The Firemaker's Curse/Quick guide

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This is the quick guide for the quest The Firemaker's Curse; for the more in-depth version click here. Template:Safe quest

Start point: South of Eagles' Peak and west of the Tree Gnome Stronghold. South of Eagles' Peak and west of the Tree Gnome Stronghold.
Members only: Yes
Official difficulty: Master Master
Description: None
Length: Long
Requirements:
  • 74 Firemaking
  • 76 Constitution
  • 64 Agility

No skills can be boosted

Items required:
  • Healing method (24 saradomin brews is a good idea. Unicorn stallion/bunyip familiar can also be helpful)
  • Enhanced Excalibur is very handy here for healing
  • Weight-reducing clothing (recommended)
  • Ranged weapon (darts, dark bow or knives recommended)
Enemies to defeat: Char (level 501)

Getting Started

The Cave System

Room 1

first puzzle arrow
  • Talk to Flint who will give the player a Pitch can.
  • Use the pitch can to light fires to complete the arrow on the ground.

Room 2

  • Light the logs located East in the cavern.
  • Take the Firemaking journal towards the centre of the room.
  • After a cutscene, enter the next room.

Room 3

Second puzzle solution.
  • Complete the pattern which in the shape of a fire.
  • Avoid the falling boulders and keep picking them up and placing them on the rock pile at the end of the room.
  • Climb up the rock pile.

Room 4

  • Light the fire just like in the second room.
  • Take the Firemaker's journal.
  • Click the pillar near the fire and tie up Twig
  • Proceed to the next room.

Room 5

The solution for the third puzzle.
  • Complete the puzzle. Dodge the fire walls by going through the gaps in them immediately after the puzzle.
  • Proceed to the next room

Room 6

  • Complete the agility maze by lighting fires and pushing the pillars. The pillars show you where to go next by a mini-cutscene when you push them.
  • Proceed to the next room.

Room 7

  • Light the fire and pick up the journal.
  • Click on the pillar by the fire and tie up Sera.
  • Proceed to the next room.

Room 8

Solution to the fourth puzzle. Coloured Dots indicate where fires should be placed.
  • Complete the puzzle in this room and immediately run to one of the gaps in the walls and hide in it until the wall of fire passes by.
  • Proceed to the next room.

Room 9

  • Complete the "tutorial" that Char gives you.
  • Complete this room by surviving until the end of the wave bar. You can light the oil lines to make fire barriers to block the orbs that fly around.
  • Proceed to the next room.

Room 10

  • Again, light the fire and grab the journal.
  • At the pillar, tie up Twig again.
  • Proceed to the next room.

Room 11

The solution to the fifth puzzle (11th room)
  • Complete the puzzle which is in the shape of a torch.
  • Light the fire pit and grab a Torch from it.
  • Continue down the path and when there are tendrils of darkness, ward them off by right-clicking on them at the edge of the screen.
  • Proceed to the next room at the end of the path.

Room 12

  • Light the fire and take the journal.
  • Tie Emmett to the pillar this time.
  • Proceed to the next room.

Face-off with Char

Note: It is advised to bring a few energy restoring items, or visit the salt bath in Oo'glog, as well as bringing lifepoint restoring items such as Saradomin brews. It is also advised to bring either knives or darts and nothing else except weight-reducing items. Armour will have no effect when fighting Char, nor will the type of weapon you use, so feel free to use bronze knives or darts - they cause the same amount of damage as rune.

  • Defeat Char.
  • Damage is calculated base on the following formula:

Where N is the number of fires lit, will be represented by:

N x 101 = Damage on Char

Finishing up

  • Exit through the tunnel in the back of the room.
  • Talk to Sera or Emmett.
  • Quest complete!