Runescape,Runescape Gold,Runescape Money,Buy Runescape Money

Cheap Runescape Gold,money,Powerleveling Service @ www.runescapecoin.net

Archive for the ‘Runescape Quests’ Category

Introduction
Over the years, the kingdoms of Asgarnia and Misthalin have become increasingly uncomfortable about the possibility of threats from the Wilderness and Morytania. King Roald has taken matters into his own hands and has commissioned a network of beacons to be built across the land, from the Temple of Paterdomus at the border of Morytania, along the northern borders of Misthalin and Asgarnia and up along the western border of the Wilderness. The communication network is already in place, but King Roald could use a little help making sure everything is ready to go, in the event of emergency….
Quest Information
Members only: Yes
Start point: Varrock Palace
To Start: Speak to King Roald
Quest Length: Short
Minimum Requirements:
Priest in Peril
Level 43 Firemaking

A towering inferno!

To see the rewards for this quest, please click below:

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.

ntroduction
Fighting tooth and nail against the vampyre overlord, Drakan, the Myreque have moved their secret base camp to Burgh de Rott. Now the fight starts in earnest! Veliaf needs someone to make their way into the Sanguinesti region - the eastern side of Morytania cut off from the west behind an impenetrably huge wall.

Will the fight be supported by Myreque resistance inside the vampyres’ domain? What grim discoveries are to be found behind that dread wall? And what of the Vyrewatch - deadly sky-bound patrollers of the blood-tithed lands of Meiyerditch?

Only a daring, quick-witted agent with an eye for detail can hope to pick their way through the tumbled down slums of Meiyerditch.
Quest Information
Members only: Yes
Start point: Myreque base camp, Burgh de Rott
To Start: Speak with Veliaf
Quest Length: Long
Minimum Requirements:
In Aid of the Myreque
Level 5 Construction
Level 20 Mining
Level 22 Thieving
Level 26 Agility
Level 32 Crafting
Level 33 Magic
Level 40 Strength

Reward:
1 quest point
5,000 Agility XP
2,000 Crafting XP
1,500 Construction XP
Ability to make clockwork penguins
Access to a new Agility course
Start:
Talk to Larry located in the Ardougne Zoo (South-Western part)

Needed skills:
Level 10 Hunter
Level 30 Agility
Level 30 Crafting
Level 34 Construction (with a workshop with a crafting table 3)
Higher Agility helps reduce a small amount of time, but is not needed.
High enough Combat level to be able to defeat a level 51 monster with or without weapon, armor and food.
Needed quests:
None, but it is recommended to do Garden of Tranquillity up to the point where the Wise Old Man activates your Ring of Charos.

Needed items:
Hammer
Spade
Oak plank x10
Steel nails x10
Steel bar OR Clockwork
Normal plank
Silk
Raw cod OR Ring of Charos(a)
Swamp tar
Feather x5
Mahogany plank
Soft leather
Recommended items:

House teleport runes x1
Camelot teleport runes x1 OR House teleport runes x1 if you have a house in Rellekka.
Lumbridge teleport runes x1~3
Ardougne teleport runes x1
Notes:

Having a house in Rellekka helps reduce a small amount of time.
Pen and paper OR any other means of making a note might be helpful.
Walkthrough
1. Withdraw hammer, spade, 10 oak planks, 10 steel nails, clockwork or steel bar, normal plank, silk, swamp tar, feather and raw cod or Ring of Charos from the bank and store any weapons, shield/defenders/books and capes that are equipped to your character.

