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Hyldrick

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  1. Thanks for the replies :-) It seem I may get back to slayer soon - maybe after I'll get myself another dng level or two. (anyway, I'm terrible at grinding - I'm getting bored too quickly).
  2. TD's = tormented demons? unfortuantly - still not qualiified to do wgs quest, and as for 90 dungeoneering, i wish :-( anyway - one thing is clear. abyssal demons are far from being good for effigies (or anything but the possible whip drop)
  3. I know, but I took a break from slayer after geting my 85. my stats are 93-93-93 in the melee trio, 94 hp, 86 summoning and 71 prayer.
  4. Hi, I need a bit of advice: Can anyone suggest kind of creatures that have higher chance to drop an effigy + not to slow to kill? (I mean - sure the mithril dragons can drop it more often, but they are killed so slowly that the real chance per time invested is actulay very low) Thanks :-)
  5. Hi, Usually i don't open topics like that in the tipit forums, but this time I'm getting a bit desperate. Im seeking assistance with a lv97 smithing effigy. (I've been trying to get help on this in the official forums for 3 days, and the only response i got was from one "nice guy" who made me go to his world and place, just to ignore me) please pm me in game (RSN: Hyldrick), and I'll come your world your place) thanks :-)
  6. A Fistfull of dragons part V: A Final Dance Difficulty: Grandmaster Start point: Talk to the cave goblin scribe, found at the north side of Doragesh-Han. Requirements: Additional quests: While Guthix sleeps, Dream mentor, fur and seek (defeated the skeletal horror at least once), recipe for disaster (saving the monkey part), meeting history. Other: Barbarian training (to reach the ancient cavern), a friend (to open the cave in waterbreath island) Skills: Very High (recomanded 115+) combat level 79 Herblore (for the shape-shifting potions) 70 prayer (ability to carry god signs, to unlock Amnastyrie's altar) 72 agility 70 Dungeoneering 70 farming 82 crafting 81 magic 83 slayer (for spiritual mages) 70 mining (more being an advantage) Items: some sacred oil, a load of dragon berries, 10k gold, 3 lantadyme herbs, 1 cut dragonstone, 1 runite bar, runes for lv5 enchant jewelry spell, 8 cut rubies, 8 cut diamonds, high level pickaxe Monsters: Wallasalki (lv98), plagued merchants (lv98), plagued miners (lv115), plagued guards (lv125), Waterfiends (lv115), Skeletal champions (lv150), spiritual mages (lv132), balfrug (lv151), Tstanon (lv145), Zakl'n (lv142), demon guardian (lv270), magmatic construct (lv310), Rotting Elder (lv350), Druj Xir'yurg (lv405) 1. Missing goblin citizens Speak with the goblin scribe to find out that the council is deeply worried about the goblin traders in the Varrock camp. They sent word they are coming back, but weeks passed on, and still no sign of them. Furthermore, their camp in Varrock was reported to be deserted. Try some options about possible witnesses, till he says something about a foreign warrior, that was thrown out because of his ominous behavior. Not only he worship a war-goddess, but he also argued with the locals, and made insults against honored personalities. Teleport to Varrock and inspect the cave goblin abandoned camp near the front gate. Then talk to the foreign warrior who wanders nearby. He is quite angry about the cave goblins, who refused to listen and mistreated him, but he is more concerned about the strange things inside Varrock palace, and the fate of Ellamaria, who was dear to his deceased best friend. Ask him about his conversation with the scribe, and he tells you that he wouldn't listen to his suspicions about Drujkyns including the fact that although the rest of the goblin traders were gone without a trace, Drujkyns is now mingling inside the palace, as if he had become a personal advisor to the king. At this point, Eleworyn will intervene telepathically, sooth the warrior's anger by some praise words to Amnastyrie, High warlady of the northern sky, then suggest that you both go back to Doragash-Han, and take an enchanted lantern with you (The same kind made in chapter 3 to inspect revenant implings). Do so, agree with the foreign warrior that he will wait in the goblin mines, then go speak with the scribe again. Ask about Drujkyns again, and a cutscene occurs, revealing some hidden runes on the walls the same power runes that Drujkyns used in Varrock in chapter II, and were also found at the ruins of Hurm-Rurk! 2. Horror from within Try to delete the power rune, and you will get a frightening flashback of some parts in the dream mentor quest, including the warning about dying inside a dream. You get a note that dying inside a demonic nightmare can be much worse. Get your best armor, weapons and food from the bank, and get ready to fight a powerful level 350 foe. try to deal with the rune again, and you will be drawn into some kind of nightmarish spiritual realm, with echoing cries of tormented monsters in the background. First, you get a flipping puzzle of glimmering lights and three different boards of power runes, that u must move onto each other in the right pattern, to let the sparking beams of light pass thru. Then, you find yourself inside a spiritual circle, that looks like a giant, vague shape of Drujkyns's power rune. A cutscene occurs, with ominous ghostly smoke floating in circles around you (as feeding upon your memories), then materializing into a shadowy figure that resembles the skeletal horror a bit, but it is more reptile like (As the skeleton of a Hurm Xir'kay is different from a human skeleton), and covered with rotting grey flesh. A voice sceams something that "Nor you, nor the gods can stop fate!" and the creature attacks. Rotting Elder (lv350) this chap has 3500 life points, and hits up to 350 with magic and melee (similar to the skeletal horror). But unlike the lv320 origin, his defense is a bit lower, and he does not lose parts instead, he can use different power runes for special attacks. sanity bar: when the battle starts, you see a blue bar at the bottom of the screen. The bar represents your sanity, and it will diminish slowly over time. If you allow it to get to 0%, you get a cutscene ending in horrific death. There are five demonic fire pillars scattered around the ring. They are unlit at start, like in room of the night-gazer boss in deamonhime. But unlike the night-gazer fight, they better stay unlit because anyone of them getting lightened will increase the screaming echoes, making your sanity bar drain faster. - Not surprisingly, the first special attack of the rotting elder is summoning a lv75 circling power rune that will move around and light pillars. While trying to jump back, everytime you try to melee it (It won't be able to do it if trying to light a pilar). Killing this runic avatar will raise your sanity bar a bit, plus the Elder won't be able to summon it again for about 45-60 seconds. - the second special attack starting with the elder hissing "tasty, tasty fleshling!", and sending forth a red whip-like ray. Quickly run away or else you will be grasped, taking 180 damage per second, and healing the Rotling for 90 life at the process. The ray will exist for five seconds, so you will get 900 damage if you totally fail to move, and less if it took the ray some time to get you (for example if you had managed to run for 3 seconds, you will only get 360 damage). - the third special attack will make a huge evil-looking rune to loom over the area you are within. Contrary to your instinct, you must keep in place, because a circle of fire will blast outside the marked zone, inflicting up to 500 damage and draining your stats a bit. Moreover, you must immediately switch to anti-melee prayer, because the Elder will shriek and slam you with its tail, throwing you straight into the blast if you are not protected (tail slam (up to 320) + fire blast (up to 500) = not good at all). Note: If you die here, your gravestone will appear near the scribe place (So lumby spawn point is recommended). 3. A shadowy truth When the Rotting Elder is killed, a blast covers the screen, and you wake in a dark burial cavern under Doragash-Han, finding the scribe, the foreign warrior and the goblin guard captain by your side. They will tell that you had collapsed, and everyone was sure you are dead. Anyway, now the power rune was erased, its power broken, and you can freely ask about Drulkyns. Now the scribe will check the city books, and then send you to talk with some figures around the city. Now, it seems as if Drujkyns had never existed as a cave goblin (so his name appear nowhere in the city census), but everyone was sure he knew him well. Ask about previous writings, and in the end the scribe will discover that a similar name was existed in the time of the Dorg civil war. But little is known about that ancient cave goblin, other than vague hints about magical forces and strange plans. Talk to the scribe again, and a long cutscene occurs showing the council meeting, and letting the foreign warrior speak about what he had revealed in Varrock. Again, he and some court members argue about the gods especially about the way he worship a war-goddess, claiming she is totally different from Bandos (Her symbol is the lyre, she doesnt seek mass of stupid or zealous worshippers, but few qualified champions who call her name "While seeking justice and glory", and their names will forever live in their deity's songs. The goblins disagree (knowing nothing about such a goddess, and resenting any worshiping as a whole), but all sides agree that the cave goblin traders are in lethal danger if not lost already. Talk with the warrior again, and he will urge you to do something about the situation in Varrock's palace. Pressure him enough, and he will admit he hadn't told the whole truth. He is not carrying a letter from his deceased friend he himself is the long lost brother of Ellamaria, but the queen won't see him, because he reminds her that she is not from noble origin and now she and all the others had fallen under a dark spell. Now, ask him about the green dragon, and you will see the complete and more correct memory that Ellamaria had shown you in the second chapter showing the warrior as the elder brother who urged Ellamaria to escape, and that the killers of their parents are not Eleworyn, but some demonic cutthroats (similar to the one you dealt with in the second chapter) that lurked in the wilderness in those old times. In fact, Eleworyn saved his life, by swooping at the cutthroats, killing one and forcing the others to retreat. Now (he nearly cries as he says it) his sister recklessness will now cause her (and the entire palace residents) soul to fade into the endless darkness. 4. No invitation for you At this point, it is clear that you must go to investigate things in Varrock. Go the the palace gate, and speak with the fancy attendant there. You will reveal that the king and queen of Varrock are planning to hold a royal ball and feast, and all the noblemen from close and afar were invited. The cave goblin may also attend, because he is most bright and enlightened, and now he is very close to the king and queen. Ask for invitation, try all the options and you will be refused. Finally, the attendant asks for a diamond trimmed ring from the bank of Varrock in exchange for an invitation. The banker tells you that attendant owes a large sum of money to the bank, so you won't get the ring unless you pay 10k gold to cover the debts. Pay, take the ring back and as a "reward", the attendant will laugh at you and call the guards to throw you out (threatening to throw you to the pit if you ever return) you will see the eyes of both attendant and guards glinting a bit. 5. Some herblore adventures At that point, go to Eleworyn's cave to consult her. You will notice the dragon is now wearing the ancient necklace around her neck. She will confirm this is a relic of Amnastyrie, that she was seeking a long time. If you question her a bit, you will reveal some more information about that long-forgotten war goddess. Some says that like Zammorack, she was a majharrat in origin, who killed one of Bandos immortal sentinels to raise herself to immortality. Some says she is an ancient storm spirit a creation of the elder gods. But anyway, she dealt a lot with the northern human tribes, and her fate was terrible. The generals of Bandos and Zammorak gathered their forces , defeated and captured her, and banished her soul from the mortal plane in a dark ritual, after forcing her to watch the cruel deaths of all her former champions. Eleworyn likes the story about that rebellious being, and is fond of her powers so, she is content to have this relic. Back to current business, Eleworyn will say that Drujkyns power must be broken before that royal feast ends, or it will be too late for the palace residents, as it is surely too late for the goblin traders. You won't be able to break the spell in your own, that's sure so Eleworyn starts to think about attending the ball in person. But there is a "little scaly problem" a green dragon won't be so welcomed at the palace. ("Oh yes, I wonder why") After an amusing dialogue about "scaly but beautiful", Eleworyn suggest that she needs a potion that will change her temporally to human form. Help her with that, and she will take care of the invitation and all other "little details". (you get an impression, that Eleworyn wants the attend the ball not only to break Drujkyn's spell, but also to teach Ellamaria a lesson that she'll never forget. Talking about herblore and shape-shifting, you will first mention the potion who turned you into a goblin. Eleworyn will suggest some modifications: make the potion on a base of holy oil instead of water (hinting, changing draconic shapes involved breaking some dragonkin related powers), and replacing the toadflax with more fitting herb, like lantadyme. Go to the makeover mage to ask for special berries, mix them and 1 lantadyme into a vial of holy oil to get a potion. Bring the potion to Eleworyn and you get an amusing cutscene of her turning into a tiny, ugly-greenish flying creature, that seems like a mixture between a dragon fairy to a goblin then chasing you around the cave and biting you, before changing back to her green dragon form. Experiment one failed. Now, you will mention the monkey greegree and its abilities to wear form of different monkeys. Eleworyn will taunt you that since human are a form of monkey, maybe a human gre-gre can be made. Now, she asks for a monkey magical toy, and something from a human female but for the spell to be strong enough, she asks for something that is purely human in nature. If only she could have something from an ancient human being, from the time humans just arrived into runescape If you had done meeting history you know exactly where to go. Talk to Laura at past A, then search the tools near her to find a hank of her hair. Go back to Eleworyn, who will order you to mix some dragon berries, lantadyme and the hank of hair in a vial of sacred oil, then pour it on the greegree. Do so and Eleworyn will cast a spell, starting another amusing cutscene of the magic rising her for a second into midair, shrinking her for a brief second into a glowing, green human-like form, then turning her into some kind of living stone monkey idol, and causing a rain of bananas to cover the cave (and yourself). Then, you are peeking out a hugh pile of bananas, arguing with Eleworyn ("you idolness") who is in blame for this bright idea. Note: the greegree will crumble in the process, and you will automatically take Laura's hair from the ground. 6. A different idea At last, Eleworyn will sigh, and tell you that as she feared ordinary herblore isnt strong enough, and you need another, more ancient and dangerous approach. You will need a want, powered with mystical northern powers. First, she want a perfect shaped Wallasalki fang: go to waterbirth dungeon (a friend needed to unlock the cave), and fight those creatures till you get the drop (you may need to kill 20+ of them first). Then, she will show you how to carve the fang into a shape of a wand. You will need a dragonstone powder (drop a cut dragonstone into the ecto bone grinder), and a runite bar. There is only one forge strong enough to melt runite in a proper way so go into the dragonkin forge at the ancient cavern with all those items, and forge them together, then curve the wand three more times, and cast level 5 enchant jewelry on it. Bring the wand back, and Eleworyn will say it still needs to be imbued with fitting powers. You will be asked if you are ready if you do, you will jump on the dragon's back, and she will fly (a cutscene showing her flying west, showing the snowy peaks of the Hurm far away, then showing her flying you above a frozen sea (with a side funny scene with nearby penguin spies) and at last, she lands on an icy, deserted island. 