Skills: None!
Quests: None!
What You Need: A Pressure Gauge, Rubber Tube, Oil Can, Fish Food, a bottle of Poison, a Spade, and a Small Key.
Getting Started
First off, speak to Veronica who will be wandering around near the gate of Draynor Manor. The manor is just north of Draynor Village. She says that she's in trouble, and tell her that you can help. Continue north along the path until you reach a large building and go inside.
Climb the first set of stairs in the room, and then climb the smaller staircase leading to the third floor. Talk to Professor Oddenstein, the eccentric-looking scientist in the room, and ask him about Ernest. The Professor says that he has turned him into a chicken. Tell him to change him back, and he says that his machine is broken and he needs several parts to get it running again. He needs a Pressure Gauge, a Rubber tube, and an Oil Can.
Pressure Gauge & Rubber Tube
With the list of needed items to get the machine running again, go back down the stairs leading to the second floor. Walk past the other set of stairs and notice the box of Fish Food on the floor across from the stairs. Pick it up and go down the stairs leading to the ground floor. Now go through the north door, and into the kitchen to the west. Next to the stove is a door, and in the small room is a bottle of Poison.
Now leave the kitchen and head into the room with a black and grey checkered floor. Next to the stairs is a room with a Spade in the corner. Pick it up and leave through the door. Walk around the Mansion, first to the north, and then to the west. When you come upon a Compost Heap, walk up to it and use your spade with it to find a Small Key.
Continue south until you reach a fountain filled with vicious Piranhas. Use the Poison with the Fish Food to poison it, and then use the Poisoned Fish Food with the fountain to kill them. Search it to find the Pressure Gauge. Now walk to the east and go back into the Manor. Just past the staircase is a small closet. Use the Small Key with the door and pick up the Rubber Tube .
The Oil Can
Leave the closet and walk into the room with a pink floor and search the bookcase on the west wall to find a secret door. Now climb down the ladder into a basement filled with small rooms and levers on the walls. This is the tricky part of the quest, and you need to pull the levers in order and continue into the correct room.
To help you with this quest, I've made a map of the maze with the levers and doors which you can follow. Each lever has it's own color on this map, and each of the doors are labeled from 1-9, which is how directions are given to completing the maze.
First, pull levers A and B down. Go through door 1 and pull lever D down. Walk through doors 2 and 3, and pull levers A and B up. Go back through door 3, and through 4 and 5. Pull levers E and F down, and head out door 6, and through door 7. Now pull lever C down, and go back through doors 7 and 6. Pull lever E up and go through doors 6, 8 and 3. Now you can go through door 9 and pick up an Oil Can.
Fixing the Machine
Now go back up the ladder and pull the lever on the wall to open the secret door up. Head back upstairs to Professor Oddenstein and give him the parts to the machine. He'll fix it and turn Ernest back into a human, and you've finished the quest!
Rewards
300gp
4 Quest Points
Speak to Ernest to receive 10 noted Eggs, 300 Feathers, and 3,000gp.
Goblin Diplomacy
Start: Talk to one of the Goblin Generals in Goblin Village, found north of Falador.
Skills: None!
Quests: None!
What You Need: 3 pieces of Goblin Mail, Red, Yellow and Blue Dyes, and about 50gp.
Getting Started
Firstly, visit the Goblin Village just north of Falador and speak to either General Wartface or General Bentnoze to hear them arguing back and forth about different armor colors. Ask them if they would like you to choose a color for them, and they both seem to agree on trying some Orange Goblin Mail.
Colored Goblin Mails
Since Goblins will only drop regular Goblin Mail, you're going to need to color the armor somehow. Aggie, the witch in Draynor Village should be able to help you by making some colorful dyes. You need to have 3 different dyes made, and each one requires a different ingredient, along with 5gp. You'll need a Red Dye consisting of 3 sets of Red Berries, a Yellow Dye made from 2 Onions, and a Blue Dye made from 2 Woad Leaves .
Red Berries are found east of the Varrock Stone Circle. You can pick Onions from the garden just north of Rimmington, and Woad Leaves can be bought from Wyson the Gardener in Falador for just 20gp for a set of 2. Once you've gotten the 3 dyes, go back to the Goblin Village and start killing Goblins to get a Goblin Mail.
Mix the Red and Yellow Dyes together to make an Orange Dye, and then use it with the mail to make an Orange Goblin Mail. Use this on either of the Generals and a cut-scene follows where Grubfoot will walk into a changing room and put it on.
Neither of the Generals like it and they decide to try a blue mail. Use your Blue Dye with another Goblin Mail to get a Blue Goblin Mail. Again, use this with either General and a cut-scene with Grubfoot changing from Orange Mail to Blue Mail follows.
