Introduction
They signal their arrival with a devastating shriek, and leave nothing but ash, flame and destruction in their wake. All tremble in fear as they approach, and the ground rumbles in sympathy.
Word of an attack on the isle of Mos Le’Harmless has reached the ears of Sir Tiffy Cashien. Should you choose to accept his request, you will be sent to aid Sir Tendeth who has come across a great threat to the world; one far greater than the pirates he was originally sent to investigate.
Do you have the stomach to investigate this new threat, and see it through to the end? Or will you leave the world to its doom while you cower in fear?
Quest Information
Members only: Yes
Start point: Falador Park
To Start: Speak to Sir Tiffy Cashien
Quest Length: Very, very long
Minimum Requirements:
The Temple at Senntisten
While Guthix Sleeps
Hazeel Cult
Enakhra’s Lament
The Slug Menace
Fairy Tale Part III - Battle at Orks Rift
Rocking Out
A Tail of Two Cats
Fight Arena
Level 77 Agility
Level 76 Crafting
Level 76 Mining
You must be capable of fighting creatures of combat level 475
[image]
What is causing destruction on the isle of Mos Le’Harmless?
To see the rewards for this quest, please click below:
Warning: Spoilers Below To view the spoiler, highlight the box below with your cursor to see the text hidden inside Show spoiler…
Experience Other Quest points
3x 80000 experience lamps
110000 Agility experience
40000 Crafting experience
40000 Mining experience
Access to an additional Barrows Brother
Access to fight glacors
Access to mine bane ore
Make bane ore projectiles
Make Armadyl battlestaff
‘Tune Bane Ore’ spell ‘Storm of Armadyl’ spell
Combat boost in certain areas
3 QP
Development Team
Lead Design: Mark O
Developer: Paul Gower, Chris L, Stephen R
Code Review: James C
NPCs: Kevi M, Mark C
Environment: James L, Jon S, Matt N, Alex R, Luke F, Joe R, Stephen W
Concept Art: Giuseppe G, David B
Animations: Stuart P, Gurpreet K, Chris W, Brad A, Sam O, Wing C, Hing C, Paul B
Editors: Dave O, William D
Lead QA: Ian H
QA: Vicki M, Lewis R, Kayleigh O, Sarah J, Ryan W
Walkthrough: Michelle-Louise J
Audio: Adam B
Warning: Spoilers below this line
If you do not want to know how to complete the quest, do not read the content below.
Quest Walkthrough
1. Trouble in Mos Le Harmless
Unsuspecting victim
Items needed:
* Amulet of catspeak (e)
To start this quest, you will need to speak to Sir Tiffy Cashien who is sat on a park bench in Falador park. He will tell you about an operative of his who is investigating a rather concerning issue on the island of Mos Le Harmless. Sir Tendeth - the operative that Sir Tiffy spoke about - is deep under cover in the Other Inn. Speak to him to find out more about his report.
As you speak to Sir Tendeth, something terrible happens. Go outside and ask the local pirates what happened. They’ll tell you about various creatures that could have caused the damage to the village, but those you speak to agree that the creatures came from outside of the village. Head north and out of the border wall to investigate, Sir Tendeth will follow shortly after and meet his maker.
After dashing to safety behind a tall tree, you will need to head to the east to discover what killed Sir Tendeth. Use the tall grass and the trees that you find along the way as they will provide ample cover. Watch out for bushes near the trees as these will stop you getting into cover. It is strongly advised that you turn on run for this section, and do not stop unless you are directly behind a tree. If you get hit, the pirates will return you the the gates of their village.
You can use the route below, but any route through the northern half of the island will bring you to your destination, provided you keep in cover.
Path through the flame
When you reach the far side of the island, the cause of the damage to Mos Le Harmless and Sir Tendeth’s fall is revealed. You should return to Sir Tiffy in Falador to tell him what you have discovered.
Archive note
Sir Tiffy will take you to the archive room where Lady Table will help you find out a bit more about Sir Tendeth’s killers. In one of the archives there is a riddle which you will need to figure out.
The reincarnation part of the riddle is a cat - more specifically, it is Bob the cat - and the stonetoucher is you. Armed with these facts, you are sent to find Bob the cat and ask about his collar. Exit through the archive door when you are ready.
