Archives for December, 2008

Starting location: Docks in Rellekka – Speak to Lokar Searunner.
Quest difficulty level: Hard.
Reward: 5000 Magic, 5000 Runecrafting, 50 Astral Runes, and access to the Lunar Spellbook.
Quest points gained: 2.
Required Quests: The Fremennik Trials, Lost City, Rune Mysteries, Shilo Village.
Required Skills: Level 61 Crafting, Level 40 Defence, Level 49 Firemaking, Level 5 Herblore, Level 65 Magic, Level 60 Mining, Level 55 Woodcutting.
Required Items: 400gp, Tinderbox, Pestle and Mortar, Guam leaf, Marrentill, Dramen Staff, Spade, Pickaxe, Hammer.
Monsters: Suqah (level 111), Me (level 79).
NPC: Lokar Searunner, Brundt the Chieftain, Captain Bentley, “Birds-Eye” Jack, “Eagle-eye” Schultz, “Beefy” Burns, “Lecherous” Lee, First mate “Davey-boy”, Cabin Boy, Meteora, Oneiromancer, Baba Yaga, Rimae Sirsalis, Pauline Polaris, Selene, Ethereal Man, Ethereal Expert, Ethereal Perceptive, Ethereal Guide, Ethereal Fluke, Ethereal Mimic, Ethereal Numerator.
To start the quest, speak with Lokar at the Rellekka docks. Next you will need to speak with Brundt the chieftain in the pub which is east of the docks. From him you will get a Seal of Passage. Now return to Lokar and board the ship. Speak with Captain Bentley to set sail.

After setting off speak to the Captain again. He will suggest you speak to “Birds-Eye” Jack. “Birds-Eye” Jack will tell you about a jinx on the ship. Speak once again to the Captain and he will ask you to help find who jinxed the ship. After you agree to help speak with “Eagle-eye” Shultz, north of the Captain’s deck. After asking Shultz about the jinx speak with “Beefy” Burns on the bottom deck of the ship. He will tell you they recently had a feast and that he noticed someone slipped away from it. Now go up to the top deck and speak to “Lecherous” Lee. He will tell you that it was the first mate that left during the feast. Speak with the First Mate, “Davey-Boy.” He will blame the cabin boy. Speak to the cabin boy. He will admit to planting five jinx symbols on the ship and will tell you roughly where they are located. Talk to him until he gives you a lantern case and emerald lens. Combine the two items, light with your tinderbox, and use it to find the following jinx symbols:
- On the canon southeast of the cabin boy.
- On the wall behind the First Mate.
- On a crate in the kitchen.
- On a support next to to the chef on the bottom deck.
- On a chest in the far north of the bottom deck.
When you’ve done this, speak to the Captain and set off.

Once you arrive, speak with Meteora in the southwest part of the island. She tells you to go the southeast part of the island to speak with the leader, Oneiromancer. He is next to the new altar. After speaking to Oneiromancer, go northwest of the town and enter a house with chicken legs. Speak to Baba Yaga, who will say that you need to make a potion. She will give you a special vial. Grab your Guam leaf and Marrentill, then go and kill the Suqahs until you receive a Suqah tooth. Use only water from Lunar island when making the potion. Then grind the tooth and add the ingredients in this order: Guam leaf, Marrentill, Ground Suqah. This makes the waking sleep potion. Once you’ve made the potion speak again to Oneiromancer. She tells you that you need to use a dramen staff on the air, fire, water, and earth runecrafting altars in that exact order to make a Lunar Staff. Use your charged Glory Amulet to go to and from the abyss. It will save a lot of time. When the Lunar staff is complete, head back to Oneiromancer who will tell you that you need to make a suit.

Oneiromancer will tell you that there are eight pieces needed to make the suit. You need to make a helm, cape, amulet, torso, gloves, boots, trousers, and ring.
-To make the helm you will need to mine Lunar ore. This can be found in the dungeon northeast of the town. Simply smelt and smith the ore to make the helm.
-To acquire the cape speak to Pauline in the northwestern-most house in the village. She will ask you to guess her real name. Jane Blud Hajic Maid is the correct response.
-To acquire the amulet speak to Meteora. Then kill Suqahs in the northeast area until you receive a tiara. Collect the hides as well, as you will need these later on. Take the tiara to Meteora and she will give you the amulet.
-To make the torso, gloves, boots and trousers use a Suqah hide that you collected earlier. Get it tanned at the town clothes shop, run by Rimae Sirsalis. Tanning costs 100gp per hide, and you need four tanned hides all up. When they’ve been tanned, simply use a needle and thread on them to make the pieces of the suit.
-To obtain the ring speak to Selene, who will tell you that she doesn’t have the ring, as her Grandfather buried it. She will give you a clue as to where it can be found (“From water’s source you should follow, crossing the western-most bridge and traveling further south westerly to a bloom of blue”), so take your spade and dig in the southwestern part of island, south of the bridge.

Once you have taken the suit and potion to Oneiromancer, she will give you all the items you have collected back along with some kindling. Wear the full outfit and head to the brazier in the western corner of the town. When you get to the brazier use the potion on the kindling, then use the tinderbox on the brazier to light it. Now use the potion soaked kindling on the lit brazier, and you will be transported to the ethereal realm.