Still the Generals aren't satisfied and want to try a Brown Goblin Mail. Don't be alarmed because you haven't got the dye for it: instead, you can search a crate in the house in the west part of Goblin Village for a Brown Goblin Mail. Use this with one of the Generals and once again a cut-scene of Grubfoot changing gear.
After this, both Generals agree this is the best color.
Quest complete!
Rewards
A Gold Bar
200 Crafting Experience
5 Quest Points
Gunnar's Ground
Start: Talk to Dororan outside the Barbarian Village.
Skills Needed: 5 Crafting.
Quests Required: None!
Items Needed: None!
Getting Started
Head to Barbarian Village and speak to Dororan the dwarf. He, along with other useful people and places in the quest, are indicated below.

The Ring

Dororan will explain that he is in love with a maiden from the Barbarian Village. He will ask you to bring a poem of his to Jeffery the smith in Edgeville. A quick trip North to Edgeville's furnace will bring you to Jeffery. Jeffery will be quite rude, but follow the dialogue below and he will give you the ring you are looking for.
Bring the ring back to Dororan and he will ask you to engrave "Gudrun the Fair, Gudrun the Fiery" on it. This will be done automatically when you use a chisel on the ring. Dororan has an extra chisel if you don't have one. Dororan will be incredibly grateful and will then ask you to bring Gudrun the ring. Gudrun can be found in the middle of the village near the mining rocks.
Gudrun
Tell her the ring is from a great poet and she will say she would be delighted to meet him. There is one problem however. Her father the chieftan would never allow her to be suited by an outsider. She will ask you to sort things out with him. Her father, Gunthor, can be found in the northern longhall of the village. He will be very upset by the idea of his daughter even coming in contact with an outsider and that it is an insult to her ancestors to think of it. He will tell you to leave or he will have his champion, Haakon, dismember you. To avoid combat, select, "I'm going!"
The Poem
Head back to Gudrun and tell her the bad news. She will suggest asking her mystery suitor (Dororan) for suggestions. Dororan will suggest a poem to win over the chieftain's heart. Unfortunately, he will get a bit stuck and need help. He will ask you to give him word suggestions as he writes.
The first word must rhyme with 'day', be one syllable long, and mean something like wander aimlessly. The first word is 'stray.'
The second word must rhyme with 'yet,' and mean something similar to danger. The second word is 'threat.'
The last segment needed is a phrase. It must rhyme with 'lore', be three syllables long, and imply aggressive actions. The final phrase is 'swept to war.'
Having written this brilliant masterpiece, it needs to be presented to the chieftain. Dororan will suggest Gudrun to recite it. Give the poem to her and she will agree. A cutscene will ensue in which Dororan and your character will listen at the longhall door.
Dororan will be very nervous and think his poem is stupid. Reassure him that it is fine throughout the cutscene. The chieftain will love it and announce to the village that the village is Gunnar's Ground, but he is the ruler now. Gudrun will then meet Dororan and give him a hug.
Dororan will be given the position of village poet and his own house. His new house is west of Varrock Bank.
Quest Complete!
Rewards
300 Crafting xp
An Antique lamp that will grant 200 xp in a skill of your choice above level 5
A pair of Swanky boots
The option of doing crafting tasks from Dororan for xp
5 quest points
The music track Gunnarsgrunn
Swanky Boots
Swanky Boots are currently the only F2P boots that offer a Mage bonus. They give +1 in Mage Attack.
Imp Catcher
Talk to Wizard Mizgog
Get Red, Yellow, Black and White Beads
Take the Beads to Wizard Mizgog to see a cut-scene
Quest Complete!
Knight's Sword
Start: Speak to The Squire at the White Knight's Castle in Falador.
Skills: Level 10 Mining, the ability to survive the attacks of numerous Level 53 Ice Warriors and Level 57 Ice Giants
Quests: None!
What You Need: 2 Iron Bars, Redberry Pie, Pickaxe
Quest Obtained Items: A Portrait of Vyvin's Sword, Blurite Ore, Blurite Sword
Recommended Skills: Around 40 Defence, Level 10 Cooking
Recommended Items: Armour, Food, Dramen/Lunar Staff, Falador and Varrock Teleport Runes or Teleport Tablets, 2 extra Iron Bars
Recommended Quests: A Fairy Tale Part 2: Cure A Queen (for Fairy Ring use)
Getting Started
To begin the Quest, walk or teleport to Falador and speak to the Squire. The Squire can be found wandering around the courtyard of the White Knight's Castle. After you ask how life as a Squire is, he admits to you that he lost Sir Vyvin's Sword. You suggest that you could make another, but alas, the lost sword was made by Imcando Dwarves.
The Squire suggests that you visit Reldo, everyone's favorite librarian, who can be found in the Varrock Palace.
