Imp Catcher

Posted by: amber  //  Category: Runescape Guide, Runescape Quests

Start: To begin this quest you have to speak to Wizard Mizgog located in the Wizards’ Tower.
Skills: A bit of patience and the ability to defeat Level 2 Imps.
Quests: None!
What You Need: Red, Yellow, Black and White Beads.

Scroll down to the end of the guide to find a ‘Fast Quest Walkthrough’.

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Getting to the Tower

Home Teleport and Walking: There are two methods to doing this. The first is simplest and would be best used by players who have just begun playing RuneScape as it doesn’t take you into places where you could possibly get lost. To use the first method use the Home Teleport spell. From there walk north and continue following the path until you come to a crossroads. Either read the signpost or head south to arrive in Draynor Village. Keep following the road South and you will come to a big stone bridge. Head across that and you are in the Wizards’ Tower.

The second method would be suggested to players who have explored the F2P area a bit more then people who have just started playing RuneScape. Head north once again until you come to the General Store. Walk behind it and you will see a dark brown path. Follow this through a dark looking forest filled with Goblins and the occasional Spider. Once you get to the end of the brown path you should be near the bridge to Wizards’ Tower. Just walk across like in the other method and you are there.

For Members there is also these added options of getting to the Wizards’ Tower. One of them is to use an Amulet Of Glory to teleport to Draynor Village and then head South to the Wizards Tower.

Another method is to use the Fairy Rings. With a Dramen Staff equipped use any teleport to Zanaris spell and then with the Fairy Ring behind the tower use the code “DIS”.

Getting Started

To begin the quest you need to speak to a wizard within the tower. He is located on the third Floor and there is a picture below to help you identify him from the people on the third Floor.

Start talking with Wizard Mizgog and ask him for a quest PLEASE and you will find out that he needs help with something. It would appear that a rival of his; Wizard Grayzag has enlisted the help of hundreds of Imps. He tells you that the Imps have stolen his four magical beads and that they are located all over the kingdom.

He would like your help in getting them back.

Acquiring the Beads

There are two ways of getting the beads you need to finish Imp Catcher. By far the easiest way is to buy them off of another player.

But if you are up for a challenge and think you have a bit of patience, try and kill the Imps to get them back. The Imps are spread all over RuneScape and you can find them nearly anywhere there is a major city or town. The most common places to find them is south of Falador, just below the wall. Around all the entrances and exits of Varrock. They are difficult to kill because the quite often teleport around and out of battle before you get a chance to deliver the final blow. If you are a higher level, this will be no problem as you can just one-hit-kill them. Another problem is that their drops aren’t always 100% beads. They will drop Bread, Ashes and Flour Pots just to name a few. Just stick at it and you will get the beads in no time at all.

Finishing the Quest

Once you have the beads head back to the Wizards’ Tower and talk to Wizard Mizgog again to give them back to him. He will mention that he needs to find out if they’re his beads and then he will place them into a device on his table. This triggers a cut-scene and ultimately the end of the quest.

Rewards

An Amulet Of Accuracy
875 Magic Experience
1 Quest Point
Amulet of Accuracy

As shown above one of your rewards for completing this quest is an Amulet of Accuracy. As the name suggests it is used to boost your accuracy for Ranged skills like Magic, but it can also increase your accuracy for hand-to-hand combat.. Below are the stats for it.

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Fast Quest Walkthrough

[^] Talk to Wizard Mizgog
[^] Get Red, Yellow, Black and White Beads
[^] Take the Beads to Wizard Mizgog to see a cut-scene
[^] Quest Complete!

Runescape WHAT LIES BELOW QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to Rat Burgiss at the crossroad on the path south of Varrock.
Quest difficulty level: Medium.
Reward: 8000 Runecrafting, 2000 Defense, Beacon Ring, alternative route to the chaos altar.
Quest points gained: 1.
Required Quests: Rune Mysteries.
Required Skills: Level 35 Runecrafting.
Required Items: Bowl, 15 chaos runes.
Monsters: Outlaw (Level 32), King Roald (Level 47).
NPC: Rat Burgiss, Surok Magis, Zaff.

