Draynor Manor has a new resident and, adventurers rejoice, she is a damsel in distress! Far from being Sleeping Beauty, she finds the Manor's beds not to her liking and is suffering from insomniac nights. If you fancy yourself able to aid Ava in her search for a good night's sleep, who knows what the budding scientist will produce as a reward?
To start; speak to Ava in Draynor Manor.
Requirements;
Levels: 19 Crafting, 30 Ranged, 18 Slayer, 35 Woodcutting
Quests: Restless Ghost, Ernest the Chicken, Priest in Peril
Items; Buttons (aquire these from pickpocketing H.A.M. members), Amulet of Ghostspeak, 20 EctoTokens (bring buckets, and pots to the Ectophial -- talk to ghosts on making these -- or see our Ghosts Ahoy Quest Guide), a Hammer, Holy Symbol, 5 Iron Bars, Mithril Axe, Hard Leather.
Recom Items; Ectophial, Games Necklace, ammy of Glory.
After talking to Ava, agreeing to help her find some UnDead Chickens for her bed, head over to the Farm, NW of Port Phasmatys (wear your Amulet of Ghostspeak!) - Talk to Alice.
*To get to Port Phasmatys either use the Ectophial (quickest) or walk through the Haunted Woods to Port Phas.
UnDead Chickens
She'll direct you to her husband, talk to him in the Yard. He'll tell you to talk to his wife, Alice - talk to her. After a few times of relaying messages, head West of Fenkenstrain's Castle to the Crone's House. She'll give you a Crone-Made Necklace, give this to Alice and then you'll see a cutscene of her husband catching you some chickens, pay 10 EctoTokens each.
The Reward...Another Quest.
The Magnet
Give the Chickens to Ava, she'll tell you that you need a magnet for the reward she'll give you. Talk to the witch in Draynor Manor and ask her about Magnets.
The Witch will need 5 Iron Bars - only one of which is worthy. Bring her the 5 bars and she'll pick the one - follow her directions of going to the Rimmington Mines, look North, and hit the Iron Bar with a hammer.
The Wood;
Give the Magnet to Ava, now she just needs some wood, for this head into the "garden" in the back of Draynor Manor and attempt to cut a branch from the tree..your axe has no effect. Tell Ava. So now we have two choices, cutting off your arms, or getting a better ask. Let's go with the latter and teleport/walk to Burthorpe and talk to Turael, East of the Pub.
Turael will want a Blessed Saradomin Symbol, and a mithril axe to make you a Blessed Axe. Now with the axe you can cut down some branches of the undead trees (go back to Draynor, quickest route is with the Amulet of Glory). Give the branches to Ava.
Now Ava will give you the reward...but she can't seem to decipher the plans. Take a look at them and make the pattern of lights;
ooooooooo
Do this for the bottom colored circles and tell Ava. Now you just need some hard leather, and some polished buttons. Get the buttons (left-click polish) and use these, as well as some hard leather with the Plans. You should now have the pack. Tell Ava.
Reward;
1k Crafting, Fletching, Slayer XP.
2.5k WoodCutting XP
1 Quest Point
Ava's Device -
You can have Ava's Attractor if your Range is below 50. When weilded, and no arrows weilded, Iron arrows will come into your inventory space at random, small increments.
Once your range is 50+ you have Ava's Accumulator, and steel arrows will appear in your inventory at random, small increments.
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The dwarves are building a new underground rail link between their city of Keldagrim and the cave goblins' Dorgesh-Kaan, but work is being held up by the discovery of ancient goblin artefacts, and they need the help of a qualified archaeologist. Helping them out should be simple enough - unless you stumble upon another H.A.M. plot against the city.
Requirements:
Quests: Levels Items:
Death to the Dorgeshuun 25 Prayer Light Source
The Dig Site 15 Attack Food (for fight - optional)
The Giant Dwarf Weapon (for fight - optional)
Bow & Arrow, and/or staff and runes (for fight - optional)
Boss: To start:
H.A.M Mage (30) Speak to Ur-Tag, or the Dwarven Ambassador.
