Wednesday, April 15, 2009

Making History

Official quest description:
A secluded outpost has served the City of Ardougne for generations, playing stage to many exceptional events. Its current occupant wants to employ your skills to construct its true history before time runs out and history itself is wiped away! Release date: 22 November 2005 Start: Talk to Jorral in the outpost northwest of West Ardougne. Difficulty: ***** Length: Medium Members only: Yes Requirements: level 20 Crafting, 40 smithing, 40 mining, completed the Priest in Peril and The Restless Ghost quests. Items needed: A spade, 2 ecto-tokens (only if you've not done Ghosts Ahoy), an un-enchanted sapphire amulet, an Amulet of Ghostspeak. Helpful, but not required: Ardougne teleport runes, An Enchanted lyre, or a house in Rellekka and Teleport to House runes or house teletabs.
(Other methods that involve a bit of walking may be found here), Castle Wars transport options, The Ectophial. Monsters to kill: None
Spoiler warning: Plot and/or ending details follow. edit Walkthrough Talk to Jorral in the outpost just northwest of West Ardougne. In order to save the outpost from King Lathas, you'll need to talk to Erin the silver merchant, Droalak the ghost, and Dron the warrior. You can do this in any order. [edit] Erin, the Silver Merchant Go to East Ardougne, and talk to Erin who works on the silver stall at the market. He will give you an enchanted key. You need to use it to find a buried chest. The closer you are to the chest, the warmer the key. There are six temperatures: Freezing, very cold, warm, very hot, burning hot, and steaming hot. When the key is steaming hot, you're right on the spot and you need to dig to get the chest! The key will also tell you if it's become a bit hotter, or a bit colder since the last time you used it. (Like the snow imps in the 2008 Christmas event) It should lead you to an area near but south of the observatory, north of Castle Wars. When the key is steaming hot, click your spade to dig up a chest. Use the Enchanted Key on the chest to open it to get Drozal's Journal. Read it to learn about a Zamorakian that used to live in the outpost who played pranks on the people of Ardougne. Talk to Erin again. The location of the chest Note: You cannot use the Enchanted Key to find any additional treasure until this quest is complete. If you use the key, you get the message "You have already found the chest" (If the chest has not been opened to get the journal yet) or "You have already found the journal." If you've already given the journal to Jorral, the message is "You've already delivered the journal." [edit] Droalak, the Ghost Travel to Port Phasmatys (if you haven't completed Ghosts Ahoy, pay two ecto-tokens to the town guards, or charter a ship to the port). But if you have finished Ghosts Ahoy the entry is free. Once inside, go to the general store and talk to Droalak (don't forget your ghostspeak amulet). He will give you a scroll if you give his wife, Melina, a sapphire amulet. Melina is in the building northeast of Droalak. Give her the amulet and she will tell you that she feels complete and disappear. Don't forget to go back to Droalak to get the scroll! Upon completion of the quest, you may return to Droalak and let him know how things went. Upon learning of what happened, he will disappear. [edit] Dron, the Warrior Go to Rellekka. Near the dairy churn, talk to his brother, Blanin. You can find Dron northeast of the market. Dron will ask several questions, and the answers to the questions are: He is 36 years, 8 months, and 21 days old. He wields an iron mace in battle. He eats rats for breakfast. He eats kittens for lunch. He eats bunnies for tea. His favourite drink is red spider blood. He studies the fourth and fifth ages. His house is on the northeast side of town. His pet cat is named Fluffy. 5 and 7 is 12. His brother's name is Blanin. When you answer the questions, he will tell you a story about two friends. [edit] Back to Jorral Give everything to Jorral. He'll give you a letter to take to the King of East Ardougne. King Lathas can be found in his castle in Central Ardougne just across the river. He will give you a letter to take to Jorral, in which he promises not to tear down the outpost. Do so. Congratulations, quest complete!

