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.

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.

Runescape PRIEST IN PERIL QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

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

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 MAKING HISTORY QUEST STRATEGY GUIDE

Posted by: cow  //  Category: Runescape Quests

Starting location: Outpost Northwest of West Ardougne.
Quest difficulty level: Easy.
Reward: 1000 Prayer exp, 1000 Crafting exp, 750 gold coins, An enchanted key.
Quest points gained: 3.
Required Quests: Priest in Peril and Restless Ghost.
Required Items: Ghostspeak amulet, Sapphire Amulet, Spade, If you haven’t done the Ghosts Ahoy-quest, you will also need some a bucket and a pot for ectotokens so that you can enter Port Phasmatys.
NPC: Jorralm Erin, Droalak, Dron, Melina, Blanin and King Lathas.
MAKING HISTORY QUEST WALKTHROUGH
Fisrt of all you need to go to the shed. You will find the shed a long way west from the northern wall of west Ardougne. Once there, talk to Jorral and accept to help him. He will tell you that three guys may help you unlock the history of the building. These are: Erin, a silver trader in Ardougne, Droalak, a ghost in Port Phasmatys and Dron, a warrior in Rellekka.
Erin: Go to Ardougne market silver stall, and talk to the silver trader there. He will give you a key. Now go to Castle wars area and dig from this position located north from the first bridge leading to castle wars area. Use your key with the casket to get a journal. Take it to Jorral or keep it in your inventory to give it to him later.
Droalak: Get your ghostspeak amulet from your bank. If you have done the Ghosts Ahoy quest, use your ectophial to get to Port Phasmatys and walk inside. If you haven’t, you will need to walk there. Bring two sets of bones, your ghostspeak amulet, two pots and two buckets with you. When you have the tokens, enter Port Phasmatys. Go to the general store in Port Phasmatys and talk to Droalak. Go northeast to the building and give Melina the sapphire amulet and she will disappear. Now go back to Droalak and he will give you a scroll. Take it to Jorral or keep it in your inventory until you got all of the items.
Dron: Go to Rellekka, locate Blanin wandering around east from the main hall and talk to him. He will tell you a few things about Dron. Tips and info: You have to be firm. Don’t tell that someone sent you. He wields an iron mace in battle. He eats rats for breakfast, kittens for lunch and bunnies for tea. His favourite drink is red spider blood. He’s 36 years, 8 months and 21 days old. He studies famous battles forth and fifth ages. He lives in the North East side of the town. His pet cat is called Fluffy. Go northwest from the main hall and talk to Dron standing there. — Talk to him and choose these alternatives: ‘I’m after important answers’, ‘Why, you’re the famous warrior Dron!’, ‘An iron mace’, ‘Breakfast’, ‘Lunch’, ‘Bunnies’, ‘Red’, ‘36′, ‘8′, ‘Forth and fifth’, ‘North East side of the town’, ‘Blanin’, ‘Fluffy’, ‘12′. Dron will tell you about the history of the outpost. You now have all the information needed. Go talk to Jorral.
Jorral will tell you everything he knows about the history of the outpost and gives you a letter. Go to the Castle in Ardougne. Go upstairs and talk to King Lathas and he will give you a letter. Take the letter back to Jorral. He will read it and then say that your quest is done. This completes the quest..

Runescape ANIMAL MAGNETISM QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Draynor Manor.
Quest difficulty level: Easy.
Reward:2,500 Woodcutting, 1,000 Crafting, 1,000 Fletching, 1,000 Slayer, Ava’s Attractor or Ava’s Accumulator Blessed Axe.
Quest points gained: 1.
Required Quests: The Restless Ghost, Ernest the Chicken, Priest in Peril.
Required Skills: Level 18 Slayer, Level 19 Crafting, Level 30 Ranged, Level 35 Woodcutting.
Required Items: Amulet Of Ghostspeak, 20 ectotokens, 5 iron bars, hammer, mithril woodcutting axe, holy symbol, hard leather.
NPC: Ava, Alice, Alice’s husband, Witch, Turael.
ANIMAL MAGNETISM QUEST WALKTHROUGH
Head north of Draynor Village to Draynor Manor. Speak with Ava and she will ask you to help fix her bed as well as to find a few undead chickens. Make sure you have your amulet of ghostspeak. Travel to Port Phasmatys. There, speak to Alice at the farm house northwest of the town. she will tell you to speak with her husband, who is a ghost. After talking to her husband, he will ask you to go back and speak with his wife again. After your second conversation with Alice, she will send you back to her husband once again asking for their stockpile of gold. Before you receive the undead chickens, you’ll be sent to Old Crone who will create a second Ghost Speak Amulet called the Crone-made Amulet. The Old Crone can be found north of Canifis. Head back to Alice’s husband and give him the Crone’s Amulet. He will catch a chicken. After this you can buy the chickens for 10 Ecto-tokens each.
Head back to Ava and give her the chickens. She will tell you that you need a Magnet to receive your reward and to speak with the witch next door. Ask the witch about natural magnetic fields and she will tell you to retrieve five iron bars. When you have five iron bars, head back to the witch. She’ll hand you an iron bar and tell you to go to Rimmington Mine. Hit your Iron bar with a hammer while facing north. When you do this, you’ll do an emote and create a selector iron.

