Archives for Runescape quests category
Posted on 2008 under Runescape quests |
21
Aug
Runescape 2 has many quests that you can do to benefit your character by getting gold, items and experience. Every quest has different awards and the awards often vary according to the difficulty level of the quest. The harder and more lengthy a RS2 quest, the better the reward will be for you.
Some of the most complicated quests with the longest quest lines are the very ones that have the best rewards which people really want. So what can you do when you have a quest that you really want to do for the reward but you’re finding it too difficult to figure out? There is help in the form of RS2 quest walkthroughs and guides.
Runescape 2 quest cheats can actually help you complete your tasks even faster. If you feel stuck on a RS2 quest or just don’t know where to go next or what to do next, then you can find walkthroughs to help you. They will show you which steps to take to complete the tasks that the quest requires. This also makes the game completely soloable to you because you never have to depend on someone else helping you or showing you the way.
Many people find questing to be one of the best parts of the game. In addition to the great rewards, some players find it satisfying to read the quests and then challenge themselves by figuring out what to do. But even the greatest player can get stuck from time to time on a particular Runescape 2 quest and may require help.
At MmorpGuides.com you can find a huge variety of Runescape 2 quest guides, cheats, walkthroughs and any other quest help that you’ll need to eliminate any roadblocks that you will bump into on your journey.
Posted on 2008 under Gprunescape Team, Runescape quests |
11
Aug
How to Runecraft Nature Runes for Money on Runescape
Steps
1. Before you start on this “How-To”, make sure you have completed the Heroes Quest (so you can recharge your glory). You must have a reasonable Defence level (50-99), or you will get owned in no time.
2. Gather materials. By materials, I mean Pure Essence (which sells for about 100 coins each on the forums), Dragon Hide Armor (Use Dragon Hide because it is cheap and has good protection against Magic), no less then 5 Glory Amulets (to be efficient — more is always better)(45-60k coins each), food you can eat between runs, and Dueling Rings.
3. Equip the following Items before heading off into the abyss:
o Coif
o Dragon Hide Armor including Vambraces
o Pick Axe of some sort
o Defence Amulet
o Dueling Ring
o God Book (Obtain from the Lighthouse Quest)
4. Start out at the Edgeville bank.
5. Equip all the Items listed above.
6. Withdraw any Pouches you have. Fill them with essence.
7. Withdraw as much essence as you can hold.
8. Walk north until you get to the Wilderness.
9. Switch Run on and head north following the River Lum.
10. At the top of the River is an NPC (non-player character) Zamorack Priest wearing all red. Right-click him and select “Teleport”. He will teleport you to the abyss.
11. Move quickly in the abyss or you will get ganged up on by many creatures level 44 and higher.
12. Locate a rock that you can mine, the rock looks like a tooth.
13. Mine through it and you will be in the inner ring of the abyss.
14. Locate the Nature Rift. Enter it.
15. You will appear next to the Nature Altar.
16. Craft your rune essence.
17. Empty your pouches out and craft them.
18. Use the dueling ring to go to Castle Wars and switch to the Glory Amulet to teleport to Edgeville, or if you brought the Glory amulet just teleport to edgeville.
19. Eat some food to replenish any health you lost on that run.
20. Repeat until you have used up all your essence then continue on to the next step.
21. Now you have to sell the Nature runes.
22. Go on to the forums and either search for someone buying nature runes, or make a new topic and put, “Selling Nature Runes!” in the title.
23. Usually natures sell for about 300-320 coins per. So with 1k essence you can make about 310k!
24. If you find someone buying natures for more then that hurry and post there before someone else does.
Tips
?? If you don’t want to risk your Glory Amulets and you don’t mind running a tiny bit further, you can bring Dueling Rings instead. Just bring a defense amulet or something similar, and a dueling Ring. After you craft the Nature runes teleport to Castle Wars. Bank the runes and withdraw your Glory amulet. Teleport back to Edgeville. Viola! Safe Glory Amulets.
?? Wear Boots of Lightness! These decrease the amount you weigh thus decreasing the amount of energy you lose. You don’t have to finish the Temple Of Ikov Quest to use them. Just start the quest.
?? Because the abyss is in another dimension, your prayer is drained when you enter it.
?? If you know you are about to be killed, try dropping your glory amulet and dragon hide right before you die. Then if you have the Gaze of Saradomin (Recruitment Drive Quest) you will appear in Falador instead of Lumbridge. Hurry to the bank and grab 10 laws and 10 air runes and a glory amulet. Teleport to Edgeville and run back to the wilderness.
?? After a while, you will need to run to the Heroes Guild to recharge your Glory Amulets.
?? If you bring a pickaxe or a hatchet it will save time looking for the agility or thieving entrances
Posted on 2008 under Runescape quests |
11
Aug
Legacy of Seergaze - Part IV of the Myreque Runescape Quest Series -
The Vyrewatch continue to draw blood tithes from the citizens of Meiyerditch, while the Saradominist powers of Misthalin seem unable to break Drakan’s stranglehold over the dread land of Morytania. The two forces are bound by Guthixian Edicts, preventing any confrontation that would start another war between the gods.
Mercenaries trickle into Morytania through Paterdomus and are guided down to the frontline in Burgh de Rott, but they are not enough. In Meiyerditch, the little blood that remains in the veins of the townsfolk continues to flow. With such organised evil and so few allies, what new efforts can the Myreque make?
