer in it and talk to him. He will give you the Dusty Key. Go back out to the Poison Scorpions and this time cross the bridge and continue through the dungeon until you get to the door after the Lesser Demons. Use the Dusty Key with the door and go through.

  5. Run past the Blue Dragons if you need to and then continue until you get to Black Demo ns. Run past them and go into an area with Poison Spiders. Look for a wall you can push and come to a room with the scorpion. Use the cage with the scorpion and you've go the first scorpion.



Second Scorpion

  1. Run out of the dungeon and go to the bank withdraw about 268 gp. The next scorpion is in the Barbarian Outpost. Go west and then north to get to the waterfall. Head north of here and you will find the Outpost. Try to open the gate and a barbarian will tell you only barbarians are allowed in. Tell him you are a barbarian and he will tell you to do the bar crawl.



  2. Go back to Seers Village and go to the bar there. Use the bar crawl card with the bartender then drink what he gives you and leave. Go to Falador next. Do the same with the bar here. Next head east to Varrock. There are two bars here, one in town and one northeast of it near the wilderness. Next head south then west to Port Sarim. Get the bar here then get on a ship to Karamja. Once there get the bar from the Pirate Treasure quest and then cross over the volcano to Brimhaven. In southern Brimhaven there is a bar. Then head to Ardougne by boat from northern Brimhaven. Get off the boat and go south to Yanille. Get the bar here then head back north on the other side of the river and get the bar in Ardougne where the Temple of Ikov start is.



  3. Last is the bar in the Grand Tree. Go north to the Gnome Stronghold and up to the second floor of the Grand tree. Now you should be done go back to the Outpost and hand over your card.



  4. The barbarian will let you in and in the building just in front of the gate the scorpion is wandering around.



Third Scorpion

  1. The last scorpion is in the Monastery north of Falador. If you have the 31 prayer then go right away, go up the ladder and capture the scorpion. If not then train prayer and then go and get him.



When you have all of the Scorpions, head back to Thormac and he will give you you're reward.

Sea Slug Quest

Description: Something strange is happening on the fishing platform. Missing fishermen and the presence of dozens of strange sea creatures gives cause for concern. Investigate the platform, discover the truth before it's too late.

Difficulty: Intermediate

Length: Short

Requirements: Level 30 Fire making

Items Needed: Swamp paste (you can buy some at Khazard port store, or you can make by getting tar from Lumbridge swamps, using flour with it, and cooking it), hatchet, and tinderbox recomended.

Quest Points Reward: 1

Reward: Oyster pearls, 7175 fishing xp

Start Point: South of the Legends Guild and East of Ardougne

To Start: Speak to Caroline

Instructions:

  1. Talk to Caroline, she'll tell you of her plight. She tells you that her friend Holgart can take you to the platform.

  2. Talk to Holgart and find out his rowboat isn't seaworthy. He needs swamp paste to fix it, so give him some and you'll soon be at the fishing platform.

  3. Walk west and talk to Bailey. He will tell you about the son, Kennith, who is hiding upstairs, and Kent, who left to find help days ago.

  4. Go upstairs using the ladder on the northeast part of the platform, then head west to the building to talk to Kennith about the situation. Shout across the crates to him, then go find Kent by talking to Holgart

  5. You arrive on a small island, talk to Kent and learn the history of what happened 5 days ago, Kent saves you from a sea slug's control. You thank him and return to the platform via Holgart to save Kennith.

  6. Upon arriving the fishermen won't let you up the ladder so talk to Bailey to learn the weakness of the slugs. Heat. He gives you a torch, but you have to light it yourself. Get the broken glass from the corner and go pick up some damp sticks from the northeast section.

  7. Use your glass with the damp sticks to get dry sticks, rub them together and your torch should light. Climb up the ladder with your torch.

  8. Talk to Kennith, then kick the loose panels on the outside of the building he's in. Talk to him again, then rotate the crane. He'll jump on and into the rowboat below.