7. The Battle of Tyrilheim You land upon some icy ruins, make your way between the dead trees and icicles, into the gate of the smashed temple. Clear the rubble from the broken altar within, and inspect the remains inside the ice. Talk to Eleworyn, and she will start telling you things she claim to learn from her neckless: here, on those frozen costs and inside this hall, here the champions of Amnastyrie fought their last battle against a tenth-time larger invading force of Bandsians and Zammorakians. And here, the goddess herself was defeated and captured, chained onto her own altar, forced to see the torments and brutal deaths of her last followers, then banished in a painful and wicked ritual. Now, you need to use your prayer (lv70 at least) to call upon the goddess power, while holding the wand in your hand. A cutscene occurs, with light shinining from the altar and lifting your wand, twirling it inside a tiny storm cloud. Then, the ground shakes, and another cutscene shows huge undead being and other creeps rising from the sea, and a dark portal swirls over amnastyrie's ruined temple. Eleworyn shouts, warning you to get ready for battle, and do not let the attackers have the wand. Some notes on the battle: its a multicombat, and you and Eleworyn will fight multiple foes. There will always be like 8-10 active foes at a time, but with right moving and using the altar and pillars to your advantage, you can prevent yourself from being attacked by all of them at once. Furthermore, Amnastyrie's altar will glow, boosting your prayer and causing it to stay maxed at all times, till the battle is over. Eleworyn will fight in her usual methods: long-range fire breaths, tail slams and offensive spells. The first wave of attackers will be made from lv115 waterfiends. Each time one of them will bit the dust, another one will refill its place, till you get close to a kill-count of 15. Then, The second wave will start to spawn more and more in the place of the slain waterfiends: armored lv150 skeletal champions. Those are slow melee monsters, but hard hitting (up to 240 life), and with very strong defense against melee and range (consider the fact that some waterfiends will survive and re-spawn, using mage and range). When you get to a kill count of about 12 skeletal champions, the third and most dangerous of attacker waves will start spawning: Zammorakian spiritual mages. when you at last get a kill count of 10 mages, the monsters will halt their attack, and a cutscene will occure, showing the whole trio of Krill's demonic lieutenants pop up. you get a short dialogue, with the demons hint that unlike his Saradominian and "Bird-head" enemies, Krill knows well what happening outside GDW, and drawing his plans "For a better world" (taunt, taunt, tanut). And the "Useful idiot with his godly vendetta" is serving him well. "The master apologize for not attending the party, but he had to stay to babysit some stupid shard hunters". Now, the battle renews. No more regular monsters will spawn, but after about 60-90 seconds, the three demons will join the fray. Keep fighting them till the last foe bit the dust (the demons will leave a random drop, but will teleport when red-barred) Then, another cutscene occurs, showing Eleworyn taking the hank of hair from you, holding it in her talon, and order you to use the wand on her. Then, she is lifted in a stream of magic flowing from the altar, her neckless glows brighter and brighter then the cutscene ends showing her floating down in human form an impressing looking woman with a long green air. An amusing cutscene will follow, when she discover that her body isnt covered with scales (or anything else) anymore she warns you not to dare peeking, and casts a spell that summons some clothing that (surprise, surprise) looks like a regular green dragonhide set. Another spell, and the wallasalki wand flies into her hand. 8. A fitting custume. Elworyn will now teleport you both to an abandoned house in the outskirts of Varrock. Try to remind her about attending the ball, and find that (to your frustration) she first has another mission for you. "Mind you, pal. You don't think I will possibly attend such an event without a proper ball dress, do you? It is not like we are attending a party in the ranging guild" "looks you got used to a Lady's roll quick enough. Maybe too quickly" "Oh, shut up. And we need to find something nice to dress you up too" "I'm not your puppy!" "More like a hatchling. And a noisy one too" When you complain that you didnt traveled over half of runescape, fought horrific nightmare and repelled half of Zammorak's army just to became a dressing assistant to an annoying lady, Eleworyn laughts and offers you a little rewards: the knowledge how to use your previous experiments with herblore to make a shap-shifting potion. (use a vial of water with lantadyme, dragon berries and either a green dragon scale of a good shaped kyat fur or bear fur, to turn into either a green dragon baby (works in and near wildy), saber toothed kyat (in the northern regions) or a black bear (anywhere). Note: yet there is no much use to those potions, it's fun, and the green dragon baby form will make some of the wildy monsters un-aggressive (not working on hellhounds, spiders, revenants and the chaos elemental). Now, Eleworyn will mention many names of magical, rare kinds of cloth, but finds a reason to negate all of them (this isn't fit to the color of her eyes, that has a disguasting touch, etc). then, at last she mentioned runecloth. Great- but the problem is that it only grows in deamonheim, and the fremmnik won't let you get it out. Finally, she gives you a scroll, and orders you to teleport to deamonhime and try it there. The clue is like an orb elite clue, running you around deamonheim region, till you will be able to dig near some rocks. Dig, clean the rubble, dig again, and you will see a dark crevice. Squeeze inside, and you will see a sealed door with a mystic sign. You will need 70 dungeoneering to pass it. You will get into a room similar to the dungeon start room. To pass the next door, you will have to use a nearby magical chest to bank all of your regular items. You will have to make yourself stuff, like in regular dungeoneering session. The next room is a big cave with around 6-7 random monsters of the kind found in the maximum demonheim floor you can reach (most chances occult monsters). There is a load of small entrances on the other side of the room all of them guardian doors. Each room you enter will be a random single monster or skill challenge room, with about 25% chance for a runeleaf patch. like in a regular dungeoneering session, its a safe zone in case you die. Unlike a regular dungeoneering session, the monsters in the big room will re-spawn from time to time, and there is no end to the random rooms you enter from the big cave you just have to check and clean rooms till you will have 20 bolts of runeleaf cloth you can deposit them in the magical chest (take note, you won't be able to snick them into demonheim in case you will train dungeoneering while in mid-quest). Get the 20 bolts of runeleaf to Eleworyn, who will send you to seek and elven dress designer. Teleport to the elven town and speak with the dress shop owner, to get some fancy designs. Read them it will teach you how to make runeleaf fancy clothing for males and females. Each part (chaps, top, hat and cloak) will require some runeleaf cloth, plus some gems. At a whole, you need 20 cloth, 10 rubies and 10 diamonds (all cut), to make a pair of ball customs Eleworyn orders you to make one female and one male set. (Note: Those clothing are *not* mage armor) If your character is male, that's it for this part. If your character is a female, an amusing dialogue occurs, ending with you send to the makeover mage to change gender, to enable you being Eleworyn's mate for the royal ball. 9. The Varrockian Royal ball Tell Eleworyn you are ready, and a long cutscense starts, showing you holding hands at the palace entrance, getting out of an (illusional magical) carridge, and presented to the Royal couple of Varock as princess Anastasia and prince Alexi, from a far-away northern kingdom. However, Eleworyn whispers in your ears to keep your eyes open ("our little red friends must be nearby, Ready to cause some havoc. But they won't hammer this kingdom down. Not if we act first-) Inside the royal ball room, you can talk with some of the guests to receive some amusing dialogues. You get the impression that Eleworyn is doing her best to capture the eye of king Roald, thus making Ellamaria more and more frustrated. You feel that she even enjoys it a bit too much Watch a cutscene of the raging Ellamaria, and you get a not that you felt something like a invisible air vibration. Talk to Eleworyn who will whisper that all goes according to plan, and Ellamaria's rage halps to make the magic unstable. Now, she has a mission for you sneak downstairs and search for power runes on the walls. You dont have to worry about getting carried into the dreamworld again now her magic protects you. Even though be on your guard. Though Drujkyns won't be able to use his demonic guardians here, he can do other tricks. Try to get out of the hall, but the guards will stop you. Talk to a drunk noble nearby about hounds, and he will make a drunk havoc that will occupy the guards (he demands to see Roald's hounds, now), and you will be able to sneak past them. Now, you get a maze-like palace floor with possessed guards walking around, and four glittering power runes. Similar to the sorceress garden, you need to pass the maze without being seen. Otherwise, you will be teleported back. Unlike the sorceress garden, you will have to use barrels and push tables to distract the guards from their courses, else they won't give you enough times to pass some places. Everytime you get into a rune, you get a puzzle with falling magic gems (its a bit like tetris you need to crack the magic source with the correct gems, and prevent the wrong gems to pile. If you fail, a magical trap teleports you away to random places around runescape, some of them far and not pleasant, like lv35 wilderness, Isfadar or the ice troll region in the fremmenik islands. (any cracked rune will disappear, and it will be saved, even if you are teleported away later). Erase all the for runes, and a door in the far side will be unlocked, revealing an empty looking room with a fifth rune. Enter, and a cutscene shows the door locked behind you, and shadowy figures rising "You had meddled too far in-" then, Eleworyn's force teleports you back into the ball room. Speak with her, and a cutscene occurs, in which she is asking you to dance with her, and you are quietly talking while holding each other. Tell her you were revealed and failed to erase the final power rune, and she tells you that the runes you dealt with made the magic extremely unstable, now she only need to push it a bit over the edge. Note: the dialogue would differ a bit between male characters and female characters that were temporally turned to males. You note to her, that she is a strange being. "What are you, Eleworyn? If you are common dragon, then I'm a swamp lizard" "then beware my net trap, pal. What difference does it make? I'm Eleworyn, and I'm your friend. We are what we choose to be-" (with a male character, she will be a bit more flirting, and less cynical). Then Eleworyn states that time is nearly over. "Why?" "Don't you know? By midnight I'll be a dragon again, and you are turning back into a pumpkin, dear-" "Very funny" "Indeed. Now, here goes 'Rolly' watch and learn" Eleworyn leaves you and start flirting with the king, making a cynical dialogue pretending to be a "brainless beauty", talking about the moon, and asking if he will show her his garden. At that point, Ellamaria burst in anger, screaming that it is *her* garden, she made it herself- not for letting "Rolly" take some kind of a ***** - At that point, you nearly intervene, and things turns ugly between the royal couple. You understand that Eleworyn magic is helping them to gain rage, thus breaking the final bits of Drujkyns's magic. Drujkyns himself now rushes forward to "calm down things", but Eleworyn casts a spell on him, throwing him into a table full with refreshments. Roald looks mad he screams that he took Ellamaria from the gutter, and he will throw her back there, She start crying, he slaps her and she slaps him back- then the whole area shake, and makes a sound like shattering glass. The king and queen freeze in place, both shocked and embarrassed and now, at last both recognize you and try to ask what is happening. start talking, but then Drujkyns rises from the ruined table remains, casting a spell and shouting that princess Anastasia is Eleworyn the dragon, and she came to devour the king and queen. A complete havoc occurs, with guards shooting arrows on Eleworyn, who starts praying against range. Then Drujkyn's spell hits her, returning her into her dragon form. The crowd is panicked, and Eleworyn roars to Ellamaria, that she is not to blame for her parents death not she, but the vile Hurm Xir'kay, demonic husk of a wretched soul, is responsible. She casts a spell that slams the "cave goblin" back, and force him to reveal his true form as a Hurm Xir'kay a rotting half-undead being, wielding a huge blood-red hammer and a dark sickle in his other hand. Like in the first chapter, find the banker in the crowd and make him open a temporal bank spot for you equip you weapons and get ready to fight. 10. Drujkyns: first fight The tall demonic figure will mumble things about a perfect, godless world. Eleworyn replies something like "Told you then, and I'm telling you again. You are a preposterous fool". then, the battle starts. Druj Xir'Yurg (lv405) He mostly attacks with melee, hitting extremely hard (up to 520). Protect from melee will halve the damage from his regular attacks. from time to time, he will cast rain of darkness, causing a rain of skeletal hands to litter a large zone, hitting up to 120 for any second you or Eleworyn are standing there. He can also summon lv98 possesses minions, and use two special attacks. 1. He roars "I'll crush your ignorance, you slave of the gods!" And makes a grand slam with his hammer, hitting up to 580 damage, throwing you back and disables your prayer for about 15 seconds. Note that this attack won't be halved by your prayer. 2. He makes a long shriek ("I need no prayer to be invincible!") and start hitting with his sickle in the speed of darts, keeping like this about 10 seconds, while becoming temporarly invulnerble. Each attack can inflict up to 180 damage, but the most dangerous effect is that they can cause you to start bleeding. This is similar to poison, starting in 40 life per few seconds, but can quickly stack up from multiple sickle attacks. After losing about 80% of his life, he casts a shield around him, making him un-hittable, cease to attack and scream that you are primitive fools gods are the scorn of every thinking creature, they betrayed his kind long ago. Only Zammorak, a mortal in origin, will set the world free- Eleworyn whispers quietly "no, not only Zammorak, you rot-head". Drujkyns taunts her, referring her as "his old enemy", telling that his main plan goes as planned, his new army of enlightened recruits is ready to spread the true light. You and Eleworyn are challenged to come face him in Doragesh-Han, if they dare. Then, he fades. Talk to Eleworyn who will turn to human form again, and explain that long ago the Hurm Xir'kay tried to twist godly magic to revolt against their dragonkin masters, but the to gods refused to intervene with Zammorakian creations, and the magic had failed, sending the Hurm Xir'kay to eternal torment in half undead existence. If you ask her if she think the gods were right, she will say that it can be understood means, not trusting twisted demonic creatures, that never wished to learn about any god or other things, just twist their powers into their ill will. Yes, most maybe nearly all of the Dragonkin and Hurm Xir'kay are totally twisted and could not be trusted (then she looks very sad and quietly repeat "most of them". 11. Reunion Another cutscene occurs, showing you both getting out of the panicked palace, while a storm blows from the darkened sky. Ellamaria chases you out, ordering you to stop and seems confused and agitated. At start, she will try to order "One demands to be told-", but finally, she start to figure about the dark spell which enslaved her and the other palace denizens and she is ready at last to recognize her long lost brother (and even give you and Eleworyn a small "thanks", plus a promise for a king reward ("one thinks that you are found deserved to make some use of her garden"). Eleworyn smirks, that she prefer to remember "good old Ellamaria" haughty and frowning, and anyway there isn't any time left now. Then, she turns back to a green dragon, and the cutscene ends with you jumping on her back and flying from Varrock. You are flying south, into the storm. A side, amusing cutscene showing letchtopher sitting inside a barn and watching the storm with two other bumps, telling them his last "adventure", then the dragon flies other their heads, and they start to argue if there's lots of "free stuff" near dragon caverns (because adventures alwaiys drop mithril and addy rewards, that they get instead of rare drops). Eleworyn lands in the forest near lumbridge, then turns into her human form again, and asks you to lead her into the dorg-mines. She will follow you then you walk into the palace. Another cutscene shows you getting into the kitchen , and the angry cook yells something like "who the hell is going there", with this accursed storm blowing outside, and why do they step on his lovely kitchen with muddy boots. Isnt it enough, the fact that he has to deal with all those adventurers, using and kitchen Eleworyn quickly retorts that "Oh, It nothing special. Just Elvarg's cousin coming for dinner and thinking that if the cooking will not be delicious enough, she will eat the cook instead. The cook gives a frightened cry and runs away screaming "dragons! Dragons!" "Indeed, a whole fistful of dragons" Eleworyn laughs quietly. "Give that poor guy a break. First the mad food necromancer, then a dragon for dinner" "If this will cause him to learn how to cook at last, rather from sanding adventurers for his cakes, I'll also bring all my green fellows from the wild and force him to serve. Now, lets go". 12. The plagued hall Now, Eleworyn will tell you to bank and prepare for the worst, while she will go first and try to figure things out. You are asked to meet her in the cave goblin mines. Do so, supply yourself for a yet another though multi-battle, and meet Elworyn again near the goblim Mistag. Eleworyn (still in human form) is enraged about the dorg council, who woudn't listen to her, and treat her with open hostility and fear. Mistag remarks, that maybe she was acting wiser if she woudn't admit being some kind of a chosen champion of a war goddess. Such things ring the worst bells for his people. Anway, now he has another, more pressing matters. Some miners were lost inside a newly dug cavern, after an earthquake had shaken the caves. He sent guards to rescue them, and no one had returned. Now, some miners report terrifying shrieks and howls from the crevice, and the council still argue. If only Zanik wasn't far away! Eleworyn retorts, that in that case, she was only plaguing herself too. She guess what's inside ("Your missing brethren are back, preparing for their coming-home party"). She is talking harshly about the cave goblins, deluding themselves about absolute freedom. The total absence of prayer-based powers make them a perfect prey ("prayless prey") for the Hurm plague, turning mortal into emptied husks, driven only by hatred for the gods and fleshly desires. "The Gods did many wrongs, that is true. But Totally defying themselves from them, you led yourself straight into the reign of demons. That's why Drujkyns had chosen your race and disguised himself as one of you to make you the perfect tool for the Hurm Xir'kay return and revenge". Another dialogue takes place, and finally, Eleworyn admits that when the followers of Zammorack and Bandos banished Amnastyrie, she wasnt entirely destroyed. Like Zammorak himself, she was born a mortal, one of a powerful and ancient race. When banished, she was on the edge between mortality and immortality, so a part of her soul remained in the mortal plain, waiting to gather enough powers for re-birth. But while Amnastyrie adored the northern Humans and taken a shape of one of them, she was truly a Dragonkin, so- A loud, inhuman howl echoes, and Eleworyn states that this is no time for old stories. Many years ago, the dragonkins made a vast mistake, creating the accursed, soul-less Hurm Xir'kay. And one of them, Druj Xir'yurg was much more shrewd and creative then the others- this is the foe you are facing today. 