|Release date||10 January 2007 (Update)|
|Main developer(s)||Chris J, Matt H|
|Quality assurance||Unknown edit|
|Infobox • Talk page|
Official description[edit | edit source]
The High Priest of Icthlarin has problems again – this time with the inhabitants of Menaphos. Sophanem is recovering from the plague, yet most of its citizens are still trapped on the other side of the river. Diplomacy has failed and subterfuge beckons. Clearly, this is the sort of job that a shifty adventurer could excel in.
Overview[edit | edit source]
|Start point||High Priest of Icthlarin in the south-west temple of Sophanem.|
|Member requirement||Members only|
|Requirements||Skill requirements are not boostable unless marked with a [B] for boostable.
|Items required||Items from the tool belt are not listed unless they do not work or are not automatically added.|
|Enemies to defeat||
Starting off[edit | edit source]
Travel to Sophanem and speak to the High Priest in the southern temple. There will be a cut scene that will say that they have been having problems getting in contact with their sister city of Menaphos, due to Coenus and his archers aggressively guarding the gates. Ask him about ways of getting into Menaphos and pick the option about accessing "from below".
Return to the entrance of the city and talk to Jex, who is nearby in front of a temple with a broken altar (the most northeastern building in the city). He will tell you how to access the dungeons beneath the building. Go down the ladder east of Jex and talk to the guard if you haven't got any lighting source already. He will sell you a torch for 200 coins, and a tinderbox for 50 coins. A bullseye lantern is a better choice because it will go out less often. Alternatively you can take a Seers' headband, or the silver and gold torches from the Gielinor Games, as these light sources never go out. It is strongly recommended that you take good food (monkfish or above), an emergency escape teleport such as the ectophial, a tinderbox, and an antipoison potion or two.
Dungeon[edit | edit source]
Note: The dungeon under Sophanem is very dangerous, and protection prayers are strongly advised for protection from the monsters that patrol the dungeon.
Turn auto-retaliate off through the ability bar, since it might cause you to waste some time fighting back, and/or also cause you to run into a trap, if you're hit at an inopportune moment. Go down the trapdoor and follow the dungeon around until you get to the ladder north of the South-west corner using protect from magic prayer.
When following the route to the right, the player will only encounter scarab mages. Therefore, use protect from magic and keep auto-retaliate off.
Traps[edit | edit source]
The dungeon is riddled with various types of traps, which should generally be avoided or bypassed. The magic ability Surge cannot be used to bypass the traps.
|Floor Trap – Spikes||
By selecting 'Search floor', these can be avoided using Agility.
If you run over them without searching, you will be hit for up to 600 life points.
These traps can be disabled by selecting 'Search Odd markings', which requires Thieving.
Similar to the wall traps in Rogues' Den, be very careful to select the wall with the trap and search it. If you do not, then you will walk through (and get hit) before you're asked to disable it.
If you run through them you will be hit for up to 950 life points.
Simply move diagonally and carefully around them. If you run into them you will be hit for 200 life points of damage.
These are also found in the pyramid in Icthlarin's Little Helper.
Walk around the pit, it's worth it.
If you step on these, the ground will crack open and a scarab swarm will come out and poison you.
In order to avoid these traps, simply walk near the opposite wall at each scarab trap on the wall.
Here are three reasons why:
Scarab mages can extinguish your light source even if it's a closed lantern, unless you are using the Seers' headband. You will not be able to continue attacking (if you were in combat) until your light source is relit.
Lower dungeon[edit | edit source]
Once you have found the correct ladder (see map above), follow the passage around until you come to the corpse of Kaleef. Search the corpse to get a parchment, read it and continue west to Maisa. Once you tell her that Kaleef is dead, she wants to confirm your identity before trusting you.
Tell her that you helped rescue Prince Ali, and that he was being held in Draynor Village. Ozan and Leela assisted you.
Osman[edit | edit source]
Travel to Al Kharid and speak to Osman, who is standing against a pillar inside the palace. If you try to enter the throne room and are told the palace is on lockdown, you must first do the two quests that replaced Prince Ali Rescue: Stolen Hearts and Diamond in the Rough. Try to convince him to come to Sophanem (picking the "It would drive a wedge between the Menaphite cities." option does the trick).
Before returning to Sophanem, make whatever arrangements are necessary to battle a level 86 Giant scarab.
- Good food (Monkfish or better are recommended)
- One or two prayer potions
- About two full anti-poison potions OR Greater Poison Purge aura (or better)
- A one-click escape teleport
- Light source
Travel back to Sophanem. Osman is just outside the gates. Talk to him again and suggest the secret entrance just north of the city.
The final battle[edit | edit source]
Go back through Sophanem Dungeon to where you found the body of Kaleef. Once you have passed through the maze turn auto-retaliate back on in order to avoid being interrupted in your fight. As soon as you go down the ladder you will see another cut scene where a large scarab appears.
Travel into the cave and fight the level 86 Giant scarab with 20000 life points and no weakness. It can commonly hit into high 300s with melee and ranged. It summons level 68 Locust riders and Scarab mages with 2700 life points (which can also do 90 life points of damage with poison) to aid it, which will attack the player at the same time. The riders will attack with ranged or melee, and the mages will attack with magic so you are being attacked by all 3 combat styles at once.
