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Showing posts with label quest. Show all posts
Showing posts with label quest. Show all posts
Monday, January 11, 2010

RS Updates: Nomad’s Requiem

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Soul Wars has a dark underbelly that Nomad would rather you didn’t see. His disappearances have become more and more frequent of late, and each time he returns looking...different. It seems he has been working on something with dangerous implications for the whole of RuneScape, and there is a chance – but only a chance – that you can stop it.

Our second Grandmaster quest is wildly different from While Guthix Sleeps; instead of searching the world for answers, Nomad’s Requiem is set wholly beneath Soul Wars. Don’t be foolish enough to think that this makes it less challenging, however. Indeed, expect quite the opposite: this quest is densely packed with intricate puzzles, punishing environments and at least one battle that will push you harder than almost any other on RuneScape, whatever combat level you’ve reached. You have been warned!

Those who persevere and complete this quest will be rewarded with Zeal Points (among other things), which are stored at Soul Wars and can be spent in your own time. Zeal Points can be traded in for varying amounts of XP in any combat skill (except Summoning), Slayer XP, charms to train Summoning, or a pet Slayer creature. For a more detailed explanation of how Zeal Points work, check out the Soul Wars rewards on the Knowledge Base.

Mod Rathe
RuneScape Content Developer

Summary:
Where to start Nomad's Requiem: Speak to Zimberfizz at Soul Wars.

Requirements to complete Nomad's Requiem:
  • King's Ransom (including the Knight Waves)
  • 75 Magic
  • 70 Prayer
  • 66 Mining
  • 65 Hunter
  • 60 Construction
Must have fully completed the Soul Wars tutorial
Must have completed at least one game of Soul Wars (win, lose or draw)
Having very high (85+) stats in all combat disciplines is advised, unless you’re particularly good at combat


In other news...

We have improved how Zeal earned from playing Soul Wars is cashed in. If when spending 10 or 100 Zeal you gain a level in your chosen skill, then your new level will be taken into account as soon as it is earned, and the remainder of the 10 or 100 Zeal will be applied based on your new level. Remember that if you spend 100 Zeal at a time, you receive a 10% bonus to any XP gained, so now it is better than ever to save up your Zeal.

We've adjusted the apparent lag when using your inventory and clicking and dragging items around. This also means you won't drop the wrong item selected if you'd clicked too fast. Additionally, a slot will not remain highlighted when it shouldn't.

The tooltip description for the Soul Split curse has been corrected to reflect the actual amount of hitpoints restored.

You can now set an option to not offer the ability to switch between prayers and curses when recharging your Prayer at an altar. A few altars originally left out, including the ones found in the God Wars Dungeon, now offer this switching facility.

We've added a huge amount of drop sounds to items. It's a nice little feature that should let you realise if you've dropped something by accident that you didn’t mean to.

The Christmas 2009 holiday event has now been removed from the game.


Read more [...]


Thursday, December 03, 2009

RS Updates: The Temple at Senntisten

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If you’ve passed all your archaeology exams you’ll know just how strict the researchers at the Digsite can be, so when an unproven archaeologist shows an interest in restoring the temple you discovered in the caverns under the site, the archaeological expert there is somewhat suspicious.

As it so happens, your colleague Ali the Wise is also an acquaintance of this Dr Nabanik, and has suggested that you might be of assistance. With Dr Nabanik’s experience and your adventuring know-how combined, perhaps you can restore this long-forgotten temple.

It won’t be easy, though. Only original artefacts are good enough for this expert in all things ancient, and the current owners of these artefacts are unlikely to give them up without a considerable fight.

“Since creating the first quest in this recent Mahjarrat series – The Tale of the Muspah – I’ve been eager to develop more. Mod Newmatic (Missing My Mummy), Paul (Curse of Arrav) and I combined forces to bring you this latest episode of Mahjarrat-based antics.”