WHAT LIES BELOW QUEST WALKTHROUGH
Speak to Rat Burgiss at the crossroads of Lumbridge and Varrock. While traveling to Varrock, his cart was ransacked by outlaws. These outlaws took five pages of some very important papers. Offer to get them back for him. He heard the outlaws say they were heading to a camp site northwest of Varrock. Burgiss provides a folder to put the pages in, after you have reclaimed them. Head up to the outlaws camp - due east of the Edgeville fairy ring and southwest of the Spirit Tree. Kill five Outlaws (Level 32) and use the papers they drop on your folder. Return to Burgiss and give him his folder.
Burgiss will tell you a secret. Your response makes him decide to instead give you another task which is delivering a letter that is incomprehensible to you. The letter is to be given to Surok Magis, a wizard residing in the Varrock Palace Library, so head up and speak to him. Upon giving him the letter, he will immediately destroy it and offer to let you in on a secret - he has discovered a way to turn clay into gold bars. He only needs a few more things so he can create enough gold to share with you: a bowl and a wand with the power of the chaos altar in it. He will give you a metal wand and a diary written by one Sin’keth, a follower of Zamorak who helped in the creation of the Tunnel of Chaos, hidden beneath a statue of Saradomin. Surok Magis will also tell you of a historic tome somewhere in the library which contains details on a shortcut to the Chaos Altar. Search the bookcases until you find the Dagon’hai history; this book also points to the statue of Saradomin as the entrance to the Tunnel of Chaos.

Take 15 chaos runes and the metal wand to the Chaos Altar. There are three ways to go:

The Abyss - Like any normal abyss trip, go through the abyss and into the Chaos portal.
The Wilderness - Head north and west from Edgeville and enter the Chaos Altar with a talisman or tiara.
The Tunnel of Chaos (Level 42 Mining Required) - You will need a Chaos talisman or tiara for this path. Head out the east gate of Varrock and follow the path north to the Saradomin statue.
The Saradomin Statue Use a bronze pickaxe to excavate the statue. If you don’t have one speak to Anna Jones who will give you one on Surok’s orders. Use the wand on the Chaos altar to infuse the runes. Return to Surok with the Infused wand and bowl. He must now prepare the spell, which will take some time.
To occupy you during the wait, he has a letter for you to deliver to Rat Burgiss. Head to Rat and give him the letter - after reading it he will decide to let you in on his secret. It turns out he is really the Commander of the Varrock Palace Secret Guard, acting on suspicions that Surok was trying to control King Roald. It appears in your vain wishes for gold, you have really helped Surok to finally get the items needed for his mind-control spell. The only person with the knowledge to counteract this spell is Zaff, the owner of the staff shop in Varrock. Speak with him, saying that Rat Burgiss sent you. The spell developed to counteract Surok’s mind-control spell will only work if King Roald is made incredibly weak beforehand. Zaff will give you some instructions and a beacon ring, used to summon him when King Roald is appropriately weakened. Though Surok will most likely refuse to an arrest, you have been made an honorary member of the Varrock Palace Secret Guard so you are able to arrest him.

It is time to return to the Varrock Palace Library and confront Surok. He, of course, refuses to go quietly. Instead, he orders King Roald - already placed under his spell - to attack you. In a cut scene, Surok will summon King Roald (Level 47), who, after brief disorientation, decides he must kill you. Fight him until your chatbox says “Now would be a good time to summon Zaff!” Operate the Beacon Ring, and Zaff will cast the counter-spell, then teleport King Roald out of danger. Surok will attempt to escape, but his teleportation spell will be corrupted by Zaff. Zaff has instated a permanent teleblock on the library, stopping Surok from ever leaving. All that is left is to go to Rat and tell him of the mission’s success. Though it is expected he will no longer be a problem, a closer watch is now being kept on Surok. Burgiss gives you the reward, mentioning that one day there may be a place for you in the Varrock Palace Secret Guard.

About Magic Carpet Transportation

Posted by: runescape  //  Category: Runescape Quests

The carpet normally costs 200gp per ride, with the Feud quest done or a Ring of Charos (a) it’s only 100gp and with both it’s 75 gp. You cannot hold anything in your weapons slot if you take the carpet. To get around this go into the desert and your Shantay Pass will disappear, just unequip your weapon and take the carpet.

You will not have to take the carpet at all if you have completed the Enakhra’s Lament quest and have your Camulet ready. It has 4 charges and can be recharged by using Ugthanki Dung (camel dung) on it.

You can also use the Fairy Ring teleportation system if you have started Fairy Tale Part 2: Cure a Queen and reached the point where you learn about the Fairy Rings. The fairy ring combination is “BIQ,” and it will bring you to outside of the Kalphite Lair.

There is also the Pharaoh’s Sceptre found in the Pyramid Plunder minigame that can be used to teleport to the Desert Treasure Pyramid (Jaldraocht).

And finally the house teleport if you have a house in Pollnivneach.

The Archaeologist
As rumors abound you must have heard them and being interested in adventures like any good adventurer you will want to go off and find this treasure.