Lunar Diplomacy

Official quest description:
Get ready to be taken on a diplomatic mission between the Fremennik and the mysterious Moon Clan of Lunar Isle. It's up to you to settle their dispute and bring peace to these lands. Along your mission you will travel with pirates in their giant sea galleon, explore a new magical island and journey into your very dreams! Release date: 24 July 2006 Start: Go to the westernmost dock of Rellekka and talk to Lokar. Difficulty: ***** Length: Long Members only: Yes Requirements: 61 Crafting 40 Defence 49 Firemaking 5 Herblore (must have completed Druidic Ritual) 65 Magic (Stat boosters like Wizard Bomb will not work!) 60 Mining 55 Woodcutting able to kill level 111 monsters must have completed Lost City, The Fremennik Trials, Rune Mysteries and Shilo Village quests. Items needed: Tinderbox A few coins (1000 should easily be enough) Ability to access air, earth, fire and water runecrafting altars dramen staff guam leaf (can get on quest) marrentill (can get on quest pestle and mortar hammer needle and 4 thread (can get in clothing store on Lunar Isle) any pickaxe spade armour weapon and food. Monsters to kill: 7 Suqahs (level 111), Me (level 79)
Spoiler warning: Plot and/or ending details follow. This article or section requires a cleanup in order to meet the RuneScape Wiki's quality standards.
Reason: Very oddly written in some sections.You can edit this page to improve it. edit Walkthrough [edit] Part 1 - The Ship Items to bring: tinderbox. Bird's eye Jack, the navigator Talk to Lokar on the westernmost dock of Rellekka(you cannot use ale or any other bonuses to start quest), west of the dock sailing to Miscellania and Etceteria. He will talk about the Moon Clan. Talk to Brundt the Chieftan in the longhall and get a Seal of passage. Keep it at all times when on the Lunar Islands or any related areas, or else players will be teleported back to Rellekka, even when the quest is over. Talk to Lokar again to sail to the Pirates' Outpost. Players can board the ship, Lady Zay from here. There are also plenty of moss giants and pirates to fight, down the ladder at the end of the passage. The Captain! Talk to Captain Bentley. When he is asked to sail to the Lunar Islands, the ship strangely goes around in a circle. Talk to Captain Bentley to know what happened. He will redirect you to the ship navigator. Talk to the Navigator, 'Bird's-Eye' Jack, on the lower deck. He will say the ship is all perfect. Talk to Captain Bentley again, he will again send you to speak to the 'Birds-Eye' Jack. Talk to 'Bird's-Eye' Jack. He will conclude that the ship is affected by a jinx. Talk to Captain Bentley again. He will ask you to investigate which items on the deck are bewitched. Eagle-eye (on the right) Talk to "Eagle-eye" (on the bow on same deck as Captain Bentley). He will tell you something about jinxes. Talk to Beefy Burns in basement. Go up 3 levels to the south and talk to "'Lecherous' Lee". Lecherous' Lee and Cabin Boy Talk to the First-mate (same deck as Captain Bentley) Talk to the "Cabin Boy" The cabin boy will give you a lens and lantern - use one on the other and light it. Players are asked to find out and wipe out the five jinxes: Big and metal: East cannon by the cabin boy. Wall: Same floor as captain, in the First Mate's cabin. Use lantern on a wallchart. Container: Chest in basement, near the ladder. Crate: Crate in the basement, near the cook. Support: Support beam in basement, in the middle. Wipe away all the seals, talk to Captain Bentley again, and sail to Moonclan island! Beefy Burns, the cook [edit] Part 2 - Moonclan island There is a bank and general store free to use on Moonclan island. Find Meteora to the southwest but within the village walls. She will tell that although they don't have a leader, the Oneiromancer will be able to help you more than anyone. Walk to the southeast part of the island and find the Oneiromancer (be aware of the Suqahs), who tells you that you will need 3 things: Waking Sleep Potion - talk to Baba Yaga in the chicken house in the north of the village, she will hand out a special vial, and tell that a guam leaf, marrentill and some ground tooth are needed. Kill Suqahs until they drop a tooth. Grind it with your Pestle and Mortar. If you haven't already gotten the herbs, Suqahs also drops Marrentils and Guams. Make the potion and take it back to the Oneiromancer. She will keep it for you. NOTE: It is suggested to collect 4 Suqah hides at this point, as they will be needed to make the ceremonical clothes, which is another thing you need to collect. Lunar staff - Take one or more dramen staff(staves) and take use it one each of the four elemental altars in order : Air (Falador), Fire (Al-Kharid), Water(Lumbridge Swamp) and Earth (Varrock) altar. After that the staff would become a Lunar Staff. Take it back to the Oneirmancer and she will keep it for you. NOTE: It is suggested to make more than one Lunar Staves because once the quest ends the player will lose the ability to create the Staff, so it would be useful to make a few as a back-up/replacement(Just in case). Ceremonial Clothes - consist of 8 different items, which is: Helm - Take a pickaxe and go to the Northeast of the island to find a dungeon. Players must be warned as the Suqahs down there can freeze players with ancient magicks (so food and/or prayer is recommended). Go down and mine any one of the stalagmite to get a Lunar ore, then either superheat it or put it in a furnace, then use it on an anvil to make a Lunar Helm. The closest furnace and anvil are in Rellekka. Cape - Talk to Pauline Polaris to the north-west side of the village. She wants you to guess her real name before she will give you the Lunar Cape. First, choose 'Pauline'. Then, choose Jane Blud-Hagic-Maid.After you have finished, she will give you the cape Amulet - Talk to Meteora, she will say that she'll give you her amulet if you give her a tiara she lsot to the Suqahs. Kill Suqahs until they drop [[A special tiara], then go back to Meteora and exhcange the tiara for the Lunar amulet. Torso, Gloves, Boots and Legs - Speak to the woman at the clothes shop and find out that she can tan Suqah hides. Have her tan the 4 Suqah hides (if you haven't colected them, go kill 4 now) and use the nedddle and thread to create the 4 pieces. Dig here! Ring - Talk to Selene near the centre of the village, she will tell you a riddle. Take a spade and travel southwest until you reached a bridge, travel South then West of that bridge and you should see a particular square with blue flowers, dig on top of those flowers to obtain the ring. Take all items back to the Oneiromancer and she will give you all your stored items back (make sure you have 11 free inventory spots), plus some kindling (which she will give you). Put on everything and go back to the centre of the village. Enter a building to the West that has a bronze brazier in it. Before entering dreamland make sure you have the seal of passage with you (not necassarily worn, but in the inventory), some food, an agility potion may help. You will also need some some inventory spots free. Use the potion with the kindling, then light the brazier with a tinderbox and place the kindling in it. [edit] Part 3 - Dreamland The Dreamland. You will now be in dreamland. Talk to the Ethereal Man (or Ethereal Lady if you are a female) and then attempt to solve each puzzle. After completing each puzzle, talk to the guide in the centre again. If the you need to leave, click the 'my life' book in the centre to go back, but you will need to make the 'waking sleep potion' again to enter the Dreamland. 1.A game of chance Ethereal Fluke :
. the "A game of chance" challenge. In this 'game you will have to count the sum of the number shown on the dices on the ground, but the dices' number has two possibilities . You will need to sum up the amount of dots on the dice and tell it to the Ethereal Fluke. The dice are all either: 4 or 3 6 or 1 2 or 5 2.Communicating in numbers :
The "Communicating in numbers" Challenge. In this test you will have to continue the Ethereal Numerator's sequence. For example, 14, 25, and the next would be 36 as the numbers between increment by 11. Sequences for example: 1 4 2 5 3 6 3 4 2 5 1 6 1 1 1 2 1 3 1 4 1 5 9 7 5 3 1 0 1 3 4 6 7 2 6 3 7 4 8 1 9 2 8 3 7 1 2 3 4 5 1 1 2 2 3 3 4 8 6 4 2 0 1 6 2 5 3 4 1 3 5 7 9 7 3 6 2 5 1 2 3 5 6 8 9 3.Chop, Chop, Chop away :
The "chop, chop, chop away" challenge. This is a fairly easy challenge - all you need to do it chop 20 logs and put them in your pile before the Ethereal Perceptive did. If you do not have an axe with you, he will supply you with a bronze axe (also called a hatchet).
4.Where am I? :
The red dots indicate a possible path of travel. similar to the spike pits in Underground Pass, players have to jump between platforms in order to reach the other side, hoping not to find the false platforms that will collapse and would take you back to the start. If you fail, you will not receive any damage. The path is different for everyone. Nonetheless, there are reports that path will often be similar to the one on the right. 5.The race is on :
The "where am I?" challenge.A simple agility test, beat the Ethereal Expert by outrunning him, but while he ran a straight path, you have to cross 4 hurdles. This is fairly easy. An agility potion may help, and players may need food because failing a hurdle will deal 8 hitpoints. the "race is on" challenge.
6.Anything you can do. Ethereal Mimic :
Just like the Mime random event, mimic the Ethereal Mime's emotes. After 5 you will go back to the Arena. Once all the tasks above are completed, talk to the guide in the centre, he will ask if players are ready to face the ultimate challenge. Then, players will be on a plane with "Me", an easily defeatable, level 79 version of none other than yourself (as the name suggests). You will occasionally be teleported away by him...yourself, but this is rather irritating than dangerous. The chats are quite amusing from "Me" so you might want to pay attention. a player fighting himself
Once players have defeated "Me", talk to the guide at the centre of dreamworld, then exit by clicking the Life Book and go and talk to the Oneiromancer again (DON'T forget the seal or you'll be teleported away). Congratulations! Quest complete!

