Broken Home

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Broken Home (#197)
Broken Home.png
Release date27 October 2014 (Update)
Voice OverNo
Official seriesNone
Start areaSilvarea
Entity iconBroken Home entity icon.png
Advanced data
Quest ID369
Quest create ID205
Official difficultyNovice

Broken Home is a requirement-free novice quest involving a haunted mansion in Silvarea owned by Ingram. Although it was originally released as part of the 2014 Halloween event, the quest has remained in-game after the end of the event. Unlike most quests, Broken Home is completely re-playable, with additional rewards for doing so.

Official description[edit | edit source]

North of the digsite, a wealthy merchant lives in an old mansion on top of the hill. The house had always had a reputation for being haunted, but now something even stranger has happened. All the doors and windows are sealed with magical energy and terrible noises can be heard from within.

Overview[edit | edit source]

The distressed servant[edit | edit source]

Maria's location
Maria chathead.png

Start the quest by talking to Maria, just outside of the huge mansion to the west of Paterdomus, and close to the start of the Rag and Bone Man and Missing, Presumed Death quests. You can reach her quickly using an invitation box. She will tell you that a ghost is haunting her master's house and has killed most of the servants. She tells you that Ingram, the owner of the house, has found something while exploring the levels below the basement and that he is still inside the mansion. She will ask you to enter the house to save him and the other servants.

  • To enter the house, you must have no follower following you, no items equipped or in your inventory. There is a bank deposit box next to Maria.
  • Things inside the mansion can damage you, and players do not regenerate life points over time. Make sure to have full health before entering. The adrenaline from the Persistent Rage can be used to activate regenerate if needed.
  • While inside the mansion, you cannot rest to regain run energy at a faster rate. The effects of the salt-water spring in Oo'glog do work inside the mansion.
  • If you die, you respawn at your last save point.

Inside the house[edit | edit source]

A full map of the house, showing the locations of all the locked doors. Click to enlarge

While inside the house, the world map will be replaced with the layout of the house with the location of the house's doors. Some doors will be bolted and can be unbolted from the other side. Always keep an eye out for grey smoke puffing out from underneath and around the bottom edges of doors, as a ghost named Ormod is lurking on the other side. If the player enters through such a door, Ormod will attack, dealing rapid damage. Selecting to peek through the door is advisable; Ormod will be present, but he won't notice the player and will soon leave. It is not needed to wait for him to leave; simply peeking at the door is enough to cause him to leave. It may be a good idea to always peek through the door because the smoke may not render on low graphics settings. Alternatively, quickly entering and exiting through the same door will cause him to leave and any damage he deals will be prevented.

There are various safe rooms in the house, which are save points for the quest. If you subsequently die or logout, your progress will be restored to your last save point. Safe rooms also contain chests that can be searched once for mystery meat, which when eaten will restore your health completely. Save the meat until you are very low on health. If the Defence cape is placed on the skillcape stand at the Anachronia base camp, then the perk will activate while the player is inside the house. Other chests are also found throughout the house; these are sealed with a "temporal magic seal" the first time you play the quest, but can be opened and searched for tiers 1 through 9 XP lamp on replays, if you meet their skill-milestone requirements (10+ to 90+). The chest locations are also listed in a separate section below.

Grand Hall[edit | edit source]

A servant is eaten by a painting.

Upon entering the house, you will see a ghostly waif (ghost girl) walk through a door. Every door in the house is locked except for the first door on the west side downstairs; the one that the ghost entered. Enter the door and you will reach the first safe room. Search the chest for meat and enter the door to the north. Walk into the west door to see a monster eat a servant and disappear back into the painting it came out of. Pick up the clock hands and the raven key that appears, go back to the safe room and use the clock hands on the grandfather clock. You will receive an eye gem. Go back north into the corridor and unbolt the eastern door to go back to the entrance hall of the house. Go east and unlock the eastern, raven door.

Raven door[edit | edit source]

A cutscene occurs where you see an emaciated spirit (ghost boy) walking through a wall. Go through the southern door and search the desk. You will find a note from Ingram explaining that the ghost is Ormod's son and other facts about the ghosts. Go east into the library where you will find a pile of books to begin a sorting puzzle.