To start this adventure you must talk to the Archaeologist at the Bedabin Camp right beside the Magic Carpet. If you have not completed all of the quests that are required for this quest than he will just be ‘lost in his thoughts’. If you have completed all the quests required than he will tell you that he thinks there is a treasure in the desert and he wants you to take some notes to the Terry Balando, the Archaeological Expert at the Exam Center.

Talk to Balando with the notes and he looks at them. Talk to him again and he will give you the translated notes. Bank and get 650 coins (plus some for the magic carpet if needed), 12 Magic Logs, 6 Steel Bars, 6 Molten Glass, 1 Blood Rune, some Ashes, some Normal Bones, and Charcoal, note all of the items. Return the translated notes to the Archaeologist and he says it confirms what he thought and that if you help him he’ll chip you in for part of the reward. Agree and he tells you to go search around the Bandit Camp to the south.

Eblis and the Scrying Glass

Note: Before going to the Bandit Camp make sure you aren’t wearing anything related to Saradomin or Zamorak like Holy/Unholy symbols, their God Capes/Staffs, etc. If you do the Bandit’s will attack you (this is multi combat area so you may get attacked by a lot of Bandits). They are only level 57 but if they swarm you they can be very annoying and dangerous if you have low Defense. And you can’t talk to anyone while being attacked anyways. Guthix items don’t effect them (I’m wearing a Guthix’s cape in the picture below).
Go to the camp and buy a beer (Bandit’s Brew) from the bartender for 650 coins. Then talk to him about the 4 gems (the lowest talk option, and he will say Crystals not Gems) and he will tell you to talk to Eblis (eastern side of the camp, just south of the general store near the south side of a building there). Go talk to him and he will tell you about the god wars and eventually ask you if you want to help and then he will ask you for some material to make a Scrying Glass.
Use all the other items that he needs (you should have them all noted and ready), Magic Logs, Molten Glass, Steel Bars, Ashes, Blood Rune, Charcoal, and regular Bones. Use them on him, he won’t take them from you if you just talk to him. He will go set up the Scrying Glass and tell you to come meet him when you’re ready. Go to the top of a little hill with 6 mirrors on it that he wanders around and talk to him. Then look into each of the mirrors, which will show you a little cut scene of each place you will need to visit.
Note: You will want to bank the gems as fast as possible once you have them because while you carry them around there is a chance that a Level 95 Stranger will appear with a Ddp++ and attack you (usually near a bank), possibly using the special, so you do not want to carry around the Diamonds any more than you have to.

If you lose any of the Diamonds, you can find them in the area where you got them:

Shadow - in Damis’ Lair
Smoke - in the Smoky Well
Ice - from the Ice Troll Child
Blood- in front of Dessous’ tomb.
Additional Note: The item and equipment lists are only suggestions, change them as you wish to fit your preferences.

Desert treasure

Posted by: runescape  //  Category: Runescape Quests

Start: Begin by speaking to the Archaeologist at the Bedabin Camp.
Skills: 50 Firemaking, 50 Magic, 10 Slayer, 53 Thieving.
Quests: The DigSite Quest, Priest in Peril, The Temple of Ikov, The Tourist Trap, Troll Stronghold, Waterfall Quest.
What You Need: 20+ Prayer Potions (4 dose); 10-15 Shantay Passes or a Camulet and Ugthanki Dung to recharge it; Waterskin(s) (4) and Desert Robes are suggested; Charcoal; Tinder Box; a Pestle and Mortar; Spice/Gnome Spice; a Cake (or something else ’sweet’); 1 Silver Bar; 1 Blood Rune; Climbing Boots; Spiked Boots (see ‘rewards’ in quest guide); a Facemask; 1-50+ Lockpicks; 6 Molten Glass; 6 Steel Bars; some Ashes; 12 Magic Logs; 1 set of Normal Bones; the Ice Gloves; and at least 650 coins.

Recommended Skills: A high Agility level will be a distinct advantage, ability to defeat extremely tough enemies above level 150, 43+ Prayer, 60+ Magic, 60+ Attack, it can be done without Prayer for pures but it may be much harder, 38+ Herblore.
Recommended Quests: Enakhra’s Lament, for Camulet teleportation; Heroes Quest, so you already have the Ice Gloves, and so you can recharge glories; Garden of Tranquility, Ring of Charos (a) for cheaper carpet rides; The Feud, for cheaper carpet rides; Eadgar’s Ruse, for Trollheim teleport; Nature Spirit, to get through the swamp without losing food to Ghasts via the use of Druid Pouches; In Search of the Myreque, for a faster and less dangerous way to the Graveyard (and less risk of losing food if you haven’t done Nature Spirit); Fairy Tale Part 2: Cure a Queen, for Fairy Ring transportation system.

