runescape Clan name

Posted by: runescape  //  Category: Uncategorized
Clan name
This button enables you to give your chat channel a name. This will identify chat on this channel when it appears in your chat box. Your chat channel will not work until you assign it a name.
Who can enter chat?
You can set this to allow only ranked members of your clan to join your chat channel, or leave it open to anyone. If you adjust this to increase the rank required while people below that rank are in your chat channel, they will be kicked off when the change takes affect.
Who can talk on chat?
You can set this to allow some people to talk while others can only observe. This could be useful if you have a message that you want everyone to see without other chat pushing it up the chat box too quickly.
Who can kick on chat?
By adjusting this, you can give other members of your clan the ability to ‘kick’ people out of the chat. There is more on ‘kicking’ below.
Who can share loot?
When you are a multicombat area you can set this to let only a specific rank share loot while LootShare is on (see below for more details about loot sharing).

The first thing to do when setting up your channel is to name it. This is the name that will appear next to any chat made inside the channel, which will help you identify that something is being said in that discussion, as opposed to public chat or private messages from your friends. No one will be able to use the channel until it has a name. Be aware that characters with accents (ö, ä, etc.) will not be displayed. Any word normally blocked by the chat filter will also be blocked for use as a channel name and using offensive words to name your chat channel will be punished with black marks.

Please note that any changes you make to your clan chat options will take up to a minute to go into effect.

The other fields on the left show their default settings. If you wish to change those settings, simply right-click to bring up the other options, which you can see to the left. As you can see, these are the rank restrictions you can apply to each category. These ranks should be varied enough for you to customise your chat channel exactly the way you want it.

Note that a Jagex Moderator can always join a chat, will always be able to chat on it, and can kick any player off the chat. In your favour, though, you can assign them any rank you want!

To assign ranks to your clan, right-click on their rank in the main section of the interface. This will bring up the options you see to the right. The owner of the chat channel can adjust these ranks as they see fit. It’s probably a good idea to allow a couple of other people to kick players from the chat, just in case you’re a bit busy slaying some mighty beast or are offline.

Once you have set up your chat channel, your interface should look something like the one below:

Judging from its name, this clan is obviously one that fights solely with the cooking weapons earned from Recipe for Disaster!

In this example, you can see that the player ‘Friends’ cannot enter the Spoons chat channel, that the player ‘Clan Mates’ is able to kick other users off the chat channel, and that ‘These’ and ‘Friends’ will be unable to share loot with the rest of the group.

Anyone assigned a rank or on the owner’s friends list will also have the following icons in the clan chat list:

Friend Recruit Corporal Sergeant
Lieutenant Captain General Channel owner

If a chat channel is full, lower-ranked players can be dropped from the chat when a higher rank joins. This means that the owner will always be able to join, and that players who are not on the channel owner’s friends list will be removed first, followed by unranked friends and so on. Up to 100 players can be in a chat channel at any one time.

Setting up a Clan Channel

Posted by: runescape  //  Category: Uncategorized

To start chatting, you’ll need to either set up your own channel or join one that someone else has made. You can do this by clicking on one of these buttons:When you click the Join Chat button you will be prompted to enter the name of someone who has set up a chat channel. If you enter a name that does not exist or has not set up a chat channel you will not be able to join a chat channel (there are a few other reasons you might not be able to join outlined further on). Otherwise, you should find yourself in a chat channel within a minute.

Other reasons you may not be able to join a chat channel include:

  • You are on the channel owner’s ignore list
  • You do not have a high enough rank in the clan
  • The channel is full and you do not rank higher than anyone already chatting
  • You have recently been kicked from the chat channel

When you click on the Clan Setup button you will be presented with an interface like this:

The people you see in the centre of the interface are those people on your friends list, so if you have a clan member that you’d like to be able to assign a rank, you will need to add them to your friends list. You can set your clan chat channel to allow anyone to join – allowing players that aren’t on your friends list to join – but you will not be able to assign them a rank, and they may be kicked if the channel is full and a ranked clan member joins.

RS Merlin’s Crystal Quest

Posted by: cow  //  Category: Runescape Quests

Description: Merlin has been trapped inside a crystal, speak with King Arthur to free Merlin and become a Knight of the Round Table
Items and Requirements: 1 loaf of bread and a tinderbox, ability to kill a lvl 39 enemy
Starting: Talk to King Arthur at Camelot Castle
Rewards: Excalibur, ability to do Holy Grail Quest, join the Round Table, and 6 Quest Points

Talk to King Arthur and see if you can join the Knights of the Round Table. You’ll find that he’s worried about Merlin who is trapped inside of a crystal and then he’ll tell you about the Renegade Knights. Go outside and speak to Sir Gawain and ask him how Merlin got trapped in the crystal and then ask him if he knows how to get into Keep Le Faye Stronghold. Next, go up to Sir Lancelot and see if he knows anything about getting into Keep Le Faye Stronghold. As you will see during your exploits around Camelot, there are many Knights of the Round Table.

Talk to Arhein in Catherby. He reveals that he is waiting on a candle shipment before shipping off for deliveries.

Go behind the Catherby candle shop and hide in the crate. Once you do so, the crate will be shipped to the back of Keep Le Faye. When you reach the Keep, go up two sets of stairs and kill Sir Mordred. After you kill him, Morgan Le Faye will come, so ask her how to get Merlin out of the Crystal and she will tell you to get the Excalibur, a black candle, some bat bones and some magic words.

For the bat bones, go downstairs and kill some bats and pick up their bones. For the black candle, talk to the guy that works at the candle shop and ask him to make you a black candle. He tells you that he’ll make one for you if you get him a bucket full of wax. Get the insect repellent which is in the first house north of Catherby. After you get it, head west to the beehives and pickup the bucket from the respawn over there. Once you get the bucket, spray the beehive with the insect repellent and then select ‘take from’ to get the wax. Take the wax back to the candle maker and he will give you a black candle. Use the tinderbox with the black candle to light it.

To get the Excalibur, go to the Lady of the Lake who is found on the small strip of land between the lakes at Taverly. Ask her for the Excalibur and she will tell you to come to the Port Sarim Jewellery store where she has a test for you. Bring a loaf of bread and go there. Once you get there, a beggar will appear so give them your bread and they will turn into the Lady of the Lake who will give you the Excalibur.