H.A.M Ranger (30)
Sigmund (64)
He will not know what a 'mace' is - and will ask you to go to the Scribe - He is right next door to Ur-Tag. He will not know what it is, and suggests going to the Goblin Village.
Why walk? Zanik will ask you to talk to Oldak for an orb to go to the Goblin Village. *Before going you may want to bring your food and range/mage items - as you will need to fight the level 30s now.* Oldak is located NW of the main Dorges Area, (N. of the bank). You will be teleported to the Goblin Village (he will give you a return orb).
H.A.M. is back!
Now talk to the goblin generals and a cut scene will happen, with Grubfoot protesting that Zanik is a goblin, not a human (which Bentnoze, and Warface can't decide...). Zanik will then be asked to perform a speech - and during her most Powerful moments, the crowd is disrupted by some arrows and magic bolts. H.A.M has returned.
Now sneak over to the tower by hiding behind the houses (just stay behind them) and you won't get hit. Now once you've reached the tower climb up and you must mage/range the guards.JaGex has supplied you with a crossbow and 50 bronze bolts.). If you run low on prayer/hitpoints, you can hide behind the crates...
You can hide behind the crates, then hit 'Attack' on one of the H.A.M. members, and before they attack, quickly hide back behind the crates! You won't lose HPs this way.
Once they are dead, you'll run outside and find Sigmund has Zanik! He's going to use the Goblin-Dwarven tracks to his advantage..
Talk to the goblin generals and they'll supply you with the mace, and 2 guards to use to attack H.A.M., now head to the Lumbridge Swamps.
A Classic Silent Movie Theme...
Head over to the entrance of the Lumbridge Caves by the swamp and talk to the Goblin Seargents. They will inform you that they are there to help. Now go down into the caves, and then head down the stairs by the entrance. The guards will see you and run off - to the joy of the tough Goblins. Now when the guards return let the goblins attack them, and then you can run up - hide behind a crate and let the guard pass you. Now let the other guard see you and have him chase you down to the goblins. Now you are free to go down the ladder.
Down the ladder is an area of the tracks that H.A.M. dug to. Sigmund has tied Zanik to the tracks and the first train is on its way from Keldagrim! Once she is dead, the goblins will see that the tracks were bad - and attack the dwarves. War!
So, let's not let that happen - attack Sigmund (64) - but he has prayer! Any type of prayer! So weild your Goblin Mace, and use the special on Sigmund (to get rid of his prayer) - now you can attack him with any weapon of your choice (or the mace).
Once he is dead untie Zanik and she will thank you - then you will see a cutscene of the Grand Opening of the train on its trip to Keldagrim!
Congrats - Quest Done! - But Sigmund is still out there!
Reward;
1 QP
3k Magic XP
3k Prayer XP
Goblin Mace
Able to have Oldak make Goblin Village Teleport Orb
Keldagrim-to-Dorges-Kahn Train Route (these are free trips!).
Hidden away from the fearsome trolls and the roaming Fremennik, the dwarves delve deep beneath the mountains in search for the ore they need to support their home of Keldagrim. One dwarf, in particular, has for years been trying to crack open a rock that seems to be impervious to any material that he's tried on it.
Convinced that solving the riddle of the rock will lead him to unimaginable wealth, he has spent the latter part of his life on just this lump of stone. Help him out, but take care you don't end up in a tight spot!
Requirements:
Quests: Fishing Contest, Dwarf Cannon...Half Done/Finished The Giant Dwarf would be good
Levels: 40 Mining (higher mining would be better), 30 Defence, 50 Smithing
Boss: Arzinian Being (75+)
Items: A pick, rune would be good, some gp, 4 gold bars, a hammer, a cannonball mould,
Talk to the ferryman in the Keldagrim Cave entrance (NE of Rellekka) and pay him 2 gp to go across the river, walk your way through to Dondakan he will ask you to help him break his rock.
The Dwarven Engineer:
Go back across the river (2 gp again) and this time talk to the boatman and he will bring you to Keldagrim (if you haven't started the Giant Dwarf, now you have). Now go to the Western market area (before the river) and go to the Anvil symbol. The Engineer will tell you about Rolad on Ice Mountain.