13. Hall of the four obelisks. go down the crevice, and Eleowryn will follow. You will now find yourself in a large hall, with four evil-glowing obelisks scattered through it. A cutscene will show the plagued cave goblins advance a load of half undead husks of merchants, miners and guards. Eleworyn will say that none of the plagued ones should pass this hall, or they will spread the plague in the entire city. She will turn to a dragon again, and block the exit. Then the battle will begin. lv115 plagued miners, attack with their pickaxes (melee) lv125 plagued guards, attack with both clubs and bone crossbows (weak melee, strong and accurate range + special crossbow attacks) lv89 plagued merchants, attack with magic. The better thing to do here, is wear dragonhides and pray against range. The goal here, is to mine and destroy the magic of the four obelisks. While Eleworyn will block the exist and deal with some of the plagued ones, the room is feel with rapid respawning aggressive monsters, and many will attack you the entire time. The main difficulty, that each time you will only be able to hit the obelisk three or four times with the pickaxe, till you get a message that you must defend yourself first. So, it could get a bit long. A good trick is to lure enemies and kill them when they are standing close to the obelisk you mine - the magical energies they release while dying will shake the magic inside the stone, enabling you to mine it much quicker. When the last obelisk is ruined, you get a cutscene of the plagued one howl and flee. Chase them, and you will find yourself in a bottom of a deep chasm. You get a hint, that this is the same chasm you helped zanik to cross in the chosen commander quest. 14. The chasm course Advance, and you will meet Druj Xir'yurg (Drujkyns), floating high while surrendered in a sickly red glowing cloud. A short dialogue will take place, and shortly after Eleworyn casts a spell on him, which he reflects back, and shooting a demonic fireball at her. Druj Xir'yurg mocks you, and summons more plagued ones and demons. But you will look up and see that his shield is energized high above, by rays of light coming from 4 cursed pillars. You tell Eleworyn to try hold the attack for a while, and you will to disable his protection. This is, infact, a combined high level agility challenge course with more than a bit of hack and slash. a. climb the hand-holds up the high mossy wall. b. walk carefully up the slippery mossy path. Once in a while you will see a shadow forming around you and you must use agility to jump out from it with losing balance, or Druj Xir'yurg will hit you with one of his fireballs, hitting up to 480 damage, plus knocking you back to the start of the narrow pathway. c. you will now see a glowing pilar with 4 spiritual zammorakian mages. Kill them all, and mine the pillar. You will get a cutscene of Drujkyns weakening. d. jump on the heads of some pillars, while praying range against plagued archers (or you will automatically fail). e. make a big jump over a chasm f. you will now reach the second pillar. Xir'yurg will summon a lv270 demon to stop you. This one lomagioks a bit draconic, and has loads of life and hits high with both melee and magic (antifire protection will reduce the magic damage, so its best to combine it with dragonhides and pray melee). When the demon dies, the second pillar is down. 15. Ending You will now get a cutscene of Yurg's minions, trying to block your way to cross the next gap - but now (at last), cave goblin allies appear high above, and range the plagued ones and demons down. Uldack will send a strange device which will blow the third pillar down. Druj Xir'yurg will get anraged, turning to them and preparing to hit them with a plaguing blast, but Eleworyn will hit his weakening shield from behind, causing him the tremble and miss. Now, you will have to grapple the last pillar (if you dont have crossbow and grapple, the cave goblins will throw you both from above). Grapple, and pillar will come to life, turning into a magmatic stone construct. Magmatic construct (lv310) Hits very hard (up to 530) with melee. Prayer will only reduce damage by half. Moreover, never stand with your back to the chasm, or you may be knocked down into the chasm, taking up to 300 aditional damage and need to climb some handholds to get back). That pillar guy will cast rocks, ranging up to 280 damage if you stand far, and has two magical special attacks, that he will use randomly. If you are in a melee range, he stops attack, raising himself a bit and glowing with a strong red light run away, or be hit by a magical blast that hits up to 700. If you are not in melee range, he will twirl, and spit magma upwards, to all directions. Quickly run into melee range, or you will be hit by a circle of flame that starts far and moves to the center (but dies before reaching melee range). The more far you are from the construct, the harder the flames will hit (starting from over 750, up to max of 150 if you are nearly in melee range). Note: the construct does not chase you too much. It will stay in the center of the platform. When this final foe dies, the last pillar is out. You get a cutscene of Druj Xir'yurg's shield going down, and then he start taking heavy damage from both Eleworyn's spells and the ranging goblins. He will scream somting (quite expected) of him returning one day to complete is holy work for a perfect, godless world (etc) then he quickly floats into a portal that emerges behind him. You see Eleworyn having a bitter laugh, and you quickly notice that the portal is glowing with the wrong colors: it is deep green. Then, a vast blast shakes the cavern, with a long, tormented scream ("master, you had promised me a perfect world, you had promised-"). Then the portal fades. Rocks start falling, and you are teleported back into the hall with the four ruined obelisks. Eleworyn will meet you there, saying that at last, "our sleeping friend" made himself useful, luring Drujkyns into the wrong portal. Knowing how Guthix is merciful and forgiving for a balance-threatening demonic beings, it's probably the last you or any mortal will ever hear from Druj Xir'yurg and his plagued minions. Then, an echoing voice replies that she is right, but Guthix is also not forgiving about rebellious creatures that acts in the contrary from what is expected from being like them, and are also using forbidden divine powers. Juna will pop up. The snake's eyes are glowing, and it seems as she is not the one who talks, but a greater being is talking though her mouth. A bitter dialogue will take place, ending with Guthix agree to forgive Amnastyrie for her "mischief" and accept the fact that she made herself a kind of a lesser deity. But in return, she must obey his law, and leave the mortal plane. Eleworyn will talk with you one last time, thanking you for becoming her champion, and more important, her friend and promising that one day, sooner or later, you will meet with her again (at the meantime, you can still fight the evil forces in Hurm Rurk) because Amnastyrie had always resented brain-washed zealous masses, and adored the few champions following her from their own free will, making dids that forever live in poems, till the world comes to his end. Congratulations, quest (and storyline) finished! Reward: 50k exp in Herblore, mining, agility, magic, prayer, slayer, farming, crafting and dungeoneering 1 ancient dragonkin lamp that will give 28k exp in three different skills above level 70. Amnastyrie's amulet of command (a bit stronger then a glory amulet, and much more unique) The ability to find and wear Amnastyrie's god armor, items and champion book (her version of god book) The ability to brew three kinds of shape-shifting potions (no real use, but it's fun) The ability to make and wear non-combat Runeleaf fancy clothing (outside of deamonheim) access the the chasm agility course (lv72 agility, without the aggressive monsters now access to some zammorakian and bandosian spiritual mages, in a half ruined hall near the agility course. Ellamaria's reward: an acess to three new patches near her garden: 2 flower patches and 1 herb patch. (no farmer to tend them, though)
  7. A Fistfull of dragons part IV: The Wake of Hurm-Rurk Difficulty: Though not sure if it deserves the "Grandmaster" title, it's surely a "master plus" quest. Start point: Talk to the green dragon Eleworyn, in her cave above the western ruins. Requirements: Additional quests: Legend quest, In aid of the miraque, desert treasure (ice part), Troll romance Skills: 100 combat (the higher the better) 80 slayer (for killing multiple nachryaels, both regular and highly dangerous versions) 59 Construction (higher will be a huge benefit) 56 agility (the higher the better) 68 smithing 67 woodcutting 58 fishing and cooking (68 will be an advantage) 64 mining 68 crafting and magic 71 herblore 63 farming 55 prayer 60 firemaking Optional: 60 dungeoneering (will help during quest, and its a must for the mini-quest afterwards) Items: Good armor, weapons and food, 1 click teleport, fire-proof faming equipment, dragonfire/antifire shield or antifire potions, good pickaxe, chisel, saw and hammer, pestle and mortar, many (20+) sacred oil Special: 2-4 friends for the final fight (either doing the quest themselves or finished it already) Monsters: Nachryaels (level 115), plagued ice trolls (lv121), Xir'kay Scavengers (lv125), Xir'kay rangers (lv135), Xir'kay troopers (lv148), Drahmurg the wormonger (lv275) 1. Trial and terror Items: 5 dragonberries (or the items to grow dragonweed), 5 sacred oil(3), pestle and mortar suggested: armor, weapons and food to kill multiple lv115 monsters Go to Eleworyn's cave (either through lv24 wildy, or through the trollheim cave shortcut) and talk to her. The dragon will tell you that she made a progress researching the Hurm plague, and an expert herblorist may be able to make a permanent plague-resistance brew based on sacred oil and dragon berries. As always, she will be a little (or more than a little) evasive about her sources of knowledge and research methods, and acting strangely for a dragon at general. Finally, she will tell you that she is still not sure about the last component of the potion, so you will have run some field tests. She will tell you, that the potion need to be tested on decayed creatures undead husks that are similar to the final stage of the Hurm plague. The undead husks under Dragith Nurn's mansion are too weak for that, but she had heard about wandering decayed creatures who roam in a cursed tower in Morytania. Eleworyn orders you to get five vials of sacred oil(3), and mix dragon berries into them. Then, you need to get hold of five different components, and mix each into another vial: holy jungle water, permanent serum, Guthix balance potion, magical cinnamon (from a Dramen branch), and a trollwise flower. Then, you must go to the slayer tower and test each potion on a nachryael "volunteer". Note: you won't be able to use the potion, unless you had weakened the creature to less than 50% life points, and *killed every deathspawn he summoned* - so you need to be a bit quick. - The Guthix balance potion will immediately kill the nacheryael, turning it to dust (very balanced indeed, but bad for treating living plague victims) - The holy jungle water will invoke a circle of damaging flames around you and your opponent (wrong solution!) - The permanent serum will do nothing at all. - The Magical cinnamon will cause glittering lights which will enrage the nachryael, turning him into a lv148, fully healed (210 life!) monster. - Lastly, the trollwise potion will make the nachryael glow, then turn into a silvery shadow that will slowly fade away. You get a message "I think I heard a soft sigh of relief". With those results, go back to Eleworyn (note: you must test all five potions to be able to continue). She will be most pleased, telling you that though the solution could not cure a complete undead and decayed entity like the Nachryael (only end its torment), It proofs that it may be good enough for living creatures. 2. Self treatment Items: 5 dragon berries, 5 sacred oil (3) vials, 5 trollwise flowers. Congratulations! From now on, you are able to make holy cure potions (71 herblore to make from sacred oil + dragon berries + trollwise flower). Drinking to potion will make you permanently resistant to the icy plague, plus giving 20+ minutes of resistance to the stat-draining frost effect. Eleworyn notes, that a regular potion will be sufficient for a human sized creature, but larger life forms will demand larger quantities. She now orders you to bring her five vials of holy cures. Do so (making 6 more will save time later, but will fill some vital parts of your inventory instead of food and prayer potions). When you return with the potions, you will automatically drink one yourself, feeling the warmth of life bubbling inside your entity. Then, a cutscene occurs, showing you spilling the other 4 potion into a Eleworyn's cauldron, and the dragon breathing fire on it, then drinking the entire stuff. She glows in a soft light for a minute, then tells you to restock with good food and items. Though the Hurm Xir'kay are long dead (victims of their own sickly, twisted magic that they used against their Dragonkin masters), all kinds of undead and plagued monsters can wonder around Not to mention the "competitors" that surely making their own plans. 3. A stinging surprise Items: good (monkish and above) food, armors and weapon, 1 click teleport Suggested: fire proof farming equipment, good pickaxe, holy cure potions. Tell Eleworyn you are ready, and you may climb on her back for another flight. You get a long cutscene showing the dragon circling lower and lower around the un-lighted, dark tooth-like tower of Hurm-Rurk, and yourself watching the sights of a half-ruined, ice and debris littered streets of the Hurm Xir'kay city: the home of an evil tainted, yet long forgotten race. (note: Here a special music theme unlocks: "Requiem to the north") You start to feel danger: Eleworyn seems to act carelessly, circling lower and lower and not listening to your warnings. Then, dark horns blow: you get a cutscene of dozens of Nachryael-like creatures (though a bit larger, horned and more reptile-like then their slayer tower cousins) crawl out of the snow and from dark passageways. They fire a rain of magical arrows on the circling dragon. The cutscene ends with Eleworyin severely wounded, struggle to keep flying, but fails and gliding down ("emergency landing") into an area of snowy cursed pine-like trees at the outskits of Hurm-Rurk tower (which now hovers above your heads). Eleworyn crashes into the snow, and you get from her back. She is badly wounded, and even worse: you are not alone. 5 Xir'kay scavangers approach you, and you need to kill them all. The scavengers are the lowest form of Undead Hurm Xir'kay, but they are still dangerous. Like all Xir'kay, they are a higher and riskier form of a nachryael (demanding 80 slayer to kill, counting in nachryael tasks, etc). Hurm Scavengers are lv125, with 162 life points. Though they only use a relatively weak (for their level) melee attack (hitting up to 170), they can summon three kinds of deathspawn-like creatures, that make quite a hassle (each scavenger can have up to 2 deathspawns at a time. Unlike regular nachryaels, the deathspawns vanish immediately after the Hurm dies). - a skeletal deathspawn: ranging the player, hitting up to 75. - a rotten flesh deathspawn: mildly healing the scavenger from time to time - a green deathspawn maging the player, hitting up to 50 and can de-activate prayers. The area is multicombat, so it can get nasty. At the other hand, Eleworyn will help you from time to time by breathing fire and casting offensive spells. It seems that all Hurm forms and their deathspwans are weak to air spells. After the last scavenger bit the dust, Speak with Eleworyn, to reveal she is severely wounded and not able to fly at the moment not to mention that the Hurm rangers are still nearby, waiting for her to ascend again. She tells you that the fate of the scavengers will keep the rest of the Hurm footman away for a while. She mumbles something about the undead hurn awakening that you dont fully understand, and then she will pass out. Check her to get a message she is still alive, but she is too cold and her wounds can quickly overcome her. 4. Lighting the fire of life Items: food, armor and weapons, fire-proof farming equipment, pickaxe and hatchet (a mithril hatchet spawns nearby) General notes for the following quest parts: You and Eleworyn are now on the middle of the Hurm-Rurk plateau, far above the godwars entrance area. If you teleport away from any reason, the only way back is through some wall climbing from near the GDW entrance (56 agility, and higher levels are strongly recommended, because failing here can make you fall, suffering from up to 500 life and falling straight into some lv132 wolves. Note, than if you are under the 20minute frost resist influence, the frost will not drain your run energy). The plateau is extremely chilly, inflicting frost damage to anyone not under the protection of frost resistance potions (will become easier when you reach later parts of the quest). At the north, stands a partially broken, dark city wall. Get close, and you will get attacked by multiple Hurm scavangers who wanders around. Get closer, and the unseen wall-rangers will shoot you, inflicting massive damage and making you automatically retreat. Use your own hatchet, or grab a mithril one from a nearby spawn, grab a spade from a near spawn. Chop some cursed arctic pine logs from the nearby trees, use your spade to shove away the debris from a long-ruined gigantic fire pit near a close-by crumbling wall, use the logs and ligh the fire, but Eleworyn will not make up. You get a message that her cold may be magical in nature. go east to a rocky patch area, and kill the Hurm scavengers around, till you get a note that the area is clean. Go east into a rocky cliff area, and find some ruined patches. Use your spade and pickaxe to clear them. There are also some lv121 plagued ice trolls lying around and from time to time, one of them will rise and attack then fall back when red-barred. Now you will have two dragonweed patches, and 1 special flower patch. Go back to Eleworyn and seach her, to find some dragonweed seeds and blood-soaked green scales. Those soaked scales are available only during the quest, and when used on the dragonweed patch, they will replace the need to use dragon comost and antifire potions. Furthermore, using those scales will speed-up the growth times of the dragonweed (it will fully grow in about 5 minutes usable only while doing this quest). while tending the patches, you will also see a deserted snow-hunting zone south of you ignore it for now, though it will be usfull in the miniquest afterwards. Note: the plagued ice trolls can drop some trollwise flowers. the Hurm scavengers wandering around the plateau can drop both dragonweed seeds, different dragon scales (up to red), and "delicate icy seeds". If you plant one of those on the special flower patch, you will be able to grow a beautiful bush with flowers that are similar to trollwise so they can be used in holy cure potions. Grow some dragonweed, fight the draconic creatures and pick their drops till you get 10 dragonberries. Search some rocks to find 3 parts of a broken cauldron. Now, go east of Eleworyn to find a collapsed cave entrance (ignore it for now), some mithril, coal and iron rocks, and an abandoned furnace. Use one coal on the furnace to light it, forge 3 steel bars and use them to the furnace again with a hammer in your inventory, to make some cauldron parts. Use the new parts on the broken parts, and you will end with a renewed steel cauldron. Use the cauldron on the fire you made earlier. Mine some ice chunks and throw them inside: they will melt and boil. Now use your 10 berries and 2 trollwise flowers (either your own or from the newly grown bush). A cutscene will occure, showing warm, strengthening aura rising from the fire pit, and the green dragon awakening (though still weak and wounded). Talk to her about escaping, and you get a cutscene of the dragon flapping her wings and try to ascend into the south then another rain of arrows come from the overlooking cliffs at the north, and Eleworyn quickly retreats into the cauldron area. Another cutscene occurs, showing some undead Hurm carrying mean-looking catapults, and start preparing them to fire. Note: from now on, whenever you wonder away from the cauldron, you will see a round shadow appear on the ground from time to time. If you are in it, run away, or you will be harmed by a catapult rock, suffering up to 300 damage. It will not happen in sheltered areas, like near the furnace, or between the cursed pines. 