Scroll down to the end of the guide to find a ‘Fast Quest Walkthrough’.

Runescape FAIRY TALE PART II: CURE A QUEEN QUEST GUIDE

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to Martin the Master Gardener, just north of the village square in Draynor Village .
Quest difficulty level: Medium.
Reward: 3,500 Herblore exp, 2,500 Thieving exp, 2,500 exp to a skill of your choice, access to Fairy ring transportation network.
Quest points gained: 2.
Required Quests: Fairy Tale Part I: Growing Pains.
Required Skills:Level 57 Herblore, Level 49 Farming, Level 40 Thieving.
Required Items: Dramen Staff, Vial of water, Mortar and Pestle.
Monsters: Gorak (Level 145).
NPC:Martin the Master Gardener, Fairy Godfather, Co-ordinator, Fairy Chef, Fairy Nuff, Fairy Very Wise, Fairy Queen.
FAIRY TALE PART II: CURE A QUEEN WALKTHROUGH
To begin, speak to Martin the Master Gardener in Draynor Village square. He will ask you to return in a few minutes to check and see how his crops did. Wait about 10 minutes and then talk to Martin a few times. He will tell you that the crops still are not growing well. Go to Zanaris to see what is wrong.

Make sure you have your Dramen staff and go to the shack in Lumbridge swamp that takes you to Zanaris. Once there travel to the far north west corner, just north of the bank, and pick up Nuff’s Certificate. Go to the chamber room, which is just south of the entrance to Zanaris, and speak to the Fairy Godfather about the location of the Fairy Queen and he will ask you to find the Fairy Queen. Agree to find her and he will tell you to speak to the Co-ordinator.

The Co-ordinator, who is just outside of the chamber room, will tell you how to use the fairy rings. After she has explained how to use the fairy rings, right click on Nuff’s Certificate and select the “study” option.

Go just south of the bank and speak to the Fairy Chef about the strange markings. She will tell you she has seen them before near the Cosmic Altar. Go southeast to the Cosmic Rune Altar and when you get there check the Rune temple sign, which is just south of the mysterious runes. It reads: “Cosmic Rune Altar.” You can use these letters to decode Nuff’s Certificate. To avoid the effort, it says: “The godfather attacked us. We have fled to safety. If you are loyal to her majesty, find us by using coordinates AIR, DLR, DJQ, AJS.”

Leave the Cosmic Altar area. After following the winding path you will see a fairy ring. Make sure your Dramen staff is equipped and that you have Nuff’s Certificate. Click the center of the ring. A window like this will appear. Click on each wheel so that AIR appears in the boxes in the bottom. Next click the teleport to this location button. Return to where you were by clicking on the center of this fairy ring. Now do the same thing for DLR, DJQ, and AJS, although when you do DJQ you will only teleport a few spaces away and stay in Zanaris. If you accidently go to the wrong place, start over with AIR again. Once you have teleported to AJS you will find yourself in the Queen’s Chamber.

Go to the far North East side of the chamber and speak to Fairy Nuff. She and Fairy Very Wise will tell you that the Fairy Godfather still has the Queen’s golden secateurs and that they need them back. Go to the Fairy Godfather again and pickpocket him. If you get caught just return and try again (it helps if the guards aren’t looking) to get the secateurs. Return to the Fairy Ring and type AJS to go back to the Queen’s Chamber. Give Fairy Nuff the secateurs and she will tell you that she also needs an essence potion to revive the Queen.

Fairy Nuff will tell you that to get the magic essence potion you need a Vial of water and you need to mix in star flower and a powdered Gorak claw. To get the star flower teleport to CKP using the fairy ring and pick a star flower from the plants that will begin to grow everywhere after a few seconds. Now go to the nearby bank and get your armour and food to fight an agressive level 145 Gorak that you can not use a protection prayer against. Teleport to DIR and fight a Gorak to get its claw. Once you have the claw use it with a pestle and mortar to get the powered Gorak claw. Use the star flower with the vial of water and then use the powered Gorak claw with the unfinished potion. You will now have a magic essence(3) potion. Take it back to Fairy Nuff. You need to enter all four codes again(AIR, DLR, DJQ, AJS). Speak to Fairy Nuff and then use(be careful not to drink it all) the potion on the Fairy Queen who is lying on the bed nearby(which will use one dose of the potion). Speak to the Queen once she awakes to finish the quest and claim your reward.