Bob is a traveller and never stays in one place for very long. In order to find him you will need to use an amulet of catspeak (e). If you do not have one, you can get an unenchanted amulet from the Sphinx in Sophanem. Make sure to have a cat or kitten following you at the time. To enchant it, take 5 death runes and your amulet to Hild in Burthorpe.
Open the amulet and move the compass points by clicking on the whiskers: left for anti-clockwise, right for clockwise. When Bob’s direction is found, the amulet’s eyes will glow white. Head in that direction until you find him.
Wear the amulet to speak to Bob when you have found him, and ask for his collar. You should study it to see if it can give you any further information. On the outside of the collar is printed, unsurprisingly, Bob’s name but on the inside of the collar you will find the word DIRAKS. Given the contents of the note that you found in the archive room, you should realise that DIRAKS is the code to the plane of Kethsi. To use the code, you will need to head to the fairy ring in Zanaris.
2. To the Plane of Kethsi
Kethsi mural
Items needed:
* Bob’s collar
The code on Bob’s collar must be input in two parts. Teleport to ‘DIR’ first, use the fairy ring to head back to Zanaris, then teleport to ‘AKS’ to find yourself within Kethsi.
Looking around - aside from the mural of the dragonkin destroying a city - there isn’t much you can find from the area around the fairy ring. Given this, it seems logical that you should explore the rest of the area and see if there is anything that can help you find out more about the dragonkin.
From the fairy ring (A on the map), head up the fallen section of wall behind the mural (marked B). If you head north from there you will find a strange design on the wall. Investigating it you see a familiar pattern: something you have seen on Bob’s collar.
Collar solution
Use Bob’s collar on the wall design and line up the patterns. Bob’s collar will fit the design as shown in the image to the right.
There will be a hidden compartment behind the wall; within it are several useful items. The ‘note to you’ will explain that Robert the Strong has hidden the items you will need to uncover the secrets of Kethsi within the ruins. He has given you two items that you will need - a tetrahedron and the arm for the statue.
You should return to the ground floor and search the area. There is rubble opposite the mural that will contain another tetrahedron.
When you have found the second tetrahedron, head back to the first floor and across the agility jump. Reattach the statue’s missing arm and you will reveal a plank which will allow you to move across to the north-west side of the ruined building. Cross the plank and head down the ladder on the north side.
Route through Kethsi
Start / End points Doors / pipes Agility obstacles
Ladders & wall jumps Tetrahedrons
From the ladder (the red dot marked A on the map to the right) make your way across to the northern section of Kethsi using the various agility obstacles. After crawling through the tunnel and arriving at point B, you will need to mine your way through the rocks that stand in your way. If you do not have a pick in your inventory, there is one to your left.
After you have made your way through the rocks, continue though Kethsi using the agility obstacles. At the far west corner on the map to the right, head down the ladder to the ground floor and follow the path around to find another tetrahedron and a strange device hidden amongst the rubble.
From the tetrahedron head back to the building in the north-west and climb up both ladders (marked C). On the second floor, head across the agility obstacles (starting at D) until you get to the southern part of Kethsi. Here you’ll find the final tetrahedron hidden under the rubble.
Kethsi grid references
With the final tetrahedron in your possession, head to point E where you will find stairs down to a basement. When you enter the room there will be a locked door in the south, a spade to the east and four indentations in the wall. If you do not have a spade, pick it up and then place your tetrahedrons into the indentations. Remember the letters you are given when you place a tetrahedron into the wall. You’ll be given something like: 1 = E, 2 = H, 3 = A, 4 = C (EHAC).
Head back outside and use the strange device. It will give you a location such as BHDG - this is your current position. You need to find your way to the location given by the tetrahedrons. Given the examples match the codes you were given, you should use the spade to dig the ground at the position marked on the map with a white dot. If you are in the correct place, you will receive a Kethsian key - use this on the locked door back in the basement.
To your south there is a bookcase which, when searched, reveals Dathana’s message. The message describes the Stone of Jas and the dragonkin, as well as a way of fighting them - bane ore. The bane ore tuning spell scroll can be found on the south-east bookshelf. Use it to learn the Tune Bane Ore Lunar spell. When you have learnt the spell, head back to Sir Tiffy to explain what you have found.
3. The Plan Takes Shape
Set-up
Items needed:
* Combat items
* Anti-dragon shield
* Rope
* Arrav’s heart
* Beacons x4
* Ring of visibility
Sir Tiffy will tell you to head to Akrisae and tell him about the dragonkin threat. Go to the ground floor of the White Knights’ castle in Falador. You will find the anti-Lucien council in the east of the castle.
