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A Disaster Quest

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Rondstat

Rondstat

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PART 6: FIGHT AT THE MUSEUM


Requirements:

The Golem
The Digsite
Dealing with Scabaras
One Small Favor
Rune Mechanics
Legend's Quest

Skills:

defense
thieving
magic
crafting
smithing
strength
slayer
construction
firemaking
runecrafting


Items:

zombie mask
adamant chainbody & platelegs
light source
unpowered orb
animate rock scroll
5 fire runes
1 nature rune
battlestaff
80 iron ore
160 coal
granite maul
bowl of holy water
7 soft clay
20 clay
20 steam runes & body runes
sandstone block
magic logs
vial
4 papyrus


Summary

Varrock Museum has become a prison for the former human elite of Varrock, guarded by powerful gargoyles unable to be felled with a mere rock hammer. Under the guidance of Mr. Mordaut , hiding out in the prison's basement, we seek the help of archaeologists in our own timeline. We learn how to replicate the magic that shattered Dahmaroc , uncover the secret of golem creation , forge a weapon capable of crumbling the most sturdy of gargoyles, and obtain a token that unlocks the Museum's secret translocation system. With these items we are able to fight the gargoyles, and create golem replicas from their remains. We then navigate our way through the jail cells to the roof of the museum, where we place an article that instantly destroys all the guards, and replace them with obedient golems, before securing the freedom of the prisoners.

20-Oct-2014 01:33:20 - Last edited on 20-Oct-2014 14:04:51 by Rondstat

Rondstat

Rondstat

Posts: 2,770 Adamant Posts by user Forum Profile RuneMetrics Profile
Huddled on the steps of the Varrock Museum is Orlando Smith , terrified and dressed in rags. He tells us that most of the other archaeologists are either missing or dead, and is bitter that, when true danger came calling, all the museum's collections and knowledge were completely useless.

The museum is now a prison, holding some of Varrock's most high profile residents, and is guarded by elite gargoyles. Orlando believes there is something that may help them in the basement, as he's heard even the guards are afraid to venture down there.

We are stopped if we try to enter, “
members of the New Avarrocka Guard only
,” which consists of gargoyles and armoured zombies . Orlando tells us that most zombie officers wear adamant, but we're on our own figuring out how to hide our face. A zombie disguise , consisting of
adamant chainbody, platelegs, and a zombie mask
from Thessalia's, lets us enter the prison, but we cannot progress higher than the ground floor.

We need a
light source
to enter the basement. We then either need dragonfire protection or to dodge balls of dragonfire that target where we stand, before a dialogue box comes up: “
I say, you're not a proper zombie!


It turns out Mr. Mordaut has been hiding out in the cellar, attacking any who venture in. He warns us that the prison's wardens are not the bestial gargoyles we may have seen flitting around Morytania, but elite demons who cannot be felled by a mere rock hammer (they're his area of expertise: unnatural history). We would need a special weapon to break them, and even if we're successful, they will regenerate their bodies within a few minutes. The only way such a creature could be reliably incapacitated, Mordaut muses, would be to instantly shatter their entire body and somehow fling the fragments out across the world.

20-Oct-2014 01:33:26 - Last edited on 20-Oct-2014 03:30:39 by Rondstat

Rondstat

Rondstat

Posts: 2,770 Adamant Posts by user Forum Profile RuneMetrics Profile
He also tells us that there is a secret translocation system within the Museum, used to move highly sensitive exhibits. He doesn't know how it works, as he was only an associate professor when the city fell, but muses that a more senior researcher might.

We return to our own timeline. Asking most museum employees about the translocation system results in them pointedly denying it. Some may disparage us for even asking, saying that they are always in the museum and its security is foremost, they're not '
some frazzled field researcher in a swamp somewhere.
'

If we talk to Abigail at Ullek, we can follow a line of dialogue asking what happens when the artifacts she's uncovered go to the museum, musing that many people might want to get their hands on them, and asking how they move them around. While Abigail initially assures us that the museum has ways of dealing with sensitive exhibits, she gets angry at our persistence, and eventually lets slip "
There's no reason for you to know about translocation tokens!
” We jump on this, but she is unperturbed, telling us that no one who upholds the values of the museum would allow an outsider access to a
token
anyways.