5. Searching for allies Eleworyn will say she is still trapped here. Though the magical dragon-berry enchanted flames still keeps the Undead hurm away, they will storm the fire camp sooner or later. First, you need to make some obstacles. Chop 12 curse pine logs, then craft them into long stakes. Mine some mithril in the east, then use it on the furnace to forge some barbed mithril studs. Use them on the boiling cauldron to enchant them, then attach them to the stakes, and fix the stakes around the camp. Now, Eleworyn asks you to deal with the ice trolls, telling you that you must prevent the undead Hurm to take control of them, thus rising them to join the coming attack. Maybe you can be quicker, and bring them to your side? If you brought 6 potions of holy cures, use them on the plagued ice trolls (while lying motionless, before attacking you or after defeted). You will need 2 potions per troll, because they are larger than a human. If you do not have the potions or at least 6 vials of sacred oil(3) (other components can be found at the plateau), you will have to teleport out, make potions then climb all the way from GDW entrance. After using the potions on the third ice troll, you get a cutscene of the trolls stark to awake, then an enemy patrol rush ahead. At first, you need to kill 2 scavengers and 1 Hurm ranger (Hurm ranger can summon the same deathspawns, he has less life and much less defense, but hits quicker and harder (up to 250) with range. Defeat them, and you will get another cutscene of a tall, armored Hurm figure, wielding a huge axe. Now you have to deal with 1 more Hurm ranger, and the menacing Hurm Trooper. That chap summons no deathspawns, but he has 210 life, high melee and ranged defense, and a slow but strong melee attack, that hits up to 270. Once in a while, he will lift and weapon and roar. Run quickly out of melee range, unless you want to suffer a prayer piercing blow that deals up to 420 damage, throws you away and stuns you for 10 seconds. 6. Stocking on supplies After defeating the Xir'kay patrol, talk to the ice trolls, to find they are healed from the plague. They won't be cooperative at first, but after mentioning the possible shelter nearby ("otherwise, they will plague you again") and your help to the ice troll family (plus defeating Kamil) at the icy plateau, they will be convinced to follow you to the cauldron area. A short amusing cutscene occurs, then they see Eleworyn. Then, talk to her herself to be told that she hears the Hurm making preparations for their grand attack. Talk to the trolls, and one of them mentions an ancient pond with tasty fish. Agree to check, and he will lead you south-east, a bit south of the furnace. There, you will find an icy waterpool, at the base of a high cliff, with four crevices in the rock around, and few Hurm scavengers wandering around. This will be a bit similar to the dungeoneering skeletal horde (fewer and much slower-spawning monsters, but much stronger than the skeletons). Kill the scavengers and seal the crevices, till the area is clear. Then, use your pickaxe on a nearby stone, causing it to break and fall into the water. Use your chisel and hammer on the stone parts, to craft them into a natural stairs that can lead closer to the water. Now, talk to the troll to get a bone harpoon, and fish some frost eels (58 fishing) and white catfish (68 fishing). Bring your loots back and use it on the cauldron to cook some dragon-berries stewed fish (healing 14 and 17). You may fish as much as you need for yourself, and can also give stewed fish to your allies, to make them last longer in the coming battle. When ready, talk to Eleworyn and say you are ready for battle. 7. The Battle of Camp Rurk: repelling the attack Now, a cutscene will occur, showing the enemy assault. The whole area will be filled with Hurm scavengers and some rangers attacking you, Eleworyn and the ice trolls. The area is multicombat, but locating yourself wisely and using the stakes as cover will make it much easier. Kill scavengers and rangers and get a kill-count of 8, and a trooper will pop-up and attack you. Kill 8 more, and you get 2 troopers appearing together and attacking (use the stakes and change positions wisely to make it harder for them to pile you) A cutscene occurs, showing the ice trolls quarreling over the remains, skinning them and using Hurm bones as decorations. Talk to Eleworyn, and she will say that though the Hurm were repelled, you still must find a method of gateaway meaning, a way to deal with the rangers on the city wall, or at least distract them. Though, you had already learned that a direct attack will be of no use, you need to think on another way. 8. The Darkened cave Items: 20 doses of sacred oil (5 potions(4) are the best suggestion), pickaxe, hammer, chisel, saw, tinderbox Suggested: 60 dungeoneering (makes things really easier), best weapons, armor and food you can grab. Go to the furnace area, and mine the cave entrance, clearing the rubble till you can squeeze inside. You will find yourself at the edge of a deep, dark passageway. Try to advance, and your character will jump back, because the darkness is too thick. Try to use logs on the curved torch pillar near the door, and it will only spark for a minute, then go out. The solution is to soak chopped cave roots (spawns nearly everywhere around the cave) with sacred oil (1 dose will do per each) and light the torch pillars. Note: you will have to quickly light all the pillars in every room you enter from now on, except the secret shelter room. light the single pillar at the entrance, go ahead and you will see a broken bridge and some stone slabs. First, light the torch pillar, then mine the slabs, use a chisel and hammer on them, and repair the bridge. at the other side, you will come into a small crescent shaped room with a locked heavy stone door, two torches and two staircases leading up at the west and east. A pair of Hurm scavenger guards the stone door, and they will attack you. Quickly light the two torches, then kill the guards. After that, use the stairs. Each stairs will lead into a cliff head in the open air (no need for torches here) with a big catapult and several undead Hurm guarding it. Use a tinderbox on the catapult and fight the guards, preventing them to repair the catapult till it will completely burn (killed guards will quickly respawn). Retreat, and do the same in the other staircase. Go back near the door, and a cutscene will occure, showing them opening and a trooper comes out and attacks. Kill him. And you will be able to pass the heavy door. light another pair of torches, and you will find a short passage way, ending with a door with a broken dungeoneering sign upon it. Since the Hurm had broken the dungeon seal, you need no dungeoneering skill to enter. On the other hand, you can search the moss nearby to reveal another door with an intact dungeoneering seal. Entering here is entirely optional and requires 60 dungeoneering but if you do, you will find a safe shelter room with spawns of tools, some food in creates, and a very limited supply of stat boosting potions. Moreover, there is an underground pool here, with frost eels and white catfish (when it depletes, it will take about 10-12 minutes to re-appear), and some materials to build a cooking pit and an altar, if your construction is high enough (you will be able to pray every 10-12 minutes). 9. The undead horde Note: whenever you complete a room here, your progress is saved, and you won't need to pass it ever again while going back and forth. Horde room 1: when you finally pass the corrupted seal door, you will find yourself in a round room with 5 crevices, and a group of Hurm rangers and scavengers. Here, its a trickier version of the skeletal horde fight. You need to quickly light all 4 torches, then mine stone slabs, craft them to stone barriers and seal the crevices, while killing the Hurm around to prevent them to pile on you. When all crevices are sealed and all monsters killed, you will be able to mine the entrance to the next room Horde room 2: The next room is even more trickier. It is more long and elliptic, with 4 large crevices, stone slabs and a huge pile of mineable debris on the other side. There are 4 torches to be lit at first. Unlike the previous room, it will take about 1 minute before the creatures appear. you can mine the debris while being attacked, though it is extremely slow, and some creatures, instead of attacking you, could interfere and cause rocks to fall, making the debris to regenerate. The trick here, is that you need a significant amount of time to clear the debris, but you must prevent the creatures to grow too much in numbers, because you will be out-matched very quickly. Like before, mine slabs and craft them to seal the crevices, and now you will have the option to reinforce them, to make it stronger. However, in this room, the creatures behind the sealed crevices will start to ram the stone barriers, so you will have to alternate between mining the debris, reinforcing the slabs, fighting if needed, and making new crafted slabs. The higher your construction is, the stronger your crafted slabs will be, taking the creatures longer to break them down. Lava room: now you get into a room with lave streams blocking your way. Quickly light the 2 torches near the entrance, and a trio of Hurm rangers will appear the the other side. You will be under constant range attacks till you finish this room (you can range or mage the rangers, but they will soon spawn again via a crevice on the far side). Here, you need to mine large obsidian lumps, and make them fall onto the lava streams, partially blocking them. Then, you need to mine stone slabs and roots, and construct reinforced bridge slabs, fix them in place and pass. There are three lava streams, each needs to be passed with 1 obsidian slab, and 4 bridge slabs fixed over it. Your ability to pass (rather failing and falling into the lava), depends on both construction, agility, defense (or prayer). The higher your construction is, the better quality your altered bridge parts will be, making you less depended on high agility to successfully cross. Whenever taking damage from a Hurm ranger, there is a greater chance for you to fail while crossing (anti-range prayer will prevent this completely). When you reach the other side, kill the rangers, mine slabs and seal the crevices. Then, light the two torches near the exit door. Room finished! 10. The Dragonkin temple Now, you will find yourself on a huge temple like hall. you will see an unlighted, evil looking dragonkin altar on the top of some stairs, and some weak glinting in different colors near the ceiling. A pair of Hurm troopers guard the stairs. Kill them (it will be a bit tough, because both of them will be attacking you simultaneously, which is almost impossible to prevent in this room. After dealing with the guards, get close to the altar, and light the last pair of huge golden torches with your remaining sacred oil. A cutscene will occur, showing yellow, red and blue rays of light coming from above, lighting the altar and making it look even more menacing. Now, search the far side of the room, to reveal several shining strange crystal stones. Mine them all, to get a nice amount of strange gems: Sun tears (yellow and orange), Eye of Zammorack (red), celestial hearts (blue), druid's clover (green), and twilight veil (purple). Cut all of them (they are stackable, so get a good amount of each to save time). Now, approach the altar and search it, to reveal an un-powered ancient symbol, made from colorless crystals, with some black onyx parts littering them. The symbol is made from three circles, on inside the other. At the beginning, all stones inside the circles will be colorless or black except some "stone locks" in every inner part of every circle, that will be in "faint brown", but you will see yellow, red and blue glinting at some points on the outer rim of the outer circle. What you have to do is to use your crafting to put in stone in the matching colors, that will lead yellow, blue and red lights from the outside into the stone-locks in the inner rims, while avoiding the black parts (because they block colors), and uniting the lines of color when needed. For example: if you place a yellow gem in a place shining with yellow glinting, the light will pass throw the gem, and could be used to penetrate deeper parts in the circle. However, if a colorless part is in touch with both yellow and red rays of lights (means you placed a yellow and a red gem both bordering it), you will now have to use an orange gem on it, and so on. To unlock each circle, you need to craft your way to the brown stone locks. Each one of them have two bordering colorless stones, so you have to pass matching rays of light that together make brown (brown=red+yellow+blue). For example: 1 stone with blue ray, and the other one with an orange one (yellow+red). Note: touch the stone lock with two incorrect rays, and it will cause an explosion, damaging you and shattering the gems, resetting the last circle you were working on. 11. Getting away when the last inner circle unlocks, a cutscene occurs. A burst of lights comes out of the alter, hitting the ceiling and breaks out. The whole temple shakes, and rocks start to fall. Quickly grab "an ancient looking casket" from inside the altar. Then, you hear an anraged roars, and a rock is flung at you, and may cause up to 350 damage if you won't take cover very quickly. You get a message that "something big approaches, and it doesnt sound too happy". run away, avoiding the falling rocks, get out of the temple and the caverns. When you pass the first cavern door into the Rurk plateau, you get another cutscene showing explosions and rays of light hitting the city wall rangers, causing a total havoc. Run back to Eleworyn, who will agree to seize the opportunity to make an escape. But, before you can make the getaway, another roar makes the ice tremble, and a hugh, armed-to-the-teeth Hurm field captain pops up, casting a curse that will trap Eleworyn inside a block of ice, and making the ice trolls to scatter and run away. 12. Drahmurg the warmonger Say hello to the Hurm Xir'kay field captain. This beasty is lv275, with 3000 life point, with the melee and ranged defense of a warrior with full dragon set, and a magic defense of a ranger wearing black dragon hides. He attackes with all three styles, plus two nasty special attacks. - melee: a slow slashing attack with his huge sword, hitting up to 360 life points. - range (only if you get far away): he pulls out a menacing crossbow, dealing up to 220 damage. - mage: he raise his right hand upwards, causing a green jet of light to jump from his weapon, dealing up to 220 damage. - special attack 1 (only if you are far away): a red glint is glowing from his left hand, and a second later he shoots a black chain, causing up to 250 damage and capturing the player, telegrabing him into melee range. - special attack 2: he roars, making three huge shadows to appear on the ground (1 will always cover the area you stand on). Run away quickly, because curse ice lumps will fall into those areas, causing up to 420 damage, de-activate your prayer and drain your stats a little. when reaching 66% and 33% of his life points, he will summon 6 deathspawns, two from every kind. 13. Ending When Drahmurg falls at last, you can take and inspect his broken chestplate to reveal a magical rune that is too similar to the magical symbols that were used by the cave goblin Drujkyns in Varrock. Now, you can also remember you had seen similar symbols in other Hurm infested areas that you had visited before. The ice around Eleworyn breaks, and you can jump on her back to make a flight out of the Hurm peaks. You get a cutsence with a strange conversation with the green dragon, and you will open the casket and pull out a heavy necklace with a symbol similar to those that were carried by the foreign warrior in the previous quest, Eleworyn will take it from you, sounding a bit suspicious in a way that makes you wonder if the way she fell down was indeed unexpected ambush it sounds as if she knew the necklace was there, and planned how to take it for a long time. However, she will try to sooth your anger by saying it is a great victory over the plagued sons of Kay and now it is time to pressure them further, while keeping the foothold you both created near their cursed tower. She will also try to make you relax, saying that the evil civilization of the Hurm is totally gone, even if some of their undead husks had risen from their snowy graves. Hurm-Rurk and Hurm-Rurn, are still dark, their fires died forever. Then, you get a creepy cutscene of both towers lightening up while you fly away. 14. Reward: 15k exp in slayer, mining, smithing, agility, firemaking, fishing, cooking, woodcutting and prayer. 