Legends' Quest

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Legends' Quest is the 50th quest released in RuneScape, in which the player is sent by Guildmaster Radimus Erkle to explore and map the Kharazi Jungle on the southern part of Karamja. This quest was the first quest to be rated Master, and the last quest to be released before the launch of the RuneScape 2 beta.

Official description[edit | edit source]

Accept the challenge of the Legends' Guild to map the southern part of Karamja Island, make friends with the natives and bring back a prize to display in the Legends Guild main hall.

Overview[edit | edit source]

Outsourced[edit | edit source]

Radimus Erkle chathead.png

To begin, talk to the guards outside the Legends' Guild, east of Ardougne and a few paces from the fairy ring code blr. If they think you're worthy of becoming a member of the guild, they'll let you through the gates to meet up with Grand Vizier Radimus Erkle.

Meeting up with Radimus Erkle.

Radimus is housed in the building just outside the guild. Being responsible for the admittance of adventurers into the guild, he wants you to prove yourself worthy first. He'll give you some notes and send you on an assignment to Karamja, which involves:

  1. Completing a map of the Kharazi Jungle.
  2. Meeting with friendly natives.
  3. Bringing a gift back from the natives to be displayed in the Legends' Guild.

Cartography[edit | edit source]

Items needed: Radimus notes, 3-5 papyrus, 1-3 charcoal (the general store in Shilo Village sells both) and 50 Crafting
Items recommended: 5 bittercap mushrooms to repair a fairy ring

Head to the entrance of the Kharazi Jungle in Karamja, and just south of Shilo Village. You can take the cart transport from Brimhaven for a small fee, or use fairy ring code ckr and run south. To get into the Kharazi jungle, you must cut through the overgrown jungle vegetation.

Once inside, you must now re-create each section of the map on a sheet of papyrus. This can be done by reading the Radimus notes and selecting the "Complete Radimus Notes" option in each part of the jungle (west, centre, and east). It is possible to fail marking a section, destroying one papyrus and/or one charcoal in the process.

To make return easier, use 5 bittercap mushrooms and a spade to activate the nearby fairy ring (code CJS).

Forging relations[edit | edit source]

Items needed: Radimus notes
Items recommended: Gems, runes, and lockpicks, as they will be needed before there's a good opportunity to return to the bank
The entrance to the cave

Head back out of the Kharazi jungle, and speak to one of the jungle foresters nearby about natives. They'll offer to help, if you can bring back a completed map of the Kharazi jungle. Hand over the completed notes to the forester in exchange for a bull roarer, a tool which can be used to call a native inside the jungle. If you lose it, you will need to get a new one by giving an oomlie wrap to a forester.

Re-enter the Kharazi jungle and swing the bull roarer to summon a local named Gujuo. Explain to him that you wish to make friends with the jungle locals, and he'll tell you about his tribe.

Gujuo's tribe, the Kharazi, have lost their totem to a powerful demon. Although the tribe's shaman, Ungadulu, is in possession of some special Yommi tree seeds that could be used to construct a new totem pole, he is trapped in a cave somewhere in the jungle; agree to help Ungadulu.

Hellfire[edit | edit source]

The entrance to the cave
Ungadulu caged in a ring of magical fire

At the northwest edge of the jungle are three rocks that form a triangle; search one of the rocks to crawl through a narrow opening. If you succeed, you'll find yourself in the Viyeldi caves with the shaman in the centre, surrounded by a flame wall.

Investigate the ring of fire and talk to Ungadulu, who informs you that only pure water can extinguish the flames. Next, search the various items in the cave to obtain Ungadulu's notes: a scrawled note from the crate; a scribbled note on the table; and a scrumpled note on the bed. Reading them tells you how the shaman had prepared to summon his ancestors and pay homage to them, but fell prey to an evil presence in the cave.

Go back outside the cave, and call Gujuo with the bull roarer again. Being a local, he directs you to a pool of sacred water at the heart of the jungle. The water, however, should only be carried in a special vessel made of 'sun metal', the instructions for which he sketches for you.