We then visit Simon Templeton , who might be willing to part with his token if we can secure a rare item for one of his buyers. An advisor of the pharoah buried in Sophanem had a
ruby jackal
buried with him. Simon reckons he's somewhere in that pyramid , but he likely won't give up the treasure willingly, even from beyond the grave. We
start pyramid plunder
, opening sarcophagi and killing the mummies that spawn until one drops the
jackal
. We bring it back to Simon , who gives us the
token
.

20-Oct-2014 01:33:34 - Last edited on 20-Oct-2014 13:31:36 by Rondstat

Rondstat

Rondstat

Posts: 2,770 Adamant Posts by user Forum Profile RuneMetrics Profile
If we ask Marius Giste about recreating the magic that shattered Dahmaroc , he claims that's beyond his expertise, but that Terrance Balando at the Dig Site is a keen student of 2nd Age magic. Terrance explains that the original curse is far too complex for him to mine, but the force that makes it continue to explode is more manageable. The catalyst is very similar to an alchemy spell , but it somehow involves transforming matter to somewhere between life and inanimate rock . He speculates that, if we could acquire the components of the spell and a large source of earth energy , we could use it to charge a
magical orb
and create an implement that could cast the spell on a large area.

If we take an
uncharged orb, runes for high level alchemy, an animate rock scroll
to the earth obelisk and
cast charge earth orb
, we will be given the option to create an
orb of shattering
. This can be
combined
with a
battlestaff
to create a
staff of shattering
. When we return to bizarro Varrock and show it to Mordaut , he claims that it may be just the thing to destroy the guards, and says that, from the centre of the roof , it may be perfectly situated to affect all the gargoyles.

Starting from a strange marking in the basement , we use the
token
to ascend to the next level of the museum, which places us in one of the cells. We then proceed in a puzzle, through the various cells and levels, trying to access the roof (in the style of Melzar's Maze, the Navigator's trial, or the Ice Queen's lair).

20-Oct-2014 01:33:40 - Last edited on 20-Oct-2014 13:36:48 by Rondstat

Rondstat

Rondstat

Posts: 2,770 Adamant Posts by user Forum Profile RuneMetrics Profile
At one point, we will be in a cell with Gertrude , and will be unable to progress until we speak to her. An old man with a Saradomin staff and an odd paper hat had tried to liberate them before, and had destroyed all of the guards. However, before a single prisoner could be freed, a troop of zombie officers (who regularly check the prison) found the prison free of guards, incapacitated their would-be liberator, and sent him off to the circus. Without some sort of decoy , they'd be caged again before they could leave the museum. If only there were a way to create some sort of stone guardian that would obey our orders without question!

In our own timeline, if we ask a museum employee (Haig Halen, historian) about golems, they will tell us Varmen was the expert, but most of his research died with him, we'd be best off talking to his widow. They also remind us that the rune guardians from the Mage Training Arena were originally based on Uzerian technology, and those wizards might have some insight.

When we ask Wizard Dougal at the MTA about crafting a guardian in the shape of a gargoyle, he tells us~

Rune essence is ideal for the creation of guardians because of its inherently magical properties
However, this quality also makes it somewhat unpredictable. This is why we can only create general parts – limbs, torsos – and can't make detailed constructs.
I'm sure you've noticed how the essence you mine always coalesces into a round token. Or perhaps you've seen staves made of essence, warping into odd shapes of their own accord.


He reminds us that we'll need
body and steam runes
to imbue the limbs (but no mind runes, as we don't want to create independent golems), and tells us that the basic elements of all constructs – desert, Tower wizard, even those from that abandoned castle in the north – are the same:
craft parts, imbue them, and magically charge
the creature.