A new rumour has been heard among the assembled mercenaries near Paterdomus. One of their number saw something suspicious in the temple and believes you should investigate it.
Farther south, word comes that Safalaan has tasks for an enthusiastic, young and just-promoted private of the Myreque. Your part in the tale is about to get more involved…
What new secrets are to be discovered in Paterdomus? Can the Myreque strike back against the Vyrewatch? What has the mysterious Safalaan got in store for you? Cross the border, once again, into Morytania and these questions may well be answered.
Summary
Where to start Legacy of Seergaze:
Talk to the Mercenary Adventurer at the Burgh de Rott Ramble start point, east of Paterdomus.
Requirements:
Darkness of Hallowvale
Level 20 Construction
Level 29 Agility
Level 31 Slayer
Level 35 Mining
Level 40 Firemaking
Level 47 Crafting
Level 49 Magic
Access to:
A new hazard for Temple Trekkers and Burgh de Rott Ramblers to overcome
Updated/improved Slayer creatures
An update to Runecrafting
——————————————————————————–
In other news…
The recently added Treasure Trail items, along with the Trouble Brewing clothing, can now be stored in your player-owned house. We know that these item sets can take up valuable bank space, so you can now store them safely away in your costume room!
We’ve made some core changes that will benefit the prices of items that appear stuck or stationary. Items traded between players or via the Grand Exchange will now change price more frequently.
Various icefiends have had a graphical rework. These ice-cool little creatures will melt your heart when you see them in their glacial glory!
The entrance to Morytania has been re-vamped graphically, to make it look even more fang-tastic. Stop and have a peek on your way to the Legacy of Seergaze quest.
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Treasure Trail Armors
Hove you ever wondered how to get a piece of fancy-looking armor with trimming on it, or how much these armors may cost? These treasures are said to be rare, since there’s only a possibility of obtaining a piece after completing a Members-Only Treasure Trail.
Runescape Armour Runescape Money Runescape gold
Swan Song
Difficulty: Master
Length: Medium
Members only: Yes
Reward:
• 2 quest points
• 25k gp
• 15k Magic XP
• 10k Prayer XP
• 10k Fishing XP
• Access to the Piscatoris Fishing Colony
• Ability to fish and cook Monkfish
Needed skills:
• Level 66 Magic
• Level 62 Cooking
• Level 62 Fishing
• Level 45 Smithing
• Level 42 Firemaking
• Level 40 Crafting
• Level 23 Runecrafting would be useful
• Ability to defeat a semi-hard level 170 monster
Needed quests:
• Garden of Tranquillity
• One Small Favour
• 100+ Quest Points
Needed items:
• 50 gp/Ring of Charos (a)
• 5 blood runes
• 10 mist runes (air+water)
• 10 lava runes (fire+earth)
• Combat equipment (food, weapons, armour, potions, etc)
Walkthrough
Starting
Bring 50 gp (or ring of charos) with you for the beginning; a charged glory amulet would be helpful too. Walk north west along the side of the southern fence of the gnome stronghold to an area with a boat and two people [map].
Talk to Kathy Corkat and persuade her to take you on the boat. Either give her the 50 gp or charm her with the ring. Once there, walk a little north and talk to Herman Caranos.
A Colony in Need
Herman will tell you that the colony has been over run by trolls and that he is in search of an adventurer who will aid him in getting rid of the trolls. Though your offer is a good one, he tells you that he is looking for none other than the Wise Old Man of Draynor Village. He will also offer you to see a cutscene which displays some of the Old Man’s previous escapades. It’s a good cutscene so see it. Now it is time to head out to Draynor Village (or teleport with an amulet of glory).
The Wise Old Man of Draynor
Talk to him and ask him about the quest. He will agree to go on the quest, but he says he needs supplies. He needs 5 blood runes, 10 mist runes, and 10 lava runes. Get them and give them to him. He tells you to prepare and meet him at the colony. And… whoop! He teleports away. Get your equipment and walk back to the fishing colony.
Trolls!
This time you will the the Wise Old Man there instead of Herman; talk to him. Walk in and a cutscene will take place in which a number of sea trolls will come and attack the two of you. Show those trolls what a real adventurer is made of.
Note that the Wise Old Man will run out of runes. When this happens, he will throw rocks or hit the trolls with his staff.
The Piscatoris Fishing Colony
Once you defeat the trolls that come, open the gate and there will be another cutscene. Talk to Franklin to learn that Herman is in the east side of the camp. Go there, find Herman, and talk to him. He will tell you that you need to help prepare the defences of the colony, and that you should talk to Franklin and Arnold.
Franklin - Wall Repair
Franklin is right near the entrance of the colony. He will tell you that you need to replace some of the walls on the western side of the colony. Walk just east of Franklin and pick up the axe and pickaxe.
Walk outside of the colony and there will be a mine right near the hole that you must climb in/out of. Mine 5-10 (or more) iron ores and chop down one of the dead trees there to get some logs. Smelt your ores into bars using the small furnace in the room with the press. Use your logs and tinderbox with the firebox at the eastern end of the press. Now use your 5 iron bars with the press to make 5 iron sheets. Watch your fingers! Remember to talk to Franklin for a hammer.
