One Small Favour

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This is the quick guide for One Small Favour.
For a more in-depth version, click here.
[[Category:Quick guides|]], ""
One Small Favour (#69)
Also called? OSF

1SF

Release date 28 February 2005 (Update)
Members only? Yes
Quest series Karamjan
Official difficulty Experienced
Official length Very, Very long
Developer Tytn H
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Official description

If you're fresh to Shilo Village after solving the mystery (or even if you did it some time ago), you may like to check out Yanni Salika's antiques shop.

He's a busy chap, revamping antique items, checking out new stock from potential adventurers and maybe he'll have a small(1) favour to ask of you. It is probably nothing particularly large - Yanni isn't a demanding(2)person, after all - and it should hardly take you any time(3) at all really. Just something to do when you have a spare moment.

That's assuming there aren't any complications.

1: - Perception of the word "small" may be open to interpretation.

2: - In a recent vote, Yanni Salika was only voted the second most demanding person in Shilo Village.

3: - As everyone knows, time is relative.

Walkthrough

Start point: Talk to Yanni in the antique shop in Shilo Village. Talk to Yanni in the antique shop in Shilo Village.
Members only: Yes
Official difficulty: Experienced Experienced
Description: None
Length: Long. (Lots of travel; 2 - 5 hours without teleports or other forms of transportation, but can be reduced by using the lodestone network)
Requirements:
Items required:

Recommended items:

Enemies to defeat:

Be warned that players who have completed the old version of Druidic Ritual, might be required to complete the new version of the quest to continue One Small Favour. Also, this quest takes place in some multi-combat areas, so spirit terrorbirds are not recommended for pures; energy or super energy potions will do just fine.

Around the World...

File:One Small Favour Map route.png
The 'small' path you have to make during the quest.

Recommended items: Amulet of glory, explorer's ring 3 or 4, 60 coins.

To begin the quest, you need to travel to Shilo Village. A few easy routes are:

  • Using Fairy Ring code CKR brings you to the area directly west of the village.
  • Using an amulet of glory teleport to Karamja and using the cart ride into Shilo Village for 10gp is an alternative.

Yanni Salika can be found inside the antiques shop, just north of the river and south-east of the gem mine. When you ask him of any activities to perform in the village, he instead requests you for a small favour - he needs an exotic mahogany polish on one of his antiques which can only be produced from the rare red mahogany logs. As he has none in his possession, you must retrieve it from one of the Jungle Foresters south of the village.

Karamja

To leave Shilo Village, go out the front gates and then search the cart to jump over it; watch out for the aggressive Undead ones in the area.

  • Walk south and talk to any Jungle Forester there. They will part with the logs, if you are willing to get their blunt hatchet to Captain Shanks so that he can sail to Port Sarim and get it sharpened.
  • Go due west and up the ladder to talk to Captain Shanks. He will tell you to go to Port Sarim and get the hatchet sharpened yourself. Buy a ticket from him (26-42 coins), or teleport to Port Sarim any way you can (home teleport/lodestone network is recommended).

Misthalin

Items needed: 3 Steel bars.

Recommended items: Amulet of glory, explorer's ring 3 or 4, varrock teleport, skull sceptre.

  • In northern Port Sarim, speak to Brian inside his battleaxe shop. You quickly find out that he is worried about a friend, who is planning to escape into the Wilderness to rid of his troubles. As he cannot sharpen the hatchet without his peace of mind, you offer to help him with a favour. He tells you that Aggie might be able to help with his situation. Make sure he takes the blunt hatchet before you leave.
  • Speak to Aggie, the witch in Draynor Village. She agrees to help you, but wants a favour in return! Her apprentice, Jimmy the Chisel, has gone missing while gathering supplies. He was last seen between Draynor Village and Lumbridge, 'near the spiders and goblins'.
  • Go to the HAM headquarters east of Draynor Village, pick the lock on the trap door and climb down. Go to the south-east corner and speak to Johanhus Ulsbrecht, the HAM leader. He will let Jimmy go if you can provide his cult with a month's supply of chickens from Jimmy's brother, Fred the farmer.
File:Seth Groats location.png
Seth Groats location
  • Exit the HAM headquarters and go north of Lumbridge to Fred's farm. He does not have enough chickens, but Seth Groats, the owner of the farmhouse on the other side of the river, does.
  • Across the River Lum, speak with Seth Groats. He is ready to help, but he requires some chicken cages. He suggests talking to Horvik, the Varrock smith, along with 3 steel bars as debt from a previous job.

