Homecoming Apocalypse: The Original
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Homecoming Apocalypse: The Original
Homecoming Apocalypse: The Original Quest
This thread contains an out-dated model of the quest.
°l||l° Welcome °l||l°
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Read the first four posts or two pages for a good insight if you dont like reading!
Welcome all to Homecoming Apocalypse; the second in an epic trilogy, continuing the great Desert Treasure quest a war is coming that will bring about the Sixth Age and the dawn of a new God War. This isn't my first suggestion, and won't be my last; so I hope you enjoy this idea... short isnt my forte.
To get your mind in and around this idea the best thing I can do is list the main features of Desert Treasure the content then you can just times it by two and you have Homecoming Apocalypse; we had four taxing subsections, four high-levelled monsters, four diamonds, four sets of Ancient Spells and one big temple so times that by two and you have eight new taxing subsections, eight new high-levelled monsters, eight new diamonds, eight new sets of Ancient Spells and two big temples only one of which is new to RuneScape. Oh and just for fun have a few more subsections between the main ones.
There are differences; the eight monsters aren't all human like in Desert Treasure, the challenges won't be so simple and locations are a lot crazier; such as a trip to a small segment of Freneskae, the Elven homeworld. As well as being a great sequel, Homecoming Apocalypse will also conclude the great Hallowvale saga, defeating Count Drakan in the most hands on cinematic you could ever hope for. This will be the hardest quest RuneScape may ever see, and this is only part two!
There will of course be some good rewards and perks to the quest:
¤ you get to fight alongside six Brothers - guess which
¤ the opportunity to advance your Melee and Range weaponry using new augments
¤ brilliant rewards that are worth the time and money the quest may take
¤ a new Gods Guild, built to watch over Gielinor and the neighbouring planets
¤ and the mysterious World Gate that will allow you simple transport around RuneScape
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°l||l° Contents °l||l°
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Introduction
01 ¤ Welcome
02 ¤ Contents
03 ¤ Homecoming Apocalypse
04 ¤ Quest Summary
05 ¤ Gods' Guild (formally Appearance)
History and Locations
06 ¤ War of the Gods
07 ¤ Aftermath of Shadows
08 ¤ The Beacons
09 ¤ Mirrors and Keys
Desert Beacon
10 ¤ Golden Shackles
Marsh Beacon
11 ¤ The Invention
12 ¤ Four Keys
13 ¤ Beacon of Light
14 * Spells: Rush and Burst
15 ¤ Spells: Blitz and Barrage
Mountain Beacon
16 ¤ The Rise of Six
17 ¤ Four Keys
18 ¤ Iban
19 ¤ Spells: Rush and Burst
20 ¤ Spells: Blitz and Barrage
Conclusion
21 * The End Begins
22 ¤ Aftermath
Guild of the Gods
23 ¤ The World Gate
24 ¤ Weapon Augments
25 ¤ Personalities
26 ¤ The Coliseum
27 ¤ Possibly a Second Minigame?
28 ¤ Stores
29 ¤ Stores
30 ¤ Stores
°l||l° Bestiary °l||l°
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Xercus the Alpha Werewolf (Bone Diamond)
31 ¤ Storyline
32 ¤ Arena and Biography
Derohk the Ash Dragon (Ash Diamond)
33 ¤ Storyline
34 ¤ Arena and Biography
Yantos the Greater Sandworm (Sand Diamond)
35 ¤ Sandworms and Storyline
36 ¤ Battle
Neurosha the Child-Demon (Stone Diamond)
37 ¤ Storyline
38 ¤ Storyline Continued
39 ¤ Biography and the Battle
40 ¤ A Fight With Your Soul
Ramesh the Tar Beast (Tar Diamond)
41 ¤ Storyline
42 ¤ Arena and Biography
Colossus the Ancient Ent (Bark Diamond)
43 ¤ Storyline
44 ¤ Arena and Biography
Zenarka the Lava Knight (Lava Diamond)
45 ¤ Storyline
46 ¤ Arena and Biography
Count Drakan the Vampyre Lord (Flesh Diamond)
47 ¤ Storyline
48 ¤ Dream of Hallowvale
49 ¤ Hybrid Theory
50 ¤ The Crystal
°l||l° Ultimatum °l||l°
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Cinematics
51 ¤ Desert Beacon
52 ¤ Marsh Beacon
53 ¤ Mountain Beacon
Credits and Supporters
54 ¤ Credits
55+ Supporters
Page 7 - Additional Content
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Psychoboy8
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°l||l° Homecoming Apocalypse Overview °l||l°
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Description: Three Great Beacons lay dormant throughout the lands of Gielinor, one you have met before. Each beacon holds key to the end, to the apocalypse; but how many adventurers does it take to activate them? Will you undergo a series of tasks that would take many to their grave; are you ready to face monsters of immense power, fighting alongside an army of the Gods to quell the might of the others, unlock the secrets of ancient magics and bring the end of the world only too close? But for what purpose is this?
Specifications:
¤ Difficulty: Master
¤ Length: Long
¤ Start Point: the Ancient Pyramid
¤ To Start: Speak to Azzanadra
Required Levels (not required to begin the quest):
¤ Min. of 70 Agility
¤ Min. of 68 Crafting
¤ Min. of 62 Herblore
¤ Min. of 70 Hitpoints
¤ Min. of 67 Hunter
¤ Min. of 75 Magic
¤ Min. of 59 Prayer
¤ Min. of 70 Range
¤ Min. of 23 RuneCrafting
¤ Min. of 69 Slayer (83 Slayer would be an advantage, for an addition 10k EXP Slayer reward)
¤ Min. of 68 Smithing
¤ Min. of 73 Strength
¤ Min. of 69 Woodcutting (75 Woodcutting for an additional 10k EXP Woodcutting reward)
Required Quests:
¤ Animal Magnetism
¤ Another Slice of H.A.M.
¤ Darkness of Hallowvale
¤ Desert Treasure
¤ Dragon Slayer
¤ Garden of Tranquillity
¤ Knight's Sword
¤ Mourning's End Part 2
* Shadow of the Storm
¤ Tears of Guthix
¤ Vampire Slayer
Other Requirements:
¤ Completed the Barrows Minigame at least once
¤ Gained entrance to the God Wars Dungeon
¤ Good armour and weaponry in all forms of combat
¤ High Combat levels and a large food supply
Rewards:
¤ 3 Quest Points
¤ Access to the Gods Guild
¤ Access to the Lava Dungeon
¤ 40k Magic, and Strength EXP
¤ 30k Agility, Crafting, Hunter, Slayer, Smithing, Range and Woodcutting EXP
¤ 25k Herblore EXP
¤ 15k RuneCrafting EXP
¤ Various Bones which, if buried right, can be worth a maximum of 22,800 EXP in Prayer
°l||l° Quest Summary °l||l°
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Do you wish for battle, danger beyond death and rewards that will outdo all those existing? Ha, youve got it and you theres no way youre prepared. With twice the content of Desert Treasure, and more, you would do well to strap yourself down as we bring you the biggest ride RuneScape will ever yet to offer, for now anyway. And this isnt the end, Homecoming Apocalypse is part two in an epic trilogy and with twice the content of one of our longest quest how difficult do you wager Empty Rising?
Ready yourself, weve designed a new storyline to be woven into RuneScapes already packed history, involving eight new diamonds, a large new structure beneath the God Wars Dungeon as well as an update to Castle Drakan, thirty-two, count them, thirty-two new spells, to bring more thrills to your Ancient Spellbook. And we thought ahead, Archers and Warriors will get a piece of His power with new weapon augments keep an eye open!
You begin the great tale with freeing an old friend, Azzanadra, and I mean properly this time unlike the shoddy attempt we made last time . You must then collect all eight keys from their guardians; Xercus the Alpha Werewolf, Derohk the Ash Dragon, Yantos the Greater Sandworm, Colossus the Ancient Ent, Ramesh the Tar Beast, Neurosha the Child-Demon, Zenerka the TzHarrian Magician and Count Drakan in more forms than I care to count - Homecoming Apocalypse has everything (Im using my poetic licence here!)
Do you dare face Iban again at Ibans Fortress, complete the God Wars Dungeon with six of your favourite brothers (guessed which yet?) or join in with interactive cutscenes, journey the edges of our world (and another), enter the Void, unlock dozens of new features, roam the mighty Gods Guild and become more interactive with RuneScape then was ever possible before?
If you dont like reading stop now, this should be enough if not keep reading!
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°l||l° Gods Guild: Appearance °l||l°
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Three Beacons illuminate the sky and each beam of shimmering light is a gateway to the Gods Guild, a beautiful guild of pure white stone and harsh black skies. The Gods Guild exists out of time and space, separate from you universe yet somehow it remains attached as if drawn by a powerful force. The guild is similar to the Cosmic Temple that can be found in the kingdom of Zarnis, in that there is no visible ground between areas; all visible earth appears to be large chunks of rock with large roots and creepers hanging limp bellow.
The platforms are all linked by shimmering pathways, invisible pathways with only sparkles to show the edges. Within the guild are no staircases or ladders, every point is visible to every other; no exceptions. Upon each floating platform are many stores and skill areas, stores that sell items you wont find anywhere else on RuneScape; including new Obsidian and Crystal Weaponry. Skill areas involve a Rune Mine accessible only to the highest miners, a platform where only the magical trees grow, basically guilds for the better of us and the most profitable update Farming has seen in a long while - the Crystal Vine planted by Seren herself, can you learn to charm it?
Inside the Guild you will find many creatures, at least one from of every race, a messiah of each God excluding the mighty Zaros, and the Goddess Ceh-Mari; Gielinors Mother and womb to the TzHaarian Race - note she is now way related to Guthix, she merely raised Early Gielinor while Guthix meditated. But this isnt the main attraction of the Guild, what many are likely to use the Guild for is its unbeatable transportation method the World Gate.
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°l||l° War of the Gods °l||l°
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A faithful servant of Saradomin, Veldez, stumbled upon the Staff of Armydal. Being aware of its power he knew that it must never fall into the wrong hands, but Sods Law says different. A thief named Rennard knocked out Veldez and stole the Staff! His intention was to sell it to Zaros, and had it was taken by Kharrim, a messenger, to one of Zaros generals, Zamorak (who was a mortal during the era). Lennissa, another Saradominist, stumbled upon the sale and took the staff from Zamorak, before giving it to a Saradominist Magician named Dhalak. But in an act of treachery, instead of giving it to Saradomin, it was enchanted (so it could not to be detected) and given back to Zamorak, who planned a rebellion against Zaros.
Zamorak's close followers, including a human named Viggora, dealt with Zaros' guards while Zamorak fought with Zaros. He plunged the Staff of Armadyl deep into Zaros' back (talk about back stabbing), critically wounding Zaros. But Zaros was, and remains to this day, a God and being immortal he could not die! But he was weakened and the most powerful mortal was stood before him. Zaros continued to fight Zamorak but during the fight Zaros fell, impaling Zamorak with the Staff protruding from his chest; spearing them both the ground.
Zaros began to wretch and writhe as his powers channelled into Zamoraks body. A large flash of light lit up the two bodies and a large tear appeared in the air drawing Zaros in; the rift then flicked and died leaving Zamorak desolate upon a baron battlefield. Zamorak, still impaled upon the Staff had absorbed immortality and many godly powers from Zaros. He ripped out the Staff; as if it were a mere thorn in his side! Zamorak stood proud at his victory, the Staff of Armydal in his grip. He laughed. But the Curse of Zaros lingered upon those responsible for his fall, tainting their souls and preventing their spirits from ever passing.
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°l||l° Aftermath of Shadows °l||l°
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The post above documents what happened at the beginning of the Third Age, and why Zaros isnt with us today. But as with all good ideas there has to be some history to it, and this is where I am writing mine.
The rift I mentioned wasnt to any natural plain or the void existing between plains; the burst of power from Zaros body cause a temporary tear in the Shadows, a realm created by ancient magicians in an attempt to create and control light and shadow. But with all early experiments there were problems and the Shadow Realm was their first and only mistake, and it grew uncontrollably and began to engulf the many lands of Gielinor.
However the magicians did one thing, they constructed three Beacons; each had the ability to draw in the shadows and forced them into a parallel existence beside our own. The Magicians began to lock down the Beacons so the shadows could not escape back onto our prairie and successfully managed to lock down all three Beacons. The Magicians passed away with time and the Beacons remained dormant and werent ever disturbed till the start of the Third Age.
Zamorak heard legend of the Shadow Realm and some of his scribes thought that it may be the place where Zaros was sent, so Zamorak took extra precaution into the Beacons safety, having each one protected by as many curses and spells as he could throw at it. Though all eras came with those who wished to wreak havoc and Zamoraks greatest fear was that someone may try and release Zaros so hid the Keys to each Beacon with eight ancient beings that would survive the ages to come, some from plains far from Gielinor itself.
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°l||l° The Beacons °l||l°
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The first Shrine is located in the Kharidian Desert; you have seen it before during Desert Treasure and is commonly referred to as the Ancient Pyramid. When Azzanadra was captured the solution to protecting the Desert Beacon became clear, his powers were used to secure the Pyramid's safety; but you overcame his power and managed to awaken his spirit, but his powers are still connected to the temple - so you're not finished with the Desert Beacon just yet.
Lord Drakan played a major part in Empty Lord's downfall, though his name is barley mentioned and being Key Guardian wasn't enough to ensure that his former master was never released, and the Marsh Shrine a perfect solution to Lord Drakan's insecurity. He built his home on the Marsh Shine - more commonly known as Castle Drakan - and bred his species feeling safe that he had done enough to keep his master at bay.
The Pretender is not as stupid as many believe; the Lord of Chaos went to the Mountain Shrine with the intention of hiding all knowledge of its existence. So he buried it beneath what is now known as the God Wars Dungeon; though suspicions may rise if he sent an army to protect it. So Zamorak created an alias, possessing some avian smiths to create a Sword, the Godsword, and had them defend it in a cave directly above the chamber. He sent an army with the pretence of wanting it; and when armies of Saradomin and Bandos joined the fight to protect if from Zamorak's grasp his charade became more believable - were you fooled by this performance?
Unlike Desert Treasure and many other multiple-task quests, this quest has a set order. To begin you must complete the Desert Beacon section, then you must complete the various tasks of the Marsh Beacon and finally you will be able to face the Mountain Beacon; this is due to content of the various sections and free-roam would be too confusing
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°l||l° Mirrors and Keys °l||l°
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Like at the Desert Beacon there is a collection of six Mirrors; placed by the Magicians so they could keep an eye on the Keys (the image within changes depending on the Keys location). Though the Wizards - being dead and all - have no further use for the Mirrors and with Zamorak being unaware of their existence, will prove more useful in your quest of finding each guardian and slaying them. There is no need for me to describe the Desert Shrine, as we already know all about it, but one difference between the new Shrines and the existing ones is how interactive the images are.
The Marsh Shrine can be found East of Burgh de Rott, in the area that was recently fenced off after innocent players found themselves wandering to far South and being attacked by the local Juvinate. Unfortunately, for our adventurers, two of the Mirrors have been smashed, and upon closer inspection you will tufts of wolf hair and large scratches. Below are very crude descriptions of the Mirror images, without the glam that can be found later in the thread
¤ Northern Mirror: Smashed!
¤ North-Eastern Mirror: Smashed!
¤ South-Eastern Mirror: The Wilderness
¤ Southern Mirror: The Kharidian Desert south of Pollniveach
¤ North-Western Mirror: A forest not found on RuneScape
¤ South-Western Mirror: Draynor Manor
The Mountain Shrine lies scattered around the entrance to the God Wars Dungeon. Unlike the other Mirrors the Mountain Shrine have been frozen over, and to view the images you must light a flame beneath the mirror and peer into it before it freezes over.
¤ Northern Mirror: Nothing, Black Image
¤ North-Eastern Mirror: Karimja Volcano
¤ South-Eastern Mirror: Castle Drakan
¤ Southern Mirror: Dorgesh-Kaan
¤ North-Western Mirror: The Barrows
¤ South-Western Mirror: God Wars Dungeon
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°l||l° Desert Beacon: Golden Shackles °l||l°
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"The world does not birth many heroes in these modern, you are not ready; you are too young, too weak? Your appearance, however, is deceiving, you have accomplished so much in so little time, but do you dare embrace the coming apocalypse? Your questions will be answered, but will you accept the most dangerous of tasks?
Requirements:
Minimum of 58 Magic
Completed the Desert Treasure quest
Activating the Desert Beacon couldn't be more easy, though the simplicity of this task is not a reflection of the quest.
When you re-enter the Ancient Pyramid you must summon Azzanadra, this is as simple as entering a room as he will detect your presence and appear to you should you have completed Desert Treasure. Azzanadra will answer some of your easier questions before explaining that his own adventure begins with this pyramid and that he is no closer to finding its clues than you are to being allowed helping him, though you are not the common adventurer and convince him otherwise.