  9. Go back to Holgart and return to land. Talk to Caroline to claim your reward.

    seaslug

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Shades Of Mort'ton

Description: Mort Myre's south border has been breached, and a path towards a strange town called 'Mort'ton' has been found.
Strangers return from such visits with tales of the 'Afflicted' and shadowy creatures who jealously guard their tomb treasure.

Difficulty: Intermediate

Length: Short

Requirements: Level 15 Herblore
Level 20 Crafting
Must be able to kill a level 40 foe
Requires a team of people:
The higher their crafting levels the smaller that team can be.

Items Needed: Tarromin, Axe (hatchet), Tinderbox, about 10,000 coins, 2 Vials of water, Armour and Weapon.
Items purchasable at Mort'ton shop: (General Store) Hammer, Olive oil; (Building-supplies Store) 5 Limestone bricks, 5 Limestone, 10 Swamp paste, 5 Planks

Quest Points Reward: 3

Reward: 2,000 Herblore XP and the ability to go down into temple north of the General Shop. Taking the Diary to the Apothecary in Varrock earns one-time additional herblore xp (may vary: I got 335 xp). Some people also get Crafting XP.

Start Point: The town of Mort'ton to the South east of Filliman Tarlocks camp (South of Mort Myre, cross bridge near Nature Spirit Quest Starting Location)

To Start: Explore the town and uncover it's secrets

Instructions:

  1. Head into the Swamps of Mort Myre and Head South.

    Once you have passed the Nature Spirit Quest island, continue heading south down and round the winding path.

    When you first come into Mort'ton search the sign at the entrance, you will notice it has teeth marks on the sign.

    pic

  2. Head south-southeast from this and you will notice a house that has a broken table inside it.

    Search this table and the shelf. You will then get three Herbs and a Diary. Click the Herbs to ID them, you will get two Tarromin and one Rogues purse (Rogues purse is a Herb used in Jungle Potion Quest).

    pic

  3. Read the Diary and you find out that the people of Mort'ton have been affected by the temple just north east of the house.

    It also explains that Tarromin is used in a "temporary cure" that makes the Afflicted townspeople intelligible for a short period.

  4. Add Tarromin to the Vial of water.

  5. Cut down 3 trees and start 2 fires (using 2 Logs), keep the third Log for later. Let the fires go out and collect the Ashes and use them with the Tarromin Filled Vial to get Serum 207. (A word of warning: you need to speak to the General Store owner twice and the Priest twice, so do not use your Serum on other people unless you brought spare Tarromin.) Use your second Tarromin on a Vial of water and add Ashes to make a second vial of Serum 207.

    pic

  6. Once you have finished making the serum, go and use it in the General Store on Razmire Keelgan (1 used, 5 left). After a brief thank you, ask him all the options so you know what's going on. Then he'll ask you to go and kill five shades (you have to kill these yourself!) (you don't need to use his stores yet so don't worry.) Note that this quest 'keeps count' of how many shades you've killed after you accept this assignment, so the number of remains you already have (or pick up) don't matter: you must Kill Five Personally.

    pic

  7. Kill Five Shades and take the remains back to the General Store and use another dose of Serum 207 on Razmire (2 gone, 4 left).

    pic

  8. He'll take a corpse and examine it. He will then tell you to take a corpse to Ulsquire Shauncy.

  9. Go to the house with the water drop on the minimap and use a dose of potion on Ulsquire Shauncy (3 gone, 3 left). After showing him the corpse speak to him again before the potion wears off. After listening to every option head back to the shop (if you want you can do this option earlier) and use another dose on Razmire (4 Doses gone, 2 Left).

    pic

  10. Stock up on a Hammer, some Swamp paste (about 10 may be enough, it depends on amount of people), 5 Planks, 5 Limestone and 5 Limestone rocks and 1 Olive oil. Then head northeast of the shop to the temple. (You may want to switch to World 2 at this point in order to find enough people to repair the temple.) Click on a wall and your character will start repairing it, wait until it is at 100 percent repaired and your Sanctity is at least above 10 . . .

    pic

    TIP: make sure there are several people repairing the temple and several attacking the shades, as shades CAN and WILL attack the temple and tear it down completely. Players defending the temple also accrue Sanctity.