Library[edit | edit source]

Pile of Books.png

You must stack the books in a specific order. This order is random and different for every player, but after every combination, hints are given on which books are incorrect. Start by stacking the books in any order, and click the "Check" button. The hints will tell you which two bottom-most books are incorrect. The hints refer to the bottom book as the "first book" and the top book as the "seventh book", not vice versa. The easiest way to complete the puzzle is to keep swapping books in the first position until the hint no longer says that the first book is incorrect, then move on to next one. However, to make it faster, you can keep an eye on the second book from the correct part, keeping it in place if it is right and switching it out if it's wrong. After completing the puzzle, the books will fall and you'll find 2 eye gems. The tier-1 XP chest is in this room.

Hall of Armour[edit | edit source]

Pushing the statues.

After solving the book puzzle, walk back to the study and head north to the corridor. Go through the eastern door into another corridor and go north. You'll end up in a corridor that has three doors, a staircase, and the tier-2 XP chest. Enter the middle door to reach the Hall of Armour, where you must move the statues to reach the eye gem on the table at the end of the room. The aim is to push all the statues to the sides so that they don't get in the way. If you make a mistake, you can right-click a statue to reset the puzzle.

  1. Push the guard west (only one guard can be moved).
  2. Walk south two spaces and push the guard to the east.
  3. Walk south again and push the guard west.
  4. Walk south two spaces and push the guard east.
  5. Push the guard south.
  6. Walk north and then west two spaces and push the guard south.
  7. Push the guard east and retrieve another eye gem from the table.

Leave the room, and ascend the stairs at the end of the corridor, as the last set of doors will be locked. When you get to the top of the stairs, enter the eastern door that is just next to the staircase you climbed. You'll see the ghostly waif and emaciated spirit run through the door at the end of this corridor. Take the door to the east into another corridor. Enter the western door at the southern end of the corridor and search Ingram's research notes on the floor, on the southern side. These notes will talk of Ormod's madness and his attempts to cure it. When you are done reading, you will receive the spider key and first part of the three scroll fragments of Ormod's spell. Leave the room, head north and through the western door, and through the next west door, back to the corridor with the staircase. Open the southern door, unbolting it, and go through to reach the gallery above the Grand Hall.

Spider door[edit | edit source]

Searching the faceless servant for a statue key.

At this point you can go back to the first safe room in the first door to the west in the Grand Hall to save your progress (ground floor[UK]1st floor[US], southwest door). After you enter the safe room and receive the prompt, exit the room, climb the staircase to the 1st floor[UK]2nd floor[US] and go through the spider door to the west. You will enter a hallway; take the southern door, right beside you. You'll find a dead servant lying in bed; search him and pry loose another eye gem.

Go through the west door to find a room with a sink. Draw back the curtain (the south border of the room) to reveal a faceless servant trembling behind it. Try talking to her and then search her for a statue key.

Statue door[edit | edit source]

Return back to the dead servant's bedroom through the eastern door, then to the hallway through the northern door. Enter the northern door on the west side, then enter the door at the end of this corridor. The emaciated spirit is in the middle of this corridor, and will disappear when you get close to him. Enter the statue door in the middle of the corridor to find another eye gem and a statue. At this point you should have 6 eye gems. Investigate the statue twice to insert two eye gems into its eye sockets, unlocking the western door.

Enter the western door. You'll find another statue here; investigate it twice, again, using two eye gems. This will open the southern door. Enter the southern door, and investigate the third statue twice, using the last 2 eye gems. This opens the east door. Enter the east room to find a scythe key on the floor and another statue. Like the previous three statues, the statue needs eye gems to open a door, but you won't have any left at the moment. There's an outline of a door here, but since the statue isn't activated yet, the door cannot be opened.

Scythe door[edit | edit source]

Retrace your steps out of the statue rooms and into the corridor. Take the western door, through the southern door, and east back on the 1st floor[UK]2nd floor[US] mezzanine in the Grand Hall starting room. Continue walking east on the second floor, past the staircase, and open the eastern door using the Scythe key.