Explore the Alter Chamber and you will find many ancient symbols and inscriptions but you're clueless. Azzanadra loses all hope and cries out in anger, showing his shackled wrists and query into why he wears them. Azzanadra explains that his powers were used to keep the pyramid from being activated, and though you awakened him the bond between him and the beacon were never broken and the pyramid remained dormant.
However, Azzanadra is weak and cannot break the shackles of his own accord, and requests that you try and pry them from his wrists. First you try using your brawn, but this fails miserably, then after closer inspection you find four strange markings on each of the shackles; each resembling the four Keys that power the Desert Beacon. Azzanadra suggests you cast spells of the four keys onto each shackle and maybe they'll break; fortunately it does
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Last edited by 3mptylord on Sun Mar 27, 2011 10:25 pm; edited 1 time in total
Re: Homecoming Apocalypse: The Original
°l||l° Marsh Beacon: The Invention °l||l°
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"You will face many dangers, though none compare to the Vampire and Vampyres of Mort Myre; and your blood supply is limited child. Maybe you should seek the inventor who resides in Southern Misthalian, Draynor in your tongue, he has invented a machine which replicates blood - something he invented for medical industry, but maybe you could fashion a weapon?"
Requirements:
Minimum of 62 Herblore
Minimum of 68 Crafting
Completed the Animal Magnetism quest
Completed the Vampire Slayer quest
The Professor's laboratory has had a bit of a makeover since you were last there, large pipes and whirring machinery everywhere and eerie red stains on the floor and walls; but maybe instead of jumping to conclusions you should talk to him. He explains that he has created a machine that has the ability to replicate blood from even the smallest samples; "It will revolutionise the medical industry... imagine being low on health and you can just give your self a pin-prod and you'll be back up to standards".
You however argue that your health doesn't rely on your blood supply, but refusing to see sense he continues with his plans and with a classical "Elemental Workshop" style task you have to finish the machine, with the small addition of having to roam Count Draynor's coffin for a blood sample and then having to visit to poison salesman for a special poison that only harms the undead; then when the Professor's back is turned you should spike the invention (luckily the poison doesn't effect the living so if the Professor tests the blood he won't die )
You can then fill vial after vial with the spiked blood which can then be used as a ranged weapon or kept in the inventory; one can throw it at the undead without having to convince them to take a drink, but keeping it in the inventory works but it may arouse suspicion.
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°l||l° Marsh Beacon: Four Keys °l||l°
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Name: Xercus
Race: Alpha Werewolf
Combat Level: 365
Number of Hitpoints: 295
Location: Castle Drakan
100% drop: Giant Wolf Bones (950 Prayer EXP) and the Bone Diamond
Effect: Will add onto your Prayer points an eighth of the damage dealt
Weakness: Silver
Examine Info: Held captive for millennia, I hope he doesnt have a temper.
Name: Derohk
Race: Ash Dragon
Combat Level: 298
Number of Hitpoints: 250
Location: Summoned, whilst Skulled, in Level 20+ Wilderness
100% drop: Fragile Dragon Bones (950 Prayer EXP) and the Ash Diamond
Effect: Will temporarily lower the target's Defence level
Weakness: Fire Attacks
Examine Info: I see guts and vital organs, and what appears to be someones hand.
Name: Yantos
Race: Sandworm
Combat Level: N/A
Number of Hitpoints: N/A
Location: Kharidian Desert, the Menaphos side of the river.
100% drop: Slashed Remains (950 Prayer EXP) and the Sand Diamond
Effect: Chance of petrifying the foe for a set amount of time
Weakness: Specialist Equipment, Smash and Crush attacks
Examine Info: Ummmm wheres its head wheres its tail?
Name: Neurosha
Race: Child-Demon
Combat Level: Unknown
Number of Hitpoints: Unknown
Location: The Void
100% drop: The Stone Diamond
Effect: Will deactivate the opponents prayer and disable it for a set amount of time
Weakness: Various
Examine Info: Various
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°l||l° Marsh Beacon: Beacon of Light °l||l°
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"Light is rare in Mort Myre and since you defeated Xercus in an attempt at claiming the Bone Diamond some of the shadows were removed from the eternal night, but it is still too weak for the obelisks to power up. Somehow you must get more light into the marsh and power the beacon before Drakan catches wind of your coming."
Requirements:
Minimum of 68 Range
Minimum of 73 Strength
Minimum of 69 Agility
Collected the four Marsh Keys
Around Castle Drakan is a large wall, you've been along this before when looking for a good grappling spot during your fight with Xercus and when you first saw the Drakan family. Positioned around this wall are four extinguished spotlights that point directly into the darkness atop Castle Drakan; and you must place a Key in each of these but the beacon remains dormant, where your toils for nothing?
However, if you look closely you will see four weak strands of light protruding from the top of the spotlights, and if you select the spotlight you will get a similar pop-up to those in the Temple of Light quest and here's a challenge that equals the Temple of Light in difficulty but because there are more monsters and less mirrors so you need to be more wary of monsters than where the light is going; though you need to worry about that too .
Each of the spotlights must be reflected to the rooftop then into the spire from which Xercus was chained; and when all four beams are being channelled the spotlights will light up and the beacon cutscene will begin.
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°l||l° Ancient Spellbook °l||l°
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A note on the Ancient Spellbook; after the Quest it will look a lot different.
When the Ancient Spellbook is selected the Magic Panel will be divided into four quarters by thin grey engraved lines, each section titled by small grey letters (from left to right, top to bottom); Desert, Marsh, Mountain and Teleports. Apart from Teleports, which is ordered by level only, the other sections are ordered, from the left to right, by spell type; for example Smoke, Shadow, Blood and Ice, and going down Rush, Burst, Blitz and Barrage.
This should give the spellbook a bit of order and should help you pick out the correct spell.
°l||l° Marsh Beacon: Rush and Burst °l||l°
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Ash Rush (Level 51)
¤ Runes: 2 Chaos, 2 Death, 1 Fire and 1 Nature
¤ Max Hit: 15
¤ Effect: Will temporarily lower the target's defence level by 10%
Sand Rush (Level 54)
¤ Runes: 2 Chaos, 2 Death and 1 Earth
¤ Max Hit: 16
¤ Effect: Chance of petrifying the foe for 5 seconds
Stone Rush (Level 57)
¤ Runes: 2 Chaos, 2 Death and 2 Earth
¤ Max Hit: 17
¤ Effect: Will deactivate the opponents prayer and disable it for 3 seconds
Bone Rush (Level 61)
¤ Runes: 2 Chaos, 2 Death and 2 body
¤ Max Hit: 19
¤ Effect: Will add onto your prayer points an eighth of the damage dealt
Ash Burst (Level 63)
¤ Runes: 4 Chaos, 2 Death, 2 Fire and 2 Nature
¤ Max Hit: 19
¤ Effect: Will temporarily lower the target's defence level by 10%
Sand Burst (Level 66)
¤ Runes: 4 Chaos, 2 Death and 2 Earth
¤ Max Hit: 20
¤ Effect: Chance of petrifying the foe for 10 seconds
Stone Burst (Level 69)
¤ Runes: 4 Chaos, 2 Death and 4 Earth
¤ Max Hit: 21
¤ Effect: Will deactivate the opponents prayer and disable it for 5 seconds
Bone Burst (Level 73)
¤ Runes: 4 Chaos, 2 Death and 3 Body
¤ Max Hit: 23
¤ Effect: Will add onto your prayer points an eighth of the damage dealt
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°l||l° Petrifying °l||l°
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To petrify is to turn someone to stone; quite literally you lose the ability to do anything though you will retain your ability to converse. Being petrified has a visual effect as well as the player just being inanimate... their entire body will become as grey as stone in a neutral position (they will default to a normal pose before petrifying.
There is no cure for being a stone, but there is a prevention. If you where the Ring of Stone this stone effect will have no use on you... no matter how many times they cast it at you, you will never become a rock (thats your job ).
°l||l° Marsh Beacon: Blitz and Barrage °l||l°
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Ash Blitz (Level 75)
¤ Runes: 2 Death, 2 Blood, 2 Fire and 2 Nature
¤ Max Hit: 23
¤ Effect: Will temporarily lower the target's defence level by 10%
Sand Blitz (Level 78)
¤ Runes: 2 Death, 2 Blood, 2 Earth
¤ Max hit: 24
¤ Effect: Chance of petrifying the foe for 10 seconds
Stone Blitz (Level 81)
¤ Runes: 2 Death, 2 Blood and 4 Earth
¤ Max Hit: 25
¤ Effect: Will deactivate the opponents prayer and disable it for 5 seconds
Bone Blitz (Level 85)
¤ Runes: 2 Death, 2 Blood and 3 Body
¤ Max Hit: 27
¤ Effect: Will add onto your prayer points an eighth of the damage dealt
Ash Barrage (Level 87)
¤ Runes: 4 Death, 2 Blood, 4 Fire and 3 Nature
¤ Max Hit: 27
¤ Effect: Will temporarily lower the target's defence level by 10%
Sand Barrage (Level 90)
¤ Runes: 4 Death, 2 Blood and 4 Earth
¤ Max Hit: 28
¤ Effect: Chance of petrifying the foe for 15 seconds
Stone Barrage (Level 93)
¤ Runes: 4 Death, 2 Blood and 6 Earth
¤ Max Hit: 29
¤ Effect: Will deactivate the opponents prayer and disable it for 7 seconds
Bone Barrage (Level 97)
¤ Runes: 4 Death, 2 Blood and 4 Body
¤ Max Hit: 31
¤ Effect: Will add onto your prayer points an eighth of the damage dealt
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Mountain Beacon: The Rise of Six °l||l°
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"Years ago a puppet of His will made a pact with six powerful warriors. These chosen six grew powerful in their chosen traits, their powers greater than that of any other hero to walk the plains of RuneScape. They fell victim to their greed and their oath to my Lord began. You must now gain their trust and take upon yourself their oath for should they aid you to victory they can finally rest, untainted."
Requirements:
¤ Minimum of 59 Prayer
¤ Completed the Barrows Minigame at least once
¤ Completed the Garden of Tranquillity
The Ring of Charos only works on the weak minded, but the tainted spirits of the fallen six are too concerned with their own affairs to worry about small voices in their mind; so bring the Ring of Charos - you may complete this section of the quest regardless of how many Mountain Keys you have collected.
When you enter the Barrows the brother you challenge will be hostile towards you fearing your task is to loot their possessions again, but Azzanadra well cast a shield around you; a faint purple glow around your figure and the brother you face will fall silent. A cutscene will begin where you are pushed into the central chamber, the five remaining brothers drawing around you in a circle.
They will accuse you as a phoney and try within their power to overcome the shield protecting you but you remain unscathed. The brothers will deny your offer to free their souls in return for their service, and you leave heavy hearted; moral crushed.
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Mountain Beacon: Four Keys °l||l°
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Name: Ramesh
Race: Tar Beast
Combat Level: 289
Number of Hitpoints: 300
Location: Dorgesh-Kaan
100% drop: The Tar Diamond
Effect: Chance of blinding the target for set amount of time, this renders the target useless
Weakness: Ice Spells and Fire Spells
Examine Info: Sticky? Thats a blooming mess!
Name: Zenerka
Race: TzHaar
Combat Level: 150
Number of Hitpoints: 162
Location: Karimja Volcano
100% drop: Charred Bones (950 Prayer EXP) and the Lava Diamond
Effect: Chance of burning the target; a form of very strong poison that cannot be treated
Weakness: Ice Spells and Water Spells
Examine Info: Woah shes hot!
Name: Colossus
Race: Ancient Ent
Combat Level: N/A
Number of Hitpoints: 856
Location: Seren's Homeworld
100% drop: Tainted Loges (950 Prayer EXP) and the Bark Crystal
Effect: Will decreases the total damage dealt by the target's next attack by one sixth
Weakness: Fire Spells/Arrows, Slash Attacks and Stab/Impale Attacks.
Examine Info: Up there is what Im trying to kill, if Im lucky a Glider might bring it down
Name: Count Drakan
Race: Vampyre
Combat Level: N/A
Number of Hitpoints: Various
Location: Castle Drakan
100% drop: Drakans Corpse (950 Prayer EXP) and the Flesh Diamond
Effect: Will damage the target's prayer points by a fifth of the damage dealt to the hitpoints
Weakness: None
Examine Info: Various
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Mountain Beacon: Iban °l||l°
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"You've met Iban before, he stood guard in the passage between the land of Elves and Humans; but you slaughtered him in combat and he ran to his father in hope of redemption. The Pretender granted him a second chance and Iban took it baldly, standing guard once more but at the Mountain Beacon. For this task you won't need Magic or Mirrors, but wits and general brawn against a stubborn foe"
Requirements:
¤ Minimum of 69 Slayer
¤ Minimum of 70 Agility
¤ Minimum of 70 Hitpoints
¤ Minimum of 70 Range
¤ Minimum of 70 Strength
¤ Gained entrance to the God Wars Dungeon
By now you WILL have the four Mountain Keys. Now you must face the God Wars Dungeon in a single bound; private-like, away from other players. After you have a key in the first Obelisk and one of the commanders lay dead (recommend Saradomin, explained later), the six Brothers will appear for you, a "change of heart". The brothers will aid in your fight and unless you have 83 Slayer will be the only ones who can fight the Spiritual Warriors.
One of the brothers, depending on the skill, will join you in each Godly Chambers, apart from Saradomin's Prairie; there is a deeper meaning - the Brothers formerly served Saradomin, so aside from their lack of Agility skills they fear his retribution. Each brother will share their set-effect with you, so it may be wise to keep Guthan alive. Once all four keys are in their Obelisks the large frozen gate will defrost and a black portal will open.
Go through [alone] and youll see the Beacon, ascend the stairs and you'll find a throne, upon it lays a skeleton. Examine the corpse and it will animate and slowly walk towards you, eerily gaining its flesh and muscle as bits fly, lashing at its body... the beast is not the Iban you recognise, but the true son of Zamorak in the appearance that was concealed by magic in your previous battle; victory is key.
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Burn °l||l°
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Zenerk*'s ability to burn is shared by most fire-based creatures, especially the Dragon. Burn is basically poison times two (in terms of power). The Anti-Burn Potion is a thick, murky blue drink that will heal you of Burn and protect you for a limited amount of time.
Anti-Burn (Level 52 Herblore)
¤ Kwuarm
¤ Crushed Blue Dragon Scales
Super Anti-Burn (Level 69 Herblore)
¤ Lantadyme
¤ Crushed Black Dragon Scales
°l||l° Mountain Beacon: Rush and Burst °l||l°
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Tar Rush (Level 53)
¤ Runes: 2 Chaos, 2 Death, 1 Earth and 1 Water
¤ Max Hit: 16
¤ Effect: Will damage the target's energy (and hitpoints) whilst replenishing yours
Lava Rush (Level 55)
¤ Runes: 2 Chaos, 2 Death, 1 Fire and 1 Earth
¤ Max Hit: 17
¤ Effect: Chance of burning the target; a form of very strong poison (4 damage burn)
Bark Rush (Level 59)
¤ Runes: 2 Chaos, 2 Death, 1 Earth and 1 Nature
¤ Max Hit: 18
¤ Effect: Will decreases the total damage dealt by the target's next attack by one sixth
Flesh Rush (Level 60)
¤ Runes: 2 Chaos, 2 Death, 1 Body and 1 Soul
¤ Max Hit: 18
¤ Effect: Will damage the target's prayer points by a fifth of the damage dealt to the hitpoints
Tar Burst (Level 65)
¤ Runes: 4 Chaos, 2 Death, 2 Earth and 2 Water
¤ Max Hit: 20
¤ Effect: Will damage the target's energy (and hitpoints) whilst replenishing yours
Lava Burst (Level 67)
¤ Runes: 4 Chaos, 2 Death, 2 Fire and 2 Earth
¤ Max Hit: 21
¤ Effect: Chance of burning the target; a form of very strong poison damage burn)
Bark Burst (Level 71)
¤ Runes: 4 Chaos, 2 Death, 2 Earth and 2 Nature
¤ Max Hit: 22
¤ Effect: Will decreases the total damage dealt by the target's next attack by one sixth
Flesh Burst (Level 72)
¤ Runes: 4 Chaos, 2 Death, 2 Body and 2 Soul
¤ Max Hit: 22
¤ Effect: Will damage the target's prayer points by a fifth of the damage dealt to the hitpoints
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Stat Decreasing °l||l°
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"Will temporarily lower the target's defence level by 10%"
This effect is similar to the Defence Prayers, the effect won't affect their ability to wield armour but it will effect how much damage they take. However, this is a personal effect and the new coding will only take place between the target and the spell caster, anyone else in combat with the target will fight as normal.