Speak to the Ethereal man who will tell you that you need to complete some tests. Afterwards head to the platform on the east side and you get transported into another area. The tests will be shown below in clockwise order.
-”The Race is on” – This takes you to an area where you speak to an ethereal expert. He will challenge you to a race, him having the easy path, you having the hard one. To beat him you must jump over the hurdles and finish first.
-”Communicating in numbers” – This is a logical game where your numerical reasoning skills come in handy. You have to follow Ethereal Numerator sequences.

1, 2, 3 – following numbers: 4, 5
1, 4, 2, 5 – following numbers: 3, 6
7, 3, 6 – following numbers: 5, 1
1, 6, 2, 5 – following numbers: 3, 4
0, 1, 3, 4 – following numbers: 6, 7
8, 6, 4 – following numbers: 2, 0
1, 9, 2, 8 – following numbers: 3, 7
1, 1, 1, 2, 1, 3, 1, 4 – following numbers: 1, 5
1, 3, 5 – following numbers: 7, 9
7, 3, 6, 2 – following numbers: 5, 1
-”Anything you can do…” – Speak to the Ethereal Mimic – This is exactly the same as the mime random event, just copy the emotes this Mimic does.
-”A game of chance” – Speak to the Ethereal Fluke and they will give you a number, there are six dice each with two possible numbers; what you need to do is make up the correct number using the dice.
-”Where am I?” – Speak to the Ethereal Guide and you will be given a grid of platforms to cross.
-”Chop, chop, chop away!” – Speak to Ethereal Perceptive and he will challenge you to a woodcutting race. All you have to do is chop down 20 logs before him and place them in the centre pile to win the race – it’s very easy, he even gives you an axe.

When you have completed all six of the tests the Ethereal man will give you one final test, you must defeat yourself, Me. You clone is much weaker than the real you and will teleport around the screen. Once you’ve done that, read the lectern and speak to the Oneiromancer to finish the quest.

Starting location: Forest between Lumbridge and Draynor Village.
Quest difficulty level: Hard.
Reward: Access to the Lost City, ability to buy Dragon Long Sword and Dragon Dagger from shops there (need a cut diamond to get in to this area).
Quest points gained: 3.
Required Skills: Level 31 Crafting, 36 Woodcutting, be able to kill a level 101 Tree Spirit,
Required Items: Hatchet, knife.
To start the quest first head to Draynor Village, south east of the prison, you will find a camp with 4 adventurers: a monk, a wizard, a warrior, and a ranger.
If you question one of them they will start to reveal to you the whereabouts of Zanaris. When questioning them, try to act stupid, ask who Zanaris is for example. (Zanaris is a place not a person) and eventually they will tell you about a leprechaun they’re looking for.
To find this leprechaun you will need a hatchet. Nearby to the adventurers you will find a well. The first tree north west of this well is slightly different to all the trees around it, it will have the option of “chop tree” instead of “chop down tree”. Make sure you are wielding your hatchet, and chop the tree. When you do this a little fella in green called Shamus should appear.
If you talk to him he will tell you how to enter Zanaris: with a staff carved from the dramen tree found on Entrana. To gain access to Entrana you won’t be allowed to bring any weapons, apart from capes, amulets, and robes, and runes. You may also wish to bring some fletching and crafting items to make your own rangers armour and weapons on the island. You can bring leather, needles, threads, headless arrows, arrow heads, unstrung bows, and bow strings to the island. You may also bring all the runes you want to. If you want good equipment bring a friend with high crafting and/or fletching to make you some stuff, or make some yourself. You may also wish to bring prayer pots, or other pots, and food.
Once on Entrana head east, cross the bridge then head west until you see a cave monk. If you try to access the ladder he will warn you about the evilness in it. You will only be able to exit by teleporting or going through a portal into high level wilderness, so its recommended you bring a teleport spell or dragon ammy.
Once you climb down the ladder your prayer will be drained to a very low level. You will also come across some zombies. Kill them until you have a bronze hatchet, and possibly a bronze med. Up ahead are some greater demons guarding the portal (do not go through the portal). If you’re lucky you might get some steel or mithril armour, or even a rune full helmet. Further on is the dramen tree. You wont be able to cut a branch from it yet though, if you try a level 101 tree spirit will attack you. You must defeat it, range, melee, or magic, just kill it! When you have, you will be allowed to cut all the dramen branches you want! Get one, or a couple if you wish (use your bronze hatchet you got from the zombies) and teleport out of there.
Now head towards Draynor bank, and withdraw a knife. Use the knife on the branch to make yourself a dramen staff! Wield the staff and now head towards the adventurers where you started. Talk to the adventurers and gloat about what you’ve done before you head east. Past the swamp you will find a small shed, if you enter, wielding your dramen staff, your world will start to shimmer and you’re in Zanaris.