For the magic words go to the Chaos Altar in Southeast Varrock behind the east bank. Check it and it willll give you these magic words: Snarthon Candtrick Termanto.

After you get all of these, go to Camelot Castle, bring all these with you (Make sure your black candle is lit.) Go to the North East side of Camelot Castle and drop your bat bones on the orange Pentagram. A demon will appear and you will have to tell him the magic words. After telling him the magic words, he will tell you that you can free Merlin using the Excalibur.

Go to Merlin who is on the top floor of Camelot Castle and use the Excalibur on the crystal to free him. Then go down to King Arthur to finish the quest and claim your reward.

You can now use Excalibur, a somewhat weak weapon, but with a special attack that gives a temporary +8 boost to your defense level.

Making History Quest

Posted by: cow  //  Category: Runescape Quests

Start Point: Head west along the northern wall of West Ardougne until you reach the Outpost.
Skill Requirements: Level 20 Crafting, Level 40 Smithing, Level 7 Magic
Quest Requirements: Must have completed the Priest In Peril Quest and The Restless Ghost Quest
Items Required: Ghostspeak Amulet (from the priest in the swamps south of Lumbridge; obtained while doing The Restless Ghost quest), Spade, Strung Sapphire Amulet
Items Recommended: A few Ardougne Teleport Runes (2 Water, 2 Law Runes per Teleport), a Ring of Dueling, the Ectophial (from the Ghosts Ahoy quest), a few ecto-tokens if you have not done the Ghosts Ahoy quest, and an Enchanted Lyre (from The Fremennik Trials quest)

Speak to Jorral located inside the Outpost, he will begin to ramble on about this “great building†which you are standing in. Then he will tell you of the terrible news that King Lathas is attempting to tear down the outpost to make room for his alchemists’ lab.

He asks you to help in making the outpost a museum because of all the history that occurred there. He tells you that there are three people that may help vouch for the outpost’s historical significance. A small cut scene will occur throwing out brief facts about the Outpost.

Upon asking him about each one, he will explain to you where they are located and some historical background that they have with the outpost. The trader in Ardougne’s name is Erin. He is a silver trader located in East Ardougne. Jorral informs you that his grandfather used to reside in the outpost and he must know something important about it. The ghost in Port Phasmatys’ name is Droalak who moans about losing his life to the outpost. The warrior in Relleka’s name is Dron who is always on the lookout for new ways to improve his combat skills and techniques. He studies facts about wars and Jorral claims that the outpost has been involved some war. He mentions that Dron is not the easiest person to talk to and tells you to speak to his brother, Blanin, first.

Erin the trader

If you have 2 Water and 2 Law Runes, use them to teleport to Ardougne.

Erin is located next to the Silver Stall in East Ardougne. You will ask him his name and then tell him the news about what is going to happen to the outpost. He is outraged at the thought because his Grandfather lived and died there but does not know much about it. He gives you an Enchanted Key but he has no clue what it unlocks. The Enchanted Key becomes “warmer” the nearer you are to the area you’re aiming to find, and “colder” when you go further away from it.

The area is just south of the Observatory. It is easier to teleport to the Castle Wars Arena and run North over the two bridges. When you arrive at the location, be sure to have the spade in your inventory. When you feel the key it will say that it is steaming and the object must be located just under your feet. When you dig, you will uncover a chest. Use the enchanted key on the chest and you will receive Drozal’s Journal. Read the journal and it turns out that Erin’s grandfather was a follower of Zamorak who will live in the outpost with eight others. They cause havoc in Ardougne and soon become wanted as criminals in Ardougne after everyone realizes what they have been doing to the townsfolk. The book ends with mentioning Ardougne’s army sending a letter to Drozal telling them that “Their days are numbered.â€Â

Head back to Jorral and show him the journal.

He mentions that there were Zamorak followers that lived in the outpost at some point but were stopped by some force that he does not know of because the book does not detail the event.

Droalak the ghost

Empty your Ectophial (if you have it) and head to Port Phasmatys.

Once in the port, head to the southe-eastern corner, near the General Shop, and speak to Droalak. He will tell you that he died in the outpost. He left his wife to go live in the outpost and promised her that he would return. Unfortunately, he died and she still will not accept his apologies. He mentions that he has a scroll that describes the timeline of the outpost but first, you need to do a favor for him. He wants you to tie things up with him and his wife, Melina. He asks you to bring her a strung Sapphire Amulet because that is what he gave her the day he left.

Speak to Melina and she will at first, be reluctant to try and forgive Droalak. You will tell her that he asked you to bring her a Sapphire Amulet and she will mention that he remembered what he gave her the day he left. She asks you to tell him that she forgives him. After she tells you, she disappears, finally feeling complete.

Tell Droalak that Melina forgives him and he will give you the Timeline of the Ardougne Outpost Scroll. He then asks you to come back and tell him if the scroll was of any use after you have shown Jorral. Read it and it explains what has happened in the past several hundred years at the outpost. Head back to the outpost and inform Jorral of the scroll.

When you give Jorral the scroll, he will read it and explain that there was a great battle at the outpost, one of the survivors became king, and the other started a market place.

Dron the warrior

If you have an Enchanted Lyre, it will be easier to teleport to Rellekka rather than going to Camelot. Make sure you speak to Dron’s brother Blanin first.

Blanin is located just east of the Relleka pub. When you speak with him, you will ask about his brother. He will tell you that he is a very secretive man and will only talk to you if you know him very well…and I mean very well. He says that you must be very firm and do not tell him that Blanin sent you. Here are some of the things you must remember in case he asks you:

- He wields an iron mace in battle
- Eats rats for breakfast, kittens for lunch and bunnies for tea
- His favourite drink is red spider blood
- He is 36 years, 8 months and 21 days old
- He studies famous battles of the Forth and Fifth ages
- He lives on the North East side of town
- He has a pet cat named Fluffy

Next, walk a little way north-west towards the helm shop.

When you speak to Dron, tell him that you after important answers. Then, when he asks you where you heard from him, tell him that he is the famous warrior Dron. He will then quiz you on everything that Blanin told you. Make sure you see the answers above. At the end he asked me a bogus question of what’s 5 plus 7. If you do not know what the answer is, you might have problems. He makes himself sound foolish by mentioning that it is 13.

