Runescape Mobilising Armies

Posted by: cow  //  Category: runescape news

When developing a piece of content, how long it takes to develop is generally a combination of two factors.

How big the piece of content is.
How different the content is to anything we’ve done previously.

This post takes a look at the trade-off we have to make between these two factors when designing a piece of content.

There are some pretty massive pros and cons of doing something very new VS doing something big and polished using techniques we have already perfected.

The advantages of doing something totally new and innovative include:

It leads to whole new features and new techniques, which can then be re-used (and further refined) in future content.
It keeps the game fresh and varied, rather than just doing more of the same.
It’s essential to keeping the game cutting edge and keeping ahead of the competition.
All this means it’s very good for the long-term of the game.

The disadvantages of doing something new and innovative include:

It’s high risk - because we haven’t done it before, we don’t know so clearly how well it work or how long it will take.
It takes a lot more time. We have to add in whole new systems to support the new things we are doing. It is also quite likely to need repeated attempts and redesigns before getting something that works well.
It results in a smaller piece of content, because a lot of the time instead goes into trying new techniques.
Its often not quite as polished as content made using tried and tested methods, because it’s pioneering new systems.
It can result in unrealistic player expectations, because many players assume that long development time = huge, very polished content.
All this means it’s not so great for the immediate short-term.

As you can see, it’s a very difficult balancing act when deciding how adventurous to be when trying new ideas and new techniques! Because we expect to be running RuneScape for years to come, we tend to take a more long-term approach with content design, which means we try quite a lot of new and innovative content.

Sometimes we come up with something so useful it’s hard to imagine how we ever did without it. I still fondly remember the first quest we did that permanently changed the appearance of the world to the player, rather than everything just resetting back again a few minutes later. At the time, it was massively difficult to do, because we had to rethink the way we did a lot of things. These days it’s completely standard, is used everywhere, and it’s hard to imagine doing without it!

Mobilising Armies is a great example of something quite experimental, which is very different to anything we’ve done before. I’m sure you’ve noticed how that has impacted on its development time. As you know, Mobilising Armies has been in development for many months, and has been quite delayed. This ISN’T because it’s the most epic, mammoth, huge, polished piece of content you’ve ever seen, but rather because we’ve really tried to do something very new and different.

Just some of the new things we’ve tried for the first time in Mobilising Armies are:

It has a totally different camera view and controls to previous content.
It adds the ability to select and control multiple units at once, rather than just moving a single avatar around the map.
To cope with the fact that there are more things going on at once than usual, and so there is a lot more information to convey simultaneously than we are used to, we developed a variety of new information display features. These include NPC stack icons, timer bars and dynamic mouse cursors.
It has a very different graphical scale to content we have designed previously. Everything is much more zoomed out.

So, when playing Mobilising Armies, as well as enjoying the game itself, take a look at all the things it does that you’ve never seen done in RuneScape before. This is just the very first pioneering attempt at a whole load of new features added to the engine. Over time, the best of those new features will be refined and used elsewhere, which, when you start imagining the possibilities, is quite exciting.

Mobilising Armies should be with you in the next few weeks. Thank you for reading and we hope to see you on the battlefield!

Source: Mobilising Armies
by Andrew 26-Jun-2009

Runescape Membership cards in 7-Eleven

Posted by: cow  //  Category: runescape news

Good news! You can now buy pre-paid RuneScape membership cards in even more stores across the United States. Our 30-day and 90-day membership cards have just arrived in 7-Eleven stores and are available right now!

Once you have purchased your card, you can use the PIN number on the back to subscribe to RuneScape. You can do this by clicking on “Account” on the home page, choosing “Start/Extend Subscription”, logging in, selecting “Subscribe by RuneScape Card”’ as your payment method and then accepting the terms and conditions.

And don’t forget, the 11th of July is 7-Eleven day, when 7-Eleven will be giving away one free Slurpee to each customer. Why not pick one up, and get a RuneScape card while you’re there?

Buy Runescape Gold instant visit www.RsGold.info

Runescape News - Extended Agility courses

Posted by: cow  //  Category: runescape news
News
  22nd June 2009 - Extended Agility courses   Next

If you are serious about Agility, it’s likely you’ve not been to the Gnome Stronghold or Gunnjorn’s barbarian course for some time. This week, that could change, as these Agility trainers have spent long hours constructing new routes around the courses that only the most agile players should attempt.