Speak with Sir Radimus Erkle in the Legends’ Guild and he should hand you an incomplete map. Your assignment is to complete it, make friends with the locals, and bring back a totem pole. When you’re done talking with Radimus, search the cupboard in his house for a Machete, which you will need throughout the quest.
When you’re done in the legends guild, take the boat to Brimhaven from Ardougne. Head south until you hit Shilo (or you can take Hajedys cart from Brimhaven to Shilo, it will cost you 41gp). Go in, and get your items from the bank. Bringing a prayer restore potion for this part will be a good idea, but it is not needed.
South of Shilo you should see some woods, use your hatchet and machete to hack your way in here, and start mapping the area (right click on the map Radimus gave you and select map). When you’ve mapped the western, middle and eastern jungle area, go outside again, and you should see a person named Jungle Forester, talk with him, and he will give you a Bull Roarer in return for a copy of your map.
Chop your way back into the southern jungle area, and swing your roarer. Gujuo should now appear, talk with him, and he will ask you for help freeing Sage from the evil demon who has possessed him. Gujuo will tell you about a gold bowl that you will need, and he will give you the plans for this.
To make your bowl, you will need the hammer, two gold bars, and the sketch/plan that Gujuo gave you. The nearest anvil is in the town Tai Bwo Wannai north of Shilo. Go there and make the bowl (use the gold bar on the anvil). Now go back in to the jungle and call for Gujuo again. Tell him you have the bowl, and that he needs to bless it for you.
Note: You need at least 42 prayer points to do this, if you fail you will lose 2 prayer points, and you’ll have to try again.
When you have the bowl, head back to Shilo get out some lockpicks, a pickaxe, the 7 gems, and the following runes; 1 Soul Rune, 1 Mind Rune, 1 Earth Rune and 2 Law Runes. Go back in the jungle and find the pond in the centre of the area. Try using your bowl on the water, and you’ll discover you can’t reach it, then use your machete on the Tall Reeds next to the pond, and then use the hollow reed get from this with the pond. You now have water in the bowl.
Go into the jungle again, and head west, staying at the northern part of the jungle. You should see some rocks forming a triangle, and with an option to search them. Search them, and climb down into the dungeon. You will now see a fire octagon. Investigate it, and talk with Ungadulu, he will throw you out of the octagon. Search the bookcase to the north-east and go through it.
Pick lock the big doors, smash the boulders with your pick axes, run through the death wings, and climb the wall. You should now be in a room with apparently nowhere to go. There should be a wall around there with an option to search it. Do so, and then use your runes on it in this order: Soul, Mind, Earth, Law, Law, making the word SMELL.
You can now go through the SMELL wall and you will be in an area with 7 ponds. Use your gems with all of the stalagmites next to the ponds, and you should find out what fits where. When you have placed the last gems, your character will walk to the middle of the area, a spell will be unleashed, and a book (Book of Binding) will appear on the ground. Take it and read it.
If you read the book, you should now know how to make holy water, which is a great way to defeat the demon you have to fight next.

Starting location: Outside the Legend’s Guild, north-east of Ardougne. Speak with one of the guards.
Quest difficulty level: Hard.
Reward: Access to the Legends Guild, Ability to wield Dragon Sq Shield, and exp in 4 skills of choice (Exp given = (level+1)*150).
Quest points gained: 4.
Required Skills: Level 52 Mining, 50 Agility, 50 Crafting, 50 Smithing, 50 Strength, 50 Thieving, 40 Prayer (use the prayer guild to get to 42), at least 56 Magic, 50 Woodcutting, 45 Herblore (Can be done with 44, use the Greenman’s Ale from the Yanille Inn). Prayer 43 to protect from Melee strongly recomended!
Required Quests: You must have completed the following quests: Hero’s Quest, Family Crest, Shilo Village, Underground Passage, Waterfall Quest and have 107 quest points.
Required items for Section One: Charcoal & Papyrus (can be bought at the general stores in Tai Bwo Wannai and Ardougne), Machete (you get this in the quest), 2 Gold bars, Lockpick, Hammer, Pickaxe, Hatchet, Soul Rune, Mind Rune, Earth Rune 2 Law Runes, Cut Sapphire, Emerald, Ruby, Diamond, Red Topaz, Opal and Jade,
Required items for Section Two: The map you made, Bull Roarer, Lockpick, Pickaxe, Machete, Hatchet, Unpowered Orb, 30 water/air/earth/fire Runes, 3 Cosmic runes, Rope, Water filled vial, Food!
Note: Bring food and armour all the time. It is very important that you are wearing your best armour.
Monsters: Ranalph Devere (level 92), Irvig Senay (level 100), San Tojalon (level 106), Nezikchened (level 187)
NPC: Sir Radimus Erkle (Legends guild), Jungle Forester (Outside the southern Karamja jungle), Gujuo (swing your bull roarer in the southern jungle area), Ungadulu (fire octagon)
Introduction: It is strongly recommend you use the Shilo Village quest bank. It is also recommended that you use sharks, turtles or manta rays for food, since you’re going to be up against some pretty nasty monsters, some of them without the use of prayer. Taking a Ring of Duelling, or a Amulet of Glory to teleport out if you get in trouble would be very wise as well.
Note: This guide assumes that you have done the Shilo Village quest, but if you haven’t, you’ll have to go to Ardougne instead.
It will tell you what to get out of the bank when it’s needed throughout the whole guide, to start with, you just need the hatchet, machete, hammer, gold bars, papyrus, charcoal and the map that Radimus gives you.
Always have the hatchet, machete and map with you.

