Chapter 18 of 22
Quest Cape
Every remaining quest.
By region: the seas, Morytania’s Myreque line, the gnomes and monkeys, the north, then the desert and Varlamore finales, ending in Taverley with While Guthix Sleeps.
By the end: Quest point cape.
Quests in this chapter
Troubled Tortugans · The Red Reef · Fallen From Grace · A Taste of Hope · A Night at the Theatre · Sins of the Father · The Blood Moon Rises · The Path of Glouphrie · Monkey Madness II · The Fremennik Exiles · Land of the Goblins · Grim Tales · Beneath Cursed Sands · The Curse of Arrav · The Final Dawn · While Guthix Sleeps
28 steps in this chapter are marked dangerous or high risk. Hardcore safety covers what counts as an unsafe death and the stats to have first.
Sailing quests
Bring: Food, Prayer potions, Axe, Hammer, Saw, Pickaxe, Chisel, Crush weapon, Ranged gear
- Sailing to 62, Slayer to 51 and Hunter to 45 for these quests. Whole-sea charting gives the biggest one-off XP.
- Sail to the remote island north-west of the Great Conch, far south of the Pandemonium. Shake a palm tree for a palm leaf, use seaweed on it for a bandage, and give it to the injured tortugan to start Troubled Tortugans. Floopa boards your boat: sail to the Great Conch’s south shore, talk to Floopa on the docks and Elder Raley in the first house south-east of town for the repair list. Repair the six stalls, walls and crates round the marketplace (axe, hammer and saw; Raley has a saw). Track the level 95 Gryphon to its cave and kill it, report to Raley, then take a Tortugan shield from Elder Blunn (it fills your cape slot). Bank in town and sail south-east to the Little Pearl, where the level 235 Shellbane Gryphon attacks straight after the cutscene. Talk to Korel before you leave, then Elder Raley to complete the quest.Troubled TortugansDangerous
- Stay on the Great Conch: talk to Elder Katt at the Sacred Grove entrance and Floopa inside for The Red Reef. Sail far west to Red Rock: the receptionist, every display, and Theodore Paxton in the south office. Sail south to Last Light. Combat starts as you arrive: sink both pirate ships with your cannons, or kill their crews with Ranged or Magic (officers up to level 95). Once docked, teleporting away loses your ship, and six level 52 pirates attack at once (multi-combat; leaving by the mooring resets the fight). Climb the stairs twice and kill Black Eye Bethel (level 191), then report to Paxton. Board The Zenith in the middle of the Red Reef, talk to Spencer Brentwood, put on diving gear (he lends some), and below the sea kill the level 112 giant lobster (it can be safespotted) and repair the coral dredger. Back on board, return to Floopa at Elder Raley’s house.The Red ReefDangerous
- Sail a raft or skiff to Wyrmscraig, south-west of Charred Island (a sloop won’t fit the cavern). Bring everything for the fight: you can’t bank, or teleport back to the island, until the quest is done. Talk to Cormac in the centre hut of Auchrie and Muriel north-east of him for Fallen From Grace. At the sunstone monolith, mine a piece and chisel it into a sunstone core (the tent has tools), follow the dust to the large hat at the south-west tip, and report to Cormac. Sail into Wyrmscraig Cavern and kill the three level 69 mountain trolls near Mortimer (multi-combat). Use the core on the golem, open the chest, and chisel the ancient core for the key. Upstairs is the level 270 Mad Angel: Protect from Melee, step behind her when she slowly draws her sword back, and use a crush weapon. Search her body, read the note, and return to Cormac.Fallen From GraceHigh risk
The Myreque & Theatre line
Bring: Sharks, Prayer potions, Super restore(4), Anti-venom, Rod of Ivandis, Emerald, Chisel, 3 Air rune, 2 Cosmic rune, 5 Fire rune, Ruby, Knife, Axe, Saw, Ghostspeak amulet, Pickaxe, 3000 Coins
Four quests in a row: bank between them at Burgh de Rott or Ver Sinhaza, and read each fight first. A Night at the Theatre also needs a Theatre of Blood raid.