Go over to the western fence; the fence that needs to be repairs is marked in red on the mini map, just like a door. Use your iron sheets with the broken walls. Talk to Franklin again when you are done.
Arnold - Fresh Fish
Arnold is easy to locate. He is in the center of the colony, in the building with the bank and store symbols on it. He tells you that if someone doesn’t do something, the colony will run out of food and starve. It’s up to you to go and fish some fresh monkfish. He wants 5. Walk to the north western side of the colony, find the fishing spot, and start fishing with the net provided.
Be prepaired to fight since three sea trolls will appear while you are fishing. They are levels 69, 87, and 101. Not much of a problem though. Get 5 monkfish and talk to Arnold. He wants them cooked so cook them on the range, which is in the south west side of the colony.
Note: Fresh Monkfish only heal 1 hp.
The Piscatoris Army
Herman and the Wise Old Man say that you need to gather an army for the colony, and that this can be accomplished by talking to the Wizard Frumscone in the magic guild for zombies.
Teleport or walk to Yanille, and talk the Frumscone, he is on the bottom level of the guild. He will tell you that he won’t do it, but he knows someone who will. Frumscone directs you to the necromancer Malignius Mortifer, who is a little south of Falador.
Mortifer will tell you that he will do it, just as long as you bring him some items. The first is 7 normal bones. Go to any place around here for them. A couple of good locations for bones would be the crafting guild cows (west of Mortifer) or the chickens at the farm (north east of Mortifer). Get him his bones and he will tell you the next item, which is a way to carry the bone seeds for the army. He will give you a brown apron for you to wear to get into the guild. If you kept your pick axe from earlier in the quest, it will save you some time.
Talk to a master crafter to get the answer, a pot with a lid. If the master crafter you talk to doesn’t want to tell, ask a different one. Anyways, mine two pieces of clay and make a pot and a lid. Give your airtight pot to Mortifer. He will give you your seeds and whoop! He will teleother you to the colony. Talk to Herman again and the Wise Old Man will ask you if you are ready for battle.
This battle is no joke so bring food, armor, and potions. Don’t forget your teleport runes!! A holy wrench, if you have one, would be useful.
The Final Battle
A big cutscene takes place of the last battle between you and your army and the trolls. The summoned army easily defeats the trolls, but a larger troll general appears.
Prepair to laugh as the Wise Old Man defeats the general, Wise Old Man Style.
With the defeat of the general, the biiig, evil troll queen appears. She uses a combination of strong magic and melee so protect from magic and either range (protections a little less necissary) or melee with good metal armor. If you decide to use melee, bring plenty of prayer potions and lobsters+ (sharks are best) and keep your prayer up the whole time. The queen drains your prayer so bringing prayer potions is essential if you’re praying.
Finishing Up
Once it is dead, talk to Herman. He and the Wise Old Man will both reward you. It’s a shame he doesn’t give you his hat. Quest complete!
Sponsors
Rum Deal
Difficulty: Hard
Length: Medium
Members only: Yes
Reward:
• 2 quest points
• Holy Wrench
• 7000 Prayer XP
• 7000 Fishing XP
• 7000 Farming XP
Start: Speak to Pirate Pete North of Port Phasmatys.
Needed skills:
• 42 Slayer (to kill a Fever Spider)
• 47 Prayer
• 40 Farming (to grow the Blindweed)
• 42 Crafting
• 50 Fishing (to fish the sluglings)
• Ability to kill a level 150 monster
Needed quests:
• Zogre Flesh Eaters
• Big Chompy Bird Hunting is recommended, but not required
Needed items:
• Slayer gloves (can be bought from slayer masters for 200gp)
• Seed dibber
• Bucket
• Rake
Recommended items
• Ectophial
• Good armor
• Good weapon
• Food (lobsters or higher)
Walkthrough
1. Teleport to the Ectofunctus using your ectophial. Refill it, and head northeast. You should see a dock with Pirate Pete on the docks. Talk to him for awhile and you’ll start the quest.
He’ll start talking to you about recovering a family sword… and a big monster. (Later on you find out it has nothing to do with the quest) He hits you on the head and you get on the pirate ship.
2. You’ll be on a ship with Captain Braindeath. Talk to him for awhile and you’ll get a blindseed for growing blindweed. (An ingredient in the rum) Go to the southern steps and go outside. You’ll see a lot of zombie protesters. Find the eastern farming patch. (The western and eastern farming patches are right next to each other) All the farming areas but one are trashed. Use the only non trashed farming area for raking the blindweed and planting it.
After you plant it it takes around 4 minutes to grow. The plant doesn’t need any watering or nurturing. Just time. Unfortunately the zombies will attack you (Lvl 57) So I just hid behind the bush south of the farming patch until the plant grew. You even got a message when the plant was done.
3. Pick the blindweed and go back to Captain Braindeath. He’ll tell you to go upstairs and put it in the hopper. Use the ladder on the southeast side, and once your upstairs go to the northwest side of the upstairs. Thats where the hopper is, put the blindweed in the hopper.
4. Now talk to Captain Braindeath. He says he needs stagnant water for the rum. Make sure you have your bucket and go outside again. Once your outside go to the west and look for a guy named 50% Luke. Yes his name is actually “50% Luke”. Try to open the gate he is guarding, and eventually through dialogue you’ll get by.