Rolad:
Go to the Ice Mountain (North of Falador) and into the East house and talk to Rolad, he will tell you about the 3 missing pages. (all are found in the Dwarf Mines under you) While here buy a Cannonball mould if you don't have one yet.
Page 1: Kill a Scorpion
Page 2: Search the mine carts
Page 3: Mine some rocks
Return to Rolad and he will give you the book. Read the book, and keep it.
Gold! In the form of a cannonball?:
Talk to Dondakan and he will show you that it's useless, then show him some gold. Now go use a gold bar on a furnace (with the mould in your inventory) and create 1 (one) golden cannonball. Now return it back to Dondakan. The ball will go through the wall - this gives Dondakan an idea!
But first he will need the Schematics.
Sche 1: Dondakan will give you this
Sche 2: Talk to the Dwarven Engineer Again
Sche 3: Read and tear out the last page in the book Rolad gave to you
Sche 4: Talk to the Dwarven Engineer under White Wolf Mountain (in the bar)
Assemble the Schematics so they fit in perfectlyThe Helmet of Gold:
Now use your 3 gold bars on an anvil and create a Golden Helmet.
BRING your pickaxe and any food/items you need to kill a level 75+ demon.
There's Gold in them hills!
Now talk to Dondakan again and he will fire you into the wall. You will have 8 minutes in the Wall. Once in the mines, mine all the gold you can in record time (so your time won't run out in the mines) and the run down and talk to the walls of fire. Now kill the demon.
Once you have killed the Arzinian Avatar, you will be brought back to Dondakan - talk to him.
In addition to this reward you have access to the Mines and the Boatman will bring gold ore to your bank for a price of some gold ore
Reward;
5k Defence XP
5k Mining XP
5k Smithing XP
Rune Pickaxe
2 Quest points
Rantz the ogre needs to feed his demanding children, Fycie and Bugs, so he wants to go Big Chompy Bird hunting. Problem is, he's all fingers and thumbs when it comes to making ogre arrows.
Could someone please give him a hand?
watch out for Ogres (lvl 53) and Wolves (lvl 64)
NPCs: Rantz, Bugs, Feyce(?)
Items Needed: Woodcutting Axe, Knife, chisel, Wolf Bones (lower levels can kill the wolves on White Wolf Mountain - they are only lvl 25 - 73), 100-200 Feathers (food and weapons to kill/fight/get away from lvl 64 wolves)
Starting Out: Talk to Rantz and he'll tell you to make 'stabbies' so that he can 'stick der chompy' when it comes...In other words he wants you to make him arrows to kill a Chompy Bird.
Making Arrows:
To Make the Arrows Chop some Achey trees and use a knife on them to make them into arrows. Next, use feathers on you arrows (you'll need some for Rantz, and some for yourself...30 arrows is good). Now use a chisel with wolf bones to make the tips and use the tips on the arrows. Talk to Rantz and he'll tell you that you need bait to sneaky sneaky on the Chompy.
The Ogre Bellows::
You'll need the Ogre Bellows to fill up swamp toads with swamp gas. Talk to Rantz and ask about his bait. Talk to Rantz's children (in the cave north of Rantz) to discover that he took and hid the bellows...Good thing he's not a good hider ;) Go to the North-West Corner of Ratnz's cave 'dwelling' and lift off the lock on the chest now open it to get the bellows.
Frog Bait:
Now go to the swamp (surrounded by lvl 64 wolves) and use your bellows with the swamp gas. Now use your filled bellows with 3 frogs. Note: you can only carry three frogs..if you fill up your bellows again and fill up another frog, a frog in your inventory will escape - and make room for the other one. Now go back to Rantz when you have three bloated frogs.
Rantz's Chompy Hunt:
Rantz will tell you about his hunting grounds and an arrow will appear where you need to go. Go there and drop your bloated toads and go back to Rantz. A Chompy will come but Rantz will miss it and blame your terrible arrows (or is it his bad aim....). Keep asking him to give it a try and he'll finally agree.