The Lost Tribe

Official quest description: Sigmund is the advisor to the Duke of Lumbridge, but the duke does not always take his advice. When part of the cellar wall collapses the duke insists the damage was caused by an earthquake, but Sigmund is worried about a monster attack. If you investigate this mystery it will lead you through treacherous caves to uncover something lost by the Gods for thousands of years. Release date: 31 May 2005 Start: Talk to Sigmund in Lumbridge Castle. Difficulty: ***** Length: Medium Members only: Yes Requirements: Done Goblin Diplomacy and Rune Mysteries, level 13 agility, level 13 thieving, and level 17 mining. (Level 26 firemaking optional but required to light an oil lantern.) Items needed: A pickaxe, a light source (a candle will do, but if you fall into a pit, you'll die unless you have a better light source such as an oil lantern), a tinderbox, and a rope. Monsters to kill: None
Spoiler warning: Plot and/or ending details follow. edit Walkthrough Talk to Sigmund and then to all of the people in Lumbridge, including Duke Horacio, the Cook, Hans, Father Aereck, and Bob, as well as anyone else you find. One of them will tell you that they saw a goblin with huge eyes in the castle basement. Report this to Sigmund and then to the duke (Note: If you have finished Dragon Slayer, the conversation will be a bit different). He'll tell you to investigate this. This is the blocked tunnel. Go down the ladder in the kitchen and look for a blocked tunnel (called Rubble in-game). Use your pickaxe on it. Light your light source, then squeeze through,(need 13 agility) grab the brooch, and turn back. Otherwise you'll fall into a pit. Show the brooch to the duke and Sigmund. They will tell you to go to the library in Varrock. Show it to Reldo, the librarian. He'll tell you to search the bookcases for a book on goblin history. Read it to see that the symbol on the brooch translates to "Dorgeshuun, Goblins of the Strong Spears". Keep the book for the remainder of the quest, since it's very important. Talk to Sigmund and the duke again, then talk to General Bentnoze and General Wartface in Goblin Village. They'll argue about minor things just like they did in Goblin Diplomacy, but eventually teach you the goblin salute and bow emotes. Go back to Lumbridge and talk to the duke. He will tell you to investigate the caves further. Go back into the tunnel. First, go south and use your pickaxe on the tunnel to unblock another tunnel leading to the main cave (this helps a ton during Tears of Guthix); do not go through. This is the a map of the tunnels. Go back to the junction, you will find some 'symbol' on rock. Read it, and if, for example, it says "Goblins of the East", go East. At all of the junctions, and read the symbols on the rocks. Then, translate them with the goblin history book and follow the instructions. If you do not follow the path instructed by the rocks, one of two things will happen: 1. A rock will fall in front of you or on top of you (if you're lucky). 2. You'll fall down a trapdoor and end up in the main part of the Lumbridge swamp caves. If you're using a candle, you're pretty much doomed, since you need a light source to stay alive, and the candle will constantly cause gas explosions - so use Lumbridge home teleport, or another teleport(alternatively you can go north, back through the hole you created earlier, using food and prayer as necessary.) When you reach the end, you'll find the Dorgeshuun tribe. Do your goblin bow in front of Mistag. He will tell you that the Dorgeshuun are actually peaceful and the Lumbridge kitchen thing was an accident. You'll also learn about the goblins' backstory. Mistag will offer to take you back to Lumbridge. Agree. When you tell the duke about it, he won't believe you because some silverware was recently stolen from the castle basement. Pickpocket Sigmund to get a key and unlock his chest (located in the room south of the duke) to find some H.A.M. robes (keep them, as you'll need these for Death to the Dorgeshuun, the sequel quest). Tell the duke that Sigmund is part of Humans Against Monsters. Then go to the H.A.M. Dungeon (the trapdoor is directly west of the combat training tutors' building, pick the lock). Search the crates in the first room to find the stolen silverware. Give it to the duke. He will fire Sigmund. This is where you find the silverware. The duke will give you a Peace treaty. He will sign it and tell you to get the leader of the Dorgeshuun to sign it as well. Go into the tunnel. This time, you won't have to navigate through yourself because you'll see a new goblin, Kazgar, that will take you to the mines. Talk to Mistag. He'll get the leader to sign it in the Lumbridge kitchen, with you and Mistag as witnesses.

Lost City

Official quest description: Can you find
the legendary lost fairy city of Zanaris? Release date: 27 February 2002 Start: Go to Lumbridge Swamp. Talk to the Warrior there. Difficulty: ***** Length: Short-Medium Members only: Yes Requirements: 31 Crafting, 36 Woodcutting, ability to kill a level 101 tree spirit with limited armour or weapons. Items needed: Knife Hatchet (you can't take a hatchet with you as it's considered a weapon, but the zombies drop bronze hatchets) teleport runes (optional) Monsters to kill: Dramen Tree Spirit (level 101), Zombies (level 25)
Spoiler warning: Plot and/or ending details follow. edit Walkthrough To start this quest, head into Lumbridge swamp. Go west until you find a Warrior, a Ranger, a Mage, and a Monk sitting around a campfire. Talk to the warrior and ask him what he is doing. Oddly, convincing him to start the quest is one of the hardest parts of the quest. When he refuses to tell you, talk to him in a challenging sort of way that sounds like you challenge his authority. When he finally tells you what his problem is. Look for the first tree on the left that has a "Chop" option instead of a "Chop down" option. Click on the chop option and a leprechaun will pop out. Ask him how to get to Zanaris and he will tell you that you need a Dramen staff. To get this, you will need to chop down a tree inside of the Entrana Dungeon. Unfortunately, you are not allowed to take armour, weapons, and some magical items (such as the Explorer's Ring 3 (2 is also not allowed)) to Entrana, but you can take: Items to make better armour, such as needle, thread, and dragonhides or leather Runes (but no staff) Amulet of your choice (an amulet of glory is recommended, but an amulet of power will do just fine) Potions Food Teleports (strongly recommended) A set of H.A.M. robes will provide a little defence if you cannot make your own armour. Entrana dungeon map. Take your choice of items to Port Sarim, talk to the monks on the dock, and travel to Entrana. Do not make your items yet; You can be caught and sent back to Port Sarim, thus forcing you to obtain materials again. Travel to the north-western side of the island, where you will find a monk next to a cave entrance. Note that as soon as you go down into this cave there is no exit except via a door that leads into level 32 wilderness, so make sure you have a teleport or have a home port ready. Once you're ready, talk to the monk and enter the dungeon. Upon entering the dungeon, your prayer will be reduced to 1-3 points (now is a good time to use prayer potions if you brought them). Now you can make your equipment without being spotted. Travel around the cave until you see some level 25 Zombies. Kill these until you get a bronze hatchet. Pick it up. (If you want, you could try and kill a Greater Demon to get a better weapon, but this is not suggested, as you need to save your HP for the big fight. If you don't plan to bring supplies to make weapons and instead intend to use the hatchet, it is suggested that you train (before the fight) to make sure you get a good max hit with a bronze hatchet. The Dramen Tree Spirit claims another victim. Keep travelling around the cave, until you see some Greater Demons and a small cave off to the side. Run past the demons into this cave and cut the Dramen Tree with the hatchet you got from the Zombies. A safe spot. A Level 101 tree spirit will appear. If you're fast, you can hide behind the mushrooms (rear middle) in the cave to range or mage the spirit. It is possible to attempt to melee the Dramen Tree Spirit, but it hits hard (11) and absorbs most melee attacks. The Tree Spirit is succeptible to magic, and even at lower magic levels, fire strike will often hit 8, making magic an easy route to defeating the spirit. Lower level runes can easily be bought at Port Sarim on the way to Entrana. A low-leveled player using the mushrooms to hit the final hit! Once you've defeated the Tree Spirit, cut the tree again to get a Dramen branch. Cut several if you like so you make a few staves for your bank. Use a knife with the Dramen branch to get a Dramen Staff. It's not a tradable item. Teleport out, and make your way back to the Lumbridge swamps (a player can use home teleport or teleport there for faster transportation). Wield your Dramen staff, and enter the small hut in the swamp west of the low-level mine and you'll find yourself in Zanaris. Congratulations, quest complete!