- Fletching to 70, Slayer to 74, Woodcutting to 74, Smithing and Cooking to 72 and Crafting to 64 for Sins of the Father and The Blood Moon Rises.
- Take the boat to Meiyerditch and talk to Garth outside the Theatre of Blood in Ver Sinhaza to start A Taste of Hope. Safalaan is down the trapdoor in the Meiyerditch hideout. Back in Ver Sinhaza, pay Harpert 1,000 coins, climb the rubble and the steam vents when they’re quiet, and look through the red window. Then Safalaan, Flaygian Screwte, and Serafina’s house: in the basement crates, make the potion (herb in a vial of water, crushed meat) to open the door, then again with a vial of blood for the chest’s old notes. At the hideout you fight a level 149 abomination. In the base under Old Man Ral’s house, talk to Vertida and read Flaygian’s notes, then make the Ivandis flail: emerald on the silver sickle (b) from the crates, Lvl-2 Enchant (3 air, 1 cosmic), and the chain on it with your rod of Ivandis. At the Theatre, talk to Kael Forshaw and kill Ranis Drakan (level 233): only the flail hurts him, and at 65% and 25% he calls two level 87 vyrewatch. Report to Safalaan under Old Man Ral’s house.A Taste of HopeDangerous
- Talk to the Mysterious Stranger by the Theatre of Blood’s entrance to start A Night at the Theatre. Down the stairs north-east of him, kill a level 105 vyrewatch for the key and take Ranis’ head from the coffin (saw and flail with you). In the cave north of Darkmeyer, south of Port Phasmatys, search the skeleton by the egg sac and read the note; Daer Krand in the Sisterhood Sanctuary gives you sulphuric acid for the sac (the araxytes can be avoided). With a ghostspeak amulet, visit the Nature Grotto (fairy ring BIP), then kill the level 302 Hespori on the island east of Mort Myre and chop it for bark. Last, the Stranger wants a Theatre of Blood raid: entry mode is fine, and it’s skipped only if you’ve done one before. Learn every room before you go in.A Night at the TheatreHigh risk
- Talk to Veliaf Hurtz outside Slepe’s church for Sins of the Father: Hameln inside, Carl in the pub, the barrel south of it, then kill Kroy (level 133) and smash both lab tables. Veliaf at Paterdomus (fairy ring CKS) and Ivan Strom south of Fenkenstrain’s Castle start the trek east of Paterdomus: kill the nail beasts, feed Ivan if he’s low, mend the bridge with 3 logs, and kill the vampyres with your flail. From the boat house south-east of Burgh de Rott, sail to the Icyene Graveyard: Veliaf, Vanescula, and the mausoleum door puzzle. Her medallion takes you to Ver Sinhaza: in the mines, put 15 daeyalt ore in the cart, go through the slashed tapestry to Safalaan and kill a level 123 mutated bloodveld. Buy a vyrewatch outfit (1,950 coins) and have Polmafi under Old Man Ral’s house make it noble, then kill Damien Leucurte (level 204) in Slepe, stamping out his fires first. Wearing it, cross from the mines into Darkmeyer: Desmodus at the Arboretum, Mordan Nikazsi, Maria Gadderanks in the prison, then set the valves from the old note and cut 8 blisterwood logs (8 free slots). Vertida takes 7; make the blisterwood flail (ruby on a silver sickle (b), Lvl-3 Enchant, a blisterwood log, then your Ivandis flail). Last, north-east of the Icyene Graveyard, Vanstrom Klause (level 459) with Protect from Magic: read his three special attacks first.Sins of the FatherHigh risk