5. Make your way north up the mountian and you’ll find a little lake with a path leading up to it. Follow the path and use the bucket on the stagnant water.
6. Head back to the boat, use the stagnant water on the hopper and talk to Captain Braindeath. He’ll tell you to fish five sluglings. He gives you a net to catch them.
Head outside and go towards the farming area. Go south of that and fish at that area until you have 5 catches of sluglings.
Once you have 5 put them in the pressuriser. It’s next to the hopper. After that pull the lever and talk to Captain Braindeath.
7. Captain Braindeath tells you about a spirit in the brewing system. So he gives you a wrench and tells you to take it to Davey (Hes in the western quarters near you.) to get the wrench blessed.
8. Go to Davey and get the wrench blessed. He tells you that it will be the only time that this operation is free, and that the wrench will make your prayer potions more effective.
9. Use the wrench on the part of the brewery thats shaking. You should say “The power of Guthix compels you!” and then a spirit will come out (level 150). As long as you put on protect from melee it should be as easy fight.
10. Now that the spirit is dealt with, talk to Captain Braindeath. He’ll tell you he needs a fever spider carcass to put into his rum. Go downstairs (use the ladder on the northwestern side.) and kill a fever spider. NOTE: Make sure you have Slayer Gloves equipped while killing one.
11. Get the spider carcass, put it in the hopper, and talk to Captain Braindeath again. He tells you that the rum is finished, so go give some of it to Captain Donnie. Use the bucket on the output tap (the southern end of all the brewery machinery) and then go to Captain Donnie.
12. Give Captian Donnie the rum, and then go back to Captain Braindeath.
Rag and Bone Man
Difficulty: Easy
Length: Medium
Members only: Yes
Reward:
• 1 quest point
• 500 Cooking XP
• 500 Prayer XP
Start: Speak with Odd Old Man near the River Salve and east of the limestones [map].
Recommended skills: Combat level 20.
Needed items:
8 logs
Tinderbox
Lantern
Rope
100 gp
Spiny helmet (Buyable from a slayer master)
A pot (Buyable from most general store)
Recommended:
Varrock, Lumbridge and Camelot teleports, charged Amulet of Glory
Walkthrough
1. Odd old man.
The first thing to do is talking to the odd old man. He will explain some things to you about bones. When he has done that, he wants you to get some bones.
2. The bones
Below is a table showing you where to get the different bones. Note that you can get them in any order.
Pic. Name How to get
Goblin skull Head to Lumbridge and kill a goblin to get his skull.
Bear Ribs Go to Varrock and head to the south-eastern mining place, and a bit south there is a bear.
Just north of the mining field, there is a giant rat. Kill it to get the Gian Rat Bone.
Unicorn Bone When you’re south of Varrock, head to the east mining place and a bit south, there are some unicorns. Kill one.
Ram Skull Rams are close to the sheeps south of Varrock or in Ardougne.
Giant Rat Bone Go to Varrock sewer and kill a Giant Rat, or as explained earlier, there is a rat north of the south-eastern mine outside Varrock.
Big Frog Leg Go to the Lumbridge Caves [map] and kill a Big Frog. Note that when you’re in the cave, you’ll need your lantern, spiny helmet and eventually a tinderbox.
Monkey Paw Go to Karamja/Brimhaven and kill a monkey.
Giant Bat Wing Go to Camelot and head south to Keep Le Faye [map] where there are some Giant bats.
When you have these items, go to Draynor and talk to the Fortunato, the wine merchant. After some chatting he will sell you some Vinegar. You need 8 of them.
3. Polish and clean the bones
Go back to the Odd Old Man and you will see a pot-boiler. Use a Jug of Vinegar with the pot. Then, use one of the bones with the Pot of Vinegar and you will get Bone in Vinegar. Put your logs under the pot-boiler and then use the pot with bones on the pot-boiler. Use your tinderbox and fire the logs. Just wait some seconds and the bones are polished and cleaned. Keep doing it until all of your bones are polished and cleaned and hand them over to the Odd Old Man. You will then complete the quest. Congratulations!
Note: If you want to see all the bones he wanted, look at the wish-list on the house behind the Odd Old Man. Many monsters will drop some special bones that you can can give to the Odd Old Man.
One Small Favour Quest Guide
Guide written by Aliensvortex » Global RuneScape Home » Quest guides » One Small Favour
Sponsors
One Small Favour
Difficulty: Hard
Length: Very long
Members only: Yes
Reward:
• 2 quest points
• 2 lamps giving 10K XP in skills of your choice (Have to be over level 30 though)
• Ability to use gnome glider from/to Feldip Hills
• Key Ring (You can have as many key as you want on the key ring, which uses less space!)
• Ability to make Pot Lids from clay (Read more in our Crafting guide)
• Ability to make Guthix Rest (Read more in our Herblore guide)
Start: Yanni Salika in Shilo Village.
Needed skills:
• 25 Crafting
• 18 Herblore
• 36 Agility
• 30 Smithing
• Must be able to defeat a level 92 monster.
Recommended skills: 60 combat, 43 prayer, 58 magic and completed the Watchtower Quest (for watchtower teleport).