After you have passed his test, he mentions that he remembers reading a story of two ex-friends that led their forces to the outpost that ended up with the two of them pitted at the top of the outpost as the only survivors due to their strength. He mentions that one had chosen the path of Saradomin, while the other chose the path of Zamorak. He mentions that they realized the wasted time they spent fighting and decided to both unite under Guthix.

Head back to Jorral and inform him of the news. He will finally understand the story and relate it to you:

He mentions that many years ago there were two friends that became bitter enemies over their difference of opinion in religion. One of them chose to dedicate his life to Zamorak and the other Saradomin. The Zamorak leader and his group of men moved into the outpost and took up refuge behind its walls to prepare to wreak havoc among the citizens of Ardougne.

The townsfolk called upon the Saradomin followers which happened to be led by the other friend who chose Saradomin. The battle took place at the outpost and ended up with the two men struggling on top of the roof. They realized that they were the only ones left that had survived the bloody battle. At once, the realized their mistakes and made peace with one another once more.

One of them decided to become King and spread the word of equality while the other started up a market where all could trade their wears equally and fairly. The one that decided to become the king is the Grandfather of King Lathas.

After he explains the story, he plans to write out the details you have provided him in a more digest manor, along with his plans for using the building as a museum. He will ask you to deliver a letter to King Lathas. If you do not know where King Lathas is (you should), he is located on the second floor of the castle on the west side of the river in Ardougne.

Saving the outpost

Give King Lathas the letter and he will be astonished the place had any value at all. He will ask you to take another letter back to Jorral with his response. Head back to Jorral and give him the letter.

In a fade-out, the old outpost becomes a museum. Take a look around at all the items. Also, make sure to read the books on the bookshelf because some of them have your name written in them telling your tale.

Congratulations! Quest Complete!

Rewards: 3 Quest Points, 1000 Prayer Experience, 1000 Crafting Experience, 750GP, ability to use the Enchanted Key all over RuneScape.

Enchanted Key: After you have completed the quest, you have a choice to search for the three mjolnirs. These are wooden staves with the symbol of their respective god on the top. To obtain these items, you must do the exact same thing that was done to locate Drozal’s Journal. Do not expect to get a mjolnir every time you dig. You will get other items such as ores, runes, and arrows. Once you get all three mjolnirs, your Enchanted Key will dissolve. These items are tradable.

Lunar Diplomacy Quest

Posted by: cow  //  Category: Runescape Quests

Start Point: Talk to Lokar at the docks west of Rellekka.
Items Required: Tinderbox, Mortar and Pestle, Guam & Marrentill (recomended but can be obtained by killing a monster near the quest area), Dramen staff, Hammer, Pickaxe (any type), Spade, 400gp (recomended), woodcutting axe (any type), some food (lobsters will do)
Skills Required: Level 61 Crafting, Level 40 Defence, Level 49 Firemaking, Level 5 Herblore, Level 65 Magic, Level 60 Mining, Level 55 Woodcutting
Quests Required: The Fremennik Trials, The Lost City, Rune Mysteries, Shilo Village

Start this quest by talking to Lokar at the Docks to the west of Rellekka.

Ask Lokar about leaving and he will tell you about the Moonclan. After your talk he will tell you that you need to get a seal of passage from Brundt the Chieftain so you will have immunity from being killed.

Talk to him about the seal to recieve one then head back to Lokar. Lokar will now take you to the Pirates’ Cove. Head to the top of the platform to get on the ship. Now speak to Captain Bentley.

After your conversation click ‘Can we sail to Lunar Isle now?’ to do a complete circle around the island. After speaking to Captain Bentley about the strange happening he tells you to go see ‘Birds-Eye’ Jack the navigator who is below deck.

After arguing with the navigator go back and speak to the captain again. Now that captain isnt so sure its the navigators fault and asks you to go speak to him again. Speaking to the navigator reveals that he thinks there may be a jinx on board the ship and now you must see if anyone on the ship knows more. Now go up one deck and on the north of the ship speak to ‘Eagle Eye’ Shultz.

After talking to Shultz about the jinx head to the bottom deck of the ship and speak to ‘Beefy’ Burns to learn that the pirates had a feast on Lunar Isle.

Head the the top deck and speak to ‘Lecherous’ Lee to learn that the first mate disappeared during the feast. Head down one deck and speak to First Mate ‘Davey Boy’.

Now head back to the top deck and speak to the cabin boy. He will confess to putting a jinx on the ship and give you an emerald lens and a lantern. Use the lens with the lantern and then use a tinderbox to light it. The cabin boy gives you hints to the five places he placed the jinx.

Big and metal: Use the emerald lantern withe the southeastern cannon on the same deck as the cabin boy.

Wall: Head down one deck and go into the southern room. Use the lantern with the northwestern part of the wall.

From here the last 3 are on the bottom deck of the ship.

Container: On the northern part of the bottom deck use the lantern with the chest.

Support: Head to the southernmost support on the bottom deck and use the lantern with it.

Box: Just a little south of the support use the lantern with the crate.

Now that the jinx has been removed talk to the captain to sail to Lunar Isle. Make sure you have your seal of passage with you.

Once on lunar isle head down the platform and into the city to start a cutscene. From here head outside the city and to the southeast until you reach the Oneiromancer.

Now you need to speak to Baba Yaga who is in the northern part of the city. Talk to her about obtaining a potion of waking sleep. She will give you a special vial and tell you that you will need 1 marrentill, 1 guam, and a ground Suqah tooth. Right outside the city are level 111 Suqah which you can range or melee. Suqah will drop guam, marrentill, and a Suqah tooth but you will need to bring a mortar and pestle with you. When you have all the pieces fill the vial with water and then add the ingredients and take the vial to the Oneiromancer. Now she tells you that you will need to make a lunar staff from a regular dramen staff. Once you obtain a dramen staff you can either use the abyss or go walk to the altars to charge the staff. You will need to do them in order aswel. AIR -> FIRE -> WATER -> EARTH

Once the lunar staff is made make your way back to lunar isle(bring the seal of passage) and give the staff to the Oneiromancer. Now you will need to gather the 8 parts to your suit.

Helm: For the helm you will need to mine Lunar ore which is in the northeastern part of the Isle down a ladder. Once you have the ore you can take the boats back to Rellekka to smelt and smith a helm.

Cape: For the cape you will need to go to the northwestern part of the city and talk to Pauline. She will have you try and find her real name which is ‘Jane Blud-Hagic-Maid’.