Behind the scythe door you'll find a corridor with 4 more doors (northwest, northeast, southwest, and southeast). Try to open the southwestern door; although this door is locked, you will have a conversation with Ingram, who will warn you not to enter the basement.

Open the southeastern door to find a shrine and a chest in the second safe room. Investigate the shrine for a grand piano key and a skull key, and search the chest for another piece of mystery meat.

Upon leaving the safe room you'll hear a scream; peek through the door to the west to see that something is blocking it (another dead servant). You'll have to go around: open the north eastern door, unbolting it, into the corridor with the room where you found Ingram's research notes (first door). Go through the far door up the corridor to the north west, then through the west door, to the corridor with the staircase. Go down the stairs.

The windows shatter, letting the purple energy inside.

The player needs to move through the next sequence of doors quickly, due to harming purple energy coming though broken windows.

  • Enter the south-eastern door, into a hallway.
  • Run down the hallway to the south-western door, which leads to a short, straight hallway.
  • Go through the western door at the end in the short hallway, which takes you to the Grand Hall.
  • Continue through Grand Hall, which is now filled with purple energy, to the first safe room (southwestern door).

You can run through the northwest door in the Grand Hall, as long as you unbolted it earlier; the next sequence will be slightly shorter, but this will not save your progress. Quickly run to either of the doors on the west (the door to the south will let you save, while the door to the north is slightly quicker as long as you unbolted it earlier). If you entered the first safe room, go through the northern door into the corridor.

Skull door[edit | edit source]

Go through the door to the north, unlocking it with the skull key. Enter the door to the southeast to access Ormod's study. Search Ormod's scribblings on the floor in front of you to find the second scroll fragment, then return to the corridor. If you don't do this, you will have to make your way back here through dangerous areas.

Optional: Enter the north-eastern door to access a room with the ghostly waif. You can talk to and mimic her through the glass, but this offers no benefit.

The skeleton with an eye gem

Go through the northern door into another corridor. Go through the western door to find the grand piano. Play it using the grand piano key to unlock a hidden panel on the southern wall.

The player needs to move through the next sequence of doors quickly, due to harming purple energy coming through broken windows.

  • Enter the door and cross the room to the the far south-eastern corner
  • Search the scorched skeleton to obtain another eye gem.
  • Leave the way you came in.

To minimise damage, note that the Player will not be damaged when a dialogue box is open. There are a total of 2 dialogue boxes that open when taking the gem from the skeleton. After entering the room, immediately click the skeleton. The player will run over, taking 1-hit from the purple energy. A dialogue box will open, saying that you searched the skeleton. Click the yellow arrow on the dialogue box. A second dialogue box will open, saying that you found an eye gem. Simultaneously, an eye gem will appear in your inventory. At this time, don't click the yellow arrow to close the dialogue box, but click the exit doorway. This does 2 things: prevents a misclick on the door, leading to longer exposure in the room, and limits the delay between closing the dialogue and clicking the door, possibly preventing the player from taking any damage while exiting the room.

Back into the corridor, go through the south-eastern door. This corridor has a door and a staircase. The door goes into the other side of the same room with the ghostly waif (who has switched sides of the glass panel). Go down the staircase into the basement.

Basement[edit | edit source]

Evading the knives in the flying knife room.

You will now be in the basement. There are five doors: a southern door and a northern door on the western wall, a western door and an eastern door on the northern wall, and an eastern door on the eastern wall. There is also another set of stairs going down even deeper.

If you want the XP chest, take the southern door on the western wall, which leads to a corridor. The south-eastern door in this corridor contains the tier-3 XP chest. Go back the way you came, to the north.

Take the northern door on the western wall - there is a dead butler. Search him to obtain a cleaver key, and exit again.

The western door on the northern wall is the third safe room, so head there to save your progress and open the chest to find some more mystery meat.

Exit again, and use the cleaver key to open the eastern door on the northern wall. You will find yourself in a room with haunted knife blocks, flying knives and broken glass. Enter the eastern door on the southern wall. Toggle run off - if you run through the broken glass, you'll take heavy damage. The knives hit for 10% of the player's maximum life points, but they can be easily avoided even at walking speed. The last two sets of flying knives don't provide any safe spots, but are still passable. Toggle run back on after you pass the last knife block.