Runescape THE EYES OF GLOUPHRIE QUEST GUIDE

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to Brimstail, in his cave on the western side of the tree gnome stronghold.
Quest difficulty level: Easy.
Reward: 12000 Magic, 250 Construction, 2500 Woodcutting, 6000 Runecrafting, Crystal Saw (from small crystal seed).
Quest points gained: 2.
Required Quests: The Grand Tree.
Required Skills:Level 5 Construction, Level 46 Magic, Level 13 Runecrafting and Level 45 Woodcutting would be an advantage.
Required Items: Woodcutting Axe, a Bucket of Sap(or a Knife and Bucket), Hammer, Saw, Maple Logs, Oak Logs, one Mud Rune, Pestle and Mortar.
NPC:Brimstail, Hazelmere, King Narnode Shareen.

THE EYES OF GLOUPHRIE WALKTHROUGH
Talk to Brimstail and ask him about his new pet Izzie. He will tell you she has recently arrived. Ask him about his research and feign an interest in the history of his story; offer to help out and the quest will begin. He will tell you to go into the next cave and inspect the machine built by Oaknock the Engineer. Just inspect the machine and the crystal bowl (which is on an inaccessible island) and return to talk to Brimstail. Brimstail will ask you to talk to Hazelmere to discover the historical mistrust of Mages by Gnomes. Hazelmere is the Gnome you spoke to during the Grand Tree quest. He is located on the Jungle Spider Island east of Yanille ( you can take the Spirit Tree teleport to the Tree Gnome Village, use the Watchtower teleport or use the Fairy Ring to speed up your journey). Once you arrive speak to Hazelmere, but of course he only speaks Ancient Gnomish. Don’t worry, continue listening and responding to his gibberish and he will cast a spell on you enabling you to communicate. Once you can communicate, Hazelmere will tell you a long story about the fall of Glouphrie and the historical mistrust of Mages. When he has finished his story he will give you a crystal disk. Return to Brimstail to recount Hazelmere’s story. While you are explaining this to Brimstail you notice a mysterious figure sneak past and sabotage the machine. Speak to Brimstail again and he will ask you to inspect the machine. So head round the corner and inspect the machine and try to fix it, you will find that it is indeed broken. To fix the machine you need: one set of Maple Logs, one set of Oak Logs, a saw, a hammer, and Magic Glue. Most of this list is pretty obvious except the Magic Glue. Talk to Brimstail and he will eventually tell you to get some sap from an evergreen tree (normal trees with pointed tops also class as evergreens). To do this you must have a bucket in your inventory and use a knife on the tree. You should now have a bucket of sap. To make the glue you need to use a Mud Rune with a Pestle and Mortar to get a powdered mud rune. Add this powder to the sap to make glue. You can now return to the machine and fix it. Unfortunately, once you fix it, the machine is locked again. When you try to unlock the machine you are presented with a random number and a slot. The solution is to find the particular coloured shape associated with that number. There are four shapes (circle, triangle, square, pentagon) and seven colors. To find a number associated with a particular shape/color combination you multiply the number of sides the shape has by the number associated with the colour. The colors are: Red = 1, Orange = 2, Yellow = 3, Green = 4, Blue = 5, Indigo = 6, and Violet = 7. The four shapes having the following values: Circle = 1, Triangle = 3, Square = 4, and Pentagon = 5. In order to unlock the machine you must find a shape which is equivalent to the number given on the front of the machine. To do this you have to use Oaknock’s Exchanger next to the main machine. The Exchanger will take up to 3 disks and convert them into other disks of equal value; do this until you are able to get a single disk with the value you require. If you need more crystal disks go and talk to Brimstail (he will only give you more disks twice unless you drop some and ask again). Once you have your disk you just need to insert it into Oaknock’s Machine and click the green button. Now you have opened the machine you’ve got to do it all again, only this time there are three numbers. The first must be a single disk of the given value. The second must be exactly two disks which add up to the given value and the third is exactly three disks adding up to the given value. Again, if you need any more disks just go back to Brimstail and he will give you more. Once you are done the machine starts working the pet will become an Evil Creature. Talk to Brimstail, he isn’t very happy about the fact his pet has transformed. He suspects that that the creatures are spies for Glouphrie and that they need to be killed. Now you have to find all six creatures and kill them at these locations: Brimstail’s cave, entrance to the Stronghold, next to the Spirit Tree, Tortoise training area north of the swamp, next to King Narnode Shareen, and next to the Gnome Glider at the top of the Grand Tree. Once you have heroically slain the six Evil Creatures talk to King Narnode Shareen to complete the quest and receive your reward.