Mod Roderick
RuneScape Content Developer

Summary:
Where to start The Temple at Senntisten:
Speak to Ali the Wise at his home in Nardah.

Requirements to complete The Temple at Senntisten:
  • 50 Prayer
  • Desert Treasure
  • Devious Minds
  • The Curse of Arrav
  • 125 Kudos with Varrock Museum


In other news...

There's a new setting in the display options menu for CPU usage, so you can set how much of your computer's CPU resources are available to RuneScape. You may have to test it out to see which setting works best for your setup.

The delivery cost for dragon daggers has been slightly adjusted and their initial shop supply has been improved.

The recharge costs for most items (excluding gloves) from Fist of Guthix have been reduced.

Five minutes before your cannon fully decays, you’ll notice some new animation effects to give you a bit more warning.

For those who have not completed the Cryptic Clue Fest, we will be removing it from the game on the week commencing 7th December, so you have a few more days to unravel it.



Read more [...]


Tuesday, October 13, 2009

RS Updates: Within the Light

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Those who have unraveled the mysteries of the plague in West Ardougne, met with the elves and infiltrated the Death Guard will find themselves able to help Arianwyn once again, as they go Within the Light.

In reactivating the Temple of Light’s safeguards, you may have thwarted the Death Guard’s plans to harness the ancient elven power of a certain altar – at least for the time being – but just what is so special about this altar? Why did the elder elves go to such trouble to protect this one particular altar? Find out as you further explore the mysterious Temple of Light.

This quest is a continuation of RuneScape’s longest-running quest line, the first three parts of which – Plague City, Biohazard and Underground Pass – were originally released for RuneScape Classic. Four further quests later – Regicide, Roving Elves, and Mourning’s Ends Parts I and II – plus the Catapult Construction side story, and we reach Within the Light.

As it has been a while since those quests were released, this quest introduces a new NPC in Lletya – the elven scribe – who will happily help you to recall your past elf-related glories. Within the Light ties together some of the strands of this storyline, which will start to give you a better idea of what is to come.

Mod Chris L
RuneScape Content Developer

Summary:
Where to start Within the Light: Speak to Arianwyn in Lletya.

Requirements to complete Within the Light:
69 Agility
70 Fletching
75 Woodcutting
75 Ranged
Mourning's Ends Part II: The Temple of Light


In other news...

The last suggested name for Clan Chat channels persists when changing worlds and between logouts, and will attempt to rejoin the channel if it still exists.

The Wilderness Agility Course has been added to the allowed areas for Bounty and Bounty (+1) worlds.

When inputting numbers (for example, when withdrawing items from your bank) you can now use 'k' (or 'K') for thousand, and 'm' (or 'M') for million.


Read more [...]


Wednesday, September 09, 2009

Quest Guide: Forgiveness of a Chaos Dwarf

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This is a members quest.

Start point: Keldagrim
To Start: Talk to Veldaban
Quest Length: Medium

Minimum Requirements:
  • Level 61 Hunter
  • Level 61 Firemaking
  • Level 69 Strength
  • Forgettable Tale of a Drunken Dwarf
  • Between a Rock...
  • Must be able to defeat a level 100 combatant
Introduction:
Missing person reports have been flooding in from Keldagrim East, but the Black Guard seem reluctant to do anything about it. Resources are stretched thin, but Keldagrim West is undoubtedly a greater priority for the Black Guard Supreme Commander. Veldaban refuses to subscribe to this opinion, but his hands are tied; can you help him to reveal the abductors' identities?

