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Iggy's Guide to Tarn Razorlor's Lair (Includes Map) (WIP)


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Iggy's Guide to Tarn Razorlor's Lair

 

 

 

**contains spoilers** (this is a guide after all)

 

 

 

To be done:

 

 

 

4.0 Finish/Fix the Maps; Tips on navigating the maze

 

 

 

[Maps finished, will be posted tomorrow...Zzzzz]

 

 

 

6.0 Description of Traps

 

 

 

7.0 Description of Monsters

 

 

 

 

 

 

 

Currently gathering more monkfish for my next venture through the mines. :XD:

 

 

 

 

 

 

 

Table of Contents

 

 

 

1.0. Introduction

 

 

 

2.0. What's Needed

 

 

 

3.0. Getting there

 

 

 

4.0. The Maze

 

 

 

5.0. The Banker

 

 

 

6.0. Obstacles and Traps

 

 

 

7.0. Monsters

 

 

 

9.0. Tarn the Necromancer

 

 

 

9.0. Rewards

 

 

 

10.0. Credits

 

 

 

 

 

 

 

1.0 Introduction

 

 

 

For many years the necromancers have hidden their art from public eyes, their magic deemed too dark and devastating for the average mage. Their one purpose? To revive and control the once deceased. Although the forces of Saradomin have done their best to remove such matters from Gielinor, the talk of necromancy has resurfaced once more. Now, the desire for power over the living dead burns strongly in the hearts of the dark mage and they will do anything to attain their goal.

 

 

 

 

 

 

 

One such mage is the necromancer, Tarn Razolor. After stumbling upon a spell of great power, he realized he would have no method of controlling his more powerful revived creatures. Thus he set out to find a crystal said to have power over the undead - the same crystal that found it's resting place in the Mine's of Morytania.

 

 

 

 

 

 

 

After discovering the entrance to the Haunted Mines, Tarn encountered another problem: the crystal he sought was already under the possession of the spirit, Treus Dayth. Deciding to bide his time, Tarn enchanted his diary with a spell that would increase the crystal's power and ordered his undead minions to begin work on an underground hideout... only to uncover a grand temple under Burgh de Rott, one 'fraught with traps'.

 

 

 

 

 

 

 

And there Tarn waited until a wander came and defeated Treus Dayth, giving Tarn full access to the crystal's power...

 

 

 

 

 

 

 

2.0. What's Needed

 

 

 

- I would recommend at least lvl 75 with good equipment and if you avoid most of the traps. Anything higher and you won't need that much food.

 

 

 

- The Haunted Mine Quest must be completed. If you've lost your Salve Amulet, refer to Tip.it's Haunted Mine guide to get a replacement. (You can make multiple amulets)

 

 

 

- I'm guessing thieving levels will help. (confirm?)

 

 

 

 

 

 

 

It is also recommended that you bring the following items:

 

 

 

-Salve Amulet (for bonus and upgrade)

 

 

 

-At least 100gp for bank

 

 

 

-Armour

 

 

 

-Weapon

 

 

 

-Food

 

 

 

-A teleport/ring of life (just in case)

 

 

 

-Druid Pouches for the journey through the swamp

 

 

 

-Dramen/Lunar Staff if using Fairy Rings

 

 

 

 

 

 

 

This dungeon is dangerous, filled with traps and has fairly high level monsters. Do not bring anything you aren't willing to lose.

 

 

 

 

 

 

 

3.0. Getting there

 

 

 

The entrance to Tarn's Lair is located on the first floor of the Underground Mine in southern Morytania. You can reach there in a few different ways.

 

 

 

 

 

 

 

gettingthereom3.png

 

 

 

 

 

 

 

Through the Swamp:

 

 

 

Navigate through Mort Myre Swamp on foot. Beware of Ghasts.

 

 

 

If you have access to Fairy rings, BKR should be of use.

 

 

 

 

 

 

 

Through The Hollows and by Boat:

 

 

 

Requires 'In Search of the Myreque'. Go in the trap door behind Canfis Pub and through the tunnels, up to the swamp, over the bridge and ride the boat to Mort'ton. From there head northwest, out of the town, and head south, through the 'maze'.

 

 

 

If you have access to Fairy rings, DLS should be of use.

 

 

 

 

 

 

 

Shortcut:

 

 

 

Requires 'In Aid of the Myreque'. If you are travelling to the mines by boat (using the above method), you can also use the shortcut in the western part of Burgh de Rott's fence to access the mine. This cuts down the bit of time needed to walk through the twisty path north of the mines.

 

 

 

 

 

 

 

Once you arrive at the Mine climb over the mine cart and enter the shaft. Inside, head north and you will see the entrance to Tarn's Lair.

 

 

 

 

 

 

 

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4.0. The Maze

 

 

 

 

 

 

Tarn's lair is multi-combat and is filled with many traps, zombies and monsters.