Turn your run back on in this room. There are six doors: three on the northern wall and one on each of the other walls. The southern one is covered in dried ectoplasm, which you need to get rid of.

Enter the middle door to the north and search a chest of drawers to get a large pipette, exit and then enter the north-eastern door. Use the pipette on the pig to obtain a large pipette of pig bile and exit the room. As you move through the eastern part of the room, the chair will rotate and track on you. Occasionally, you'll see a flash of Ormod sitting in it.

Enter the eastern room and search the furnace to find human ashes. Exit and use the ashes and filled pipette on the cauldron, then use the pipette on the cauldron again to extract a pipette of the alkaline concoction, and finally use the alkaline concoction on the southern door with dried ectoplasm to make the ectoplasm vanish. Enter through this door and the door will bolt behind you, preventing you from going back to the cauldron room.

Taking the doll key from the servant's mouth

This corridor has three doors: two on the eastern wall and one on the western. Enter the western room to find a servant frozen in place and screaming endlessly; tear the doll key from her mouth, which will kill her. Exit the room, back to the corridor.

If you want the tier-4 XP chest, it's in the south-eastern room under some planks on the southern wall.

In the corridor, enter the final, north-eastern room. Search the key hooks next to the ladder to get the snake key to open the door to the Grand Hall at the top of the ladder.

The player needs to move through the next sequence of doors quickly, due to harming purple energy coming though broken windows.

  • Climb the ladder and enter the Grand Hall
  • Climb the staircase to the 1st floor[UK]2nd floor[US] mezzanine
  • Enter the door to your left (northwestern spider door)

The hairbrush[edit | edit source]

Head through the far western door in this corridor using the doll key, and ascend the stairs here to find the emaciated spirit in the Nursery Tower. Optionally talk to him and he will say that he wants "her" hairbrush back. Pick up the tusks key, descend the stairs and return to the corridor. Enter the northern door beside you. Enter the far door leading east, then proceed to the most eastern door leading south, unlocking it with the Tusks key. Inside the Tusks room, investigate the bust to reveal a trapdoor underneath the southern stuffed bear. Head down, and you'll find a small room with a dead thief. Search the thief to find another eye gem. You should now have two eye gems which can be used at the last statue in the statue room to open a hidden door.

Lenian introduces himself.

Climb back up the ladder, head back through the northern door and enter the middle door in the corridor. Run through the statue rooms to the last one and investigate the final statue twice to insert the eye gems and unlock the hidden door. Behind this room you will find another safe room containing the shrine of the son. Investigate it and you will obtain the mother's hairbrush.

Lenian is consumed by the ghostly waif.

To get back to the Nursery Tower, return through the statue rooms to the corridor. Go back to the west, south, then west and up the stairs. Talk to the emaciated spirit. He will tell you that his name is Lenian - Ormod's son - and that he believes his father is haunting the mansion because he blames himself for Lenian's death. He suggests that he would go if he forgave him, but suddenly the ghostly waif will appear and consume Lenian's spirit before warping into a monster. You will now find yourself at the bottom of the tower with the stairs destroyed and a noose key in your inventory from the staircase's destruction. This point counts as a save point should you die later. Be prepared to run before you proceed through the door to the east of you.

Move quickly. The monstrous form of the waif will begin following you. Although it moves somewhat slowly, after passing through a door you need to move quickly, or it will spawn on top of you. If the monster touches you, you will instantly die - fortunately, this is dealt as soft typeless damage, so using Anticipation will cause it to deal 90% of your maximum health as damage instead. Like Ormod, the monster will only appear in specific areas.

Head east out of the doll door, run east through the far door into the Grand Hall. The monster won't appear here, but move quickly because of the damaging energy. Head to the eastern door on the northern wall. Go through the door to the east, then quickly open the noose door immediately south of you (you only need to click on the door once). It will take time for the game to unlock and walk through the door; you're safe from the monster as soon as you get to the door. Open the cupboard in this room and take the ladder within down to the basement.