Starting location: Speak to the enthusiastic Mercenary Adventurer at Burgh de Rott Ramble start point east of Paterdomus.
Quest difficulty level: Medium.
Quest Length: Long.
Reward: 2000 Agility, 4000 Crafting, 3000 Magic, 2000 Mining, 2000 Slayer, Tome of Experience, 2nd Ed – 3 chapters of 2500 experience each, Blood talisman, Ivandis Flail, access to the Blood Altar, Paterdomus Columbarium rewards, new ‘Vyrewatch’ event in Temple Trekking/Burgh de Rott Ramble
Quest points gained: 2.
Required Quests: Darkness of Hallowvale.
Required Skills: Level 20 Construction, Level 29 Agility, Level 31 Slayer, Level 35 Mining, Level 40 Firemaking, Level 47 Crafting, Level 49 Magic.
Required Items: Melee weapon, Ranged weapon plus ammo, Runes, high healing food, Teak pyre logs, Silver sickle (B), 2 Mithril bars, 2 Silver bars, coal, 1 Cosmic rune, 3 air runes, Rod of Ivandis, and a cut Emerald but all of these items can be obtained during the quest.
Monsters: Zaromark Sliver (Level 80), Fistandantilus (Level 80), Vyrewatch
NPC: Mercenary Adventurer (Ivan Strom), Drezel, Veliaf, Flagian, Kael Forshaw, Safalaan.
Speak to the Mercenary adventurer who is just to the east of Paterdomus. He will say that strange things have been occurring at Paterdomus. Then speak to Drezel who is inside the temple. He says that he hasn’t really noticed anything since he has been busy with renovations. He goes on to say that during the work he discovered a burial chamber, but right now he would rather you to check on the suspicious people upstairs that the adventurer spoke of.

Go out of Paterdomus on the eastern side. Enter the temple on the surface that is full with monks of Zamorak. Go to the top level of the building, up the spiral stair case and then up the ladder. Several mysterious figures will discuss the demise of the Guthixian edicts. They will hear you and teleport. You will be attacked by two remaining members. You need to be able to use at least 2 forms of combat alternately to fight them as they both use the protect against prayers for Magic, Melee, and Ranged. Attack the mage first as he will deal the most damage for most players. He will then block melee so attack the ranger. He will eventually block melee attacks as well, so switch to a ranged weapon and attack. Just continue with thsi strategy to defeat them.

After defeting the two, search the table near the blackboard. Inspect the items that you receive. Head back to Drezel and speak with him. It appears as though Saradominists and Zamorakians are conspiring against the followers of Guthix to rid the world of balance. Drezel asks you to take the Mercenary adventurer to Burgh de Rott. Offer and then agree to take the adventurer outside to Burgh de Rott. This will use the Temple Trekking mini game with an extension. Remember you can only use blessed silver weapons against vampyres. Unlike during aid of the Myreque the adventurer is quite strong and can take many more hits, however it is advised to give him food before leaving. Just to note, he can take 15 items, and if you log out he will lose them. Take whichever route you feel capable of and then kill any monsters or vampyres that attempt to kill him and you. Obstacles will appear at times but all the necessary items can be obtained from the environment.

Once you reach your destination the adventurer will reveal himself as Ivan Strom and explains that he has left Paterdomus to visit his friends in the Myreque. Speak to Veliaf Hurtz in the inn cellar. Tell him about the Zamorakian and Saradominist meeting. Then ask for a job and he will give you provisions to take to the Myreque HQ in Meiryerditch. Bank items you don’t need to reduce your weight, put on Vyrewatch clothes if you have them. These can be purchased from Trader Sven. Take the boat to Meiryditch and then follow the sickles marked on house walls to the headquarters. Alternatively allow a Vyrewatch capture you, mine 15 ore and then run south to the HQ.

Speak to Safalaan, then Flaygian Screwte. Once asked about his research he will explain that Vampyres and the Vyrewatch are hard to kill because they can sense most movements. He suggests that creating an unpredictable weapon could harm them, and if you ask to help he will suggest speaking to the new Myreque recruits there (eastern side of the room). They will all suggest a silver flail as the weapon and that a book someone was reading might be able to back the theory up for Flaygian to base his work on. Search the beds and lockers in the middle of the headquarters, the book is on the middle northern side bed. Read the book and note the page that it says the flail is described on. Speak to Flaygian again and tell him the page number. He will then thank you and give you a hammer and 10 nails. He wants you to find a furnace next to the northern wall of the city so that you can smith a rod of Ivandis.

Head to the northern most building from the Myreque headquarters, then enter the building just south of it and use your nails on the wooden post. Climb up the post with nails in it and then jump over the rooftops to reach the northern building. Jump onto the damaged wall to get inside and then climb up the ladder. Search all of the containers in the room to get supplies and coal and then search the trough to peer down the gap. Go down the ladders to the ground floor and then excavate the debris using the pickax. Use the coal with the now revealed furnace and then light it with a tinderbox. Return to the Myreque hideout and speak to Flaygian.