°l||l° Mountain Beacon: Blitz and Barrage °l||l°
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Tar Blitz (Level 77)
¤ Runes: 2 Death, 2 Blood, 2 Earth and 2 Water
¤ Max hit: 24
¤ Effect: Will damage the target's energy (and hitpoints) whilst replenishing yours
Lava Blitz (Level 79)
¤ Runes: 2 Death, 2 Blood, 2 Fire and 2 Earth
¤ Max Hit: 25
¤ Effect: Chance of burning the target; a form of very strong poison damage burn)
Bark Blitz (Level 83)
¤ Runes: 2 Death, 2 Blood, 2 Earth and 2 Nature
¤ Max Hit: 26
¤ Effect: Will decreases the total damage dealt by the target's next attack by one sixth
Flesh Blitz (Level 84)
¤ Runes: 2 Death, 2 Blood, 2 Body and 2 Soul
¤ Max Hit: 26
¤ Effect: Will damage the target's prayer points by a fifth of the damage dealt to the hitpoints
Tar Barrage (Level 89)
¤ Runes: 4 Death, 2 Blood, 4 Earth and 4 Water
¤ Max Hit: 28
¤ Effect: Will damage the target's energy (and hitpoints) whilst replenishing yours
Lava Barrage (Level 91)
¤ Runes: 4 Death, 2 Blood, 4 Fire and 4 Earth
¤ Max Hit: 29
¤ Effect: Chance of burning the target; a form of very strong poison (12 damage burn)
Bark Barrage (Level 95)
¤ Runes: 4 Death, 2 Blood, 4 Earth and 3 Nature
¤ Max Hit: 30
¤ Effect: Will decrease the total damage dealt by the target's next attack by one sixth
Flesh Barrage (Level 96)
¤ Runes: 4 Death, 2 Blood, 3 Body and 3 Soul
¤ Max Hit: 30
¤ Effect: Will damage the target's prayer points by a fifth of the damage dealt to the hitpoints
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° The End Begins °l||l°
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Three pillars illuminate the skies, each beacon shaking immensely. Two fleshes emanate from each crystal, pulses of light that expand outward from the central point. The first pulse brings darkness that covers the ground in a circle that covers around 200 yards, turning the ground in its wake. The second pulse brings an image of the shadow realm; more explanation in the aftermath.
Azzanadra appears in a wisp of purple smoke. He turns to you and speaks words of praise and victory. The moment is short lived; Azzanadra suddenly falls back, writhing in pain and shivering violently. You run towards him and upon placing a hand on his shoulder your vision suddenly vanishes in a flash of light. You slowly regain your ability to see with blurs of colour becoming more focused.
You find yourself standing accompanied only by the crippled Azzanadra. He looks up and asks you to call the brethren; you notice that your compass is spinning uncontrollably. You then realise that the white ground is in fact snow and, running to the edge of a towering cliff, you look out over the horizon; nothing thats apparently habitable or recognisable. Voices echo in your head, blaming you for Azzanadr*s illness; that youve come to bring about their demise when Azzanadra rises beside you. Answering an unheard question he turns to you he asks Will you join with the Mahjarrat [our first human warrior since the rebellion] or do you fight for another supremacy?
Ready your arms brother; my sword is ready!
You have an eager soul; your will benefit the brethren greatly.
My allegiance is to another my friend; I cannot walk this path.
He will grant you life for your deeds; do not, however, expect it a good one!
We shall meet again; until this day my answer will remain my own
A war is upon us, you must see this; but this war will effect us all, you cannot remain passive.
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
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"You will face many dangers, though none compare to the Vampire and Vampyres of Mort Myre; and your blood supply is limited child. Maybe you should seek the inventor who resides in Southern Misthalian, Draynor in your tongue, he has invented a machine which replicates blood - something he invented for medical industry, but maybe you could fashion a weapon?"
Requirements:
Minimum of 62 Herblore
Minimum of 68 Crafting
Completed the Animal Magnetism quest
Completed the Vampire Slayer quest
The Professor's laboratory has had a bit of a makeover since you were last there, large pipes and whirring machinery everywhere and eerie red stains on the floor and walls; but maybe instead of jumping to conclusions you should talk to him. He explains that he has created a machine that has the ability to replicate blood from even the smallest samples; "It will revolutionise the medical industry... imagine being low on health and you can just give your self a pin-prod and you'll be back up to standards".
You however argue that your health doesn't rely on your blood supply, but refusing to see sense he continues with his plans and with a classical "Elemental Workshop" style task you have to finish the machine, with the small addition of having to roam Count Draynor's coffin for a blood sample and then having to visit to poison salesman for a special poison that only harms the undead; then when the Professor's back is turned you should spike the invention (luckily the poison doesn't effect the living so if the Professor tests the blood he won't die )
You can then fill vial after vial with the spiked blood which can then be used as a ranged weapon or kept in the inventory; one can throw it at the undead without having to convince them to take a drink, but keeping it in the inventory works but it may arouse suspicion.
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Marsh Beacon: Four Keys °l||l°
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Name: Xercus
Race: Alpha Werewolf
Combat Level: 365
Number of Hitpoints: 295
Location: Castle Drakan
100% drop: Giant Wolf Bones (950 Prayer EXP) and the Bone Diamond
Effect: Will add onto your Prayer points an eighth of the damage dealt
Weakness: Silver
Examine Info: Held captive for millennia, I hope he doesnt have a temper.
Name: Derohk
Race: Ash Dragon
Combat Level: 298
Number of Hitpoints: 250
Location: Summoned, whilst Skulled, in Level 20+ Wilderness
100% drop: Fragile Dragon Bones (950 Prayer EXP) and the Ash Diamond
Effect: Will temporarily lower the target's Defence level
Weakness: Fire Attacks
Examine Info: I see guts and vital organs, and what appears to be someones hand.
Name: Yantos
Race: Sandworm
Combat Level: N/A
Number of Hitpoints: N/A
Location: Kharidian Desert, the Menaphos side of the river.
100% drop: Slashed Remains (950 Prayer EXP) and the Sand Diamond
Effect: Chance of petrifying the foe for a set amount of time
Weakness: Specialist Equipment, Smash and Crush attacks
Examine Info: Ummmm wheres its head wheres its tail?
Name: Neurosha
Race: Child-Demon
Combat Level: Unknown
Number of Hitpoints: Unknown
Location: The Void
100% drop: The Stone Diamond
Effect: Will deactivate the opponents prayer and disable it for a set amount of time
Weakness: Various
Examine Info: Various
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Marsh Beacon: Beacon of Light °l||l°
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"Light is rare in Mort Myre and since you defeated Xercus in an attempt at claiming the Bone Diamond some of the shadows were removed from the eternal night, but it is still too weak for the obelisks to power up. Somehow you must get more light into the marsh and power the beacon before Drakan catches wind of your coming."
Requirements:
Minimum of 68 Range
Minimum of 73 Strength
Minimum of 69 Agility
Collected the four Marsh Keys
Around Castle Drakan is a large wall, you've been along this before when looking for a good grappling spot during your fight with Xercus and when you first saw the Drakan family. Positioned around this wall are four extinguished spotlights that point directly into the darkness atop Castle Drakan; and you must place a Key in each of these but the beacon remains dormant, where your toils for nothing?
However, if you look closely you will see four weak strands of light protruding from the top of the spotlights, and if you select the spotlight you will get a similar pop-up to those in the Temple of Light quest and here's a challenge that equals the Temple of Light in difficulty but because there are more monsters and less mirrors so you need to be more wary of monsters than where the light is going; though you need to worry about that too .
Each of the spotlights must be reflected to the rooftop then into the spire from which Xercus was chained; and when all four beams are being channelled the spotlights will light up and the beacon cutscene will begin.
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Ancient Spellbook °l||l°
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A note on the Ancient Spellbook; after the Quest it will look a lot different.
When the Ancient Spellbook is selected the Magic Panel will be divided into four quarters by thin grey engraved lines, each section titled by small grey letters (from left to right, top to bottom); Desert, Marsh, Mountain and Teleports. Apart from Teleports, which is ordered by level only, the other sections are ordered, from the left to right, by spell type; for example Smoke, Shadow, Blood and Ice, and going down Rush, Burst, Blitz and Barrage.
This should give the spellbook a bit of order and should help you pick out the correct spell.
°l||l° Marsh Beacon: Rush and Burst °l||l°
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Ash Rush (Level 51)
¤ Runes: 2 Chaos, 2 Death, 1 Fire and 1 Nature
¤ Max Hit: 15
¤ Effect: Will temporarily lower the target's defence level by 10%
Sand Rush (Level 54)
¤ Runes: 2 Chaos, 2 Death and 1 Earth
¤ Max Hit: 16
¤ Effect: Chance of petrifying the foe for 5 seconds
Stone Rush (Level 57)
¤ Runes: 2 Chaos, 2 Death and 2 Earth
¤ Max Hit: 17
¤ Effect: Will deactivate the opponents prayer and disable it for 3 seconds
Bone Rush (Level 61)
¤ Runes: 2 Chaos, 2 Death and 2 body
¤ Max Hit: 19
¤ Effect: Will add onto your prayer points an eighth of the damage dealt
Ash Burst (Level 63)
¤ Runes: 4 Chaos, 2 Death, 2 Fire and 2 Nature
¤ Max Hit: 19
¤ Effect: Will temporarily lower the target's defence level by 10%
Sand Burst (Level 66)
¤ Runes: 4 Chaos, 2 Death and 2 Earth
¤ Max Hit: 20
¤ Effect: Chance of petrifying the foe for 10 seconds
Stone Burst (Level 69)
¤ Runes: 4 Chaos, 2 Death and 4 Earth
¤ Max Hit: 21
¤ Effect: Will deactivate the opponents prayer and disable it for 5 seconds
Bone Burst (Level 73)
¤ Runes: 4 Chaos, 2 Death and 3 Body
¤ Max Hit: 23
¤ Effect: Will add onto your prayer points an eighth of the damage dealt
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Petrifying °l||l°
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To petrify is to turn someone to stone; quite literally you lose the ability to do anything though you will retain your ability to converse. Being petrified has a visual effect as well as the player just being inanimate... their entire body will become as grey as stone in a neutral position (they will default to a normal pose before petrifying.
There is no cure for being a stone, but there is a prevention. If you where the Ring of Stone this stone effect will have no use on you... no matter how many times they cast it at you, you will never become a rock (thats your job ).
°l||l° Marsh Beacon: Blitz and Barrage °l||l°
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Ash Blitz (Level 75)
¤ Runes: 2 Death, 2 Blood, 2 Fire and 2 Nature
¤ Max Hit: 23
¤ Effect: Will temporarily lower the target's defence level by 10%
Sand Blitz (Level 78)
¤ Runes: 2 Death, 2 Blood, 2 Earth
¤ Max hit: 24
¤ Effect: Chance of petrifying the foe for 10 seconds
Stone Blitz (Level 81)
¤ Runes: 2 Death, 2 Blood and 4 Earth
¤ Max Hit: 25
¤ Effect: Will deactivate the opponents prayer and disable it for 5 seconds
Bone Blitz (Level 85)
¤ Runes: 2 Death, 2 Blood and 3 Body
¤ Max Hit: 27
¤ Effect: Will add onto your prayer points an eighth of the damage dealt
Ash Barrage (Level 87)
¤ Runes: 4 Death, 2 Blood, 4 Fire and 3 Nature
¤ Max Hit: 27
¤ Effect: Will temporarily lower the target's defence level by 10%
Sand Barrage (Level 90)
¤ Runes: 4 Death, 2 Blood and 4 Earth
¤ Max Hit: 28
¤ Effect: Chance of petrifying the foe for 15 seconds
Stone Barrage (Level 93)
¤ Runes: 4 Death, 2 Blood and 6 Earth
¤ Max Hit: 29
¤ Effect: Will deactivate the opponents prayer and disable it for 7 seconds
Bone Barrage (Level 97)
¤ Runes: 4 Death, 2 Blood and 4 Body
¤ Max Hit: 31
¤ Effect: Will add onto your prayer points an eighth of the damage dealt
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Mountain Beacon: The Rise of Six °l||l°
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"Years ago a puppet of His will made a pact with six powerful warriors. These chosen six grew powerful in their chosen traits, their powers greater than that of any other hero to walk the plains of RuneScape. They fell victim to their greed and their oath to my Lord began. You must now gain their trust and take upon yourself their oath for should they aid you to victory they can finally rest, untainted."
Requirements:
¤ Minimum of 59 Prayer
¤ Completed the Barrows Minigame at least once
¤ Completed the Garden of Tranquillity
The Ring of Charos only works on the weak minded, but the tainted spirits of the fallen six are too concerned with their own affairs to worry about small voices in their mind; so bring the Ring of Charos - you may complete this section of the quest regardless of how many Mountain Keys you have collected.
When you enter the Barrows the brother you challenge will be hostile towards you fearing your task is to loot their possessions again, but Azzanadra well cast a shield around you; a faint purple glow around your figure and the brother you face will fall silent. A cutscene will begin where you are pushed into the central chamber, the five remaining brothers drawing around you in a circle.
They will accuse you as a phoney and try within their power to overcome the shield protecting you but you remain unscathed. The brothers will deny your offer to free their souls in return for their service, and you leave heavy hearted; moral crushed.
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Mountain Beacon: Four Keys °l||l°
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Name: Ramesh
Race: Tar Beast
Combat Level: 289
Number of Hitpoints: 300
Location: Dorgesh-Kaan
100% drop: The Tar Diamond
Effect: Chance of blinding the target for set amount of time, this renders the target useless
Weakness: Ice Spells and Fire Spells
Examine Info: Sticky? Thats a blooming mess!
Name: Zenerka
Race: TzHaar
Combat Level: 150
Number of Hitpoints: 162
Location: Karimja Volcano
100% drop: Charred Bones (950 Prayer EXP) and the Lava Diamond
Effect: Chance of burning the target; a form of very strong poison that cannot be treated
Weakness: Ice Spells and Water Spells
Examine Info: Woah shes hot!
Name: Colossus
Race: Ancient Ent
Combat Level: N/A
Number of Hitpoints: 856
Location: Seren's Homeworld
100% drop: Tainted Loges (950 Prayer EXP) and the Bark Crystal
Effect: Will decreases the total damage dealt by the target's next attack by one sixth
Weakness: Fire Spells/Arrows, Slash Attacks and Stab/Impale Attacks.
Examine Info: Up there is what Im trying to kill, if Im lucky a Glider might bring it down
Name: Count Drakan
Race: Vampyre
Combat Level: N/A
Number of Hitpoints: Various
Location: Castle Drakan
100% drop: Drakans Corpse (950 Prayer EXP) and the Flesh Diamond
Effect: Will damage the target's prayer points by a fifth of the damage dealt to the hitpoints
Weakness: None
Examine Info: Various
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Mountain Beacon: Iban °l||l°
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
"You've met Iban before, he stood guard in the passage between the land of Elves and Humans; but you slaughtered him in combat and he ran to his father in hope of redemption. The Pretender granted him a second chance and Iban took it baldly, standing guard once more but at the Mountain Beacon. For this task you won't need Magic or Mirrors, but wits and general brawn against a stubborn foe"
Requirements:
¤ Minimum of 69 Slayer
¤ Minimum of 70 Agility
¤ Minimum of 70 Hitpoints
¤ Minimum of 70 Range
¤ Minimum of 70 Strength
¤ Gained entrance to the God Wars Dungeon
By now you WILL have the four Mountain Keys. Now you must face the God Wars Dungeon in a single bound; private-like, away from other players. After you have a key in the first Obelisk and one of the commanders lay dead (recommend Saradomin, explained later), the six Brothers will appear for you, a "change of heart". The brothers will aid in your fight and unless you have 83 Slayer will be the only ones who can fight the Spiritual Warriors.
One of the brothers, depending on the skill, will join you in each Godly Chambers, apart from Saradomin's Prairie; there is a deeper meaning - the Brothers formerly served Saradomin, so aside from their lack of Agility skills they fear his retribution. Each brother will share their set-effect with you, so it may be wise to keep Guthan alive. Once all four keys are in their Obelisks the large frozen gate will defrost and a black portal will open.
Go through [alone] and youll see the Beacon, ascend the stairs and you'll find a throne, upon it lays a skeleton. Examine the corpse and it will animate and slowly walk towards you, eerily gaining its flesh and muscle as bits fly, lashing at its body... the beast is not the Iban you recognise, but the true son of Zamorak in the appearance that was concealed by magic in your previous battle; victory is key.