Source: tip.it

Runescape AS A FIRST RESORT QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to Chief Tess in the ogress town of Oo’glog.
Quest difficulty level: Medium.
Quest Length: Long.
Reward: 15000 Firemaking, 15000 Hunter, 15000 Woodcutting, access to all of Oo’glog’s features, ability to hunt the diseased kebbit, wimpy bird and platypus, and ability to keep platypodes as pets.
Quest points gained: 1.
Required Quests: Big Chompy Bird Hunting, Zogre Flesh Eaters.
Required Skills: Level 48 Hunter, Level 51 Firemaking, Level 58 Woodcutting.
Required Items: 8 achey logs, 15+ eucalyptus logs, 4 normal spears (any kind), 2 raw chompy birds, tinderbox, 8 stripy feathers, 4 wolf bones, 8 larupia furs, box trap, bird snare, knife, logs (for deadfalling).
Monsters: Not required to fight: Ogress Champion (level 99), Ogress Warrior (level 86), Ogress (level 69), Wolf (level 64).
NPC: Chief Tess, Balnea, Chargurr, Snurgh, Kringk, Seegud.
AS A FIRST RESORT QUEST WALKTHROUGH

Enter the ogre settlement of Oo’glog. This can be accomplished in two different ways. One way, you can do this by running straight south from Yanille, and then running around to the west of the mud wall around the resort and passing through the entrance. Alternatively, keep heading south, and pass through the Agility short cut in the wall. This requies level 29 Agility required. Players who have completed One Small Favour can fly to Feldip hills using a gnome glider to save time. Those who have finished part of Recipe for Disaster can take a boat from the beach near Tai Bwo Wannai and arrive fairly close to the resort. Players can also use the Fairy Ring code AKS to arrive nearby. Lastly, hunters who have completed Eagles’ Peak quest and who have set up the jungle eagle spot can fly straight to the jungle outside of Oo’glog.

Once inside the resort speak to Chief Tess about what is going on in the settlement. She can be found in the hut directly north of the general store adjacent to the bank. She will explain that a human is motivating the ogresses into helping her build a resort for money. Agree to speak to the “other human,” Balnea, in the bank. She will speak for a while. Say that you will help her until the conversation ends. You will now be able to use the bank and will need to speak to Chargurr about catering.

Chargurr will explain that she needs some spears, chompy birds, and logs in order to be ready. You will need to get 10 eucalyptus logs and 8 achey logs. She won’t tell you how many spears and chompies you will need beforehand. Eucalyptus and achey trees can be found west of the resort. The area is multicombat with Wolves (level 64), Ogresses (level 69), Ogress warriors (level 86), and Ogress champions (level 99) wandering through the woods. Bring armor, food, and a weapon along with an axe. If you are on a lower level, it is a better idea to only enter the area for the 10 eucalyptus logs and then either chop achey trees inside of Oo’glug or run north to other ogre areas where more achey trees can be found.

Return to Chargurr with the logs she has asked for and then ask how many spears she will need. You will eventually decide upon 4 spears of any kind. A quick way to get spears during the quest is to kill Ogress warriors with spears. An alternative would be to take 4 bronze bars and 4 logs, then take the glider to the Tree Gnome Stronghold, take the Agility shortcut, and make the spears at the Barbarian Training area and return. Give Chargurr the spears and ask her how many raw chompy birds she will need. You will need two. Give her the raw chompies and then light the fire (you can use the ogre bow if have completed Barbarian Training). Return to Balnea when you have done so.

Speak to Snurgh, who is in the most eastern building next to the beach. She needs 8 tropical wagtail feathers for pillows. Catch one tropical wagtail in the jungle area just above Oo’glog with a bird snare if you need to get the feathers. You should receive 8 feathers from one catch. Snurgh will take them. Now return to Balnea.

Speak to Kringk and bring her 4 wolf bones and 8 spined larupia furs for her salon. Give them to her - tatty or perfect furs will do. Next, speak to Balnea before speaking to Seegud who is north-east of the bank. Seegud will ask you to scare away the flies around the baths. Seegud explains to you that the flies at each pool are repelled by different scents, depending on flowers burnt. She has left stones at each fire pit to tell you what flowers need to be burnt along with one eucalyptus log. Carry out her instructions and burn the right selection of flowers with a eucalyptus log at any fire pit using a tinderbox. Unfortunately, it won’t get rid of any flies and the ogre children will all start laughing.