In Search of the Imcando
Now, walk or teleport to Varrock and go to the northernmost room on the ground floor. Speak to Reldo and ask him about Imcando Dwarves. He reveals that the entire race of Imcando Dwarves was almost destroyed by previous Barbarian attacks, and only a very small number still exist. He tells you that Mudskipper Point would be a good place to look for the dwarves. Also if you want their help, you should take a Redberry Pie, as they appear to love it.
Thurgo
To get a Redberry Pie, you can make one yourself with a Pie Dish, Redberries, Flour and Water. Or you can just buy one from another player or the Grand Exchange. If you wish to bake the Pie yourself, you will need at least level 10 Cooking.
Now that you have the Pie, either walk to Mudskipper Point, or use the fairy ring code AIQ. The Imcando Dwarf, Thurgo, lives in a hut a bit north of the fairy ring. Speak to Thurgo, and ask him if he would like some Redberry Pie. After devouring the Pie, he agrees to smith another sword. However, to make a perfect replica he'll need a picture of the original.
Head back to the Squire, and ask him if he has a picture of the sword. He says that he doesn't have one himself, but Sir Vyvin keeps a picture in a cupboard upstairs.
Climb the ladder to the east of the Squire near the main entrance of the castle. Then the walk up the stairs in the next room to the west by Sir Renitee. The cupboard is in the south room. Open the cupboard and search it to get a Portrait of Sir Vyvin's Sword. Keep in mind that if Sir Vyvin is right next to you, and you search the cupboard, he'll yell at you. So make sure he's pretty far away. Use the map below to help you:
Return to Thurgo and give him the picture. He explains that he needs 2 Iron bars and 1 Blurite ore to make the sword.
You can either smith the Iron bars yourself or buy them off other players. However, getting the Blurite Ore isn't so simple. Blurite Ore is untradable, and cannot be brought from the Grand Exchange. Blurite Ore can only be mined in one place. Be sure to wear armour and take food, as the Blurite rocks are surrounded by Level 53 Ice Warriors and Level 57 Ice Giants. To the east of Thurgo's hut is a small cliff. Head up the cliff and climb down into the dungeon.
The Sword
When you enter the dungeon, the first monsters you encounter are a group of Muggers, who are no threat at all due to their low level and their lack of aggressiveness. In the next room, there are Pirates, who could cause minor problems for very low level players. In the next corridor, there are Hobgoblins. It is advised that players with a defence level lower than 30 should run past these monsters. The Blurite rocks are in the ice area after the Hobgoblins. Run to the rocks, mine the blurite and run back.
Use the maps below to help you:

Hint: If you want a sword to keep for yourself, mine an extra Blurite ore and bring 4 Iron bars to Thurgo. After he has made one sword, drop it and ask him to make another. Then pick up the sword you dropped.
When you exit the dungeon, return to Thurgo with the Blurite ore and 2 Iron bars, and he will smith the sword. When you have the sword, head back to the squire and... Congratulations! Quest Complete!
Rewards
12,725 Smithing Experience
1 Quest Point
Myths of the White Lands
Getting Started
To start, speak to Explorer Jack, just north of Lumbridge Castle.
Ask him if he has any more quests for you. He will tell you that a wandering snow imp told him about riches hidden in the Land of Snow. Jack wants you to get these fine stones within the cave, and will tell you to speak to one of the three head snow imps to get teleported to the Land of Snow.
Note: You can also ask Isidor in the Wizard's Tower to teleport you by using the phrase 'Ectosum glissendo'.
The Land of Snow
After you have teleported, you will arrive at The Land of Snow. Slide across to the eastern side where the cave is.
You will find a small room covered in ice after you squeeze through the cave entrance. What you'll need to do is to reach the exit on the other side of the room by sliding to it. You can slide in horizontal, diagonal and vertical ways. You'll need to go through 6 rooms till you reach the last one. Here's a map of all 6 rooms:

While in these rooms, you will find a red line around the perimeter of the rooms (check number 3 on the map above). After you study the wall, you can use the hammer and chisel on that wall to study, as it will give 2,000 Crafting experience. Note that you need 30 Crafting to do this.
Climb the roots in this room with 55 Agility, and you will get 10,000 Agility experience.
You will need to push the pillars inside the holes. When you are done, go back to the previous room and go up the ledge of ice. If you have 80 Woodcutting and you are wielding an axe, you can chop the roots for 20,000 Woodcutting experience.
Note: You can only do this after you have pushed the stone blocks in position.
When you get to the last room, a waiting yeti will roar and you'll slide out of the room. Now how is this possible?
The Stone Blocks
Return to the penultimate room, and you will see two stone blocks. Both of them need to be pushed around to create a path on the north side of the room. You can only push them around while on firm ground.
Most eastern block:
East.
North.
West.
North.
West.
North.
Most western block:
West.
North.
East.