- Take the boat to the Icyene Graveyard and talk to Sarius Guile to start The Blood Moon Rises. Under Old Man Ral’s house, wear the vyre noble outfit (the chest has one), inspect the shrine, and protect Ivan from vyrewatch and acidic bloodveld. In Slepe: Ivan, Roy in the pub, then up from the Sisterhood Sanctuary into Crombwick Manor for five vyrewatch with Veliaf. At Paterdomus, kill the monks of Zamorak, place the six books, and clear the tunnel’s vyrewatch and sentinels (sentinels first); pray at the shrine and take the portal to Vampyrium. The quest says you respawn at checkpoints there, but a Hardcore character still loses its status if it dies anywhere in this quest. Then Castle Drakan’s long puzzle run (follow the wiki’s room map), the woods (feral vyres, nylocas, blood serpents), Efaritay’s palace (amitire stew, hallowed flail), the siege, the Maiden and Nylocas Vasilias at Ver Sinhaza, the level 564 Wyrd at Burgh de Rott, and four fights with Lowerniel Drakan (level 1063). Vampyrium’s own supplies can’t be banked. Read every fight first.The Blood Moon RisesHigh risk
Glouphrie & Monkey Madness II
Bring: Sharks, Prayer potions, Super restore(4), Mith grapple, Crossbow, Lemon, Grapes, Pestle and mortar, Logs, Light source, Pickaxe, Slash weapon, M'speak amulet, Ninja monkey greegree (if you have one), 2020 Coins
Chapter I of Monkey Madness II needs no weapons or armour. Bank before Kruk, before Kob and Keef, and before the demonic gorillas.
- Slayer is at 74 by now. Crafting to 70, Hunter to 60 and Firemaking to 60 for Monkey Madness II.
- Talk to King Bolren to start The Path of Glouphrie. Squeeze through the loose railing south-west and go down to the dungeon: talk to Golrie, then push the storeroom’s monoliths as the guide shows for the discs, the strongroom key and the crystal chime seed (sing it at the bowl). In the strongroom, read every chapter of the book (dropped items vanish there) and balance Yewnock’s machine with the discs. Back with Bolren, kill the evil creature and talk to him.The Path of Glouphrie
- Climb the Grand Tree’s first ladder and talk to Gianne jnr. in the north-west corner.The Path of Glouphrie
- In the Galarpos Mountains east of the Poison Waste, cross the river with your crossbow and mith grapple. Talk to Longramble and the dying spirit tree, use the crystal chime on it (keep the chime), and go west into the Poison Waste Dungeon by the sewer. In the room east of the central pit, kill three level 138 warped terrorbirds, then talk to Hazelmere to complete The Path of Glouphrie.The Path of GlouphrieDangerous
- Talk to King Narnode in the Grand Tree to start Monkey Madness II. Investigate the tree above Glough’s house, south-east of the Grand Tree, for a handkerchief, and talk to Anita north of the Gnome Ball field. On the third floor of Glough’s house, turn the gnome statue and search the cupboard, crates and fire remains. Crush the lemon and grapes, reveal the note with the juice-coated brush, and translate it with the book (Narnode replaces a lost one). After Narnode, Anita and Narnode again, talk to Assistant Lori by the balloon next to Glough’s house.Monkey Madness II
- Talk to Auguste, then fly back and report to King Narnode.Monkey Madness II
- You need a ninja monkey greegree: if you don’t have one, buy a monkey talisman from Tutab’s Magical Market (1,000 coins), kill a monkey archer on the western hill for small ninja monkey bones, and take both to Zooknock at the end of the Ape Atoll Dungeon. Wear it and your M’speak amulet and climb down the vine into Marim. Garkor, Awowogei, Garkor, then the monkey archers on the western hill. Follow the footprints to the jungle-grass trapdoor (a full inventory drops your greegree). Cross Kruk’s dungeon by the agility route or the tank route (slash weapon and pickaxe), praying as the guide says when you fall. Kill Kruk (level 207), take his paw and another monkey talisman (1,000 coins from Tutab) to Zooknock for a Kruk greegree, then talk to Awowogei and Garkor.Monkey Madness IIDangerous