Needed quests: Rune Mysteries, Druidic Ritual and Shilo Village
Needed items:
4 Steel Bars
1 Bronze Bar
2 Guam Leaves
1 Marrentill
Hammer
A pot (can be bought during the quest)
A Cut Opal
A Cut Jades
A Cut Red Topaz (these gems can be mined in Shilo Village)
Bowl of hot water (Bowl can be made in Crafting. Then, use it on a water source, like a fountain, and finally, use it on a cooking range.)
Tinderbox
A Hatchet
Chisel
Empty teacup (Can be obtained during the quest)
5 Pigeon Cages (Can be obtained during the quest)
Recommended items:
Decent Armour and good sword (preferably dragon)
2 cut opals
2 cut jades
2 cut red topazes (Opals, Jades and Red Topazes can be mined in Shilo Village)
Charged Amulet of Glory
Teleport runes for around 15 teleports
Boots of Lightness and energy pots are a good idea too.
Walkthrough
For these steps, you will need around 100gp and a Varrock Teleport (optional - you’ll have to go from Lumbridge to Varrock).
1. Talk to Yanni Salika, who is south-east of the mining area in Shilo Village. Ask him if there is anything to do, and he’ll tell you that he wants you to do a small favour.
2. Go upstairs in the fishing shop, and buy a ticket for the “Lady of the Waves”, which you will need soon.
3. Now, exit the village in the southeast corner. (Search the cart that blocks the way, and you’ll jump over it.) Now, go southwest, and you’ll see a Jungle Forester. Talk to him, and he’ll tell you that he needs his axe sharpened.
4. Now, head straight west until you reach the ocean. Climb up the ladder, and you’ll find Captain Shanks. Talk to him. He will say that he doesn’t want to help, and that you can take it to Brian yourself. Then, ask him to go to Port Sarim.
5. When you’re in Port Sarim, go to the Axe Shop, which should be to the west. Talk to Brian, and ask him if he can sharpen the axe. However, his friend is in jail, and he’s too worried to concentrate on sharpening an axe. So, you will have to do a small favour for him: Ask Aggie the Witch if she’ll act as a character witness for his friend. Then say that you are going to see Aggie.
6. Aggie lives in Draynor Village, north of the bank. She’ll tell you that Jimmy the Chisel, her new apprentice, is missing. Say “Let me guess, you’re going to ask me to do you a favour?”
7. Now, head to the East to the H.A.M headquarters [map]. Find the trapdoor, right-click on it and select “pick-lock”. When you manage to pick the lock, you can climb down. Now, head to the southeast part of the H.A.M dungeon. There, you’ll see a man in darker robes, called Johannus Ulsbrecht. Talk to him, and he’ll tell you that he won’t release Jimmy before Brother Fred, a farmer, agree to send them one month’s supply of chicken.
8. Exit the H.A.M dungeon where you entered (the north-west part), and head to the north-east, to the chicken farm. Fred the farmer is walking around there. Tell him that you need to talk about Jimmy. He’ll tell you that you should talk to Seth Groats.
9. Follow the path to the east, then go over the bridge, and then go to the north. You should now come to a chicken farm. Enter the building, and you’ll see Seth Groats. Talk to him. He’ll tell you that you need to talk to Horvik in Varrock.
10. Teleport to Varrock or run if you want to. When you’re in Varrock, head to the East Bank, and withdraw these items:
3 Steel Bars, a Pickaxe, a Hatchet, a Tinderbox, 2 Guam Leaves, 1 Marrentill and 1 Harralander, Bowl of hot water. Also, a Falador Teleport and Ardougne Teleport is a good idea.
Also, before going to Horvik, go southeast of the bank to the Tea Stall, steal a Cup of Tea, and drink it. (you’ll need the cup later)
11. Head to Horvik, which is north-west of the eastern bank. However, Horvik is a too ill to make anything other than a trade. He’ll tell you that he needs a medicine. Also, if you could bring him 5 pigeon cages, it would be fine.
12. Now, head south of the main square, and take the road to the east just south-west of the Clothes shop. You’ll come to the Apotechary, talk to him. When he’s about to give you the pot, he drops it on the floor and shatters his last airtight pot! So you’ll need to make a new one.
13. Now, head west to the Barbarian Village [map]. There, go south to the small bowl icon on the minimap, and you’ll see Tassie Slipcast. She tells you that you’ll have to see Hammerspike, which is in the Dwarven Mine.
14. Go west out of the village, then north-west a bit, then west again until you reach the Dwarven Mine entrance [map]. Then, go south, and then west [map], and you’ll find Hammerspike. Ask “Have you always been a gangster?”. He’ll tell you that he wants to be a druid, and asks you to see Sanfew to persuade him to take Hammerspike as an initiate.
Now, either teleport to Falador and walk to Taverley, or walk all the way to Taverley.
15. Sanfew is upstairs in the Herblore Shop in Taverley. Ask him if he accept dwarves. Then, tell him that a dwarf you know wants to become an initiate. He’ll tell you to do two favours. One of them is to make a Guthix’s Rest.
To make this, follow these steps:
1. Use the bowl of hot water in your empty cup.
2. Add a Harralander to it
3. Add 2 Guam Leaves
4. Finally, add 1 Marrentill.
16. Now, go to the White Wolf Mountain and talk to the Gnome Pilot [map]. Tell him that you have a special tea from Sanfew. Then, you’ll tell him that Sanfew wants to go the the Feldip Hills. The gnome tells you that he need a lighter kit for the trip, and he’ve heard that Arhein in Catherby produces lightweight but strengthened ropes, called “T.R.A.S.H.” (abbrevation for “Trible Redundant Aero Super Hawser”.