These extended courses will not only give you a chance to show off your most agile moves, but will also reward you with weight-reducing clothing, should you complete enough laps.

With the addition of these extended courses, the cave goblins of Dorgesh-Kaan have made some changes to their Agility course, too. They’ve decided to make the course a little less unforgiving, so you should find that you fail less often. The other main change is that the entry requirement for the existing course has been increased from 70 Agility to 80 Agility, while the two extended courses have entry requirements of 85 and 90 Agility, respectively.

Mod Chris L
RuneScape Content Developer

In other news…

We’ve added a right-click option that will let you quick-start your circus performances, as long as you’ve been to the circus at least once in the past.

We’ve now added a new song to the Wilderness Volcano area called Eruption. Check it out when you have a chance!

Runescape PRIEST IN PERIL QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: King Roald, Varrock Palace.
Quest difficulty level: Easy.
Reward: Wolfbane Dagger, some prayer exp., and access to Morytania.
Quest points gained: 1.
Required Skills: Must be able to kill a level 30 guardian.
Required Items: Bucket and 50 rune essences.
PRIEST IN PERIL QUEST WALKTHROUGH
Roald: King Roald will ask you to check on Drezel in the Guardian Temple northeast of Varrock. You can find it by going north along the fence that surrounds the Digsite area until it curves around. You’ll come to a gate. Go through it and follow the road east to the temple.
Temple: Knock on the doors and tell them that you’ve been sent to check on Drezel. You will be asked to kill a dog. This is down the trapdoor in the mausoleum just north of the temple. The dog is level 30, and shouldn’t be a problem. Once you’ve done this, go back and knock on the doors again. They will send you back to Varrock.
Roald: Go to King Roald again and tell him what you’ve done. He will be quite mad at you. When he’s done shouting and yelling, ask him what you can do to make it good again. Go back to the temple, this time go in and up the two sets of ladders.
Drezel: Talk with Drezel and he’ll tell you a long story. Now go downstairs and kill the level 30 Monks of Zamorak until you get a Golden Key. Once you have the key, go back down to the place where you killed the dog, but this time go further into the cave. Once you’re at some monuments and a well, ’study’ all the monuments.
Key and Water: When you find the monument which has a key, ‘use’ your Golden Key on it, and you will have the iron key to free Drezel. Use your bucket on the well to get some water from the river. Go back to Drezel and use your iron key on the door. Speak with him and get him to bless your water, then use it on the coffin in the centre of the room. Speak with Drezel once more.
Draining the evil: Now get as many essences as you can hold. Go back to the place you got the iron key and the holy water, and proceed through the next door. You’ll find Drezel again. Speak with him and tell him about what the rune essences can do. He’ll need 50 of them so go back and get the rest. Drezel doesn’t take essence notes.
Completeing the quest: Talk with Drezel and give him the last essences. The quest is now completed.

Runescape PIRATE’S TREASURE QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Talk to Redbeard Frank (he is the pirate on the docks outside the Port Sarim pub) and ask him if he knows anything about treasure. Redbeard Frank knows where the secret pirate treasure is hidden, but it may require some work to persuade him to let you know where.
Quest difficulty level: Medium.
Reward: A gold ring, an cut emerald and 450gp.
Quest points gained: 2.
Required Items: 100gp.