- In the Troll Stronghold, south-west of the entrance, put on Protect from Melee and fight Kob (level 185) until he gives up. He still hits through the prayer, and up to 58 without it; the doorway safespots him.Monkey Madness IIDangerous
- In Gu’Tanoth, do the same with Keef (level 178): Protect from Melee, and the tree to the north safespots him.Monkey Madness IIDangerous
- Bank your armour for graceful first. Garkor, Assistant Le Smith on the Marim rooftops, Garkor, then the boat on the west side to the airship platform: fill 6 satchels without the ninja monkeys catching you. In Kruk’s dungeon, swing across the monkey bars with the Kruk greegree into Glough’s laboratory, ride the stunted demonic gorilla downstairs and fight the three gorillas back into their cages. Chisel the charged onyx, put it in the device, inspect a chamber, then talk to Garkor, Awowogei and Garkor.Monkey Madness II
- Talk to King Narnode and Nieve, kill 4 tortured gorillas round the Stronghold, and meet Garkor north-west of the Grand Tree with two combat styles. In the cave north-east of the Stronghold, kill two tortured gorillas and two demonic gorillas (level 275; they switch prayers and styles). Restock, then fight Glough (level 431, hitting up to 66 in melee and 40+ at range): safespot him in the first two rooms as the wiki shows, and pray Melee close up and Magic at range in the last. Zooknock sends you to Narnode to complete Monkey Madness II.Monkey Madness IIHigh risk
The north & the goblins
Bring: Sharks, Prayer potions, Super restore(4), Mirror shield, Molten glass, 100 Astral rune, Seal of passage, Pickaxe, Hammer, Pet rock, Fishing rod, Ring of charos(a), Rune thrownaxe, Ice gloves, Glassblowing pipe, Light source, Toadflax potion (unf), Goblin mail, Yellow dye, Blue dye, Orange dye, Purple dye, Black dye, Raw slimy eel, 5 Coins, 2 Tarromin potion (unf), Seed dibber, Watering can, Axe, Leather gloves
Three quests: bank between them. The Exiles’ items first, then Land of the Goblins’ dyes and mail, then Grim Tales.
- Crafting to 70 covers The Fremennik Exiles’ 65. Fishing is at 62, so take it to 60 if you skipped it, and Woodcutting to 71 for Grim Tales.
- Buy 2 kegs of beer from Thora in the longhall first (Rellekka won’t sell them to you later), then talk to Brundt to start The Fremennik Exiles. Freygerd is in the house south of the sandpit: wear your mirror shield, kill the level 53 basilisk youngling in the sandpit, and bring her the letter, the fang from the rockslide and the venom gland from the boxes. Brundt in the longhall, then Brundt again down the dirt path south-east of town. Now get a Fremennik shield: Bardur in the Waterbirth Island Dungeon gives one free if you wear a ring of charos(a) (rune thrownaxes get you to him).The Fremennik ExilesDangerous
- Baba Yaga turns your molten glass into molten glass (i). Mine 3 lunar ore in the north-east mine, and craft the lunar glass at the Astral Altar with 100 astral runes.The Fremennik Exiles
- Smelt 3 lunar bars and smith the V sigil in Rellekka, and have the Fossegrimen enchant it at the strange altar south-west of town. Use your pet rock on the large geyser north of the Mountain Camp, see Peer the Seer, then wear ice gloves and take the polishing rock from the geyser. Make V’s shield with a glassblowing pipe. Kill basilisks in the market with Brundt while wielding it, then take the boat to the Island of Stone: solve the door puzzle, and with V’s shield on, kill Typhor (level 218; there’s a checkpoint after) and The Jormungand (level 363; read its two special attacks first).The Fremennik ExilesHigh risk
- Talk to Grubfoot outside Dorgesh-Kaan to start Land of the Goblins, then Zanik in Oldak’s laboratory, and the guards at the temple stairs north-west.Land of the Goblins