17. Now, head to Catherby and talk to Arhein [map], who runs the general store on the docks there.
He will tell you that he need a weather forecast, and a Seer in Seer’s Village, called Phantuwti, can do it.
18. Now, head to the Seer’s Village, and go to the house just south of the bar [map]. There, ask Phatuwti Fanstuwi Farsight if he can give you a weather forecast. He tells you that he can’t produce a weather report for you since he’s more concerned about a girl named Petra who has gone missing. He knows that she’s inside a cave southwest of your current location. Then, ask what you can do to help.
19. The cave Phatuwti is talking about, is the Goblin Cave. This cave is just east of the Fishing Guild, quite close to the entrance [map]. Enter it, go north, and then to the east. You’ll see a sculputre, on the easter wall. Search it.
20. Now teleport (or walk) to Ardougne. The Wizard on the message is Wizard Cromperty. His building is north-east of the markeplace [map]. Tell him that you need to talk about a girl stuck in some rock. Then he’ll tell you that there is a spell to free the girl, but he need a component for the spell: some iron oxide. This component is found in Port Khazard.
21. Now, head south from East Ardougne, down the coastline, until you reach Port Khazard. The Tindel Marchant is on the docks [map]. Ask him about Iron Oxide. He’ll give you some for a price of… One Small Favour! You will need to take his mattress to Rantz in the ogre area to fill it with prime chompy bird feathers. You’ll get his stodgy matress.
22. Before going to the ogre area, go to the bank in Yanille and withdraw these items:
The gems, some food, chisel.
23. Now, head to the Feldip Hills. Follow the coastline to the south, and go to the east, to the quest start point [map]. Talk to Rantz, who is standing there. You need to talk to him about a mattress. Ask him if he can fill it with feathers.
Well, this means that there is someone banging, and the chompy birds cannot be hunted since they’re afraid of the banging, so you’ll have to stop it.
24. The person that is banging, is a gnome that is making a glider landing area. He’s straight west of Rantz, find him and talk to him (His name is Gnormadium Avlafrim. Tell him that Rantz said that you should come and help him. He’ll tell you that he actually need some help, he have some problems with getting the landing lights to work. Search one lamp, and you’ll get a gem. Cut it and use it on the lamp again. (Note that if you crush a shilo gemstone, you can just use one of your others that you have in your inventory). Do this on all lamps, and finally, talk to the gnome again.
Now, he won’t make any more noise. Go back and talk to Rantz (Yep, you’re guessing right! Now, you will finish the quest, follow the chain in reverse!)
So, go back and talk to Rantz again and tell him that you’ve helped the Gnome.
25. Head back to the Tindel Marchant in Port Khazard and give him the mattress. He will give you the Iron Oxide.
26. Teleport (or walk) to Ardougne, but don’t go to the wizard. Then, head to the house behind the norhtern bank in Ardougne, and there is a respawn behind the house [map]. Pick up 5 pigeon cages, and store them in the bank to the north. Also, store (or drop) your remaining gems (if you have any), the chisel. Also, you can store the pigeon cages and you Herbal Tincture (if you still have it) for more inventory space.
Also, withdraw required items to fight a level 96 monster (Armour, weapon, food, prayer pots etc). You can also recharge your prayer points at the monastery if it’s not full (if you want to use prayer in the fight).
27. Now, go to Wizard Cromperty, and give him the iron oxide. He will then give you an Animate Rock Scroll.
28. Go to the Goblin Cave (east of the Fishing Guild), enter it, go north, then east to the room with the girl in the stone, and then “read” the Animate Rock Scroll. A Slagilith (level 92) will appear. When you kill it, it will drop one adamantite ore, one uncut diamond and one uncut ruby. Then, read the Animate Rock Scroll again, and you’ll free the girl.
29. Now, head back to Seer’s Village, and go to the bank and deposit the items you used in the fight. Then widthraw these items:
Hammer, a bronze bar, an iron bar and a steel bar.
Now, talk to Phantuwti Fanstuwi Farsight. Tell him that you’ve released Petra. After lots of speaking, you’ll find out that he can’t really predict the weather, and the special tool that he’s using doesn’t work properly. And after more talking, you’ll find out that he’s talking about a weather vane.
He’ll tell you that the weather vane is on the roof.
30. Climb up the ladder, go east and climb up the second ladder. Now, go to the west of the roof. Search the Weathervane, then use the hammer on it. Now, search it again, and you’ll get 3 broken vane parts. Now, go downstairs, and then north-east to the anvil. Use the broken vane parts on it, and you’ll fix them. (Note that you need the bronze, iron and steel bars). Then, head back to the roof on Phantuwti’s house, and use the parts (Ornament, Directionals and Weathervane Pillar) on it. Now, head back to Phantuwti, and tell him that you’ve fixed the weather vane, and he’ll give you the weather report. If you want, you can read it, it really shows his weather reporting skills [image].
31. Now, head back to Arhein in Catherby with the report. Arhein says he’ll send the T.R.A.S.H to the Gnome Pilot.
32. Head to the Gnome Pilot on the Ice Wolf mountain, and ask him if Arhein sent him some T.R.A.S.H. He’ll say that he’ll already installed it and thanks you. He also agrees to take Sanfew (The yacking old druid) to the Ogre area.