If you do not already have an empty cup, enter Varrock through the east gate and then go south to the tea stall. Steal a cup, then go visit Horvik.

  • With the steel bars, go talk to Horvik in Varrock; he owns the platebody shop there. Unfortunately, he is very ill, and needs a herbal antidote, and some pigeon cages to modify into chicken cages. He tells you to go to Ardougne to get the pigeon cages.
  • For the antidote, go to the apothecary in Varrock. He gladly agrees to help you, favour-free, but as he is giving you the breathing salts, he drops the pot. Since the salts cannot be stored in a non-airtight container, he will ask you to get him a new airtight pot. Airtight pots from Grand Exchange do NOT work.
  • Go to Gunnarsgrunn (Barbarian Village) and talk to Tassie Slipcast the potter, as suggested by the apothecary. She is too upset to show you how to make an airtight pot, since she is being pressured by Hammerspike Stoutbeard, a dwarf from whom she took a loan and who is now unfairly increasing the interest on it.

Asgarnia

Items needed: Bowl of hot water, empty cup, 1 clean harralander, 1 clean marrentill and 2 guam leaves.

Recommended items: House teleport if your house is in Taverley, ring of duelling.

File:Hammerspike Stoutbeard Location.png
The route to Hammerspike from the Ice Mountain entrance of the Dwarven Mines.
  • Enter the Dwarven mines from the northern entrance (near the Ice Mountain). Go south, and then west when you see the anvils. Keep going west until you see Hammerspike Stoutbeard surrounded by some Dwarf Gang Members. Ask him about Tassie Slipcast and his choice of profession; he actually always wanted to be a druid. He'll relieve Tassie of her grief if you can help him become a druid initiate.
  • Go to Taverley and speak with Sanfew; he is in the house north of the slayer master. Sanfew will allow Hammerspike to become his apprentice, in exchange for two favours. He wants you to give a Guthix rest tea to Captain Bleemadge on top of White Wolf Mountain and convince him to take Sanfew down to the Feldip Hills, so that he can spread awareness about Guthix amongst the inhabitants.
  • Travel to the top of White Wolf Mountain and present the tea to Captain Bleemadge. There is an aggressive level 73 Big Wolf near him, so be wary; there is a tree nearby that you can lure him behind. Feeling refreshed, he agrees to take Sanfew into ogre territory, although he needs some special, lightweight ropes known as T.R.A.S.H. (Triple Redundant Aero Super Hawsers) for the trip down to the Feldip Hills.

Kandarin

Items needed: Around 2000gp (or 2 cut opals, jades and red topazes incase you crush the ones you get).

  • Travel to Catherby and speak to Arhein, the general store manager on the docks. He says that he himself designed T.R.A.S.H and is willing to barter it for a weather report to protect his cargo from bad weather.
  • Go to Seers' Village and talk to Phantuwti Fanstuwi Farsight in the house with the water-drop symbol south-west of the bank. He is busy looking for a girl named Petra and will not perform the weather forecast until she is found. He points in a vague direction about Petra's whereabouts - in a nearby cave, to the south-west of the village.
File:Petra.png
The Goblin Caves
Petra, stuck in the wall!
  • Travel to the goblin cave just east of the Fishing Guild. Inside the cave, follow the east wall until you come to a cavern. As you enter the cavern a cut-scene pans the camera to a distorted rock in the wall, an impression of a woman, possibly Petra. Search the sculpture, and you find a message telling you to speak to Wizard Cromperty.
  • Cromperty can be found north-east of Ardougne square; his house has a blue-checked floor, also indicated in the mini-map. He explains that the girl was another of them adventurers on whom he experimented his teleport spells, but he couldn't track her down. He can free the girl with some iron oxide, but he needs your assistance in getting some from the antique merchant in Port Khazard.

Whilst you are in Ardougne, pick up five pigeon cages from behind the house just south of the northern Ardougne bank.