*´¨)
¸.°´¸.°*´¨) ¸.°*¨)
(¸.°´ (¸.°´°.¸¸.°´¯`°._.°
°l||l° Burn °l||l°
¯¯¯¯¯¯¯¯¯¯¯
Zenerk*'s ability to burn is shared by most fire-based creatures, especially the Dragon. Burn is basically poison times two (in terms of power). The Anti-Burn Potion is a thick, murky blue drink that will heal you of Burn and protect you for a limited amount of time.
Anti-Burn (Level 52 Herblore)
¤ Kwuarm
¤ Crushed Blue Dragon Scales
Super Anti-Burn (Level 69 Herblore)
¤ Lantadyme
¤ Crushed Black Dragon Scales
°l||l° Mountain Beacon: Rush and Burst °l||l°
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Tar Rush (Level 53)
¤ Runes: 2 Chaos, 2 Death, 1 Earth and 1 Water
¤ Max Hit: 16
¤ Effect: Will damage the target's energy (and hitpoints) whilst replenishing yours
Lava Rush (Level 55)
¤ Runes: 2 Chaos, 2 Death, 1 Fire and 1 Earth
¤ Max Hit: 17
¤ Effect: Chance of burning the target; a form of very strong poison (4 damage burn)
Bark Rush (Level 59)
¤ Runes: 2 Chaos, 2 Death, 1 Earth and 1 Nature
¤ Max Hit: 18
¤ Effect: Will decreases the total damage dealt by the target's next attack by one sixth
Flesh Rush (Level 60)
¤ Runes: 2 Chaos, 2 Death, 1 Body and 1 Soul
¤ Max Hit: 18
¤ Effect: Will damage the target's prayer points by a fifth of the damage dealt to the hitpoints
Tar Burst (Level 65)
¤ Runes: 4 Chaos, 2 Death, 2 Earth and 2 Water
¤ Max Hit: 20
¤ Effect: Will damage the target's energy (and hitpoints) whilst replenishing yours
Lava Burst (Level 67)
¤ Runes: 4 Chaos, 2 Death, 2 Fire and 2 Earth
¤ Max Hit: 21
¤ Effect: Chance of burning the target; a form of very strong poison damage burn)
Bark Burst (Level 71)
¤ Runes: 4 Chaos, 2 Death, 2 Earth and 2 Nature
¤ Max Hit: 22
¤ Effect: Will decreases the total damage dealt by the target's next attack by one sixth
Flesh Burst (Level 72)
¤ Runes: 4 Chaos, 2 Death, 2 Body and 2 Soul
¤ Max Hit: 22
¤ Effect: Will damage the target's prayer points by a fifth of the damage dealt to the hitpoints
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°l||l° Stat Decreasing °l||l°
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"Will temporarily lower the target's defence level by 10%"
This effect is similar to the Defence Prayers, the effect won't affect their ability to wield armour but it will effect how much damage they take. However, this is a personal effect and the new coding will only take place between the target and the spell caster, anyone else in combat with the target will fight as normal.
°l||l° Mountain Beacon: Blitz and Barrage °l||l°
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Tar Blitz (Level 77)
¤ Runes: 2 Death, 2 Blood, 2 Earth and 2 Water
¤ Max hit: 24
¤ Effect: Will damage the target's energy (and hitpoints) whilst replenishing yours
Lava Blitz (Level 79)
¤ Runes: 2 Death, 2 Blood, 2 Fire and 2 Earth
¤ Max Hit: 25
¤ Effect: Chance of burning the target; a form of very strong poison damage burn)
Bark Blitz (Level 83)
¤ Runes: 2 Death, 2 Blood, 2 Earth and 2 Nature
¤ Max Hit: 26
¤ Effect: Will decreases the total damage dealt by the target's next attack by one sixth
Flesh Blitz (Level 84)
¤ Runes: 2 Death, 2 Blood, 2 Body and 2 Soul
¤ Max Hit: 26
¤ Effect: Will damage the target's prayer points by a fifth of the damage dealt to the hitpoints
Tar Barrage (Level 89)
¤ Runes: 4 Death, 2 Blood, 4 Earth and 4 Water
¤ Max Hit: 28
¤ Effect: Will damage the target's energy (and hitpoints) whilst replenishing yours
Lava Barrage (Level 91)
¤ Runes: 4 Death, 2 Blood, 4 Fire and 4 Earth
¤ Max Hit: 29
¤ Effect: Chance of burning the target; a form of very strong poison (12 damage burn)
Bark Barrage (Level 95)
¤ Runes: 4 Death, 2 Blood, 4 Earth and 3 Nature
¤ Max Hit: 30
¤ Effect: Will decrease the total damage dealt by the target's next attack by one sixth
Flesh Barrage (Level 96)
¤ Runes: 4 Death, 2 Blood, 3 Body and 3 Soul
¤ Max Hit: 30
¤ Effect: Will damage the target's prayer points by a fifth of the damage dealt to the hitpoints
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°l||l° The End Begins °l||l°
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Three pillars illuminate the skies, each beacon shaking immensely. Two fleshes emanate from each crystal, pulses of light that expand outward from the central point. The first pulse brings darkness that covers the ground in a circle that covers around 200 yards, turning the ground in its wake. The second pulse brings an image of the shadow realm; more explanation in the aftermath.
Azzanadra appears in a wisp of purple smoke. He turns to you and speaks words of praise and victory. The moment is short lived; Azzanadra suddenly falls back, writhing in pain and shivering violently. You run towards him and upon placing a hand on his shoulder your vision suddenly vanishes in a flash of light. You slowly regain your ability to see with blurs of colour becoming more focused.
You find yourself standing accompanied only by the crippled Azzanadra. He looks up and asks you to call the brethren; you notice that your compass is spinning uncontrollably. You then realise that the white ground is in fact snow and, running to the edge of a towering cliff, you look out over the horizon; nothing thats apparently habitable or recognisable. Voices echo in your head, blaming you for Azzanadr*s illness; that youve come to bring about their demise when Azzanadra rises beside you. Answering an unheard question he turns to you he asks Will you join with the Mahjarrat [our first human warrior since the rebellion] or do you fight for another supremacy?
Ready your arms brother; my sword is ready!
You have an eager soul; your will benefit the brethren greatly.
My allegiance is to another my friend; I cannot walk this path.
He will grant you life for your deeds; do not, however, expect it a good one!
We shall meet again; until this day my answer will remain my own
A war is upon us, you must see this; but this war will effect us all, you cannot remain passive.
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Re: Homecoming Apocalypse: The Original
°l||l° Aftermath °l||l°
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The Shadow Lands where brought by the second pulse of light...
The Desert Beacon is now a marshy plain, large green puddles and creepers mass over this Shadow Land. Residing inside are terrifying creations that can walk beyond the Shadow Land; being visible inside but only seen outside when wearing the ring of visibility. The Beacon looks more like an ancient Aztec temple that has been claimed back by nature, the Crystal (like on all three) remains suspended in place)
The Marsh Beacon appears struck by a meteor, the ground billowing out around the Beacon which stands ruined in the centre of the huge crater; the contents filling the entire Shadow Land which formally included the Graveyard. Held by magic the rocks and rubble make a barrier around the edges of Mort Myre; this debris does not have the same effect inside the Sanguetti Region. The ground resembles that of TzHaar with lava spewing through the cracks.
The Mountain Beacon remains snow and ice, Ibans Fortress looking like it was carved directly into a giant glacier. The God Wars Dungeons only devastation is the thawing of more of its gloomy residents. Ibans fortress is no longer accessible on foot but you can melt an entrance at any point, but the guards cannot help you inside this Shadow Land and magic cannot breach its icy barrier; only enter under extreme circumstances.
Other changes;
¤ The Barrow Brothers are no longer tainted spirits, but you may still fight their cleansed souls.
¤ Each Beacons Crystal acts as a portal to the Gods Guild, there is no other means of access.
* Whatever the outcome of the quest Azzanadra will name you Key Guardian of the keys; even if you state your allegiance to another god (more information in the Weapon Augments section).
¤ Countless Cursed wander the lands of Gielinor; they flicker in and out of reality but can always be seen with the ring of visibility.
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The Shadow Lands where brought by the second pulse of light...
The Desert Beacon is now a marshy plain, large green puddles and creepers mass over this Shadow Land. Residing inside are terrifying creations that can walk beyond the Shadow Land; being visible inside but only seen outside when wearing the ring of visibility. The Beacon looks more like an ancient Aztec temple that has been claimed back by nature, the Crystal (like on all three) remains suspended in place)
The Marsh Beacon appears struck by a meteor, the ground billowing out around the Beacon which stands ruined in the centre of the huge crater; the contents filling the entire Shadow Land which formally included the Graveyard. Held by magic the rocks and rubble make a barrier around the edges of Mort Myre; this debris does not have the same effect inside the Sanguetti Region. The ground resembles that of TzHaar with lava spewing through the cracks.
The Mountain Beacon remains snow and ice, Ibans Fortress looking like it was carved directly into a giant glacier. The God Wars Dungeons only devastation is the thawing of more of its gloomy residents. Ibans fortress is no longer accessible on foot but you can melt an entrance at any point, but the guards cannot help you inside this Shadow Land and magic cannot breach its icy barrier; only enter under extreme circumstances.
Other changes;
¤ The Barrow Brothers are no longer tainted spirits, but you may still fight their cleansed souls.
¤ Each Beacons Crystal acts as a portal to the Gods Guild, there is no other means of access.
* Whatever the outcome of the quest Azzanadra will name you Key Guardian of the keys; even if you state your allegiance to another god (more information in the Weapon Augments section).
¤ Countless Cursed wander the lands of Gielinor; they flicker in and out of reality but can always be seen with the ring of visibility.
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- The remains of this post has been entirely discontinued from the quest.:
°l||l° Gods Guild: The World Gate °l||l°
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At several points in the Guild will be large cyan spheres or which ever shape the planet in question is. Each sphere has its world map etched into the blue surface, darker areas indicating the land and the light representing the oceans. Uninhabitable areas are shown as black, for obvious reasons if you should read on. The World Gates we have are Gielinor and its doppelganger ScapeRune; Freneskae the homeworld of the elves; Yu'biusk and a few other spheres that are just too out of sight to make out.
Apart from Gielinor which is separated solely into inhabitable and habitable areas the other World Gates are quite different. ScapeRunes World Gate is unstable, shaking uncontrollably pulling itself in then expanding rapidly; the World Gate has therefore been sealed off for the safety of those in the Gods Guild; Freneskae is literally burning - large flames erupting randomly from various locations then extinguishing themselves - the only accessible area is the forest that has a large cyan glow emanating from its edges, like country boundaries. These boundaries also outline the various places on Gielinors Gate.
Now what I mean by accessible? To use a World Gate you must get close enough to touch it and this is what you do, select the cyan-outlined area you wish to visit and a small cutscene will activate. The camera zooms in on the player and you watch as their hand outstretches. The sphere then spins until the chosen location is directly inline with the hand. The player presses their hand to the outlined location, a cyan rush of colour engulfing them from their hand to their toes before they glow brightly and vanish. The cyan figure then appears with a flash at a random area within your chosen location and, like a cocoon is breaking around you, hundreds of tiny cyan shards fly in all directions leaving your character standing.
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°l||l° Gods Guild: Weapon Augments °l||l°
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Once the twelve Keys have been used and the Beacons active you gain access to a sub-quest, it's only available after Homecoming Apocalypse quest is completed. In this subsection you collect the twelve keys thus protecting them from being turned by another and reinstating the force that contained the shadows. Since you proved to be a worthy warrior, by defeating all twelve of the ancient beings that were chosen by Zamorak to protect the Keys, Azzanadra sees it fit for you to be the new keeper, allowing you to claim each from its obelisk.
To make this mini-quest a more difficult therell be a small challenge of having to scale the obelisks, spiked boots and a grapple may be useful, then cracking the four semi-complicated locking systems holding each Key in place before you lose grip; each Obelisk has a different grip time based on the power of the Diamond.
Weapon Augments can be placed with any Dragon Weapon (that arent effected by existing enhancements such as poison), all non-chain* Two-Handed Weapons (excluding equipment with existing effects like the Barrow Sets), and all bows made from Yew Logs or better. These augments give the weaponry they are placed upon the same effect as the spell would have in the Ancient Spellbook but at the sacrifice of a few Bonus Stats; examples are the Dragon Dagger (Ice), BarrelChest Anchor (Stone), or the Dark Bow (Lava).
Only Azzanadra can remove Augments from your weapon once attached, and you may only attach one at once, this will cost around 500k - so make your choice wisely before you use the weapon and the Diamond together. Note that the weapons may look slightly different after, an example would be for Dragon Dagger (Ice) is to have a faint frosty mist coming off a slightly frozen blade. ALL Augmented weaponry is non-tradable.
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°l||l° Gods Guild: Personalities °l||l°
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°l||l° Gods Guild: The Coliseum °l||l°
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The Coliseum is a fantastic new minigame designed to test your skills with a bow or blade and your ability to cope when put under an extreme circumstance; and what circumstance is greater than anothers life? The minigame was constructed by the TzHaar, and in many aspects it resembles the Fight Cave. So if you want to test yourself against the Coliseum you will need to first locate it within the guild; it sits atop one of the largest mounds and possibly nearby to the sacred mother, Ceh-Mari. The Coliseum is huge, large enough that you can see other pairs fighting for their prize while you fight for yours; the stands will have the many creatures of the guild.
Its all about teamwork, and to make this obvious you are bound to another player by a chord that will allow you movement of up to two squares from each other. However, depending on which tournament you enter will depend on your ally. The two types of tournament are Skirmish and Ranked. In ranked you will be paired up with a random player in waiting and the rewards for your toil will be much greater. On Skirmish you will chose your ally but the rewards will be fewer.
Now, this challenge it is a fight of many waves, each wave consisting of a random race lead by its champion; similar to the fight cave but from all sides. The targets are private - they cannot be attacked by other contender-pairs. Now the tricky bit, should one of your duo fall you both fail; the minigame is safe so nothing is lost but you lose your progress and will need to start again. You can use food upon each other at any stage should you feel the need, no trading required. Nothing is provided by the minigame but all dropped ammunition will be returned to you upon leaving the arena, victorious or not. The final opponent will be similar to Jad in skill, but theres two of you
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°l||l° Gods Guild: Dragon Stores °l||l°
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All prices would by 5% lower than their current street price, now we have the Grand Exchange calculating it so well.
Dragon Melee Attires
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Dragon 2h Sword
Dragon Battleaxe
Dragon Dagger
Dragon Halberd
Dragon Hatchet
Dragon Longsword
Dragon Mace
Dragon Scimitar
Dragon Boots
Dragon Chainbody
Dragon Gloves
Dragon Full Helm
Dragon Med Helm
Dragon Platelegs
Dragon Plateskirt
Dragon Claws (60 Attack to wield) - inital price: 450,00gp
The Flayed Ones in the Warhammer 40k Necron series have very similar claws; each blade is long and curved and equip with large jagged teeth. Unlike their predecessors the Dragon Claws resemble more to a pair of gloves in that the cover the hole hand and a small amount of the lower arm, rather than just held in hand.
Dragon Archery Attires
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Blue Dhide Body
Blue Dhide Chaps
Blue Dhide Vambraces
Red Dhide Body
Red Dhide Chaps
Red Dhide Vambraces
Black Dhide Body
Black Dhide Chaps
Black Dhide Vambraces
Dragon Arrows
Dark Bow
Dragon Dart
Crystal Plate (requires 80 Defence and 60 Agility)
This is a strange piece of armour as it has the appearance of a second skin until your combat choice is chosen. When you wield a weapon the armour will determine which bonus stats to adapt and what to look like. Melee looks like an elegant set of plater armour and Range looks like an archer (complete with quiver on the back)... magic is unfortunately excluded.
Crystal Body - inital price: 990,000gp
Crystal Legs - inital price: 900,000gp
Crystal Visor - inital price: 670,000gp
Dark Crossbow: 590,00gp (60 Range to wield)
The Limps have an appearance similar to a set of dragon wings (as if ripped directly from a Red Baby Dragon). The stock is like the lower forearm and claw of a dragon, large scales protruding upwards as the track for the bolts, the bolts themselves are fired through the index and middle finger of the clawed opening.
Dragon Magic Attires
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Prices are inital prices.
Draconic Staffs require 65 Magic and 40 Attack to wield. They appear twisted, cut from ancient trees; knots protruding at points. At the tip of the staff is what looks like a dragon claw clasped around the various coloured orbs. Draconic Staffs have a chance of either halving the Rune requirements of the chosen spell or casting the spell twice upon the target. All Draconic Staffs have the following bonuses;
Attack Bonuses - Stab +15; Slash -1; Crush +70; Magic +20; Range +0,
Defence Bonuses - Stab +5; Slash +3; Crush +7; Magic +20; Range: +0,
Other Bonuses - Strength +70, Prayer +0, Weight 2kg.