2. To start the quest, go to the Ardougne Zoo and talk to Larry and agree to help him. Talk to him again to be teleported to the Iceberg.
3. Use your oak planks with the Firm snow patch and then use your spade with the bird hide.
4. Enter the snowy bird hide and watch the cutscene. Memorise or take note of the 3 emotes the penguins perform. Speak to larry again and agree with him.
5. Take the boat back to Rellekka and speak to Larry.
6. Teleport or walk to your Player owned house and use the steel bar (if you have brought it instead of a clockwork) on your crafting table and then use the Clockwork on the crafting table with your and plank and choose the option ‘Clockwork toys’ then ‘Clockwork penguin’. (Note: Your crafting table must be level 3 or higher)

7. Teleport to Ardougne then walk to the Zoo or just walk there. Talk to Larry to be teleported to the Iceberg again.

8. Talk to Larry twice to teleport back to Ardougne Zoo as you have neither a Bird hide or a penguin near you at the present.
9. Talk to Larry to get inside the clockwork penguin and then talk to the only penguin that can be talked to. Perform the 3 emotes that you made note of earlier, then talk to him. Talk to Larry afterwards.
10. Hometown teleport or teleport to Lumbridge then walk to the sheep farm just North of the castle. Once there, right click on Larry and choose the ‘Tuxedo-time’ option.

11. Talk to the penguins disguised as a sheep and perform the 3 emotes. Choose the ‘Tuxedo-time’ option with Larry and talk to him in order to be teleported to the Ardougne Zoo.

12. Equip your Ring of Charos(a) if you haven’t already, change into a penguin and then talk to the penguin inside the cage. If you brought a raw cod instead, change back to human, talk to Larry, change into a penguin again then talk to the penguin.

13. Hometown teleport or teleport to Lumbridge. Walk to the sheep farm again, change into a penguin then talk to the disguised penguins.

14. Talk to Fred located in the house just west of the sheep farm, then go back and talk to the ‘Sheep’.
15. Talk to Larry to be teleported back to the Iceberg. Talk to the KGP agent in the North-Westerly location of the Iceberg and perform the 3 emotes. Talk to Noodle (That’s the name of the penguin) to exchange your swamp tar and feather for an ID card and a report.
16. Talk to the KGP agent again and use the avalanche to get into the penguin outpost. Enter the first Western room and then talk to the KGP agent. Continue West from the room. Follow the path in the next room to reach the agility course.

17. Go down the steps past the start line and swim through the moving rocks until you reach the stepping stones. Jump on the stepping stone, and keep on jumping to the next one until you reach a platform. To get past the arch, Tred-softly on the icicles under the arch. Trying to run past will get you nowhere.
18. Climb the cliff, then slide down. Talk to the Agility instructor before you leave.

19. Go and talk to Larry again. Enter the outpost once more and try to go past the large doors in the end of the hallway.

20. Enter the room to the East and talk to Ping and Pong.

21. Head out to the Iceberg and talk to Larry. Use your soft leather on a mahogany plank to make bongos. Hometown teleport or teleport to Lumbridge, then steal a cowbell from the milk cows North-East of the castle, across the bridge.

22. Pick up your weapon, armor and food if needed then return to the Iceberg. Give the instruments to the bards, then operate the controls near the large door you tried to get through.
23. Once you’re past the door, head to the room in the east. You will be thrown into a cage with level 51 Ice lords. Kill one of them, then escape through the Western door of the cage. Get out of the outpost through the chasm in the Eastern wall of the room.
24. Talk to Larry. You will now finish the quest after a short cutscene.

Difficulty: Novice
Length: Medium
Members only: Yes
Reward:
1 quest point
500gp
Start:
Speak to Brother Kojo in the Clocktower, southwest of Ardougne zoo.

Needed skills:
None

Needed quests:
None

Needed items:
Bucket of water (can be obtained during the quest) or Ice gloves from Heroes’ Quest.
Walkthrough
1. Begin by speaking to Kojo in the Clocktower and agree to help him. Now climb down the ladder and follow the path until you see a square with four different colours. Each square points towards the direction you have to take to find the cog of that colour (except the blue cog).
2. The White Cog:Head northwest and pick up the rat poison. Now head east until you reach a rat cage and flip both the levers to open the door to the cage. Use the rat poison on the trough to kill the rats. Go through the now open gate and pick up the white cog. Return to the clocktower and place the white cog on the pole on the top floor of the tower.

3. The Blue Cog:Head east from the clocktower until you reach the well with the monk. Pick up the bucket and fill it with water, it will be needed later. Then go down the ladder by the Ardougne Zoo wall. Follow the path until you reach an odd looking wall. Push it and then pick up the blue cog. Return to the Clocktower and place it on the pole on the first floor.