Amulet: For the amulet you will need to speak to Meteora who is in the southwestern part of the city. She will ask you to get back her special tiara that she will then trade for the Lunar Amulet. You will need to kill Suqah until they drop the tiara.

Ring: For the ring you will need to talk to Selene who is in the middle of the city. She tells you that the ring is buried and you will need to dig it up. From here grab a spade and head south out of the city and cross the bridge then go west and cross another bridge keep heading west until you see a single blue flower. Dig here.

Torso/Gloves/Boots/Trousers: The last four items can all be make from Suqah hide. You will need 4 hides in total for the pieces. When you get the hides they will need to be tanned so talk to Rimae Sorsalis in the clothes shop. Once tanned craft them into the pieces needed(Rimae sells needle and thread if needed).

When you have all the pieces take them to the Oneiromancer and she will give you some kindling and the waking sleep potion.

Now you will need to equip all of your Lunar pieces and bring a tinderbox, the kindling, the waking sleep potion, a woodcutting axe, and a couple pieces of food. Head to the ceremonial brazier in the city. Now you will need to use the waking sleep vial with the kindling to make soaked kindling. First use a tinderbox on the brazier and then use the soaked kindling to be transported to the dream world.

Now talk to the Ethereal Man.

In the dream world you will need to complete 6 minigames. After you have completed each game you will need to tell the Ethereal Man what you have learned to start another.

‘A game of chance!’ – In this minigame you will need to roll dice to equal the number the Ethereal Fluke gives you.

‘Communicating in numbers’ – In this minigame you will need to follow the sequence that the Ethereal Numberator gives you and complete it.

‘Chop, Chop, Chop away!’ -In this minigame you wil need to cut 20 dream logs before the Ethereal Perspective does and deposit them in the middle.

‘Where am I?’ – In this minigame you will need to make it to the other side by jumping on platforms. Not all of the platforms will hold up so you will need to find the correct path by trial and error.

‘The race is on!’ – In this minigame you will race the Ethereal Expert to the finish line. To beat the Ethereal Expert you will have to take the right path and jump over hurdles.

‘Anything you can do…’ – In this minigame you will need to mimic everything the ethereal mimic does using your emotes.

When you have completed all of the minigames speak to the Ethereal man for your final challenge. Your final challenge is to… Defeat yourself. This isnt a hard fight so after you have disposed of your level 79 self you will need to speak to the Ethereal man again and then Read your life.

After returning from the dream world talk to the Oneiromancer and quest complete!


Reward: 5000 Magic XP, 5000 Runecrafting XP, 50 Astral Runes, Access to the Lunar Spellbook, 2 Quest Points

The Lost Tribe Quest

Posted by: cow  //  Category: Runescape Quests

Items Needed: Lantern of some sort, tinderbox, pickaxe
Skills Needed: 17 Mining, 13 Agility, and 13 Thieving
Quests Required: Rune Mysteries and Goblin Diplomacy Quests completed
Reward: 1 Quest Point, 3k Mining exp, Ability to mine in the Dorgeshuun mines, a Ring of Life

To begin this quest, speak to Sigmund in the second floor of Lumbridge Castle.

Something has happened in the castle cellar, and Sigmund will tell you to ask around town to find out what happened.

The person you speak to at this point will be random, but in Lumbridge. Try Bob, the cook downstairs, the Priest in the church, and other NPCs running around. Once you get one that says that he/she ‘saw something in the cellar’, return and speak with Duke Horacio in the room where you found Sigmund. He’ll give you permission to investigate the underground cellar.

Climb down the trapdoor in the kitchen downstairs to enter the cellar. There will be a hole in the wall. Use your pickaxe on it. Light your lantern if you have one, and enter.

The southern passage will lead to the Lumbridge Swamp dungeon. Clear it if you want. Grab the brooch in the entryway and examine it.

Head back up and speak with Duke Horacio. He’ll direct you to speak to Reldo, in the Varrock Library.

Go to the Varrock Castle and speak with Reldo. Search the western bookcases for the Goblin Book. Read it.

Head to the Goblin Village, north of Falador. Speak with the Generals there, and show them your brooch in the conversation.

They will teach you the Goblin Bow and Goblin Dance of the Dorgeshuun.

Re-enter the dungeon under Lumbridge Castle.

This dungeon has multiple traps that will block your path. Examine the various rocks, and move through the dungeon, making sure that the path you’re on has observable symbols. (The symbols can point you in a direction, but it was easier for me to use intuition.) If you see the Bone Crane, that’s a good thing. If there is a passage with only one space, it’s probably (not necessarily) a trap. All shortcuts are traps. Avoid.

At the end of the tunnel, speak with Mistag, the cave goblin. Perform the Goblin Bow, and move through the conversation. He’ll tell you to make peace.

Move back and speak with Duke Horacio to find that he thinks the goblins stole some silverware.

Pickpocket Sigmund, and open the chest in the other room for HAM robes.

Tell Horacio about it, then move to the HAM lair. Break in and search the first crate that you find for the Lumbridge Silverware.

Speak to Duke Horacio again. He’ll give you a document. Return to the entrance of the dungeon to speak with Kazgar. He’ll teleport you to the mine entrance.

Speak to Mistag to be treated with a movie sequence.

Quest complete.

Lost City Quest

Posted by: cow  //  Category: Runescape Quests

Skill Requirements: 31 Crafting & 36 Woodcutting and able to defeat a level 101 without armor or weapons.
Item Requirements: Knife, Hatchet, Food
Reward: 3 Quest Points, access to the Lost City.
Start Point: West of Lumbridge there is a gathering of about 4 NPC’s. A warrior, a mage, etc. So just walk sort of south-west from Lumbridge and you shoul see the ‘Quest-Starts-Here’ symbol.

Talk with the NPC’s until they tell you that they are searching for Zanaris and that a leperchaun can give you more information. Have your hatchet ready for this part. Look around for a tree that says ‘Chop Tree’, not ‘Chop Down Tree’.

When you attempt to chop it, Shamus the leprechaun will pop out. Question him, and he reveals that you need to enter the shed in the Lumbridge Swamp while wielding a Dramenwood Staff, cut from a Dramen Tree. He explains that Dramen trees are found on Entrana.

Of course, this is a problem. Entrana is a monk island with no weapons or armor allowed. To get around this, you can do one of the following:

-Fight barehanded with potions.
-Take wood and bowstring with you, and fletch yourself a bow.
-Take runes to throw magery.