Draconic Air, Earth, Fire and Water Staffs - 550,000gp
Draconic Lava, Mud and Steam Staffs - 900,000gp
Outside the guild they may be obtained by paying Zaff (Staff Salesman) or Brimstal (Tree Gnome Magician) 0.75mil to attach Draconic Visage to a Mystic Staff or by attaching it yourself; requires 90 RuneCrafting.
All Dragon Robes require 75 Magic and 50 Defence to wear. The robes are very similar to Mystic Robes, a combination of White and Gold, Black and Red. However, slightly different to the Mystic Robes, Dragon Robes look slashed and torn with large laces of the fabric hanging between shoulders. The Robe Top would fall below the Bottoms to give it a more elegant look and the Hat would look similar to those worn at the Watchtower. The sets come in Black and White, prices are the same.
Dragon Robe - 700,000gp
Dragon Bottom - 500,000gp
Dragon Hat - 450,000gp
Dragon Boots - 250,000gp
Dragon Gloves - 250,000gp
The Set Bonus for the Dragon Robes are:
Attack Bonuses - Stab +0; Slash +0; Crush +0; Magic +55; Range -18,
Defence Bonuses - Stab +78; Slash +61; Crush +90; Magic +38; Range: +0,
Other Bonuses - Strength +00, Prayer +0.
There is a Rune Store where the various Rune Stones are sold a fraction of the Specialist Shop Price, this store includes Combination Runes and Astral Runes!
Obsidian Attires
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TzHaar-Kot-Teh (Obsidian Cape)* - 315,000gp
TokTz-Xil-Ek (Obsidian Knife) - 33,000gp
TzHaar-Ket-Em (Obsidian Mace) - 165,000gp
TzHaar-Ket-Om (Obsidian Maul) - 220,000gp
TokTz-Xil-Ul (Obsidian Rings) - 3,850gp
TokTz-Ket-Xil (Obsidian Shield) - 264,000gp
TokTz-Mej-Tal (Obsidian Staff) - 330,000gp
TokTz-Xil-Ak (Obsidian Sword) - 110,000gp
* name created using a translator; the translator includes some fictional words.
TokTz-Pel-Ak (Obsidian Chain-Dagger) - 450,000gp
Like the Blades of Athena from Sonys God of War 2 the Chain-Dagger comes in a pair and are swung around then hurled at the foe. They have a 1-box distance ability like the halberd. The Blades can deal 3000 damage before they over-heat (30 minute cool-down time).
TokTz-Xil-Ca (Obsidian Vambraces) - 250,000gp
The Vambraces are singular and are worn around the whole of the right lower arm and count as a weapon. The Vambraces have a semi-unlimited supply of Obsidian Arrows, they cannot fire anything else; by semi-unlimited they can fire 2500 arrows before it over-heats (30 minute cool-down time). The player merely needs to raise their hand an aim - they look as if youre wearing the wrist of a TzHaarian, with it slowly fading into skin.
TokTz-Mej-Ca (Obsidian Gauntlets) - 390,000gp
The Gauntlets look similar to the fist of a TzHaarian with the rock slowly fading into skin. They have an semi-unlimited supply of Fire and Earth runes like the Lava Staff, what I mean is each Rune has a supply of 1500 before they over-heat (30 minute cool-down time). Like the Vambraces you need to point and aim.
The following looks like you are wearing a piece of the TzHaarian.
TzKot-Kot-Re (Obsidian Platebody) - 900,000gp
TzKot-Kot-Lot (Obsidian Platelegs) - 780,00gp
TokTz-Xil-Re (Obsidian Body) - 600,000gp
TokTz-Xil-Lot (Obsidian Chaps) - 500,000gp
MejHaar-Teh-Re (Obsidian Robe Top) - 400,00gp
MejHaar-Teh-Lot (Obsidian Robe Bottoms) - 360,000gp
Bandos' Army Attires
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This post was lost in the Forum Spam of December 12th, I shall recreate it at a later date.
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Last edited by 3mptylord on Fri Mar 25, 2011 10:51 pm; edited 1 time in total
Re: Homecoming Apocalypse: The Original
°l||l° Xercus the Alpha Werewolf (Bone Diamond) °l||l°
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SMASHED! To discover this foe you must seek Azzanadra, he will place his hand upon your head and you will receive a vision of the past, of Count Drakan slaying werewolves in an unknown location thats it.
Requirements
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Minimum of 68 Smithing
Minimum of 68 Range
Minimum of 73 Strength
Minimum of 69 Agility
Completed Darkness of Hallowvale
Completed the Knight's Sword
Storyline
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When Zaros was impaled upon the Staff of Armydal his power managed to create a rift between the Shadow Realm and our own. Zaros wasnt the only being on Gielinor who had enough power to cause a rip, Xercus too had this ability to crate rifts in the dimensional fabric and this interested Count Drakan so dearly. Using Xercus, Count Drakan was able to create an eternal night about his home in Mort Myre; though it took precise planning to make sure the Shadows were the only thing to leak through. Which is why Xercus can be found suspended from a spire atop Castle Drakan.
Head to Canfis and converse with the werewolf, they are not easily spoken to and require a constant supply of meat to prevent them attack you in the process. You will learn of Xercus, his capture, how he is being held captive at Castle Drakan and that his only weakness is silver. So to kill Xercus you must be wearing armour made of Silver Plate! Silver plate is made from an alloy of a single Blurite and four Silver Ore. For the instructions on Silver Plate you must speak with Thurgo and for five redberry pies he weill hand over the blueprint.
Grapple from the castlewall and into the courtyard. Once inside you will be given an Avoid-the-Guards style task, you must make your way from ground level to the roof, but being caught isnt a joke; if caught the Vyrewatch will confiscate two items of food or prayer restore potions and you must restart the storey.
Arena
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The fight with Xercus takes place on the roof of the Castle Drakan, and once youve made it past the guards you must fight him. The best option for you is to use Magic, any other attack that causes physical objects to hit Xercus will free him from the spire on which he is suspended, however Magic isnt a very quick option and he can still use his distance attack to make it even more difficult.
The rooftop has no cover at once Xercus is released, the only cover prior being the spires which are ripped from the ground as Xercus breaks free; should he break free. So should you chose the Melee or Range option be sure to bring plenty of Prayer Potions or luck if you take the shortcut to the battle .
Biography
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Name: Xercus
Race: Alpha Werewolf
Combat Level: 365
Number of Hitpoints: 295
Location: Castle Drakan
100% drop: Giant Wolf Bones (950 Prayer EXP) and the Bone Diamond
Effect: Will add onto your Prayer points an eighth of the damage dealt
Weakness: Silver
Examine Info: Held captive for millennia, I hope he doesnt have a temper.
Xercus has a very powerful melee attack, powerful enough to kill the average player in very few hits. Every attack has the chance of activating the effect and lowering your stats. As well as his strong claws Xercus has a distance attack, where he howls with a terrifying pitch that causes the player to drop their weapon and writhe around the tower whilst clasping their ears; be sure to pick up your weapon once he stops. Xercus could do the long jump for Gielinor, he can jump from one end of the tower to the other so if you try and run he will keep up until you climb down.
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°l||l° Derohk the Ash Dragon (Ash Diamond) °l||l°
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Through the South-Western mirror is an image of the wilderness, a player runs across the span of screen with the appearance of one being chased. From the right a silhouette of a dragon slowly walks on, and then sinks into the ground with the classic sea monster feel.
Requirements
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Completed Dragon Slayer
Minimum of 73 Strength
Minimum of 75 Woodcutting (for an additional 10,000 Woodcutting EXP in the reward)
Storyline
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The Ash Dragon is one of Gielinors oldest, the move with incredible speed and have the ability to burrow; but its age has left it withered and no longer able to fly. What makes the Ash Dragon so dark compared to those that walk among the living; its that they only appears when summoned by someone marked by the skull.
To begin you must seek Oziach the famous dragon slayer. He will start with a story of his adventure with Elvrag and after a few minutes of trying and failing to but in, you point out that the story of Elvrag is yours her blood lays upon your shield. Oziach admits to a phobia hes burdened since childhood.
A cutscene illustrates the story, showing how he stumbled across a shrine, furious after a fight with a friend. Young Oziach discovered that the shrine was connected to four stone tablets, each lain 50 paces to the North, East, South and West. Young Oziach excavateed and unearths four small pillars and carved upon each was a small insignia of tree that stands ablaze. He retrieved the logs of the four trees illustrated and lit them upon each pillar, he ran to the central shrine and waited patiently as the fires in the distance one-by-one burnt out and a stream of ash and soot flew towards the centre shrine and slowly constructed a dragon as if made from clay. After a few seconds the ash became scales and the dragon reared. Oziach finishes his tale and asks that you would not tell anyone of his fraudulence.
Arena
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The battle with the Ash Dragon takes place in multi-combat wilderness on the small raised patch just south of Red Dragon Isle; though this is just a suggested location, the actually location can be anywhere within the wilderness as long as it remains multi-combat. Similar to young Oziach you must unearth the four pillars which have since been claimed by the undergrowth, and once clear you should be able to easier see the four trees that stand ablaze; Magic, Mahogany, Teak and Willow - should you cut the logs yourself you will receive bonus Woodcutting experience. Fetch the four logs and light them upon the pillars and each will burn out in the order of difficulty and the ash will form the Ash Dragon.
Note you do not need the Anti-Dragonfire Shield.
Biography
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Name: Derohk
Race: Ash Dragon
Combat Level: 298
Number of Hitpoints: 250
Location: Summoned, whilst Skulled, in Level 20+ Wilderness
100% drop: Fragile Dragon Bones (950 Prayer EXP) and the Ash Diamond
Effect: Will temporarily lower the target's Defence level
Weakness: Piercing, Fire and Water-based Attacks
Examine Info: I see guts and vital organs, and what appears to be someones hand.
Derohks attacks in a very similar to the Mithril Dragon, however it moves with greater speed and instead of fire it breaths ash which slows the player and has a chance of activating the effect. Instead of a magic attack, the Ash Dragon has the ability to regenerate health by submerging into the ground. It will remain submerged until it has gained 50% or it has been forced to surface by you lighting the trail of ash it leaves.
Ash Dragons may be summoned again, and again after the quest (in the same fashion). The Fragile Dragon Bone drop remains but will offer experience closer to dragon bones; its additional drop rivals that of the Mithril Dragon with the possibility of a new piece of dragon weaponry.
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°l||l° Yantos the Greater Sandworm (Sand Diamond) °l||l°
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Through the Western mirror is a sand-scape; as the viewing orb slowly rotates you catch a glimpse of the Ancient Pyramid to the right. In the ground you see ripples form and a long trails of sand billows along the ground and flicks off the edge of the screen.
Requirements
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Completed the Feud
Minimum of 67 Hunter
Minimum of 52 Agility
Sandworms
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I would hope that Lesser Sandworms be released prior to the quest. The Lesser Sandworm would have an average combat level of around 120 with hitpoints that average to about the same; they are very aggressive and wont ever back down.
There are two new items with this Slayer/Hunter creation, Exploding Stones and the Bucket Trap. Exploding Stones involves a pile of stones held by a very small piece of thick leather and coated in alcohol. All you need to do is light and throw, they explode on you after thirty seconds, so dont dawdle; alternately you can use a crush or smash attack weapon. The Bucket Trap is similar to the Bird Snare, the sandworm swims under and the bucket is emptied; though you could always throw the bucket manually. Both items can be purchased.
Basically a sand worm needs to be wet for the Exploding Stones to work; the damp sandworm will not be able to submerge in the sand, like a dolphin at sea, for about forty-five seconds - they have the ability to regain fifty-percent health when submerged!
Storyline
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Yantos is large and thats an understatement. Angered by the ruthless slaughter of his species, he began to wreck havoc on the town of Pollnivneach; starting with the odd ugthanki, whole live stocks then twelve of the local children. Cries for help appeared in the Varrock Times for a hero, will you offer you hand? Head to the Northern Kharidian Desert, South of the sandbank, should you accept.
Battle
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You dont need to find this arena, after defeating thirty sandworms, it will find you! Yantos will erupt from the ground and the screen blacks out. You regain consciousness in a tunnel with walls of sand, trapped within one of the walls is a child. Using a bucket of water and your bare fist you manage to free him and he will aid you find a way out of Yantos, for whom you are inside. You find a small hole into another chamber where another child yells out and he finds that the spot where he was held captive was weak. You set up a few Explosive Stones in Yantos sandy side and light each of them, activating a cutscene - you grab the boy under your arm and, in a running jump, you smash through the weakened side and roll onto the sand, the section blows up behind you the boy retreats after thanking you.
Each of Yantos eleven body sections are like this. To get back in you must do a running jump at the rear of his slithering body, the hole just recently exploded. Set up explosives and save the child by jumping off the hole you used to get in and each cinematic shows another piece of Yantos exploding. Yantos can, at any point, submerge into the sand and you will be forced to surface loosing all progress inside that section, whilst losing health; the child only survives by poetic license. Though Yantos cannot attack and you cannot directly attack him doesnt mean you dont need food, his Lesser counterparts will try to aid him.
Inside the layout is much different, the chamber is larger and the Sand Diamond is held like a brain on a pedestal within the head. From the walls sprout many tendrils that will lash out at you, destroying itself in the progress but there are many more. Plant the Explosive Stones, grab the diamond and the child then jump off the rear. The explosion in this cinematic is much larger and you are sent rolling, the diamond flying from your grip. Recover the diamond as the child runs.
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°l||l° Neurosha the Child-Demon (Stone Diamond) °l||l°
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Through the Northern Mirror at the Marsh Shrine is an image of nothing, just pure black. Slowly a creature with the appearance of a child, pure white in colour and emitting an eerie white glow, arm-in-arm with a crippled demon that you recognise to be the weakened Delrith you once faced. A flash of fiery light illuminates the image and the two run the opposite edge, Denath bringing up the rear casting fire bolts from its clenched fists at an unseen foe.
Requirements
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Minimum of 57 Agility
Minimum of 63 Strength
Completed the Shadow of the Storm Quest
You must weigh 0kg or lighter
Various other Skills for Random Tasks
Storyline
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You recognise the Delrith instantly from the Demon Slayer quest, and the name Gypsy Aris sprung to mind, being such a useful source of information when it comes down to the demon slaying. Aris explains that she knows of the plain between plains, the Void, but alas her knowledge does not stretch as far as summoning as entrance. When prompted on the Silverlight you confess your adventure against Denath (Agrit*-Naar). Gypse Aris explains that the Darklight, though as strong as the Silverlight, seemed to have had most of its abilities against the Void tainted, but its ability to open the Void might prove useful. She suggests maybe there be someone else of more help.
You think hard and immediately relate the Void to the Void Knights, something that would have made more sense prior to Gypsy Aris, and you make your way to their outpost beyond the borders of Port Sarim. Speak to one of the Knights that walk the island, and the knight tells you of a realm, where evil spawns and the light never shines. He calls it the Void, resembling Aris description. But he refuses to reveal any further information. When you ask him how to enter such place, he laughs until he sees the seriousness of your expression.
With little persuasion he speaks of various tears throughout the world where the interdimensional tissue is thinner, referring to these as the birthplace of demons, a small fraction of the creatures that inhabit such dark place. He tells you of a tear that seems to settled in space and is no longer unstable like those that open around the world, and aside from the tears south of their own island, is one of the few that ever do stabilised, and it can be found just South of Varrock. He explains that the creatures that cross the Void never appear at full power and whilst inside the Void you are at constant war with yourself to stay alive, the reality of this statement would be unknown at this point.
Due to the difficulty of the task, even if the knight is ignorant to it, you request whether there is anything they have to offer that will help you. The knight says that there is little that can be done, but that they knights have created a few items that may be of use.
Void Boots have the same design as the Void attire currently available; they decrease the weight of the player by 6kg.
Void Chamber is a pouch that can hold up to 5kg as if it weighed nothing, only works on consumable items such as food or potions.
Following the Knights instructions you are able to unveil the tear that hovers just above the stone circle South of Varrock, and this is where weightlessness comes into effect. To enter this portal you must jump and unless you weight nothing or less your weight will bring you back to the ground. Inside you will see very little, though there is an occasional flicker of light as what appears to be creature darts across in the distance. You must activate the Darklight and it will absorb the darkness around you unveiling what appears to be a Varrock doppelganger only in flames and built of stones as red as blood.
To leave at any point simply activate the Darklight again.
Head North to what would be Varrock Castle and youll find in its place a giant Pentagram. At two of the five corners are Denath and the Delrith and wandering the centre is the small girl, Neurosha. You walk towards her and the moment you set foot in the glowing star your body is torn into three parts - the Body, the Mind and the Soul - leaving only your animated attire standing. To complete this task you must defeat the three parts of your being and the Child-Demon will reward you the Diamond, should you attack her prior the two demons will close in for the attack and you will NOT win.