PIRATE’S TREASURE QUEST WALKTHROUGH
Getting the rum: Talk to the sailors on the docks and purchase a passage to Karamja for 30gp. Cross the gangplank to begin the voyage. Once you’ve disembarked go straight to the pub. It’s the first building on the left (south) of the path. Trade with Zambo, the slightly drunk bartender, and buy a Karamjan Rum for 30gp.
The beginnings of a plan: If you talk to the customs officers on the docks, they’ll tell you that Asgarnia has banned the import of spirits. If you try to go through with the rum the officer will confiscate it. In a small hut nearby you’ll find Luthas, the owner of the adjacent banana plantation - talk to him about the customs officer and he’ll tell you that he knows her and that his exports don’t get searched. Ask him for a job and he’ll employ you to pick bananas and pack them into the crate outside.
Getting the rum to the mainland: Go outside and put the rum into the crate. Then go to the banana plantation and pick 10 bananas and put them in the crate too. Talk to Luthas again and ask him where the bananas are going - he’ll tell you that he sells them to Wydin, the owner of the food shop in Port Sarim. Luthas will pay you 30gp for collecting the bananas. Go and talk to the customs officer and sail back to the mainland (costs 30gp again.)
Note: If you dont feel like picking all the bananas and sail etc., you can just teleport out of Karamja.
Getting the rum to Frank: You need a white apron, if you haven’t already got one you can hope there is someone else just finishing this part of the quest, or you can walk all the way to Varrock and back to buy one from the clothes shop. Once you have an apron try to go through the back door of the food shop, when Wydin stops you ask if you can have a job. Once you’re employed you can go out to the back of the shop and get the rum out of one of the crates. Take it to Frank and he’ll tell you about the treasure.
The chest: After Frank tells you his tale he gives you a key to the chest in the Blue Moon Inn (central Varrock.) Open the chest (upstairs, end of the hallway) and inside you’ll find a note. One Eyed Hector wasn’t known for his handwriting, but it says, “Visit the city of the White Knights, in the park Saradomin points to the X which marks the spot.”
The treasure: Go to Falador, opposite the park there’s a small uninteresting building with a spade in it - take the spade. In the park the statue of Saradomin is pointing to an X created by paths, walk to the centre and click on the spade to dig with it.

Runescape PERILS OF ICE MOUNTAIN QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to the dwarf next to the broken cart on the road south of Ice Mountain connecting Falador with Barbarian Village.
Quest difficulty level: Easy.
Quest Length: Short.
Reward: 500 Construction, 500 Farming, 500 Hunter, , 500 Thieving, 500 Smithing, ability to smith pickaxes, shortcut ladder access to the Dwarven Mine.
Quest points gained: 1.
Required Quests: None.
Required Skills: Level 10 Construction, Level 10 Farming, Level 10 Hunter, Level 11 Thieving.
Required Items: Compost, Full Watering Can, 2 Nails, 2 Planks, Saw, Hammer.
NPC: Lakki the delivery Dwarf, Drorkar, Brother Bordiss, Brother Althric, Professor Arblenap, Oracle, Nurmof.

Speak to Lakki the Delivery Dwarf north of Falador on the path connecting Falador with Barbarian Village. Lakki was supposed to be delivering parts to the new power station but has lost a crate along the way. Offer to help him find it. Head west along the path toward the steps. Search the bushes you see beside the path. The crate will be in one of them, though it is random for each player. So search all the bushes until you find it.

Once you have recovered the crate, head up to the power station on southern end of the mountain. It is the grey building on minimap west of the Dwarven Mine entrance. Speak to Drorkar and give him the crate. Drorkar will ask you to deliver a letter to Bordiss, who can be found in the monastery to the north east. Accept the task and make your way to the northern garden of the monastery.

Speak with Brother Bordiss and give him Drorkar’s letter. Bordiss will be enraged by the letter and tell you about Drorkar’s “Zamorakian smoke machine.” Just as he is calmed down. Brother Aldric’s roses die. Speak to Brother Aldric and offer to help him. Use a bucket of compost and your watering can on the dead roses to save the flowers.

After a cutscene head back to Dwarven Mountain and up the snowy central peak. Find Professor Arblenap on the southern end of the snowed peak and speak with him. Arblenap will tell you how Drorkar’s machine is killing the Icefiends. Offer to help him save them. Wield the net the Professor gives you and capture four baby Icefiends. Give the Icefiends to the Professor who will thank you and teleport just as an avalanche occurs.

Head to the northern end of the mountain and speak with the Oracle. Offer to fix her demolished tent, which has been swept down the mountainside to the east. Head down from the ice peak and pick up her broken tent from the avalanche snow. Head back up the mountain to the Oracle and use the tent on the remains with a hammer, 2 planks, 2 nails and a saw in your inventory to fix it. The Oracle will tell you how the melting snow will cause the end of civilization and insist you must prevent it.

