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‡ The best quest ever? Vote! ‡

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Robo Hobo

Robo Hobo

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Hmm, I feel like I should explain my choices. This might take up a few posts...

1. While Guthix Sleeps

-I've done this quest twice, once when I didn't know much about lore and it was automatically my favorite, it's what actually got me into the lore in the first place. The second time, I did it in the GQM and was by then well-versed in lore obviously, since I wanted to redo all of the quests. I knew that a lot of people felt it was main-stream, or overhyped, or praise it too much, but after doing it a second time, there was no denying it. It is the best, in my opinion, it's not all hype, it actually lives up to it.

It takes you around the world, it brings up old quest companions, it reveals tons of new lore, it has the player actually seem competent as if their previous adventures have taught them something. It has innovative puzzles, it had good combat before EOC. The biggest things I think that made it so great though, was the heart-crushing scene where your friends you've met in other quests, who you've helped become who they are die before your eyes. You lose. For once in the adventurer's career (at the time the quest came out and even today one of the most impacting)...You lost.

You were not the hero who saved the day. You gave the villain the most powerful artefact in the universe, and lost a lot of your great friends. EVEN when you were at your best, you were not just some foolish adventurer messing up like in Temple of Ikov you were a member of the Legend's guild, and you were still topped.

It was such a stark difference from other quests, it was actually a surprise.
You can only fully appreciate a story when you experience it through the eyes of one of its characters.

21-Jun-2014 09:11:07

Robo Hobo

Robo Hobo

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2. The Chosen Commander

Hands down, the best finale to a quest series in the game. The first, too, interestingly.

The quest had a lot of emotional moments, Zanik, one of your best friends throughout the rest of the quest series had gone missing in the previous quest, and just came back in the beginning of this one. But she was changed, in a way, subtly at first, and then grew throughout the quest, and the adventurer had to help her overcome her doubts and her change by the end.

The rest of the quest series was all leading up to this point, it didn't just come out of thin-air but nor was it all stated in ink what exactly would happen that it didn't come as a surprise - it still did.

Zanik comes back, gets banished from the city, you have to help her overcome her change in personality. You kill Sigmund finally after he escapes several times in the previous quests, and then you have to fight Zanik yourself as the change overtook her, Bandos was possessing her. And I'll never forget the option I chose on my playthrough in the quest marathon. (Not just because I can go and check whenever)

The final words you said to get her to overcome the possession.

"You control your destiny."

It just felt like the perfect thing to say, since she's always talked about her destiny throughout the series.

Then, once the Avatar found another host and Dorgesh-Kaan is threatened with being destroyed for good, everyone there actually is scared. There's new dialogue options with most of the cave goblins, everyone except you and Zanik has given up hope. They're already preparing time capsules for future generations after they die from the avatar.

And then Zanik makes that speech, as the councilors are saying there's no point in fighting as they can't win, then finishes it off with: "You say that we can*t win, that we can*t fight. Well, perhaps you’re half right; perhaps we can*t win. But we can fight."
You can only fully appreciate a story when you experience it through the eyes of one of its characters.

21-Jun-2014 09:19:58

Robo Hobo

Robo Hobo

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You go and take on the Bandos Avatar, everyone thinking you're going to fail, and even you and Zanik know that there's a slim to no chance of survival. You didn't even have to go there as the Avatar only cares about the destruction of Zanik and the Dorgeshuun, but you came there anyway, if Zanik was going down, Bandos would have to go through both of you.

But then, it's a miracle that you win, and it's over, Zanik, unconcious is on the ground and you're not sure if she's alive or dead. You just sit there next to her, as she comes to, and talk to her just the same as you did when she was depressed and you sat down next to her to give her confidence and someone to confide in.