Flaygian will want to make a Rod of Ivandis to use in the flail’s production. Search the room’s shelves, barrels and containers for supplies you need. Take a chisel and a saw from the tool rack, a blessed silver sickle can be found on the shelf near Flaygian (you can only take one), two silver bars and two mithril bars can be found in a bucket full of bars. You can find a ’silvthril’ chain mould in a crate near the ladder in the room to the south-east. Head back to the furnace and smith a silvthril chain. Return to Flaygian and speak to him, then use the silver sickle (b) on him. Speak to Safalaan and he will want you to investigate the laboratory you uncovered during the last

Head to the laboratory. When you enter the dungeon Safalaan and his comrades will try to scare you by playing dead. Speak to Safalaan and then search the door to the south. Use your saw on the door and then climb through the gap. You may want to turn protect from melee on as there are Zombie hands and Mutated bloodvelds that require Slayer levels to attack. Follow the tunnels north-west and enter the large open cavern where four stones stand at the centre. Safalaan will ask you to help them search around the room as he sense a magical presence. Search the corpse to the north, and you will get a cosmic rune, 3 air runes, 1 law rune and 5 fire runes. Afterwards, you will need to search the strange stones this later becomes the blood altar. Speak to Safalaan, Vyrewatch will arrive and attack. Don’t panic; a cutscene will save you as Safalaan releases an energy from his body that scares off the Vampyres. You will be returned to the Myreque hideout, speak to Safalaan again, although he won’t reveal the source of his power he will hand you the components of the flail to work on.

Use the emerald on the blessed sickle and then level-2 emerald enchant it. The use the blessed sickle emerald(b) with the Silvthril chain whilst the rod of Ivandis is in your inventory to create the Ivandis flail. Speak to Safalaan once more and then leave the headquarters and kill a Vyrewatch with the Ivandis flail equipped. This should be fairly easy but make sure you have enough Prayer points or food to cope with the fight. Once the Vyrewatch is dead, take its corpse and return to Safalaan. He will be pleased and will ask you to report to Veliaf and to present the corpse to Drezel. Head out of Meiyerditch and return to Veliaf in Burgh de Rott. Tell him what you have learned and then ask what to do next. Head to Paterdomus to speak with Drezel.

With a pyre log and tinderbox on you speak to Drezel back in Paterdomus. Speak to him about the Vyrewatch corpse and he will be horrified, like the shade remains in Mort’ton the soul of the vampyre is tortured and needs to be freed. Enter the columbarium entrance on the northern main chamber wall. Set your pyre logs down on the funeral pyre, add the Vyrewatch corpse and light it. An ornate tomb key will appear as a reward on the pedestal, take it. Use the key on a shining wall storage just east of the staircase, you will receive a blood talisman. Drezel will bless you for your work. Speak to Drezel and then finally return to Veliaf to complete the quest.

Starting location: Speak to Grubfoot in the Cave Goblin Mine, near Mistag.
Quest difficulty level: Medium.
Reward: 3000 Agility, 23000 Fishing, 3000 Herblore, 2000 Prayer, 3000 Strength, 3000 Thieving, ability to buy Plain of Mud teleport spheres, ability to make goblin transformation potions, access to the altar in the Goblin Temple.
Quest points gained: 1.
Required Quests: Another Slice of H.A.M., Fishing Contest.
Required Skills: Level 30 Prayer, Level 36 Agility, Level 36 Thieving, Level 36 Fishing, Level 37 Herblore.
Required Items: Light source, Unfinished toadflax potion, Goblin mail, 5 gp, Blue dye, Purple dye, Yellow dye, Orange dye, Black mushroom ink, Slimey eel, Fishing rod
Monsters: Skoblin (Level 15), Snothead (Level 35), Snailfeet (Level 45), Mosschin (Level 55), Redeyes (Level 65), Strongbones (Level 75).
NPC: Grubfoot, Mistag, Zanik, Oldak, Makeover Mage, High Priest, Aggie.
Talk to Grubfoot and listen to his story. Tell Mistag that you will vouch for him and that you will enter the city. Go to Oldak’s house, located in the north-western ground floor of the city, and speak with Zanik. Grubfoot will tell you about a dream he had about Zanik and Yu’biusk, the homeland of the goblins. Grubfoot believes Zanik will lead the goblins back to their homeland to live in peace. Zanik will decide to investigate this. Grubfoot says that the high priest in the Goblin Temple might know how to get to Yu’biusk.

Oldak will teleport you to the cave outside the temple. Go to the north-western section of the cave and talk to one of the goblin guards. Zanik will enter, but you will be denied entry because you are a human. Go back to Dorgesh-Kaan and speak with Oldak. He will suggest that you visit the Makeover Mage to learn about becoming a goblin. Speak with the Makeover Mage, located south-west of Falador, and you will be given instructions on making a goblin transmogrification potion. Mix a toadflax with a vial of water and add the berries that the Makeover Mage provides to you to make the goblin potion. Return to the cave of the Goblin Temple, drink the potion, choose your appearance, and enter the temple.

Enter the temple and speak to the High Priest in the north-eastern corner. Ask him where Zanik is. He will tell you that she could not answer his test correctly and was imprisoned in the black-armoured goblin’s area. Leave the temple and pick one of the mushrooms in the cave. Use it with a pestle and mortar with an empty vial in your inventory to get black die, then use this with goblin armour to get black goblin armour. Wear this and enter the room east of the High Priest. Speak with Zanik, who will tell you that her Moving-Over-Distance Sphere was taken from her but should be in a nearby crate. Search the crates, speak with Zanik again, and watch her teleport away.

Go back to the High priest and ask about Yu’biusk. He will tell you that you must pass a test. Take his test and answer his questions:

1a. True.
1b. Because the big high war god commands it.
2a. False
2b. Because goblins were not mighty before he chose them.
3a. False
3b. It’s one of the commandments.
4. Lead goblins to victory over the whole world.