  • Go to Port Khazard and talk to Tindel Marchant - he is on the pier south of the Fishing Trawler. He promises to hand you some rust if you could, unsurprisingly, get his stodgy mattress stuffed by Rantz and spare him the insomnia.
  • Go to the Feldip Hills (quick access available by using fairy ring code "AKS," then heading east) and talk to Rantz on the eastern side of the hills. He cannot do it because of the loud disturbance caused by a small man, which is scaring the chompy 'flapper' birds away.
The landing strip, fully repaired.
  • Go west until you see a gnome glider beside a gnome named Gnormadium Avlafrim. Talk to him and he will tell you he needs to repair the landing strip for a new glider route. Search each landing lights for a gem, cut it, and put it back in the landing lights. The gnome can sell you a chisel at 10 coins and spare gems at 500 coins each if you happen to crush them (you might want to bring some jade, opal and red topaz with you, but it is not necessary). Once you repair the strip, talk to the gnome again; he will start up the lights on the runway.

...and Then Back Again

Items needed: Armour and pickaxe, bronze bar, iron bar, steel bar, pot, 5 pigeon cages.

The broken weather vane, located on the roof.
  • Travel back to Seers' Village and speak to Phantuwti. Go through the various options one by one, until you finally threaten him. He will confess that his weather vane is broken, and give you permission to go up on the roof to fix it. Access the roof via the ladder, in the building with the spinning wheel, to the east.
  • Take the report to Arhein in Catherby. He tells you that his ingenious T.R.A.S.H. has been already delivered to Captain Bleemadge.
  • Talk to Captain Bleemadge on top of White Wolf Mountain, who says he's now ready to fly off with Sanfew.
  • Deliver the latest news to Sanfew, who agrees to let a dwarf become his initiate.
  • Talk to Hammerspike Stoutbeard in the Dwarven mines. Apparently, he has changed his mind and wants to keep being a gangster, not sparing Tassie. When you threathen him, his Dwarven Gang Members will attack you; defeat them and he will agree to stop harassing Tassie.
Dealing with Hammerspike's thugs.

This fight is multi-combat. All three will attack at once. Having a familiar to help fight would not hurt.

  • Travel to Gunnarsgrunn and talk to Tassie. For being a good samaritan, she teaches you how to make pot lids - just use the wheel to make an unfired pot lid. Fire the pot lid in the kiln, and then use it on a pot to get an airtight pot. Tassie will provide you with one workable piece of clay.
  • Bring the airtight pot to the apothecary in Varrock to obtain some breathing salts.
  • Go to Horvik and give him the herbal tincture, breathing salts and five pigeon cages to get some chicken cages.
  • Deliver the chicken cages to Seth Groats in the farm in Lumbridge.
  • Inform Johanhus, in the HAM headquarters, about his renewed food supply and keeping his side of the deal, he releases Jimmy.
  • Go to Draynor Village and speak with Aggie the witch, who agrees to be a character witness for Brian's friend.
  • As a token of thanks, Brian of Port Sarim returns your favour and hands you a sharpened hatchet.
  • Go back to any of the Jungle Foresters south of Shilo Village and they will give you some red mahogany logs in exchange for the sharpened hatchet.
  • Finally, speak with Yanni in Shilo Village to hand over his red mahogany logs. When he responds with just a 'thanks', you obviously get upset. Summarising your journey halfway across the world and then some more, Yanni agrees to reward you with some of his antiques.

Congratulations, quest complete!

Rewards

One Small Favour reward
One Small Favour reward

Music unlocked

In the Manor, Grumpy, Chompy Hunt and Soundscape can be unlocked in the lands you venture to if you have not visited them beforehand, but there is no unique music for this quest

Required for completing

Completion of One Small Favour is required for the following:

Cultural References

Trivia

  • The girl you rescue from the rock is named Petra Fiyed, a play on the word petrified, and she's only level 1, despite her being somewhat well-armed compared to lower-levelled players.
  • Upon the completion of this quest, one's Adventurer's Log will read: "Offering to do ‘one small favour’ for Yanni Salika of Shilo led to doing the same for a forester, Captain Shanks, Brian, Aggie, Jimmy the Chisel, Farmer Fred..."
  • After completing the quest, if you talk to Juna, your character will say, "...I still can't believe how long that 'one small favour' took me! I ended up walking all over the world doing small favours for all and sundry!"
  • When asked to visit Rantz for the feathers, your character will retort that he can't hit a chompy bird at all. Your character will reply this even if you have not yet done Big Chompy Bird Hunting, or even met Rantz before at all.
  • When asked about a sequel to One small Favour, Mod Avatar stated "You never know..." indicating that One small Favour 2 may be a future quest.

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