The icing on the cake though was the cutscene at the end, when the Dorgeshuun summarize all of the adventures you and Zanik had over the course of the series, showing different scenes, from when you first found the Dorgeshuun, to helping them fight the H.A.M., to taking down Bandos. They all give their speech, and they make a statue out of the Bandos Ultimatum to commemorate you and Zanik's efforts, and Zanik continues on in the world as her own adventurer, seeing the lands of Gielinor that she's always wanted to explore.

It was the most fitting finale that could have been made for the series and I'd be ashamed to not have it in my top 10.
You can only fully appreciate a story when you experience it through the eyes of one of its characters.

21-Jun-2014 09:24:03

Robo Hobo

Robo Hobo

Posts: 19,808 Opal Posts by user Forum Profile RuneMetrics Profile
3. The Fremennik Isles

I'm surprised not many remember this quest, but then again, I didn't either too much before I did it in the GQM. I loved the story progression in it, you start out working for the king of Jatizo as a spy to learn what Neitiznot is up to, as they have suspicions that they're going to start a war with Jatizo again.

But, as you slowly start to find out as you play the Jester to learn information, Neitiznot is not planning to attack Jatizo, but defend themselves from Ice Trolls.

You head back to Jatizo but the king doesn't believe you, or well, there was never really a good time to say it since he was already having you do other tasks out of paranoia in preparation for the 'inevitable Neitiznot attack'. Things like being a Tax Collector and taxing people for their windows and beards. It was a very comedic experience.

He sends you back over to learn out more, and you change persona's with the king, swapping between being his champion and helping him prepare for the trolls, and being his jester to spy and learn more information for the paranoid king of Neitiznot.

But in the end, when you finally learn all you need to know and already promise Mawnis to help lead them to victory against the Ice Trolls, the king of Neitiznot - who you had initially started this quest - threatens you out of paranoia.

And the highlight of the quest, the parts I won't forget, is when the adventurer stands up to the king and just shouts him down in an argument, like, damn...Finally got that off your chest.

I have to quote it as that really was my favorite part. Though it's too big to fit in this post.
You can only fully appreciate a story when you experience it through the eyes of one of its characters.

21-Jun-2014 09:31:58

Robo Hobo

Robo Hobo

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King Gjuki Sorvo** IV: I have just one final task before you leave [Fremennik Name]. Guards, secure the doors! So you admit that it was you who repaired Neitiznot’s bridges?
Player: I was following your orders, Sir. I was given strict instructions to go along with Mawnis Burow**r’s orders while investigating their island. As I told your fool of a Spymaster, Neitiznot’s militia are not going to attack you.
King Gjuki Sorvo** IV: Then why does Burgher Mawnis Burow**r amass an army?
Player: It is no army Neitiznot has trained, but a raiding party, sire. Mawnis Burow**r’s goal is to see the leader of the trolls beheaded.
King Gjuki Sorvo** IV: Do you take me for a fool [Fremennik Name*? It’s all lies! You must have been brainwashed by my cousin! He is EVIL and wants to destroy me! Jah Tiz so! Tiz so!
Player: … Right! That’s it! I’ve had enough! No more lying! No more biting my tongue! Do I take you for a fool? Yes I do! You are so paranoid about Neitiznot that you are running this island into the ground! Neitiznot is not going to attack Jatizso. I’ll say it again to try and force it into your thick skull! Neitiznot is not going to attack Jatizso. They don’t care about Jatizso. They care about the trolls and Troll King who are the real threats to the islands. You are so obsessed with your cousin, however, that you stick your head in the sand whenever it comes to the trolls. But I’m not sure it matters, since I think there is a good chance that you will destroy this village long before the trolls get here! You do not have to dress in a jester’s costume to act the fool, your royal crown is more than enough!
King Gjuki Sorvo** IV: … No-one has ever talked to me like that before.
Player: Maybe if they had, you wouldn’t be in this mess.
King Gjuki Sorvo** IV: I should have you beheaded.
Player: I’d like to see you try.
You can only fully appreciate a story when you experience it through the eyes of one of its characters.