Legends Quest

Official quest description: Only the elite are allowed to call themselves a Legend of RuneScape. Do you have what it takes to make it into the guild? Release date: 20 August 2003 Start: Talk to the guards just outside of the Legends' Guild. Difficulty: ***** Length: Long (Can take 3-4 hours, depending on how prepared you are.) Members only: Yes Requirements: 108 Quest Points Completed the quests: Family Crest Heroes Quest Shilo Village Underground Pass Waterfall Quest Have the following skills: 50 Agility 50 Crafting 45 Herblore 56 Magic 52 Mining 43 Prayer 50 Smithing 50 Strength 50 Thieving 50 Woodcutting the ability to defeat a level 187 demon that can drain prayer. Items needed: Charcoal (1 minimum)(can get during quest) 2 Gold Bars (minimum) machete hammer rune hatchet lockpick(several, in case they break) pickaxe snake weed ardrigal rope Unpowered orb (Many may be required) vial of water Cut sapphire Cut emerald Cut ruby Cut diamond Cut opal Cut jade Cut red topaz 3+ papyrus (can get during quest) 1 soul rune 1 mind rune 1 earth rune 2 law runes In the german version you need: 4 air runes 2 earth runes 1 blood rune 1 nature rune 3 fire rune and any charge orb spell runes (one minimum) some coins. Monsters to kill: 3x Nezikchened (Level 187) Ranalph Devere (Level 92) Irvig Senay (Level 100) San Tojalon (Level 106)
Spoiler warning: Plot and/or ending details follow. edit Walkthrough This is one of the hardest quests in RuneScape, though not as hard as Recipe for Disaster or Desert Treasure. While those quests are harder to complete, this one is quite hard to build the requirements for, and is very long. Alternatively, skill boosts such as Spicy stew can be used for most of the requirements, if not all. Once you've got all the requirements, though, it's time to do the quest. [edit] Getting started Talk to the guards just outside the Legends' Guild (Fairy Ring BLR). If they think you're worthy, they'll send you through the gates to talk to Radimus Erkle to get your assignment. Radimus will give you some notes and a few tasks to do: Completing the map of the Kharazi Jungle Bringing a gift from the jungle locals to be displayed in the Guild Before you leave, grab a machete from the cupboard, also grab at least 3 papyrus. (You can buy both of these from the general store in Shilo Village too, but these are free) Note: If you stand outside the guild, you can see two Radimus Erkles at the same time. [edit] Mapping the jungle The jungle is very dense. Now make your way to Karamja by: Taking a boat from Ardougne (30 coins) Fairy Ring CKR (near the hunter area) with some walking Fairy Ring BJR (Fisher Realm , requires Holy Grail Quest) with 10 gp Hajedy's cart service Amulet of Glory teleport to Brimhaven with 10gp Hajedy's cart service. Fairy Ring AKS Feldip hunter area then across the sea on the ogre canoe.(Can only be done after saving the ogre chief in the Recipe for disaster quest). You will need two chompys as payment to the ogres.) Gnome Glider If you're coming from the Grand Exchange, just use a spirit tree to get to the Grand Tree and use the glider to get to Karamja. Then its just a short walk to the Kharazi Jungle Entrance(4) Make sure to buy some charcoal and at least three sheets of papyrus from general stores in Ardougne or Shilo Village if you haven't. 1-4 entrances to the jungle 5 cave entrance 6 holy water 7 totem red lines show areas To get into the Kharazi Jungle, you'll need to cut your way through the overgrown jungle vegetation using a hatchet (woodcutting axe) and machete. The fastest way through is either western or eastern edges of the jungle, depending on your travel method. Now that you're inside, make your map by walking from one end of the jungle to the other by right clicking Radimus notes and click complete when you're at the west, centre, and east part of the jungle. (You may fail, destroying the papyrus and charcoal, so make sure to bring spares!) You should now have a complete jungle map. [edit] Contacting the Locals Head back out of the jungle and talk to any Jungle Forester who wanders the edge of the jungle. If you agree to give them a copy of your map, they'll give you a bull roarer. Go inside the jungle again and swing it to call a local named Gujuo out of hiding. Tell Gujuo that you want to make friends with the jungle locals and have a special gift from them. He will tell you about a totem pole. He'll ask for your help, since his tribe's shaman Ungadulu, who has the special yommi tree seeds to make a totem pole, is trapped in his cave. Towards the North-west edge of the jungle you'll find some rocks that form a triangle and you can squeeze through to get into the cave (50 agility required). If you fail this, you will get damaged 5 health and will have to try again.
Entrance to Cave. The ring of fire for Round 1 fight 1 Ungadulu 2 bookshelve 3 old gate 4 Death Wings 5 Jagged Wall 6 Marked Wall 7 old gate 8 winch Investigate the flame wall to talk to the shaman. He will tell you that only pure water can quench the flames. But he looks a little strange... [edit] Pure Water Once you're back outside the cave, call Gujuo with your bull roarer to get a bit more information. He'll tell you of the pond of pure water that gathers in the middle of the jungle and that it can only be carried in a special vessel that he'll give you a sketch of. Return to Shilo Village and bank. Take out a hammer and at least two gold bars. Go to any anvil (the closest is in Tai Bwo Wannai Village) and try to make the gold bowl. You may fail, so to be safe, bring more than two bars. When you've made the bowl, make sure to have the following: Radimus notes Bull roarer Hatchet Machete A lockpick or two Pickaxe All types of cut gems 'SMELL' rune (soul rune, mind rune, earth rune, 2 law runes) - in the german version it is 'LEBEN' rune (Luft-Rune, Erd-Rune, Blut-Rune, Erd-Rune, Natur-Rune - air rune, earth rune, blood rune, earth rune, nature rune) The golden bowl Pure water Pool Once you're stocked up, head back into the jungle and call Gujuo. He'll help you bless your gold bowl so that it can carry the pure water. Your prayer points must be at or above 42 to attempt this, and if you fail, it will drain 5 prayer points. If it drains your prayer below 42, you'll have to restore it to try again. With your blessed gold bowl, head to the pool of pure water towards the middle of the jungle. Cut some reeds from the edge of the pool with your machete to obtain some hollow reeds and use them to siphon the water out into your bowl. Note: All the gems needed can be mined in the north-east of Shilo Village, but you may need to cut them with a chisel, easily bought at the general store [edit] Exploring the Shaman's Cave Go back to the cave and look around to find where there's a crevice hidden behind one of the bookshelves. Squeeze past it and then cross the cavern to a large door. Search the door to pick the lock. If you fail, just try picking it again. Note that failing can cause your lockpick to break, so be sure to bring extras, as the door cannot be picked without one. A Hair clip can be used instead of a lockpick. Next you'll have to mine the rockslides to get farther inside with your pickaxe to reach another door. If you fail, your mining level will drain. This one you have to force open with your strength stat, failure resulting in a temporary lowering in strength. Be careful once through, as there are a number of level 83 Deathwings on the other side. Run further into the cave and jump over the low wall, you will take 6 hp damage if you fail When you get further inside, you'll find a place where there's markings on the wall, telling you to use the SMELL runes to get through. Soul, Mind, Earth, Law, Law (if you are playing the german version you need LEBEN runes - Air, Earth, Blood, Earth, Nature). Make sure to put them in in order and you'll be let through. Getting Binding Book Inside you'll face your next puzzle, where you'll see a number of stalagmites sitting in pools of water. Fit your gems into each one by trying to place them in until you get it right. If you face north east, they are in order by value: opal, jade, topaz, sapphire on the top row, and emerald, ruby, diamond on the bottom row. That is because the riddle says they are in order of stature. When all of them are in, there will be a little light show and the Book of Binding will appear. One useful feature of this book is that you can bless vials and fill them with pure water from your bowl to make Holy water. Wielding these while fighting demons damages them. Head back out of the cave. [edit] Fighting the Demon Round 1. You've got a fight coming, so get ready. If you want, you can go back to the bank and resupply. Either way, when you're ready, use your pure water on the fire wall to step through without damage. Use your Book of Binding on Ungadulu to release the demon Nezikchened. He is level 187 and will drain your prayer at the beginning of the