Tuesday, July 28, 2009

The Curse of Arrav Guide

Here You are =P

Description: The icy waste to the north of the troll country is as mysterious as any land in RuneScape, no less because of the interest the Mahjarrat take in it. Ali the Wise thinks that he might have found a way for you to discover more about this strange area to the north. Uncover more of the mysteries of the Mahjarrat and learn about the dark magic that was used to enslave Arrav for these last few millennia.

Difficulty: Master

Length: Medium

Quest Requirements:
Defender of Varrock
Shades of Mort'ton
Troll Romance
Tale of the Muspah, The
Missing My Mummy

Skill/Other Requirements:
Level 37 Slayer
Level 41 Summoning
Level 61 Agility
Level 64 Ranged
Level 64 Mining
Level 64 Strength
Level 66 Thieving
Must have restored Senliten to 100%.

Items Needed at Quest Start: None.

Items Needed to Complete Quest: Any type of Pickaxe, Sacred oil(1), 3 Dwellberries, Ring of life, any type of Crossbow, Mith grapple, Macaw pouch, Insulated boots, Climbing boots OR Trollheim teleport runes.

Items Recommended for Quest: Weapon and Armour, Prayer Potions, Food, Amulet of glory(4), Varrock Teleport runes, and about 1k coins for transportation.

Items Acquired During Quest: Base key, Base plans, Code key, Decoder strips, Empty canopic jar, Full canopic jar, Heart in a canopic jar, Notes (a-j), Notes (k-z), Granite tablet, Shale tablet, Slate tablet, Stone tablet, Oil in a canopic jar, and Oil and berries in a jar.

Quest Points: 1

Reward: 1 Quest Point, 30k Mining XP, 14k Thieving XP, 9k Ranged XP, 9k Agility, 9k Strength XP, 4k Summoning XP, and 2.5k Slayer XP.

Start Point: A house on the northern edge of the town of Nardah.

To Start: Talk to Ali the Wise.

Instructions:

1. Speak to Talk to Ali the Wise in the house at the north end of Nardah to start the quest. He'll tell you that a contact of his has found some caves on Trollheim mountain, but wasn't able to excavate them.

Ali the Wise

2. Walk or teleport to Trollheim, and head northwest of the teleport location until you get to the Icy Gate. Just northwest of that is a cave entrance. Go in through the cave entrance and make your way through the caves. This area is populated with Ice Trolls (level 120+), so Protect from Melee is recommended.

Ice Cave Entrance

3. Head through the crevice at the end of the tunnel, then continue east and go through the next cave entrance.

Rubble Cave Entrance

4. In here, there are some piles of rubble which need to be cleared for you to get through. You will only be able to mine the rubble one time each, on the north, south, east and west sides. There are several kinds of rubble piles:
* Solid pillar - cannot be removed at all
* Rubble with large pile of stones on top - after you mine it, more rubble will fall in front of you
* Rubble with small pile of stones on top - needs to be mined twice
* Rubble with cracks in - only needs to be mined once


5. Go north and mine the small pile of rubble there twice. Then go back south, and then west; again mine the rubble. Lastly, head north then east and mine the rubble here. You can now continue through the caves.

Pile of Rubble

6. Make your way through the rest of the tunnels until you're able to get to the cellar in the southeast corner. Once there, search the short bookcase beneath the stairs to get Notes (a-j).

Bookcase

7. Go up the stairs and you'll see Arrav. Speak to him, and he'll attack. Attack him back. Before he can kill you, he will be be called away. He will then tell you to search behind the tapestry in the room to the south. Go to the southern room and search the tapestry to receive the Base key and Base plans.

Tapestry

8. Return to Ali the Wise in Nardah and update him on your progress. After a cutscene, you need to go to speak to Senliten, the pharaoh queen, just south of the Ruins of Uzer. She will give you an Empty canopic jar, and explain how to fill it. You will need Sacred oil(1), 3 Dwellberries, and a Ring of life. Use the Sacred oil(1), followed by the Dwellberries and the Ring of life, on the Empty canopic jar to prepare it. You will then receive a Full canopic jar.

Pharaoh Queen

9. Return to Ali the Wise in Nardah and show him the jar. He will give you advice on infiltrating Zemouregal's base which is located in the Wilderness under the Chaos Altar. You will need to bring Insulated boots, a Mith grapple, any type of Crossbow, the Base key, and a Macaw pouch with you.

Ali the Wise (Base Plans)

10. Zemouregal's base is located under the Chaos Altar in the low level wilderness, just to the northeast of Varrock. Teleport to either Edgeville using your Amulet of glory(4), or Varrock using runes, and walk to the altar.

Chaos Altar

11. Go under the Chaos Altar and follow the path until you reach a metal door.

Metal Door

12. Go east, following the path once again, until you reach a small room that contains a range. On the southern wall of that room, there is a pipe. Equip your Insulated boots and enter it.

Pipe

13. Follow the path until you reach another pipe. Once there, you need a way to remotely see if there are any patrolling zombies on the other side of the pipe, so summon your Macaw.

Macaw Pipe

14. Once your Macaw has been summoned, interact with it and click the "Remote view" option. It will then go in the pipe for you and scout the area, and then you will climb through the pipe. You will now be inside Zemouregal's base.

15. Once inside, run to the south room and search the tables for Decoder strips and Notes (k-z). Then, pick the lock on the nearby chest for the Code key.

Table

16. Run to the north and then to the east. You will see a Metal door and a keypad. Interact with the keyboard, and try to solve the puzzle code. If you fail, the room will become filled with gas, and you will become unconscious and be sent back to the beginning of Zemouregal's base.