The asylum[edit | edit source]

The solution to the statue puzzle.

You will find yourself in a long corridor. Run west down the corridor, then peek through the peephole in the northern wall to see symbols on a wall. Then continue to the end of the corridor and go through the door. Enter the north-eastern door to find yourself back at the bottom of the stairs that lead to the basement.

Optional: Save your progress in the western door on the northern wall.

Proceed to descend the stairs. Attempt to enter the only door, and you will automatically input the code seen from the peephole and enter the door.

Go down another flight of stairs and you will reach a door that is locked with pressure plates. Move the three southernmost statues, and stand on the middle pressure plate. All of the plates will be purple and the door will open. The option on the statues is 'move' not 'push'; if you make a mistake and you need to pull a statue back, click on it.

Descend the stairs. The tier-5 XP chest is in the centre of this small corridor. Descend another 2 flights of stairs to reach a pit with some climbing gear nearby. Click on the rope to climb down into the pit. You'll reach a safe room with the tier-6 XP chest to the south and a mystery meat chest to the north. Go through the door to the east and you will enter a reception room. If you search the mouldering tome near the entrance, you will discover an ancient visitor's log that has your name on it. Search the large reception desk to find Nabor's notes on insanity and the chains key.

The deepest part of the spooky complex

Head through the northern door and pass through a room and a corridor, and you'll emerge from a south-western door into a large room with a number of cells and a pit. The tier-7 XP chest is across the room on the left side. Open the eastern door with the chains key and pass through it. Pass through two more corridors until you reach another large room similar to the previous one. The tier-8 XP chest can be reached via walking on a plank over a chasm into the north east of the room. Walk on another plank over a chasm to the south of the room to find yourself in a large, destroyed cell with the dagger key inside. On low detail, the dagger key is quite difficult to see as it blends in with the tiles.

Banishing the ghosts[edit | edit source]

The monster chasing you through the halls of the mansion

You now have to head all the way back to the ground floor[UK]1st floor[US]. Go back to the reception desk (west, west, north, west, south), and west back into the safe room (which will save your progress). Climb back up the rope located on the western wall of this safe room. Ascend three staircases, through the pressure plate door, up the stairs, through the symbols door, and climb the stairs. In the room with five doors, you can save in the western door on the northern wall.

There are now two options to go to Ingram's room, as this is the room that is marked with a dagger. The first option is more dangerous since you need to cross many corridors in which the monster spawns and you need to cross the Grand Hall which is still filled with the purple energy. The second option is safer, as the Grand Hall is not crossed (so the servant blocking a door to Ingram's room doesn't need to be moved) and a fewer amount of corridors is crossed in which the monster spawns.

  • Option 1: ascend the stairs into the corridor on the ground floor[UK]1st floor[US] with one staircase and two doors. The monster will begin to chase you again once you leave this room. Enter the northern door, then the southwestern door, the southern door, and the south-western door, into the first safe room with the grandfather clock. Go east into the Grand Hall and quickly up the stairs and head to the eastern door. Move the servant and then go through. Quickly enter the dagger door to the south, as the monster will spawn on top of you.
  • Option 2: instead of going up the stairs, go to the south-western door in the room. Walk to the south and go through the secret door you opened when you came through from the other side. Run all the way to the ladder (past the peephole) and come out from the cupboard. The monster doesn't spawn in this room, but it will in the corridor. Leave this room through the north door and go quickly through the eastern door, and through the southern door in the next room. You are now in the corridor with the door leading to Ingram's room, but you can save the game by quickly entering the chapel through the south-eastern door as the monster spawns on top of you when you stand in front of that door. Leave the chapel again (the monster despawned but will spawn again when you enter the corridor) and run toward the southwestern door and open it with the dagger key.

You will now be in Ingram's room — the monster won't spawn here — and you will notice that Ingram has been killed by Ormod. At the foot of the bed, search Ingram's rantings, which explain that he disturbed the ghostly girl monster while exploring the catacombs under the house, and you will obtain the final fragment of the Break curse scroll, which you can now combine with Nabor's notes by clicking any of the 3 parts. You can enter the eastern door of Ingram's room, which is also safe from the monster, to find the tier-9 XP chest.