21-Jun-2014 09:32:16

Robo Hobo

Robo Hobo

Posts: 19,808 Opal Posts by user Forum Profile RuneMetrics Profile
So in the end, after you finally stand up to the king of Jatizo, he still doesn't make peace with Neitiznot, but he does finally believe you that they aren't planning to attack them.

Instead he thinks they're trying to act better than them by defending them against the trolls, so the Jatizo king tells you to order his own troops to help in the defence, but they're severely underprepared and he's essentially sending them to their death, but he does it anyway, solely out of not wanting to look bad.

The next most memorable part of the quest was actually after-quest dialogue with the Sorvatt, the Jatizo king. It just seals the deal, the icing on the cake. The last words before you set sail back to Relekka and collect on your thoughts on all that happened while you were there.

Sorvatt: What are you doing in my court? Guards!
Player: I have come to inform you that you may recall your guards. The Troll King was slain by my hand.
Sorvatt: Preposterous. Lies, I tell you. Lies!
Thorkell: Yes your majesty. Of course, your majesty.
Sorvatt: Guards!
Thorkell: Guards!
Player: Guards! Where are your guards? Oh, are they still recovering from their defeat against the trolls?
Sorvatt: Outlander, leave me in peace before I am forced to bear arms against you myself.
Player: Very well, your highness. I leave you to contemplate this... Should you have approached me honestly and truthfully, rather than with lies and secrecy, then it could have been you today holding the head of the Troll King aloft today.
Sorvatt: Be gone with you, I have heard enough of your insults for one day.

Then I just walked away, closed the door on my way out and headed to the docks, just as the video came to a close with the Norse Code song ending on its final tune almost as if on cue, looking at my shiny Neitiznot helmet on the boat ride home.
You can only fully appreciate a story when you experience it through the eyes of one of its characters.

21-Jun-2014 09:44:38

Robo Hobo

Robo Hobo

Posts: 19,808 Opal Posts by user Forum Profile RuneMetrics Profile
4. The Path of Glouphrie

The quest starts out slow, in an event similar to The Eyes of Glouphrie, but turns out to be a well-rounded adventure. Learning more about the gnome's history, searching for the lost city of Arposandra, tracking down a gnome who's looking for the edge of the world, saving a Spirit Tree and becoming more connected with the Anima Mundi, interrupting Hazelmere's vision that would have saved his life in While Guthix Sleeps had he been able to see it all, lots of ambiguous foreshadowing to WGS.

Then a dungeon crawl through some sewers, where you find the entrance to Arposandra, but, you get trapped, and one of the rarest times in the game, you're actually going to die if you don't get some help. This is one of the main quests that I use in my defense for why player death isn't canonical (except for BRD). If it was, then well, it'd lose all dramaticness in this and other quests.

Instinctively you think of Hazelmere in your would-be final thoughts, and Hazelmere makes the decision to save your life, which later on turns out to have doomed his own, but he doesn't regret that choice.

It was nice to see the adventurer in a position where they actually needed to rely on someone else's help. It's too common that we're the ones who save everyone, but rare when we need saving ourself. That and it was a well-rounded, fun and good quest even before that.
You can only fully appreciate a story when you experience it through the eyes of one of its characters.

21-Jun-2014 21:48:21

Autumn Elite

Autumn Elite

Posts: 3,487 Adamant Posts by user Forum Profile RuneMetrics Profile
I'm surprised that no one has included Priest in Peril.

Whilst not the best quest out there, it is a solid one and previously made a great entry to the Morytania region. Initially we are tricked into helping Zamorakian monks with their plan until their arrogance alerts King Roald to the situation. He tasks you to deal with it, infiltrating the overtaken monastery and freeing the trapped Drezel from a vampire trap. You then solve the problem through an incredible smart method, rune essence which I did not see coming.

09-Jul-2014 20:49:11

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