4. The Red Cog:Return to the coloured square and take the southeast path. At the end of the path you will find some Ogres. Run past them and pick the red cog and return to the clocktower. Place the red cog on pole on the ground floor of the tower.

5. The Black Cog: Return to the coloured square again and this time take the northeast path, run past the Giant spiders and use the bucket of water with the cog. Once it has cooled down pick it up. If you have ice gloves simply pick the cog up. Go back to the Clocktower and place the cog on the pole in the basement.

6. Speak to Brother Kojo to complete the quest.
 

Maggie, a travelling witch, has come to southern Asgarnia for the holiday festivities, but she’s in a bit of a spot. She needs an enchanted broom to finish her potion but her ox has a cold and can’t be left alone. In Swept Away, you’ll need to visit several nearby witches on Maggie’s behalf – and solve a few puzzles along the way.

While you’re in the neighbourhood, why not try out the Holiday Event: a bit of trick-or-treating in Draynor, Rimmington and Port Sarim. The towns are decked out in holiday décor and the villagers have treats to distribute to those wearing a suitable costume. If you’re interested in some holiday garb, have a chat with Maggie: she’s on the look-out for someone who can do a bit of trick-or-treating on her behalf.

Swept Away can be started by talking to Maggie, who is located west of the Legends’ Guild. The quest will be available to all players for two weeks; after this time, free players can complete the quest by speaking to Wendy, north of Rimmington. The Hallowe’en decorations and trick-or-treating will only be available during the same holiday period. Any treats remaining in your bank or inventory after this time will disappear after Hallowe’en.

02-22-11

Witch’s Potion

Posted by runescapecoin

Start: Talk to Hetty the witch in Rimmington.
Skills: None!
Quests: None!
What You Need: An Eye of Newt, a Rat’s Tail, an onion, and a piece of burnt meat.

Scroll down to the end of the guide to find a ‘Fast Quest Walkthrough’.

——————————————————————————–

Getting Started

Firstly, visit Hetty the witch in Rimmington and tell her that you’re looking for a quest. She says that she may have something for you to do, and she asks you if you want to get better at the “Dark Arts” (a.k.a. Magic). Say yes, and she tells you that she needs a potion consisting of an Eye of Newt, a Rat’s Tail, an onion, and a burnt piece of meat.

Making the Potion

All of the ingredients needed for Hetty’s potion can be found near Rimmington. You can buy an Eye of Newt from the Magic Emporium in Port Sarim for 3gp. Fresh onions grow in the garden just north of the town. You can find some Rats just south-east of town, which you can kill for meat to later burn on a stove. Kill a small level 1 Rat and pick up their Rat’s Tail, another needed ingredient.

Note: If you’re too high of a cooking level to burn meat, there’s no need to worry! You can simply just re-cook an already-cooked meat to burn it!

After obtaining all of the required ingredients, go back to Hetty and give her all of the items. She mixes a potion in her Cauldron, which you can drink from to complete the quest.

Rewards

325 Magic Experience
1 Quest Point

——————————————————————————–

Fast Quest Walkthrough

[^] Speak to Hetty
[^] Buy Eye of Newt
[^] Pick Onion
[^] Cook some Cooked Meat to get Bernt Meat
[^] Kill a level-1 Rat
[^] Pick up the Rats Tail
[^] Give the items to Hetty
[^] Drink from the Cauldron
[^] Quest Complete!

02-22-11

Vampire Slayer

Posted by runescapecoin

Start: Begin by speaking to Morgan in Draynor Village.
Skills: Ability to defeat a level 34 Vampire.
Quests: None!
What You Need: Stake, Hammer, Garlic, 2gp.

Recommended Skills: 20-25 Combat, level 20 Cooking to cook Trout.
Recommended Items: If you don’t have level 20 Cooking, you can purchase some cooked Trout from other players.

Scroll down to the end of the guide to find a ‘Fast Quest Walkthrough’.