Exit north from Ingram's room and quickly run to the end of the corridor, then turn and use the scroll on the monster. It should stop moving. Talk to the monster, and it will explain that he is Senecianus Aloysius Pamphilius, a demonic resident of Senntisten, and that he was driven insane by guilt after eating a young girl called Rowena, and then admitted into the asylum under the house. In his insanity, he believed himself to be Rowena wanting to play with people, but was confused when all his playmates disappeared as soon as he caught up with them.

Senecianus takes the form of Lenian and banishes Ormod from the house.

He will thank you for curing his insanity, and you will explain that you needed Lenian to get rid of the murderous ghost haunting the house. He will say that he can get rid of Ormod in one of two ways: he can either eat him, or take Lenian's form and grant him the forgiveness he seeks. Make your choice, and then run through the demon and through door to the west.

  • If you chose Option 2 to get to Ingram's room, the dead servant will still be blocking this door. You will need to follow the steps again from before to return to the main hall. Go through the northeastern door, through the far door up the corridor to the northwest, through the western door, then through the southern door back to the gallery above the main hall. Go down the stairs to the main hall. From this point onwards, the purple energy will no longer harm the player as Senecianus will protect them.

On the bottom floor of the main hall, you will meet Senecianus in the form of Lenian. Talk to "Lenian", and he will then either forgive Ormod - allowing him to pass into the afterlife - or devour him. Exit the mansion and talk to Maria outside for your reward. Quest complete!

Rewards[edit | edit source]

Broken Home reward.png
Early bird bonus

The early bird bonus consisted of the following rewards and was rewarded to players who completed the quest within two weeks of its release:

Additional rewards/activities

This quest can be replayed to earn several one-time bonuses and challenge rewards as well as repeatable weekly rewards.

Post-quest replays[edit | edit source]

One-time bonuses[edit | edit source]

Temporal chest.png

After completion, the quest can be replayed for the following rewards:

Experience lamps can be found in the temporal chests that you couldn't previously open in the house. Each requires all of the player's skills (only requires skills released up to and including Divination, and does not require levels in skills released afterwards, like Invention or Archaeology) to be at a minimum level, which is 10 times the tier of the lamp (so that the tier 1 lamp requires all skills to be level 10 each, tier 2 requires level 20s, and so on). The lamps can be used on any skill, including elite skills, although using them on elite skills yields only half the normal experience. Make sure that you actually search the chest after opening it.

The experience lamps give a total of 271,000 experience. The following locations are based on the in-game map:

  • Tier 1 (1,000 experience): ground floor[UK]1st floor[US], Library, along the east wall.
  • Tier 2 (2,000 experience): ground floor[UK]1st floor[US], in the corridor north of the Hall of Armour, next to the staircase.
  • Tier 3 (4,000 experience): Basement, in the room southwest of the Servant's Quarters.
  • Tier 4 (8,000 experience): Basement, Wine Cellar, under a table on the south side of the room.
  • Tier 5 (16,000 experience): Below the Basement, after the puzzle with the four statues (past the Noose door), down the first flight of stairs.
  • Tier 6 (32,000 experience): Below the Basement, in the room that the player arrives in after using the mountaineering gear to descend the pit.
  • Tier 7 (48,000 experience): Below the Basement. Follow the path after the room with the Receptionist's desk (north or east door). In the first room with cells, the chest is in the northwestern cell.
  • Tier 8 (64,000 experience): Below the Basement. Follow the path after the room with the Receptionist's desk (north or east door). In the second room with cells (where the Dagger key is), the chest is in the northeastern cell.
  • Tier 9 (96,000 experience): 1st floor[UK]2nd floor[US], in the bathroom of the Family Chamber (Ingram's room).

Take note that these experience lamps may only be retrieved once. They will not reset for next week.