  1. Talk to Commander Veldaban in west Keldagrim
  2. You will be shown a cut-scene.
  3. He will tell you to go on top of the tower to kill a dwarf.
  4. The dwarf drops a note one you kill him. Go and show the note to Veldaban.
  5. He will tell you to take the to the GE clerk.
  6. The GE clerk will hand you a package (you can open the package now or later).
  7. Go back to Commander Veldaban - you can use the mine cart system at the GE trapdoor to access Keldagrim more quickly.
  8. Velaban can be found in the pub in east Keldagrim.
  9. After talking to Velaban for a bit... he tells you to get him a drink from the barmaid.
  10. After doing that, talk to him some more. After a while he will ask you to take him back to the HQ.
  11. You are then shown another cutscene - He argues with the supreme commander then leaves to go and sleep.
  12. Go back to the tower where you killed the level 100 dwarf.
  13. Open the package and use the boot on the footprints to reveal a longer foot print trail leading to the area behind the Dwarven multicannon used for Between a Rock and a Hard place.
  14. You will see a fire pit. Use the metal bowl on the fire (the fire on the west side of the bridge) to put it out, and remove the bowl. On closer examination it will be revealed that a socket is at the bottom of the pit.
  15. Take out the rod and use it on the pit, and turn it.
  16. The secret wall will open and you can pass through. Go through the wall and cross the cavern to the next doorway, and go through it.
  17. Place any colored stone (yellow or green) in the control panel next to the cart behind the cave.
  18. Jump in the cart and it will take you for a little ride. It will say something like: "I should get Veldaban to help." Try and leave the cave. There will be two options. Select "Return to Keldagrim" and you will appear right next to Veldaban in West Keldagrim at the HQ.
  19. Talk to Veldaban and he will ask you to take him with you back to the cart. He will follow you.
  20. When you get back to the mining cart, talk to him and give him the stones. He will use the control and you will ride in the cart.
  21. Get in the cart, and when the options come up pick the follwing:
    1. Yellow
    2. Green
    3. Yellow
    4. Green
    5. Green
    6. Yellow
    7. Yellow
    8. Yellow
    9. Yellow
  22. You will end up on the other side of the platform (behind the bridge), operate the control box to lower the bridge.
  23. Go to the cage and free the captives.
  24. Go further south and turn the switch to open the doorway, and go through.
  25. Watch the cutscene of them transforming the dwarf into a Chaos dwarf, and in the middle of it Veldaban will cry out, attracting grimmson's attention.
  26. Run into the room behind you and watch out for the dwarf, who will attack you (with a hand cannon) and can hit very high (you can use prayer for protection), open your package and take out the metal plate.
  27. Use the metal plate on the sorting machine to stop it, and then use the screw driver on it.
  28. Squeeze through the hole and ride the mine cart. A cut-scene will follow.
  29. Congratulations! Quest complete!

Quest Rewards
  • 2 Quest Points
  • 30,000 Hunter xp
  • 30,000 Firemaking xp
  • 30,000 Strength xp
  • Access to the Chaos Dwarf Battlefield and the North Keldagrim mining area




Read more [...]


Wednesday, September 09, 2009

RS Updates: Forgiveness of a Chaos Dwarf

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Those of you who have completed Forgettable Tale of a Drunken Dwarf may remember discovering a dire threat to the Dwarven city of Keldagrim. Then again, given the nature of that quest, you may have discovered it and not remember.

In today's new quest the people of Keldagrim are under threat once again. Dwarves have been going missing, and Commander Veldaban does not have the guards he needs to properly investigate. Volunteer to help him and you'll unravel a mystery with grave consequences for both the city and for Veldaban himself. This time, can you escape with your memory intact?

This quest unlocks access to a new mining area in Keldagrim and a combat area with unique drops.

We've also released a new story in the Lores and Histories section of the website. The Coat Thief deals with an incident in Commander Veldaban's life that begins the chain of events leading up to the start of the new quest.

Mod John A
RuneScape Content Developer



In other news...

The delays/click lag and other slightly slower actions caused by last week’s engine upgrade should now have disappeared and all behaviour should be back to normal.

We've created a new item - the spirit shard pack - that contains 5,000 spirit shards for your purchasing pleasure. Also, pet shop owners now accept large quantities of spirit shards via a right-click sell option.

The following items have increased in stock in their respective shops: harpoons, jugs of water, death runes, empty buckets, cooking apples and butterfly jars.