 

 

 

 

 

 

 

**This is a visual reference to the path to take to Tarn. If you want a map of the lair, an outdated one is below.

 

 

 

**The traps have not been fully marked yet.

 

 

 

streamlinemap4uf.png

 

 

 

 

 

 

 

**Map is missing Passageway, will be corrected

 

 

 

**Until the map is complete/corrected, please follow it with caution, and keep on a lookout for traps, in the walls, on the ground, and above pillars.

 

 

 

**This is --not-- the shortest way to Tarn. (See above path!)

 

 

 

iggystarnslayermap0fq.png

 

 

 

 

 

 

 

Parts that go off the map are not accessible (to my knowledge). The thing off floor 2 is the 'roof' of Tarn's chamber. The rest of floor 3 is not accessible.

 

 

 

 

 

 

 

5.0. The Banker

 

 

 

On the first floor of the lair (as marked on the map) stands Odovacar the Banker. Odovacar will act as a normal banker in everyway except that he will charge you 100gp everytime you make a transaction (ie. open up the bank screen).

 

 

 

 

 

 

 

banker3lz.png

 

 

 

A notice will pop up the first time you use the bank. The fee will automatically be deducted for every transaction afterwards.

 

 

 

 

 

 

 

Note: You cannot access the bank unless you have 100gp already in your inventory - Odovacar will not let you use the bank to withdraw the money!

 

 

 

 

 

 

Top Bank Tip: Although the Haunted Mine seems far away from a conventional bank, if you have completed 'In Aid of Myreque' and forgotten your 100gp, there's actually a bank in Burgh de Rott almost right next to the mine! (See map in 3.0 Getting There)

 

 

 

 

 

 

 

6.0. Obstacles and Traps

 

 

 

 

 

 

(Floor [bleep]es deal 8 damage)

 

 

 

(Wall [bleep]e deal 3? damage)

 

 

 

(Pit Falls and Wall Pushy Things drop you to the floor underneath)

 

 

 

(thieving=good)

 

 

 

 

 

 

 

7.0. Monsters

 

 

 

 

 

 

 

 

 

 

Animated Spade (Lvl 50)

 

 

 

spade1cg.png

 

 

 

Found in the haunted mine at the entrance of the lair. You won't actually see them in the lair though...

 

 

 

 

 

 

 

Possessed Pickaxe (Lvl 50)

 

 

 

pickaxe1qe.png

 

 

 

Like the Spade, only found in the haunted mine at the entrance of the lair. Vulnerable to magic and crushing attacks.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

8.0. Tarn the Necromancer

 

 

 

Note:Tarn can only be killed once; similar to a quest monster. After that, he will not respawn.

 

 

 

 

 

 

 

When you enter Tarn's chamber, your character will stop moving and a cut scene will ensue... Tarn will transform himself into a lvl 69 Mutant Tarn and animate two lvl 110 Terror Dogs. The cut scene stops and the battle ensues.

 

 

 

 

 

 

 

tarn15yt.pngtarn45xz.png

 

 

 

 

 

 

 

In this room, your prayer gets drained fairly rapidly, so there's not much use in bringing prayer potions. You won't really need prayer for this fight anyways. This room continues to drain prayer even if Tarn is defeated!

 

 

 

 

 

 

 

For now, ignore the Terror Dogs and head directly for Tarn. Start cutting away at him. Note that as you are fighting, three lvl 53 Steel Armours will animate one by one and start hacking away at you. Don't mind them and keep focusing on Tarn.

 

 

 

 

 

 

 

tarn63nr.pngtarn82xe.png

 

 

 

 

 

 

 

One you have defeated his first form, Tarn revives himself into a ghost/spirit thing but is still lvl 69. Just continue chopping away at him, while making sure to eat if you need to. Once his second form is defeated he will die for good and you will be granted 5000 slayer xp.

 

 

 

 

 

 

 

Now, dash north to the end of the room and enter the passageway there. You will end up in a small study/bedroom with a Tarn's Diary on the table. Take it.

 

 

 

A short cut scene will show the cages in the previous room opening up, letting in four lvl 100 Terror Dogs into the chamber. This won't affect you. (Unless you need to head back out that way!)

 

 

 

 

 

 

 

tarn98oy.png

 

 

 

 

 

 

 

To leave, teleport out or (if you're brave enough ;)) return through the way you came from.

 

 

 

 

 

 

 

9.0. Rewards

 

 

 

Along with the hefty 5000 slayer experience received from defeating Tarn, completing this mini-quest will reward you with Tarn's Diary. Not only will this necromantic journal give you a good read, it will also give you an extra edge while fighting against the undead. (Much of the content in the diary has already been mentioned in the guide's Introduction)

 

 

 

 

 

 

 

If you've brought your Salve Amulet with you (or lost it in your bank somewhere) use Tarn's Diary on it and it will become enchanted, giving you an extra 5% (now a total of 20%) boost to your strength and accuracy while fighting against the undead.

 

 

 

 

 

 

 

Although the diary has the destroy option (cannot be dropped) you can find it again your POH bookshelf. That said, it is possible to enchant and keep multiple Salve Amulet(e)s at the same time.