Long brown: Eucalyptus log
Green gumdrop-shaped: Fever grass
Red round: Primweed
Yellow egg-shaped: Tansymum
Orange squarish: Stinkbloom
Tall Purple: Lavender
Speak to Seegud again, she will explain that the ogre children have most likely played around with the stones for fun, but she reckons that you can still work out the code using the stones - it will just be different to what she originally made it. Head to the thermal bath with several of each flower and eucalyptus logs and play around with combinations until the fire scares away the flies. You know that the long-brown stone must still be the eucalyptus, so it is a case of working out the flower needed for the second part of the thermal bath fire. The thermal bath is the best place to start as you only have to guess one stone to begin with. Then head to the mud bath to the east, then to the salt-water bath west of the thermal, then the sulphur, and finally the Bandos bath. That way you can gradually work out what the remaining stones must logically mean. As you go around, note down which stone is for which flower - this is different for everyone. Once you have driven off all the flies at every bath speak to Seegud, and then yet again talk with Balnea.

Balnea will explain that there are toxic animals roaming the resort, and they are the final of her issues with the plot before it can be opened. She claims that despite being a great Hunter that you should do the job of removing the animals, but she does mention that Chief Tess may be able to help. Speak to Chief Tess, and ask about methods to catch the platypodes, diseased kebbits and wimpy birds. Platypodes must be caught alive using box traps, wimpy birds require bird snares, while diseased kebbits require a knife and logs to catch. If you don’t have logs on you, they can be easily chopped in the jungle above the settlement. Each animal will also be attracted to a certain flower when burnt, and repelled by another. Below are the flowers to burn in order to attract the animals while hunting them:

Kebbits: Fever grass
Wimpy birds: Tansymum
Platypodes: Lavender
You will need to kill 5 wimpy birds and 4 diseased kebbits, and then catch and relocate the 4 platypodes so they don’t interfere with the resort. The wimpy birds are just west of the bank, the platypodes are above the Bandos bath, and the kebbits are split next to the thermal and salt-water baths. Run infront of the animals whilst burning the flowers to lure them towards your traps. You can not set up more than one dead fall trap for the diseased kebbits as the ogre children complain that you are blocking up the place. If you anger a platypus with the wrong flower being burnt it will poison you, and wimpy birds and kebbits will attack you in less dangerous ways for the same reason. When you catch any of the four platypodes release them at the shore within Oo’glog near the reeds. They will reward you with a casket each time.

After you have completed these tasks speak finally to Balnea. The quest is now complete. You can now use the baths for free at Oo’glog, hunt the animals outside, and you can keep one platypus at a time as a pet if you can catch it.

Source: tip.it

Runescape CURE A QUEEN QUEST GUIDE

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to Martin the Master Gardener, just north of the village square in Draynor Village .
Quest difficulty level: Medium.
Reward: 3,500 Herblore exp, 2,500 Thieving exp, 2,500 exp to a skill of your choice, access to Fairy ring transportation network.
Quest points gained: 2.
Required Quests: Fairy Tale Part I: Growing Pains.
Required Skills:Level 57 Herblore, Level 49 Farming, Level 40 Thieving.
Required Items: Dramen Staff, Vial of water, Mortar and Pestle.
Monsters: Gorak (Level 145).
NPC:Martin the Master Gardener, Fairy Godfather, Co-ordinator, Fairy Chef, Fairy Nuff, Fairy Very Wise, Fairy Queen.
FAIRY TALE PART II: CURE A QUEEN WALKTHROUGH
To begin, speak to Martin the Master Gardener in Draynor Village square. He will ask you to return in a few minutes to check and see how his crops did. Wait about 10 minutes and then talk to Martin a few times. He will tell you that the crops still are not growing well. Go to Zanaris to see what is wrong.

Make sure you have your Dramen staff and go to the shack in Lumbridge swamp that takes you to Zanaris. Once there travel to the far north west corner, just north of the bank, and pick up Nuff’s Certificate. Go to the chamber room, which is just south of the entrance to Zanaris, and speak to the Fairy Godfather about the location of the Fairy Queen and he will ask you to find the Fairy Queen. Agree to find her and he will tell you to speak to the Co-ordinator.

The Co-ordinator, who is just outside of the chamber room, will tell you how to use the fairy rings. After she has explained how to use the fairy rings, right click on Nuff’s Certificate and select the “study” option.

Go just south of the bank and speak to the Fairy Chef about the strange markings. She will tell you she has seen them before near the Cosmic Altar. Go southeast to the Cosmic Rune Altar and when you get there check the Rune temple sign, which is just south of the mysterious runes. It reads: “Cosmic Rune Altar.” You can use these letters to decode Nuff’s Certificate. To avoid the effort, it says: “The godfather attacked us. We have fled to safety. If you are loyal to her majesty, find us by using coordinates AIR, DLR, DJQ, AJS.”