The Keldagrim Consortium has decided to make Keldagrim easier for humans to reach. Mine cart travel to and from Keldagrim is now free of charge, and there is an additional mine cart route between Keldagrim and the Grand Exchange in Varrock.

The dwarf traders in the Keldagrim trade floor can now be pick-pocketed with level 90 Thieving.



Read more [...]


Tuesday, August 11, 2009

Quest Guide: Fur 'n' Seek - after quest/mini game - Wish List

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After you have completed Fur 'n' Seek, there is a mini game which can be played once a week. There is a wish list which is pasted against the Odd Old Man's shack wall.



Difficulty: difficult - depends on your level - for me (a lvl 136) it was easy.

Length: long - as you need to kill lots of monsters

Requirements:
  • Slayer lvl 78
  • Hunter lvl 55
  • Be able to enter the Ancient Cavern ( for Mithril Dragons)
  • Depending what monsters you kill and where you kill them, will determine what additional requirements are needed.
  • The ability to fight a level 320 monster.
  • High combat is advisable.

Recommended items:
  • Varrock teleports
  • Other teleports
  • 1,000 gp
  • Entrance fee to Brimhaven dungeon (875gp) or Shilo gloves
  • Food - sharks or monkfish
  • 20 Pot of vinegars - buy from Fortunato in Draynor market
  • 20 logs - any type
  • Tinderbox
  • Armour and weapons
  • Super set
  • hatchet
  • Witchwood icon
  • Antifire shield and elemental/mind shield
  • a pot

Wish List:
  1. Foot bone of a large ape-like creature.
  2. Sabre-like teeth.
  3. Long, sharp claws.
  4. Fibula bone of the third leg on an adult three-legged creature.
  5. Very large hand.
  6. Tail-bone of 9 different members of the dragon family.
  7. Neck bone of a camel.
  8. Shoulder of a Giant
  9. Spine of a giant snake.
  10. Pelvis of a four-legged, magic-casting water creature that dwells in caves.
  11. Femur of a large follower of Bandos.
  12. Humerus of a large tortoise.
  13. A Golden Fleece.

Monsters needed to kill:

BonesMonsters
foot boneMonkey Guard or Cave horror or Jungle horror
sabre-like teethSabre-toothed kyatt
long sharp clawsGorak (fairy ring: DIR) or Nail beast or Wall Beast
fibula boneTuroth
hand boneCrawling Hand
dragon tail boneBronze Dragon, Iron Dragon, Steel Dragon, Mithril Dragon, Green Dragon, Blue Dragon, Red Dragon, Black Dragon, Skeletal Wyvern
neck boneUgthanki or Camel
shoulder boneAny Giant
giant snake spineBig Snake
Pelvic boneAquanite
femurGeneral Graardor or Bork
humerus boneTortoise
Golden fleecePay Lalli 1,000gp

  1. Once you have gotten the fleece and all the bones (cleaned it with vinegar in a pot and put on the fire pit) and handed them all to the Odd Old Man, you will be required to kill a level 320 monster, a Skeletal Horror.
  2. Come prepared for battle.
  3. I recommend wearing high melee defence armour and prayer mage and using melee weapons. It is pretty easy to kill the monster this way.
  4. During the battle, part of the Skeletal Horror will fall off. Bury these parts as it will reduce the combat level of the monster.



  5. The combat levels of the monster is: 320, 260, 180 and 100 providing you bury the parts that break off during battle.
  6. Once the monster has been killed, speak to the Odd Old Man.
  7. If you have either the Bonesack or Ram Skull Helm in your bank, ensure to bring it along. If you don't, the Odd Old Man will ask you to fetch it.

Rewards:

Bonesack(e) or Ram Skull Helm(e)
10,000 Slayer Experience
7,000 Prayer Experience



The Skeletal Horror can be attacked once a week for additional experience after the quest has been completed. The Bonesack(e) and Ram Skull Helm(e) let you teleport to the arena after the skeleton has been reconstructed.


