Canifis (Members)

Posted by: runescape  //  Category: Beginners' Guide

As the citizens of Canifis are prone to transforming into werewolves when provoked, it is advised that you wield the Wolfbane Dagger (given to you by Drezel at the end of Priest in Peril) before attacking them. If you have lost your Wolfbane Dagger, you will need to return to Drezel, who will give it back to you. Of course, if you are confident of your skills and want some higher-level opposition, feel free to use whatever weapon you like.

Introduction

 

Canifis and its furry inhabitants

Canifis is a cheerless town populated by werewolves and ruled by vampires. There isn’t much to be happy about if you are a human in Canifis, especially if you’re a Saradominist. Because the werewolves of Canifis can smell humans, do not expect a friendly welcome. The town itself is quite small, merely a cluster of squalid buildings around the town square.

Though Canifis now lies on the border with Misthalin, many years ago the lands of Morytania extended much further west. It was only by an extreme effort, and the aid of Saradomin himself, that the humans managed to push the werewolves, vampires and other dire inhabitants of Morytania back to the east bank of the River Salve.

Location

 

Location of Canifis

Canifis lies just east of the temple that marks the eastern border of Misthalin, and the River Salve, which is blessed to prevent the evil of Morytania from passing into the lands beyond. It is only through the tunnels beneath the temple that you will first gain access to these blighted lands.

To the north-east is Fenkenstrain’s Castle, where the deranged doctor conducts his experiments.

Far to the east, across the Haunted Woods, is the decidedly ghostly Port Phasmatys, where the dead walk and talk as though they were alive.

South of Canifis are Mort Myre Swamp and the Hallows. These are two of the most miserable places in RuneScape, where even the boldest adventurer must beware of the horrific ghasts and their lust for the warmth of the living. Ghasts are the trapped souls of those who have starved in the swamps, so they are good at rotting any food you may have in your inventory.

You can get to Canifis by a large number of means, including the fairy rings, portals in your house and Ancient Magicks.

Points of Interest

 

Canifis’ points of interest

All of Canifis’s industry is based around the collecting of necessities and, for those wealthy enough, trinkets from the human realms to the west. There is a small Farming patch just south-west of town, useful for growing bittercap mushrooms.

For those seeking to have hides tanned, Sbott is an excellent worker. Like all shopkeepers of Canifis, though, his isolation has driven prices up. It is worth noting that the taxidermist has taken up residence in Canifis, and will carefully preserve the heads of your more challenging foes.

The local brew, available from the Hair of the Dog Inn is called ‘Moonlight Mead’, and isn’t noted for its flavour (unless you consider an awful taste noteworthy).

On the road leaving town to the north-east is Mazchna, the Slayer Master. Mazchna is a strange creature, but sells Slayer equipment and provides assignments, so it’s worth overlooking his appearance.

Personalities

 

Roavar, Innkeeper of Hair of the Dog
Roavar, as the proprieter of the town’s only inn and its largest building, is fully acquainted with everyone in town as well as general gossip about the town and the nation of Morytania itself. As werewolves go, he’s remarkably friendly; then again, he might just be sizing you up to hand over to Lord Drakan, ruler of Morytania.
 
Ulizius
Ulizius is one of few humans anywhere near Canifis, which probably explains his jumpiness. He guards the gate that leads south into Mort Myre Swamp. It may be that he hopes to either protect people from the ghasts beyond, or that he hopes to starve the ghasts of their favourite food.
Roavar never leaves his bar.   Ulizius is always at the gate to Mort Myre Swamp, just south-west of Canifis.
Vanstrom Klause
Vanstrom is a strange figure in Canifis. He sits in the Hair of the Dog listening to news and waiting to meet the right adventurer – one who can help him achieve his goals, whatever they may be.
 