Jungle trek into darkness[edit | edit source]

Items needed: Radimus notes, several lockpicks, cut gems (opal, jade, red topaz, sapphire, emerald, ruby and diamond), and runes (soul, mind, earth, 2 law runes for the English version)
The tests of thieving, mining and strength
A map of the Viyeldi caves

Return to the cave and search for a crevice hidden behind the north-east bookshelves. Squeeze through it and cross the cavern to the large, ancient gate; the gate must be picked to proceed forward.

Failure may cause the lockpick to break, so be sure to bring extras; a hair clip has a higher success rate than a lockpick. A master thief's lockpick is the best option because it is unbreakable and can be stored on the toolbelt. A possible trick to save lockpicks is to click away when the message tells you that you failed, just before the lockpick would break, preventing it from being destroyed. Note that you will need to pick the lock every time you come back.

Once the gate is unlocked, smash-to-bits the boulders in your path to reach a second gate. Failure temporarily reduces your Mining level. This next ancient gate must be forced open using raw strength. Failure temporarily reduces your Strength level.

Beyond the door are level 77 death wings. Killing one is not necessary to finish the quest, but it completes Deadwing, a hard Karamja achievement.

Magic vials[edit | edit source]

Head further into the cave, and jump-over the low, jagged wall. On the south-west section of the cavern is a marked wall; search the wall to discover a riddle:

Place the five in order to pass or your life will dwindle until the last. All five are stones of magical power, Place them wrong and your fate will sour. "First is the spirit of man or beast, Second is the place where thoughts are born, Third is the soil from which good things grow, Four and five are the rules all men should know."

Use, in this specific order, a soul, mind, earth and two law runes on the wall; the wall-door unlocks and you can now pass through it.

Retrieving the binding book

On the other side of the door is a large cavern, composed of a number of stalagmites sitting in several pools of water. Search one of the stalagmites (carved rocks) to uncover another riddle. This time, you must use a certain gem on each stalagmite. Refer to the map in the previous section for the layout.

A quicker way of doing this is to drop the gem directly next to the rock and it will automatically glide towards the rock. A message saying "As you drop the gem, it slowly glides over to the sharp rock. And gently floats above it, rotating slowly. The "gem name" glows and starts spinning as it hovers above the rock. The gem soon begins to fade."

When all of the gems are in place, you are levitated to the centre of the cavern and treated to a light show that leaves behind a Binding book. This book allows players to bless vials, enabling it to hold pure water, and also counts as a stackable ranged projectile useful for fighting demons.

If you log out or otherwise do not pick up the book of binding during this process, simply search any of the stalagmites to restart it. The book of binding cannot be reclaimed from a bookcase until you have picked it up for the first time.

Holy vessel[edit | edit source]

Items needed: 2+ gold bars, empty vial, book of binding, Radimus notes, bull roarer and the sketch from Gujuo
Location of the pure water pool

After obtaining the binding book, head back up to the surface and call Gujuo using the bull roarer. You will learn you need a special vessel, the gold bowl, to be blessed before you are able to collect the holy water. With at least two gold bars in the inventory, any anvil will do, try to forge a gold bowl. It is possible to fail, so you may need to bring more bars.

To hold pure water without corrupting it, the bowl must be purified. Use the bull roarer, while in the Kharazi Jungle, to call Gujuo again and ask him to bless it for you. Failing this will reduce prayer points by 50.

Now, go to the pool of pure water at the centre of the jungle. Chop the reeds along the edge to get some hollow reeds, which you need a machete to cut, and use these to siphon some water into the bowl. To create an enchanted vial, right-click the Book of Binding's "enchant vials" option while holding an empty vial in your inventory. You can fill enchanted vials with holy water one at a time by using the hollow reed on the pool (the ability to fill them by using the golden bowl is only unlocked once the quest is completed).

The water can evaporate in the jungle heat, and if you plan to use ranged attacks, it is recommended to enchant some vials and fill them with holy water.