battle, but never again after that, so be careful if you want to use it while fighting him. Plus, he'll cast a Fire Blast just before dying, so make sure to keep your HP up so that he doesn't kill you with his last-ditch attack. You can lower his stats if you use Silverlight or Darklight (melee) or throw holy water vials at him (ranged). It is suggested to use the above two methods in the beginning or you are too weak in killing the demon by all kinds of combat. Note: The Demon seems to be slightly weak to chop attacks. If you take too long fighting him, he will vanish and you will need to start again from using the book. Once he's defeated, Ungadulu will thank you and give you some Yommi tree seeds. If you ask him how to get out, he'll cast a spell to let you walk through the flames. If you accidentally attack Ungadulu, he will hit you to the wall and deal you 8-16 damage. Be careful! [edit] Replenishing the Pure Water Head back to the pure water pond and you'll notice that it's gone dry. If it hasn't gone dry use the seeds on your bowl, cut a new reed and attempt to refill the bowl with water from the pond Call Gujuo and he will tell you that the underground source has probably been blocked off by some evil spirit. Try not to call him near Jungle Savages or they may attack you. He says the underground is really dark and scary, so you'll need a potion of courage to be able to make it. To make it, you need Ardrigal and Snake weed, which you found once already through the Jungle Potion quest. Mix these into a vial of water for a bravery potion, which is consumed in 1 dose. For your next venture into the cave, you'll need to bring: Bravery potion Radimus notes Machete Hatchet Lockpicks Pickaxe Bull roarer Golden bowl Rope An unpowered orb Runes to cast any Charge Orb spell once (magic staves can be used to save runes) Any food and potions you may need for another battle. Go back to Ungadulu's cave again, talk to him, then head down into the cave again, going through all the same areas that you did before. This time, though, when you reach the area with the seven pools, head further to where another door is. Cast any Charge Orb spell on it to go through. You'll find yourself in a room with several barrels in it. You can smash them to reveal things like food, rope, weapons, or sometimes enemies. For now, though, ignore them. Use your rope on the winch and drink your bravery potion before heading down into the depths. 1 rope and blue hat 2 strange monsters 3 furnace 4 dragons eye 5 Shimmering Field 6 Echned Zekin They are a noble deadYou'll be on the top of a long, winding staircase with several gaps in it. Jump (or fall) to the bottom of the stairs, but be warned. If you fail, it can take up to 40 hp off! Often you will almost fall attempting to clear the agility obstacles as you move downwards and take a smaller amount of damage but catch yourself before you fall to the ground - be aware that this reduces your agility making it more likely you will fail on the next one. Once at the bottom, you'll see three different strange monsters named Ranalph Devere (level 92), Irvig Senay (level 100), and San Tojalon (level 106). Just turn on the Protect from Melee prayer and slaughter them quite easily. Talk to each one to fight them. Once you've beat them, they won't attack again. Between them they will drop a lump of crystal, a chunk of crystal and a hunk of crystal. Take these to the furnace to the northeast and put them in it to make heart crystal. Now look at the minimap. If you haven't noticed already, the area looks like the head of a dragon. Go to where the eye is and use the crystal on a mossy rock there to activate it. Go to the south to find a magical barrier, which the crystal will now open when you put it in a heart-shaped recess next to it. On the other side of the barrier are Lesser demons, and past them is the source of the pure water. [edit] The Second Battle You'll notice that there is a boulder blocking the water flow. Try to push it, and a spirit named Echned Zekin will appear. He'll say he's being tortured and beg you to help him by killing the one who trapped him there. He'll give you a dark dagger to do so. Take a moment here. There's two paths you can choose. [edit] The Short Path Do as the spirit asks. Go back to the staircase and jump back up to the very top (it could take a while). You may have noticed a blue wizard hat on the way in. Maybe even tried to pick it up. If you did, you met a spirit named Viyeldi, who Echned wanted you to kill. Stab him with the dagger, then go back to the pool and tell Echned Zekin that you did as he asked. Nezikchened will reveal himself, and attack the player, draining the players prayer. If the player chose this path they will have to fight Ranalph Devere (level 92), Irvig Senay (level 100), and San Tojalon (level 106) again, before the final showdown with Nezikchened, as he will summon them. These monsters can be found in the Replenishing the Pure Water part of the quest. [edit] The Easy Path Now, some of you may have noticed something about Echned Zekin. If you rearrange the letters in his name, it makes Nezikchened! Yes, the demon you fought earlier. He's the same level too. Ignore Echned's plea and the blue wizard hat, instead teleport to the bank. Get another unpowered orb, charge orb runes, and restock food and potions. When you return to Ungadulu at the front of the cave he'll recognize the evil in the dagger and take it from you. Instead, he'll give you the Holy force spell card, which severely weakens demons. Now head back down to the bottom once again. Either way, when you get back to the bottom and push the boulder out of the way, you'll have to fight the demon again. If you took the latter path, use the Holy Force spell on him to weaken him and reveal his true form. Round 2At the start of the battle he'll drain your prayer to 0, so use a prayer potion if you brought one. He fights with a very ineffective magic attack at the beginning of the battle, and he'll soon realize that it doesn't work and switch to melee. At a random time during the battle, however, he'll throw a dark dagger at you, which will hit you for up to 16, although it is possible to dodge the attack. Defeat him however you like and then push the boulder out of the way of the water's flow. [edit] Restoring the Totem Now comes the last part of the quest. Teleport or climb your way back out of the cave and head to Shilo to bank a bit. Grab the Radimus notes, bull roarer, hatchet (preferably rune), machete, yommi tree seeds, golden bowl, and any potions (2 full prayer potions are especially helpful) or food you need for a battle harder than any of the others. Fill up your bowl from the restored pond and find a fertile patch of soil. It will be bare of vegetation and brown on the map. Use your water on the seeds to germinate them, then use the bull roarer to call Gujuo and he'll tell you what to do. Plant the germinated seeds in the fertile soil, once it is a sapling water it with pure water, and wait for it to grow to full size. To plant the seeds, you must have Sacred Water and some high level hatchet, like Rune Axe or Dragon Axe in your inventory. Keep alert, because once it gets to full size, you'll have only a brief window of time where you can cut it. Chop it down when it's big enough and make sure you keep clicking until you've chopped all the branches off and shaped it into a Yommi totem (First click will chop down the tree, and 3 more clicks will shape it). You'll know it's done when you can pick it up. [edit] The Final Battle Finishing at the totemNow find any of the locations where there's an old, brown totem. One can be located just east of the pool, but there are some all over the forest. Once you find one, make all the preparations you need to fight, then use your new Yommi totem on the old one. First, the three monsters you saw down in the dragon cave will appear one at a time, going from the lowest level to the highest one. They won't appear if you used the holy force card on the demon earlier. When you've killed them all, the demon will appear for the last time. Final roundOnce again, he'll drain your prayer, so be ready for it. He attacks with melee and magic (which is much more effective this time). Using ranged, magic, or a halberd from between the trees with protect from magic on will allow you to defeat him without losing health, but this should also be noted: Many players have reported that they can safely melee the demon with only Protect from Melee, and it won't even attempt a magic-based attack. [edit] Finishing Up When Nezikchened falls for the last time, use your bull roarer to call Gujuo and tell him the good news. He'll give you a gilded totem as a reward for everything you've done. Go back to Ardougne, grab the Radimus notes (contains map) and totem and take them all to Radimus Erkle. Turn them in to finally be admitted into the Legends' Guild. Congratulations, quest complete!