Head down from the peak and south to the power station to speak with Drorkar. Tell him he must shut down the power station as it will cause the end of civilization. He will not be swayed and tells you to speak with Nurmof. Head east and down the ladder into Dwarven Mine. Make your way to Nurmof’s pickaxe shop and tell him he must shut the power station down. Nurmof refuses but says Bordiss had an alternative design but never turned up with the plans. Head back to the monastery and speak with Brother Bordiss. He will tell you he kept the plans is his chest and it seems Drorkar took the key while he was drunk.

Head back to the power station and pickpocket Drorkar for the chest key. Make your way to the east and down the ladder into the mines. Head immediately east into Drogo’s shop. Use the key on the chest to retrieve the plans. Bordiss Chest Take the plans to Nurmof and use them with him. He will assess the design and realises it will work. Watch the cutscene of the new environmentally friendly power station. The quest is now complete.

Runescape THE PATH OF GLOUPHRIE QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to King Bolren in the Tree Gnome Village near the Spirit Tree.
Quest difficulty level: Medium.
Reward: 5000 Magic, 5000 Thieving, 20000 Slayer, 30000 Strength, Crystal chime, a new spirit tree and a new way to use the spirit tree network.
Quest points gained: 1.
Required Quests: Waterfall Quest, Eyes of Glouphrie.
Required Skills: Level 45 Agility, Level 47 Ranged, Level 56 Slayer, Level 56 Thieving, Level 60 Strength.
Required Items: Crossbow (any metal), mithril grapple, crystal saw or small crystal seed.
Monsters: Warped Terrorbird (Level 143).
NPC: King Bolren, Golrie, Longramble, Hazelmere.

THE PATH OF GLOUPHRIE QUEST WALKTHROUGH
To begin, head to the Tree Gnome Village and talk to King Bolren in the center. After you talk to him, he will tell you to find an anti-illusion device somewhere in the village. So go right outside the village, through the gate and down the ladder with the “!” Take the west path and talk to the gnome Golrie.
Now you need the key to get into Golrie’s storeroom. Head back east and go north until you reach another room. Crawl through the tunnel on the north side. Push the big monolith north and go around it. Push the monolith you can north and then the one above that east twice. Go around and push the small monolith south. Push the big monolith west twice and open the mahogany chest. You will find that you can’t. Search the chests north of you to get some crystal shapes, Yewnock’s notes and a storeroom key. Use the storeroom key on the chest.

You will get a strongroom key, now go go around the monoliths and push the south one west and go west towards the gate. Use the key on the gate to enter. Here’s the hard part, you have to try and solve the puzzle, if you need more shapes go back into the previous room and search the crates. The shapes in which you receive vary from person to person. You may have to exchange your shapes to get the right ones. Just follow what you did for the Eyes Of Glouphrie quest. The main point is to equal what’s in there. The shapes’ value is the number of sides on the shape multiplied the colour value according to the chart. So and orange triangle would be 3(sides) x 2(Color value) = 6.

Once you’ve solved the puzzle, get some good armor, food, watch, sextant, chart, crystal saw, mithril grapple and prayer potions and talk to King Bolren again. Kill the evil monster and continue to talk. Now talk to Aluft Gianne Jr. in the Tree Gnome Stronghold, (Second floor, to the west) you can use the tree next to you. He will give you a set of coordinates. Here is where you need your watch, sextant and chart. Find the coordinates and go to them. To get there, go south of Castle Wars and then head far west, use your mithril grapple on the tree and swing across. Talk to Longramble. You may want you to give him some gnome food until he helps you. (If you bring Longramble his order of Tangled Toad Legs, he will give you a Mint Cake as a reward)

After you talk to Longramble head north and talk to the dead looking spirit tree. You will talk to Hazelmere and you will go through a cutscene. You will now need to find elven magic to cure the spirit tree. Now go back to the Tree Gnome Village and back to the cave with the monoliths.

Use your crystal seed/saw on the singing bowl and get the crystal chimes and head back to the spirit tree. Use the chimes on the tree for a cut scene. Now go west and south and enter the sewers. You can’t teleport out of the dungeon. Walk past the warped tortoise and up the ladder. (It is strongly recommended that you avail yourself with range and melee protection prayer here, as you can dealt heavy damage without) Go into the area with the warped terrorbirds and follow it. Go around the “U” bend and down the ladder. Follow the path. Go up another ladder and keep following the path past the warped animals, you’ll get to a metal door. Go through it and around the “U” bend and down the ladder. Go east and up the next ladder, go west or east around the big hole and through the door. Now go to the east door and go through fight the terrorbirds. Use the chimes on them to be able to hit them. After you have used the chimes on them you can attack them.