Leave the Cosmic Altar area. After following the winding path you will see a fairy ring. Make sure your Dramen staff is equipped and that you have Nuff’s Certificate. Click the center of the ring. A window like this will appear. Click on each wheel so that AIR appears in the boxes in the bottom. Next click the teleport to this location button. Return to where you were by clicking on the center of this fairy ring. Now do the same thing for DLR, DJQ, and AJS, although when you do DJQ you will only teleport a few spaces away and stay in Zanaris. If you accidently go to the wrong place, start over with AIR again. Once you have teleported to AJS you will find yourself in the Queen’s Chamber.

Go to the far North East side of the chamber and speak to Fairy Nuff. She and Fairy Very Wise will tell you that the Fairy Godfather still has the Queen’s golden secateurs and that they need them back. Go to the Fairy Godfather again and pickpocket him. If you get caught just return and try again (it helps if the guards aren’t looking) to get the secateurs. Return to the Fairy Ring and type AJS to go back to the Queen’s Chamber. Give Fairy Nuff the secateurs and she will tell you that she also needs an essence potion to revive the Queen.

Fairy Nuff will tell you that to get the magic essence potion you need a Vial of water and you need to mix in star flower and a powdered Gorak claw. To get the star flower teleport to CKP using the fairy ring and pick a star flower from the plants that will begin to grow everywhere after a few seconds. Now go to the nearby bank and get your armour and food to fight an agressive level 145 Gorak that you can not use a protection prayer against. Teleport to DIR and fight a Gorak to get its claw. Once you have the claw use it with a pestle and mortar to get the powered Gorak claw. Use the star flower with the vial of water and then use the powered Gorak claw with the unfinished potion. You will now have a magic essence(3) potion. Take it back to Fairy Nuff. You need to enter all four codes again(AIR, DLR, DJQ, AJS). Speak to Fairy Nuff and then use(be careful not to drink it all) the potion on the Fairy Queen who is lying on the bed nearby(which will use one dose of the potion). Speak to the Queen once she awakes to finish the quest and claim your reward.

Olaf’s Quest

Posted by: cow  //  Category: Runescape Quests

Start Point: Olaf Hradson, who is Northeast of Rellekka (faster to use the Fairy Ring Combo DKS)
Items Needed: Tinderbox, Hatchet (any metal), Spade, Food for Olaf (acquired during the quest), Equipment to face a level 100 melee-oriented Skeleton
Skill Requirements:Level 50 Woodcutting, Level 40 Firemaking, high Agility is an advantage
Quest Requirements: The Fremmenik Trials

Go north-east of Rellekka and talk to Olaf.

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Olaf’s ancestors were great adventurers and explorers. He wanted to prove he’s as good as they were, so he recently set off on his first voyage. But a strong storm destroyed his ship – now he sits on the shore, thinking how to avoid the humiliation of failing. Agree to help him.

Olaf wants you to bring him some logs from a tree just to the east. Cut some logs from it and bring it back to him. He will carve two sturdy figures from them and ask you to bring them to his wife and son, so they believe he is far away, on an exotic island.

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Ingrid Hradson is just east of the entrance to Rellekka. She will reward you with some bread. Volf Olafson is in the northern part of Rellekka, by the shore. He will reward you with a cooked shark.

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Go back to Olaf. He is freezing – you need to light a fire for him. Use the fireplace next to him and the logs he gave you.

Now Olaf will want some of your food. Once you give it to him, he will give you his grandfathers treasure map.

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The X on the map marks a place 2 spaces down from the tree that you chopped earlier for Olaf. Dig there with a spade and you will fall down to a big cave.

Keep to the east path until you come to a wall with a picture on it.

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What you need to do is pull the levers next to the image of the skull in the order shown on the screenshot.

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Go north, to the shore. You will find a broken, slippery bridge (if you fall of the bridge, you will find yourself north of Olaf – just go back). You need to fix it with 2 rotten barrels and 6 ropes which you will find under the wall.

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Use your ropes with two broken places on the bridge. You will come to a closed gate.

Go back to the cave and kill any Skeleton Fremennik (level 40). They will drop a key to the gate.

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Go back to the gate. Click on the keyhole that resembles your keys shape.

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Go to the other side of the bridge. Open the chest in the middle of the cave.

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Kill the level 100 skeleton, Ulfric.

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Congratulations, you finished Olaf’s Quest!

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Reward: 1 Quest Point, 20K GP, Access to the Brine Rat Caves, 4 Rubies and 12K Defense Experience.