Start: Talk to the Mercenary Adventurer at the Burgh de Rott Ramble start point, east of Paterdomus.
Skills: Level 20 Construction, Level 29 Agility, Level 31 Slayer, Level 35 Mining, Level 40 Firemaking, Level 47 Crafting, Level 49 Magic.
Quests: Darkness of Hallowvale.
What You Need: Combat equipment for at least two different combat styles, pyre logs (teak and above).
Recommended Items: DDP++, Meiyerditch Shortcut Key, Pickaxe (to shorten travel time), Ancient Mace, Verac’s Barrows set, Vyrewatch clothes, Teleportation to Canifis or Ectophial, food
Scroll down to the end of the guide to find a ‘Fast Quest Walkthrough’.
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Getting Started
Items needed: None. Bring some combat equipment for at least 2 styles and some food though, so you won’t have to bank later.
Talk to the Mercenary Adventurer (and NOT the Adventurer) to start the quest. He wants to get to Burgh de Rott, but has seen something suspicious happening in Paterdomus… A few Saradominists and Zamorakians were seen entering the main Paterdomus temple, and he suggests that Drezel should be warned about this.
Go inside the temple and talk to Drezel.
He’ll agree on the fact that it is strange, and he’ll tell you that some strange things have happened in the Colombarium below. In fact, some tombs have been broken and weird writings were found.
Head towards the Colombarium (exit from the gate west of Drezel, then go through the stairwell in the northern wall), and look around.
In the northeastern part of the room there is a wall storage that has been broken and something shining can be seen from outside: search the wall storage and see – it’s a blood talisman!
脗聽
You can’t seem to be able to open it, though.
Conspiracy! Conspiracy! Conspiracy!
Items needed: Combat equipment (2 styles) or Verac’s Barrows set, food.
Optional items: Ancient mace, DDP++
The rest of the Colombarium is uninteresting for now, so get out of it, and head towards the main temple (take the path west of where you get with the stairs). Enter the temple, and go up two flights of stairs.
A cutscene will start, showing you three Zamorakians and three Saradominists discussing what seem to be battle plans.
After a while, though, you are discovered. Four guys teleport away, and two stay behind to fight you.
脗聽
They are both level 80: one uses Ranged and the other uses Magic and Melee attacks. As easy as one might think they are, they use prayer throughout the fight, and can switch prayers from one to the other, which is why I advised to bring items for two or more combat styles. I personally found that melee and ranged work pretty well, along with ranged armour. You could also bring along a set of Verac’s Barrows armor to ignore the prayer, thus eliminating the need for two different combat styles.
They are also vulnerable to poison, which is why it’s a good idea to bring a poisoned weapon with you. When you bring one of them close to dying, he’ll get knocked out and will be unable to resume the fight. If you have an Ancient Mace from “Another Slice of H.A.M.”, you can use it.
When both are almost dead, they’ll teleport away.
脗聽
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Search the crude table nearby, and you’ll end up with a Zamorakian book page and a glove with Saradomin’s symbol on it.
Ramblin’, Cruisin’
Items needed: some food and combat equipment for your preferred combat style. You can bank in Canifis.
You’ll end up doing a Burgh de Rott Ramble. You can choose either of the three routes: Route One is the easiest, Route Two is intermediate, Route Three is the hardest one. If you fail, you’ll have to restart from Paterdomus.
As soon as you successfully arrive in Burgh De Rott, the Mercenary will reveal himself to be Ivan Strom (who you had to escort and save in the quest In Aid Of The Myreque) who came to help the rest of the resistance, despite he was warned not to.
When Ivan leaves, go to the dilapidated inn (there is an Inn symbol, you can’t miss it) and down the trapdoor to the Myreque hideout, and talk to Veliaf about all the topics you can, particularly about the Saradominists and the Zamorakians you saw.
He’ll give you a crate of supplies, which you’ll have to bring to Safalaan, in Meiyerditch’s Myreque hideout. If you still have your Shortcut Key, take it – it eases the trip through Meiyerditch by a longshot.
Welcome to Meiyer, ditch
Helpful items: Vyrewatch clothes, Pickaxe, Shortcut Key, 3 air runes and 1 cosmic rune, some good food to maximize free inventory slots. If you bring all of this you won’t need to bank anymore until almost the very end.
Navigating through Meiyerditch is hard, since it’s a city built in an extremely chaotic way. For instructions on how to get through Meiyerditch to the Myreque hideout, refer to The Darkness of Hallowvale Quest Guide. You can use the shortcuts indicated in the map if you have your Shortcut Key – if you don’t, you can always pick another up from Safalaan, but you’ll have to navigate through Meiyerditch to reach him. If you have a Pickaxe with you, just wait until a Vyrewatch notices you, and you’ll be sent to work in the Daeyalt mines, which are in the northernmost part of the city.
As soon as you’ve gotten in the Myreque hideout trapdoor, talk to Safalaan, in the northern room.
He’ll say he’s pretty busy and will redirect you to Flaygian Screwte, his researcher. Talk to him (he’s in the same room), and he’ll explain how his research shows that Vampyres and Vyrewatches alike have a kind of limited “mind reading” ability, so that they can predict your next attack and take countermeasures to avoid taking damage from it.
It seems that silver weapons are a little more unpredictable compared to normal ones and that’s why they hurt vampyres (along with the famous repulsion the undead have for silver), but one needs to be a better method in order to be able to hurt vyrewatches, which seem to be immune to all materials.
Now, ask one of the fighters (Andiess Juip or Kael Forshaw) what they think about unpredictable weapons, and, after some thought, their conclusion will be that a flail is indeed an extremely unpredictable weapon which requires mastery in order not only to attack the opponent, but to not hurt oneself! They’ll also mention that a recruit was reading a book on weapons as bedtime reading, and you should get information from it.
Search the lockers and the bunk beds in the central room until you find a book on weapons.
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Be sure to note down the pages where flails are discussed, because you’ll need them soon, and are random for everyone!
In fact, Flaygian asks where to look as soon as you tell him – he looks like a busy man indeed. When you tell him the correct page number, he’ll give you a hammer and ten nails to make a makeshift stair, 脙聽 la Meiyerditch style. You, also, are told to check out the conditions of an old furnace in the northern part of the city.
Disco Inferno
The house is the one circled in red in the map above. The furnace is hidden by a pile of rubble and the door is locked, but the next door house (circled in pink) has a wooden beam you can use to construct the makeshift ladder Flaygian told you about. Use the nails with the wooden post in the center of the house and climb it.
Tags: Legacy of Seergaze
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