Once you’ve defeated the terrorbirds, peek through the hatch door and you will see a cutscene. Hazelmere will come and rescue you from the gas; don’t worry about dying. He will explain to you he is a mage and you will get your reward after.

rs power leveling

Runescape OLAF’S QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Talk to Olaf Hradson at the mouth of the Fremennik hunting area.
Quest difficulty level: Easy.
Reward: 12000 Defense, 20000 Coins, 4 cut rubies.
Quest points gained: 1.
Required Quests: Fremennik Trials.
Required Skills: Level 40 Firemaking, Level 50 Woddcutting, High level Agility (60+) would be an advantage.
Required Items: Woodcutting axe, tinderbox, spade.
Monsters: Skeleton fremennik (Level 40), Skeleton fremennik (Level 50), Skeleton fremennik (Level 60), Ulfric (Level 100).
NPC: Olaf Hradson, Ingrid Hradson, Volf Olafson.
Speak to Olaf Hradson south of the Fremennik hunting area. He asks you to help him make his family proud by deceiving them. He needs you to take carvings to his wife and son, with the claim that he is on a distant island. However, his carvings are no good with damp wood so he’ll need fresh wood from a windswept tree up on the cliff. Head to the north part of the cliff east of Olaf. Cut some logs from it. Then speak to Olaf and he will carve the wood into two crude carvings. His family is in Rellekka, so head southwest to the city. Take the carvings to each family member. Ingrid Hradson is wandering around near the well east of the long hall. Give her Olaf’s gift from the Island of Obscurity. Though she doubts the gift is genuinely tribal, she rewards you with fresh baked bread. Volf Olafson is walking about north of the long hall, near the helmet shop and sand pit. Give him Olaf’s carving (also from the Island of Obscurity) and he will reward you with a cooked shark.
Return to Olaf to tell him you have succeeded in delivering the gift. He will be too cold to care and needs a fire to warm up. He’ll provide damp planks, so you simply need to light the driftwood embers to get the fire going. Speak to Olaf again and he will ask for some food before he is willing to give you the map. After he has eaten (the first food in your inventory), he will tell you he believes the map to be cursed. With that warning, he will give you the last map Sven the Helmsman ever made showing the location of his treasure.

Look at the map to find the treasure is right up the cliff. Climb the cliff and dig right next to the windswept tree. You will fall into a dungeon. Head east, then all the way north, and finally west to the picture wall. Kill a Skeleton fremennik and pick up the key it drops. Search the wall to bring up a puzzle. In the top segment of levers, pull each lever one time, then pull the lever in the bottom segment. Search the picture wall again to go past it.

Head north and grab two rotten barrels and six ropes from their respective spawns. If you did not kill a Skeleton fremennik earlier, kill one now for the key. Walk onto the bridge and go across. At each gap use a rotten barrel on the walkway. The bridge is very slippery, and you might fall into the water at any time. If you do, you will end up slightly north of Olaf with any weapon or shield unequipped. According to Jagex, every time you fall on the bridge, your character learns how to deal with it thus a lower chance of slipping the next time. Halfway across the bridge, you will find a gate which you should try to open. Note the shape of your key’s handle, and use it on the lock of the same shape. Should you fall off after the gate, you will need to kill another Skeleton fremennik for a new key.

Go to the wreck of the old ship and open the chest. A giant skeleton named Ulfric will arise from the nearby grave and attack you. This is a typical battle with a relatively low defense level 100. Melee protection prayer will completely defend you. After defeating Ulfric, open the chest again. This time you succeed, and in it is your reward.