Arcana, defeati[edit | edit source]

Items needed: A blessed gold bowl filled with pure water, and book of binding
Items recommended: Combat equipment. Silverlight, Darklight, and Holy Water not recommended, bring a real weapon.
Nezikchened, the demon possessing Ungadulu

Prepare for the battle ahead and head back to Ungadulu's cave. Pour the bowl of pure water on the octagram fire to step through unharmed and use the binding book on the shaman to release him from the demon, namely Nezikchened. Do not talk to Ungadulu before fighting the demon, or your melee stats will be drained.

Nezikchened is level 84 and drains prayer at the beginning of the battle. It attacks primarily with melee, but will resort to magic if hiding behind an obstacle. Players can lower its stats by attacking it with Silverlight or Darklight (melee) or some vials of holy water (Ranged). The demon will cast one last fire blast spell just before dying.

Once Nezikchened is defeated, speak to Ungadulu, who rewards you for your efforts with some Yommi tree seeds. It is a good idea to use the drop trick to obtain at least six Yommi tree seeds, as the seeds often do not grow on the first attempt.

Finally, ask him how to get out safely and he'll cast a spell to protect you from the eternal fire.

So close, yet so far[edit | edit source]

Items needed: Radimus notes, a vial of water, rope, clean ardrigal and clean snake weed, blessed gold bowl, Yommi tree seeds, lockpicks or hair clip, bull roarer, an unpowered orb (or 2), and runes to cast any Charge Orb spell
Items recommended: Combat equipment, prayer potions, and food

Head back up to the surface and call Gujuo, for directions on crafting a new totem. He instructs you to plant the seeds in fertile soil and germinate it in pure water.

After germinating the seeds, use them in fertile soil (they look like light spots on indented ground in the jungle) and you'll receive a message saying that you need pure water to make them grow. Try to siphon some water into your bowl, and you'll be told that the pool has run dry; summon Gujuo again and inform him of your predicament. He says that the underground source has probably been blocked off by the evil spirits. Apparently, the source resides in a very dark, scary place, guarded by undead adventurers who also sought the fountain of pure water.

Gujuo tells you to create a bravery potion, made from clean ardrigal and clean snake weed, before trying to replenish the water pool. If you don't have them, collect the required herbs by searching the short leafy palm trees (near one of the Brimhaven shortcuts south of the town) for the grimy ardrigal and marshy jungle vines (north of Cairn Isle) for the grimy snake weed. Clean the weeds. Use the ardrigal on a vial of water to make ardrigal mixture. Use the snake weed on the ardrigal mixture to make a bravery potion, consumed in a single dose. Do not drink the potion yet.

Location of ardrigal
Location of snake weed

The dragon's eye[edit | edit source]

The test of courage, and some barrels

Go back to Ungadulu's cave and past all the obstacles to the chamber where you found the binding book. Head north to the door and investigate it for yet another riddle. Cast any charge orb spell on the door, until it opens, and walk through it. You will need to do this every time you pass through.

Beyond the door is a room with a winch and several barrels in it. It doesn't require any interactions to progress in the quest, however, if you've forgotten a rope, you can smash the barrels to get one (it might take several attempts to get a rope this way), although there is a chance to have your stats reduced or take a small amount of damage when doing so.

Use a rope on the winch, drink the bravery potion, and climb down the rope; you may fail and slip doing so, taking 180 points of damage. If you attempt to climb down the rope without first drinking the bravery potion, your character will refuse to climb down and the rope will disappear. However, you do not need to get another rope; simply search the winch to unwind the original rope.

You should find yourself on top of a long, winding ridge, sprinkled with rocky projections. Attempting to take the blue hat at the top invokes a skeletal apparition of Viyeldi, a wizard cursed to protect the source, after dying in search for it.

The noble dead

Climb over the rocky ledges to get to the bottom of the ridge. Failure results in one of the following:

  • Falling off the ridge and taking damage (can range from 0 to over 4000)
  • Slipping off the particular obstacle for less damage but incurring a temporary reduction in agility.