Whatever you choose depends on your forte. I’d only recommend the first if you are extremely strong. Either way, you want to take food.

Once your there, travel east across the bridge. Then you should see a building with a monk in it. Go down the ladder.

Now that you went down the ladder, your prayer will be lowered, so that’s no longer an option. Now you will near a few zombies. Kill them until you get a bronze hatchet, so you’re able to cut the dramen tree.

Once you acquire the hatchet, run past the greaters into the room with a tree. Try to chop it and the tree spirit will pop out. Kill it with super potion sets, ranging, or maging. Or, be a man and fight it with your fists of fury. Either way. Once you kill the spirit, chop the tree to gather some dramen branches, 2 or 3 is fine.

After you kill it, axe off a few dramen branches and teleport out. Or you can waltz through the magic door and end up in lvl 32 wilderness. Your choice.

Use a knife with the branches so you have staffs. Now you may travel into the Lumbridge Swamp until you reach the tiny shack. Wield your dramen staff, and open the door. You will be instantly teleported into The Lost City of Zanaris.

Congratualations! Quest Complete!

Rewards: 3 Quest Points. You may now purchase dragon daggers and longs in the Lost City Market, which requires an entrance fee of 1 cut diamond. The Dragon Dagger’s price 30K, and the Dragon Longsword’s price is 100K.

Legends Quest

Posted by: cow  //  Category: Runescape Quests

Items Needed: At least 5000 gp, Woodcutting axe, combat gear, 5 Charcoal, 5 Papyrus, Lockpick, Pickaxe, 1 Soul Rune, 1 Mind Rune, 1 Earth Rune, 2 Law Runes, 60 Water Runes, 6 Cosmic Runes 2 Gold Bars, Hammer, Uncharged Orb and Runes to Charge it (doesn’t matter what element), 1 cut version each of Diamond, Ruby, Emerald, Sapphire, Jade, Red Topaz, and Opal (The last 3 you can get by mining at Shilo), Rope, Adrigal, Snakeweed, Prayer potions HIGHLY recommended
Skills Needed: 107 minimum quest points. Levels: 56 Magic, 52 Mining, 50 Agility, 50 Crafting, 50 Smithing, 50 Strength, 50 Thieving, 50 Woodcutting, 45 Herblore, 42 Prayer, Kill a lvl 182 Nezikchened
Quests Required: Waterfall, Hero’s Quest, Family Crest, Shilo Village, Underground Pass Quests

To begin this quest, speak with the Guards outside the Legends Guild. Ask about the quest, and you’ll enter the gates. Speak with Radimus Erkle in his side building to begin the quest.

You have 2 things to do: Map the Kharazi Jungle using the Radimus Notes he gives you, Charcoal, and Papyrus. To enter the Jungle, you need an axe and machete. You also need to win the friendship of the natives, and take a trophy back to the Legends Guild.

BEFORE YOU BEGIN THE MAIN PART OF THIS QUEST: You’ll be running around quite a bit to retrieve parts from the bank or to make things. Keep teleport runes on you at all times. The machete and axe will also come in handy, so keep those two items around at all times.

MAPPING KHARAZI

The gp, melee combat gear, charcoal, and papyrus will come in handy for this section.

Grab the machete out of the cupboard. Head to Shilo Village, and buy yourself 5 pieces of charcoal and papyrus from the General Store there. From there, exit the village and speak with the local Jungle Forester to get info on the Kharazi Jungle.

Slash through the bush with your machete to enter the jungle.

Run straight south past the lvl 90 Native Savages and lvl 64 Jungle Wolves to the beach. The beach is your friend in this stage – enemy concentration is small. ‘Complete’ the Radimus Notes to map the section of the Jungle you’re in, which should be the middle part.

Head all the way to the West and East ends of the beach to map the west and east sections, respectively. Note that if your crafting level is low, you can bungle the map and waste a piece of papyrus, which is why I told you to buy 5 pieces. If you can’t locate where to do your map, refer to the following image.

After you’ve completed the map, its time for the hard part. You must find and befriend a native, despite the fact that every native you’ve seen is a ‘savage’ hostile. Exit out of the jungle, and speak with the Forester again. Now, he/she mentions a special item that will attract the attention of natives. He/she will want something for it.

Use your completed map on the forester. He/she will give you the Bull Roarer in return for letting him/her copy the map.

Enter the Kharazi jungle again, and swing your Bull Roarer a few times. A native named Gujuo will walk up to you. Converse with him for a bit.

He’ll reveal that the Totem of the Kharazi people was possessed by an evil spirit, and that you’ll have to make a new pole by cutting a Sacred Yommi Tree. He then tells you that the only way to get a Yommi Tree is to plant the seeds, which are in the possession of a man named Ungadulu. Ungadulu himself is held captive in the northwest corner of the Jungle, in a cave concealed by rocks.

CAVERN CATACOMBS

Toss the extra charcoal and papyrus, and pull out the lockpick, pickaxe, runes, and gem.

Head to the NW corner of Kharazi and search those aforementioned rocks, the larger Mossy Rock in particular. It’ll prompt you into crawling through a crevice. Do so, and keep trying if you fail.

Search the nearby table and bed in the cave, then search the crate on the other side of the flame walls for another clue. Reading the 3 clues will reveal that Ungadulu is possessed by an ‘ancient one’.

Investigate the wall of flames in the cavern. You’ll speak with Ungadulu, who is obviously possessed. You can’t do much.

We’re making a deviation here – you won’t be able to kill Ungadulu without an item that you’ll get by going through a dungeon.

Search and enter the bookcase in the corner to find yourself in another cavern. Search the Ancient Gate and you’ll find you need a lockpick. If you have one, keep attempting to pick the lock and you’ll break in.

If you have a pickaxe, you’ll be able to smash your way through the next batch of boulders. Finally, use your strength to break through the last door.

Run past the lvl 83 Death Wings and jump the jagged wall. Search the Marked Wall on the side to see a puzzle. Insert, IN THIS ORDER, 1 Soul Rune, 1 Mind Rune, 1 Earth Rune, and 2 Law runes to spell out ‘SMELL’. Enter the door.

You’ll find yourself in another part of the cavern, with many pools. Search the stalagmites to find a message. What you have to do is place a gem on each of those carved stalagmites. Each stalagmite will only take one type of gem, all the others will not react.