- Talk to the Makeover Mage, and add berries from the pharmakos bush outside to your toadflax potion (unf) for a goblin potion.Land of the Goblins
- At the goblin cave by the Fishing Guild, drink the goblin potion in front of the guards and go down. Dye your goblin mail black and wear it, free Zanik with the Dorgesh-kaan sphere from the north-east room, take High Priest Bighead’s test, and pickpocket the priest in the black-mail room for his key.Land of the Goblins
- Talk to Aggie.Land of the Goblins
- At the Fishing Contest gate, catch a whitefish with a fishing rod and raw slimy eel.Land of the Goblins
- Aggie turns it into white goblin mail.Land of the Goblins
- Back in the goblin temple in white mail, steal each priest’s key in turn, dyeing your mail to match each one (the wiki lists the order; don’t teleport out mid-way). Unlock the crypt with the six keys and say each high priest’s name at his grave: Snothead (32), Snailfeet (56), Mosschin (88), Redeyes (121) and Strongbones (184), one at a time. Ask Strongbones where Yu’biusk is.Land of the GoblinsDangerous
- Talk to Zanik in Oldak’s laboratory, then Oldak in the dungeon under the agility course (bring a light). Set the machine to 9-4-1 and open the strange box in Yu’biusk to complete Land of the Goblins.Land of the GoblinsDangerous
- Talk to Sylas just south of Taverley’s house portal to start Grim Tales. Steal a feather from Grimgnash’s nest on the north-east of White Wolf Mountain and bring it to him.Grim Tales
- Walk north-east to the stone tower south of the Mind Altar. Climb the crumbling wall (58 Thieving), talk into the drain pipe twice, climb the beard (59 Agility) to Rupert, and talk to Miazrqa behind the tower. Play E-F-E-D-C on the piano’s upper keys and A-E-G-A on the lower, search it, and add the shrunk ogleroot to both tarromin potions. Shrink by the mouse hole south, climb the nails to the pendant, give it to Miazrqa, and take Rupert’s helmet.Grim Tales
- Walk back. Give Sylas the helmet, plant and water the magic beans in the plot south-west of Taverley’s tree patch, and climb the beanstalk (59 Agility; no pets). Kill Glod (level 138) and take the golden goblin. Use a shrinking potion on the beanstalk (don’t drink it), chop it down (71 Woodcutting), and talk to Sylas.Grim TalesPreparation
Desert, Varlamore & Arrav finales
Bring: Sharks, Prayer potions, Super restore(4), Ranged gear, Melee gear, Coal, Iron bar, Tinderbox, Spade, Raw beef, 3 Dwellberries, Ring of life, Pickaxe, Crossbow, Mith grapple, Insulated boots, Bones
Three quests with big fights: bank between them, and between each fight in The Final Dawn.
- Talk to Jamila at her stall in Sophanem and read her message to start Beneath Cursed Sands. Maisa is at the camp east of town, north of the small mine. Inspect the Jaltevas Pyramid’s blocked entry, talk to a citizen, and fight the Head Menaphite Guard (level 174) WITHOUT Protect from Melee: with it on, he hits you for a third of your Hitpoints. At the Ruins of Ullek (south, east round the cliffs, then north), light the furnace with coal and a tinderbox, read the well’s tablet, dig in front of the southern pillar, open the chest (1118513), and cast a scarab emblem with the mould and an iron bar. Put it in the northern pillar and turn it pincers-up, kill the two level 119 Scarab Mages below, run the lever trap, and solve the plaque puzzle with the wiki’s table. Take the rusty key from the Spirit’s urn, kill the Champion of Scabaras (level 379; Ranged is best) and talk to the High Priest of Scabaras.Beneath Cursed SandsHigh risk
- Talk to Maisa or Zahur south of Nardah’s fountain. Throw meat to the crocodile on the River Elid to pick the Lily of the Elid, warm Zahur’s equipment to the marked heat, and take the cure crate.Beneath Cursed Sands