Legacy of Seergaze

Official quest description: Mercenaries make their way into the rotten swamps of Morytania from Paterdomus to the front-lines at Burgh de Rott. The Vyrewatch continue to draw blood tithes from the pitiful citizens of Meiyerditch, the great ghetto-city of the Sanguinesti region, its weakened citizens growing fewer in number every day. The vampyres are getting more tithes from somewhere, but how long before House Drakan settles its eye upon Misthalin and the lands to the west? What new efforts can the Myreque make in this struggle? A rumour drifts through the hard-bitten mercenaries assembled near Paterdomus: something suspicious is happening in the main temple, something odd even for the border of Morytania and Misthalin... What's more, Drezel has made a curious discovery beneath the well in the Paterdomus basement - something that harkens back to Morytania's bloody and terrible past. And what of the mysterious Safalaan? Surely he has more adventurous tasks for an enthusiastic, young and recently-promoted private of the Myreque. What new secrets are to be discovered in Morytania? Can the Myreque strike back against the dreaded Vyrewatch? Release date: 22 April 2008 Start: Speak to the enthusiastic Mercenary Adventurer Difficulty: ***** Length: Long Members only: Yes Requirements: 20 Construction, 29 Agility, 31 Slayer, 35 Mining, 40 Firemaking(Level 40 for teak pyre logs; lvl 50 for the more available maple pyre logs), 47 Crafting, 49 Magic, completed Darkness of Hallowvale, ability to kill two level 80 enemies (that use protection prayers) and one level 105+ Vyrewatch Items needed: 1 set of Teak pyre logs (or higher Pyre logs), 1 tinderbox, two different types of weapons to combat protection prayers -- Items obtained during quest : 1 coal, 1 Mithril bar, 1 Silver bar, 1 Cosmic rune, 3 Air runes, 1 saw, 1 chisel, 1 Silver sickle(b), Rod of Ivandis (fully charged) -- Recommended : Teleport to Canifis, Shortcut key (from Darkness of Hallowvale quest), good food, good armour, Druid pouches, silver weapon. Monsters to kill: Vyrewatch (level 105+), Fistandantilus (level 80), Zaromark Sliver (level 80) You will need your normal magic book activated for this quest.
Spoiler warning: Plot and/or ending details follow.
This quest is part of the Myreque quest series. For the complete storyline, click here. edit Walkthrough [edit] At the Paterdomus Talk to the Mercenary Adventurer at the Burgh de Rott Ramble start point, east of the Paterdomus. He will ask you if you can bring him to Burgh de Rott. Before you leave, though, he makes a comment about some strange characters. Question him about them. He will advise talking to Drezel. Go down the trapdoor and talk to the monk. He hasn't noticed anything suspicious about the temple, due to the fact that he was too busy restoring the temple. During the restoration process, he discovered a secret room, a columbarium! He will ask that you both search the burial chamber and the outside of the temple. The two next steps are optional : BE PREPARED FOR BATTLE. Bring 2 attack styles with you. Go west through the gate and down the stairs in the next room. You will be in a large room, the columbarium. Look for a wall storage on the wall just east from the stairs; in it is a shiny object that blinks on and off. You will discover the end of what seems to be a Blood talisman! However, you need a key to open the storage case... The discovery of a blood talisman. Head outside (west toward Varrock) to the temple and enter. Go to the third floor. You will see a cutscene involving the suspicious characters. Zamorakians and Saradominists! What could they be up to? Now, you will fight against two level 80 guards; Fistandantilus and Zaromark Sliver. They can use all Protection Prayers so using multiple attacks styles is advised. Also note that they can attack using all forms of combat, so watch out! You can teleport out or climb down the stairs if you must. However, you have to kill the guards in order to continue. It is recommended to poison the guard. As they won't be using prayer for the first hit, a good tip is to first attack them with the special attack of a poisoned dragon dagger, then try attacking with 2 different attack styles (range and melee recommended). Note that all 3 attack styles isn't needed, but only 2 of them: Start off with your first attack style until they begin praying from it. When this happens, switch to your second attack style, and when they begin praying against that, switch back to your first attack style, and so on. Using a Salamander can be very helpful here. If you poison the guards they yell "Gack! Poison!". The special effect of a full Verac armour, Dragon scimitar special attack and Ancient mace special attack is ineffective with both guards (but mace will give you prayer points equal to damage you would deal if they didn't pray). Search the "crude table" in the northwest alcove for clues. You will find a torn book page and a glove. Return to Drezel. He will tell you to escort the Mercenary Adventurer to Burgh de Rott. Do so. This escort will be the same as any Burgh De Rott trip, so be prepared! Refer to Burgh de Rott Ramble for details. Bring Druid pouches and a silver weapon (the best silver weapon at this time is Darklight for melee and Silver bolts for ranged). If you are too weak to do this, then just do the easy route and run from all combat adventures. Note, you may not bring a summoning pouch or a follower on this step. There appears to be no value to giving food to your companion unless it is one of those he has a slot for in his inventory. [edit] The Myreque's Task The adventurer will reveal himself to be fellow Myreque member, Ivan Strom! Follow him back to the Myreque base under the old inn and talk to Veliaf Hurtz. After a short talk about Ivan, tell him about the plans to take out the Guthixian Edicts. Afterwards, ask him about your next job at which point he gives the player a crate destined for Safalaan who needs provisions. Veliaf will also mention a new weapon meant to take out the Vyrewatch. Make your way to the boat to the south and board it. Make your way to Safalaan in Meiyerditch. Refer to the Darkness of Hallowvale quest guide for help. However, there is a faster way:
Shortcut:
Get a Vyrewatch to take an interest in you, and tell it to send you to the mines. If you don't have a pickaxe, ask for one from a miner within the mines. Mine 15 ores, fill the cart, and leave the mines. Walk very far south until you see a 3 houses cropped together with a larger house in the middle flanked by two smaller houses, open the doors to walk through to house with ladder, and go up ladder. Jump east to a floorboard, and go down stairs. Go slightly to the east, then south, and push the wall. Press the sickle, open the rug, and climb down the trapdoor. Talk to Safalaan. He will tell you to talk to fellow member, Flaygian Screwte. Talk to him. Ask him about the research. He will tell you that the book of haemalchemy that you found. It turns out that the vyrewatch have a "sixth sense." They can predict your moves, easily evading them. The best way to beat them is to create a new, completely unpredictable weapon. [edit] In Search of the Weapon The Red X is the furnace and the Yellow X is the post. Talk to Andiess Juip or Kael Forshaw. They will advise you to use a flail. They will tell you that a recruit has a book about the flail. Search the bunk beds and lockers to the south until you find the book. (Tip: The book is located in the middle bunk bed on the north wall of the eastern room.) Read it before returning to Flaygian. He will ask you which page he needs to read. Type in the correct number from the book. (Tip: This number is the first number you will see about flails.) He will tell you of a furnace. He will give you a hammer and 10 nails. Exit the base and head to the northernmost part of Meiyerditch. Look for a house with the "mass of debris" (see picture located to the right). This will be the house with the furnace. You need to find a way in. Enter the house south of this house. It has a post that can be right-clicked (the middle one). Use your hammer on the post to nail some nails, and climb up the new make-shift ladder. The furnace. Jump across the floorboards and through the damaged wall and then climb up the next ladder. Search the trough before taking the pickaxe, tinderbox, and coal from the coal barrel. Go to the bottom floor and use the pickaxe on the mass of debris. Once the furnace is free, use your coal on the furnace. Then, light it with your tinderbox. Now, return back to Flaygian. He will tell you to make the flail. In the same room as Flaygian, take two silver and two mithril bars from the barrel on the northern wall, and a blessed sickle from the shelf on the southwestern wall. Go to the room to the east of the entrance ladder, and search the crate for a chain link mould. Go back to the furnace and make the Silvthril chain. Return to Flaygian. Talk to him, then show him the blessed sickle. He will take the chain and sickle from you, and tell you to talk to Safalaan. [edit] Return to the Lab Safalaan will introduce you to Andiess Juip and Kael Forshaw. He then makes a request for you. They want to search the laboratory to the north. After a short dialogue, make your way to the laboratory (which is south-east of the furnace). (Note: Before you go, take a saw from the tool rack on the west wall. You'll need it later on.) A short cutscene will start, with you discovering the bodies of Safalaan and the bodyguards. Look at any of the bodies, and they'll jump up at you and attack! But it turns out they were playing a joke on you, and are totally fine. After that scare, search the door to the south. Then, use your saw on the door. Go through the door. You'll be in a long, winding tunnel. Make your way down the tunnel. Watch out for the Skeletal Hands. They're level 80 and use melee to attack. You'll eventually reach a chamber with Mutated Bloodvelds! They're level 132 and use a magic-based-melee attack. Continue to the northwest until you find a narrow passage. Go through the passage until you reach a large room. [edit] Vyrewatch & The Ivandis flail Enter the room to see a cutscene with Safalaan and the bodyguards. The corpse next to the rocks. Safalaan will tell you to search the rocks in the northern part of the cavern. Make your way to the northern part of the cavern. (Note: Before you search the rocks, search the corpse right next to it. You will receive a few runes which will be useful later on. ) Now, search the rocks. They'll feel familiar to you... Return to Safalaan. You will see a short cutscene where two Vyrewatch will attack. They will kill Andiess, and start to attack Safalaan. The other bodyguard, Kael, flees. Although he tells you to attack, your attacks do no good. The Vyrewatch are immune to normal attacks. After a few hits, Safalaan falls almost dead to the ground, suddenly, he performs a magical spell in a short cutscene, forcing the Vyrewatch to flee. Both of you return back to base. Talk to Safalaan. He wants to keep what happened down there quiet. You agree, and Safalaan gives you the materials for the Ivandis flail, the chain, the sickle, the Rod of Ivandis, and a cut emerald. Get a chisel from the tool rack. Use the emerald on the sickle. Then, enchant (Level 2) the emerald sickle. Afterwards, use the chain on the enchanted emerald sickle or the Rod of Invandis. You just crafted the Ivandis flail. Return to Safalaan. (Note: If you don't have the runes for the enchantment, go back to the lab and search the corpse near the blood altar.) Safalaan tells you to put the Ivandis flail to the ultimate test. Kill a Vyrewatch. The Vyrewatch are strong, above 100 combat,but very innacurate, so protection prayer and/or food is advised, but probably not needed if you have 85+ combat. Go outside and kill a Vyrewatch. When it dies, it drops a Vyre corpse. Take it and return to Safalaan. He will order you to return to Veliaf in Burgh de Rott, and tell him your findings. Then, talk to Drezel about a more effective way to kill the Vyrewatch. [edit] Back to the Columbarium Return to Burgh de Rott, and tell Veliaf the good news. He will advise you to go to Drezel to find out a way to dispose of the corpse. (Note : Get Pyre logs and tinderbox at the bank before leaving the area) Return to Drezel at the Paterdomus. He will examine the corpse and respond in surprise. There's a soul in the body, tortured and anxious to be freed. You begin to remember something similar happening somewhere... but can't put your finger on it. He suggests going to the columbarium to meditate. Take out your pyre logs (teak or better) and a tinderbox. Go to the columbarium. On a funeral pyre, use your pyre log, followed by the corpse, then light it. You will get an Ornate tomb key. You have found the Talisman! Go to the place where you saw the Blood talisman. It's in the wall storage east of the ladder. You will notice something shining when you come across it. Search it, and open the storage to get it. You lose the key, but gain the powerful talisman! Drezel will come in and congratulate you. Before you can use the talisman though, he has to bless you. He blesses you and returns upstairs. Go up and talk to him. Drezel will advise you to go back to Veliaf. Return to Burgh de Rott and talk to Veliaf. He will ask you about the
  • story. You will tell him, and he will reward you. Quest Complete!