Runescape OBSERVATORY QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Go west of Yanille to the Observatory, and talk with the professor in the house south of the Observatory.
Quest difficulty level: Medium.
Reward: 2350 crafting exp, 2 random items.
Quest points gained: 2.
Required Skills: Level 10 crafting and the ability to kill a level 42 goblin guard.
Required Items: 3 wooden planks (barbarian outpost/wild), bronze bar, molten glass, antiposion is also recommended.
Professor: Tell him that you’d like to look in the telescope. He will tell you that he needs some parts replaced. He’ll need wood, bronze and glass. Talk with the professor again and give him your 3 wooden planks. Talk with him again to give him the bronze bar, and again to give him the molten glass.
Lens mould: After giving the professor the molten glass, he’ll ask you for a lens mould. Go down the ladder in the house and try to locate a cage. You’ll have to search the south-eastern most chest in the cave to find a key for it. Once you have found the key, go back and go into the cage. Search the sacks until you find a lens mould.
Professor: Go back to the professor with the lens mould. He’ll want you to make the lens. Use the molten glass on the mould, and return the lens to him. Now go down into the dungeon again, but this time look for the ladder up to the Observatory. Go up and talk with the professor a couple of times.

NATURE SPIRIT QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak with Drezel at the portal to Morytania.
Quest difficulty level: Easy.
Reward: 2,000-3,000 exp in hits, defence and crafting + a silver sickle. Furthermore you will be allowed to use the nature spirit altar which gives you +2 prayer points when prayer at it the second time.
Quest points gained: 2.
Required Skills: Level 18 crafting, done Priest in Peril.
Required Items: Sickle mould (Al-Kharid crafting store), Silver bar, Amulet of ghost speak. Note: Make sure you have prayer points before starting this quest, you need them to use the sickle later on.
Monsters: Ghast (30).
NPC: Drezel (Under the temple, go down the ladder go the north of it), Ulizius (Gates to Mort Myre), Filliman Tarlock (Main npc, island in south Mort Myre), Father Urhney (Lumbridge swamps).

NATURE SPIRIT QUEST WALKTHROUGH
After you’ve talked with Drezel, head through the portal and in to Morytania. Go south-east until you reach a gate with ulizius outside it. Walk through the gate (ignore the warning), and go as far south as you can. You should see an island.
Go to the southern side of the island, and jump the bridge. Try speaking with Filliman Tarlock and he will only speak gibberish.
Amulet of Ghost Speak: If you already have it from the restless ghost quest, jump to the next step. If you don’t have the amulet, here’s what you do: Go back to Drezel and tell him about the spirit, he will tell you about the amulet. You then have to go to the Lumbridge swamps and talk with Father Urhney in the most south-eastern house there. He will give you the amulet. Go back to Filliman.
When talking with Filliman try to convince him that he’s a ghost, and he won’t believe you. Go and pick up the washing bowl on the table to the west of Filliman, and under that you should find a mirror, pick it up and use it on Filliman. He will now believe that he is in fact a ghost.
Filliman will talk about his journal, to find this, search the Grotto, and then speak with him again. Filliman will speak about becoming a Nature Spirit, he will give you a druid spell and tell you that he need three things:
Something with faith: Go to Drezel and ask if he can bless you, he will tell you that you are the “something with faith”. After that go back to Fillimans island.
Something of the nature: Cast the druid spell near some of the dead logs. When you’ve done that, pick a fungus up, and head back to Filliman.
Something of a spirit-to-become freely given: This is your spell.
Then search the 3 stones on the ground around Filliman and use the fungus on the nature stone, the spell paper on the spirit stone, and stand on top of the faith stone yourself. Speak with Filliman and say that you have figured out the puzzle. He will cast a spell, and become a nature spirit. Enter the Grotto and speak with Filliman.
After you’ve entered the Grotto and spoken with Filliman, he will ask you to make a silver sickle. To do this you need a mould from the Al-Kharid crafting store, and a silver bar. Use the silver bar on a furnace (closest is in Al-Kharid), and make a sickle. Go back to Filliman in the Grotto, and he will bless it for you.
Note: Make sure you have prayer points, you need them to use the sickle.
Now he will give you a druid pouch and ask you to kill three of the ghasts outside. To do this, you will need to right click your sickle and choose “Cast bloom spell” (you can only do this if you’re not wielding it) near some logs and dead bushes. Pick up the pieces of nature that appears around you. When you have three, choose “fill” on your druid pouch, and then try to locate some of the ghasts.
When a ghast tries to attack you now, they will become visible, and you can attack them. Kill three and go back to Filliman. This completes the quest.