Your Chompy Hunt: Now equip Rantz's bow and your arrows and kill the Chompy. Pluck it to get some feathers, meat and bones. Go back to Rantz and he'll ask you to cook it. But he wants it seasoned specially, as well as the kids. Talk to his kids and ask what they want on it. This is random everytime but here are the locations of each food:
Onions: West of the swamp
Tomatoes: West of the swamp
Cabbage: North of the swamps with the toads, and on the small area SE of Rantz.
Doogle leaves: are west of the swamp.
Potatoes: On the small area SE of Rantz.
Equa Leaves: These are small and are on the small area SE of Rantz
Cook: Cook your chompy on Rantz's spit with the ingredients in your inventory. Give it to Rantz.
Reward:
262 Fletching exp
1,470 Cooking exp
735 Range exp
an Ogre Bow
2 quest Points
Ability to make Ogre Arrows.
Ability to Hunt Chompy Birds for a Chompy Bird Hat
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This is the second part of an ongoing adventure. Help Elena discover the truth about the infamous Ardougne plague.
Smuggle test samples across Ardougne to Elena's old mentor
To start: Speak to Elena in her house in East Ardougne
Requirements;
Quests: Plague City
Levels: None
Items: Priest Robes, top and bottom; rope
After speaking to Elena you must find Jerico. He is located in a small house behind the bank next to Elena's House. While in his house, pick up some bird food (in the cabinet) and out back get a pigeon cage. Once you are done talking to him you must find Omart.
Omart and the Tower:
Talk to Omart (SW Part of East Ardougne by the large wall) and he will just say that you need a way to distract the guards. And to talk to Jerico (but if you do he will say to talk to Omart...So if you don't want to waste time don't.)
Now head North to the tower with guards in it; and use your bird feed with it. Now open the cage and the pigeons will be free. Now go back to Omart and climb the wall with some rope.
Paging Doctor...
Now head to the NE building and try to get in, you aren't allowed to so grab a rotten apple and use it with the cauldron outside. Now try to get in and the mourners will need a doctor. Head SW to Nurse Sarah's House and search the cupboard for a gown. Wear it and enter the house you were trying to get in.
Finding the Distillator:
Now inside the house climb the stairs and kill the guards for the keys and open the gate and search the crates etc. for the Distillator
Back to Elena:
Go back to the rope you came from and Kilron will help you over. Now go back to Elena.
She will give you some chemicals (do NOT teleport or anything with these in your inventory!) and asks you to go to the Chemist in Rimmington.
The Chemist and Delivery Men:
Go to the Chemist and tell him that you are a FRIEND of Elena..Nothing about any Plague! Now ask for some touch paper. Once you have it give the vials to these 3 men (in this order if you want):
Hops has the Sulphuric Broline
Chancy has the Liquid Honey
De Vinci The Ethanea
Over to Varrock...Playing a Priest:
Now once in Varrock make sure you are WEARING the priest robes before entering the gate to the West secluded area by the Magic Shop. Now go to the Pub there and talk to the three men in the order you gave them the stuff. (once you have the vials you can not leave this area) Now go across the street and talk to Guidor's Wife. He needs a priest - wear your priest robes and talk to her again. Now talk to Guidor and give him the vials etc. and talk to him again. Now go back to Elena once you have all the info.
King Lathas:
Once you have talked to Elena talk to King Lathas and he will reward you.
Reward:
3 QPs
1250 Thieving Xp
Use of King Lathas' Training Grounds
The Black Knights are up to no good.
You are hired by the White Knights to spy on them and uncover their evil scheme.
Items needed: 12 quest points, a bronze medium helm, iron chainmail ( you can either smith the bronze/iron items, or buy them at a store or from other members,) and a cabbage - NOT from Draynor manor - you can get one from the Monastery or in the patch near Lumbridge.
Skills needed: None
Monsters: Black Knights (level 33)
Start Location: Talk to Sir Amik on the third floor of the White Knights Castle in Falador. He'll tell you that he needs a spy to spy on the Black Knights - and find out their secret plan.
Note: you can either Kill or Run Away from the black knights inside, or outside the fortress!