Biography
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Neurosha is the Child-Demon, the segments of your being does not posses the Stone Diamonds effect so do not be worried when their effects do not resemble. You must attack the segments in the order listed, defeating each segment regains part of your being; attacking one before you should will cost you half your hitpoints.
Name: Body
Combat Level: 150
Number of Hitpoints: 168
Effect: Each hit causes a decrease in all combat stats, with only the damage effecting your hitpoints
Weakness: Slash attacks are the only thing that can harm Body
Examine Info: Im not that fat
Appearance: Body is a huge mass of flesh and muscle, atop the fleshy neck is a pale skull with large hollow eyes.
Attack Style: Body mimics your attack style with no alterations in the strength
Name: Mind
Combat Level: 150
Number of Hitpoints: 168
Effect: Your character will receive messages of past deeds, after time you will fall to your knees screaming in agony and the world will return around you; a sort of time limit
Weakness: None
Examine Info: My head tickles when it moves
Appearance: Mind is a mass of tendrils that form the human shape; each tendril is covered in small strange black markings. Where the head should be is a large red orb floating in its place
Attack Style: Mind uses all three attack modes, each one has a separate movement; so keep an eye on it for your prayers sake.
A Fight with Your Soul
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Name: Soul
Examine Info: When I look at it I feel so empty inside
Appearance: Soul is a pale, translucent and apparently weak figure; various body-parts vanishing and appearing from time to time, its face completely transparent; with only a faint glow to show its supposed location.
Soul cannot be harmed. Instead it summons three Umbrae each one representing a separate weakness. The fight will not use only your weapons/ physical strength; it also tests your wits and emotional strength. There may only be three Umbrae on the field at one time, one of each kind, so when I say that one is summoned I mean that it merely spawns the said Umbrae should its predecessor have fallen.
Name: Maelstrom Umbrae
Symbolizes: Turmoil and confusion
To Defeat: You must face the Maelstrom at a game, possibly chess or another brain challenging classic board game, victory is required.
Failure: If you lose the game the Maelstrom Umbrae will summon another Abhorrence Umbrae
Name: Heart Umbrae
Symbolizes: The remorse/guilt for those lost along the way
To Defeat: You must stand bare and take the Hearts blow without defence or retaliation. The Heart must be tempted using the appropriate measure; right-click options include Tease, Taunt, Prod, Attack, Embrace and a few others.
Failure: Should you choose the wrong method, you should you not be bare or should you retaliate to the Hearts attack and you will summon another Maelstrom Umbrae.
Name: Abhorrence Umbrae
Symbolizes: Your fears, a manifestation of the terrors that haunt you
To Defeat: You must face it in direct combat, you may be armed and defended; this is not safe you may die; Abhorrence stats resemble your own.
Failure: You will die and spawn at your Homeport. However should you wear the Ring of Life you shall remain inside the Void with no effects on your possessions and you appear regenerated, but it summons a Maelstrom Umbrae.
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°l||l° Ramesh the Tar Beast (Tar Diamond) °l||l°
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Through the Southern Mirror at the Mountain Shrine is an image of Dorgesh-Kaan swamped in Tar; trapped are squirming Cave Goblins and fish, with goblin-sized tar bulges scattered down the streets. Swimming in the tar are large tendrils of tar, they flick about restlessly.
Requirements
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Minimum of 64 Agility
Completed the Another Slice of H.A.M.
Completed the Tears of Guthix
You must be able to fight many levels at once
Storyline
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You know where to look but the entrance to Dorgesh-Kaan has been sealed by a strange black liquid, oozing through each of the thick bolts on the door; the floor of the cave covered in a thick layer of tar. Without access through the main gates you must make your way to Keldagrim and take the Steam Engine, but the tracks are blocked by the same tar and the Driver apologises but he cannot take you any further, leaving you to walk the length of the tunnel.
The tunnel is lined with many foes, or rather lashing tendrils from the tar itself. Some larger obstacles in the tunnel require you to face larger foes; some figures are visible in the tar, they lack detail but there are apparent limbs, and there demise reveals passages through the tar. Many creatures later and you will find yourself drawing nearer to the city, the odd Dwarf and Cave Goblin held to the walls by webs of tar.
Warning! Once you can see the station, do not go further unless you are prepared for combat; you are automatically forced into combat via a small cut scene. Head towards the city entrance and a large tendril will whip up from behind you, lashing out it grabs you and pushes you forward into the city. Writhing and struggling as the tendril carries you around the city, giving you a first hand view of a city you may have never seen fully before. It drops you in the marketplace and the screen shakes.
Arena
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Tar will start dripping from the ceiling, screen still shaken, and large blob will begin rising from a large puddle of tar. Tendrils will shoot from the walls and fasten themselves to the beasts chest and fashioning arms for itself. The beast roars and Ramesh is born. The beast rips feet from the ground and walks towards you, let the battle commence.
Rameshs body has leaked all around the city, preventing you from running to far away from the creature. Around the sides of the cocooned arena are many lashing tendrils, that will attack you if you stray to far from the centre, by the way, the whole subsection of the quest is multicombat from the moment you get off the train.
During the fight Ramesh will break through the ground, you and the creature will fall into a cave below, Juna hissing in anger. The Tar Beast, ironically, catches you as you fall, its body sheeting the entire ditch where the shimmering blue light creatures reside, movement is limited but you will no longer have to worry about the tendrils, Ramesh has been stretched too thin, its own body the size of a common giant; and once defeated the tar will fall - taking all its tendrils with it. Juna will have the light creatures catch you and escort you to the side.
Biography
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Name: Ramesh
Race: Tar Beast
Combat Level: 289
Number of Hitpoints: 300
Location: Dorgesh-Kaan
100% drop: The Tar Diamond
Effect: Chance of blinding the target for set amount of time, this renders the target useless
Weakness: Ice Spells and Fire Spells
Examine Info: Sticky? Thats a blooming mess!
Ramesh primarily uses a strong melee attack, and the occasional distance attacks, hurling clumps of tar at the player; this cannot be evaded and has an oddly high chance of activating the effect. When in its weakened form the distance attacks become more common and the melee attack more powerful; the tendrils throughout uses fast melee.
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°l||l° Colossus the Ancient Ent (Bark Diamond) °l||l°
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Through the North-Eastern mirror as a scene of a dense forest, the viewing orb shudders and a large tree crashes down in front of the view, after a view shudders it lifts up and disappears from sight.
Requirements
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Minimum of 69 Woodcutting
Minimum of 59 Range
Minimum of 64 Strength
Minimum of 56 Agility
Completed the Mourning's End Part 2
Storyline
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Completely bemused you ask Azzanadra what the vision in the mirror could mean, and after explaining fully Azzanadra is speechless. He requests you show him the image in the mirror, so you carefully smuggle him from the Ancient Pyramid to the Marsh Shrine. Gasping, Azzanadra regrets allowing you to take up this challenge; the forest through the mirror resides on Freneskae, the Elven Homeworld.
You plea for him to allow you to continue helping but he continues to refuse. So you resort to reverse psychology, telling how much you hated doing all those meaningless tasks for the Elves, gaining their trust, how pointless it was that you saved him from his imprisonment and so on. Azzanadra caves in, but on one condition; you never speak of Freneskae to anyone.
He touches the mirror, causing it to bubble, a large hole appearing from the centre, growing larger from the centre of the mirror out. Azzanadra grants you access to the Mirror gate but only until your task is done, though with some persuasion, he will keep it open for later use.
Inside is a forest, huge trees whose tops cant be seen. This forest is a maze, a "living" maze that changes randomly; you could even be trapped in a no-way corridor for short periods. In this maze are many woodland creatures, like the Ent, that keep this forest protected from the fires on all sides. Somewhere in the forest is Colossus, but you cannot kill any other resident, the Petrifying Stone should help here - they can kill you though.
Arena
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Azzanadra hands you a Petrifying Stone before you enter, by operating this you petrify all nearby trees for 20 seconds.
The battle with Colossus is on Colossus itself; the idea is easier to understand if you compare it to one of the Colossi from the "Shadow of Colossus" video-game. You must first grapple onto Colossus' knee and from there you must climb up Colossus to one if its two weak points; the back of the neck and the chest.
Appearance wise, Colossus looks like the Moss Giant with many large mushrooms, except there will be a lot more ledges and platforms and very few hiding points that will protect you from an oncoming tree.
Like in many video-games there is a "grip" or how long you can hold on before dropping - your Energy will count as Grip and will drop at quite a speed, agility will effect the speed. Whilst in the forest Energy will replenish by the millisecond you don't have to worry about Restore Potions, but run out of "Grip" and you will fall.
Biography
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Name: Colossus
Race: Ancient Ent
Combat Level: N/A
Number of Hitpoints: 856
Location: Seren's Homeworld
100% drop: Tainted Loges (950 Prayer EXP) and the Bark Crystal
Effect: Will decreases the total damage dealt by the target's next attack by one sixth
Weakness: Fire Spells/Arrows, Slash Attacks and Stab/Impale Attacks.
Examine Info: Up there is what Im trying to kill, if Im lucky a Glider might bring it down
Colossus does not have an Attack; the closest thing it has to an attack cannot be avoidable by Prayer. Colossus will uproot trees, whilst it continuously roams the forest, and hurl them at you; should you get hit by a tree you will receive massive damage and if you have anything less than 75% energy you will fall off Colossus and receive another big "splash". As long as you have Hitpoints level greater than 75 there is no chance you will die from this, but you will be left with few.
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°l||l° Zenerka the TzHaarian Magician (Lava Diamond) °l||l°
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Through the North-East Mirror at the Mountain Shrine is an image of the Lava pit beneath Karamja Volcano. You watch as bubbles rise from the depths, increasing in amount, when suddenly lava separates - like the Red Sea * revealing a staircase that descends out of sight.
Requirements
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Minimum of 23 RuneCrafting
Minimum of 62 Range
Minimum of 69 Strength
Minimum of 60 Agility
Minimum of 75 Magic
Completed the Dragon Slayer Quest
A form of Distance Combat; Range, Magic or Halberds.
Storyline
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Pack your bags and your way to the Volcano at Musa Point, climb down the rope and you will find yourself in a familiar room filled with Skeletons and Red Spiders; with a not so familiar lake of lava that extends to the West of the tunnel directly North of the Secert passage from Dragon Slayer. In the centre of the existing lava there is a small island, above that island - whether there is one now or not - would be a stalagmite, grapple onto this and swing across to the centre island.
On the island would be two small holes in the ground, upon closer inspection they appear to be the symbols of Fire and Earth, but no rune or talisman would fit in them, so set up the Staffs of Fire and Earth and a cut scene will trigger. The lava will separate revealing a flight of stairs that goes deep into the mountain. Run down the stairs and you will come to a circular room, surround at all sides by large Fire Giants, that appear to have been turned to stone. In the centre is a small puddle of lava and floating above it is Zenerka the TzHaarian Magician. Warning, come to close and she will send a orange pulse from herself throwing you against the far wall.
She will talk to you, the most pleasant of the Diamond Guardians. She will ask you to complete seven simple tasks, you can teleport away at anytime but the challenges will reset.
Arena
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1) Cast an Earth and Fire Wave upon each of the dormant Fire Giants
2) Craft an Earth and a Fire Rune upon each Fire Giant, they act as the Alter but you need your own Essence and the Talismans
3) Craft a Lava Rune on each of the Fire Giants; there is no Talisman sacrifice
4) Kill the animated Fire Giants in a multicombat situation
The arena will begin to spin, descending deeper into the volcano. The arena will no longer be a circle room, but a large open room filled with Fire related creatures; including Bronze Dragons and Pyre Fiends.
5) Survive five minutes in a multicombat room filled with the above creatures; theyre aggressive to all levels.
6) After the five minutes are up she will summon a Lava Dragon, states the equal the Red Dragons only its made of pure lava.
Defeating the Lava Dragon causes the room to fill with lava; raising all the way to the rooms original height. Grapple your way to the staircase opening at the top, failing will cause you to lose 50 hitpoints but you will be washed to the surface.
7) Defeat her in combat. You will be suspended on the lava by a small stone; it will orbit slowly around her pedestal, not close enough for close-melee.
Zenerk** drop must be Telekinetic Grabbed.
Biography
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Name: Zenerka
Race: TzHaarian
Combat Level: 150
Number of Hitpoints: 162
Location: Karimja Volcano
100% drop: Charred Bones (950 Prayer EXP) and the Lava Diamond
Effect: Chance of burning the target; a form of very strong poison that cannot be treated
Weakness: Ice Spells and Water Spells
Examine Info: Woah shes hot!
Zenerka only uses Magic, very powerful Lava spells with a maximum hit of 40; each cast has a chance of activating the effect. Bubbles in the lava around you count as a distance attack that can be semi-evaded by the Anti-Dragonfire Shield, but high-levelled Dragonhide is recommended.
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°l||l° Count Drakan the Vampyre Lord (Flesh Diamond) °l||l°
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Through the South-East Mirror at the Mountain Shrine is an the same image of Castle Drakan, but there is a difference, large spots of light are pouring upon the castle; a Vampyre flies over head from behind the viewing orb into the Castle Vindow, writhing in pain as the light burns its flesh. A face then appears in the mirror, a scared pale face; Pathetic meat sack. Every breather on this world will be punished for your act of bravery; you cannot bring about His return, whilst this Guardian still stands.
Requirements
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Minimum of 68 Range
Minimum of 73 Strength
Minimum of 69 Agility
Completed the Darkness of Hallowvale Quest
Completed the Marsh Beacon Subsection
Storyline
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Make your way once more through the Sanguetti Region; Vyrewatch flying around in torment, completely ignoring your progress. Head once again to the Castle wall and grapple across. When you hit the cold earth a dark spirit will wash through you, taking all food and prayer with it; You will not win young one. A similar purple spirit will wash trough you from behind and leave a purple tint around your body and returning all that was taken: Leave him Drakan, your time is up.
Make your way into the Castle and large black tendrils will shoot from the door way and try and grab you, but they are burned by the purple glare and retreat into the shadows. Walk through the corridors and into the throne room a floor below the spire where Xercus carcass lays. A spiral of shadows will warp from the walls into a shadowed figure; You dare enter my castle, He must not return.
Drakan cries out and with a flash the roof of the castle is ripped off, the glowing white Crystal floating eerily above. In one gust Drakan flies up and punches the crystal, which falls into Dessous Grave-yard.
Dream of Hallowvale
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In the air Drakan transforms into the Vampyre Bat, a tainted demon-like creature which uses incredible strength, magic and range attacks. Its long grey bare body is scabbed and covered in large blotches; the wings torn and tattered and it face wide with large webbed ears. The Bat will fly around your body screeching at you with the same effect as Xercus distance attack. The only way to defeat the bat is to use ranged attacks, Range or Magic only. Like on the first generation consoles the Bat must be brought down by your ranged attacks before it can actually be hurt; he retains a form of immortality whilst in the air.
Slowly but surly Drakan is weakened, and soon unable to fly so he returns to his Vampyre body; standing a short distance above the ground, as if perched on an invisible spire. Drakan begins to jeer your journey, laughing at your toils until your character runs forward without prompting. Drakan just laughs but you keep running and like a rugby tackle you bring Count Drakan to the ground, the purple tint on your person begins to creep over Drakan who wretches and rises into a window that remains standing among the rubble. The two of you become connected by a tendril of glittering purple light and, muttering coldly, Drakan contorts and the screen fades out.
You regain consciousness in a desert of red sand, your characters finds a lantern in their grip and lights it mysteriously but instead of casting a ray of light a cloud of darkness shrouds the player. Wander around for a while and you will see Castle Drakan in the distance; in a state that is untouched by the crystals magic and Drakans anger. As your draw closer you realise that you are tiny, smaller than a common mouse, but determined you must make your way back through the dream and into your body. Drakans dream comes protected however, and it will be like a large agility course with dire consequences.
Hybrid Theory
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Once you climb upon your body the screen will shake and blur in and out of focus, the realty mixing with Drakans dream until reality takes precedence; the cutscene begins!
As if looking through your players eyes, you gaze upon Drakans body that apparently slid into the throne during the dream. He stirs. You look about slightly in panic, every movement causing blur around the edges of objects. Drakan will begin talking, but after a few seconds you realise that Drakan is not sneering, but pleading you turn your head and you see the crippled Xercus, who stands ready to pounce in the door way to the throne room.
Xercus howls and begins to charge Drakan, you watch as a smile spawns on Drakans withered face and you cry out, but Xercus doesnt stop and the two collide. Both Xercus and Drakan, as if yin and yang, become clouds of black and white, spiralling around each other; the figure of Xercus roars from the white smoke as Drakans looks hungrily upon him from the black smoke. With a sudden implosion the two bodies form a single figure that stands menacingly in the room before you; the Werepyre is born.