——————————————————————————–

Getting Started

Start here and talk to Morgan, who will tell you about a vampire in Draynor Manor and will ask you to kill it. He will also tell you about a vampire hunter named Dr. Harlow who is at the Blue Moon Inn. Before you leave however, head upstairs and grab some garlic from the cupboard.

Now make your way to Varrock and as soon as you arrive, head for the general store and buy a hammer if you don’t have one.

Dr. Harlow and the Stake

Head for the sword shop and cross the street to reach the Blue Moon Inn, now buy a beer and speak to the very drunk Dr. Harlow. Tell him Morgan is in trouble and he will agree to help you if you buy him a beer, just say “Ok mate” and talk to him again.

He will take the beer and tell you the three things to kill a vampire:

A stake (which he gives to you)
Garlic (you should have that from Morgan’s house)
A hammer (you should have brought one)
Note: Now we are about to kill the vampire so be ready for a very tough fight if you are below level 25. The vampire is level 34 and if no food is brought you could easily die.

The Vampire’s Lair

After stopping at the bank to get any last minute supplies, head to the vampire’s lair in Draynor Manor. Be warned the trees may attack!

Once you’re in the Manor entrance room, walk north into the most northern room. Now walk east and then south and you should enter a room with a checker floor and a staircase leading into the basement. Take the stairs down to enter the vampire’s lair.

Hint: If you are a ranger or a mage hide behind the coffin, then attack from there.

When his health bar is completely red you will automatically use the stake and stab the vampire to finish him off.

4,825 Attack experience
3 Quest Points

——————————————————————————–

Fast Quest Walkthrough

[^] Talk to Morgan
[^] Collect garlic
[^] Buy hammer
[^] Give Dr. Harlow a beer
[^] Go to Draynor Manor
[^] Kill the vampire
[^] Quest complete

02-22-11

Shield of Arrav

Posted by runescapecoin

Start: By speaking to Reldo, the librarian of Varrock Castle or Charlie the Tramp, located next to the Varrock Weapon Store.
Skills: Ability to fight a level 2 or 23, depending on your selected gang.
Quests: None!
What you Need: A friend who hasn’t started the quest, 20gp.

Scroll down to the end of the guide to find a ‘Fast Quest Walkthrough’.

——————————————————————————–

Getting Started

Before starting this quest, you are going to need a friend to help you who has not started this quest yet. Speak to Reldo, located in the Varrock Castle library, north from the entrance of the castle. Ask him for a quest. After a short conversation, he mentions about a book in the nearby shelves that may tell you about a quest. This book can be seen by a blue and white shield in the top shelf, facing away from the desk. After you have read this book, talk to Reldo and he tells you to talk to Baraek, who located outside of Varrock Castle.

Now that both of you have started the quest, decide on the gang that each of you will join. Apparently the Shield was broken in half, and each gang has 1 piece. You’ll each have to join a different gang to get both halves.

Phoenix Gang

Baraek can be found outside Varrock Castle in the marketplace, near the fur stall. Ask him about the gang, but before he gives out the location, he wants 20gp. After he tells you about the location of the gang, head along the south wall, walking east until you see a small building with a dungeon symbol. Climb down the ladder and talk to Straven.

Tell him that you know who they are, and that you would like to offer your services. He wants you to get an Intelligence Report from Johnny the Beard, located inside the Blue Moon Inn. After killing him, you should receive an ‘Intel report’. Bring that back to Straven and then he will allow you to be in the Phoenix Gang. He will give you a key in return, in which you have access to both the Phoenix hideout and a weapon storage place. Enter the hideout and head southwest until you see a chest. Open and search it and you will receive a left-half shield.

As soon as you get the left-half shield, climb the ladder and walk over to the building east of the hideout. Open the door and climb the ladder to approach a weapon storage building. Inside there is a Weaponmaster who is Level 23 and guards the Phoenix Crossbows. Kill the Weaponmaster and take two Phoenix crossbows on the floor. Give these to your friend in the Black Arm Gang.

Note: Magic attacks do not work on the Weaponmaster.