20k exp in crafting, construction, farming and herblore. open the casket to get 25k gold, 3 dragonstones, and a magical chisel, which will grant 10% more exp while cutting gems. ability to make holy cure potions, and grow trollwise flower bushes. excess to the Hurm camp site and a mini quest yielding more rewards. to reach the camp after the quest, either climb from GDW zone, or go the Eleworyn's cave and she will fly you to the camp (and from the camp back to her cave). The ability to train on Hurm Xir'kay scavengers, rangers and troopers (thus gaining an alternative for nachryael slayer tasks) The ability to use the new dragonweed and flower-bush patches, fish frost eels and white catfish, and stew them in dragonberry sauce. 15. Mini-quest: reinforcing the camp Speak with Eleworyn after the quest about strengthening the camp and recruiting more aiders to pressure the Undead Hurm further, and prepare for future breaking deeper into their city. She will give you hints about certain worthwhile NPCs. Note: you must speak to the NPCs in order or you won't be able to recruit them. Some of them will demand tasks or high skills to reach, including dungeoneering. Every npc will also demand at least one potion of holy cure. A) The ice troll part: supplying the camp with meat. Requires: 72 hunter and some hunting gear. Talk with one of the camp trolls about meat, and he will mention the icy hunt field south of the patches, and the ancient snow raptors, that are too tough for him. He will teach you how to place kebbit meat baits near pitfalls, and require 12 raptor hides and 10 raptor meat chunks to supply the camp with. Go to the hunting field (after the quest, some saber tooth kebbits will dwell there), hunt them, prepare some pitfall and place baits. Then, a lv112 raptor may appear – the creature is extreamly aggressive and hits high. You must lure him to the pit to get meat and hides (100% for meat, 40% for hide per hunt). Give your loot to the ice troll, and he will make a big cooking spitroast in the center of the camp, and will also sell raptor meat and buy hunting loot for a small price. reward: 8k hunting exp B) The Fremmenik Braggart part: getting the guards Requires: High combat level, making history quest. Go to the Fremmenik Braggart from making history quest (the one eating kittens for lunch, etc). you won't be able to recruit him, unless the camp has a meat supply. To prove your worth, he will require 20 "fresh daganoth hides" (that you killed yourself), 15 holy cure potions for him and his men, and 5 Hurm skulls (drop from any Hurm after the quest). Bring all of those to him, and a bunch of warriors will settle in the camp, reinforcing its fences and building some tents. After this part, a fremmenik will build a fish stall in the camp, and another one will trade like a general store. C) Darzaran the dwarf: a smith for hire requires: 15 dugeoneering, 74 crafting or ring of charos(a) This dwarf wanders in a secret room in Keldagrim's mines, requires 15 dungeoneering to enter. He won't agree to aid, unless the camp is guarded with armed warriors (trolls doesn't count!). He will require a large fee for his service: 100 steel or gold bars (noted will do), 25k gold, and a dragonstone necklace you had crafted yourself. Either craft it or use a ring of charos. The dwarf will next be found near the furnace east of the camp, and will build an anvil there, and buy smithing products for minimal prices. Reward: 1k dng exp, optional 8k crafting exp D) Mad Rhodrack: an old ranger's tale Requires: 50 hunting, 52 dungeoneering, high range (70+) This old chap is found in a cave near the scorpion vally in deep wildy, and won't agree to help unless the camp has a smith. Ask in the ranger guild to find out he was last seen near the wildy lever, go to wildy and track him till you find the cave. Enter and see the crazy old archer shooting at a bunch of lv88 pit wolves. To recruit him, you must track a thief to the rouge castle, kill a lv68 rogue to get a stolen ring back, then bit the old ranger in a competition – you must kill a pit wolf before he kills his. Finish, and he will move to the camp and make a stand by the trees leading north, sniping at any Hurm that wonders too close. He will also sell some arrows, shafts and feathers. Rewards: 5k dng exp, 5k hunter exp, 10k range exp. E) An unemployed gnome pilot Requires: 35 dungeoneering, 75 cooking, 80 crafting, monkey madness quest This ex-pilot is hiding in a secret cell under the grand tree's root, mumblimg about some kind of accident, that "wasn't his fault". To make him agree to talk to any living soul again, he first requires a special dish involving a giant frog leg, vanilla pod, and sauce made from a underground root that only grows deep in ape atol dungeon. Gather the stuff and cook the dish, then talk about the camp – but now he will demand a proof about the dragon berries, and in other words: you will have to brew a dragonberry liquor for him (that drink is used for both frost and fire resistance, and boosts your life a bit. Give him the brew, and now he will give you his ruined lucky talisman. You need to use a chisel on a dragonstone to carve it into a stange shape, then chisel it into the talisman, together with ruby powder (smash 3 rubies for it). Finish this, and you will have a gnome pilot enabling easy travel way in and out of the Rurk plateau. Reward: 10k crafting and cooking exp F) Gathering some holy zeal Requires: 70 agility and ropes to get into saradomin's part of GDW, 72 dungeoneering, and high combat level. A SaradomHurmin item is strongly recommended. Get down into GDW, and further into the Sara part. There, you will find a sealed secret room (72 dng to enter), with an unatackable lv198 female Icyene named Hirlyra. Be careful not to have a single saradomin kill in your GDW counter, or she will cast a lightning bolt that will throw you out of her room, inflicting up to 160 damage. Talk to her, and she will need a fair bit of convincing (charos won't help here): first, about leaving her beloved commander, then about allying herself with a dragon and other ominous creatures, that she see as servants of evil. Finally, you will persuade her that if the Hurm Xir'kay won't be dealt with, they might get down to help the Zammorakians. To prove your worth to her, you will have to talk to her with a count kill of 100 Zammorakian minions, plus having 4 gold-trimmed unholy signets in your inv (those are an uncommon drop from zammorakian spiritual warriors and mages, available only during this part of the miniquest). Show her your worth, and she will follow you out. You cannot teleport, and every single Zammorakian and Bandos servant will attack her on sight, requiring fighting your way on every step. Get out, and you get a cutscene of two of the Zammy boss demon assistants chase and mock you – then they both attack. You and Hirlyra will have to repel them (while keeping the icyene alive, or it’s a start over). When both demons are defeated, you get another cutscene of your follower rising into a world in which the god wars are long over, then she will fly upwards, and you can talk to her or to Eleworyn up in the camp, to get a dialogue reaveling a bit more about the mysterious northern war-godess Amnestyrie, which Eleworyn seems to be somehow connected to her. After all of this, Hirlyra will be found wandering and fighting the Hurm scavengers and rangers north of the camp. Her presence will make it harder for them to pile on you (though you need to make 51%+ damage to a monster to get the drop). She will also bless any Hurm skull you hand her, causing it to crumble, and giving you 50, 66 or 100 exp for it. If you talk to the icyene again, she will tell you she has some plans to storm the suspected location of one of the Hurm leaders, but she needs more time and men for it (hinting to further mini quest parts after the next quest in the chain). Reward: 12k prayer, magic and defense exp.
  8. A Fistfull of dragons part III: Claws of Darkness In which our hero's adventure takes a dark turn... Start point: Talk to the "Foreign warrior", near the cave-goblin trader camp, north of Varrok, Requirements: Quests: At least started Desert treasure (ring of visibility part), Defender of Varrok, My arm's big adventure, shades of Mort'ton, Hero's quest, the spirit of summer, garden of tranquility Items: 1. Ring of visibility. 2. Ring of Jennica 3. 12 Doses of Sacred oil (3 potions(4) work best to save inventory space, but any combination will do) 4. 12 mithril bars, 4 silver bars and 5 cut diamonds + enough runes for casting lv4 enchant jewelry, five times). 5. Magical butterfly net (supplied in puro-puro) 6. A couple of anti poison(s) potion is strongly recommended. 7. Buckets of camel dung and super compost for a mountain herb patch + 3 antifire potions. 8. At least 3 potions of blamish oil 9. Dragonfire or antifire shield. 10. A good pickaxe 11. Suggested: 1 click teleport, good food to survive a lv132 slayer creature, and a lv115 with multiple special attacks Skills: 50 agility (the higher the better), 60 smithing, 60 mining, 50 prayer, 56 crafting, 56 magic, 41 thieving, 67 slayer, 63 farming (higher unlocks more possibilities after the quest), 55 firemaking, 68 hunter. Suggested: high level combat 1. An unwelcomed stranger Go out of Varrok's north gate, east from the cave goblin traders camp (established during the previous chapter), and you will see a foreign warrior in blue and silver-trimmed armor, wearing a glowing, strange necklace (In fact, he is dressed quite similar to a Tiras guard, but missing the helm). Talk to him, and he will say that he came from afar with a personal message to queen Ellamaria. He will refuse to supply many details, but if you press him enough, he will tell that passing the message was a last wish from his friend-in-arms, who had perished in battle. But unfortunately, the queen refused to meet with him, acting haughty and sending him an insulting retort (Surprise, surprise). Then, he heard about you and your dealing with the cave goblins, and went here to ask for help but the goblins treated him with hostility (if you press further about this matter, you get a response that it may be related to his ancient war-necklace, which is a unique heirloom from the far north. Agree to help him, and he mentions that other then treating him badly, some of the cave goblins are acting very strangely, walking in circles with glinting eyes. If you are indeed a friend to those beings (he is not hiding his dislike to them), you better head first to the camp to check things out. 2. A Looming suspicion go to the cave goblins camp: something looks indeed suspicious. Some of the inhabitants scramble around, walking half aimlessly in a disturbing method (especially if you are familiar to some sluggish stories). Others dig near some mounds of rubble, talking about "clean-up, must clean it all". Try to search the rubble, but the goblins will stop you. Go back to the foreign warrior and ask for help and he will follow you, then distract the diggers by lifting his necklace which will start glowing, and calling a strange name of a northern entity. Now search again, and you find an almost totally burned diary, and a scroll. The diary seems to be written by one of the goblins, and only few lines can be read most of them talking about trivial trading and camp life. One line, however mention something "going too far" and something that "must be taken". The scroll, on the other hand, is containing something not fitting cave goblin: a long song of praise to saradomin, with a crude line drawn under the repeating words "And the servant of god is the key". Now go to Drujkyns in his tent, near the forge from the previous chapter, show him what you found and ask about the reasons for the strange behavior around. The goblin leader doesnt seem sick or strange, but a bit evasive. He will say he is aware and worrying about the situation, but wish not to inform the local authorities fearing that the hated priests will use the situation to spread false rumors, or even to drive his people away from Varrok. He suspect that the scroll you found is a conclusive proof that the servants of Saradomin are behind the misdeeds. Note: The dialogue will differ a bit concerning the party you sided with in the previous quest. But Drujkyns will talk with you now, even if you sided with Saradomin, because you are still considered a loyal ally of the cave goblins. 3. The wings of (tiny) Undeath Finally, Drujkyns will agree to consider another option: that something evil, yet unseen, from the darkened wilderness is to be blamed. Were your ring of visibility, and walk around the camp. You will now notice some ominous, sickly-green glinting around some of the tents. Go back to the cave goblin's leader, who will send you to the scientist in Doragesh-Han, which will tell you his knowledge about magical metals is still lacking but maybe you know a dwarf sage that could help? Go to the ruined halls beneath ice mountain to talk with the blind sage, and you will learn how to use mithril and silver build special candlesticks which could force tiny evil creatures to expose their true form. Now take the mithril and silver bars, the diamond and sacred oil to a furnace, and use them as follows: a. Use 3 mithril bars on the furnace with 1 silver bar and 2 doses of sacred oil in your inventory, to turn them into an ornamented mithril cane. b. Use a cut diamond on the cane with a hammer and chisel in your inventory, then cast lv4 enchant jewelry, to get a blessed ornamented mithril cane. c. To save some time, take another cut diamond and cut it to diamond powder, mix it with a vial sacred oil(3), cant lv4 jewelry enchant on the vial, then use it to soak the magical butterfly net, to make it into a blessed butterfly net. d. Make sure you have 3 doses of oil left you will need it afterwards. Take the 3 blessed canes and butterfly net back to the cave goblin's camp. Locate four small mounds around the camp. place a can on top of one of them, then use a thinderbox on it, and a cutscene will start, showing tiny revenants flying around the magical flame invisible, tiny but extremely evil revenant implings! 4. Some Notes about revenant implings Those special undead implings require at least lv68 hunting to catch, plus a ring of visibility and a blessed butterfly net (using a regular or magical net will end with a magical force stunning you, inflicting a bit of damage). Furthermore, tiny as they are, those tiny pests are still revenants and they *will* bite back when hunted around. Whenever you use your net but fail to catch them in the first attempt, they will reply with either a. a melee bite which is weakly poisonous (poison damage starts from 20lp), b. a range attack that cause up to 25lp damage, but can "freeze your muscles" (like a regular rev's range attack) c. a magic attack that hits up to 25lp, and can teleblock you for 30 seconds. After the quest, those beings will roam the wilderness from time to time, carrying valuable loot which is related to the wilderness (like parts of super-set potions, cooked high level food, green dragon hides, possible clues, etc). 5. Clearing the pests After lighting each cane, it will glow and reveal 3-4 revenant implings flying around. Catch and loot them. When the last impling is hunted down, a cutscene occurs, and the cave goblins in the camp will start to act normally but no one of them remembers anything about the previous events, and no one of them knows nothing about neither the journal, nor the praise scroll. Go to Drujkyns, who will still act a bit evasive. Loyal to his way of thinking, He strongly denies any good coming from the powers of the gods, claiming the sacred oil is nothing but the fruits of ancient mortal's wisdom. However, he will thank you for the help and reward you with knowledge the ability to make a different use the for same technology that you used to make the canes: the ability to create a "lamp of visibility" that will enable you to see and hunt revenant implings through the wilderness. However, he notes the ring of visibility is too weak for this task, and you will have to replace it with another ring, specially designed to see unseen things in the wilderness (in other words: the ring of Jennica). Go back to a furnace and make a blessed lamp of visibility, then cast lv4 enchant on it. 6. An unpleasant find-out Done with the cave goblins, at last, go back to the foreign warrior, who will ask you to talk to the queen on his behalf. Now go to Ellamaria, just to find her extremely annoyed the worst mood possible to ask for favors. Talk to her, and you will be told that someone stole her map (the one leading to the dragon. Remember?) from her room, though it was well guarded and locked. Herby, she order you to find the thief and kill him. Go near the door to the queen's personal bedroom (new place in the 2nd palace's floor), use your lamp while wearing Jennica's ring to find a familiar and un-pleasant green glint. follow the glint around the castle, and on the first floor you get a cutscene of the king advisor who behaves in a suspicious way (he is arguing with someone he don't like (maybe Drujkyns?) trough a magical prism. Remembering the song about the servant of god who is the key, pickpocket him to find a dragonstone key. Keep following the glinting around the palace, till it leads into the drain north of the garden. Now go to the sewers and keep searching for glinting, follow the green sparks around to a strange wall in the red spiders zone, near the moss giants. Search it to find a crevice. Squeeze through, and find yourself standing by a magically locked trapdoor. Use your key on it, and a puzzle will pop up. 7. Unlocking the puzzle This strange puzzle shows a circle of A-Z letters and a clock-like hand that you can move between the letters there is a twitching spring that controls the hand's mechanism, enables it to move around the A-Z circle. To beat the puzzle, you need to make the clock hand rotate through the correct letters, forming the word "Unlock" (for example: to pass from "N" to "L", you need the cloak hand to rotate 2 steps back). To make it trickier, the spring's tension will infiltrate with your moves, varying from time to time. To solve it correctly, read the spring tension and take it in account when rotating the clock's hand (for example: if the tension is +3, and you want to pass from "N" to "L", you will need the rotate the hand 5 steps back, instead of 2). When the puzzle is solved, the wall moves aside, revealing a dark passageway leading into a mossy pit. You had found a lower level of Varrok's sewers! 