He will then allow you to ask him more questions. Ask about Yu’biusk again, and he will tell you that the previous High Priest might know. However, the previous high priest is dead. His bones are being kept in the tomb in back of the temple, and he can be convened with by speaking his name over his grave. However, the tomb door is locked by six keys kept by the priests of each of the tribes in the temple. The tribes identify themselves with the colours of their clothes.

Go to Aggie in Draynor Village and have her make you 2 red dyes, 2 yellow dyes, and 2 blue dyes. Combine a yellow and red dye into orange dye and a blue and red dye into purple dye. Ask about white dye. She will tell you to bring her a Hemenster Whitefish, which can only be fished in Hemenster using slimy eels as bait. Bring a fishing rod and slimy cave eel to Hemenster (located between Seers’ Village and the Fishing Guild, where the Fishing Competition was). Fish a Hemenster Whitefish and bring it and your goblin armour to Aggie. She will dye it white. Return to the Goblin Temple and go to each of the goblin rooms. Dye your goblin armour as needed to get into the rooms. Pickpocket the priests for their keys. Bring the keys to the large door west of the High priest and open it.

Enter the large stone door. Go to the grave immediately left of the gate and speak Snothead’s name above it. Defeat Snothead and ask him what the name of his predecessor was. Go to the grave across from Snothead’s and speak the name Snailfeet over it. Defeat Snailfeet, ask him his predecessor’s name, and move to the grave on the same wall as Snothead’s. Repeat for the grave across from that, and finally the last grave. Ask Strongbones where Yu’biusk is, and he will tell you that it is on another plane; when the planes’ boundaries weaken, goblin blood will cry out to return home.

Return to Dorgesh-Kaan and go to Oldak’s house. Speak with Zanik and tell her what you learned. Oldak and Zanik will get the idea of using the Fairy Ring south of the city to go to Yu’biusk. They will teleport. Go to the southern end of the city and enter the South Dorgeshuun Dungeon. Go down the slope to the west and follow the path south, east, then north. Speak with Oldak to learn how to operate his machine. Give 9 to the outer ring, 4 to the middle ring, and 1 to the inner ring. You will be transported to Yu’biusk. Go north and attempt to open the strange box with Zanik. Zanik will vanish and you will automatically run out. You will reappear in Oldak’s room and, after a brief conversation, the quest will be complete.

Starting location: Talk with the Squire in the white knights castle, located in central-Falador.
Quest difficulty level: Medium.
Reward: 12.750 smithing exp.
Quest points gained: 1.
Required Skills: Level 10 mining, able to run through high level monsters, or have protection (friends/prayer) to use against them.
Required Items: Redberry pie, pickaxe and 2 iron bars.
Monsters: Ice Warrior (57), Ice Giant (49)
Quest Introduction: Sir Vyvin’s squire is in trouble. He has accidentally lost Sir Vyvin’s ceremonial sword. Help him find a replacement without Sir Vyvin finding out.

KNIGHT’S SWORD QUEST WALKTHROUGH
Reldo: Head to Varrock and talk with Reldo in the palace, and ask him about the Imcando Dwarves. Once you have done this, go and make a redberry pie if you haven’t done that already.
Thurgo: When you have the pie, go as far south of Falador as you can (until you see the sea, further south than Rimmington) and find the dwarf called Thurgo. Ask if he’d like some pie, and then speak with him again about making a special sword.
Getting the picture: Go back and talk with the Squire. He’ll tell you that Sir Vyvin has a portrait of his father with the sword. Go to the second floor of the Falador castle and locate Sir Vyvin. Get a friend to talk with him (choosing distraction), and then search the cupboard on the wall. You can also leave the door open and wait for him to go out of the room, and then search the cupboard. Either method works.
Dwarf: Once you have the portrait, go back to the dwarf. He’ll tell you that you need to get him 2 iron bars and a blurite ore. The iron bars shouldn’t be a problem, however the blurite ore is a bit tricky. You might want to bring a friend to protect you in this part of the quest, unless you think you can take on a level 54 monster. Go down the ladder just east of Thurgo’s house, and then all the way in. Once you’re at the ice warriors, look around for some blue rocks near the back of the cave. Mine one of them, and get out again. When you have the 2 iron bars and the blurite ore, go back to Thurgo again.
Finishing the quest: When you have the sword, simply head back to the Squire and get your reward.

Starting location: Speak to the Gossip at Sinclair Mansion gate.
Quest difficulty level: Medium.
Reward: 33000 Defence, 5000 Magic, reward lamp granting 5000 experience in one skill over level 50, access to the Camelot Training Room, and upon completion of the Camelot Training Room: Chivalry and Piety Prayers, and choice to respawn in Camelot.
Quest points gained: 1.
Required Quests: Black Knights’ Fortress, Merlin’s Crystal, Holy Grail, Murder Mystery, and One Small Favour.
Required Skills: Level 45 Magic, Level 65 Defence.
Required Items: Telekinetic grab runes (1 law 1 air) or lockpick, bronze medium helm, iron chainbody, a piece of Granite (any size), black platebody, black platelegs (or plateskirt), black full helm.
NPC: Gossip, Guard, Mary the Maid, Pierre the Dog Handler, Hobbes the Butler, Anna, Judge, Merlin, Wizard Cromperty, King Arthur.
KING’S RANSOM QUEST WALKTHROUGH
Talk to the Gossip near the gates of the Sinclair Mansion and he will tell you that the Sinclair Family has vanished. Anna is suspected because of insurmountable evidence, and is locked in the Seer’s Village jail. To make matters more peculiar, King Arthur and his knights have also disappeared. When you agree to investigate the Gossip will tell you that the Guard in Sinclair Mansion might have more to say.