It will not be simple to convince Akrisae to help you, he is adamant that his order will not accept assistance from the Mahjarrat. You will need to remind him that this isn’t a matter where help can be thrown aside because of his beliefs. Convince Akrisae by informing him of the bigger picture, that there is no other way to defeat Lucien, that you will still remain cautious in your dealings with the Mahjarrat and that you will risk your own life to do so. He will not be able to put down such an argument.
The plan to remove the threat that the Stone of Jas poses is made up of many parts, but your first task is to speak to Azzanadra at the Dig Site found to the east of Varrock. Tie a bucket and rope to the winch in the centre of the dig site and lower yourself down to the cave beneath. Azzanadra is south of you, speak to him and explain the situation. He will give you another task to perform on the plateau.
Head to Ghorrock Fortress (in the north-west corner of the Wilderness). You can reach this through the wilderness itself, if you are prepared for the risk, or you can use the fairy rings to teleport to AJR and get a canoe to the northern side of the plateau.
If approaching from the wilderness, there is a huge ice block that is stopping the dragons inside from escaping and running rampant across the wilderness. Due to the heat orb you can slip past but make sure you have equipped your dragon-slaying equipment first. Fight your way across to the fortress entrance and head south, over the pillar barricade and through the crack in the fortress wall. You will emerge on the plateau where the Mahjarrat will perform their ritual.
Your list of tasks is as follows:
1. Place a rope on the north-west side of the plateau to allow Akrisae to come to your assistance;
2. Place beacons at cardinal points on the plateau;
3. Hide Arrav’s heart near the ritual stone;
4. Weaken Zemouregal’s hold over Arrav;
5. Locate the Stone of Jas.
Note that, with the exception of finding the Stone of Jas, you can complete these tasks in any order.
Plateau map
Entrance / Exit Overhanging tree
Arrav’s heart Beacons
Firstly, you need to hang a rope on the north-west of the plateau. Head west from the plateau entrance (point A). There is an overhanging tree with a strong branch that extends over the edge of the plateau (orange dot), you should attach a rope to this.
Be cautious, all around the plateau there are undead broavs that will call their masters should they spot you. If you are spotted you will be teleported to a cell within Zemouregal’s fortress. You can escape however, if you search the bed for a chisel and a spade (if you don’t already have them), and lift the cracked tile on the west side of the cell. You can then dig your way out. Head south from point B and then east to get back to the plateau.
Next, you will need to hide the beacons that Azzandara gave you in 4 different places: one in the north, one to the east, one in south and the final in the west. To be most effective, the North and South beacons need to be opposite each other, as do the East and West beacons. Place them as marked on the map for optimal performance (blue dots).
You should place Arrav’s heart amongst the rubble to the south of the ritual stone (yellow dot). It will be close enough to have an effect there.
Decoder
Your next task it to head to Zemouregal’s fortress and reduce his control over Arrav. You should head to point C on the map, killing the armoured zombie at the south-east corner of the fortress on your way. The zombie guards the entrance against unwanted visitors and carries the code for the door. He also carries some decoder strips. You’ll need both the code and the strips.
Read the key code and take note of what is written there then click on the door. You’ll need to match up the decoder strips to the letters mentioned in the code, doing this will give you a number that you must program in to open the door. Select a strip and use the arrows in the top right corner of the interface to move them into position. Then use the arrows in the centre of the interface to enter the numerical code (up/down chooses the number you want and left/right selects which part of the combination you are adjusting). If you were given the code ACHF, you would place the strips as depicted in the image to the left giving you the code 6821.
Zemouregal’s fortress - ground floor
When the door unlocks, make your way inside the fortress. On the ground floor you will need to search the room for more codes. You will find a code at the pink dot A, within a crate. Use this on the door to the west and then head into the room to the north. You will find another code in the crate in the top left corner. You will also find a note that discusses how Zemouregal controls Arrav. Head upstairs via the staircase marked with a red dot and use the third code on either of the reliquary doors there. Inside that room you will find the stone that the note spoke of; smash it to reduce Zemouregal’s hold over Arrav.
When you are ready, head back out to the plateau to finish the final part of the plan.
Head east along the south edge of the plateau, avoiding the undead boravs along the way, until you encounter a familiar face: Movario. He too is searching for the Stone of Jas and, despite you both agreeing that the last partnership turned a little sour, you agree to team up to locate it. Movario has detected that the stone is nearby, as well as the presence of shadow magic.