8. The under-Varrok mossy maze: Here be cockatrice The lower level of varrok sewers is a medium sized maze of mossy cavern, filled with crumbling rubble. Sometimes, damaging gas emerges from the ground, and can hit up to 30 life. Some ancient cages, pillar and moss-covered decorated walls hint, that ages ago this places was used as a gladiator ring for some cruel, non-human tyrant. The maze is in a form of two circles with few side-rooms and dead-end cavern, and a large pit in the center. The whole place is crawling with slayer and non-slayer monsters, as follows: -, level 30, 36 and 42 azure, emerald and crimson trimmed snails (Non aggressive): those snails seem like larger cousins of the mort-myre snails (and can be used to produce improved snelms). - level 48 and 84 moss giants (aggressive) - level 52, 66 and 75 Killer plants (green, yellow and golden): those aggressive pests can only be found on the outer alcoves and dead-ends. They can use both melee and shooting poisonous thorns. The lv75 ones can also spit acid, which Is a magic-based attack. - level 80 zombie hands (non aggressive) - level 72 and 88 Armored Cockatrice (aggressive): those monsters are a bit bigger from the regular cockatrice, and they have brownish-red armored scales. They are the main population and threat of the mage: not only they are extremely aggressive, but their gaze cannot be avoided by using a regular mirror shield (see deatails below). The level 88 ones can also use a special attack, in which they jump into the air and send an attack that hit automatically for heavy damage + a bit of stat reduce, unless you run few steps away. - level 105 and 122 oozing cave beasts (level 67 slayer to hit): Four legged dripping greenish or dirty-bluish creatures, with a long spiked tail, which resemble a bit a mutated form of a nail beast (not dropping 100% nails or charms, though). They can attack very quickly, and their tail lash is both poisonous and can throw few steps back and stun. Furthermore, the level 122 ones can sometimes use a magic attack in the form of a prayer-disabling spit, that may also turn to 1-4 lv22 oozlings which can become a nuisance. Those aggressive beasts can only be found in the large central pit. 9. A better mirror you first find yourself in a small mossy pit, with few skeletons lying around, a big rubble mound and a dirty sandpit. try to leave via a small crevice leading further into the maze, and a cutscene starts, in which a cockatrice gazes towards you, and you jump back in the last second. You get a note that this beast is extremely aggressive, and gazes so deep and fast, that you doubt if a regular mirror shield will work. Search the skeletons around to find some coal lumps, bucket, bronze hatchet and a tinderbox, and a battered round-shield base, made of mithril and 3 sapphires (2 are missing from their place now). Search the rubble to find that it is an unlit furnace. Clean it by chopping the moss and vines, which will give you 3 swamp weeds and some chopped tendrils. Then light it with the tinderbox. Use the bucket on the sand pit, then use the chopped tendrils to make a fire. Cook the swamp weeds to get 3 soda ash, and use the buckets of wet sand on the fire to dry it. Then use both ash and sand on the furnace to get 3 molten glass. Search one tiny alcove in one of the walls to find a crumbling dwarven skeleton u get an "advanced smithing book" and 2 sapphires. Read the book to learn about mirror shields, then use the molten glass and sapphires on the shield base, and get 1k smithing exp, and the knowledge how to smith shield bases (requires 3 mithril, addy or runite bars + 1 dragon hide), and make them into superior mirror shields (requires 3 molten glass and 3 gems which depends on the base: saps or emerald for mithril, rubies or diamonds for addy, and dragonstones for runite. Wield the mithril mirror shield, and now you can squeeze through the crevice and fight your way or run through the aggressive cockatrice. 10. A brutal cure for a stomach-pain fight your way or run around, till you get into the central pit. Among the oozing cave beasts there, you will see a special lv132 cave beast with a red belly. If you examine it, you get the note that it seems as it swallowed something that cause it maddening pains. Kill the lv132 (It will not appear again after the quest), to see a green glint emerging from its corpse. Use your blessed lamp to locate the revenant impling flying around. Catch it, and you get a magical scroll box. Open it, and finally you get a vague map, that seems to describe some zone in the wilderness. 11. Everyone gone mad? teleport out and head back to Varrok palace. Talk to both king Roald and queen Ellamaria to reveal that they do not remember anything about you and your task. The queen doesn't seem to even remember the green dragon who killed her family, nor the stolen map. If you talk to other npcs around, you get similar responses with some frightening dialogues, in which your character wanders if everyone around had gone mad, effected by demonic magic, or maybe it is you that are caught in a vast nightmare and can't wake up. Continue speaking to people in the palace, till you get attacked by 3 level 85 guards, who yell that you are a trespasser and a traitor, and their eyes glint in an unpleasant method. The foreign warrior will pop up, and help you with the fight. He says that he was attacked also, and he urge you to flee the palace, before it will be too late. Go back to Drujkyns, and the foreign warrior will follow you. When you finally reach the cave goblin camp, it is totally abandoned and only the leader will be in his tent. There will be some harsh talking between Drujkyns and the foreign warrior. The cave goblin does not like the glowing necklace, and the fact that the foreigner seems to worship a mysterious war-godess from the north. The Warrior is not trusting the goblin either, and claim he acts suspiciously. Either way, Drujkyns tell you the other goblins went to back to Dorg-Han. Because this place is no longer safe. He doesn't give you any sufficient responses for the madness in the palace, agreeing this is frightening indeed. However, he urge you to follow the map and slay the dragon and maybe all will become better if you do it. He also adds few notes to your map, making clear it refers to the area of the western ruins in the west side of mid-wilderness. 12. The way up Restock, then follow the map, who will finally lead to a mountain-side in the edge of lv24 wilderness, west from the ruins and north from the trollheim agility shortcut. Mine the wall, and go into a cavern. You will be "greated" by few regular lv79 green dragons. Fight or run past them onto the other exit, and you find yourself in the open again (now you are out of the wilderness, so no revenants here). You will get a cutscene of a smoking mountain and a narrow pathway going up. Start walking through it, and you will have to pass few agility obstacles (lv50 at least is required) which are similar to the path in the Legend quest caverns: failing an obstacle with either cause a little damage (if you are successful in holding it), or up to 400 life, if you totally fail and fall down the the mountain. Keep going up, and cross the last obstacle. Then you will get another cutscene, of the dragon flying out the mountain, breathing fire to your direction. Now u must run past another slope, (without agility obstacles) similar to the dungeoneering stomp battle, you will see shadows around, in areas in which the dragon fire is about to hit. Avoid them to avoid damage, and run up into another caven. Now, you get a mining puzzle, which looks like a combination of the dungeoneering mining challenge room, and the Tok-ket-Deal caverns. You will need to mine blocks of stone, shape them to pillar to reinforce the supports, quickly mine the correct piles of rubble, still you reach the end of the room. Now, you need to climb up via a row of wet stepping stones, then through another, harder mining puzzle. Pass the last entrance, and a roar makes the cavern shake. A cutscene starts, showing the mighty Eleworyn blowing her wings, while standing against you. 13. The fight You will quickly find out, that this lv115 foe is much more cunning then her infamous cousin. The fight will start in long range, which she use to both breath fire and cast spells against you. Furthermore, she will pray against magic or range (whatever you will use), and switch immediately to the other prayer if you change from range to mage and vi versa forcing you to assault her with a melee weapon. When you get close enough, she will quickly ascend into the air, flying upwards into a higher cavern, while slaming with her wings and tails, which will cause rocks to fall again, its a stomp like attack, in which you need to quickly avoid the shadows on the floor, or take heavy damage. search the walls around, to find some hand holds. Start climbing, and you will see the dragon watching you from above, and casting a spell that will cause drops of fire to fall on you. You need to quickly use your agility to jump and hold another wall: fail this, and you will fall all the way to the previous fight-room, taking up to 250 damage. 14. The second fight: jump into the higher platform, and the second fight starts. As before, Eleworyn will pray against mage and range. Now she will try to prevent you from using melee, by casting entangle and teleporting aroud. She may also use a random tail-lash, that will throw you back and stun for few seconds. Eleworyn has around 200 life, and the battle will go on till you either get her down to 50 life or lower, or just survive her attacks for 5 minutes then a cut-scene starts, and the fight ceases automatically. 15. The other perspective Your character is surprised and confused, when the green dragon cease attacking and start talking, using human language. Eleworyn cynically asked if the corporeal beast gone broke, that you are trying to steal her humble treasury. If you ask how come that a dragon can speak, she retorts that she just found her old monkey speak amulet. Then again, she will ask what had she done to you that you came here to hunt her down. Try all the options, to get some responses and few cutscens, showing some of the past events from her point of view. - about flying to Lumbridge and attacking the mansion she claims that some thieves used demonic magic to steal unique items from her treasury, and she had every right to hunt them down. The stupid richboy was nothing then a nasty idiot (and yes, she partly killed that disgusting chap for fun), but his little demonic servant was her true target (you get a scene showing them fighting). Unfortunately, he was able to teleport away when she "redbarred" him but she heard you had dealt with him later, on one of his other goblin-like forms. Other than that, she only did the town a favor, getting rid of a group that would used ominous magic under the house of a deceased necromancer. - Ask more about Jhorry: at this point, Eleworyn laughs at you, for not being able to see things that lie under your nose. If she is not mistaken, and you had witnessed an entire palace losing their memories, wouldnt it be simple for the same gang to cast this spell on a week minded lazy human, dreaming to become rich just to use him as a tool to seize control on the ancient caverns beneath Dragith's nurn's mansion? - About her killning Lurmik: Eleworyn shrugs, and say the cave goblin attacked her with her crossbow. Why do people think her own kind are nothing but big scaly sheep, that supply hides and dragon bones? (you can retort something that "but it is great prayer exp!" or "Blimey, I really think I'm in need for a green chaps right now"). - About murdering Ellamaria's family: Eleworyn will strongly deny anything to do with this assault and murder, and you will get a cutscene showing her flying above the terrified runite miners then, the family get ambushed by mad human cutthroats from the kind that lurked in the wilderness in old times, before the revenants drove them away. Your character can now suspect the connection between the item that the goblin-disguised demon gave young Ellamaria, to the cutthroats that successfully tracked the miner family. Finally, you will get the option to say that you were promised a big reward for the dragon killing. Eleworyn will retort something like "A noble cause indeed. A big reward, no doubt. But maybe a bit different from what you had in mind. Care to come and look on the reward that awaits you, noble dragon slayer?" The dragon will cast a spell, and an orb appears you get a note that its similar to the POH's orbs, showing what is happening just outside your house. Look at the orb, and you will see the wilderness, just outside the external entrance to Eleworyn's liar and you see a cutscene of dozens of revenants waiting outside. "Here is your big reward, followed by an eternal one joining their tormented ranks. And no one in Varrok even remembers you had ever existed. Do you like it, great hero?" 16. Dragonweed Now, Eleworyn will offer you a new deal. You will leave her in piece, and in reward she will teach you the main secret from the ancient dragonkin book you were promised by Jhorry. Agree, and she will give you few strange looking, deep-greenish seeds. She explain you that you need a mountain farming patch. Since you had made one in a previous quest, you know how to make it: Eleworyn will now show you a shortcut from the back of her cave, leading into a small cavern near Trollheim so you can use it to avoid the revenants while coming and going. Build the patch on the roof of the lair. Then, you will need to soak the ground with 3 antifire potions. You are also warned that you must carry a form of fire protection when tending the dragonweed. now, the patch is ready, but Eleworyn tells you that the seeds will not grow without a special compost, made by grinding dragon scales and mixing them with a bucket of super compost. The kind of scales used must be equal or higher than the kind (color) of seed used. But hence you were given greenish seeds, any dragon scales will do. note: from now on, you can get dragon scales drops from any adult non-metal dragon killed, in the matching color. go to Taverly, or just climb down to the lv79 dragons outside the liar, till you get a green scale. Grind and mix it with the super compost, treat the patch, plant the seeds and wait 75 minutes (like with regular herbs). Dragon weed cannot get diseased, but must be grown using dragon compost, as shown above. 17. A Violent harvest when the dragon weeds are ready for harvest, return to Eleworyn's cave. Try to harvest, but your spade will melt. It seems that dragonweed patches must be treated with fire proof tools (spade and dibber). Use a blamish oil potion on a spade, and another on a seed dibber. Now, you can harvest your patch - But when you start to harvest, fire raises from the patch (hitting very hard if you dont have fire protection). You get a cutscene, showing the flaming weeds turning to five lv79 draconic-like humanoid warriors (will be a random collection of warriors, rangers and mages). Those foes will fight to death, and they drop a various collection of nice rewards, including some glowing, red dragon berries. Note: when growing crops after the quest, the chance for berries is quite random. In the quest, however, you have a 100% chance to get three of them. Each berry heals 60life, and gives 5 minute resistance to fire. You can also use them instead of blue dragon scales as second ind of a regular antifire potion. Get back to Eleworyn, who will laugh at your accusation that she had double crossed you ("I try not to make it into a habit"). Then she said she wanted to show your skills in both farming and combat. 18. An old story comes true. Now, you will be able to ask her new questions, and reveal she spent many years to research the secrets of the ancient dragonkin, and as you learned, she got some results. But now, she knows for certain that she is not the only one researching, and it seems the "competitors" used you (and Ellamaria) as a tool to get rid of her. Knowing they are fully able to attract or maybe even control revenants, she states that however it is, he or she are extremely powerful so, you better get away if you value your life. refuse, and press her till she tells you about the Hurm Xir'kay mysterious and evil beings who were long forgotten. But she was able to find the ruins of one of their cities, high on the mountain peaks above the godwars zone, far from the reach of humans. ask to see a proof, then convince her to let you have a look, and you get a long cutscene in which the dragon will give you ride, high above the clouds (and the waiting revenants). You get a cynical dialogue ("watch it, pal. I'm not a luck dragon"), and then you dark, tooth-like, tall towers raising from one of the peaks. "Hurm-Rurk and Hurm-Rurn, the ever flaming towers of the kay" "but they are not flaming" "had I mentioned it was long time ago, or did I forget my monkey-speak amulet again? "Very funny" when you ask how did they look, and if they are descendants of the dragonkin themselves, Eleworyn says she don't really know but since the dragonkin couldn't breed themselves, The Hurm Xir'kay could not be straight descendants. Some legand says they were infact evil constructs made to be the dragonkin slaves, and filled by demonic spirits. A different legend claims that they are inferior versions of the dragonkin like the dragons, so therefore, they were a race of living creatures. When asked why hadn't she found out, she lowers herself, flying now a bit closer to ther ruins. "Do you see the red sparks glinting down there?" "Yes, what about them?" Eleworyn says, the entire area is plagued with a demonic desease, which will infest every living creature (dragons included) and painfully turn him as an undead husk of himself. "Do you still wish me to lend you down, human? But first, please donate me every treasure you got. Surely you won't be needing any" "had I mentioned I'm still in need for a green chaps?" "You are still riding me, pal. Never laugh at the crocodile before you pass the river". Eleworyn will finally take you back to her cavern, and she says that your "shared little research" with the dragonweed, plus your stories about your previous adventures when trying to hunt her, gave her an idea about making some unique potions using dragon berries and sacred oil. Come visit her again after she will figure things out: maybe there is a way of resisting the Hurm plague, and reveal the long forgotten secrets of the Hurm Xir'kay city. Congratulation, quest completed! Reward: 12k exp in a combat skill of your choise 10k exp in agility, farming, mining and hunter. 5k exp in smithing and mining. The ability to make blessed lamps and catch revenant implings through the wilderness The ability to smith mithril, addy and runite mirror shields (level 67, 88 and 99 smithing required). The ability to use the lower level of Varrok sewers for training on high level cockatrice and oozing cave beasts. The ability to craft improved snelms. The ability to grow dragonweed and dragonberries, kill and loot draconic warriors, rangers and mages. - level 63 farming required for growing lv79 green draconic mercenaries - level 71 farming required for growing lv111 blue draconic veterans - level 77 farming required for growing lv151 red draconic shock-troops - level 85 farming required for growing lv227 black draconic champions To be continued (soon I hope) in chapter IV: "The Wake of Hurm Rurk" I'll be most happy to hear your comments :-)
  9. Thanks :) Im now going to add the third chapter + seperating and correcting the requirements of each chapter in the quest chain.