Once you’ve placed every gem, move to the indicated spot to pick up the Book of Binding.

NOTES ON BOOK OF BINDING: You can prepare vials of Holy Water by using the book to enchant empty vials, then filling those vials at the holy water. They will assist in the Yommi Tree section.

KILLING UNGADULU

Pull out your combat equipment here, and food + potions.

Exit the cavern. Swing your Bull Roarer again to summon Gujuo. Ask him about the pure water, and he tells you to make a vessel from the ‘Metal of the Sun’, bless it, and fill it with the pure water. He’ll hand you a sketch of what he’s talking about.

The Metal of the Sun is Gold, so get yourself two Gold Bars and use on an anvil to make a gold vessel. Note that you can fail at smithing it, so more gold bars may be needed. (You’ll probably end up having to leave the area, so return to Kharazi).

Swing the Bull Roarer once you’re back in the Kharazi Jungle, and ask Gujuo to bless it. Each time you fail, you lose 5 prayer points, so Prayer Potions are recommended.

In any case, after you’ve blessed it, head to the holy pool. Use your machete to cut the nearby reed. Use the reed on the pool, and your bowl will fill with the pure water.

Pull out your magic combat gear, and head back into the cavern. Use your bowl on the flames to get through. Search the desk, and take the tome. It basically states that you’ll have to kill Ungadulu with magic.

Equip your combat gear and use the Book of Binding on Ungadulu. Fight Nezikchened. Note that he drains your prayer, so take prayer potions.

Speak to Ungadulu after you’ve killed Nezikchened, and he’ll give you three Yommi Tree seeds. Use your Yommi Seeds on your water-filled Gold Bowl. Walk through the flames (Ungadulu will protect you) and exit the cavern.

RESTORING THE SACRED WATER

Restock your food and potions, and take your uncharged orb(s) and runes to charge them. Keep your lockpick and pickaxe handy. You’ll need a rope and 3 vials for this section also.

First, head to the Holy Water. Note that the Holy water shrine has instead become a pit of ooze and decay. Since you need Holy Water to plant the Yommi Tree, swing the Bull Roarer to summon Gujuo. Speak to him, and he’ll tell you to seek the source of the spring using a Bravery potion made from Ardigal and Snakeweed.

Refer to the Jungle Potion guide if you don’t remember where they are. Go out and make the potion using Ardigal and Snakeweed on a water vial. Once you have your bravery potion, re-enter the dungeon that you were at before, and go all the way to that room where you found the Book of Binding.

Now, see the magic door at the end? Search it and read the riddle. The way to open it is to cast a charge orb spell, *on* the door. Do so.

You’ll appear in a room with a large hole and a number of barrels. The barrels don’t give anything useful. What you have to do is use your rope on the winch in the middle, and drink your Bravery Potion and climb down.

You’ll land on a ledge. Try to pick up the wizard’s hat to hear an explanation of the area by Viyeldi. What you have to do is get through the area and defeat the 3 warriors: Tojalon, Senay, and Devere.

WARNING HERE: You’ll suffer major damage if you fall off this path. Keep your hp in tip-top shape.

Move through the path and climb past the rocky ledges. Either way, you’ll make it down even if you fall. Confront San Tojalon, Irvig Senay, and Ranalph Devere. Kill them all (they are all lvl 100-ish melee fighters), and take their crystal pieces.

Head to the northeast corner and use your crystal pieces on the furnace to retrieve a heart piece. The heart piece will tell you to bring life to the dragon’s eye.

The minimap will outline a dragon. Use your heart crystal at the eye to charge it. Use the heart piece on the recess near the southeast gate to open the magic portal. You’ll enter the next stage of the cavern.

You’ll see some lessers, ignore them. Run past, and push a boulder to initiate contact with Echned Zekin.

He’ll tell you that, to get the source, you must kill Viyeldi, the guy you met earlier.

EASY WAY: Go back to Ungadulu and hand him the dagger. He’ll give you a spell, Holy Force. Use the spell on the spirit to initiate combat immediately. Nezikchened won’t drain your prayer and won’t use his dark dagger attack.
Note: If you do it this way, you’ll need another orb and runes to re-enter the door.

HARD WAY: Go back up and climb the pathway to the blue hat, and try to grab it. When Viyeldi comes up, stab him with the dark dagger.

You’ll now have a glowy dark dagger. Head back to Echned.

Push the boulder and go through the conversation. Kill Nezikchened. Again. Same rules apply. Note that he can throw a dark dagger at you sometime during the battle, which will do mondo damage if you’re hit.

After you’ve killed him, enchant your 3 vials using your Book of Binding, and push boulders out of the way to get at the sacred water underneath. You may as well take 3 vials of holy water. From here, teleport out of the cavern. I don’t think you want to walk all the way back.

PLANTING THE YOMMI TREE

Take your Yommi Seeds, Golden Bowl, and the Holy Water with you on this one if you banked them. A hatchet is required also. Note that the Sacred Spring is flowing again.

Head back to some bank and restock with potions and food. From here, get back into the Kharazi jungle and fill your bowl with Sacred water. Plant a Yommi seed in a patch of fertile soil.

Use the sacred water on it to make it grow. From there, Use your axe on it to cut it down. Trim it quickly – if you leave it too long, it’ll rot. Keep using the axe on it until you get a Totem.

You’re going to have to replace the corrupted Totem pole with your own one. Use your totem on the corrupted totem, and you’ll end up fighting Nezikchened again. Those holy waters you have can also deal major damage if you throw them at him.

IF YOU DID IT THE EASY WAY: You’ll fight Nezikchened, same rules apply, rip him to pieces.

IF YOU DID IT THE HARD WAY: You’ll actually fight those 3 warriors you fought earlier, *then* Nezikchened. Slightly harder. Prayer is key to outlasting your opponents. Nezik will drain your prayer, and is stronger than if you had done it the easy way.

After you kill him, replace the totem and Gujuo will hand you a gilded Totem.

Return to the Legends Guild and speak with Radimus Erkle. Open the Legend’s Guild door and speak with Erkle inside to complete the quest.

Reward: Access to the Legends Guild , 4 Quest Points, 7650 exp in 4 skills excluding Runecrafting

Land of Goblins Quest

Posted by: cow  //  Category: Runescape Quests

(This is a members-only feature.)