Malak
Malak is without doubt the most vile creature in Canifis. As a vampire he is a creature of evil, but as a manipulative and cruel master over his domain he is doubly wicked. The only good thing about this undead monstrosity is that you always know where you stand (far, far beneath his aristocratic sensibility).
Vanstrom Klause can be found sitting by the stairs in the Hair of the Dog.   Malak stands by the door of the Hair of the Dog, waiting to speak to Roavar.
Quests

The following quests can be started in Canifis:

  • Creature of Fenkenstrain (Members)
  • In Search of the Myreque (Members)
Creatures of the Night

 

Man/Woman (Level 24)
Something in their werewolf blood makes the people of Canifis particularly hardy and especially vicious. Unlike the citizens of the towns of Misthalin and Asgarnia, these people are more than capable of holding their own in a fight against a careless adventurer. Of course, a careless adventurer is more likely to awake something inside them, something much more bloodthirsty and violent.
 
Ghoul (Level 42)
Ghouls are the savage remnants of a society that fell, many centuries ago, into eating their dead. In modern times they are a rare species, but can be relied upon to be found near graveyards, where they dig up the bodies and feast on rotting flesh. They fight without weapons and tear at their enemies with malformed fingers. 

Men and women can be found throught the town of Canifis.   Ghouls can be found in the graveyard southwest of Canifis.
Werewolf (Level 88)
Without the Wolfsbane Dagger, you risk facing one of these every time you venture into Canifis. Werewolves are fast, powerful, and utterly evil. If you’re new to Canifis, it’s probably best to avoid doing anything to anger the locals.
Werewolves can be found anywhere there are men and women.
Miscellaneous

 

  • The locals will be more welcoming if you are wearing the Ring of Charos, which you can obtain towards the end of the Creature of Fenkenstrain quest, though they’re still not aggressive without it.
  • There is a pickled brain spawn point in the Hair of the Dog.
  • Just east of town is the Werewolf Agility Course. Of course, you’ll need the Ring of Charos to get in, as they don’t like humans much at all.

Mortton Shades and Mage Armour

Posted by: runescape  //  Category: Christmas Gift

Shades Of Mort’ton
Mort Myre’s south border has been breached, and a path towards a strange town called Mort’ton has been found.
Strangers return from such visits with tales of the “afflicted”, and shadowy creatures who jealously guard their tomb treasure.
Amongst these stories is the rumour of a pagan temple, Flamtaer, whose remains lie north of the town itself; does this ancient ruined construction hold the key to this shadowy conundrum?

Find out in the Shades of Mort’ton Quest!

New Mage Armour

There’s a new arrival in the Wizards Tower, and he’s wearing some very strange new armour. Splitbark Armour is a new armour for Magic users; can you find all the pieces to get a set yourself?

Visit the Wizards Tower to learn more!

Merry Christmas 2010!

Money making guide/Prayer

Posted by: runescape  //  Category: Beginners' Guide
Effectiveness Level requirement Details Other requirements
***** Level 1 Players can buy unblessed symbols at the Grand Exchange for 40 coins each. If they have completed the Observatory Quest, they can also have their unblessed unholy symbols blessed by the spirit of Scorpius, turning them into Unholy symbols. Completion of Observatory quest
***** Level 40 Climb up the tower in the ranging guild and turn on protect from ranged. Collect the arrows they shoot. Go to the side with the higher levelled archers for better arrows. Ranged level of 40; access to Rangers’ Guild
***** Level 31 Players can buy unblessed holy symbols at the Grand Exchange for 40 coins each. Unblessed holy symbols can be blessed by Brother Jered in the monastery, turning them into Holy symbols. Access to Monastery
***** Level 50 You can buy the Unblessed symbol in the Grand Exchange for 40 coins each. You will need an Unholy book for unholy symbols or a Holy book for holy symbols (The Book of balance can bless either symbol), an inventory of unblessed or unpowered symbols, a minimum of 4 prayer points, and an altar close to a bank (Some places with altars near banks include Ardougne, Varrock, or a Player-owned house in Yanille. You will need the altar to recharge your prayer as each blessing takes at least 4 prayer points to bless. The use of prayer potions would cost more than profit made from blessing the symbols. This will give you a profit of 89 for a Holy symbol and 159 for an Unholy symbol. Completion of Horror from the Deep
***** Recommended Level 60 You can use the ability of the blessed silver sickle from your worn equipment tab next to logs in Mort Myre Swamp and then pick up the fungi that appear on the log. These can be sold for 1,502 each. It is recommended to use teleport to house tabs if you have an altar and a Kharyll teleport (must have done Desert Treasure quest) in your Player Owned House. However if you do not have an altar, teleport to Kharyll and/or have level 60 prayer, bring a prayer potion — although prayer potions bring down the profit of this if you buy them off the Grand Exchange. Alternatively, you can recharge your prayer points at the altar in the Nature Spirit grotto. Using prayer potions it is possible to make up to 450,000 coins per hour at the current price for the mushrooms (1,502 coins each). Completion of Priest in Peril