Black Arm Gang

After you have spoken to Reldo, talk to Charlie the Tramp and ask about the alley behind him. He says that the Black Arm Gang can be found there, and ask if they would let you join. Talk to Katrine, who is inside the building and tell her that you’ve heard that they are the Black Arm Gang. Ask her if you can become part of the gang, and asks you to steal two Phoenix Crossbows. Make sure your friend has traded you two Phoenix Crossbows.

Give Katrine the crossbows and she makes you part of the gang. Go upstairs and search the cupboard on the east wall for a right-half shield.

Final Steps

Once each of you have half a shield make your way to the Museum, north from Varrock East Bank. Talk to the curator. You will receive either two left half certificates, or two right half certificates. Which certificate you get depends on which gang you’re in. Find your partner, and trade them exchanging one of the certificates, so that you both have a left half, and a right half certificate. Use one half with the other to get a full Certificate, and then talk to King Roald in Varrock Castle to redeem your reward.

Congratulations! Quest Completed.

Rewards

600gp
1 Quest Point

——————————————————————————–

Fast Quest Walkthrough

[^] Talk to Reldo in the Varrock Castle library.
[^] Find the book about the Shield of Arrav in the library.
[^] Talk to Reldo.
[^] Phoenix Gang:
[^] Talk to Baraek and pay him 20gp.
[^] Enter the Phoenix Gang’s hideout and talk to Straven.
[^] Kill Johnny the Beard at the Blue Moon Inn to get an Intel Report.
[^] Bring the report to Straven to get a key.
[^] Enter the hideout and open the chest in the southwest to get a Left Half Shield.
[^] Leave the hideout, and enter the bulding east of the hiedeout.
[^] Climb the ladder inside, kill the level 22 Weaponmaster and pick up two Phoenix Crossbows.
[^] Give the crossbows to your friend in the Black Arm Gang.
[^] Black Arm Gang:
[^] Talk to Charlie the Tramp near the Sword Shop, ask about the alley.
[^] Go inside the Phoenix Gang building and talk to Katrine.
[^] Give Katrine the Phoenix Crossbows that your Phoenix Gang friend gave to you.
[^] Go upstairs, search the cupboard on the wall for a Right Half Shield.
[^] Each of you should bring your half shield to the museum Curator to get two half-certificates for your shield half.
[^] Trade one certificate half to your friend in the opposite gang (he or she should trade on of their halves too).
[^] Use the certificate half together, then talk to King Roald to retrieve your reward.
[^] Quest complete!

02-22-11

Sheep Shearer

Posted by runescapecoin

Start: Begin by speaking to Fred the Farmer about a quest.
Skills: None!
Quests: None!
What You Need: A pair of shears.

Scroll down to the end of the guide to find a ‘Fast Quest Walkthrough’.

——————————————————————————–

Getting Started

To start this quest, talk to Fred the Farmer who can be found by following the northern road from Lumbridge Castle. He’s inside the small house in the Chicken Farm alongside the road. Ask him if he has a quest for you, and he says that he needs someone to shear his wooly sheep, and he asks you to bring back 20 Balls of Wool. Before you leave, grab the Shears on the table.

Shearing the Sheep

Now leave the house, enter the pen to the east, and now use your newly-bought shears with the wooly sheep. Wooly sheep are bigger than sheep that have already been sheared. If the sheep doesn’t get away from you, you’ll get a piece of wool .

Finishing the Quest

After getting 20 pieces of wool, head back to Lumbridge Castle and climb up either ladder. Upstairs is a spinning wheel, which you can spin the wool on. Just use each piece of wool with it to spin it into a ball of wool (gives 2.5 Crafting xp).

Now go back downstairs, leave the castle and go back to Fred. Once you’ve given him all 20 balls of wool, you’re finished with the quest!

Rewards

60gp
150 Crafting experience
1 Quest Point

——————————————————————————–

Fast Quest Walkthrough

[^] Talk to Fred the Farmer
[^] Use Shears with Sheep; Shears can be taken from Freds table
[^] Get 20 pieces of Wool
[^] Spin the Wool at Spinning Wheel
[^] Give Fred 20 Balls of Wool
[^] Quest Complete!

Welcome to Runescape Guide Blog, Search what you care, Broaden your eyes, Enjoy yourselves here! Have fun!