Read more [...]


Monday, August 10, 2009

Quest Guide: Fur 'n' Seek

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This is a members quest.

Requirements to complete Fur 'n' Seek:
  • 25 Slayer
  • An advised combat level of 50
  • Must have completed Rag and Bone Man Quest
Recommended items: Teleports, armour and weapon, Dramen Staff, mirror shield, Slayer ring, 9 bags of salt (bought from slayer masters), 9 logs and a tinderbox.

Length of quest: very short - 5 to 10 min

Starting point: Odd Old Man
  1. Speak to the Odd Old Man near his shack on the road between Varrock and Paterdomus.
  2. He will ask you to get some furs. You will need to kill the following animals for their fur:
    1. black unicorn
    2. white unicorn
    3. hobgoblin
    4. fox
    5. fenris wolf
    6. grizzly bear
    7. cockatrice
    8. cave crawler
    9. rock crab


  3. Once you have gotten all the fur/pelts, buy salt from a slayer master and use it on the fur to scrub the inside of the fresh skin.
  4. Go to the Odd Old Man. You will see a fire pit and a rack.
  5. Use your logs on the pit and then use your pelts on the rack to dry them.
  6. Light the logs and wait until the fire is burned out.
  7. Remove your pelt.
  8. Repeat this process until all pelts are done.
  9. Note, you cannot do this for the scrubbed crab carcass so do nothing to it.
  10. Once you are done, speak to the Odd Old Man and give him all the items.
  11. The quest is done.

Quest Reward
  • 2 Quest Points
  • 500 Crafting experience
  • 500 Firemaking experience
  • 2,500 Hitpoints experience
  • 2,500 Slayer experience
  • 1,500 Prayer experience



There is an after quest/mini game once you have completed Fur 'n' Seek. The Odd Old Man will tell you about his wish list. The wish list is pasted against his shack wall.





Read more [...]


Monday, August 10, 2009

RS Updates: Fur 'n' Seek

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The Odd Old Man is again in need of a hand, but this time it’s not all going to be about bones. Apparently, he has new needs that will require adventurers to seek the hides, pelts and skins of creatures commonly found in the Fremennik Province.

Players will be able to allow the Odd Old Man to take his plan fur-ther. More experienced players will then be able to help him the rest of the way, getting extra rewards and uncovering the truth behind one of RuneScape’s most guarded secrets – just what is in that mumbling bonesack?

Mod Maylea
RuneScape Content Developer


Summary:
Where to start Fur 'n' Seek:
Speak to the Odd Old Man near his shack between Varrock and Paterdomus.

Requirements to complete Fur 'n' Seek:
  • 25 Slayer
  • An advised combat level of 50
  • Must have completed Rag and Bone Man (the quest, not the wish list)


In other news...

For those of you who might have missed it last week, we reintroduced some features to the Grand Exchange section of the website, including a 30-day average line to the graphs.

Beserker ring can now be imbued by Mobilising Armies officers, just like the other Fremennik rings.

Read more [...]


Tuesday, July 21, 2009

Quest Guide: The Curse of Arrav

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This was a short, fun and easy quest to do. This is a members quest.

Requirements to start The Curse of Arrav:
  • 37 Slayer
  • 41 Summoning
  • 61 Agility
  • 64 Ranged
  • 64 Mining
  • 64 Strength
  • 66 Thieving
Must have completed the following quests:
  • Defender of Varrock
  • Shades of Mort’ton
  • Troll Romance
  • The Tale of the Muspah
  • Missing my Mummy
  • and must have completely restored Senliten to 100%
Recommended items: pickaxe, trollheim teleports or games necklace and climbing boots if you are walking up, a weapon and some food, pharaoh scepters, crossbow, grapple and a water tiara.

Starting point: Ali the Wise in Nardah.
  1. Talk to Ali the Wise.



