Runescape THE RESTLESS GHOST QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Talk to Father Aereck at Lumbridge. He will tell you that he wants you to get rid of a ghost. Go and meet his friend Father Urhney.
Quest difficulty level: Easy.
Reward: 1125 prayer xp.
Quest points gained: 1.
Introduction: A ghost is haunting Lumbridge graveyard. The priest of the Lumbridge church of Saradomin wants you to find out how to get rid of it.

RESTLESS GHOST QUEST WALKTHROUGH
Father Urhney: He will give you an Amulet of Ghostspeak.
Ghost: Wear the amulet and go and talk to the ghost behind the church. He tells you that he cannot rest until he has his skull back and tells you to search in the Wizards Tower for the skull.
Skull: You can find the skull in the basement of the Wizards Tower. Pick it up and you will get attacked by a skeleton.
Ghost: Return to the ghost and place the skull in his coffin. The restless ghost can finally rest in peace and you will get your reward. This completes the quest.

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.

Runescape GHOSTS AHOY QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Talk to Velorina inside Ghost Village.
Quest difficulty level: Medium.
Reward: Free entrance to Port Phasmatys, teleportation to there using a special vial, which can be recharged right next to it at the ectofunctus, 2400 prayer experience.
Quest points gained: 2.
Required Quests: Restless Ghost Quest and the Priest in Peril Quest.
Required Skills: Must be able to defeat a level 32 giant lobster, level 25 agility, level 20 cooking.
Required Items: 100 coins, a weapon, 7 pots, 7 buckets, spade, silk, needle, thread, knife, Amulet of Ghostspeak, any kind of gloves, oak longbow, bowl of water, 7 bones (can be obtained during quest), dyes, 33 ecto-tokens (obtained during quest).
Monsters: Giant lobster (level 32).
NPC: Velorina (main quest npc), Old crone, Necrovarus, Ghost Disciple, Gravingas.