Speak to the Guard. He will tell you that the Seer’s Village Council has locked up both the Sinclair Mansion and Camelot. Go to the east side of the Sinclair Mansion and break the window closest to the dog pen. After you enter, take the Scrap paper from next to the fireplace in the northeast corner of the dining room. Head upstairs, and take the Address Form from the table in the center room. Search the bookcase directly southwest of it for a black knight helm.

Go back to the smashed window and “break” it again to leave. Talk to the Guard to show him your evidence. He won’t be able to do anything for a month, but suggests a rogue such as yourself would do well to learn the Sinclair history.

Find a gossip and ask him about the Sinclair family history. Ask about the family, the mansion, and Anna. He tells you that Anna is locked up in Seer’s Village jail and no lawyer will represent her. Head south down the path to Seer’s Village until you get to the courthouse. Speak to Anna. She will swear innocence immediately. She will offer to show you the way into Camelot if you agree to be her defence attorney. Agree to defend her and she’ll give you a thread. She says the servants will recognize that the color is also worn by one of her siblings.

You can choose to return to the house and question the servants to find out what each of them knows about the case. However this is optional so you may instead go directly to court. Head down the stairs in the courthouse to enter the courtroom. After a short cut scene, the judge will ask you to question your witnesses. Call the following witnesses (to call a new witness, you must click on the judge):

Butler – Ask about the dagger
Dog Handler – Ask about the poison
Maid – Ask about the night of the murder
Ask any of these three witnesses about the thread
The Judge will call a halt and the Jury will find Anna “Not guilty.” Click on the gate behind you to exit. Ask Anna for details on the secret passage into Camelot.
Follow the wall around Camelot to the east side where, just south of the small Camelot garden, you will see a statue. Search the statue and you will end up in a cut scene. It turns out that Anna, David, and Morgan Le Faye planned all of this from the beginning. They will knock you out and throw you in jail.

Speak to Merlin and go through every question, then ask the knights if they have any ideas on how to escape. Right-click the vent on the north wall and select “reach.” Merlin will escape through the vent on a human pyramid in a cut scene. You can escape this way also if you forgot your telekinetic grab runes or lockpick, but you must return to the statue and pick the lock in order to release the knights and continue the quest.

To get out, you must now pick the lock on the metal door. If you did not bring a lockpick, you’ll need something to pick the lock. Examine a guard outside the cell to find one combing his hair. Use telekinetic grab on him to obtain his hair clip. Use your lockpick or hair clip on the metal door to open the Tumbler puzzle.

You will need to match each tumbler up with its correct height to escape. It’s a (Mastermind) game of guessing and chance, with the help of a “score” on the left showing if your tumbler guesses are correct. The lock will reset after 10 guesses. After solving the puzzle, you will be at the rear door of Keep Le Faye. Go inside and up two flights of stairs to the top floor. Search the table with boxes on it. You can optionally click “Show riddle” in the top left to get a riddle hinting which box contains the Holy Grail, but it’s not required. Select the purple box, second from the right. The grail will appear in your pack.

You now need to visit Wizard Cromperty, so head to his house, which is just northeast of Ardougne market. Talk to Wizard Cromperty, who will provide you with an animate rock scroll. This, he tells you, when used with the Holy Grail and a piece of granite, will free Arthur.

Go to the Black Knights’ Fortress and put on your bronze medium helm and iron chainbody. Enter the central door on the southern side of the fortress. Put on your black armour and push the wall directly north of you. Go down the ladder to find King Arthur as a statue. Click to free him and a cut scene will show him being released from the spell. Speak with him to give him the guard uniform (bronze medium helm and iron chainbody) as a disguise. He will tell you to meet him in Camelot. Speak to King Arthur in Camelot and he will reward you.

Starting location: Speak to Kennith at his house in Witchaven.
Quest difficulty level: Medium.
Quest Length: Medium.
Reward: 12000 Mining, 5000 Agility, access to a robidium mine, ability to make super Fishing explosives.
Quest points gained: 1.
Required Quests: Slug Menace.
Required Skills: Level 46 Mining.
Required Items: Super energy potions.
NPC: Kennith, Kent, Caroline, Kimberly, Ezekial Lovecraft, Clive, Katherine, Villager.

Talk to Kennith who is a child in the house most west in Witchaven. He will ask you to investigate the strange happenings under Witchaven. Walk just west of the start point and enter the ruins. Once you have climbed down the ladder, walk through the wall opening to the east and follow the trail until you see villagers. The villagers say that their work is not yet complete.

Return to Kennith and let him know. He asks you to go again and reveals that he only wants people back because he is bored. Walk east of the chapel in Witchaven and speak to Kent and Caroline, Kennith’s parents. Kent will slip you a note that asks you to meet him at the entrance to the Legend’s guild. Walk north to the Legend’s guild and speak with Kent. He tells you that he was afraid to speak to you where Kennith could hear. He asks you to make sure that Kennith’s friend, Kimberly, is safe.