  11. Once this is done the flame in the centre of the temple can be lit using a Tinderbox. Use the Olive oil (bought from the shop) on the flame and now you'll have Sacred oil. Keep working and get your Sanctity up to 20 percent, as this is also the best time to use your remaining Serum 207 on the flame to make it into the permanent cure, Serum 207(p). Now use the Sacred oil with the other Logs you chopped earlier to make Pyre logs. Kill another shade for Loar remains (or just pick up any from the ground) and head south.

    pic

  12. Scattered around the edges of the town are holy altars that are used for cremations.

    Head to any one of these, it's not important which one. Use the Pyre logs on the altar, then use the remains on the altar, light these using your Tinderbox and a key will appear. Take the key (this is used for the doors north of the shop but isn't needed in the quest.)

  13. Once you have burned the remains and taken the key head back to Ulsquire and use another dose of potion on him (5 doses used, 1 left).

  14. He will congratulate you on setting the shade to rest

    pic

    Quest Complete

    Note: For the permanent cure, you need 20% sanctity and then you must use serum 207 on the sacred flame then give it to the people as serum 207(p). It is recommended to use this on Razmire so that you have ready access to his Stores in the future.

    Another tip: if the world you are on does not have enough people to build the temple, switch to World 2 (most populated member world). But buy your Olive oil before switching, as it is harder to purchase where many people are trying to buy it.

    The key generated when setting the shade to rest allows you to access the Mort'ton tombs (entrance located north of the store). Here you can kill higher level shades (Phrin, Riyl, Asyn, Fiyr) and use your keys to open chests and get loot such as armour, weapons, runes, and Fine cloth (which, along with Hollow bark and cash, can be made into Splitbark armour by the Wizard at the Wizard Tower). See the Mort'ton Shade Burning Special Report for complete details.

    NOTE: Keys aren't generated 100% of the time when setting shades to rest so if you didn't get one during the quest, you can keep trying until you do

Shadow of the Storm

Description: A sinister group of dark wizards is attempting to summon Agrith-Naar, a demon of exceptional mystical power.

Rather than try to prevent them, a Saradomist priest asks the player to help summon the demon and then kill it once and for all.

But all is not as it seems...

Difficulty: Intermediate

Length: Medium

Requirements: Must have completed Demon Slayer Quest and The Golem Quest.
Level 30 Crafting.
Must defeat a level 100 post-apocalyptic demon.

Items Needed: You have to wear a black outfit of at least three pieces, Coins (about 2k), Desert items (Tickets, Waterskins, Knife, Desert clothes), Silver bar, Vial, Pestle and Mortar, Food for the fight, and an Amulet of glory or a Ring of dueling is recommended to teleport to Al Kharid. (For the outfit, you can wear Black dragonhide, Black mystic robes, Dark wizard robes, Zamorack robes, Ghosty robes, or Desert robes dyed black using the mushroom).

Quest Points Reward: 1

Reward: Darklight's sword, and you can pick 1 of the 6 combat skills to receive 10K experience in (Attack, Strength, Defense, HP, Magic, or Range).

Start Point: Al Kharid.

To Start: Speak to Fr. Reen

Instructions:

  1. Go to Al Kharid bank and speak to Father Reen. If you do not have a regular undyed Silverlight he will give you one. He will then tell you that evil wizards are trying to summon a demon. He will send you to Father Badden at Uzer.

  2. Go inside the temple and turn east. Pick a black mushroom and use it with your pestle and mortar. Now your vial will be filled with black ink. Put it on your silverlight.

  3. Go speak to Evil Dave. If he thinks you are evil enough, he will open the portal for you and bring you to Denath. (Only wear black things! Do not wear other colored clothes.)

  4. He will then accept you into his team and tell you an incantation. Remember the incantation! You'll need it later! Now go speak to everyone until you get a demonic sigil mould.

