Walkthrough[]
Start point | South of Eagles' Peak and west of the Tree Gnome Stronghold. Talk to Phoenix. |
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Official difficulty | Master |
Length | Long |
Requirements |
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Items required | Items from the tool belt are not listed unless they do not work or are not automatically added. |
Enemies to defeat |
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Getting started[]
- Talk to Phoenix South of Eagles' Peak (1-1-2-accept-1).
The Cave System[]
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!