20-Oct-2014 01:33:49 - Last edited on 20-Oct-2014 03:38:34 by Rondstat

Rondstat

Rondstat

Posts: 2,770 Adamant Posts by user Forum Profile RuneMetrics Profile
Elissa at the Digsite tells us that Varmen , at the end of his life, was close to unraveling the secret of the golems . Two elements are key: the kilns the Uzerians used, fueled by some inherently magical form of kindling , and their clay , made soft and malleable by a water that was somehow animate .

Back in Varrock Museum Prison, Mordaut/Orlando warns us that, in order to create gargoyles capable of fooling the zombie officers, we'll need to
take a lifecast
for the parts, which means we'll need a weapon capable of smashing the elite gargoyles . Mordaut gives us instructions for such an implement – we will need a
granite maul
, each end
plated
with a striking surface of extremely pure and hard steel , which must be tempered in
holy water
.

At our own timeline's artisan workshop , we can use
two ingots of heated grade iv steel
with a
granite maul
, and cool it in a
bowl of holy water
to create a
holy hammer
. This is a permanent level 60 2h crush weapon that does extremely high damage against gargoyles without the need of a rock hammer.

With our
holy hammer
we can return to the prison and finally get the gargoyles to crumble (trying to fight them without this can get them down to low health, but they will still fight and then be unable to be damaged – the same as fighting a regular gargoyle without a rock hammer). When a gargoyle crumbles, it will leave one of five implements among its rubble – head, torso, legs, arms, or wings. We will have 30 seconds to use a piece of
soft clay
to
make a cast of the body part
, before the gargoyle reassembles and rises again. We can
fire these casts in any kiln
to create a
gargoyle mold
– we will need all five to create our
golems
.

20-Oct-2014 01:33:55 - Last edited on 20-Oct-2014 13:46:56 by Rondstat

Rondstat

Rondstat

Posts: 2,770 Adamant Posts by user Forum Profile RuneMetrics Profile
In our own timeline, we bring
20 pieces of clay
with us to kill either a water elemental or a waterfiend. The clay in our inventory will become
soft elemental clay
.

Returning to Uzer , we can
investigate
a kiln to determine that we'll need
sandstone and clay
to repair it. We can then use
magic logs
on the finished kiln, and
light it
to make it usable. We use the
elemental clay
on our
gargoyle molds
to create sets of
parts
for four
golems
, and
fire them
in the kiln. We then use our
steam and body runes
to
imbue
the body
parts
, leaving the
heads
unimbued. We
assemble
four
gargoyle golems
, and though we have the option to 'charge' them, selecting it opens a dialogue box “
Maybe I should wait till I'm back in the museum prison and the guards have been taken care of.
” We obtain
black ink
from the mushrooms before leaving.

With our uncharged
golems
,
ink
,
four pieces of papyrus
,
token
, and
staff of shattering
, we reattempt the maze. When we reach the roof of the museum , we place the
staff
and
activate
it, causing all guards to shatter like Dahmaroc . We use a broken ladder (can go down, can't go up) on the side to return to the ground floor, where we
charge
our
golems
, and write them instructions to patrol the corridors. We obtain the keys and unlock the cells. Orlando tells us that it would be dangerous for everyone to leave at once, but he'll work on slowly getting them out one at a time, and they'll be ready to take their place when we assault the castle.
Quest complete
.