Start Point: Talk to Grubfoot in the Cave Goblin mines
Quest Requirements: Must have completed the Another Slice of HAM & Fishing Contest Quests
Skill Requirements: Level 30 Prayer, level 36 Agility, level 36 Fishing, level 36 Thieving, level 37 Herblore
Item Requirements: Light Source (Bulls Eye Lantern recommended), Pestle & Mortar, Vial of Water, Empty Vial, Clean Toadflax (having an extra is helpful), Goblin Armour, 2 Yellow Dyes (2 Onions & 5 gp per dye), 2 Blue Dyes (2 Woad Leaves & 5 gp per dye), 2 Red Dyes (3 Redberries & 5 gp per dye), Fishing Rod, some Slimy Eels (caught with a Fishing Rod and bait in the Lumbridge Swamp Caves); extra Falador, Varrock, and Lumbridge Teleports (or related teleports) recommended
Fights: Must be able to defeat a level 75 foe

To start this quest, go down to the Lumbridge Palace Cellars, and enter the caves through the hole in the wall (make sure you have your light source), and tell the goblin there to take you to the mines. When you get there, talk to Grubfoot, the goblin that serves as General’s Wartface and Bentnoze’s servant. He wants to enter Dorgesh-Kaan to speak to the Chosen Commander.

However, the goblin there tells you that they do not allow surface goblins to enter the city – they believe them to be too violent. Eventually, you can offer to take responsibility for Grubfoot, and he’ll follow you. Enter Dorgesh-Kaan through the big double doors down the path.

Inside Dorgesh-Kaan, head to Oldak’s House in the northwest corner of the bottom level and talk to Zanik, who will be waiting inside.

You, Oldak, Zanik, and Grubfoot begin talking. You explain how Grubfoot wanted to speak to Zanik, who he believes to be the Chosen Commander of Goblins – the goblin will who lead the goblins to a new age. Grubfoot tells of how he had a dream of Zanik being Chosen Commander. Keep talking, and eventually a cutscene will show Grubfoot’s latest dream of a peaceful land that he knows is Yu’biusk – the Land of the Goblins. He tells you he saw Zanik leading all of the goblins to this peaceful land and a new life.

When asked about the location of this place, Grubfoot says he thinks the priests of a secret goblin temple that worships the Big High war God know where it is. After Zanik and Oldak promise not to tell anyone the location, Grubfoot asks you to promise, and do so. He tells you the location, and then heads back to the Goblin Village. Oldak quickly crafts a teleport sphere that teleports you and zanik to the location of this temple.

When you enter the area, you’ll be in a small tunnel maze. Head straight ahead until you come to the entrance to the temple, flanked by two goblin guards. When you try to enter, the guards let Zanik in but not you, because you are a human.

Thus, you need to be disguised as a goblin. Head to the Makeover Mage, just a little bit northeast of the Crafting Guild.

Speak with the Makeover Mage about turning yourself into a goblin. When he asks why you need to become a goblin, make sure you don’t talk about the secret goblin temple at all. Eventually he tells you how to transmorgify yourself into a goblin via a potion. This potion requires Toadflax and some special berries that he will supply you with. Put Toadflax into a Vial of Water and then add the berries to get the goblin potion. If you run out, the Makeover Mage will give you more berries and with another Toadflax you can make another potion.

When you have the potion, head back to the tunnel leading to the temple (theres an entrance to it next to the windmill north of ardougne), take off all your equipment and drink the potion near the guards. Make sure you don’t attack anything or try to equip anything, as you’ll turn back into a human. Enter the temple. Inside, you need to find Zanik. If you ask the High Priest in his chair, he tells you that when she started talking about leading the goblins to their homeland and peace, she was locked up by one of the six tribes that have rooms in the temple. The H-something Tribe of Black Goblin Armour in the room next to the High Priest has Zanik in their cell. Thus, you need Black Goblin Armour to get past the guard.

A talk with Aggie the Witch in Draynor Village reveals you can make black dye by grinding black mushrooms found in caves. You can find these mushrooms in the caves outside the temple. Pick a mushroom, and with an empty vial in your inventory, grind up the mushroom. Get some Goblin Armour by killing one of the goblins, then go back into the temple as a goblin, dye your armour black, wear it, and enter the Black tribe’s room. You can talk with Zanik in her cell, and she says she can escape with a Teleport Sphere hidden in one of the crates. If the sphere isn’t in the crate in that room, search the crates in the outside caves for it.

When you have it, talk with Zanik. She says it’s up to you to find out about Yu’biusk, and teleports out. Go back into the temple and talk to the High Priest. Before he’ll tell you anything important, you need to pass his test on goblin religion. The first question is true because the Big High War God commands it. The second question is false because goblins weren’t mighty warriors before the Big High War God found them. The third question is False because it’s one of the commandments. The answer to the fourth and final question is that the Chosen Commander will lead goblins to war against all, in which they will be the victor.

Then you can ask the High Priest about anything. He doesn’t know about the Land of the Goblins, but says his predecessor might – buried in the tomb past the big door near the high priest. Yes, goblins can talk to their dead high priests. But you need to get in that door, and that can only be done by collecting the six keys, one from each tribe, held by each tribes priest in their tribal room. First, go back into the tribal room that held Zanik, and pickpocket the priest to get the key. That leaves five keys, and yes, you’ll need to dye your armour five more times. There’s still a Purple Tribe, a Yellow Tribe, a Blue Tribe, an Orange Tribe, and a White Tribe.

Talk with Aggie. Red Dye costs 3 Redberries and 5 gp; Blue Dye costs 2 Woad Leaves and 5 gp; and Yellow Dye costs 2 onions and 5 gp. Purple Dye can be made by using Red Dye with Blue Dye, and Orange Dye can be made by using Yellow Dye with Red Dye. Thus, you will need 2 dyes of each color in total. To create White Armour, Aggie needs to drain the color from any colored Goblin Armour. To do this, she needs a Hemenster White Fish, caught in the Fishing Contest area with a Fishing Road and Slimy Eel as bait (caught in the Lumbridge Swamp Caves). It’s best to collect all the dyes, then give Aggie the fish and 5 gp to turn your Goblin Armour white, then first enter the White Tribe, and then dye the armour accordingly. When you have the six keys, open the door.