Find Kimberly in the northernmost house. She is scared and hasn’t seen her parents in a few hours. She asks you to come around Witchaven with her while she looks for her parents. A cutscene will occur and you will find yourself being followed by 4 villagers. Make sure they are all behind you, then walk into the church. When you have them all inside, run outside and close the door. Return to Kimberly and let her know you have locked them all up. Go with Kimberly to speak to Kennith. Kennith will tell Kimberly she is a wimp and she should look for her parents herself. You discover that his parents have disappeared as well, but he is not worried. Another cutscene will occur. Use the same tactics to lock up the villagers again.

Go now and speak to Ezekial. He will tell you that he can get you past the villagers if you meet him down there. Go back to the old ruins and reach the area that you went to at the beginning of the quest. This time, Ezekial will be there. With his help, the villagers will let you through. Enter the next room. Your goal is to make it across to the right side of the room without being seen by the villagers, who will throw you out. Watch the villagers carefully to see how they move and move accordingly to avoid them. Wait for the 3 carters to face away and the two patrollers to face away, then click the carts to crouch behind them, or just run full-speed south to get behind the long wall. Then go east and wait for the patrolling villager to go west past you – run into the first deep alcove. They cannot see in the alcoves at all. Wait for him to meet the other guard and return back past you before moving to the middle alcove.

Prospect and then mine the small black hole in the wall opposite the middle alcove, returning there to hide as needed to avoid the villagers. You will appear in a long rail tunnel. Walk south, west and then north to the end of the tunnel and pull the lever. Ezekial emerges and tells you to move on to the next area. Walk back through the tunnel and through the door across from the hole in the wall.

In the next room, Ezekial will tell you that you will need to fight the slugs with heat by mining Rubium in the walls of the next room. These look like red blotches on the walls. Mine 4 of the 6 ore deposits and use them with the steam vents on the floor, but be carefule. If you are caught, the ores will disappear. Note that when you are mining the ore, the barrier walls do not protect you from the sight of the villagers on the far side of the room, so duck near to the barriers as needed.

The key in this room is that the four carters cannot see when they are close to and facing the central pillar – it entirely blocks their view. So move only when they are near it. Working counter clockwise around the room is suggested. The guard at the south east door cannot see when he is in the act of turning. It’s best to leave the north east vent until last. It is possible to run all the way from crouching behind the south cart to the north east corner/cart.

After the villagers collapse, move on to the next room. The next room is a little more difficult, but you must apply the same concept. First wait for the two carters to turn south, then run to the white area of the wall in the middle of the room to break through it, and hop into the safe alcove. Note that there are four ore deposits in the top right, so you can follow that villager on his clockwise route to mine all four in one trip, then duck back to the centre alcove. However, first watch the villager at the door to see that he pivots rhythmically, more often than the patrolling villagers move. It’s best to return and deposit an ore in each of the vents on the west half of the room before heading for the final exposed vent on the east side. After the villagers collapse, again move to the next room. There you encounter Kimberly’s parents, Clive and Katherine. They claim that their bodies are puppets and beg you to help them escape.

Leave through the way you came. As you leave, Kennith will encounter you, enraged about the loss of his train. He tells you that he enslaved the minds of all the people in his anger. He captures Kimberly, and Ezekial tells you that the only thing that can save her is if you find Kennith’s train. Exit back to Witchaven. Search around town for Kennith’s train. If you are having trouble, ask Kimberly for a hint. Look around the base of the building she mentions. Go back through the tunnels and give Kennith the train. He will immediately begin playing with it. Kennith warns you that the queen is coming for you, but Kent says that Kennith is just tired and saying stuff. Ezekial tells you that he has a new plan for what to do with Rubium but refuses to tell you.

Starting location: Talk to Trufitus who can be found in the jungle south of Brimhaven. Trufitus mentions he needs a special potion to commune with the gods but he need special herbs found deep in the jungle. These herbs are as follows: snake weed, ardrigal, sito foil, volencia moss and rogues purse.
Quest difficulty level: Easy.
Reward: 875 Herblore exp.
Quest points gained: 1.
Required Quest: The Druidic Ritual Quest must have been completed.
Recommended Item: Antipoison potion.
JUNGLE POTION QUEST WALKTHROUGH
Snake weed: This herb can be found south west of Trufitus’s hut. You will find it under a plant called marshy jungle vine. When you pick it up it says un-identified herbs, id it. Take the snake weed back to Trufitus in his hut.
Ardrigal: Go north east of Trufitus’s hut and find a peninsula with palm trees. Search the palms to eventually find a herb. Id it and return to Trufitus.
Sito foil: This one is easy, just go south of the hut till you find two fires surrounded by black ground. Search the areas called scorched earth there you will find the sito foil. Take back to Trufitus and get the clues for the next herb.
Volencia moss: This is found south east of the hut. There is a mining area with a few grey rocks. Search them to find the herb.
Rogues purse: Go north of the hut and there is a cliff. Go down by the beach and search the rock with the “!” to find a cave entrance. Enter it and go down heading south to find a fungus covered wall, search it and take the herb, then return to Trufitus. This completes the quest.