North.
After both stone blocks fit into place, return to the prior room, go up the ledge of ice in the north-east corner, squeeze through the crevice, slide across the room, squeeze through the crevice once again, and study the wall on the western side of the room..
Now you are able to shout in the pipe. You will see a short cut-scene of the Yeti falling unconscious. Go back, return to the last room, pick up the stones behind the unconscious Yeti, and exit the caves.
You will see 3 snow imps waiting for you. They explain that they played a little joke on you, and the so-called 'stones' are actually yeti dung! Eeewwww! Gross! They will enchant your yeti dung. The yeti dung has a horrible smell once thawed. They enchant your dung because it will only start thawing after you give it to Explorer Jack. Deliver the dung back to Explorer Jack and...
Congratulations! Quest complete!
Rewards
A reward lamp, giving 500 experience to a skill of your choice.
2,000 Crafting experience, 10,000 Agility experience and 20,000 Woodcutting experience if you got it in the cave.
1 Quest Point
Pirate's treasure
tart: Talk to Redbeard Frank in Port Sarim.
Skills: None!
Quests: None!
What You Need: 60 Gold Pieces, a White Apron, and a Spade.
Recommended Items: Runes for Varrock and Falador teleports.
Getting Started
To start the quest, you will need to head over to Redbeard Frank. He is south of the Rusty Anchor Bar in Port Sarim. Tell him you are in search of treasure, and he will tell you where to find some – for a price. He doesn't want any old rum; he wants the one and only Karamja Rum. Tell him you will get some for him and head south to the Custom Officers. Then pay one of them 30 gold to go to Karamja.
Buying the Rum
Once in Karamja, head west to find Zambo, who owns the bar. Buy some rum for 30 gp. Do not try to teleport because the bottle will break. You will have to smuggle the bottle. To do this, first head northwest to find Luthas. Talk to him about a job; he will tell you that he will pay you 30 gold if you fill a crate of bananas for him. Sounds like a good time to smuggle...
Fill the crate beside the building with ten bananas, and then place the rum inside. Now, leave the island again by paying one of the Custom Officers.
Finding the Rum
Head over to Wydin's Grocery Store southeast of the officers. Ask him for a job, and he says you need a white apron, which you should already have.
If you don't have one, don't worry because you can get one from inside the Fishing Shop.
Go into the back room of the Wydin's store, search the crate, and reclaim the rum.
Finding the Treasure
Give the rum to Redbeard Frank, and he will give you Hector's chest key. He says the chest is in the Blue Moon Inn. The Blue Moon Inn is the bar southeast of the Varrock Fountain.
The chest is upstairs. Use the key on the chest and you will get a message:
"Visit the city of the White Knights. In the park, Saradomin points to the X which marks the spot."
This is a description of the Falador Park. Head over to the park southeast of the teleport spot. You will need a spade. You can get one from the Estate Agent's house in Falador; it is the house east of the furnace. In the middle of the garden, you will see a statue. To the west, you will see an X made from the dirt path.
Dig there and a level four Gardener will attack you. He only has 7 hitpoints, so he shouldn't be a problem. Once you kill him, dig again to receive a chest.
Congratulations, quest complete!
Rewards
One-Eyed Hector's Treasure Chest - contains a Cut Emerald, Gold Ring and 450gp.
The ability to use the "Pay Fare" option to go to Karamja.
2 Quest Points
Prince Ali Rescue
Start: To begin this quest, speak with Hassan in Al Kharid Castle.
Skills: None!
Quests: None!
What You Need: 3 Balls of Wool, Pot of Flour, Ashes, Bucket of Water, Redberries, Pink Skirt, Soft Clay, Bronze Bar, 3 Beers, Rope (or 15gp), and a Yellow Dye (or 2 Onions and 5gp).
Recommended Items: Ring of Duelling ( cool , Amulet of Glory (4), Explorer's Ring (3).
Recommended Skills: None!
Recommended Quests: None!
Getting Started
To begin the quest, walk to Al Kharid or, on a Member's World, teleport there using a Ring of Duelling or an Amulet of Glory. Once in Al Kharid, go to the Palace and walk south to the large room and talk to Hassan.
Ask Hassan if he can use some help. He will tell you he can and requests that you go and visit Osman to the north of the Palace near the well.
TIP: If you don't have water yet, you can ask Hassan 'how they survive the heat'. Then he'll give you a Jug of Water. (This will work just as well as a Bucket of Water.)
Osman will tell you that Prince Ali has been taken captive by Lady Keli. Osman has a plan for you to help get him out. He will give you a list of items that you will need for the plan.
You are going to need to tie up Lady Keli and disguise the Prince as her. To do that you will need a rope, a skirt, a wig, and something to color the Prince's skin. You will also need soft clay and a bronze bar to make a copy of the jail key.