In the Fortress: Go to the Black Knights Fortress - North of Falador ( -- or the Ice Mountain ) with your bronze med. helm, and the iron chain on - you must wear these in order to get into the fortress. Walk through the the front exit - watch out for the black knights (lv. 33) they'll attack, you can run away.
Open the front door and push the `odd looking wall`, after pusing the wall, climb up both sets of ladders to get to the top of the fortress.
Climb down the south-east ladder, and open the eastern door.
Open the other door and climb up the ladder.
Climb down the east ladder, now there should be a Zamorak altar here, open the door and climb the south-west ladder.
Now you'll be in a small and narrow room.
Find the grill - a small hole in the wall - and select ' listen at grill ' to listen to the witch's and goblins secret plan to help the black knights. If the goblin can get a Draynor Manor cabbage the plan will be flawless, but if he gets anyother cabbbage their plan will be runied!
Runing their plan: Go back downstairs all the way to the odd looking wall and push it, now open the eastern door - you'll be warned by a guard, just ignore it. You'll then enter the room with black knights coming to attack you - either kill them or go straight up the ladder. Walk east, then south then push the wall. There you will find a small hole, then use your cabbage with the hole and it will drop into the cauldron and ruin the black knights plan.
Sir Amik: Now that you've managed to ruin the black knights plan go back to Sir Amik for your reward.
Reward: 2500 gp and 3 quest points!
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It's war on the high seas, as Bill Teach tries to make the journey from Port Phasmatys to the pirate enclave of Mos Le'Harmless!
With his crew heading for the hills, he's looking to recruit anyone eager to become a pirate and help him sink the enemy before he ends up swimming home. He's offering a lot more than a shilling to join his crew. Have you got what it takes to be a pirate?
To start; talk to Bill Teach in Port Phasmatys
Requirements;
Levels; 42 Agility, 45 Crafting, 50 Smithing, 40 Ranged,
Quests; Pirate's Treasure, Rum Deal
Items; GhostSpeak Amulet, Tinderbox
Items Recom; Some food.
After talking to Bill, leave the Inn in Port Phasmatys and go to the Port. Cross the gangplank at the large ship and tell Bill that you are ready.
The Enemie's Cannon;
Head downstairs and search the Repair Locker and Gun Locker for ropes and fuses, also grab the tinderbox downhere. Now on the main deck climb up the net and use a rope with the Hoisted Sail to swing across. - you are now on the enemies ship. -If the pirates (57) attack, you can attack or just ignore them. Now use your fuse with the gun powder and light it - now climb up the net and swing across using the other rope.
Leakage;
Talk to Bill - time to fix the leaks. Now go downstairs and search the Repair Locker for; 6 planks, 30 Tacks, a hammer, 3 swamp pastes (and 2 ropes). Find the leak and use your plank on it then swamp paste - continue with the other 2 to fix all 3 leaks.
Plunder;
Now get two ropes - you may of earlier - and swing across to the enemies ship and go downstairs, search the chest for some plunder and get 10 stacks of it. Return to your ship's downstairs and use the 10 stacks on your chest.
The Cannon;
Now talk to Bill, - time to fix the cannon. Go back to the Gun Locker and search it for the Cannon Barrel. Use this with the broken cannon and talk to Bill to learn how to fire it.
-Go back to the Gun Locker and get a fuse, ramrod, and canister. Then get some powder from the barrel next to the cannon upstairs. Use the powder with the cannon, use the ramrod. Then use the canister then use the ramrod again. Use the fuse with it - then FIRE. If you miss use the ramrod with the cannon to clean it then repeat the prior process.
Now talk to Bill and he will give you three cannonballs - use these with the cannon during your process of getting it ready to fire *use them instead of the canister*! Fire all three and sink the ship.
Now you are safely on Mos Le'Harmless!
Talk to Bill Teach after your reward to get 10k.
Reward;
Little Book o'Piracy
7k Smithing XP
7k Crafting XP
7k Agility XP
Ability to Play Trouble Brewing Mini Game and Access to shops on the Mos.