20-Oct-2014 01:34:52 - Last edited on 20-Oct-2014 13:58:39 by Rondstat

Rondstat

Rondstat

Posts: 2,770 Adamant Posts by user Forum Profile RuneMetrics Profile
PART 7: TAKING THE KINGDOM


Requirements:

Garden of Tranquility
Back to My Roots
The Slug Menace
Diamond in the Rough
Smoking Kills
Monkey Madness
Defender of Varrock
all previous subquests

Skills:

mining
woodcutting
firemaking
slayer


Items:

hatchet
weapon capable of hitting kurasks


Summary

In our final battle to retake Varrock Castle and unseat Zemouregal , we must fight our way through the palace, defeating the regents of alternate Gielinor's kingdoms and Zemouregal's allies. We first fight the Jade Tree, a powerful hybrid of the wild jade vine and white tree, with the assistance of Dr. Harlow . We next fight a sea slug -infested Sir Amik Varze with the aid of Dionysius , Jabar i and the Pollnivneach slayer dungeon bosses alongside the Fremennik, and Glough and his jungle demons with the support of Zanik . We finally defeat Arrav , Sharat*teerk , and Solus Dellagar , Zemouregal's bodyguards, before a mysterious force incinerates the Mahjarrat himself.

20-Oct-2014 01:35:04 - Last edited on 20-Oct-2014 14:05:48 by Rondstat

Rondstat

Rondstat

Posts: 2,770 Adamant Posts by user Forum Profile RuneMetrics Profile
When we have finished all prior quests, Dr. Harlow , the Wise Old Man , Gundrun , Zanik , and Orlando will appear at the east wall of Varrock Castle . While all its entrances have been well barricaded, there appears to be a breach here that we can
mine through
. The Wise Old Man warns us that the gathered dignitaries have likely brought their own protection, and they won't be keen on letting us into the castle. He also advises us to bring a
hatchet
, as the grounds are probably overgrown. Resolved, we break through the wall, ready to take back Varrock.

We first enter a garden , resembling that from Garden of Tranquility, and are confused (“
Didn't I plant this?
”), but the plants suddenly come alive and start to attack. Harlow and the freed tithers come to our aid, holding back the smaller plants while we take on the centrepiece, a jade vine-like version of the white tree . The tree is a much harder hitting version of the jade vine from Back to My Roots. It also has three vine effects – one that rises up and binds the player , one that does rapid hits for high damage , and one that drains the player's health and restores it to the tree at 200% . The player must move off of these or escape them with freedom. With the jade tree defeated, we leave our allies to clean up the rest of the animate plants, and move on.

The next encounter is in the courtyard . The Falador dignitary, a slug-infested Sir Amik Varze tells us to return with him to the sea and '
serve her
,' before his squadron of white knights transforms into slug princes . The Wise Old Man and the circus performers come to our aid, taking on the princes while we focus on Amik . Amik uses melee, protection prayers, and abilities .

20-Oct-2014 01:35:45 - Last edited on 20-Oct-2014 14:12:37 by Rondstat

Rondstat

Rondstat

Posts: 2,770 Adamant Posts by user Forum Profile RuneMetrics Profile
Slugs may also occasionally infest our allies, in which case they will focus on Amik , healing him and significantly reducing our damage output . Piles of dry rubble are scattered throughout the courtyard – we must periodically
light these on fire
in order to repel the slugs off of our allies and stop the healing/damage reduction effect . The fires only last a short time. When Amik falls, we progress into the castle while the fairies mop up the remaining slugs.

The third encounter is on the ground floor of the castle , against desert dignitary Jabari , who tells us that all the desert now bows to the Devourer , and we will be a worthy sacrifice. He summons the four bosses from the Pollnivneach slayer dungeon , and Gundrun rushes to her aid, telling us that her people have much experience vanquishing these beasts, and will give us a
leaf-bladed spear
. The Turoth , Kurask , and Cave Crawler act much like their counterparts, with the Fremennik handling the turoth/kurask minions. The basilisk will focus on our allies, but we must try to stay behind it, because if it faces us it will stun us and do very heavy damage . Jabari will teleport around, evading any direct attacks, but once the turoth , kurask , and crawler are dead (the barbarians take care of the basilisk), he becomes attackable and goes down very quickly, saying he's happy to feed his mistress. The barbarians take care of the turoths and kurasks while we ascend the stairs.

20-Oct-2014 01:36:21 - Last edited on 20-Oct-2014 14:16:13 by Rondstat

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