King's Ransom


Official quest description: Life has been quiet at the Sinclair Mansion since you discovered the murderer ... too quiet. So quiet, in fact, that the family has gone!
Suspicions are running high that the Sinclairs' recent departure is tied to the disappearance of King Arthur and his knights. But time is running short and clues are scarce, will you crack the case in time?
Release date: 24 July 2007
Start: Talk to the Gossip, outside Sinclair Mansion.
Difficulty: *****
Length: Medium
Members only: Yes
Requirements: Level 45 Magic, Level 65 Defence, completed Black Knights' Fortress, Holy Grail, Murder Mystery, One Small Favour
Items needed:
Granite (any size) or a Ring of stone if you have one
Full Black Armour: (Helm, Plate, and Platelegs/Plateskirt)
Bronze medium helmet
Iron chainbody
Ardougne, Falador, and Camelot teleports would be useful.
Telekinetic Grab runes, Lockpick if on Ancient Magicks or Lunar spellbook, or Spellbook Swap runes.
Monsters to kill: None
Spoiler warning: Plot and/or ending details follow.
edit Walk-through
[edit] Starting out
To begin the quest, speak to Gossip outside the Sinclair Mansion. He will explain to you that the Sinclairs have packed up and left after incriminating Frank as Lord Sinclair's murderer. This is, however, not the same person you proved to be guilty in Murder Mystery. Gossip will explain that one of the family members provided new evidence to prove Anna's guilt. He will then go on to explain that King Arthur and his knights disappeared at the same time as the family's departure. Agree to investigate, and you will start the quest.
Now speak to the guard, who suspects that the Sinclairs have something to do with the mysterious disappearance of the king of Camelot and his knights. He suspects that since Lord Sinclair gave King Arthur the castle, the disappearances may be part of a bigger plot to reclaim Camelot. The guard will explain that the Seers' Council has forbidden anyone to enter Sinclair Mansion or Camelot to investigate and so will pass on the investigation to you.
[edit] Investigating

Scrap paper.
Break the window on the east side of the mansion, and you shall be inside.
Take the scrap paper from the dining room on the ground floor near the fireplace. The paper contains incomplete scribblings about Camelot.
Take the stairs up to the first-floor library, and take an Address form that was never filled out, proving that the Sinclairs left for good and never intended to tell anyone where they were moving.
While in the library search the bookcases to find a Black knight helm, which cannot be worn.

Address form.
Item
Name
Examine

Scrap paper
It has something written on it.

Address form
A change of address form.