Head back to Draynor Manor and give Ava the bar. You will now need a piece of wood that can regenerate itself. Use your axe on a living tree inside the Manor yard. You’re axe will bounce off the tree. Head back to Ava and tell her. She advises you to see Turael in Burthrope. Go see Turael in Burthrope, just east of the pub, and he’ll tell you he will give you his axe for a Mithril axe and a Symbol of Saradomin. Give these items to him if you have them. If you don’t have them, go to the Al Kharid Chasm mine and mine one silver, four coal and one mithril ore. Either superheat or take them to the furnace in Al Kharid (buy holy symbol mold from Dommik’s Crafting store in east Al Kharid). Smelt the ores, make the holy symbol, string it, and get it blessed at either the Monastery (west of Edgeville) or use a complete Guthix or Saradomin Prayer book. Take a hammer, mithril bar, and blessed holy symbol to Burthorpe again, smith the mithril axe at Denulth’s anvil (just east of the castle) and then give it to Turael. When you’re back to Turael, speak to him again, and he’ll give you a Blessed Axe for your Mithrl axe and Holy symbol. Head back to the courtyard of Draynor Manor and chop down one of the haunted “alive” trees (the ones that attack you) to receive some undead twigs. When you have them head back to Ava.

After speaking to Ava you’ll be given some notes on how to contain the arrows that need to be translated. Click the green buttons to turn the part off. Turn off all buttons except 2, 5, and 9. Speak to Ava again. She’ll give you a pattern and tell you to get a bit of hard leather and some buttons. To obtain buttons go to the HAM hideout, found between Lumbridge and Draynor. When you’re inside, pick-pocket HAM members until you get some buttons. Once you have the Hard Leather and Buttons, polish the buttons (left click option), then use them on the Pattern and you’ll get a Container. Go back to Ava. Talk to Ava again and she will assemble the accumulator.

Source: zybez.net

How to Get 99 Hunter in RuneScape

Posted by: cow  //  Category: Runescape Guide

Do you want to brag to your friends that you have 99 Hunter? Do you want to get a skill to 99 but you’re on a tight budget? Do you just want to know how to get 99 hunter? If you answered yes to 1 or more of these questions, chances are you will like this article!