Making the Disguise
Head to Draynor Village either by walking, using an Amulet of Glory (4) teleport, or using a Cabbage-Port teleport. Once there talk to Leela, Osman's daughter. Leela can be found just south of the wheat field and north of the jail. She'll mention she knows of your will to help. She'll also tell you more about the disguise.
The Rope:
First let's take care of getting the rope. If you already have a rope, skip this part. Leela mentioned there was a good rope maker in Draynor, and apparently she was referring to Ned. Ned can be found in his house which is the closest house west of the musician. Ned also starts the Lumbridge Achievement Diary. Talk to Ned to find out he'll sell you rope for 15gp or make some for 4 pieces of wool.
If you want to save 15gp, go east to the sheep farm with a pair of Shears. Shear 4 sheep, then go to Lumbridge Castle. Go to the second floor and look for a spinning wheel. Spin the wool on this to make 4 Balls of Wool. Then go back to Ned.
The Wig:
While you're by Ned, ask him if he can make other things from wool. He'll say he is sure he can and ask you what you're thinking of. Tell him you want a wig. He says he can do it, but he'll need 3 Balls of Wool. Give him the wool and he'll make you a wig. Now use your Yellow Dye on the wig. If you don't have Yellow Dye yet, head to Aggie (refer to map above). Talk to her and click for 'more' options. Ask her if she can make dyes for you. Then tell her you'd like yellow. She'll tell you she needs 2 onions and 5gp, give it to her (if you don't have onions, you can get some from the patch east of Rimmington).
Now, if you haven't done so yet, use the Yellow Dye on the wig to get a blonde wig (the name of the item won't change, but the color will).
The Skin Color:
Stay near Aggie. Ask her about the Prince Ali Rescue Quest. Your character will automatically ask her if she can make skin paste. Aggie will need a Pot of Flour, a Bucket of Water, Ashes, and Red Berries. If you have all of these, have her mix together some skin paste.
If you don't have these items yet, you'll need to get them.
To get Ashes, simply take out an axe and a tinderbox. Cut some wood and burn it. Wait for the fire to die out and pick up the ashes.
To get a Pot of Flour, buy a pot from a General Store. Then pick some wheat from the patch next to the windmill on the road from Lumbridge to Draynor. Then go into the windmill and climb the ladders. Put the wheat in the chute and then operate the controls. Then head to the bottom and use the pot on the flour.
To get a Bucket of Water, buy a bucket from a General Store. Then take the bucket to a fountain. Use the bucket on the fountain.
Finally, to get Redberries, you'll need to go east of the stone circle south of Varrock. There will be Red berries on the ground next to the mine. Now head back to Aggie and have her make the skin paste.
The Skirt:
To get the skirt you'll need to go to Varrock. Either teleport there or walk, but you'll have to make it to the center of Varrock. Once there, go to the Clothes Shop, southwest. Trade with Thessalia and buy a Pink Skirt for 2gp.
The Jail Key:
For the Jail Key you'll need Soft Clay and a Bronze Bar. To get Soft Clay you'll need to use water on regular Clay which can be mined in the mine southwest of Varrock by the Champions Guild (and several other mines). For the Bronze Bar, you'll need to mine 1 Tin and 1 Copper. Then you'll need to smelt them into a Bronze Bar at a furnace. Now head to Lady Keli at the Jail (refer to map above). Speak with her, you'll say you've heard of her. Reply to what she says with any option except, 'I have heard a little, but I think Katrine is tougher.'
After that, start asking about the plan. After that ask her if she thinks other people will try to get him out. Finally, ask her to see the key.
As you touch the key, you'll take an imprint of it. Your Soft Clay will now be a 'Key Print'. Now head back to Osman at Al Kharid. Make sure you have the Key Print and Bronze Bar with you. Osman will take the Print and Bar and tell you to get the key from Leela. Now go back to Draynor Village. Speak with Leela and she'll give you the key.
Being the Hero
Now it's time to do some hero work. Head to the jail. Talk to Joe, the guard in front of the jail cell, and offer him some beer. You'll eventually end up giving him all 3 Beers. Joe is now drunk. Now to take care of Lady Keli. Simply use the rope on her to tie her up and put her in the cupboard. Quickly enter the cell and speak with the prince and disguise him. (Lady Keli will come back if you wait too long.)
TIP: If you accidentally drink one of the beers, you can refill your glass from the barrel in the northern most house of Draynor Village.
Prince Ali will mention his father will pay you well and then leave. You'll tell him to go see Leela.
Now, go to Al Kharid and talk to Hassan once again to receive your reward. Congratulations! Quest Complete!
Rewards
700gp
Free access through the Al Kharid Toll Gate
3 Quest Points
Restless Ghost
Start: You must speak with Father Aereck in the Lumbridge Church.