Weekly replay[edit | edit source]

Although it is not listed as a Distraction and Diversion, this quest can be replayed weekly. Once a week, Maria will give the player a large experience lamp for completing the quest again. A huge experience lamp is received weekly instead if the player has completed the three challenges at least once each (see next section). The activity resets at 00:00 UTC Wednesday, the same time as various other D&Ds.

Challenges[edit | edit source]

After completing the quest, three challenges can be completed while replaying the quest. All three challenges can be completed in the same playthrough; however, all challenges must be done in order to be able to be completed. Completing all three challenges is a requirement for the master quest cape and for trimming the completionist cape.

  • Huge prismatic lamp - Complete a replay without dying (try to always peek foggy doors and move very quickly in purple rooms)
  • Rowena (ghost pet) - Complete a replay without dying using one or less healing item (save your one piece for when your health drops to 500 or when it drops to 200 in purple room)
  • The asylum surgeon's ring - Complete a replay in under 37 minutes and complete both other challenges (the quick guide can help with this - try to memorise what direction your next door will be to stay ahead)

The Persistent Rage Relic Power can be used to trivialise all damage in this quest, as it causes adrenaline to slowly increase when not in combat, which can then be turned into health by using the Regenerate ability.

Once all three challenges have been completed, the weekly replay reward is upgraded to a huge experience lamp. Challenge rewards are separate from the weekly rewards, and the quest can be replayed as many times in a week as necessary to succeed at the challenges. You can reset your replay progress at any time by talking to Maria.

Achievements[edit | edit source]

  • Broken Home (RuneScore.png 0) – Complete this quest.
  • Maria, You Gotta See Her (RuneScore.png 25) – Complete all three additional challenges from Maria in the Broken Home quest.
  • Challenge Maria (RuneScore.png 35) – Complete Maria's additional challenges and unlock all chests in the Gulvas mansion.

Required for completing[edit | edit source]

Broken Home is directly required for the following quests/miniquests:

It is therefore an indirect requirement for the following quests and miniquests:

Post-quest FAQ[edit | edit source]

Transcript[edit | edit source]

Gallery[edit | edit source]

Broken Home head banner.jpg

Credits[edit | edit source]

Broken Home
DeveloperMod Ollie, Mod Wilson, Mod Nexus, Mod Jack
Quality Assurance
Quality assuranceMod Chaose

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included—see here for how to help out!
  • patch 13 September 2021 (Update):
    • Players must now use the Grand Piano Key on the piano to unlock a door to the south in the Broken Home quest.
  • patch 5 January 2021 (Update):
    • Mobile users can now read the titles of the coloured books while rearranging them during the Broken Home quest.
  • patch 6 July 2020 (Update):
    • Corrected multiple spelling errors in the 'Broken Home' quest and Quest Rewards screen.
  • patch 10 September 2018 (Update):
    • Players will be notified if they have remaining lamps in Broken Home temporal chests. "Challenge Maria" achievement now correctly requires all 3 challenges to be completed in addition to collecting all the lamps.
  • patch 6 November 2017 (Update):
    • Fixed an issue where members logged into a free world could not open reward chests in the Broken Home quest due to the member skill cap on free worlds.
  • patch 4 January 2016 (Update):
    • Adjusted how players enter rooms in the Broken Home quest to prevent players from disconnecting when trying to peek and enter a room.
  • patch 16 November 2015 (Update):
    • Made another attempt at fixing the disconnects while peeking during the “Broken Home” quest.
  • patch 19 October 2015 (Update):
    • Attempted another fix to prevent disconnections when peeking through doors in the Broken Home quest.
  • ninja 19 October 2015 (Update):
    • Added 'Ormod Gulvas's last will and testament' to the basement of the Gulvas Mansion.
  • patch 15 December 2014 (Update):
    • Players may no longer claim weekly replay lamps from Broken Home early.
    • An uncommon situation which could prevent further progress at the climax of Broken Home has been resolved.
  • patch 17 November 2014 (Update):
    • Early Bird Bonus rewards have been removed for initial Broken Home quest completion. The quest can still be completed for additional rewards, including a weekly XP lamp.
    • Corridors in the Broken Home quest no longer appear black in OpenGL minimum and low detail modes.
  • patch 10 November 2014 (Update):
    • It's now possible to peek properly through key holes in the Broken Home quest while in Legacy fixed window mode.
  • patch 10 November 2014 (Update):
    • The exterior chimney for the Broken Home mansion has regained its texturing.
    • Several animation tweaks have been made to the Broken Home environments.