  10. A Fistfull of dragons part II: Once upon a time in the wild Start point: Talk to queen Ellamaria in Varrok. Requirements: Quests: The chosen commander, dragon slayer, garden of tranquility, shield of Arrav Items: 1. Emerald lantern (either use the one from Lunar diplomacy, or pay 10k to get one in quest). 2. 3 steel bars and 3 cut emeralds, or a good pickaxe . 3. good food, armor and weapons, range or magic runes to fight a lv66 revenant and a lv90 ranger that cannot be harmed with melee. Skills: 40 thieving, 55 mining (only if you choose to side with the cave goblins), 41 hunter (55/69 will be an advantage), 42 smithing and crafting, suggested: 40 agility or higher, 30 mining, high range or magic. Chapter 2: In which our hero gets involved in a struggle of faith, with a bit of hoity-toity on top. 1. One is getting really upset speak to Ellamaria in her garden, to find that she is nearly hysterical (but as haughty as always). Most of the time, she doesnt even listen to you, but screams that you are a foolish commoner that placed the entire town (and her "Rolly") in danger. When you try to tell you had nothing to do with it, and the dragon seemed to be after an ominous gnome and a book, she stat to stump her leg on the ground like a little kid, yelling that either you find the dragon and slay her, or else she will tell her "Rolly" to have you beheaded. You get a feeling that she is hiding something, but it seems that you are not able to get any information from her. She just scream that you must slay the beast, but she refuse to help or even give you clues ("go talk to those cave goblins, you seem to get well with all kinds of lowly creatures"). 2. The confrontation Now go outside Varrok's north gate, where the cave goblin traders made their market camp. It's quite colorful and cheerful out there, where cave goblins sell their traditional food, frog-skin items and wires to the local humans. Ask the traders about Drujkyns, and they say he is near the special silver furnace at the edge of the camp. Go there and talk to the goblin furnace worker to start a cutscene. The worker says he is ordered to take "old silverware" from humans, melt them in the special furnace and replace them by all kinds of goods and tools. He also mentions that Drujkyns is giving special prices to those who give god symbols for melting. Drujkyns himself, a silver-haired, respectful looking cave goblin, appears and starts to explain that he wants to emphasize that goods and tools are not the outcome of worship nor godly mercy, but an outcome of mortal thinking and hard labor. then, a youngster comes along, hands his family holy symbol and giggles something about buying drinks. While the symbol is thrown to the furnace, the enraged priest of Saradomin pops up, and a heated dispute breaks between him and Drujkyns. The priest blames the cave goblin in blossomy , and the cave goblin replies we was not forcing anyone. The arguing goes on about worshiping the gods, etc. The priest tries his best, but he is no match for the charismatic and enlightened goblin. Soon, he starts yelling and threatening with Saradomin's rage, without understanding that he is harming his own standing. your character can either agree with one of the sides, try to compromise between them (will not work!) or yawn and mumble that while they argue about gods, your head is endangered by the queen and still no clue where to start looking for the dragon. 3. Speaking about the dragon At this point, a familiar thunder will roll above the city. The priest cries about the divine rage, and urge to people to make a redemption. Again, black clouds spread from the north, and the green dragon flies high, circling far above the palace. Run to the palace, and get a cutscene of the Varrok royal archers, sending a rain of arrows into the skies, but miss: the dragon is flying too high. Search for captain Rovin, and find that the king is with him. Talk with them, and find out that the dragon circled three times above the palace and the northern city, then retreated back to the wilderness. Kind Roald asks for your help. Try different questions till he will mention that he suspected his queen knows a thing or two, but she is getting mad every time she is asked about it. - the king says he knows its important, but he hate to watch his pumpk sorry, Queen, crying. - as for her threats against you, the King says that you can be sure he will not even consider executing a hero without a reason. ("What tyrant do you take me for?!) but of course, if his love will be too frustrated, he will sadly have to exile you from Varrok (It's sooo sad to see a pumpkin crying) 4. Choosing a side At that point, you decide to confront the queen again. But Ellamaria will not be at the garden. A maid will tell you that the queen is lying at her personal chambers, insisting she is sick and agrees to meet no-one. At the palace outer gate, a guard stops you and give you two notes: one was brought by a local altar-boy from the church, and one by a cave goblin. Both father Lawrence and Drukyns had asked you for help so now it's your time to choose with who to side: either the priests of Saradomin, or the cave goblins. Note: your choice will not change the storyline for the long run, but it will make a little difference in one of your rewards (either 7.5k prayer exp, or 3k exp in two different skills of your choice, excluding prayer). Furthermore, it will effect things while doing the quest. If you choose to side with the priests, Drujkyns will ignore you. The other cave goblin traders will be discomforted, whispering that their leader gone a bit extreme, but will not be able to sell you anything from their camp. If you choose to side with the goblins, the priest will ignore you, and you will be able to use the Varrok altar till you finish the quest. Either way, go either to Drujkyns or Father Lawrence and tell them you agree to help. 5. Working for Saradomin: a. Father Lawrence is very frustrated. He tells you he has no connection to the dragon's appearance, and surely his god is not using Zammorakian monsters as his tools. He emphasizes that he has nothing against goblins as a whole if only they will reveal the light (why of course). It's just that that leader of them had got him out of control. He accuse Drujkyns in shady dealings, and tells you that one of his church attendants had seen a goblin shaped chap, similar to Drujkyns (or so the priest claims), that drew strange marks on the streets, and looked very suspicious. b. Go to the attendant's house in south Varrok, but he is afraid to talk, saying he is threatened by local criminals. Go talk to your gang leader (either Phoenix or Black hand, both work), and they will ensure the attendants safety, for a small price: three special gems they tried to smuggle were confiscated by the guards. Go pickpocket guards till you get all three, then back to the gang, then to the attendant. Now he will confess that there are no connection between the criminals to what he saw, but the local muggers were making his life a living hell lately, especially some thugs that recently moved from the north. Now, the attendant draw an incorrect sketch of a symbol, saying the goblin's drawings glimmered for a second, then vanished. You get the impression that the sketch is inaccurate, and you need to consult a really learned and wise man if you want to make something from it. c. Go to the wise old man, who will show you a book of ancient symbols. None of them really matches. Now, you need to correct the sketch: you get a kind of puzzle with the parts of the sketch which you need to move around (in your imagination), till you get a result that matches one the symbols. The wise old man will say that very little is known about this symbol except that it is resembles a bit some known symbols from the age of the dragonkin, and it has something to do with transmission of magical energy over long distance. The wise old man will tell you about revealing the symbols with an emerald lantern either use your old one from Lunar diplomacy, or else make one (same method as making a sapphire latern, but with a cut emerald instead), or buy one from the wise old man for 10k. d. Go back to the priest, and he will be "completely sure" that its a conclusive proof against Drujkyns (even though you argue that all the attendant had seen is a creature similar to a cave goblin, that's all). Anyway, he tells that you must remove the signs. Go out to the "Varrokian night" and search for three signs: two are drawn around the palace, and one near the rune shop. Unfortunately, each sign is heavily trapped. Every time you remove a part of him, lightning will hit for heavy damage. You can see shades on the ground, signing where a lightining will strike, so get a distance from those to make it trickier, each bolt divides to three bouncing mini-bolts, similar to the corporeal beast's attacks in Summer's end quest (though still less fatal: each mini-bolt hits for 100-150 damage, not above 300). Furthermore, if you retreat to restock before removing all three parts of the sign, it will regenerate. (optional: high agility will make the bolts slower, making it easier to avoid). e. After removing all three symbols, you think you head a soft, rustling voice whooshing in the air (maybe whispering words in an unknown language). Go back to the priest, and he will give you one prayer potion(4) for your trouble, and tells you that there is one particular cave goblin, that acts very different (and even darker) then the rest. His name is Tukruck, and he is often drinking to excess in the blue moon tavern. Maybe you can get some information from him ("by all means, this is a holy cause!"). He hints, that that goblin and his human drinking mates knows many dark secrets, and maybe you will get some usefull information about the dragon and other questions. 6. Working for the cave goblins a. Go to Drujkyns and you will find out that he is sure the Zealots of different gods are involved in a cruel conspiracy. He will take a lot about the cruelty of Bandos and Guthix, and the fact the the H.A.M fanatics are servants of Saradomin, and about his dreams about a godless world ("imagine no gods above you"). If you try to object and hint he is sounding extreme himself, he will say that unlike his foes, he works for a better world and for the greater good of all being. At last, he will explain that he secretly drew three protective symbols, that will block unnatural beings, or at least give him a warning of their approach. But it seems something got wrong with them, and there is also a growing danger that the local zealots will reveal them and misunderstand them as dark magic. He had a special device that could reset the symbols, but the special gem the empowered it had crumbled. He asks you to find another maybe you have connection with some "informal" personalities who knows how to get one? b. Go talk to the head of your gang leader (either Phoenix or Black hand, both work), and they will ensure the attendants safety, for a small price: three special gems they tried to smuggle were confiscated by the guards. Go pickpocket guards till you get all three, then back to the gang, and you are supplied with an un-powered gem, and told to go to a certain Witch near the wizard's tower, that can power gems with the fitting magic. Go and talk with the Witch (swept away's main character), And she asks about the matching symbol. She draws an incorrect sketch from her memory, which you need to correct (same puzzle as in stage 5c). now she asks for special powder, found randomly in high-level ore rocks in the near swamp. Grab a pickaxe, go to the swamp mine and mine mithril ores, till you get the powder from one (Adamantite works better, if you can mine those). Go back to the witch, get the powered gem, then get back to Drujkyns. c. You will be given the device, and will be asked to use it on the symbols. You also gets an explanation about emerald lantern (get your old one, make one or buy for 10k, same as in stage 5c). now go an seek the symbols. If you work with Drujkyns's device, you will be spared from the damaging traps, but every time you use the device, your prayer is drained to zero, and you will not be able to use prayer potions for 5 minutes. The two first symbols are straitforward, it just takes about 2-3 minutes for the device to charge the symbol with energy. Each symbol treated will turn black slowly and decay. But, when you approach the last symbol, you will be attacked by multiple lv40 "Crazed zealots" (magic users), and level 48 "Berserk zealots" (melee users). The battle is similar to the monolith challenge room (from dungeoneering) just make all appearing zealots to attack you instead of the symbol, and kill them quickly enough to prevent too many of them attacking you at the same time. d. Go back to Drujkyns, who will thank you for concealing the symbols, and will give you 3 dorg tele-orbs as a reward. Now, he is ready to hear your questions about the dragons and the mystery of Jhorry the (deceased) rich. He will not tell you much, but will mention a thing that "saddens him greatly". There is one cave goblin that became selfish and greedy, and turned to evil. He is spending his time with Human thugs, because no cave goblin is wishing to speak with him. His name is Tukruck, and he is often drinking to excess in the blue moon tavern. Maybe you can get some information from him, or if you can persuade him to give up his bad behavior and return to be a honest, proper cave goblin. Either way, Tuckruck spent time in the north, with his human thug friends. Maybe he knows something about the dragon. 7. For old time's sake Go to the Blue Moon tavern, and you will see an ominous cave goblin with a big hat, drinking together with two unshaved and smelly human thugs. Tukruck laughs at you, saying "Look, boys! It's drujkyns (or Lawrence) errand boy! Fancy a drink of hell-bell, kiddo?" Try several options, to reveal he scorns the whole dispute between Drujkyns and the priest, and he has his own ideas about queen Ellamaria. ("Ah, that little sweetie. Ask my friend here, he and this ***** (jagex special censor kitty get involved here) goes long way back, long way!") you get a cutscene of Tuckruck, Cody the mace and Barty two-sacks drinking. Forcing you to have a glass of hell-bell (tastes like camel dung, and smells worse), then strating to boast about their old time in the wilderness till the revenants came and drove them out. "Ah, those times I was ambushing rune crafters by the abyss. Blast! Blast! Blast! I had soooo many glories then" "Yeh, good old times. Now look at us! They must bring old-time wild back, I tell you!" if you ask "if you miss it so much, why won't you go hunt those revenants instead?" "Are you crazy? They are dangerous. They can actually fight back!" keep drinking with this trio, till Cody the mace reveals that he knows Ellamaria from the time she was a simple barmaid, and that she has a "little secret" that she won't like "Rolly" will know. They will have a laugh about "Kiss me, pumpkin!" When the barman get angry, and yells that they can't insult the royal family inside his place, Tuckruck replies: "Usually, I kill a man for ten noted planks. But you Vacu, you I like! So I'll kill you for free". That is enough to make the barman silent again. Then, Tukruck will say that he heard a thing or two about the dragon. Her name is Eleworyn, and she is Elvarg's cousin. "That means she has a score or two to settle with you, pretty boy". "Yeh, she is coming for your *** (Jagex's kitty again). Roar!!!" As you can expect, those chaps will not reveal everything for free. They had an old treasure of them buried in the north: ill gotten money and stuff looted from dozens of innocent rune crafter and trail hunters. They give you a location scroll, but warns you that it's not that simple. The treasure is protected by a seal, revealed by lighting three old, half decayed candlesticks. And there is yet another little problem. A nasty revenant called "old nick" had settled on the treasure, and he will not welcome intruders. So that's the deal. You meet them in the north of Varrok, lead the party to the treasure and deal with Old Nick, and you will get your share from the loot, plus the information they have about both Ellamaria and the Dragon. 8. The party shrinks go to the bank, and take a hammer and chisel (it is advised to take 3 steel bars + 3 emeralds as well, though they can be obtained in quest later) take good armor and food, enough to deal with multiple foes, including one nasty lv66 revenant. Meet the trio north of Varrok, talk to them and they tell you how to use the scroll. Its a kind of "hot-cold" game thing. At first, it will lead you around the wildy, till near the mound of the fallen warrior. Then, a cutscene occurs. You can ask now about Ellamaria, and Cody says her father was infact a miner, that mined precious stones at the far north. ("fine chap he was, that bastard. Evaded me three times!") ("yep, till he stepped on the wrong tail. Hehe") Tuckruck asks his companions to shut up, this is not the place or time to talk. Then Barty smirks and says something about Tuckruck not being his superior. Cody agrees, and say that too many time this cave goblin had taken too much of the loot, and now- then, Tuckruck get his dorg-crossbow and snipes them both ("When you want to range, range. Don't talk!") The cave goblin laughs, and says that those two mugbrains had planned to kill you and him, and take the treasure for themselves. Now there are less men to share, more loot for you both. 9. Some unwanted guests start following the scroll again, and after a while, another cutscene starts: you see a cloud of dust following you. Tuckruck says something about "some natives have a slight problem with us" or, in other words, a horde of skeletal looters are hot on your trail. Now it get tricky. You need to keep following the scroll, but every time you stop, you need to use your hunting skill this time not to track, but to conceal your own tracks. Basically, you have three methods with the better ones demand higher levels, and can also fail. method 1: rubbing your track trail (lv41 hunter at least) will never totally fail, but has the least effect on the skeletal looters. method 2: making a false trail to confuse the chasers (level 55 hunter at least, can fail but more effective if works) method 3: advance carefully in a way that leaves no tracks (lv69 hunter at least, can easily fail, but most effective if works). keep this way, till the scroll leads you near the bandit camp. Then you reach a hill (a special quest place, so infact now you are not in the "real" wilderness). Another cutscene starts, with you and Tuckruck see the hill with the decayed candlesticks on top, and are surrounded by skeletal looters. Their number is directly related to your success in concealing the tracks. A multi-combat takes place, with you and Tuckruck fighting the skeletons, till 2 level 60 skeletal mages appear. Kill them both, and the hill is clear. 10. Old Nick now use a steel bar on each decayed candlestick while you have a hammer and chisel in your inventory, then place an emerald on top, and cut it again to make a fitting shape. If you dont have the materials, there are some iron and coal rocks nearby, and a pickaxe that can be found on one of the skeletal remains. Thos rocks will produce both iron, coal and 3 emeralds, till they will be depleted. Give the ores to tuckruck, who will super heat them to steel bars for you. Tuckruck will mumble an enchantment, glowing red for a moment, and the candlesticks will glow, sending green rays who will form a symbol. Activate it, and a special level 66 "Revenant soldier" will appear and attack. Like any rev, it can use all 3 forms of attack (though it seems he likes range to most), and eat to heal himself several times. Unlike other revs, he will not disappear, and fight you to the death. 11. A deadly brooch When he is defeated at last, Tuckruck laughs something like "Ciao, old friend". Now, some treasure do appear scattered around, and you see a glinting brooch lying on the ground. Pick it, and inspect it, to see it seems that it was belonged to a child. Tuckruck says, It belonged to Ellamaria, long time ago. A greedy and foolish girl she was, causing her entire family to perish in flames. You see, there is a method to attract dragon, using a kind of magical symbol Then, without warning, Tuckruck shoots you with a magical arrows, hitting 180 life and teleblocking you. He laughts, and his eyes turn red. Now you can see also some horny warts on his forehead an unlikely feature for a cave goblin. He laughs again and tells you that you are a sniffed too much and knows too much, Vacu. So he must kill you now. But for old time's sake, "let's do it the proper way. Get your crossbow out, Vacu!" This demonic being is lv90, attacks with range and has two special attacks - A red glowing arrow that create a ball of dripping fire, damaging 50-80 life per second if you dont run out of it. - A Green glowing arrow that hits high (up to 240), throw you back and can stun you for 5 seconds. Furthermore, Tuckrock will teleport around, preventing you from using melee. You can either use range (recommended), or mage (but as a ranger, Tuckruck has high magic defense). When finally defeated, he will vanish in a stinky red cloud, leaving only his big (sombrero-styled) hat lying on the ground. Tuckruck's lucky range hat is equal to an archer helm in its stats, but after the quest you can take it to either father Lawrence or Drujkyns for a special boost (see in the reward section). 12. A Sad story revealed Now the tele-block is removed from you. Pick the hat and the rest of trersure (about 100 laws and 100 nature runes, 15k gold, 150 adamantite arrows and few gems. Teleport out, and find Ellamaria. When she starts her usual hoity-toity talking, show her the brooch and watch here shocked. She will ask you to swear no to tell anyone, then she will start crying, and you see a cutscene from her memory as a 10 years old, over-spoiled girl, who quarreled with her parents about not buying her a pickaxe, instead of a pretty necklace she wanted ("we are miners, not a fancy no-good royalty"). Then, she was tempted by a ominous looking goblin (looking suspiciously similar to Tuckruck, though this time he looks like a surface goblin), who offered her "pretty trinkets", if she takes his special brooch on her, the next time her family goes to mine. Then, another scene will show a dark place with a dragon flying other their heads, and her brother urge her to escape. The queen will finally tell, that she saw the flames from afar, and thats how she ended as an orphan in Varrok. She tells you to come back to her later, after she will search her old stuff, and find a map she drew many years ago, when she was still a young barmaid's assistant, and dreamt about a hero coming and taking revenge on the dragon. Agree, and quest finished. 13. Reward: a. Either 7.5k prayer exp or 3k exp in two skills of your choice, excluding prayer (depends on the side you chose). b. Take Tuckruck's Lucky range hat to either Drujkyns or Father Lawrence (depends on the side you chose), and get it boosted with either: 1) magnetic effect that slightly improves the accumulator ability to find arrows and return them to you pouch, as well as lessens by 25% the amount of ammo breaking when ranging. 2) A slight boost to both defense stats against magic and range, plus a nice +7 prayer bonus. The hat will also slightly change his colors, matching to the kind of bless you got on it. c. Old Nick's treasure (see in part 12) d. 10k hunter exp, 10k range exp, 4k exp in mining, thieving, agility and slayer.