Skills: Ability to survive attacks from a level 13 Skeleton.
Quests: None!
What You Need: Nothing!
Recommended Items: Some armor and some food if you think you'll need it when you're attacked by a level 13 Skeleton.
Recommended Skills: 5+ Defense
Recommended Quests: None!
A Ghost in the Graveyard
Begin your quest by making your way to the Lumbridge Church, just east of Lumbridge Castle. Basically all you need to do is use your Lumbridge Home Teleport spell in you spellbook to arrive in Lumbridge. You won't be able to use this spell if you have already done so in the last half hour. Once in Lumbridge, go outside of the castle's courtyard and look for the church near the river. In the church, you will find Father Aereck, speak with him.
Tell him you're in search of a quest. He'll tell you you're lucky, as he needs someone to do a quest for him. Now tell him you want to help. He'll then tell you the problem; apparently there's a ghost in the church graveyard, and he wants you to get rid of it. He also mentions that if you need any help, you should go visit Father Urnhey, Father Aereck's friend, in Lumbridge Swamp. You should be able to find his house in the western depths of the swamp, near the coastline.
Now exit the castle and go south into the church graveyard. Exit the graveyard to the south and you'll be in the general area of the swamp. Just follow the edge of the swamp all the way around. Don't go in it or you may get confused. If you just walk along the edge of the swamp you should eventually run into Father Urhney's shed on the west side of the swamp.
Once you're there, speak to Father Urhney. At first he'll demand you leave because he is meditating. Just tell him Father Aereck sent you. This will get him to talk to you, and he'll ask you what problem Father Aereck got himself into this time. Tell him he has a ghost haunting his graveyard. Since Father Urhney vowed never to leave his shed until he had done a full two years of prayer and meditation, you'll have to do it. He'll give you an amulet. It's an Amulet of Ghostspeak, and when you wear it you can speak to ghosts. He'll tell you that many ghosts are doomed to be ghosts because they left an important task unfinished. He says your best bet is to try and find out what the ghost's task was.
Note: If you happen to lose your Amulet of Ghostspeak, you can get another one from Father Urhney.
A Ghost's Skull
Now head back to the church graveyard and enter the small shack with a coffin in it. Open the coffin and the ghost will come flying out. Speak with the ghost.
The ghost will be shocked that you can understand him. Confirm that you CAN understand him and want to know what the problem is. Eventually he'll tell you that he thinks he is doomed to be a ghost because a warlock once came along and stole his skull. He'll tell you he thinks it was one of the warlocks who live in a big tower by the sea southwest of your current location. You'll tell him you are going to get his skull back.
Now head all the way back to Father Urhney's house. Except this time, don't go in it, just walk right past it. From his house, just keep following the coastline west. Doing this will eventually lead you into a path that leads on to a bridge, go on the bridge. At the other end of the bridge is Wizard's Tower, the big tower the ghost was talking about.
Enter the tower and climb down the ladder to find yourself in the basement. Enter the southeast room. Look for the altar with a skull on it. When you search the altar, a level 13 Skeleton will attack you, so be prepared. The skull should be in your inventory, so just run away. If the skull is on the ground because you had no inventory space, you can easily pick it up and the skeleton will stop attacking you. You can then go back to the Restless Ghost's coffin. However, if you feel like finishing off the skeleton, you may.
Once you're at the coffin, open it. Simply use the skull on the coffin to put it in. The Ghost will thank you and a cutscene will start, in which he is released. Congratulations! Quest Complete!
Rewards
Amulet of Ghostspeak - If you happen to lose yours, you may get another one from Father Urhney for free.
The ability to change your gravestone by talking to Father Aereck.
1,125 Prayer Experience
5 Ancient Bones - can be buried to earn you 200 Prayer experience each.
1 Quest Point
Rune Mystery
Speak to the Duke of Lumbridge (Lumbridge Castle) and ask for a quest.
Speak to Sedridor (Wizard Tower) and give him the Air Talisman.
Speak to Aubury (Varrock Rune Shop) and give him the Research Package.
Speak to Aubury again.
Speak to Sedridor and give him the Research Notes.
Quest Complete!
Sheep Shearer
Start: Begin by speaking to Fred, located in his house northwest of Lumbridge Castle.
Skills: None!
Quests: None!
What You Need: Shears (quest-obtained), 20 Balls of Wool (quest-obtained).
Getting Started
Hint: To save time, make sure you have at least 20 inventory spaces open for the Wool you need, and an extra space if you plan to shear the sheep yourself.
To start the quest you must speak to Fred on his Farm just northwest of Lumbridge Castle. Tell him you will accept his quest, and he will ask for 20 balls of wool.
There are three main ways to complete this quest:
You can sheer the sheep yourself.
Buy the wool from the Grand Exchange.