- Give the crate to the High Priest, then meet Maisa south of Sophanem’s south-east gate in melee gear and kill the Menaphite Akh (level 351). Report to Maisa or the High Priest to complete Beneath Cursed Sands.Beneath Cursed SandsHigh risk
- Talk to Elias White at the Uzer Oasis to start The Curse of Arrav, and enter the Uzer Mastaba on the hill south. Mastaba keys come from the southernmost skeleton and the one north-west of the stone boat; disable the traps at the odd marks in the far south-east and north-east. Kill the level 141 golem guard (move when the screen shakes), cross the coloured tiles on blue and green or yellow and red, and take a canopic jar in the burial chamber. At the Tumeken statue, put 3 dwellberries and then a ring of life in it.The Curse of ArravDangerous
- Climb to the summit, mine through the rubble (each pile once from each side) to Arrav, and take the base plans and key from the tapestry.The Curse of Arrav
- Show Elias the plans and key.The Curse of Arrav
- Talk to Elias and go through the base to the kitchen. With insulated boots on, take the sewer pipe on the south wall, get the decoder strips and code key from the south room, and open the metal doors with the code. Grapple over the fire traps with your crossbow, take Arrav’s heart, and kill Arrav (level 339) with Protect from Melee to complete The Curse of Arrav.The Curse of ArravHigh risk
- Fletching to 70 covers The Final Dawn’s 52. Thieving to 66 and Runecraft to 52 if you’re short.
- Talk to Servius on the ground floor of the Sunrise Palace to start The Final Dawn.The Final Dawn
- Walk east to the Twilight Temple. Take emissary robes from the chest at the Tower of Ascension, wear them in, and give the passcode “Final Dawn” downstairs. Slip past the Emissary Enforcer to the backroom, find the key in the south bed and the canvas piece in a drawer, put it on the painting, and pick the blue chest in the passage. Then kill the Emissary Enforcer (level 196; area melee) and read the scroll.The Final DawnDangerous
- Walk back. Report to Queen Zyanyi at the top of the palace, then Captain Vibia behind the safe house south of the western bank. Climb in the southern east window, give the dog bones or meat, and pet it for the passcode (GUS). Make a makeshift blackjack (a branch from the diseased plant and a coin purse of sand) and show it with the sack to Vibia.The Final Dawn
- Talk to Attala in the market. In Teumo’s house, give Galna the beer from upstairs, set the basement barrels as the wiki lists, and pull the fireplace lever. Then resonate Eyatlalli’s keystone through the Streambound and Earthbound Caverns to the Ancient Prison, and kill Chimalli and Lucius (both level 160). Talk to Attala.The Final DawnDangerous
- Talk to Servius north-east of the quetzal and go to the Crypt of Tonali, west of Kastori. Hold six waves of cultists (feed your allies), then kill Ennius Tullus (level 306; melee only, Protect from Melee). In the Tonali Cavern, inspect the strange platform and solve the sun and moon puzzles. Resupply, then kill Augur Metzli (level 396; Ranged recommended) and finish in the final chamber. Talk to Prince Itzla to complete The Final Dawn.The Final DawnHigh risk
While Guthix Sleeps & the cape
Bring: Sharks, Prayer potions, Super restore(4), Ranged gear, Magic gear, Ring of charos(a), Knife, Seed dibber, Lantern lens, Unpowered orb, Bronze med helm, Iron chainbody, Sapphire lantern, 8 Air rune, 4 Astral rune, 7 Cosmic rune, 30 Fire rune, Mort myre fungus, Logs, 20 Coins
A long quest: bank between stages. Surok can only be fought with Magic, so bring runes for all four elemental spells, Snare, Weaken, Telekinetic Grab and High Alchemy.