  11. Thanks :-) I hope that I will be able to write the 2nd chapter soon.
  12. Hello, I'm returning after some months of inactivity. Recently, I found some time to write down some ideas of mine, concering a suggestion for a new quest series. the serie deals with several things, including one extreamly cunning dragon (If you think about the usual agressive beast, forget it), an ancient mystery and one foul Zarmorakian trick. Chapters of the storyline: 1. A Rich man's ward (difficulty: medium) 2. Once upon a time in the wild (diff: experienced) 3. Claws of darkness (diff: master) 4. The wake of Hurm-Rurk (diff: master+) 5. A final dance (dif: grandmaster) Note: the requirements are now corrected and seperated for each chapter of the quest chain. each chapter is found in a seprate reply to this thread. Enjoy :-) Chapter 1: A rich man's ward In which our hero learns that excessive riches can *really* backfire Quests: The chosen commander, blood pact (plus combining the full mask of dragith nurn), dragon slayer, garden of tranquility, a king's ransom, tower of life, fremenik trials. Skills: 51 construction, 31 hunter, 36 thieving, Suggested: reasonable combat level, enough to deal with multiple lv35-45 foes, which use melee and magic (in a multi-combat zone) Items: 1. Either 750k gold at bank (no need to spend them, just having them) *or* a kiteshield painted with the "money" symbol, *or* a ring of charos (a), 2. antifire or dragonfire shield, 3. a saw and hammer 4. prod stick (supplied in-quest) 5. food, armor and weapons 1. a most peculiar personality go to Lumbridge. On the streedside, between the church and the graveyard gate, you will find an over-colored luxurious wagon, with a fancy-clothed young man beside him, named Jhorratharn De-primpzell-Nurnbeak (in short: "Golden jhorry"). He is walking around, followed by few attendants (including a strange looking gnome and a female cave goblin named Lurmick). Jhorry is walking around, mumbling things like "Outrageous!", "They can't treat me like that, I'm rich! I'm bloody rich!", etc. Talk to him to start the quest. At first, Jhorry will refuse to talk, replying things like "I'm not talking to adventurer-typed hoboes" or "Steven, please make this beggar go away". Most servants won't talk to you either. Try talking to the cave goblin instead, and she won't be able to resist talking to the friend and savior of the legendary Zanik. She tells you that she wanted to explore the surface, but had no money, so she rented herself to this *whisper* golden-no-good-jhorry-the-jerk, who treat her badly not because she is a goblin, but because that's the way he treats everyone. She will also tell that Jhorry claims to be a descendant of an extreamly rich family who held many "fine assets" in Lumbridge but the Duke won't even talk to him ("I really wonder why"), nor will he recognize his "document supported case". 2. Proving you are rich Try talking to Jhorry again (offer to help for a price), but he still refuse to trust anyone who isn't rich enough. Tell him you are rich, and he wants a proof. here you have 3 options: I. talk to any banker while having 750K gold in bank (items and carried gold do not count), and he will sign a "wealth statement" for you. Show it to Jhorry. II. Wield a kite shield or helm painted in the "Money" family crest. III. The most simple and cheap way, is to wear a ring of charos(a), and convince Jhorry that you are "rich in potential". At last, this person will talk (giving such speech that makes queen Ellamaria look humble as an Entrana Monk). He will talk a lot about his family's documents, proving rights of ownership over few "fine assets" including an old, now Longley abandoned mansion behind the graveyard, that he wants to repair and make it a shiny party house for him and his rich friends. But he Duke refuse to accept the documents, and by fact ordered to throw Jhorry out of his castle. 3. Choosing your reward Talk about helping, and about a fitting reward (no way you do anything for that chap for free!) Jhorry hesitates a bit, saying that he needs his funds for the repairs, and decorate it with loads of marble blocks and gold leaves. (construction has its price, even for a rich man!). Finally, he will order his gnome servant to open an old family heirloom box. After a cutscene with few bizarre items, you will notice a strange, ancient tome, titled "The fine art of growing long forgotten, yet magical plants". There is also a strange drawing of a red glowing weed on it. Choose this, and the gnome objects, saying it is a priceless family treasure, kept for generations. But Jhorry just laughs ("Books? Priceless? Bah! I never read books anyway"). So, this is the deal: if you convince the Duke to hand him the mansion, you get the book (plus a shiny invitation to the grand opening). 4. Some not-so-Legal hammer-work Now you have to do some talking. Talk to Bob, the priest, the guide, Xenia and the cook, *before* talking to the Duke. They all strongly resist the idea from various reasons (Including having such a bloated jerk as a neighbor). Xenia will also remind you about the curse of Dragith-Nurn. Then talk to the Duke, referring to your experience as a lawyer, from King's ransom quest). Reluctantly, the Duke will agree to hear the case again, though he warns you that as a ruler, he has every right to consider not only old documents, but also the general good of his subjects. He also warns you, that he won't tolerate any more "golden rudeness", so better explain this to your client. Furthermore, because no trial took part in his castle for many years, the local courthall (a wooden pavilion behind the main castle) needs serious repairs. First, go to the backyard of the castle and talk to the builders, to find they are dismotivated and working very slowly. Ask to make the finishing touches (requires 51 construction) and they ask for a recommendation that you are "an authorized builder". Go south of Ardy and get it from the chief builder (if you had done tower of life). No use the materials piled in the castle yard (curved teak planks, golden cloth, curved stone pillars non usable at your POH). Now, comes the tricky part. After the pavilion is finished, talk to "your client" about the Duke warnings, and find that he hardly listens (seems easier to convince a Drakan to become vegetarian then make this chap behave at court). You get a note that the only way the Duke won't throw him immediately, is if he won't understand a word that fellow says). Remember that noisy item used in longhall's pipe in the Fremmenik trials? Get it again, and use it on the pipe of the pavilion, than Talk to the guards for the court session to start. 5. A honest lawyer's duty A cutscene starts, in which the Duke is troubled by the horrible noise, but want to finish this trial as soon as possible. He will ask questions, and ofcourse, Jhorry will give his regular stupid and haughty replies. But since the Duke can't hear well enough, he will ask you to repeat your client answers. You will have the option for "slightly rephrase" them. Here's a single example: Duke: "Please tell me, what use you will make of this piece of land, and how may the people of Lumbridge benefit from this?" Jhorry: "I'll make day and night party for my rich friends, and if a single dirty commoner trespass, I'll give him to the dogs!" You: "My client says that he will significantly improve day and night traffic of wealthy costumers, greatly improving local economics and general welfare. Everyone will get a chance to have his bite!" Finally, the Duke agree. But (surprise, surprise) Jhorry won't give you your reward yet. He says he is far to busy in the repairs and preparitions, so you need to wait after the opening party, that will take place soon. 6. A Lazybones's secret Talk to Lurmick, how won't be able to help much, but will mention an appalling chap sniffing around the courts, laughing about something relates to you and Jhorry. Before she could talk with him, he stated harassing the guards to "borrow him some money", and was kicked away. Go to seek Latchtopher, and find he is missing from his regular spawn point. Talk to one of the men around, and you will be told that he headed to Fred's farm direction. Talk to Fred who will angrily retort, that probably that no-good-beggar stole some goods from the farmyard. Go to the vegetable patch behind the farm, and start tracking. The tracks will leads away, ending at last east of Draynor manor's fence. There you will see Lachtopher, arguing with some goblins. It seems they promised him "lots of money" for stealing a crate of veggies for them, but he was so slow and lazy, till most of them got rotten. Interfere, and goblins will soon flee, dropping a wooden cattle-prod staff. Pick it up. Now try to ask "Latchy" about his behavior in the castle's yard. He will giggle, and say he knows a secret about your "rich client", and asks for 100gp. Pay him, and he still refuse, saying he is in need for a good meal. Paying him is not good enough, because he will probably end spending it all before he gets to the inn (not to say, the local cooks tend to be lousy ones) He knows a place north of the abandoned pary of Lumbridge (where he once worked), with a half-deserted garden in which delicious fruit grows. But its a long walking and crawling with dangers. Not only its crawling with goblins, but some of the local townfolk can get a bit angry with him at times. So, he demands escort. If you go with him and pick him some tasty fruit, he will tell you the secret. 7. The escort. Did you really think it can get no worse than escorting a wounded king over a horde of dagganoths? Think again. now you get a special escort cutscene, leading the no-good-lazybones aroud. I) from time to time, he will decide he is too tired and sit down, so quickly use your prod stick on him, before he falls asleep and you have to start over. II) passing near locals, he will start following them asking for free stuff, making them angry, then kick him or fling rotten tomatoes. You quickly need to push those locals away (no attack option available) or distract them before Lachtopher takes few hits and runs away (start over!) Finally you get to your goal. Climb the tree, pick few fruits and slice them for him (You really think he will do it himself?) Then, he laughs and tells you that he knew Jhorry Beak once, and he was nothing but a left-handed farmhand who always talked about getting rich. Then, Eastern Lumbridge was attacked by goblins and abandoned, and he had not seen Jhorry since that time. Lachtopher does not know a thing about how his old friend got rich, but when he tried talking with him, Jhorry ordered his servants to kick him away. Suspecting all those documents and "The dynasty of De-primpzell-Nurnbeak" is nothing but a fraud (but how, for Guthix's sake, could such an idiot gain excessive riches?), go to varrok and talk to Reldo. He will assure you that no such family exists (Nor in the ranks of Noblemen, neither a known merchant family). The closest thing is the Nurn family, which ended few generations ago. Deciding to confront Jhorry, go back and you will be told that the grand opening party had just began. 8. A slightly over-the-top surprise A long cutscene show numerous no-good rich-boys from all over Runscape attending the party, while you are trying to talk with Jhorry but without success. He just feels a bit too good amongst the crowd of fancy braggarts. Then (surprise again) a sudden thunder shakes the hall, causing a major panic. Someone screams from outside about a storm attacking Lumbridge and something big flying out of it. Big and green. Lumbridge is attacked by a dragon! You need weapons and armor (and an anti fire), so convince a frightened banker attending the party to open a bank box for you (otherwise everyone including him will die (use "think about all the profits you'll miss if you die young!" option). Try to exit from the main door, but you are blocked by the panicked partiers. Then, another cutscene occurs. You will see the gnome attendant escaping through a side door, and (surprise, surprise again) he holds your reward chest in his arms! 9. The dark passage Follow him through a pair of stairs to the cellar, then picklock a secret wall, to see another, dark cellar, with a magical door with a symbol above it. Wear your mask of dragith nurn (the symbol strongly resembles it), otherwise your will constantly be hit by dark spells that spring from the ground in the corridor behind the door, hitting for 80-100 Life each time. Wear the mask or run through them, disable a trap from another door, and you will find yourself in a round, horrific looking hall, full with crumbling dark instruments and cages, and loads of human and goblin bones. It seems that old Dragith had his fun in here, many years ago. There are two exit doors. One is blocked with rubble, and could be mined to unlock a shortcut that leads close the Dragith's room in the catacombs. The other door "was locked recently". Search the bones, and some lv35 crumbling husks and lv45 plagued husks will rise and attack, they all resemble the lv20 dragith, but stronger using both melee and magic (and its multicombat). Kill them all, and you get two drops: I) A Darkened key, used to unlock to door. II) A Rotting Book, written in a strange, unknown language. You can only understand some words on the book binding, saying "Hurm Xir'kay", and something about tall reeds or weeds engulfed with symbols which could represent flames (or dragons). Then, the book crumbles to dust. 10. The riches had backfired unlock the door and run through some cave, to find yourself on the eastern bank of river Lum, close to the fishing spots. Go back to the mansion, and you get a cutscene of the attacking dragon, and the castle cannons firing at it, but missing ("Blimley, didnt I got rid of that one?"). Then, it swoops, above the panicked crowd. Run through the bridge, and another cutscene will show Jhorry and Lurmick. The cave goblin bravely tries to stand against the dragon, but she is quickly killed. Then, the Dragon closes on Jhorry. You hear him scream: "No! you can't do it to me. I'm rich, do you hear me?! I'm bloody ri-" Then the dragon roars, and breaths a full load of flames, turning both the rich youngster and the wagon into a fire-pit. Search Jhorry, and get a messege: "sometimes, riches can really backfire". Go a bit further, and you will see a hip of burned gnome cloths. Some items are scattered around, including your book. But when you try to take it, another cutscene takes part, the dragon circles above your head, casts a spell and telegrabs the book out of your hands! Then, it (or maybe its a "she"?) turns north, and vanish into the clouds. 11. Picking the remains. Go to the Duke, to find out he is boiling with anger, though it seems that nothing in Lumbridge was damaged too badly, excluding the mansion. Swear to him that you had killed Elvarg, and personaly picked her dead head. The Duke is still angry, but now he asks you to go to the champion guild to make sure the head is still in place. You are also ordered to travel to doragash-han, to inform the grieve news to Lurmik's family, if she got one. In the champions guild, you make sure the head is still in place. The guildmaster says that unless Elvarg was somehow able to get back to life and grow another head (he heard about a big ork that was returned to life somehow), it could be one of Her reletives that litter the wilderness. But a green dragon able to cast spells? It's strange, not to say unlikely. Now, go to Dorg-han's scribe, who will tell that lurmik had no known reletives (cave goblins are anyway separated from their parents when young), in second though, he remembers that Lurmick spent some time with a well known cave goblin merchant named Drujkyns, but he is not in the city now: he led few other cave goblins in a trade-party that headed to Varrok. Maybe you could try to meet him there? go back to the surface, and a royal messenger will give you a letter, from no other then the "beloved" queen Ellamaria: "One had found out that you are involved in the appearance of a most dangerous beast. One wishes you come without delay to take orders from her, else she will talk to her beloved husband who will punish you gravely. Chapter one finished. 12. Reward: 5k experience in the following skills: Construction, defense, hunter, thieving. a new multicombat training room (the husks room) a shortcut to dragith nurn. ---------------- To be continued (soon I hope) with chapter 2: "Once upon at time in the wild" In which our hero gets involved in a struggle of faith, with a bit of hoity-toity on top. ( "usualy, I kill a man for ten planks. But you Vacu, you I like! so I'll kill you for free" ).
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