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 IN SEARCH OF MYREQUE QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Talk to Vanstrom Klause in the “hair of the dog inn” (see the walkthrough for more details).
Quest difficulty level: Easy.
Reward: 600 attack, defence, strength, hits and crafting exp, and shortcut to Mort’Ton.
Quest points gained: 2.
Required Quests: Nature spirit, Shades of Mort’ton is an advantage.
Required Skills: 25 agility, must be able to defeat a level 97 skeleton dog.
Required Items: 1 steel long sword, 2 steel short swords, 1 steel dagger, 1 steel mace, 1 steel war hammer, 30 nails, 6 planks (can be bought when shades of mort’ton is done), hammer (same as planks), few gp (100 should be enough), several filled druid pouch (you need at least 10), possibly some pots/food, a sliver sickle (blessed) would be a huge advantage.
Monsters: Skeleton dog (level 97).
NPC: anstrom Klause, Radigad Ponfit, Veliaf, Ivan, Sani Piliu, Harold Evans, Polmafi Ferdygris, Cyreg Paddlehorn, Curpile.

IN SEARCH OF MYREQUE QUEST WALKTHROUGH

TO START
Items for this part: None, but since the bank is right next to the start, take all the items you need, there are no banking trips required later on, remember planks and hammer can be bought before needed if you’ve completed Shades of Mort’ton.
Description: To start off, go to the “hair of the dog” tavern found in Canifis. Talk to the stranger located at the quest start symbol on your map. Talk to him and tell him that you’ll help him.

COLLECTING THE WEAPONS
Items for this part:1 steel long sword, 2 steel long, 1 steel dagger, 1 steel mace, 1 steel war hammer.
Description: If not yet in your inventory, retrieve these items from your bank. If you don’t have them yet, you can smith them at level 39.

THE BOATMAN
Description: Go to Mort’ton. Mort’ton is located south of the Mort Myre swamp. You will run into some ghasts. They will attack you and you will automatically use your druid punch. Whenever you have less then 10 filled druid punch left, go to the grotto from the nature spirit quest. Inside is a druid punch respawn. Make sure you get at least 10 filled. If you have these 10, travel on south to Mort’ton. Go to the west of Mort’ton and search for a boat. Next to the boat you will find the boatman called Cyreg Paddlehorn. Talk to him.

PERSUADE THE BOATMAN
Description: Persuade the boatman to take you to the Myreque. To do this, first choice the second option a few times. After a while you’ll notice you’re going in circles, after this pick options to say that the Myreque can’t survive without their weapons and that their death will be his fault. If you simply try all the options (except “ok, thanks”) you’ll eventually get him to agree. He will tell you that you need to go trough Mort Myre so you will need protection from the ghasts. Make sure you have enough filled druid punch, at least 10 should do. Now the boatman will tell you that he needs 3 planks. Agree to give them to him. After this you can ask him several questions for information you will need later on.

TO THE HOLLOWS
Description: Try to use the boat. The boatman will ask you for 10 coins, agree with this price. You will see a map and the route you travel with your boat. You will arrive in the ‘hollows’

CURPILE
Description: From your boat, go north until you find a tree with a bridge to another tree. Climb the tree and try to cross the first part of the bridge. The bridge will break. You will need to repair each part of the bridge before passing. Each part will take a plank and 10 nails. On the other side, climb down and you’ll see a large tree. In front of it there is a guard called Curpile. Talk to him.

3 QUESTIONS
Description: When talking to the guard choose the upper option. You will be asked 3 questions. Here are some of the questions and answers:
Who is the boatman? Answer: Cyreg Paddlehorn.
Which member was originally a sholar? Answer: Polmafi Ferdygris.
Who is the only female? Answer: Sani Piliu.
Who is the youngest? Answer: Ivan Strom.
Who is the leader? Answer: Veliaf Hurtz.
What family rules Morytania? Answer: Draken.

THE MYREQUE HIDEOUT
Description: Behind the tree is a door hidden in the ground. Enter the door to get into the hideout.

BEHIND THE STALAGMITE
Description: On your map you’ll see several door indications. Go to the north-west. You’ll find an small entrance with a stalagmite in front of it on the east side of the corridor. If you have 25 agility you can squeeze through it. Inside you’ll find the Myreque. Talk to Verliaf, the leader of the group. Tell him about the weapons. He’ll be pleased you brought them but is busy right now. You can introduce yourself to the other members first. Do so, if you forget which members you’ve talked to, talk to Verliaf and you’ll get a checklist.

VALSTROM THE VAMPIRE
Description: Talk to Verliaf again. Give him the weapons. When you do so, a cloud will appear. Out of the cloud comes Valstrom. He has followed you and turns out to be double-crossing you. He’s a vampire. He will kill two of the Myreque. You’ll attempt to stop him, but he disappears and summons a hell-hound to kill you instead. Defeat the hell-hound. You will get four big bones and two uncut rubies.

LEAVING THE HIDEOUT
Description: Talk to Verliaf again.

THE STRANGE WALL
Description: Go outside to the main chamber of the underground area. From here, head to the opposite end of where you entered. You will find a strange wall. You can go through it now by searching it. Go up either one of the two ladders.

THE REWARD
Description: You are now back in Canifis. Go back to the starting point of the quest. It turns out that Valstrom has disappeared, but there is a stranger on his place. Talk to him for your reward and the quest is completed.