- Talk to Ivy Sophista in the crystal chest building to start While Guthix Sleeps, and climb the ladder east to Thaerisk. Kill two level 167 assassins with Protect from Missiles: when one says “Now!”, switch to Protect from Melee after the arrow lands.While Guthix SleepsDangerous
- Charm the Khazard Launderer, two buildings north of the Fight Arena bar, with your ring of charos(a) (or pay 500 coins).While Guthix Sleeps
- Talk to the Hunting Expert, catch a broav in a baited pit trap west of her, and have her train it.While Guthix Sleeps
- In the run-down house on the battlefield, drop the broav, use the dirty shirt on it and search the broken table it finds, then go down to Movario’s base. Take the runes from the open chest, open the door with the rune hidden in “PROHIBITED”, follow the bookcase wires, and disarm the spiral staircase. Take Movario’s notes from the desk, the ruby key from the waste-paper basket, and (after searching the bed chest to disarm it) volume 2 from the bed chest. Behind the painting, match the pressure gauge with weights, and leave east past the Elite Khazard guards.While Guthix SleepsDangerous
- Give Thaerisk both volumes.While Guthix Sleeps
- Go through the loose railing east of McGrubor’s Wood, kill the mercenaries (two level 131 axemen and a level 112 mage) and talk to Idria.While Guthix SleepsDangerous
- Talk to Akrisae on the ground floor of the White Knights’ Castle for a teleorb and his one-way teleport.While Guthix Sleeps
- Use the teleorb on a shady stranger, such as the one south of Diango’s toy store.While Guthix Sleeps
- Back with Akrisae, watch the cutscene and take the snapdragon seed from Thaerisk BEFORE you accept his teleport to Port Sarim.While Guthix Sleeps
- Buy pink dye from Betty for 20 coins, dye your lantern lens, talk to her, and stand in the doorway to focus the lens on the seed on the counter. Take the enriched seed.While Guthix Sleeps
- Walk north. Plant the seed in the patch at the top of the castle’s western stairs. Talk to Idria, then on the Lunar spellbook cast Astral Contact on Turael, Mazchna, Cyrisus and Duradel. Harvest the snapdragon, add it to Thaerisk’s truth serum, and use it on the shady stranger in the jail cell (charcoal and papyrus from the drawers south of it). Give Idria the sketch.While Guthix Sleeps
- Ask Ghommal and Harrallak by the entrance and Sloane upstairs about Lucien. The armoury upstairs sells a bronze med helm and iron chainbody if you need the disguise.While Guthix Sleeps
- Wearing the bronze med helm and iron chainbody, push the hidden wall and go down. Cast a charge orb spell on the carved tile and enter the Black Knight Catacombs. Jump the broken bridge with Protect from Missiles and kill Elite Black Knights with Protect from Melee for a full set of their armour. Wear it to the Dark Squall’s base: take a second set, the Dark Squall’s robes and the lobster and restore potion, free Silif with the cell key and give him the armour, and get the teleorb at the map board. In the robes, climb the east ladder and kill Surok Magis (level 265) with Magic only (he’s immune to powered staves), then plant the orb on him.While Guthix SleepsHigh risk
- With Akrisae, wear the Dark Squall’s robes into the jail cell, take the strange teleorb and the death and law rune from the desks downstairs, and activate the teleorb in the magic circle to reach Lucien’s camp. Follow the north-east path past the Chaos Temple and up the ice wall (this isn’t the Wilderness), watch the cutscene, and talk to Idria back at the castle.While Guthix Sleeps
- In the Dark Squall’s robes, talk to Movario and cross into the chasm on a light creature with your sapphire lantern. Take the spade, hammer and chisel from the skeletons, get the four orbs from the braziers, make the elemental blocks, and set the skull mechanisms (unequip your weapon and shield to crawl). In the central chamber, use the druid pouches on the spirits for the statues’ Herblore ingredients and open the door with the eight dolmens. Then the Balance Elemental (level 524; it changes style and colour, prays against you from half health, and attacks fast from a quarter) and two Tormented Demons (level 450) with the Guardians of Armadyl. Bring an emergency teleport that isn’t runes. Idria teleports you to the White Knights’ Castle; talk to her to complete While Guthix Sleeps.While Guthix SleepsHigh risk
- Claim the Quest point cape from the Wise Old Man in Draynor Village.