 

 

 

 

 

 

 

diary5hv.png

 

 

 

tarn102ay.png

 

 

 

 

 

 

 

10.0. Credits and Acknowledgements

 

 

 

Guide by Ignite 168 (aka Shingai)

 

 

 

Thanks to Freshwacka, Raven6666, Fire_Slyzer and ultigamer for corrections/additions.

 

 

 

Big thanks to jwrm22 for finding a path I'd missed before.

 

 

 

And to Tip.it and Jagex for being awesome.

 

 

 

 

 

 

 

Hope you enjoyed my guide so far. :thumbsup:

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Decent guide so far and I would like to congratulate you on your map. =D>

"A time comes when silence is betrayal" MLKJ

 

Speak your mind, but be civil.

Get mad, but do not rage.

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there is a easyer way... :P

 

 

 

 

 

 

 

when you start at the bank:

 

 

 

 

 

 

 

noord, walk to Y, go west there (room with gigant skelleton), 1 room noord, then west again and then just finish it...

 

 

 

 

 

 

 

this way is better cuz you can restock at the bank it you need to...

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there is a easyer way... :P

 

 

 

 

 

 

 

when you start at the bank:

 

 

 

 

 

 

 

noord, walk to Y, go west there (room with gigant skelleton), 1 room noord, then west again and then just finish it...

 

 

 

 

 

 

 

this way is better cuz you can restock at the bank it you need to...

 

 

 

 

 

 

 

I found the passageway I missed before, it's not Y, it's missing on the map.

 

 

 

 

 

 

 

I thought the path was longer than it was...

 

 

 

This will be corrected, thank you.

 

 

 

 

 

 

 

EDIT: I've added a really simplified version of the path you need to take to Tarn. It should be really easy to follow as it 'rips' the rooms off their floors and places them in an easy-to-follow path.

DEGqA.pngQtYSR.pngHY2Ll.png

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is it possible just to wait for him to respawn then just keep killing him?
He doesn't respawn. You can only kill him once.

 

 

 

Anyways nice guide, this was a very prompt & detailed guide over this very new area.

 

 

 

 

 

 

 

9/10! :P

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Nice work. That sums it up very nicely.

 

 

 

 

 

 

 

What I want to know is why it seems like Tarn came to the mine, judging from his journal, very recently. Maybe there'll be a nice quest to explain it someday. Or maybe we'll just be left to make our own assumptions... :|

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Thanks for the simplified map, made it so much easier to see where I am going.

 

 

 

 

 

 

 

It took me a whole 15-20 minutes to get to him and kill him.

 

 

 

 

 

 

 

Only regret is bringing full invent of tuna potatoes, I did not use any food, since I was in full guthan. I would be heart broken if I had to drop or eat them to pick up drops.

 

 

 

 

 

 

 

I may go again to try and get a granite helm.

 

 

 

 

 

 

 

Again great work on mapping the lair and on the guide !

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I've added some info on the journal, amulet, and finished off the Introduction with some nice background info. I also two pitiful descriptions of the Pickaxe and Spade. -.- :XD:

 

 

 

 

 

 

 

nice, was finding the short guide easy until i forgot to look and fell down a pit :anxious:.

 

 

 

it still helped me alot.

 

 

 

 

 

 

 

Sorry about that :wall: I'll finish labeling all the traps and updating/finishing them tomorrow/over the weekend.

 

 

 

 

 

 

 

Thanks everyone for the info you've provided.

 

 

 

Finished my exams tomorrow so expect a bunch of updates soon. \'

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Hey forum users - next time you see an excellent guide like this, ESPECIALLY if it's the ONLY guide on the forum for a new release, PLEASE report it so we can get it into the Player Made Guides forum and/or stickied ASAP!!! :lol:

 

 

 

 

 

 

 

Wish I'd found this Tuesday ... *sob* lol!

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it's a lot easier to get over yourself when you look at intelligence the same way you look at beauty, or height, or eye color: being smart is easy, but being good is hard ... being smart is handed to you, being good is handed to *nobody*.

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I got home and was looking for this post. I couldn't find it so I was kinda disappointed. Then... whoa :shock: it got stickied?! :D Thanks everyone.

 

 

 

 

 

 

 

(Arrived home kinda late but I promise, updates tomorrow/if I have time tonight >.>)

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Thanks this guide helped a ton. Now I didn't have to wander around for an hour trying to find tarn. :wink: Might wanna mention how to disarm the log trap though. :-#

 

 

 

 

 

 

 

 

 

 

 

[pokemama edit: It already says on the first map to disarm the log trap by jumping on the switch ... ? Marked in pink.]

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want it now please?! can replace it with better stuff as it's made ...

gallery_28257_123_2330.jpggallery_28257_123_196.gif

it's a lot easier to get over yourself when you look at intelligence the same way you look at beauty, or height, or eye color: being smart is easy, but being good is hard ... being smart is handed to you, being good is handed to *nobody*.

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want it now please?! can replace it with better stuff as it's made ...

 

 

 

 

 

 

 

Thought you'd say that so I changed my mind and sent 'em. Sorry about that, must... provide... accurate... info. :wall:

 

 

 

 

 

 

 

[EDIT]

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