2 Quest Points
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Help the confused Brother Kojo find the missing cogs and fix his Clock Tower. Search the dungeon using brawn and brains to correctly place the four cogs.
To start: Talk to Brother Kojo in the Clocktower South of Ardougne Zoo
Requirements:
Levels: None
Quests: None
Items: Bucket of water (located @ the water symbol E. of the Clocktower.
After agreeing to help Br. Kojo it is time to get the Cogs.
The Black Cog:
Go down the stairs from the Quest Start and head NE. Follow the path to some flames. Use your water with the flames. Grab the black cog. and bring it to the rod at the ladder on the Checkered Flooring. Use it with it.
The Red Cog:
Go back down the stairs. Go through the SE door and follow the path. Run away from the ogres and grab the Red Cog. Run back and climb the ladder to get back to Kojo. Use the Red Cog with the rod on the first floor.
The Blue Cog:
Go to the Water Symbol near Br. Cedric (from Monk's Friend), go down the ladder there. Follow the pathway, push the odd-wall, now take the cog and climb the ladder. Now go to Kojo's house and onto the Second floor. Use the Blue Cog with the rod there.
The White Cog:
Go back downstairs and head NW from the Checkered Flooring. Pick up the Rat poison and head E. Pull the levers (left down and right up). Follow the path to a room with Rats. Use your rat poison with their food Trough. Now they will all run into a gate. Open it and pick up the White Cog. Take the ladder up and head to the top floor of the Clocktower. Tell Br. Kojo and he will be happy.
Reward:
500 gp
1 QP
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At the Ardougne Zoo, one of the zookeepers has become a bit preoccupied by penguins. In fact, he's downright paranoid about them. He needs your help to observe their habits on the iceberg in the Lunar Sea.
What begins as a peaceful bird-watching expedition opens a new world of espionage and bad musicians
Now watch the penguins in their natural habitat - remember the 3 emote greeting they give to each other. Once the cut scene is over talk to Larry
Now Larry will ask you to build a penguin clockwork. Go to your or someone-elses home that has a 3+ Level Crafting Table and construct your penguin clockwork using a plank, steel bar (or clockwork) and some silk.
Go back to Larry on the docks and he will bring you back to the Iceberg - where you will find everything destroyed! So you'll need to go to the Ardougne Zoo, Larry will teleport you.
Now talk to Larry and he'll shrink you so that you can fit into the clockwork.
Do the 3 emotes you remembered earlier and the penguins will be friendly with you - they will send you to Lumbridge. Larry will teleport you to Lumbridge. Now just talk to Tuxedo-Time Larry to change into a penguin. Once you have talked to the penguins disguised as sheep.
However, They will need a special password. To get the password simply give a raw cod/charm with your Ring Of Charos (a) to the penguin in the Ardougne Zoos - Larry will teleport you to and from Ardougne.
Now talk to the Sheep-Penguins and they will tell you to investigate Farmer Fred. Head to Fred in his home a little bit N-NW of the sheep pen and talk to him (say anything). Now go back to the penguins and they will tell you to go to their base with their mission report. Get out your swamp tar, 5 feathers, mahognany plank, soft leather.
Speak to Larry to have him teleport you back to the Iceberg. Now head NW to the KGP agent and talk to him; remember to do the Penguin Greeting. The KGP will need your ID. To get a fake one talk to Noodle (to the south) he will want your swamp tar and 5 feathers. Return to the KGP Agent with "your" ID and he will let you into the Avalanche. Now that you're inside give the mission reports to the next KGP Agent - he is the Agility trainer and will need you to go through the Agility Course.
Swim past the crushers; Climb onto the stepping stones; Tread softly under the ice; slide down. Now leave the avalanche and talk to Larry - he found the war-planning room. To find it head into the Avalanche, and through the large doors to the north. But this doesn't work. So head SE, through the other door, and speak to Ping or Pong. They will ask for some bongos and a cowbell
>>Bongo Drums - use Mahogany plank with the leather
>>Cowbell - steal a bell from a dairy cow.