  2. Go to Trollheim mountain - teleport if you can.
  3. Go down the mountain and just before the the trolls who throw rocks at you, take the path on your left handside (and go north).
  4. Walk up the path - where you went for the Desert Treasure quest (don't go through those gates). On the left hand side, you will find a dungeon. Go through there and run run all the way to the end.


  5. Exit the cave and then head east to another cave and go inside.
  6. You will need your pickaxe for this part. Mine your way though the tunnel and collect the 4 tablets, namely: stone, granite, slate and shale
  7. Once you get to the end of the tunnel, you will come to a room. Search the bookcases and you will find notes a - j.
  8. Go upstairs.
  9. You will meet Arrav and he will attack you. He will teleport once you have done some damage to him.

  10. Go through the south door and search the tapestry. You will find a brass key and base plans.



  11. Go back to Ali the Wise in Nardah.
  12. Ali will show you a cut scene explaining the base plans.
  13. He will tell you to go back to the mummy (from the previous quest) - the Pharaoh Queen and talk to her.
  14. She will give you a canopic jar and tell you to fill it with sacred oil (made in the swamp at Shades of Morton - go to world 77 if you can't buy any on the GE), a ring of life and 3 dwellberries (found in McGrubbers Woods).
  15. Go back to Ali the Wise in Nardah.
  16. He will show you a cut scene about the base plans.
  17. He will tell you to go to the dungeon under the Chaos Alter in lvl 11 wildy. You need a grapple and crossbow, the brass key, insulation boots (slayer item) and a remote viewing (use a macaw).
  18. Don't bother killing any monsters. Just run all the way until the end where you will see the "human sensors".
  19. Go to west room and then enter the pipe. You are now in a tunnel. Run until you get to the end of the tunnel. Ensure that you are wearing your insulation boots.
  20. You will see another pipe. Summon your macaw and then use it's remote view. The macaw will ensure that everything is clear and you will appear on the other side.
  21. Go to the south room and search the tables - get notes k - z. Pick lock the chest and get a code key - my code was fdbc (it's different for everyone).
  22. Go to the steel doors and click on the keypad. Use your arrow keys and move the decoder strips to the letters on the left.
  23. Let me explain. Since my code was FDBC, I clicked on the the 1st decoder strip and moved it to "F". A number will show up in the open space on the decoder strip. Put that number in the keypad. Move to your 2nd number and repeat the process. For me, I took my 2nd decoder strip and put it on the "D".
  24. So, my end result was FDBC = 1602.
  25. The door will open for you. Use your grapple on the pipe. You will hop across the sensors to the other side. Take the heart and it will automatically be put into your canopic jar.
  26. Teleport out of the room and go to Ali the Wise in Nardah.

Reward
  • 1 Quest Point
  • 2,500 Slayer Experience
  • 4,000 Summoning Experience
  • 9,000 Range Experience
  • 9,000 Strength Experience
  • 9,000 Agility Experience
  • 14,000 Thieving Experience
  • 30,000 Mining Experience





Read more [...]


Tuesday, July 21, 2009

RS Updates: The Curse of Arrav

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In your adventures you may have heard of an unusual gathering in the north - a gathering of powerful and dangerous creatures called the Mahjarrat. Ali the Wise has received news from one of his contacts of a tunnel underneath the area where the Mahjarrat are supposedly gathering. It’s not a natural cave, either: someone deliberately made it. But who? What connection did they have to the Mahjarrat now gathering above? Have they left any clues behind? Some exploring may be in order!

This quest is a continuation of the Mysteries of the Mahjarrat quest series. It’s also a sequel to a previous quest I wrote - Defender of Varrock. I’m glad that I got to expand on some of the themes I started in the previous Arrav-based quest. There is more to come, though…

Paul
RuneScape Content Developer


In other news...

We've improved the behaviour in the Mobilising Armies waiting rooms to start more games with the required 20 players, rather than just one at a time.

Read more [...]