The Firemaker's Curse/Quick guide

Getting started

 * Talk to Phoenix South of Eagles' Peak (1-1-2-accept-1).

Room 1

 * Talk to Flint who will give the player a Pitch can.
 * Use the pitch can to light fires (There's a Make-Fire-Here option on right-click) to complete the arrow on the ground.

Room 2

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

Room 3

 * Complete the pattern which is in the shape of a falling boulder.
 * 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.
 * Light the fire again.
 * Proceed to the next room.

Room 5

 * 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

 * 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

 * 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 LEFT-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 life point restoring items. It is also advised to bring an abyssal whip, an off-hand weapon, and nothing else except weight-reducing items. Armour will raise your maximum life points and increase Char's max hit, therefore it is not recommended. Keeping at least 5 fires lit will ensure adequate damage against Char. A good strategy to get many fires is to put your pitch can on the action bar, and spam that key while running around before attacking.


 * Take the journal.
 * Defeat Char.

Finishing up

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