33. Go to Sanfew in Taverley and tell him the Gnome Pilot has agreed to take him to see the Ogres. Also, he has offered to take Hammerspike as an initiate.
34. Preprare for a small fight with the gang members (level 44-49). Then, head to Hammerspike in the Dwarven Mine, and he’ve apparently changed his mind, and decided that he would make it far better as a gangster than he would as a druid. Then, talk to him again. Now, you will be attacked by the gang members (note that you are in a multicombat area). Now, talk to Hammerspike again. He’ll agree to let Tassie alone.
35. Head to Tassie Slipbcast in the Barbarian Village and talk to her. She’ll teach you how to make Pot Lids, and she’ll also give you some clay to work with. Now, use the clay on the Potter’s Wheel, and select Pot Lid. Then, use it on the Pottery Oven.
36. Now, teleport or walk to Varrock, and get a pot: Either widthraw one from your bank or buy one in the general store for 1gp. Then, use the Pot Lid on it, and you’ll get an Airtight Pot. Now, go to the Apothecary and tell him that you have an airtight pot for him. Then, he’ll give you a pot of Breathing salts.
37. Then, go to the bank and get your pigeon cages and Herbal Tincture for Horvik. Then, head to Horvik and give him the Herbal Tincture the Breathing Salts and the five pigeon cages. He’ll modify the cages to chicken cages for you.
38. Head to Seth Groats in his chicken farm and give him the chicken cages. He’ll tell you to go and talk to “those fanatics” and let little Jimmy the Chisel go.
39. So, head to the H.A.M. headquarters, and speak to Johanhus (which is in the southeast of the dungeon). He’ll agree to release Jimmy the Chisel.
40. Now, speak to Aggie the Witch in Draynor Village. Then, go to Brian in his Axe Shop in Port Sarim. Tell him that you have good news.
41. Head to the Jungle Forester outside Shilo Village and give him his sharpened axe. He’ll say that you’ve been a while, and in fact, he could just have gone and done it himself.
42. FINALLY, return to Yanni and give him his logs! After lots of ranting, he’ll give you a key ring, which you can use to store different keys. After even more ranting, he’ll give you two “unusual looking lamps
Sponsors
Olaf’s Quest
Difficulty: Medium
Length: Short
Members only: Yes
Reward:
• 1 quest point
• 20,000 Gold
• 4 Cut Rubies
• 12,000 Defense XP
• Access to the Brine Rat Caves
Start: Talk to Olaf Hradson, who is near the entrance to the polar hunting grounds. (fairy ring DKS)
Needed skills:
• 50 Woodcutting
• 40 Firemaking
• Ability to kill a level 100 monster
• High Agility is recommended
Needed quests:
• The Fremennik Trails
Needed items:
• Woodcutting axe
• Tinderbox
• Spade
• Equipment to fight a level 100 monster
• Ability to teleport near Rellekka. (Fairy Rings DKS or Enchanted Lyre)
Walkthrough
Starting Out - Olaf’s Ordeal
Talk to Olaf Hradson to start the quest. Olaf can be located near the entrance to the polar hunting grounds (north-east of Rellekka). When you first talk to him, he sounds rather depressed. As you are about to walk away, he asks you to do a favor for him. He tells you that their family is one of great navigators and explorers, and that he is pretty much a complete failure when compared to them. He explains that he has an idea that may convince his family that he, too, is good, and needs your help.
The Plan - Carving His Way to Fame
First, he tells you that he needs a log to create a good carving out of. Olaf tells you that he saw a good tree blow onto a nearby cliff, and that he wants some logs from it. Walk up the path just east of where Olaf is (near the fairy ring) and walk over to the windswept tree near the northern edge. Take your axe (assuming that you remembered it) and chop away.
Take your windswept logs back to Olaf. He will, err, carve some “wonderful” designs in the logs that you gave him. Olaf then wants you to take the carvings to his wife and son, who live in Rellekka.
Ingrid is just east of the great hall near the well. She will give you a loaf of bread for your trouble. (keep this for later)
Volf can be found in the northern area of the town. After you talk to him and give him his carved-plank-thing, he will give you a cooked shark as a reward. How nice.
Fire, Food, and a Mysterious Map
After you return to Olaf, you will find that his fire went out and he is too cold and hopeless to do anything. He hands you some damp planks to make a fire out of. Use the planks on the fire.
Once you have the fire going, talk to him again. This time he wants food! (sounds kind of familiar, no?) He will take the first food item in your inventory so it is advised to put the food you want to give him before (more top-left than) your other food. It is easiest to keep the loaf of bread that Ingrid gave you. In exchange for the food, he will give you the map that you have been itching to get your hands on for a few favors now. (finally!) Upon being given the map, you will be informed that he thinks that the map is cursed. Now that you have the map, it is time to find where it leads to.
Heres what the map looks like:
All you need to do to figure out what the map is pointing to is to look at the mini-map. Walk back up to the windswept tree and dig there.
Yet Another Dungeon!
Yikes! You will fall down into a cavern! If you need to get out, then you can walk over to the nearby boulder and push to reveal an exit. You will have to dig to get back in, though.