Buy the wool directly from other players.
Method One: Sheer the Sheep
Collecting the Wool:
For this method, you will need a pair of sheers. If you don't have a pair, there is a pair in Fred's farmhouse on the table which you can take.
After getting the shears, you can enter the sheep pen to the east (any sheep from around RuneScape will do) right click on a sheep and choose the "shear" option to shear the sheep and obtain some Wool. Do this 20 times to 20 different sheep and you will have 20 pieces of Wool. If while you are shearing a sheep it runs away, just press the shear option again and it will be sheared.
Spinning the Wool:
After you have the 20 wool head south-east to Lumbridge castle and go to the second floor. There you will see a icon on your in-game minimap.
Make your way to the symbol on your mini-map, and then use a piece of Wool on the spinning wheel to display a window with options. Right click on the Ball of Wool on the screen and select the "Make All Ball of Wool" option to spin all of your Wool into balls of wool.
Once you have 20 balls of wool, you can continue to the Completing the Quest section below.
Method Two: Using the Grand Exchange
Go to the Grand Exchange in Varrock and buy 20 balls of wool. Currently, balls of wool sell for about 10gp each on the Grand Exchange, so you can expect to pay around 200gp to buy 20 of them. This is probably the quickest way to complete this quest, as long as you have the money to spend.
Method Three: Buying From Other Players
This method also costs money, and requires you to trade another player for balls of wool. For this reason, you should expect to pay much more than the Grand Exchange method above: up to 10,000gp for 20 balls of wool.
There are three good locations for buying wool:
Outside Lumbridge Castle - this location is nearby, but it may be difficult finding a seller here.
Either of the Varrock banks - this is the most used location.
The eastern Falador bank - World 103 usually has lots of people, but it may be difficult finding a seller in this area.
Now just head to one of these locations and say "Buying 20 balls of wool for 1k". Wait a short time for someone to trade with you (if you don't get a trade request, repeat), and if someone wants more money (no more than 10,000gp) for 20 balls of wool, accept their trade.
Completing the Quest
Bring the 20 balls of wool to Fred to complete the quest!
Quest Complete!
Rewards
2000gp
150 Crafting experience
1 Quest Point
The Blood Pact
Getting Started
You can begin your quest by making your way down to the Lumbridge Graveyard, directly south of the Lumbridge Church. The easiest way to get there is to use the Lumbridge Home Teleport spell to get to Lumbridge. Once you have arrived, go outside the courtyard, and make your way south towards the church. Connected to the south side of the church is the graveyard.
In the graveyard you will find Xenia, speak with her.
After you have greeted each other, choose the option "What do you need help with?" She will explain the situation to you. There are three cultists of Zamorak who have stowed away a prisoner in the Lumbridge catacombs. She is unaware of what they are planning to do, and she needs your help to figure out. Unfortunately, she isn't able to find out on her own (because of her age). She needs backup, so select the option "I'll help you."
In the very east of the graveyard, you can find the stairs she mentioned. (or rather the catacomb entrance.) You must now climb down the Catacomb Entrance in order to proceed with the quest.
The Catacombs
Directly upon entering the catacombs, you will be shown a brief cut-scene with the three cultists, Caitlin, Kayle, and Reese. The three will be arguing, and something about a 'blood pact' will be brought up. This 'blood pact' somehow keeps the cultists together.
After the cut-scene, Xenia tells you what to do. There's a guard in the room directly to the north, and Xenia thinks that you and her should be able to overpower him. At this point, it would be a good idea to turn off 'auto retaliate' because Kayle is a ranger. Before you go charging in to save the day, it should be a good thing for you to know this: If you run straight down the room, Xenia will be attacked, and you will have to start all over. Be sure to walk around the edges of the room until you reach Kayle and be sure not to go into the middle! Once you have gotten to Kayle you should attack him and defeat him. Kayle has only 20 life points and is a level 3, so it should be a very easy fight.
Just before you knock the last life point out of Kayle, he starts to talk to you. He asks you if you were going to kill him. You have two options here. If you are looking to do this quest as fast as possible, choose the option "Die now" to move on to the next cultist. If you are more interested in the story line, choose the option "I have some questions."
Kayle is happy to cooperate. You will ask Kayle three questions. (Who are you?; Who are the others?; What were you planning to do down here?) From these three questions, you will learn that Kayle is a ranger, Reese is the leader and was a former acolyte at Lumbridge Church, Caitlin is a dark mage and former wizard, and Kayle has no idea what they were planning to do. However, Kayle does know that Reese discovered something about these catacombs; something about how they were built.
Caitlin had also found something at the ruins of the old Wizard's Tower, something that appears to be from Zamorak Wizards. They began to work together and realized that by combining these two things, they would have power over many things including life and death. The two made a 'blood pact' to go to the Catacombs. The two had traveled further into the Catacombs to perform the ritual, while he stood guard.