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SWG Credits For sale

Runescape SHADES OF MORT’TON QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Make your way to the City Mort’ton, in the southern part of the Mort Myre swamps.
Quest difficulty level: Easy.
Reward: 2k herblore and crafting exp. You can get extra herblore exp if you use the diary on the apothecary in Varrock.
Permenant Serum: To get permenant serum (Serum 207 (p)), you’ll need to use your serum 207 on the flame in the temple. You’ll need 20% sanctity. Use this on Ramize and Ulsauire, they will reward you with 200gp each.
Quest points gained: 3.
Required Levels: Level 15 Herblore, 20 Crafting and ability to kill a level 40 monster.
Required Items: Axe (hatchet), tinderbox, a few tarromin/water mixes are useful (use tarromin with vial of water), and around 5,000gp.
Required Quest: The Priest in Peril Quest must have been completed.

SHADES OF MORT’TON QUEST WALKTHROUGH
When you’ve found the town Mort’ton in the southern part of the Mort Myre swamps, locate the house with a broken table and a shelf in it (south-west in the town). Here search the table and keep the herbs you find. Search the shelf, and read the diary of Herbi Flax from there. Mix a tarromin with some ashes (burn a log) to get Serum 207. Use this on the Shop Keeper (Razmire), and he will tell you to go to the temple north of there and slay five shades. The temple is to the north-east, go there and kill five loar shades, pick up their remains and return to Razmire.
Now talk with Ulsauire Shauncy in the most eastern house to show him the remains as well. Go to Razmire again and buy two vials of olive oil and a hammer from the general store, and some building supplies from the building store (Razmire runs both). Now go to the temple to the north and start rebuilding/reinforcing the temple. When the flame in the middle starts to burn, and your sanctity is at 10%, use your olive oil on it, and you should have sacred oil. Use this on a log, and you’ll have a pyre log. Now get a loar remain, and find a Funeral Pyre, place the pyre logs on it, then the loan remain, and then use your tinderbox to light it up. A key should appear on the stone stand near the funeral pyre, pick it up and keep it.
Go back to Ulsauire and he will reward you. The key you receive is for the doors to the north-west. Here you’ll find a cave with some different shades. There are also more doors and chests inside, to open these you need to get different keys. This is the same procedure as with the first key. Kill the different shades (the higher level shades need yew/magic logs to burn), and you should get the keys. 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 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.

Nature Spirit Quest

Posted by: cow  //  Category: Uncategorized

Start Point: Talk to Drezel below the Temple of Saradomin
Requirements: Must have completed The Restless Ghost and Priest in Peril
Items Required: Silver sickle, Ghostspeak amulet

If you don’t know how to get the items required for this quest, read on. Otherwise, you can skip to the start of the quest guide.

Silver Sickle
To make one yourself, you will need level 20 Mining, smithing and 18 crafting. You will need a Silver bar and a Sickle mould.

To aquire a Silver bar, you have to mine a Silver ore from one of the Silver rocks of the Scorpion mine. Then you have to use it with a furnace (circled in red) to smelt it into a Silver bar.
To aquire a Sickle mould, you have to go to the crafting shop of Al Kharid (circled in grey) and buy one for about 10gp.
To make a Silver sickle, use your Silver bar with the furnace while having a Sickle mould in your inventory and choose to make a Silver sickle.
If you cannot make one for yourself, you can ask other players to help you make one or buy one from them.