As you progress through the corridor, you will find that there are more than bats in this cave. Undead! That’s right, undead. Just keep walking/running through, they are not too tough. Eventually you will come to a spooky door.
Dungeon Accomidations (AKA Puzzles)
That’s right, a puzzle. (hey, there is at least one in every dungeon) Click on it to view an interface that is similar to this one:
The top lever controls the top and left pieces. The left lever controls the left and bottom pieces. The bottom lever controls the top and bottom pieces. The right lever controls the left and right pieces.
Pull the levers until you get the picture to the left to look like this one:
Once you get the picture to be like the above one, pull the lever that is by itself on the lower-right hand side of the interface. Click the door again to open it. Snag two barrels and six ropes from the spawns in the next room. Also, for those of you that have not killed some of those skeletons wandering around and grabbed the key that they drop, do so. Walk over near the water to where there is a small walk way with some holes in it. Use your barrels and ropes to fix it. This is where your agility comes into play. A higher level makes you less likely to fall off of the bridge and end up near Olaf. Use the key you found on the door and an interface like this will appear on the screen:
Click on the lock that is similar in shape to your key’s end. Walk through and up to the wreckage in the next room.
The Boss Fight and Treasure
Make sure you have your equipment to fight that big, bad level 100 monster on. Open the chest in the middle of the room and start beating apart Ulfric, a level 100 skeleton.
If you need to get back into the area with the wreckage, then you will need to kill a skeleton for another key.
The parchment you found in the chest is by Ulfric. It tells about other ships having more of the treasure. It also says that it is cursed. Figures.
This quest will unlock the ability to get Brine Rat assignments from slayer masters. Brine Rats have a chance to drop a Brine Sabre.
Posted on 2008 under Gprunescape Team, Runescape quests |
11
Jul
Nature Spirit Quest Guide
Guide written by Aliensvortex » Global RuneScape Home » Quest guides » Nature Spirit
Sponsors
Nature Spirit
Difficulty: Easy
Length: Medium
Members only: Yes
Reward:
• 2 quest points
• 3000 Crafting XP
• 2000 Hitpoints XP
• 2000 Defence XP
Start: Drezel, which is found in the tunnel on the way to Canifis.
Needed skills: 18 Crafting. Must be able to kill 3 Ghasts (level 30). Additionally, your prayer must not be drained when you start the quest!
Needed quests: Priest in Peril, The Restless Ghost.
Needed items:
• Amulet of ghostspeak (If you have lost it, you can get another one from the man you got it from in the Lumbridge Swamps)
• Silver bar
• Sickle mould (Buyable from the crafting store in Al-Kharid for 10gp)
Recommended items:
You may want to teleport from the Mort Myre swamps to somewhere with a furnace, and teleport back again to somewhere close to the swamps. This is not required.
Walkthrough
1. Talk to Drezel, which can be found in the tunnel on the way to Canifis. He will tell you that his friend, Filliman, has been missing. Your task will be to find him.
2. Head to Morytania by going through the Holy barrier just south of Drezel. Cross the bridge, and go to the south until you reach a gate [map].
3. Keep going south until you reach an island [map]. Since the ghasts are after you, you should run. When you reach the island, go south of it, and jump over the broken bridge. Be sure to wear your Amulet of Ghostspeak and try to enter. Filliman Tarlock will appear. He’s a ghost, and that’s why you need your Amulet of Ghostspeak. However, he doesn’t realise it, and you’ll have to persuade him.
4. Take the Washing bowl, and you will see a mirror under it. The washing bowl will respawn, but you can still pick up the mirror. Use the mirror with Filliman. If he’s gone, try to enter the grotto again, and he’ll appear. He tells you that he needs to find his journal.
5. Search the Grotto tree. You will find his journal. Read it, and then use it with Filliman. Ask him what his plan is, and then ask him how you can help. You will need 3 things: “Something from nature”, “something with faith” and “Something of the spirit-to-become freely given”. He also gives you a druidic spell and tells you that you need to be blessed to use it.
6. Go to the north and back to Drezel. He will bless you.
7. Head back to the swamps. Go next to a log and cast the spell, and you’ll get a piece of Mort Myre Fungi. Bring this to Filliman.
8. Now, look at the 3 stones laying on the ground outside the grotto. To prepare the spell, follow these instructions:
Put the fungi on the western stone; the Nature Stone.
Use the Used Spell (the green papersheet) on the eastern stone; the Spirit Stone.
Stand on the southern stone; the Faith Stone.
Talk to Filiman again. Be sure to stand on the southern stone when you talk to him. Tell him that you’ve solved the puzzle.
9. Enter the grotto. This time, you will be able to enter it. Search the grotto in the middle of the room, and Filliman appears again. He will do the transformation into a nature spirit, and tells you that you need to get a Silver Sickle.
10. Go to a city with a furnace, such as Falador or Al-Kharid. Use your silver bar with the furnace while having the sickle mould in your backpack, and craft the Silver Sickle. Then, head back to Filliman, which is now the Nature Spirit. He will bless the silver sickle for you.
11. Go out of the grotto again, and cast the Bloom spell with the Silver Sickle next to a log. You need 3 fungies. After you’ve filled it, a ghast will appear. Kill three of them, and go back to the Nature Spirit again. He’ll cast a spell which transforms the grotto into a Nature Altar, and you’ll complete the quest. Congratulations!