The camera zooms out as Drakan makes a jump; you roll sideways and find yourself on a piece of rubble that hangs over the castle grounds. You hear Azzanadr** voice and quickly roll off the castle and in a kind of slow motion you see your player plummeting to the ground, a large arrow bouncing up and down at a flag pole protruding from the building click on it and your player will swing round and back up into the throne room.
Azzanadra appears in front of you; remember that since the dream this entire section has been cinematic! He shouts at the hybrid before you and Drakan only jeers back, proclaiming his new found power when the Xercus with in him wretches; he demands that he be killed and that Drakan will die with him. Azzanadra charges forward but Drakan returns and throws Azzanadra out and the two are locked in combat.
The Crystal
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Using what little strength you have left, you pull yourself up. You look out upon the two creatures fighting in the air then down at the crystal lodged in the coffin of the graveyard below. You aim above you and fire the grapple into the already ruined rooftop. With a single bound you propel yourself through the air and as if the rope was bungee cord you fly towards the crystal and quickly take it in your grip before the rope tightens and you are sent hurtling back.
But the crystal is too heavy and large, the awkward shape hard to hold and you cry out as it falls from your grip. Azzanadra quickly turns his attention to you - for a split second - he teleports in a wisp of purple smoke and catches the gem; swinging it round like a shot-put he throws it into the throne room as Drakan pounces upon him and sends them both hurtling into the jagged debris below.
You get up and throw the grapple another flag pole and down again. Running forward you tie it onto crystal and the other end to yourself. You jump off the edge and the crystal is thrown into the air where a force catches it, the rope comes loose and you continue to fall. Azzanadra looks up and embraces for impact, you land and roll off onto the Werepyre. This was enough to wake him and Count Drakan flies into the air with you in his arms. Another slow motion activates and an arrow begins to jump above the crystal, and you fire a grapple at it.
Drakan releases you and you fall into the throne room as the hybrid is drawn into the crystal. Writhing in pain the crystal devours Drakans spirit allowing his carcass to fall to the ground.
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SMASHED! To discover this foe you must seek Azzanadra, he will place his hand upon your head and you will receive a vision of the past, of Count Drakan slaying werewolves in an unknown location thats it.
Requirements
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Minimum of 68 Smithing
Minimum of 68 Range
Minimum of 73 Strength
Minimum of 69 Agility
Completed Darkness of Hallowvale
Completed the Knight's Sword
Storyline
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When Zaros was impaled upon the Staff of Armydal his power managed to create a rift between the Shadow Realm and our own. Zaros wasnt the only being on Gielinor who had enough power to cause a rip, Xercus too had this ability to crate rifts in the dimensional fabric and this interested Count Drakan so dearly. Using Xercus, Count Drakan was able to create an eternal night about his home in Mort Myre; though it took precise planning to make sure the Shadows were the only thing to leak through. Which is why Xercus can be found suspended from a spire atop Castle Drakan.
Head to Canfis and converse with the werewolf, they are not easily spoken to and require a constant supply of meat to prevent them attack you in the process. You will learn of Xercus, his capture, how he is being held captive at Castle Drakan and that his only weakness is silver. So to kill Xercus you must be wearing armour made of Silver Plate! Silver plate is made from an alloy of a single Blurite and four Silver Ore. For the instructions on Silver Plate you must speak with Thurgo and for five redberry pies he weill hand over the blueprint.
Grapple from the castlewall and into the courtyard. Once inside you will be given an Avoid-the-Guards style task, you must make your way from ground level to the roof, but being caught isnt a joke; if caught the Vyrewatch will confiscate two items of food or prayer restore potions and you must restart the storey.
Arena
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The fight with Xercus takes place on the roof of the Castle Drakan, and once youve made it past the guards you must fight him. The best option for you is to use Magic, any other attack that causes physical objects to hit Xercus will free him from the spire on which he is suspended, however Magic isnt a very quick option and he can still use his distance attack to make it even more difficult.
The rooftop has no cover at once Xercus is released, the only cover prior being the spires which are ripped from the ground as Xercus breaks free; should he break free. So should you chose the Melee or Range option be sure to bring plenty of Prayer Potions or luck if you take the shortcut to the battle .
Biography
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Name: Xercus
Race: Alpha Werewolf
Combat Level: 365
Number of Hitpoints: 295
Location: Castle Drakan
100% drop: Giant Wolf Bones (950 Prayer EXP) and the Bone Diamond
Effect: Will add onto your Prayer points an eighth of the damage dealt
Weakness: Silver
Examine Info: Held captive for millennia, I hope he doesnt have a temper.
Xercus has a very powerful melee attack, powerful enough to kill the average player in very few hits. Every attack has the chance of activating the effect and lowering your stats. As well as his strong claws Xercus has a distance attack, where he howls with a terrifying pitch that causes the player to drop their weapon and writhe around the tower whilst clasping their ears; be sure to pick up your weapon once he stops. Xercus could do the long jump for Gielinor, he can jump from one end of the tower to the other so if you try and run he will keep up until you climb down.
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°l||l° Derohk the Ash Dragon (Ash Diamond) °l||l°
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Through the South-Western mirror is an image of the wilderness, a player runs across the span of screen with the appearance of one being chased. From the right a silhouette of a dragon slowly walks on, and then sinks into the ground with the classic sea monster feel.
Requirements
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Completed Dragon Slayer
Minimum of 73 Strength
Minimum of 75 Woodcutting (for an additional 10,000 Woodcutting EXP in the reward)
Storyline
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The Ash Dragon is one of Gielinors oldest, the move with incredible speed and have the ability to burrow; but its age has left it withered and no longer able to fly. What makes the Ash Dragon so dark compared to those that walk among the living; its that they only appears when summoned by someone marked by the skull.
To begin you must seek Oziach the famous dragon slayer. He will start with a story of his adventure with Elvrag and after a few minutes of trying and failing to but in, you point out that the story of Elvrag is yours her blood lays upon your shield. Oziach admits to a phobia hes burdened since childhood.
A cutscene illustrates the story, showing how he stumbled across a shrine, furious after a fight with a friend. Young Oziach discovered that the shrine was connected to four stone tablets, each lain 50 paces to the North, East, South and West. Young Oziach excavateed and unearths four small pillars and carved upon each was a small insignia of tree that stands ablaze. He retrieved the logs of the four trees illustrated and lit them upon each pillar, he ran to the central shrine and waited patiently as the fires in the distance one-by-one burnt out and a stream of ash and soot flew towards the centre shrine and slowly constructed a dragon as if made from clay. After a few seconds the ash became scales and the dragon reared. Oziach finishes his tale and asks that you would not tell anyone of his fraudulence.
Arena
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The battle with the Ash Dragon takes place in multi-combat wilderness on the small raised patch just south of Red Dragon Isle; though this is just a suggested location, the actually location can be anywhere within the wilderness as long as it remains multi-combat. Similar to young Oziach you must unearth the four pillars which have since been claimed by the undergrowth, and once clear you should be able to easier see the four trees that stand ablaze; Magic, Mahogany, Teak and Willow - should you cut the logs yourself you will receive bonus Woodcutting experience. Fetch the four logs and light them upon the pillars and each will burn out in the order of difficulty and the ash will form the Ash Dragon.
Note you do not need the Anti-Dragonfire Shield.
Biography
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Name: Derohk
Race: Ash Dragon
Combat Level: 298
Number of Hitpoints: 250
Location: Summoned, whilst Skulled, in Level 20+ Wilderness
100% drop: Fragile Dragon Bones (950 Prayer EXP) and the Ash Diamond
Effect: Will temporarily lower the target's Defence level
Weakness: Piercing, Fire and Water-based Attacks
Examine Info: I see guts and vital organs, and what appears to be someones hand.
Derohks attacks in a very similar to the Mithril Dragon, however it moves with greater speed and instead of fire it breaths ash which slows the player and has a chance of activating the effect. Instead of a magic attack, the Ash Dragon has the ability to regenerate health by submerging into the ground. It will remain submerged until it has gained 50% or it has been forced to surface by you lighting the trail of ash it leaves.
Ash Dragons may be summoned again, and again after the quest (in the same fashion). The Fragile Dragon Bone drop remains but will offer experience closer to dragon bones; its additional drop rivals that of the Mithril Dragon with the possibility of a new piece of dragon weaponry.
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°l||l° Yantos the Greater Sandworm (Sand Diamond) °l||l°
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Through the Western mirror is a sand-scape; as the viewing orb slowly rotates you catch a glimpse of the Ancient Pyramid to the right. In the ground you see ripples form and a long trails of sand billows along the ground and flicks off the edge of the screen.
Requirements
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Completed the Feud
Minimum of 67 Hunter
Minimum of 52 Agility
Sandworms
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I would hope that Lesser Sandworms be released prior to the quest. The Lesser Sandworm would have an average combat level of around 120 with hitpoints that average to about the same; they are very aggressive and wont ever back down.
There are two new items with this Slayer/Hunter creation, Exploding Stones and the Bucket Trap. Exploding Stones involves a pile of stones held by a very small piece of thick leather and coated in alcohol. All you need to do is light and throw, they explode on you after thirty seconds, so dont dawdle; alternately you can use a crush or smash attack weapon. The Bucket Trap is similar to the Bird Snare, the sandworm swims under and the bucket is emptied; though you could always throw the bucket manually. Both items can be purchased.
Basically a sand worm needs to be wet for the Exploding Stones to work; the damp sandworm will not be able to submerge in the sand, like a dolphin at sea, for about forty-five seconds - they have the ability to regain fifty-percent health when submerged!
Storyline
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Yantos is large and thats an understatement. Angered by the ruthless slaughter of his species, he began to wreck havoc on the town of Pollnivneach; starting with the odd ugthanki, whole live stocks then twelve of the local children. Cries for help appeared in the Varrock Times for a hero, will you offer you hand? Head to the Northern Kharidian Desert, South of the sandbank, should you accept.
Battle
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You dont need to find this arena, after defeating thirty sandworms, it will find you! Yantos will erupt from the ground and the screen blacks out. You regain consciousness in a tunnel with walls of sand, trapped within one of the walls is a child. Using a bucket of water and your bare fist you manage to free him and he will aid you find a way out of Yantos, for whom you are inside. You find a small hole into another chamber where another child yells out and he finds that the spot where he was held captive was weak. You set up a few Explosive Stones in Yantos sandy side and light each of them, activating a cutscene - you grab the boy under your arm and, in a running jump, you smash through the weakened side and roll onto the sand, the section blows up behind you the boy retreats after thanking you.
Each of Yantos eleven body sections are like this. To get back in you must do a running jump at the rear of his slithering body, the hole just recently exploded. Set up explosives and save the child by jumping off the hole you used to get in and each cinematic shows another piece of Yantos exploding. Yantos can, at any point, submerge into the sand and you will be forced to surface loosing all progress inside that section, whilst losing health; the child only survives by poetic license. Though Yantos cannot attack and you cannot directly attack him doesnt mean you dont need food, his Lesser counterparts will try to aid him.
Inside the layout is much different, the chamber is larger and the Sand Diamond is held like a brain on a pedestal within the head. From the walls sprout many tendrils that will lash out at you, destroying itself in the progress but there are many more. Plant the Explosive Stones, grab the diamond and the child then jump off the rear. The explosion in this cinematic is much larger and you are sent rolling, the diamond flying from your grip. Recover the diamond as the child runs.
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°l||l° Neurosha the Child-Demon (Stone Diamond) °l||l°
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Through the Northern Mirror at the Marsh Shrine is an image of nothing, just pure black. Slowly a creature with the appearance of a child, pure white in colour and emitting an eerie white glow, arm-in-arm with a crippled demon that you recognise to be the weakened Delrith you once faced. A flash of fiery light illuminates the image and the two run the opposite edge, Denath bringing up the rear casting fire bolts from its clenched fists at an unseen foe.
Requirements
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Minimum of 57 Agility
Minimum of 63 Strength
Completed the Shadow of the Storm Quest
You must weigh 0kg or lighter
Various other Skills for Random Tasks
Storyline
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You recognise the Delrith instantly from the Demon Slayer quest, and the name Gypsy Aris sprung to mind, being such a useful source of information when it comes down to the demon slaying. Aris explains that she knows of the plain between plains, the Void, but alas her knowledge does not stretch as far as summoning as entrance. When prompted on the Silverlight you confess your adventure against Denath (Agrit*-Naar). Gypse Aris explains that the Darklight, though as strong as the Silverlight, seemed to have had most of its abilities against the Void tainted, but its ability to open the Void might prove useful. She suggests maybe there be someone else of more help.
You think hard and immediately relate the Void to the Void Knights, something that would have made more sense prior to Gypsy Aris, and you make your way to their outpost beyond the borders of Port Sarim. Speak to one of the Knights that walk the island, and the knight tells you of a realm, where evil spawns and the light never shines. He calls it the Void, resembling Aris description. But he refuses to reveal any further information. When you ask him how to enter such place, he laughs until he sees the seriousness of your expression.
With little persuasion he speaks of various tears throughout the world where the interdimensional tissue is thinner, referring to these as the birthplace of demons, a small fraction of the creatures that inhabit such dark place. He tells you of a tear that seems to settled in space and is no longer unstable like those that open around the world, and aside from the tears south of their own island, is one of the few that ever do stabilised, and it can be found just South of Varrock. He explains that the creatures that cross the Void never appear at full power and whilst inside the Void you are at constant war with yourself to stay alive, the reality of this statement would be unknown at this point.
Due to the difficulty of the task, even if the knight is ignorant to it, you request whether there is anything they have to offer that will help you. The knight says that there is little that can be done, but that they knights have created a few items that may be of use.
Void Boots have the same design as the Void attire currently available; they decrease the weight of the player by 6kg.
Void Chamber is a pouch that can hold up to 5kg as if it weighed nothing, only works on consumable items such as food or potions.
Following the Knights instructions you are able to unveil the tear that hovers just above the stone circle South of Varrock, and this is where weightlessness comes into effect. To enter this portal you must jump and unless you weight nothing or less your weight will bring you back to the ground. Inside you will see very little, though there is an occasional flicker of light as what appears to be creature darts across in the distance. You must activate the Darklight and it will absorb the darkness around you unveiling what appears to be a Varrock doppelganger only in flames and built of stones as red as blood.
To leave at any point simply activate the Darklight again.
Head North to what would be Varrock Castle and youll find in its place a giant Pentagram. At two of the five corners are Denath and the Delrith and wandering the centre is the small girl, Neurosha. You walk towards her and the moment you set foot in the glowing star your body is torn into three parts - the Body, the Mind and the Soul - leaving only your animated attire standing. To complete this task you must defeat the three parts of your being and the Child-Demon will reward you the Diamond, should you attack her prior the two demons will close in for the attack and you will NOT win.
Biography
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Neurosha is the Child-Demon, the segments of your being does not posses the Stone Diamonds effect so do not be worried when their effects do not resemble. You must attack the segments in the order listed, defeating each segment regains part of your being; attacking one before you should will cost you half your hitpoints.
Name: Body
Combat Level: 150
Number of Hitpoints: 168
Effect: Each hit causes a decrease in all combat stats, with only the damage effecting your hitpoints
Weakness: Slash attacks are the only thing that can harm Body
Examine Info: Im not that fat
Appearance: Body is a huge mass of flesh and muscle, atop the fleshy neck is a pale skull with large hollow eyes.
Attack Style: Body mimics your attack style with no alterations in the strength
Name: Mind
Combat Level: 150
Number of Hitpoints: 168
Effect: Your character will receive messages of past deeds, after time you will fall to your knees screaming in agony and the world will return around you; a sort of time limit
Weakness: None
Examine Info: My head tickles when it moves
Appearance: Mind is a mass of tendrils that form the human shape; each tendril is covered in small strange black markings. Where the head should be is a large red orb floating in its place
Attack Style: Mind uses all three attack modes, each one has a separate movement; so keep an eye on it for your prayers sake.
A Fight with Your Soul
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Name: Soul
Examine Info: When I look at it I feel so empty inside
Appearance: Soul is a pale, translucent and apparently weak figure; various body-parts vanishing and appearing from time to time, its face completely transparent; with only a faint glow to show its supposed location.
Soul cannot be harmed. Instead it summons three Umbrae each one representing a separate weakness. The fight will not use only your weapons/ physical strength; it also tests your wits and emotional strength. There may only be three Umbrae on the field at one time, one of each kind, so when I say that one is summoned I mean that it merely spawns the said Umbrae should its predecessor have fallen.
Name: Maelstrom Umbrae
Symbolizes: Turmoil and confusion
To Defeat: You must face the Maelstrom at a game, possibly chess or another brain challenging classic board game, victory is required.
