The guards only start praying after being hit for the first time, after which they will constantly adapt to your attack style. Dual-wielding a melee weapon and a ranged or magic weapon and using Legacy Mode is an effective (and simple) way to circumvent the guards' prayer swapping. When a guard is defeated, he will fall to his knee and stop fighting. Therefore, it's recommended to focus on one of them first before dealing with the other.
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| - The guards only start praying after being hit for the first time, after which they will constantly adapt to your attack style. Dual-wielding a melee weapon and a ranged or magic weapon and using Legacy Mode is an effective (and simple) way to circumvent the guards' prayer swapping. When a guard is defeated, he will fall to his knee and stop fighting. Therefore, it's recommended to focus on one of them first before dealing with the other.
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Kills
| - * Fistandantilus - level 77
* Zaromark Sliver - level 77
* Vyrewatch - level 70, 72, 75, or 78
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Length
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Recommended
| - * Teleport to Canifis or an activated Canifis lodestone
* Shortcut key
* Druid pouches or ouroboros pouch
* Food
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qp
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etime
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Rewards
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*
*
* Tome of xp 2nd ed, a tome of experience with three chapters, giving 2,500 xp each
* Ivandis flail
* Blood talisman
* Ability to craft Blood runes at the Blood altar with 77 Runecrafting
* Access to Meiyerditch Dungeon including Skeletal hands, Zombie hands, Bloodvelds and Mutated bloodvelds, as well as a shortcut between Canifis and Meiyerditch.
* Access to a furnace in Meiyerditch.
* Access to the columbarium beneath Paterdomus and the ability to cremate the Vyre corpse for rewards.
* Access to Vyrewatch event in Temple Trekking
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Series
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filename
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Difficulty
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Name
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Align
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Members
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Items
| - * Teak or higher-level pyre logs
* Enchant emerald tablet if not on the standard spellbook
* Two different combat styles
* Silver sickle (b) for the first part of the quest in case you run into juvinate
* Rod of Ivandis
;Items obtained during quest:
* 1 coal
* 1 cosmic rune
* 3 air runes
* 1 mithril bar
* 1 silver bar
* 1 silver sickle (b)
* 1 emerald
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Update
| - Myreque Part IV - Legacy of Seergaze
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Title
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Music
| - * Conspiracy: Part 1 - during the Paterdomus temple cut scene
* Conspiracy: Part 2 - during the same cut scene
* The Terrible Tunnels - in the Meiyerditch secret laboratory
* The Terrible Caverns - in the long tunnel before entering Mutated Bloodveld's lair
* The Columbarium - during burning the Vyre corpse
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Icon
| - Legacy of Seergaze icon.png
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Start
| - Speak to the Mercenary Adventurer outside Paterdomus.
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AKA
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Release
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Developer
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Requirements
| - Additionally, it is recommended to have completed the following in order to follow the quest at one point.
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abstract
| - The guards only start praying after being hit for the first time, after which they will constantly adapt to your attack style. Dual-wielding a melee weapon and a ranged or magic weapon and using Legacy Mode is an effective (and simple) way to circumvent the guards' prayer swapping. When a guard is defeated, he will fall to his knee and stop fighting. Therefore, it's recommended to focus on one of them first before dealing with the other. When both guards are out of health, they'll get up and teleport away. Once they have left, search the crude table in the northwest alcove for clues to find a torn book page and a glove. The glove is of distinct Saradominist design, while the book page is from a Zamorakian map book and depicts Misthalin. Return to Drezel, who is troubled by the ordeal and takes the two pieces of evidence for safekeeping. He advises you to return the mercenary's favour and escort him to Burgh de Rott, and visit Veliaf Hurtz while there. Return to the adventurer and agree to bring him to Burgh de Rott. This escort is exactly the same as any Burgh de Rott Ramble. You should take a silver weapon, ideally a Rod of Ivandis, to deal with potential Juvinates, and may wish to take food for the adventurer. If you don't want to engage any monsters in combat, the Mercenary Adventurer can foresee events, so simply click "continue" on the path (and not "quick-continue") to see what encounter a path will feature. Which paths are taken is not important. Simply escort him down to Burgh de Rott; if you have to escape an event at any point, you will have to start over.
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is Quest
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