Once you have the instruments give them to Ping and Pong
With the music playing the guard will need to stop the ruckus. So he leaves guarding the door and goes to stop Ping and Pong from their "musical" talent. Now's your chance - Operate the Controls and run through the large doors and enter the War Room! Head East - then you will see a cutscene; you've been caught! And you will be locked away in a prison with IceLords (51). You can kill them or just run through the door.
Report to Larry about what you found. Larry thinks that is was all his findings! Quest Done!
Reward:
1 QP
5k Agility XP
1.5k Con. XP
2k Crafting XP
Ability to create a penguin suit and access to Penguin Agility Course, while wearing your suit
The High Priest of Icthlarin has problems again - this time with the inhabitants of Menaphos. Sophanem is recovering from the plague, yet most of its citizens are still trapped on the other side of the river. Diplomacy has failed and subterfuge beckons. Clearly, this is the sort of job that a shifty adventurer could excel in.
To start: speak to the High Priest in Sophanem
Requirements:
Levels: A High Level Combat!
Quests: Prince Ali Rescue, Gertrude's Cat, Icthlarin's Little Helper
Boss(es): Giant Scarab (191)
Items: Light Source (bulls eye lantern) and a tinderbox
Other Items: Food, Ring of Dueling, weapon, armour, pots, and a ring of life (just in case!)
Jex:
Once you have talked to the High Priest and have seen the cut scene ask him if there is an underground way to enter Menaphos, he will tell you about the underground maz..temples, and to talk to Jex, who looks after the tunnels... Head up near the Sophanem Gate and talk to Jex near the temple entrance. He will give you some warnings, and tell you about a Scarab that destroyed the bank.. Now with his blessing, you may enter.
An A-Maze-Ing Temple;
Okay, from the entrance here we go: *Beware of Traps!!!* Search the walls, when you see a Scarab symbol push it! When you see the Yellow Scarab - do NOT stand near/infront of it!! Walk past the Wall Crushers from Icthlarin's Little Helper - go right next to them and Zig-Zag. Also, search the floor when needed!
-Head South (the only route! too easier so far)
- Head 'round the circle-thing
- Head South at the break of paths, so don't take that ladder you see!
- Head East at your next break (a few paces South of the first fork in the road)
- Keep heading East, then you'll find yourself going South, Then Head West, past the fork in the road.
- Head North and take the next left - do not keep heading north..
- contine East, a tad south (past the next fork) then keep heading south (past the next fork again)
- At this fork, one path goes Left, the other Right, or you can go NE. Head Left (West)
- Keep walking West, a tad South at the turns, A bit east, then south Past that fork in the road.
- Now Head West, and keep heading West past 2 different forks, Now climb the ladder at the end!
At the end of this path you will find Kaleef's Body. Search it. Read the note you find. Keep walking and talk to Maisa, he will give you a quiz on the Prince Ali Rescue Quest. Remember, that quest took place in Draynor and you needed Leela's help.
Now Maisa will ask you to get Osman from Al Kharid to come.
Teleport to the Duel Arena and head South to the "castle" in Al Kharid, Osman is found wandering around outside - talk to him. Tell him that if he does not come down the towns may never be friends...and stuff of the sort! He will finally agree to come down and tell you to go ahead.
*bring your food weapons etc Especially Now!*
Now talk to him and watch the cutscene, then it's time to go through that Temple again... Follow the directions as above and enter the room with Maisa, you will see another cutscene - a giant scarab has attacked! Attack it full force - do not bother with his minions, once he is dead, they all die, and Osman will return and tell you to take Kaleef's Dagger, Keris, take it and return to the High Priest.
Reward:
Keris, the Dagger (good against Scarabs and Kalphites)
7k Thieving XP
2 Wishes of 7k each to any Combat Skill
Bank access in Sophanem.
1 Quest Point
The Lumbridge Castle cook is in a mess. It is the Duke of Lumbridge's birthday and the cook is making the cake.
He needs a lot of ingredients and doesn't have much time
Items needed: Pot of flour, bucket of milk, an egg.
Skills needed: None
Monsters: None
Start Location: Bottom floor - in the kitchen - of the Lumbridge castle; follow to where you can see the cooking symbol on your mini-map.