  5. Next, teleport back to Al Kharid and use your silver bar with a furnace to make the demonic sigil.

    Demonic sigil

  6. Head back to the demon realm at Uzer and talk to Matthew. He will tell you to find a book.

  7. Next, speak to the Clay Golem outside the temple and ask if he saw something last night. He will tell you that a man put a book into a broken kiln. Look into the kilns scattered nearby the Clay golem or the ones downstairs until you find a book.

    Kiln

  8. Take the book back to Matthew. The book is called "Demonic tome".

    Demonic tome

  9. The ritual will now start. You have to say the words by chanting with your demonic sigil (The words you wrote down).

    Chant

  10. Denath will step into the portal and Matthew will tell you that we sent Denath back to the demon world. Some of the members will leave the group, so pick up Denath's Sigil and head after them.

  11. As you walk out, one member will be killed by ghosts. Pick up their sigil and talk to Evil Dave. Evil Dave will show you Eric (who was crushed by rocks). Tell Evil Dave to head back inside the portal, and get the fourth sigil from him. (Check your inventory, you should have 4 Sigils now).

  12. Grab the strange implement in the northwest corner and head outside. (You WILL take damage randomly through out this part so watch your hitpoints!) Talk to Father Reen, and tell him to get inside. He will not want to go, so choose the last option and he will decide you are right.

  13. Next, talk to father Badden and give him a sigil.

  14. Now go ask the Golem, but he will not want to go so you will have to reprogram him. Use the Strange implement on him then give him a sigil.

  15. Now go back to the temple, enter the demon room, and then talk to Matthew again. Read the book and find and use the chant (Not the backwards one, the real one in the book). The demon will kill Matthew, and you will tell him that you were the one who betrayed him.

  16. The demon will now fight you! He will use magic and melee, so the protection from magic prayer is recommended. You can use any weapon against the Agrith-Naar, but you have to deal the final blow with the black silverlight. Once the demon is killed, your silverlight will turn into a darklight.

    Agrith Naar

    Congratulations! Quest Complete!

    Quest Complete

Sheep Herder

Description: There have been rumours about plague-infected sheep escaping into East Ardougne. If these rumours are true then they must be found and disposed of before the whole town is infected. Time is of the essence!

Difficulty: Novice

Length: Short

Requirements: N/A

Items Needed: 100gp.

Quest Points Reward: 4

Reward: 3100gp (3K reward plus 100gp reimbursement for plague suit).

Start Point: East Ardougne.

To Start: Speak to Councillor Halgrive

Instructions:

  1. Talk to Councilor Halgrive and he'll inform you of the dire situation. He gives you some poison feed. He also tells you to speak to Doctor Orbon in the chapel just north of him.

  2. The doctor will tell you that you need a suit to protect you from the plague. He will sell one for 100gp. Go to the sheep pen just north of Ardougne while following the road that leads north next to the chapel.

  3. Put on your suit and talk to Farmer Brumty in the pen. He'll tell you to grab the prod in the shed. Get and equip it.

  4. You have to be on the opposite side of where you want them to go. Example: Be on the south side for the sheep to go north. There are four different kinds of sheep, having different colored faces. You need to herd in one of each color. Direct them to the pen gate and they should jump in when they are close enough. Once they are in, use the feed on them (DON'T forget this or you may have to start all over). Collect the bones, but don't put them in the furnace. Collect them till you have all 4 (it works better)

  5. Sheep #1: Go south to the north ardougne wall and there should be a sheep. Prod it on the east, then north side of the pen to the gate.
    Sheep #2: Go just east of the pen and prod it back. There should be at least 1 outside of the fenced area. It's the easiest one to grab.
    Sheep #3: Go northwest past the warrior woman to find it and prod the sheep to the gate.
    Sheep #4: The last ones always the hardest. Head north east to the fishing guild entrance and go a little more east to find the sheep. Prod him back to the pen.

  6. If you are having problems herding the sheep because you can't prod them fast enough, have a friend come with you to block the sheep from running back to their starting point.

  7. If you have not yet croaked all the sheep off yet, do so. Use all their bones with the furnace located in the farmers pen.

  8. If you have survived this rapid mouse-clicking experience, return to the councilor and he'll reward you for your heroic efforts.

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