Now that you have this information, you no longer have a use for Kayle. You can either kill him, or spare his life and get his equipment. Xenia doesn't believe that Kayle will be of any more trouble. Xenia tells you that the second cultist will be using magic and that you must use a ranged weapon to defeat him. Pick up the ranged equipment Kayle dropped, and continue into the next room. Across the room will be Caitlin, who also has 20 life points. Attack her, and she will be defeated just as easily as Kayle.
Head to the south, where you can find a winch. This controls the spear wall. Operate the winch, and the spear wall will go down, allowing you to walk over to Caitlin. To save time, you don't have to question her. Just choose the option where you can take her equipment. Whatever option you choose you will get the equipment, at which point you should proceed down the stairs to find Reese, the third and final cultist.
Xenia recommends you kill melee fighters with magic, so be sure to pick up Caitlin's magic equipment! In case you are unfamiliar with how magic works, be sure to check out the Magic skill guide on how to use magic before continuing. Once you are downstairs, head south until you reach a tomb door. Open the door, and Reese will immediately talk to you. You can choose any option, as the results are all the same: He will attack you. You will attack him back, using the Wind Strike spell. Reese is also 20 life points, so defeating him should be just as easy as the other two cultists.
Just like the other two cultists, you will be faced with two choices on what to do with Reese after you have defeated him. You can take the easy way out and kill Reese, or you can question him and learn more about the storyline. If you decide to question Reese, you will learn that he was about to send an army of the dead to Lumbridge so he could claim the town and end Saradomin's dominance over the city. After he reveals this, you can either kill him or take his stuff (like on the other two cultists). Unfortunately, Reese thinks otherwise, so in the end Reese dies. You can pick up the sword he leaves behind.
Proceed into the chamber and untie Ilona, their hostage. You will then be returned to the Lumbridge Graveyard. Ilona will give you her thanks, and you will be given the reward for stopping the cultists.
Quest Complete!
Rewards
100xp in Attack, Strength, Defence, Ranged, and Magic
200 Mind, Air runes, and bronze arrows (from Xenia)
Access to the Lumbridge Catacombs
The Cultist's Weapons
The Helmet of Trials (requires 300 quest points)
1 Quest Point
New Items
Kayle's Bow
Caitlin's Staff
Reese's Sword:
Helmet of Trials:
This requires 300 Quest points to obtain.
Vampire Slayer
Talk to Morgan
Collect garlic
Buy hammer
Give Dr. Harlow a beer
Go to Draynor Manor
Kill the vampire
Quest complete!
Witch's Potion
Start: Talk to Hetty the witch in Rimmington.
Skills: None!
Quests: None!
What You Need: An Eye of Newt, a Rat's Tail (quest-obtained), an Onion and a Piece of Burnt meat
Getting Started
To start the quest you need to speak to Hetty in Rimmington. To get here you need to go either southwest from Falador or west from Port Sarim. Afterwards you should see a fountain and to the nearby east two small houses one with a quest icon on it. Enter the house and talk to Hetty the Witch. She says she can train you in the "Dark Arts" but first she needs you to do something.
The Eye of Newt & Burnt Meat
Now make way for Port Sarim. It is to the east of Rimmington. However, before you do that, head for Falador or Draynor and get 11gp, a hatchet of any type and a tinderbox from the bank. Just head for the mine near Rimmington and head east. You will reach the port town of Port Sarim, there is a magic store nearby.
Buy the Eye of Newt from the Magic Emporium for the quest. After this, head to the food store just a little south from the fish store. Buy Raw beef and cut down a nearby tree. Finally, light it with your tinderbox and cook your meat. If its cooked to perfection then cook it again on the fire to burn it. If you do not have a hatchet or tinderbox with you, not to worry. There is a range in a house near Hetty. You can also get more meat when you go to get the rat tail.
The Onion
For the Onion head back to Rimmington and head north of the village; you will find a whole farm of onions there. Pick one and head South east of Rimmington. If you did not get the meat earlier, there are rats to kill and get meat to cook. Now return to town for the tail.
The Tail
If you look around Rimmington you can find some small level 1 rats. Kill them for a Rat's Tail. Wow, that was easy! Note that there are also some in Lumbridge and Draynor.
The Potion
Finally head back to Hetty's house and talk to Hetty. She will take the ingredients from you without a word of thanks! How rude. After finishing the potion, she will ask you to drink from it. After drinking from it:
Congratulations, Quest Complete!
Rewards
325 Magic experience
1 Quest Point
Note: The Quest posted here are not mine. Only the member one's are all mine. I will be posting links to the member's quest, all of which I submitted. Thanks guys. Sticky? Finsished this at 4am took 4 hours. Enjoy.