  1. Get about 20k
  2. Complete Priest in Peril quest.
  3. Go to Yanille where you will find a hunter shop.
  4. Find your way to the Hunter Shop which is right next to the Magic Guild.
  5. Buy 1 Butterfly net, 5 bird snares, 2 noose wands (1 is a back-up) and 6 box traps. You will also need about 10-20 butterfly jars. You will use all of these on your way to 99 Hunter. If you are willing to make trips you can just get 2 noose ropes and 5 bird snares.
  6. If you are level 1 go to the Varrock museum downstairs and talk to an NPC named Orlando. He should be right next to the staircase you came down. Do what he says and then when you finish you should get level 9 hunter.
  7. Head to the Woodland Hunter area when your hunter is level 9. It is located just south of the Piscatoris Fishing Colony and west of the gnome stronghold.
  8. This may seem boring at first, but when you get 99 you’ll be happy.
  9. Hunt Copper Longtails until it is level 15.
  10. Continue to hunt Copper Longtails, but go with your butterfly net and hunt Ruby Harvests at the same time. When you get to level 20, you can set 2 traps at one time.
  11. Get your hunting level to 29.
  12. Go to the Hunter spot southwest of the bank in Canifis.
  13. Catch swamp lizards. You can set 3 traps when you are level 40.
  14. Do this until Hunter level 47.
  15. When you get to 47 buy desert robes and desert boots, and 14 waterskins(4). Go to the Orange salamanders in the desert. (east of shanty pass place, cross bridge =]) release them all. no one buys them and there are no banks nearby.
  16. At 53 head back to where you caught the Copper Longtails, but this time bring 500gp with you (1k for safety)and 4 BOX TRAPS then enter the fenced off area to the EAST of the Copper Longtails.
  17. Then go to the Chinchompas and catch them.
  18. Once you’ve got 59 hunter,hunt red salamanders.Located South west of East Ardougne.
  19. Catch salamanders until until Hunter 63 (65 if you want faster xp!).
  20. Head to Feldip Hills again, but go to where the screen turns black at the west side.
  21. Set four box traps and the Red Chinchompas will be attracted to the trap. Just like the other Chinchompas, they stack so you can keep them!
  22. Stay here until your level is 99. At 99 you will have caught about 48,000 Red Chinchompas, which you can either use them for Ranged xp or sell them at 600-800 each for a whopping 28.8-38.4m.
  23. If you want the skill cape after you’ve achieved 99 hunter, you can go to feldip. The hunting master will sell you a hunter cape and hood for 99k, and lives in the hut near the red chinchompas.
  • Always try to get to 99 hunter without taking breaks.
  • It shall take around two-six weeks to get from level 1 to 99 and for me getting from level 9 to 63 took 4 days so 63 to 99 is a lot harder.
  • Remember, it’s just a game! Don’t miss out on your social life just to get 99 hunter.
  • Always stay at least 4 or 5 steps from your trap, as this will make the prey less hard to catch.
  • Have fun! Hunting is one of the most fun skills to train, and enjoy your 99 Hunting Skill Cape.
  • If you’re worried about killing chinchompas while hunting, wield a bow or crossbow with out any ammo, it will not let you attack them.
  • There are many ways to 99 and some may be better than others, but if you are looking for the fastest way, this is it.
  • You may want to consider wearing Larupia clothes in the Feldip Hills Hunter area to help your chances of making a successful catch.

 

Priest in Peril Quest

Posted by: cow  //  Category: Runescape Quests

Start Point: Talk to King Roald in Varrock Palace
Requirements: Must have completed Rune Mysteries Quest, able to defeat a level 30 enemy
Items Required: Bucket, 50 Rune essence (unnoted)

King Roald can be found pacing in one of the rooms of the palace.

The way to the temple is shown below. You don’t have to follow the exact path I’ve drawn. Keep going after passing the gate.

Once you’ve reached the temple, you will find the doors are locked. Knock on the door and you will have a conversation between two mysterious people. After a while ‘Drezel’ will ask you to kill the dog below the temple. Climb down the trapdoor in the north and you will see the Temple guardian. Attack and kill it. The monks seems a little over enthusiastic about you killing the dog.

Well, report back to King Roald. Oops, looks like you’ve killed the wrong dog…

So let’s go back to the temple and find out what happened. This time, you can simply enter straight into the temple. Monks of Zamorak? Doesn’t sound like a good omen to me. Climb the staircase to the east of the temple and climb up the ladder to the South-West.

You will find the real Drezel locked up (THE Drezel, not ‘Drezel’) in a cell. Talk through the cell door. You will need to find the key to open the prison door. Go back down the trapdoor and through the gate to the south. You should then be in a room full of monuments.

Study the monuments and you will find the one nearest to the gate (circled in yellow) has a key. However, this key isn’t golden like the others. If you attempt to take it, you will suffer damage. You need to exchange it with something else. Kill a level 30 Monk of Zamorak. He is hooded, unlike others. He should drop a Golden key. Use it with the monument and you will get an Iron key. Before leaving the underground, use your bucket with the well (circled in blue).

Go back to Drezel and free him with your Iron key. Then ask him to bless your water from the river Salve. Use it on the coffin and talk to Drezel again. He will tell you to meet him underground. Go down the trapdoor once again and go through the gate to the North-East of the room of monuments. Drezel will require 50 unnoted Rune essence to clear the evil from river Salve. You have to make at least one trip back to the bank as you can only carry 28 items at a time.

Once you’ve given all 50 Rune essence to Drezel, you have completed the quest!

Rewards: 1 Quest Point, Wolfbane Dagger (Prevents People in the town of Canifis from changing into Werewolves), 1406 Prayer Experience, a route to Canifis

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.

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.