GHOST AHOY QUEST WALKTHROUGH
Items for this part: 7 Buckets, 7 pots, 7 bones, Amulet of Ghostspeak.
To reach Velorina: To start off, take a pot, some bones or a weapon (level 3 chickens there), some buckets (can be done with 1 but need a lot more walking then) and an Amulet of Ghostspeak with you. Try to continue wearing this amulet the entire quest since it’s needed to talk to a lot of ghosts. If you ever get a ghost replying “woo woo woo” you’re not wearing it.
Through the haunted woods: You’ll have to go through the haunted woods. If you’re afraid of the vampires in the haunted woods take some food or just run from them. You don’t need to take other stuff since you will be able to use a bank soon. Go trough the haunted woods east of Canifis, you will find a ghost city here. At the north side of it, you will find a tower, with inside a Necrovarus and 2 disciples.
Ectoplasm: To the west is a ladder going down. Go down it and then to the opposite side. You’ll find some stairs going down again. Keep doing this a few times until you find yourself in front of a pool of slime. Use your buckets on it. Go all the way back up.
Bonemeal: Take some bones upstairs. If you don’t have any, go to the north-west to find a farm with dead chickens and dead cows to get some bones from them. Use your bones on the bone-grinder to the north. Now left-click it again to spin it’s wheel. After this, use your pot on it.
Ecto-tokens: Go back to the strange ectofunctus structure in the middle and left click it to worship it. Do this as many times as you wish before talking to the disciple and he will keep track of how many tokens to give you. You will get 5 tokens for each Ectoplasm + Bonemeal combination. Make sure you wear your Amulet of Ghostspeak when talking to him. You will need 33 ecto-tokens for the entire quest. Now you can go inside the city to the south. It will cost you 2 tokens.
Velorina: Once inside you will be able to start the quest at the quest point on your map by talking to Velorina. Again make sure you wear your Amulet of Ghostspeak. You can either reply that you know the story of the city or if you are interested reply you don’t know it and read a (quite long) story. Offer to help her with her problem. You have now started the quest. If you are in need of a bank you will have to head south from the quest start.
The plead: Go back to the temple and talk to Necrovarus there. He will get upset that you talked to Velorina and threaten you. Since Velorina did mention another possibility, go back to her. You will have to pay another 2 ecto-tokens.
The refusal: Velorina will tell you about an old friend of hers who was once a disciple of Necrovarus but walked away. This was before they all died. You will have to go and find her. You can take all the stuff needed for this part from the bank now, or later at Canifis, which is a little further, but lighter if you intend to run.
Items for this part: Gloves, bowl of water, bucket of milk.
The old crone: The woman is located in a small wooden house, next to the slayer castle, north from the Canifis slayer master. She will tell you that she can’t remember a thing at her age, but maybe some nettle tea will refresh her memory. Go to a nettle plant, these are located a little bit east from the slayer master. Make sure you are wearing gloves when you try to pick them, otherwise you’ll get stung. Now use the nettle with a filled bowl of water and then on a fire. You’ll get nettle tea.
Her own cup: Go back to the old lady, she will not be satisfied. She wants the tea out of her own cup where she always drinks from and she will hand over this cup to you. Now use your nettle tea with the special cup. Make sure you have your bucket of milk. She drinks her nettle tea with milk, so use the bucket on the cup. Wear your Amulet of Ghostspeak again. Now she will accept it and tell you that there is a spell to expand your Amulet of Ghostspeak to make it so you can control ghosts. It can only be used once though. She will tell you that she needs 3 items for this part, the book of Haricanto, the Robes of Necrovarus and a translation manual.
Items for this part: Silk, needle, thread, knife, dyes. Take whatever you need to kill a level 32, 29 ecto-tokens, spade, oak longbow. You can leave the spade, longbow and 25 of the tokens in your bank.
The first map piece: To start off, talk to the old woman again and tell her that she’s done so much and that you would like to do something in return. She will tell you about her son that’s missing and give you a model boat. Now you’ll need to use a piece of silk with the boat while the needle, treat and knife are in your inventory. You will make a sail. Now go to the east of the old lady’s shack, past the castle for the Fenkenstrain quest and further on until you find a broken down pirate ship. It’s north west of the farm with dead cows. Enter the boat and go up one of the ladders, to the south side of the boat you will find another ladder, go up again. You will have to search the mast there during low wind to find out what colour the bottom, the skull and the top of the sail have. You might want to take a note of the 3 colours. Paint the model boat flag in the exact same colours by using dye on it, then selecting what part you want to paint. To get the colours purple, orange and green, use the dyes with each other: red + yellow = orange, blue + red = purple, blue + yellow = green. After this, go down 1 ladder and talk to the boy there. Ask him if it’s his model ship. He will tell you yes and give you a key in return. You can open the chest in the room next to him with the castle to get a map piece.
The second map piece: Now go to the west side of the ship and look for a plank. Walk over it and you’ll be outside on a rock. Press the “jump rock” option on the rock where you are standing on, then when you’ve walked there, press jump rock on the rock you want to jump to. Keep doing this until you reach the end. It will take about 5% energy for each jump so try to set your movement to walk. At the end you’ll find a chest with another map piece. Now head back to the ship the same way you came.
The third map piece: Go to the lowest floor of the ship and search the open chests here. You won’t need another key. You will be attacked by a giant lobster. Kill it and search the chest again. Use the map pieces on each other to complete the map.
Dragontooth island: Now go back into the ghost-city with the map. Take your spade from the bank, keep the map and take 25 ecto-tokens. Go to the east to find a small rowing boat. Talk to the captain and take a trip to Dragontooth island. On here, you will see a statue. Start west of it next to it’s arm, from here follow the instructions on your map. It has changed now that you’re on Dragontooth island and will make more sense. Start next to the pointing hand of the statue and go 6 steps South, 8 steps East, 2 steps North, 22 steps South. Dig here to get the book.
Items for this part: About 100 coins.
Runedraw: Now go back with the rowing boat. A little to the west, still at the docks you’ll find a trader from the east, he’s human. Talk to him and ask him for the translation manual. He will ask you to get a oak longbow signed by Robin. Go to Robin who is inside the inn you’re next to. Win 4 rounds of the game Runedraw so he will owe you 100gp. To pay off his debt he will sign your bow. Take it back to the trader for the manual.
The bedsheet: Now go to the innkeeper and ask him if he has any jobs for you. He will give you a bedsheet to take to Robin, keep it instead. Go back outside and to the slime where you filled your buckets. (You can’t go outside while wearing the bedsheet so keep it in your inventory). Use the bedsheet on it.
The petition: Back inside the town talk to Gravingas. He will ask you to get a petition signed with 10 signatures. Now wear your green bedsheet or the villagers will tell you they don’t trust you that a human wants to help them. Talk to the villagers to get 10 signatures, you can do the same villager as many times as you want, as long as you do another one in-between. There is also one that sells you his signature for one ecto-token. When you have 10 signed, go back to Necrovarus. He will get upset and in his anger he will drop a key. Take the key upstairs and use it on the door to the south. Open and search the coffin to get the robes.
Controlling Necrovarus: Now take the manual, book and robes to the old lady. She will enchant your Amulet of Ghostspeak with one charge. It will turn green. Now go back to Necrovarus. Make sure you kill any vampire attacking you since you’ll need to finish the conversation, you only get one shot at this or you’ll have to go back to talk to the old lady. Talk to him while wearing the green amulet, tell him the most upper option, now just quickly press continue until the conversation ends. Go back into the town and talk to Velorina. The quest is now complete.

Runescape RECOMMENDED QUESTS

Posted by: cow  //  Category: Runescape Quests

RECOMMENDED QUESTS
Recommendation One:
Do the quest in Falador. Talk to the man in the second floor of the castle for a quest about black knights. Get the Iron Chain Mail found behind Falador Castle. Buy it for about 120 GP. A bronze helmet can be found anywhere. Get some cabbage and go to the black knight castle. Push on walls that are called “Odd walls” and drop the cabbage in a hole to complete the quest. The reward is 2,000 GP.
Recommendation Two: Do the Lost Ghost quest at the graveyard. If you finish this, you will get about 5 or 6 prayer points.

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.”

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.