Black knight helm
A black helm, too small for your head.
Destroy option: You'll need to visit the Sinclair Mansion to get another one.
Return to the guard and present to him all three pieces of evidence. The guard will agree that there is enough evidence to prove bad intent towards King Arthur. He says that since he has to follow proper proceedings that he will have to wait a month before presenting the evidence. You will offer to avoid the bureaucracy. He will then recommend that you learn more about the Sinclair family history, suggesting that town gossips know much about history.
Talk to Gossip. There are three options to ask. Ask all three to learn the Sinclair history.
The first two conversations are about the family history. Gossip will explain Lord Sinclair was a good friend of King Ulthas and did many good things for Kandarin. His children, however, were spoiled-rotten brats, but Gossip admits he didn't think they would commit murder. The second is about the mansion. He will explain that originally the Sinclairs lived in Camelot (then under a different name). Lord Sinclair eventually sold the castle to King Arthur and his men. They packed up and built the Sinclair Mansion. His children were furious.
The third option is about Anna. Gossip will tell you that she is in the courthouse in Seers' Village, giving a really hard time to the authorities. Gossip is positive Anna will receive a guilty verdict.
Head to the courthouse in Seers' village, and speak to Anna. She will say that the original murderer you suspected set her up. She will go on to explain that no one will believe her. She says the new evidence against her was forged. You will then ask her where her family has gone; she will say she doesn't know since she's been locked up. As you go to leave, she will make a deal to help you get into Camelot in exchange for help in receiving a not-guilty verdict. She will then hand you the Criminal's thread that you found on the window in Murder Mystery. Anna will suggest that the servants may be able to provide testimony in her defence.

Anna's deal.
Return to the mansion and once again enter via the broken window. The purpose of this trip is to learn what the various servants will state during the trial. It is possible to skip this section and go to the trial immediately by simply walking down the stairs of the courthouse, without interrogating any witnesses.
Talk to the servants and ask them every possible question.
The first question will explain what happened the night of the murder.
The second question will ask if they saw the person suspected in the crime.
The third question will ask if they saw someone handling the knife.
The fourth question will ask about the thread.
The fifth question will explain how poison was used around the house.
After talking to every servant (six in total), head to the Seers' Village courthouse to begin the trial.
[edit] The trial

The trial.
During the trial, you will call witnesses by talking to the Judge and question the witness by talking to the witness. The questions you may ask correspond to those asked while in the mansion. To get a not-guilty verdict, you must rebut the evidence:
Anna's fingerprints on the dagger
Anna having bought poison and not used it
A thread from Anna's clothing being found at the crime scene
Anna being at the scene of the crime
To successfully clear Anna of the charges, you must rebut this evidence without accidentally providing more incriminating against Anna (for example, bringing out testimony which puts Anna near Lord Sinclair's meal before he died). To do this, call the following witnesses with the following questions:
Call the Dog Handler as a witness and ask him about the poison.
Call the Butler and ask him about the dagger.
Call the Maid and ask her about what she saw the night of the murder.
Call anyone and ask about the thread to complete the case for the defence.
The judge will end the trial and ask for a verdict. The jury will provide a not-guilty verdict against Anna.
At this point party balloons are released. If you ask the judge about the balloons, he will explain that the court house was built over the original location of the Party Room. "Balloons we can handle," the judge will tell you, "it's when those dancing knights show up that it gets troublesome."

Secret passage.
[edit] Back to business
Speak to Anna before leaving the courtroom. You can exit the courtroom by selecting the "exit" option on the gates directly behind you. She will tell you to talk to her at her cell where she will be finishing her paperwork.
Talk to Anna in her cell. She will go back to being rude again but will tell you how to enter Camelot.
Head to the east side of Camelot castle and search the statue near the temple.

Confronting Anna and Morgan.
You will now see a cut scene of Anna talking to David. The siblings were both responsible for Lord Sinclair's death and set you up to trap you. They will explain they have no intention to help you and suddenly Morgan Le Faye will appear. She will then knock you out with her staff.
[edit] In jail
After being knocked out by Morgan Le Faye, you will wake up in a jail with Arthur's Knights and Merlin.

Freeing Merlin.
Speak to Merlin. He will explain that:
King Arthur has been turned to a granite statue and taken away by the Black Knights.
Both the Sinclairs and Morgan Le Faye have teamed up to destroy Arthur and reclaim Camelot castle.
The Black Knights have also agreed to help Morgan La Faye and the Sinclairs.
Morgan Le Faye has stolen the Holy Grail.
If you leave the jail it is possible to get back by going back to the statue outside of Camelot.
[edit] Freeing Merlin
Ask Merlin what to do. Follow all of the available conversations.
Reach the vent at the top of the wall opposite the jail gate. A funny animation will show Merlin escaping with the help of all the knights making a pyramid, allowing him to reach the vent.

Guard combing.
[edit] Unlocking jail
Talk to all the knights, and ask them if they have anything useful to help them escape. You will get a lot of items, such as an air rune, a law rune, an empty vial, a cooked shark, a normal log, and a bottle of vodka. If you received a lockpick, use it on the jail lock; otherwise, use Telekinetic grab on the guard fixing his hair outside the cell to obtain a Hair clip. Use the hair clip on the lock.
You may want to just bring a lockpick if you are on Lunar Spells or Ancient Magicks. You may not receive a lockpick, and not being on the Standard spellbook, you can't use telekinetic grab on the guard.
You will need to solve a puzzle to unlock the jail lock. The puzzle very closely resembles the popular game Mastermind.

Puzzle.
To complete this puzzle, you must set each of four tumblers to the correct height. The most foolproof way to do this (although not necessarily the quickest) is to set all tumblers to the lowest height and try the lock. If a tumbler shows a green circle, do not change that tumbler anymore. Ignore blue and red circles. For all the other tumblers, increase the height by one and try again. Continue until the lock unlocks. This method will take at most six attempts.
You will emerge on the ground floor of the Keep Le Faye. Arthur's knights will be engaged in battle with the Renegade Knights.
[edit] Finding the Holy Grail


Head to the top floor and search on the table to the north. You will now have to solve a riddle (click on Show riddle) and choose the correct container holding the Holy Grail. The correct box is the purple one on the right.

Riddle to the Holy Grail.
Remark : If you choose the wrong box you will be teleported outside south-west Ardougne. To continue the quest, you will have to walk back to Keep Le Faye. When you try to open the door, Morgan Le Faye will appear and will teleport you back to jail. There you don't need to solve the door puzzle again, you just have to open the door and walk back to the top floor.
[edit] Freeing King Arthur
You must now free King Arthur from his stone prison. Head to Wizard Cromperty in East Ardougne.
Cromperty will explain you need to free King Arthur like you did the girl during One Small Favour, although this time you also need to unravel Morgan's spell. He will give you an animate rock scroll you will need to use on King Arthur once you have both the Holy Grail and some granite in your inventory. (Note: if you have the scroll in your bank, you will not get another. You will still need to talk to the wizard, though)
To actually get to King Arthur you will need have a Bronze med helm, Iron chainbody, Black platebody, Black platelegs or Black plateskirt, and Black full helmet.
Equip the bronze med helm and iron chainbody and enter the Black Knights' Fortress through the Guards' door.
Once you are inside the fortress, put on your black equipment and push the wall in front of the entrance. You cannot push the wall if you are not wearing Full Black armour.

King Arthur turned into stone statue.
Climb down the ladder and you will see King Arthur's statue. Use the free option. (Note: Dialogue with Wizard Cromperty suggests that you may be able to use a Ring of Stone to free Arthur. This has been proven and, yes, you can use a Ring of stone)
Talk to King Arthur, and give him the guard uniform. (Bronze helm and iron chain).
Return to Camelot, and speak to King Arthur to finish the quest and receive your reward.