Go to each grave in turn and select to ‘say name’, and you’ll say the name of the former High Priest that you were told. Eventually, a grave will react, and that High Priest will rise up, level 35. Kill him, and you can ask about whatever.

Ask about the Goblin Land, and then ask the name of his predecessor. Thus, go to each remaining grave and say the name you just learned till one reacts, kill the priest, and ask the same thing each time. Keep doing this until there is just one grave left, containing an early High Priest called Strongbones. He poses the most challenge yet at level 75, and will call forth these weird minions to help him, but all in all the fight is easy.

When you ask about Yu’biusk, he tells you it is on a plane separate from the one of Runescape, and there is a barrier betwix them. He believes that if this barrier was overcome, then goblin blood would attract Yu’biusk.

Head back to Dorgesh-Kaan, and speak with Zanik in Oldak’s house. They come up with this crazy scheme about connecting to Yu’biusk, but it’s not important. Go to the second floor of Dorgesh-Kaan, and go south till you exit the city. Go down the ladder and walk through the cave path until you find Zanik and Oldak, who tells you to regulate the machine’s power. The outer circle needs set to 9; the middle circle needs set to 4; and the inner circle needs set to 1. When it works, the three of you will be teleported to Yu’biusk.

The land is not as Grubfoot described, thanks to the Big High War God. You and Zanik decide to explore a bit, and you eventually come to this strange box. You open it, and Zanik is sucked in! Oh no. At this point you and Oldak must teleport back. Oldak works on trying to get back to that realm, but for now, you both know Zanik is on her own.

Congratulations! Quest complete!

Rewards: 1 Quest Point, 3000 Agility XP, 3000 Herblore XP, 3000 Thieving XP, 3000 Fishing XP, 3000 Strength XP, and 2000 Prayer XP

You can now also complete the Goblin Burial Mini-Quest.

King’s Ransom

Posted by: cow  //  Category: Runescape Quests

This is a members-only feature.

Start Point: Speak to the Gossip outside of Sinclair Mansion
Skill Requirements: Level 45 Magic, Level 65 Defence
Quest Requirements: Must have completed the Black Knights’ Fortress, Merlin’s Crystal, Holy Grail, Murder Mystery, and One Small Favour Quests
Items Needed: Black Full Helm (obtained during quest), Black Platebody, Black Legs, Bronze Medium Helm, Iron Chainbody, piece of Granite, & Telekinetic Grab Runes (can be obtained during quest)

Talk to the gossip outside of the Sinclair Mansion to start. Then, talk to the guard for some more information. The guard will ask you to break into the house and gather evidence. Smash the window near the dog handler to get in the mansion.

Pick up the scrap paper on the ground floor, and the address form on the second floor. In that same room (as the address form), search the bookcase to find the Full Black Helm.

After presenting the evidence to the guard by selecting each option, he will ask you to learn about the family history. Talk to the Gossip, and select each option.

Next, go to the Seers Village Courthouse – directly south of the Sinclair Mansion – and talk to Anna, in her cell. She will ask you to be her defense lawyer and tell you to gather some testimonies from the servants. Go back to the Mansion and talk to the butler, maid, and dog handler about everything. When you think you’ve gathered enough evidence, go back to the courthouse to represent Anna’s case by selecting to go downstairs.

In court, follow these helpful legal tips to win the case:

- Call the maid as a witness and ask about the thread and the murder.
- Call the dog handler as a witness and ask about the poison.
- Call the butler and ask about the dagger

The jury will plead not guilty.

Exit through the gate and talk to Anna. She will inform you of a statue with a secret handle at Camelot – it is on the east side of the castle’s boundaries. Head to it and use it to get inside.

When you get into Camelot, you will notice that Anna has set up a scheme with Morgan Le Faye to screw you over. She will hit you with her staff and you will almost DIE but end up in jail really – with Merlin and the gang for company!

Oh we’re tough and able…

When you are in jail, speak to Merlin about his plans and the current situation.

So, as it turns out, when Lord Sinclair originally gave Camelot to the Knights, his kids did not approve. Thus, they teamed up with Morgan La Faye of the Renegade Knights and the Black Knights – both of which do not approve of King Arthur and his lackeys. So, the kids murdered their dad, the Renegade Knights took over Camelot, the Sinclair punks moved in, Morgan stole the Holy Grail and encased King Arthur in Granite, and now he is being kept in the Black Knight’s Fortress.

Merlin is a clever chap and he knows what to do. He figures that if he can get out, he can trick the Sinclair children out of Camelot – he’s lost his magic, you see. He trusts that you can reach King Arthur, and to free him he knows you’ll need the Holy Grail – which is somewhere in Keep La Faye, where they are being kept. But the problem remains that everyone is stuck in the dungeon.

Click the vent in the wall and it will show a cutscene of the knights helping Merlin get the hell out of that place.

Then, use Telegrab on a guard to retrieve a hairclip (if you don’t have the runes ask the knight’s for help until they have given you an air rune and a law rune) and use it with the metal gate to open the following puzzle.

You will need to get all the tumblers on their correct heights to beat the lock – it’s kind of like the board game Mastermind. Keep guessing.

You will then arrive at the upper levels of Keep La Faye, where the Knights of the Round Table mean business. Go a few floors up until you arrive at a table. Search that table. There are 9 boxes on the table. There is a riddle that tells which box contains the grail:

Three empty boxes, three dangerous boxes, two hold rubbish, and one has the grail.

As shown, it is the weird pink box.

When you have the grail, make your way to East Ardougne and pay a visit to Wizard Cromperty as instructed by Merlin. He will give you an animated rock spell and tell you to obtain a Black Full Helm, Platebody, & Legs; as well as a Bronze Medium Helm, Iron Chainbody, and a piece of Granite (this can be mined the desert quarry south of the Bandit camp).

When you have these supplies, go to the Black Knights Fortress, west of Edgeville and north of the Dwarven Mines. Put on the iron chainbody and bronze helmet and enter through the smaller door. Go down to the dungeon and free arthur by clicking “Free Arthur”.

When he is all set, talk to him. You will then give your Iron Chainbody & Bronze Medium Helmet disguise to King Arthur. Leave the dungeon and meet King Arthur at Camelot.

Congratulations! Quest Complete!

Rewards: 1 Quest Point, 5,000 Magic experience, 33,000 Defence experience, 5,000 EXP Lamp (for use in any skill over level 50), & access to the Knight Waves Training Grounds