Trivia[edit | edit source]

  • After the purple energy comes out, paintings in the home change to a darker version.
  • The tally marks on the three walls in the room with the dead thief each add up to 102, or 306 combined, implying that the thief managed to survive in that room for 306 days.
  • In the Behind the Scenes video for Broken Home, it was mentioned that a lot of inspiration had been taken from survival horror franchises.
    • The layout of the mansion, which is somewhat similar to the Spencer Mansion from the first Resident Evil game, as well as having similar mechanics from the series, such as keys with emblems on them, only seeing one room at a time, the custom map which details each floor's layout, and the monster that follows the player through long corridors and instantly kills the player if caught (similar to Morpheus D. Duvall's final form).
    • The layout of the Gulvas Mansion is likely a reference to the Lakeview Hotel from Silent Hill 2.
    • There is a room in the mansion divided by a glass barrier. This is a reference to a similar room in Silent Hill 3.
  • "Broken Home" is a term for a family in which the parents are divorced or separated.
  • Mod Jack confirmed prior to release that this quest would have an Early Bird Bonus.[1]
  • Upon completion of the quest the adventurer's log states: I entered the haunted mansion and dealt with the ghost of Ormod Gulvas, breaking the curse on Senecianus in the process.
  • The unusual dragon head mounted on the wall in the trophy room belongs to a celestial dragon.
  • All of the bathrooms in the mansion feature only a sink and/or a bathtub despite having room for more furnishings. This is most likely poking fun at the fact that there are no toilets in the game even though the room layout allows for them.
  • There is a wine barrel in the room with the flying knives, which, when inspected, contains "a vintage of '07 of the Fifth Age". This prompts a comment by the character that it was a good year, but not as good as '06 or '10. This could be a reference to the players wanting the 2006 and 2010 versions of RuneScape, instead of Old School RuneScape, which is based on the 2007 version.
  • Players do not need a ghostspeak amulet or cramulet when speaking with Lenian, even though it is ordinarily required to have one equipped in order to speak with ghosts.
  • The room beneath the master bedroom cannot be accessed. Peeking through its double doors reveals it to be decorated with ghostly pictures. One is recognisable as Lenian.
  • The player's name is the only one crossed off the "visitor log" in the asylum.
  • Also in the "visitor log", "Simon Dowl" can be found in the list of names. This is a reference to Simon Cowell, an English reality TV celebrity, music and television producer, and talent scout. This can also be an anagram for Mod Wilson.
  • There is currently an occasional glitch that causes players to disconnect to the login screen when they open certain doors. To work around this glitch, do not select to go through the door in the peeking interface; instead, go back and then go through the door manually.
  • If any Broken Home related items were somehow dropped, it's not possible to pick them back up.
  • The chair that follows you around in the basement kitchen will occasionally show Ormod sitting in it, staring at you.
  • The hanging cages are identical to those in the Black Knights' Fortress and share the same examine text.
  • A lore book titled "Ormod Gulvas's Last Will and Testament" was cut from the quest due to the translation budget. It would have been found in the tomb room with two sarcophagi in the basement and mentioned Briaca, the sister of Ormod. Shortly after the quest's release, Mod Jack posted a transcript of the missing book in the Lore forum.[2] This lore book was eventually added on 19 October 2015 via patch notes.
  • During the book puzzle, one can right click the books and check their titles. While nonsensical, they are actually anagrams for books in George R. R. Martin's series A Song of Ice and Fire.

References[edit | edit source]

  1. ^ Jagex. Mod Jack's Twitter account. 22 October 2014. (Archived from the original on 23 October 2014.) Mod Jack: "It has a pretty big "early bird bonus" so make sure you play it straight away!"
  2. ^ Mod Jack. "SPOILERS!! - More Broken Home." 27 October 2014. RuneScape Lore Discussion Forums.