- Use Protect from Ranged. A full set of mystic equipment is more than enough for armour, as well as a tier 50 or 60 magic weapon such as a God staff.
- You should defeat the minions as quickly as possible. You can then return your focus to the boss; just make sure not to run out of prayer. With the proper tactics and a decent magic level, it is possible to not need a single dose of potion or food.
- Using Protect from Melee prayer is recommended against the scarab, and having plenty of food is extremely helpful in this fight. Assuming that your melee skills are above 60 and you have tier 60 weapons, you should have no difficulty in dispatching it, using boosting potions and melee prayers. A halberd can also come in handy, allowing you to fight the boss without standing in its melee range.
- A crystal bow, black salamander or similar ranged weapon should be suitable to fight the Scarab with. Use Karil's or royal dragonhide armour, and use Protect from Ranged. A hand cannon also works as well, but bring extras or a backup weapon such as a crystal bow in case it explodes.
Battle notes[edit | edit source]
The battle site has lost most of its original safespots and cannon uses in updates. Still, if you stand a distance away, the scarab will not approach. A good method is to turn on protect from range, and range it with royal dragonhide and a level 60 or higher ranged weapon. Be sure to kill the riders as soon as possible, as they will be the only major threat in battle.
In some apparently rare cases, you will get very lucky and the scarab will not summon a single monster to help him fight.
You can protect yourself from the scarab by simply attracting the scarab then standing to the left of the skeleton right before Kaleefs' body although doing this will allow the scarab to summon mages and locusts.
The Anti-poison totem will not protect you from the Scarab's poisonous mandibles, but other means of poison prevention, such as antipoison potions, will. The poison hits for around 40 life points, and can be cured with antipoisons.
After the fight[edit | edit source]
Once the scarab is defeated, another cut scene will happen where Osman is revealed to be alive (since he blended into the shadows as a spymaster). He talks to you and tells you to take the Keris on the floor, and then teleports away.
If you happen to die at the same time as the scarab or fail to pick up the Keris for some other reason, you can still get it from Osman in Al Kharid for free.
Go back to the high priest. It is suggested that you teleport out instead of tracing back through the dungeon, since there is no quick and easy way to get above ground. He will confirm that Maisa was successful, and reward you.
Rewards[edit | edit source]
- 1 quest point
- Keris, a dagger which is very effective against Kalphites and Scarabs
- 7,000 experience
- Access to Sophanem's bank under the Temple of Lesser Deities in the north-east corner (useful for Pyramid Plunder)
- Coenus will allow a one-way passage from Menaphos to Sophanem.
- Combat lamp giving 2 wishes each granting 7,000 experience to:
- 2 Treasure Hunter keys and 2 Hearts of Ice (Ironman accounts will not receive these)
- Music unlocked
Achievements[edit | edit source]
- Contact! ( 0) – Complete this Master quest.
- Desert achievements
Required for completing[edit | edit source]
Contact! is directly required for the following quests/miniquests:
Transcript[edit | edit source]
Update history[edit | edit source]
- patch 13 January 2020 (Update):
- Quest journal now states that the high priest of Sophanem can be found in the southern part of town.
- patch 12 June 2017 (Update):
- The Contact! map marker has been moved.
- The Map icon for Contact! quest has been fixed.
- patch 9 August 2011 (Update):
- A bakery salesman and his stall are now in the correct states before and after the Contact! quest.
- patch 17 January 2011 (Update):
- patch 11 January 2010 (Update):
- Streamlined some of the traps in Contact, Smoking Kills, and a few other desert quests.
- patch 17 November 2009 (Update):
- Improved the timings for animations in a cutscene in the Contact quest.
Trivia[edit | edit source]
- The quest used to have a cutscene were Osman sneaks past Jex into the caves below by blackjacking him. The cutscene was removed with the release of Menaphos for unknown reasons.
- Upon the completion of this quest, one's Adventurer's Log will read: "I kept my promise to Maisa and brought Osman to see her. As a result, the Sophanem exiles have returned and the city is bustling again."
- If a player returns to Al Kharid for any reason whilst Osman is inside the dungeon, an NPC named Osman will still be there who the player claim is an agent of Osman. The 'Agent' seems to deny existing.
- There is currently a glitch where if you took a dose of Prayer Renewal before seeing the Giant Scarab cutscene, the swirls from the potion would appear around Osman. Sometimes you can even see your character in Osman's place for a short time.
- If the player has a walking animation override active during Osman's infiltration of Sophanem, Osman will use it as well.
- There is a glitch where players will get the scarab down to zero life points, but it keeps attacking you and it won't die. Leaving the lower dungeon and then relogging seems to solve this glitch.
- The dungeon is said to be very dark, but there are torches burning there. This may be another reference to Shadow magic.
- If you finished Icthlarin's little Helper before the addition of Diamond in the Rough, you will be unable to talk to Osman until the completion of the quest.
- The temple of minor gods may be a reference to the Discworld series of books in which there is a temple of small gods.
- If The Jack of Spades has been started and access to Menaphos granted, the player will mention his extant access to Menaphos to the High Priest. The player will also be yelled at by Osman for acting as a spy in Menaphos despite being told not to.
- Upon completion of the quest the high priest will say that the lamp he gives you only has two wishes instead of the usual three; a reference to genie lamps.
|Part 5 of the Desert quest series|