Note: The combination key and final code are different for every player.

17. Once the latch is open and you enter the Metal door, equip your Crossbow and Mith grapple. Grapple the pipes to bypass the fire trap. Once on the other side, search the pedestal and take the heart. You will now have a Heart in a canopic jar.

Pedestal

18. Teleport out of Zemouregal's base and head back to Ali the Wise. Talk to him, and he will take the Heart in a canopic jar and give you your reward.

Congratulations! Quest Complete!

Quest Complete

Tuesday, July 21, 2009

The Curse of Arrav | Guide Coming Soon!

The Curse of Arrav

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

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

Paul
RuneScape Content Developer

Summary:
Where to start The Curse of Arrav:
Speak to Ali the Wise in Nardah.

Requirements to start The Curse of Arrav:
37 Slayer
41 Summoning
61 Agility
64 Ranged
64 Mining
64 Strength
66 Thieving
Must have completed Defender of Varrock
Must have completed Shades of Mort’ton
Must have completed Troll Romance
Must have completed The Tale of the Muspah
Must have completed Missing my Mummy
Must have completely restored Senliten


In other news...

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

Wednesday, July 15, 2009

Faruq's Tools for Games Update

Knowing that many of RuneScape's adventurers sometimes like to kick back and enjoy time with their friends and clan-mates, Al Kharid's newest resident, the mysterious entrepreneur Faruq, has brought to market a selection of curiosities to help pass the time between grand escapades.

If your clan needs fair ways of making decisions, then Faruq has something for you. If you want to have a race without any cheating or need something to mark the route, he can help. Whether you’re planning a scavenger hunt, a race, a seeking game or any kind of adventure within the adventure, Faruq asks only that you look at his wares, because he might have just what you need.

To peruse Faruq’s Tools for Games, check out the stall he has set up next to Ali Morrisane in Al Kharid market.

This is an unusual update for us, because, unlike just about everything else in RuneScape, we haven’t planned out what you should do with it. During development, we thought of things you could do, of course, but I’m eager to see what else you can come up with yourselves.

To make the tools, we sought suggestions from the forums, fan sites and various corners of Jagex. It all helped shape the project, and some of the players who made suggestions when the developer blog went out should find certain objects very familiar: congratulations on making your mark on the game!

Mod Hew
RuneScape Content Developer


In other news...

You can once again walk out of Edgeville’s bank using the minimap when heading north-east!

We’ve removed a small selection of items from the Grand Exchange to improve offer matching. For example, all but the (8) and (1) charged variants of the games necklace have been removed. The removed items can still be traded; they just no longer show up on the Grand Exchange.

Wednesday, July 8, 2009

Mobilising Armies | Guide Coming Soon

Mobilising Armies is a new multiplayer combat minigame, but instead of controlling your avatar you’ll be controlling a whole battalion, deploying your squads with tactical precision and trying to second-guess the intentions of your opponents. There are four different scenarios to play in: Conflict, Siege, Hoard and Rescue. Each presents its own set of challenges, such as building catapults, collecting resources and stealing from your opponents, to name just a few. Don’t worry about finding three other players, though: when you turn up at the command centre the officers will arrange your match for you.

As we all know, war isn’t cheap, so with Mobilising Armies we are introducing a commodity-exchange system. If, after training a skill, you’re left with a lot of commodities that you don’t need yourself (e.g. a surplus of jewellery after training Crafting), you’ll be able to trade them in at the command centre for investment credits, which can then be exchanged for squads and special units, such as cannons, barricades or exploding chinchompas. You can also choose to stake investment credits in an impending battle for a larger payout of reward credits, which can in turn be spent on additional items.

There are a variety of rewards for victorious commanders, including quest kits that let you hold much-needed questing tools in one inventory slot, resource locators that’ll teleport you directly to resources such as mining spots and trees, and “spoils of war”, which are a selection of resources, gold and items that will allow you to train your skills further

Good luck, and enjoy!

Mod Tim, Lead Content Developer, and Mod Maz, Content Developer and Queen of the Squirrels

(For a look at some of the technical challenges we've faced in developing this minigame, take a look at this recent blog post from Andrew, titled Mobilising Armies.)

Summary:
Mobilising Armies can be found south of the Feldip Hills and west of Oo’glog. You can get there using any of the following:

* Spirit trees
* The Mobilising Armies Teleport spell in the standard spellbook
* The Ring of Duelling

There are no requirements to start playing, but to keep playing you’ll need tradeable commodities.


In other news...

We’ve added the ability for you to make notes. To access this new feature, click on the Notes icon at the bottom-right of the screen. This remarkably simple system enables you to leave up to 30 notes for yourself, each of which can be up to 50 characters long.

On a related note, any invalid player names saved in your Friends/Ignore lists have been marked with a *. From now on, you will only be able to add valid player names to your Friends/Ignore lists.

We’ve also moved the Summoning interface’s functionality to the Summoning icon next to the minimap – simply right-click on this icon for all your pet/familiar needs. We’re aware this leaves a blank ‘stone’ on the interface; there is another new feature planned to go in that space.

We've added an alternative sitting position when you rest. You can toggle how you sit by clicking rest again to choose your preferred pose.

Zanik's crossbow can now be used with many more varieties of bolts. It seems that it only used a small selection beforehand.

The filter for the quest list will no longer remove quests you've already started.

Summoning scrolls should no longer interfere with special attack energy replenishing.

You can no longer use fairy rings while you are tele-blocked. This seemed a bit inconsistent with other areas of the game.

You can now take familiars over the bridge towards Zamorak in the God Wars Dungeon, so you don't have to dismiss them and then summon them again after crossing.