Failure: If you lose the game the Maelstrom Umbrae will summon another Abhorrence Umbrae
Name: Heart Umbrae
Symbolizes: The remorse/guilt for those lost along the way
To Defeat: You must stand bare and take the Hearts blow without defence or retaliation. The Heart must be tempted using the appropriate measure; right-click options include Tease, Taunt, Prod, Attack, Embrace and a few others.
Failure: Should you choose the wrong method, you should you not be bare or should you retaliate to the Hearts attack and you will summon another Maelstrom Umbrae.
Name: Abhorrence Umbrae
Symbolizes: Your fears, a manifestation of the terrors that haunt you
To Defeat: You must face it in direct combat, you may be armed and defended; this is not safe you may die; Abhorrence stats resemble your own.
Failure: You will die and spawn at your Homeport. However should you wear the Ring of Life you shall remain inside the Void with no effects on your possessions and you appear regenerated, but it summons a Maelstrom Umbrae.
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°l||l° Ramesh the Tar Beast (Tar Diamond) °l||l°
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Through the Southern Mirror at the Mountain Shrine is an image of Dorgesh-Kaan swamped in Tar; trapped are squirming Cave Goblins and fish, with goblin-sized tar bulges scattered down the streets. Swimming in the tar are large tendrils of tar, they flick about restlessly.
Requirements
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Minimum of 64 Agility
Completed the Another Slice of H.A.M.
Completed the Tears of Guthix
You must be able to fight many levels at once
Storyline
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You know where to look but the entrance to Dorgesh-Kaan has been sealed by a strange black liquid, oozing through each of the thick bolts on the door; the floor of the cave covered in a thick layer of tar. Without access through the main gates you must make your way to Keldagrim and take the Steam Engine, but the tracks are blocked by the same tar and the Driver apologises but he cannot take you any further, leaving you to walk the length of the tunnel.
The tunnel is lined with many foes, or rather lashing tendrils from the tar itself. Some larger obstacles in the tunnel require you to face larger foes; some figures are visible in the tar, they lack detail but there are apparent limbs, and there demise reveals passages through the tar. Many creatures later and you will find yourself drawing nearer to the city, the odd Dwarf and Cave Goblin held to the walls by webs of tar.
Warning! Once you can see the station, do not go further unless you are prepared for combat; you are automatically forced into combat via a small cut scene. Head towards the city entrance and a large tendril will whip up from behind you, lashing out it grabs you and pushes you forward into the city. Writhing and struggling as the tendril carries you around the city, giving you a first hand view of a city you may have never seen fully before. It drops you in the marketplace and the screen shakes.
Arena
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Tar will start dripping from the ceiling, screen still shaken, and large blob will begin rising from a large puddle of tar. Tendrils will shoot from the walls and fasten themselves to the beasts chest and fashioning arms for itself. The beast roars and Ramesh is born. The beast rips feet from the ground and walks towards you, let the battle commence.
Rameshs body has leaked all around the city, preventing you from running to far away from the creature. Around the sides of the cocooned arena are many lashing tendrils, that will attack you if you stray to far from the centre, by the way, the whole subsection of the quest is multicombat from the moment you get off the train.
During the fight Ramesh will break through the ground, you and the creature will fall into a cave below, Juna hissing in anger. The Tar Beast, ironically, catches you as you fall, its body sheeting the entire ditch where the shimmering blue light creatures reside, movement is limited but you will no longer have to worry about the tendrils, Ramesh has been stretched too thin, its own body the size of a common giant; and once defeated the tar will fall - taking all its tendrils with it. Juna will have the light creatures catch you and escort you to the side.
Biography
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Name: Ramesh
Race: Tar Beast
Combat Level: 289
Number of Hitpoints: 300
Location: Dorgesh-Kaan
100% drop: The Tar Diamond
Effect: Chance of blinding the target for set amount of time, this renders the target useless
Weakness: Ice Spells and Fire Spells
Examine Info: Sticky? Thats a blooming mess!
Ramesh primarily uses a strong melee attack, and the occasional distance attacks, hurling clumps of tar at the player; this cannot be evaded and has an oddly high chance of activating the effect. When in its weakened form the distance attacks become more common and the melee attack more powerful; the tendrils throughout uses fast melee.
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°l||l° Colossus the Ancient Ent (Bark Diamond) °l||l°
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Through the North-Eastern mirror as a scene of a dense forest, the viewing orb shudders and a large tree crashes down in front of the view, after a view shudders it lifts up and disappears from sight.
Requirements
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Minimum of 69 Woodcutting
Minimum of 59 Range
Minimum of 64 Strength
Minimum of 56 Agility
Completed the Mourning's End Part 2
Storyline
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Completely bemused you ask Azzanadra what the vision in the mirror could mean, and after explaining fully Azzanadra is speechless. He requests you show him the image in the mirror, so you carefully smuggle him from the Ancient Pyramid to the Marsh Shrine. Gasping, Azzanadra regrets allowing you to take up this challenge; the forest through the mirror resides on Freneskae, the Elven Homeworld.
You plea for him to allow you to continue helping but he continues to refuse. So you resort to reverse psychology, telling how much you hated doing all those meaningless tasks for the Elves, gaining their trust, how pointless it was that you saved him from his imprisonment and so on. Azzanadra caves in, but on one condition; you never speak of Freneskae to anyone.
He touches the mirror, causing it to bubble, a large hole appearing from the centre, growing larger from the centre of the mirror out. Azzanadra grants you access to the Mirror gate but only until your task is done, though with some persuasion, he will keep it open for later use.
Inside is a forest, huge trees whose tops cant be seen. This forest is a maze, a "living" maze that changes randomly; you could even be trapped in a no-way corridor for short periods. In this maze are many woodland creatures, like the Ent, that keep this forest protected from the fires on all sides. Somewhere in the forest is Colossus, but you cannot kill any other resident, the Petrifying Stone should help here - they can kill you though.
Arena
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Azzanadra hands you a Petrifying Stone before you enter, by operating this you petrify all nearby trees for 20 seconds.
The battle with Colossus is on Colossus itself; the idea is easier to understand if you compare it to one of the Colossi from the "Shadow of Colossus" video-game. You must first grapple onto Colossus' knee and from there you must climb up Colossus to one if its two weak points; the back of the neck and the chest.
Appearance wise, Colossus looks like the Moss Giant with many large mushrooms, except there will be a lot more ledges and platforms and very few hiding points that will protect you from an oncoming tree.
Like in many video-games there is a "grip" or how long you can hold on before dropping - your Energy will count as Grip and will drop at quite a speed, agility will effect the speed. Whilst in the forest Energy will replenish by the millisecond you don't have to worry about Restore Potions, but run out of "Grip" and you will fall.
Biography
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Name: Colossus
Race: Ancient Ent
Combat Level: N/A
Number of Hitpoints: 856
Location: Seren's Homeworld
100% drop: Tainted Loges (950 Prayer EXP) and the Bark Crystal
Effect: Will decreases the total damage dealt by the target's next attack by one sixth
Weakness: Fire Spells/Arrows, Slash Attacks and Stab/Impale Attacks.
Examine Info: Up there is what Im trying to kill, if Im lucky a Glider might bring it down
Colossus does not have an Attack; the closest thing it has to an attack cannot be avoidable by Prayer. Colossus will uproot trees, whilst it continuously roams the forest, and hurl them at you; should you get hit by a tree you will receive massive damage and if you have anything less than 75% energy you will fall off Colossus and receive another big "splash". As long as you have Hitpoints level greater than 75 there is no chance you will die from this, but you will be left with few.
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°l||l° Zenerka the TzHaarian Magician (Lava Diamond) °l||l°
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Through the North-East Mirror at the Mountain Shrine is an image of the Lava pit beneath Karamja Volcano. You watch as bubbles rise from the depths, increasing in amount, when suddenly lava separates - like the Red Sea * revealing a staircase that descends out of sight.
Requirements
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Minimum of 23 RuneCrafting
Minimum of 62 Range
Minimum of 69 Strength
Minimum of 60 Agility
Minimum of 75 Magic
Completed the Dragon Slayer Quest
A form of Distance Combat; Range, Magic or Halberds.
Storyline
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Pack your bags and your way to the Volcano at Musa Point, climb down the rope and you will find yourself in a familiar room filled with Skeletons and Red Spiders; with a not so familiar lake of lava that extends to the West of the tunnel directly North of the Secert passage from Dragon Slayer. In the centre of the existing lava there is a small island, above that island - whether there is one now or not - would be a stalagmite, grapple onto this and swing across to the centre island.
On the island would be two small holes in the ground, upon closer inspection they appear to be the symbols of Fire and Earth, but no rune or talisman would fit in them, so set up the Staffs of Fire and Earth and a cut scene will trigger. The lava will separate revealing a flight of stairs that goes deep into the mountain. Run down the stairs and you will come to a circular room, surround at all sides by large Fire Giants, that appear to have been turned to stone. In the centre is a small puddle of lava and floating above it is Zenerka the TzHaarian Magician. Warning, come to close and she will send a orange pulse from herself throwing you against the far wall.
She will talk to you, the most pleasant of the Diamond Guardians. She will ask you to complete seven simple tasks, you can teleport away at anytime but the challenges will reset.
Arena
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1) Cast an Earth and Fire Wave upon each of the dormant Fire Giants
2) Craft an Earth and a Fire Rune upon each Fire Giant, they act as the Alter but you need your own Essence and the Talismans
3) Craft a Lava Rune on each of the Fire Giants; there is no Talisman sacrifice
4) Kill the animated Fire Giants in a multicombat situation
The arena will begin to spin, descending deeper into the volcano. The arena will no longer be a circle room, but a large open room filled with Fire related creatures; including Bronze Dragons and Pyre Fiends.
5) Survive five minutes in a multicombat room filled with the above creatures; theyre aggressive to all levels.
6) After the five minutes are up she will summon a Lava Dragon, states the equal the Red Dragons only its made of pure lava.
Defeating the Lava Dragon causes the room to fill with lava; raising all the way to the rooms original height. Grapple your way to the staircase opening at the top, failing will cause you to lose 50 hitpoints but you will be washed to the surface.
7) Defeat her in combat. You will be suspended on the lava by a small stone; it will orbit slowly around her pedestal, not close enough for close-melee.
Zenerk** drop must be Telekinetic Grabbed.
Biography
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Name: Zenerka
Race: TzHaarian
Combat Level: 150
Number of Hitpoints: 162
Location: Karimja Volcano
100% drop: Charred Bones (950 Prayer EXP) and the Lava Diamond
Effect: Chance of burning the target; a form of very strong poison that cannot be treated
Weakness: Ice Spells and Water Spells
Examine Info: Woah shes hot!
Zenerka only uses Magic, very powerful Lava spells with a maximum hit of 40; each cast has a chance of activating the effect. Bubbles in the lava around you count as a distance attack that can be semi-evaded by the Anti-Dragonfire Shield, but high-levelled Dragonhide is recommended.
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°l||l° Count Drakan the Vampyre Lord (Flesh Diamond) °l||l°
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Through the South-East Mirror at the Mountain Shrine is an the same image of Castle Drakan, but there is a difference, large spots of light are pouring upon the castle; a Vampyre flies over head from behind the viewing orb into the Castle Vindow, writhing in pain as the light burns its flesh. A face then appears in the mirror, a scared pale face; Pathetic meat sack. Every breather on this world will be punished for your act of bravery; you cannot bring about His return, whilst this Guardian still stands.
Requirements
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Minimum of 68 Range
Minimum of 73 Strength
Minimum of 69 Agility
Completed the Darkness of Hallowvale Quest
Completed the Marsh Beacon Subsection
Storyline
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Make your way once more through the Sanguetti Region; Vyrewatch flying around in torment, completely ignoring your progress. Head once again to the Castle wall and grapple across. When you hit the cold earth a dark spirit will wash through you, taking all food and prayer with it; You will not win young one. A similar purple spirit will wash trough you from behind and leave a purple tint around your body and returning all that was taken: Leave him Drakan, your time is up.
Make your way into the Castle and large black tendrils will shoot from the door way and try and grab you, but they are burned by the purple glare and retreat into the shadows. Walk through the corridors and into the throne room a floor below the spire where Xercus carcass lays. A spiral of shadows will warp from the walls into a shadowed figure; You dare enter my castle, He must not return.
Drakan cries out and with a flash the roof of the castle is ripped off, the glowing white Crystal floating eerily above. In one gust Drakan flies up and punches the crystal, which falls into Dessous Grave-yard.
Dream of Hallowvale
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In the air Drakan transforms into the Vampyre Bat, a tainted demon-like creature which uses incredible strength, magic and range attacks. Its long grey bare body is scabbed and covered in large blotches; the wings torn and tattered and it face wide with large webbed ears. The Bat will fly around your body screeching at you with the same effect as Xercus distance attack. The only way to defeat the bat is to use ranged attacks, Range or Magic only. Like on the first generation consoles the Bat must be brought down by your ranged attacks before it can actually be hurt; he retains a form of immortality whilst in the air.
Slowly but surly Drakan is weakened, and soon unable to fly so he returns to his Vampyre body; standing a short distance above the ground, as if perched on an invisible spire. Drakan begins to jeer your journey, laughing at your toils until your character runs forward without prompting. Drakan just laughs but you keep running and like a rugby tackle you bring Count Drakan to the ground, the purple tint on your person begins to creep over Drakan who wretches and rises into a window that remains standing among the rubble. The two of you become connected by a tendril of glittering purple light and, muttering coldly, Drakan contorts and the screen fades out.
You regain consciousness in a desert of red sand, your characters finds a lantern in their grip and lights it mysteriously but instead of casting a ray of light a cloud of darkness shrouds the player. Wander around for a while and you will see Castle Drakan in the distance; in a state that is untouched by the crystals magic and Drakans anger. As your draw closer you realise that you are tiny, smaller than a common mouse, but determined you must make your way back through the dream and into your body. Drakans dream comes protected however, and it will be like a large agility course with dire consequences.
Hybrid Theory
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Once you climb upon your body the screen will shake and blur in and out of focus, the realty mixing with Drakans dream until reality takes precedence; the cutscene begins!
As if looking through your players eyes, you gaze upon Drakans body that apparently slid into the throne during the dream. He stirs. You look about slightly in panic, every movement causing blur around the edges of objects. Drakan will begin talking, but after a few seconds you realise that Drakan is not sneering, but pleading you turn your head and you see the crippled Xercus, who stands ready to pounce in the door way to the throne room.
Xercus howls and begins to charge Drakan, you watch as a smile spawns on Drakans withered face and you cry out, but Xercus doesnt stop and the two collide. Both Xercus and Drakan, as if yin and yang, become clouds of black and white, spiralling around each other; the figure of Xercus roars from the white smoke as Drakans looks hungrily upon him from the black smoke. With a sudden implosion the two bodies form a single figure that stands menacingly in the room before you; the Werepyre is born.
The camera zooms out as Drakan makes a jump; you roll sideways and find yourself on a piece of rubble that hangs over the castle grounds. You hear Azzanadr** voice and quickly roll off the castle and in a kind of slow motion you see your player plummeting to the ground, a large arrow bouncing up and down at a flag pole protruding from the building click on it and your player will swing round and back up into the throne room.
Azzanadra appears in front of you; remember that since the dream this entire section has been cinematic! He shouts at the hybrid before you and Drakan only jeers back, proclaiming his new found power when the Xercus with in him wretches; he demands that he be killed and that Drakan will die with him. Azzanadra charges forward but Drakan returns and throws Azzanadra out and the two are locked in combat.
The Crystal
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Using what little strength you have left, you pull yourself up. You look out upon the two creatures fighting in the air then down at the crystal lodged in the coffin of the graveyard below. You aim above you and fire the grapple into the already ruined rooftop. With a single bound you propel yourself through the air and as if the rope was bungee cord you fly towards the crystal and quickly take it in your grip before the rope tightens and you are sent hurtling back.
But the crystal is too heavy and large, the awkward shape hard to hold and you cry out as it falls from your grip. Azzanadra quickly turns his attention to you - for a split second - he teleports in a wisp of purple smoke and catches the gem; swinging it round like a shot-put he throws it into the throne room as Drakan pounces upon him and sends them both hurtling into the jagged debris below.
You get up and throw the grapple another flag pole and down again. Running forward you tie it onto crystal and the other end to yourself. You jump off the edge and the crystal is thrown into the air where a force catches it, the rope comes loose and you continue to fall. Azzanadra looks up and embraces for impact, you land and roll off onto the Werepyre. This was enough to wake him and Count Drakan flies into the air with you in his arms. Another slow motion activates and an arrow begins to jump above the crystal, and you fire a grapple at it.
Drakan releases you and you fall into the throne room as the hybrid is drawn into the crystal. Writhing in pain the crystal devours Drakans spirit allowing his carcass to fall to the ground.
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