Equip yourself with a ring of visibility and head back along the southern edge of the plateau until you find a shadow pedestal. It looks exactly like the ones that hold the heat globes back in Ghorrock Fortress.
Ghorrock Fortress - ground floor
Head north to the fortress, crossing back through the tunnel in the wall. You can’t take the globe from the entrance to Ghorrock Fortress otherwise the ice block will refreeze and you won’t be able to get out, so perhaps there is another globe within the fortress? Jump over the fallen pillar, run north and go into the fortress’ courtyard.
There is a trap door on the far side of the fortress, but the way is blocked by snow covered rubble. If you cross using the balcony, using the route marked on the map to the right, you will be able to get to the trapdoor.
Once in the fortress’ basement, head east and then south, fighting the icefiends on the way. There are several pedestals in the basement, but none contain the heat globes. The south-western room however, has a globe on the floor. Collect this and head back out to the surface.
Armed with the heat globe, return to the hidden pedestal in the southern part of the plateau. Once there, place the globe on the pedestal and the entrance that was previously hidden becomes revealed by the pedestal’s activation.
Before heading inside, ensure that you are fully prepared - a great danger awaits you within the cave.
4. Lucien Must be Stopped
Views of the past
Items needed:
* Combat items
* Teleorbs x4
When inside the cave, follow the path south until you reach the Stone of Jas. You must complete the final part of the plan and attach the teleorbs to the stone. When you do, the stone shows you its history but remaining in the cave for so long alerts Lucien to your presence and you are teleported out onto the plateau.
On the plateau you are met by Akrisae, Sir Tiffy and Ali the Wise - the rope you left worked perfectly. You all head to battle Lucien but General Khazard and his lackeys block your path. Leave the Saradomin knights to deal with the lackeys, and aid Sir Tiffy with Khazard. He will summon his pet Bouncer to assist him. You cannot attack the dog but Wahisietel will be able to destroy it for you, albeit temporarily, if you coax it towards him.
To avoid defeat, Khazard will teleport to the ritual stone and you will follow him there. Here, Lucien will at last reveal himself. Wahisietel will hold back Lucien, but you must defeat the enhanced ice titans summond by Zemouregal. The ice titans will occasionally freeze you in a block of ice which will cause large amounts of damage unless you can break free - keep clicking on the ice block to break your icy bonds. You should keep moving around too as Lucien will cast a spell at where you stand. It will do a great deal of damage should it hit.
When the ice titans are defeated, Zemouregal will summon an army of ice demons. Sliske will show his face and, with his own backup, help Wahisietel deal with Lucien. Again, you must fight the minions. The ice demons will create stalagmites around you, preventing you from moving too much. Destroy the stalagmites or you will not be able to move out of reach of Lucien’s spell.
As the final ice demon falls, the other Mahjarrat will show - the time of the ritual has arrived. The Mahjarrat bicker amongst themselves as to who will be sacrificed but a decision cannot be made. Zemouregal summons more minions - armoured zombies this time - so defeat them quickly, again never staying in one place for too long.
When the final zombie falls, Zemouregal will summon Arrav. Attack him to get his attention (it may take some time) and lure him towards his heart which you hid earlier. Arrav will, quite rightly, not react well to his heart as it reminds him of the past and he will turn on Zemouregal. Help Arrav to defeat Zemouregal.
Lucien is becoming increasingly irritated and destroys one of the beacons. After this he will summon another minion: a glacor. As Wahisietel advises, ignore the beast and fix the beacon. Head south, collect the beacon parts and reassemble them. When you are done, place it back in the tree.
As you place the beacon in its original place, Lucien sacrifices Jhallan and the remaining Mahjarrat receive his power. The others take this as their time to attack Lucien but it is not enough, and he brings the Stone of Jas to the surface. His use of the stone’s power attracts the dragonkin and they enact their punishment.
After you witness the destruction at the hands of the dragonkin, and Sliske’s own contributions, help Sir Tiffy to hide the Stone of Jas by choosing a number to encode the teleportation spell.
You all teleport to Falador but something goes wrong and you end up in Draynor. The whole area is damaged and the dead are everywhere. Make your way through the village and witness the destruction the dragonkin will rain on the village.
Speak to Sir Tiffy. You will find he didn’t see the terrible vision of the destruction of Draynor but he will give you your reward.