Ghostspeak amulet
To aquire a Ghostspeak amulet, you need to complete The Restless Ghost. If you’ve lost or dropped your amulet, you can get it again by talking to Father Urhney. He can be found in a hut located in the Lumbridge Swamp.

Simply talk to him and he will give you another Ghostspeak amulet.

When you have gotten everything, head back to Drezel below the temple and talk to him. He will ask you to find a druid called Filliman Tarlock. He will mention about a swamp called Mort Myre and the Ghasts roaming in it.

After you finished talking with Drezel, he will give you six apple pies and send you on your merry way. If you have any cheap food in your bank, you can withdraw them from the village of Canifis and let the Ghasts take them instead. ^_^

When you’ve finished packing, go back to the path leading to the Temple of Saradomin but instead of heading west, go south and you will reach a gate with someone called Ulizius guarding it. Talk to him and he will allow you to go into the swamp. Go through the gate.

Keep running south until you see an island. Go round it and jump over the bridge (you may fail and take damage) to reach the island. Try to enter the the Grotto tree and Filliman Tarlock will appear. Try to talk to him and he will reply with mumble jumble. Wear your Ghostspeak amulet and talk to him again. However, he doesn’t believe you when you tell him he’s a ghost.

Go to the bench to the west and take the Washing bowl sitting there. You will find a mirror underneath it. Use it with Filliman.

Since he did not turn into a Ghast, he assume it’s a sign. Now he needs to find his journal. Search the Grotto tree (right click on the tree) and you will find his journal. Use it with him and he will ask you to help him become a nature spirit to watch over the forest. However, he needs three things and they are ‘something with faith’, ‘something with nature’ and ‘something of the spirit-to-become freely given’.

He will give you a Druidic spell that will enable you to get ‘something from nature’. However, you must be blessed by someone at the Temple of Saradomin in order to use it. Go back to Drezel and talk to him and he will bless you. (go back and recharge your prayer points, you’ll need them later) Go back to Mort Myre and cast the spell while you’re near a rotting log. A fungi will grow on it. This is ‘something from nature’.

Examine your used spell, does it not say ‘A used druidic spell given to you freely by the spirit of Filliman Tarlock?’ Now, if you go back and question him, you would realize that he is referring himself as the ‘spirit-to-become’. So the second item is your used druidic spell.
Now for the last item. Do you remember the time when Drezel blessed you? Did he not say something about you having faith? Well, you’re the ‘something with faith’.

Now you realize you have everything, head back to Filliman’s camp. You should see three stones surrounding Filliman. Use your Mort myre fungi with the brown stone. Use your ‘used’ spell with the grey stone. Finally, step onto the stone yourself and talk to Filliman.

Enter the Grotto. There will be a Grotto in front of you. Search it and the spirit of Filliman will appear. He will transform himself into a nature spirit. He will tell you how to kill Ghasts. He will need to bless a Silver Sickle though. Since you should have it, talk to Filliman again and he will bless your sickle.

Now you need to kill three Ghasts. Go outside and cast bloom (right click to select bloom) to make things grow. You can use these to fill your Druid pouch. A Mort myre fungi (Rotting log) gives you 1 point. A Mort myre stem (Rotting branch) gives you 2 points. A Mort myre pear (A small bush) gives you 3 points. Once you have three nature harvests (of any kind), go outside and let a Ghast to attack you. You will lose one point from your Druid pouch but the Ghast is visible and attackable now. Kill three of them.

Once you’ve finished killing three Ghasts, return to Filliman and he will reward you.

Rewards: 2 quest points, 2000 defence xp, 2000 hits xp, 3000 crafting xp, ability to pray at the Altar of nature (+2 to prayer points if prayed with full prayer points), ability to bless Silver sickles through Altar of nature.