Quest walk through:
Pot of flour: After talking with the chef wait for the pot to respawn in the Lumbridge castle (or buy one for about 1-2 gp in the general store just north of the castle.) Once you have taken the pot walk north out of the castle until the road slants - here you want to go with the slant. Once you see a field of grain next to a road (which leads to the windmill) pick the wheat to get a piece of grain. Once you have taken the grain proceed to the windmill (follow the little road next to the grain field, towards the north.) Climb up both sets of ladders and put the grain in the hopper and pull the hopper operators. Go down the ladders and use your pot with the flour bin.
Bucket of milk: After getting your flour walk down the road and go west, until you see a house with chickens outside, a dog inside, a pond out back, and pigs in a muddy area. Near the west door to the house you can find a bucket respawn (or buy a bucket from the general store for about 2 gp.) Walk through the house up until you come to the cow field. Use the bucket with a dairy cow, so then you have a bucket of milk.
Egg: Go back into the house, then into the pond outback area, and you'll see chickens walking around, and a chicken coop. Go into their coop and there is an egg respawn (if one is taken it will respawn soon.)
Chef: Once you have all the ingredients for the chef's cake bring them back to him and he will reward you!
Reward: About 300 cooking exp., the ability to use the cook's stove (burns food less), and 1 quest point!
Dr Fenkenstrain, master and sole occupant of the castle to the north east of Canifis, needs a new servant to go on a dark errand for him.
Do you have the stomach to help Fenkenstrain pursue his twisted purpose?
To start: Read the help wanted sign in Canifis
Requirements:
Quests: Priest in Peril, Restless Ghost
Levels: 25 Thieving, 20 Crafting
Boss(es): Fenkenstrain's Experiment (51)
Items: Spade, 50 gp, needle, 5 thread, 3 bronze wires, silver bar, amulet of ghostspeak --- Recommended: and a ring of dueling, and perhaps access to the Gnome Air OR completed Ghosts Ahoy - the quickest way (bring Ectophial to quest)
After reading the Signpost head NE of Canifis To Fenkenstrain's Castle. Tell him that you are Brain-Dead and a good Grave Digger. Now he will need 4 body parts.
Body Part #1: The Head:
Talk to the Gardener (he is headless) and ask him about his head. Then he will bring you to it (you will be in the Haunted Woods and will need to have him follow you around to find it) Once he tells you you are right next to it Dig.
The Torso, Arms, Legs
Now head back in the castle and search the book cases up and down stairs for the books: Joys of Grave Digging and one on Maggots. Now use the amulets, that you recieved from these books, on one another and now you'll have a star shape. Now leave the castle and head East to the Memorials and use the star with it to push it. Now enter and kill a level 51 Experiment and pick up the key. Head thorugh the NW tunnels and open the locked door. Climb up the ladder to a small gravesite. Now dig the 3 graves for the body parts.
The Brain:
Now head to Canifis and buy a brain from the bartender for 50 gp and use the brain with the head. Now head back to the Doc. Give him the thread, 5 needles and body parts (in the exacat opposite order as I wrote it heh)
Fixing the Conductor:
The Garden Brush & Mould:
Talk to the Gardener and get a key to open the shed. Search it for a broom. Now go outside and pick 3 canes from the pile on the ground and use them on the broom. Now head to the second floor and sweep the fireplaces by using the broom with the fireplace. You should get a Conductor Mould.
Making a Silver Conductor:
You can EITHER go to Port Phasmatys and use the furnace if you have done the Ghosts Ahoy Quest, OR you can teleport to Al Kharid and expect a long walk back! Either way, make a conductor and return to the second floor of the castle. and open the big doors and fix the conductor by using yours with the old one. Now the monster will live! Talk to the Dr. who will tell you to kill the monster. Head upstairs and across the room from the conductor room and talk to the Monster. He will tell you the truth. Head Downstairs and pickpocket the Dr. for a Ring of Charos.
Reward:
Ring of Charos - now you can enter the Werewolf Agility Course and play Skullball!
2 Quest Points
2k Thieving XP