Once at the bottom, you must defeat three spectral monsters named Ranalph Devere (level 63), Irvig Senay (level 70), and San Tojalon (level 70). Talk to each of them to engage in combat; using protect from melee makes the battles fairly easy. You should get a lump of crystal, chunk of crystal, and a hunk of crystal after defeating all three of them.

Take the pieces of crystal to the furnace in the northeast part of the chamber and use each one on it to make a heart crystal. "Look-at" the heart crystal to read the next clue – "Bring life to the dragon's eye."

Test of endurance[edit | edit source]

Head to the mossy rock surrounded by crumbling walls, just southwest of the furnace, and place the heart crystal on it. This should activate the crystal, allowing it to be used in the heart-shaped recess near the barrier to the south. On the other side of the barrier is, finally, the source of the pure water.

Pass across the barrier and west past the lesser demons until you reach the stream, blocked by three boulders. Try to push one, and a spirit named Echned Zekin appears, saying that he's being tortured and begs you to help him by killing Viyeldi.

You may notice that "Echned Zekin" is an anagram of "Nezikchened"; agree to help regardless and he'll give you a dark dagger to kill Viyeldi with. At this point, there are two paths you can choose between.

If you wish to acquire both modified versions of the dark dagger, you can start with either of the paths and then switch to the other, making use of the drop trick. Make sure to do so before pushing the boulder to summon Echned Zekin. Also note that your final battle will depend on the initial path that you chose.

  • The short and hard path:
Killing Viyeldi

This path involves complying with Echned Zekin's request. It takes a shorter time to complete as players do not need to exit the dungeon. However, it makes the upcoming battles a little harder, because the demon is still able to drain your prayer and can summon the three guardians in the third battle against him.

Go back to the ridge and walk back up to the very top. Wield the dagger, take the blue hat, and stab Viyeldi, killing him and changing your weapon to a glowing dagger. Once he is dead, head back and push a boulder to get Echned Zekin to appear. Use the glowing dagger on him; he reveals himself to be Nezikchened and attacks you, draining your prayer.

  • The long and easy path:

This path involves reneging on the agreement with Echned Zekin. It takes longer to complete and also requires another orb and runes for a charge orb spell, since you must exit and return to the caves.

Leave the cave; if necessary, go to a bank and get another unpowered orb and runes for the charge orb spell, and restock on food and potions. Return to Ungadulu back at the entrance and use the dagger on him. He recognises the evil in the dagger and uses it to create a holy force, which can be used on the demon to prevent it from draining your prayer.

Head back to Echned Zekin's cave and push a boulder to make him appear. Use the holy force to compel Echned Zekin to reveal itself to be Nezikchened, causing him to attack you.

The fight with Nezikchened is similar to the first one. After you defeat him, push the boulders out of the way of the water's flow, restoring the surface pool. You can refill your golden bowl with sacred water right here – after you push aside the boulder, a spring of sacred water appears.

Quicktree[edit | edit source]

Items needed: Bull roarer, Yommi tree seeds, golden bowl, Radimus notes and hatchet
Items recommended: Combat equipment
The Yommi tree

Make sure your bowl is filled; if necessary, use the seeds on the bowl to germinate them, and fill the bowl again. Each set of seeds can produce three saplings, so there are three chances to get the following right. Note: You will get the message "You will need a very sharp hatchet..." while trying to plant the germinated seeds if you do not have a rune hatchet in your tool belt or inventory. Get a rune hatchet and try again.

Go back to the surface and head to the water pool. Plant a sapling in any one of the brown, fertile soil spots around the jungle - there's one just northwest of the pool. Water the sapling with pure water to make it grow. If you need to refill your bowl, you can reuse the pool as it is no longer blocked by a boulder.

If you don't water it in a timely fashion, the Yommi tree sapling will die shortly after being planted. If this happens, you'll have to remove the dead Yommi tree by using a hatchet on it, and wait for the "damaged earth" to turn back fertile (roughly a minute) before trying again.

The tree should grow in about ten seconds. Once the tree gets to full size, immediately chop it down and shape it by clicking it, before it rots. Keep chopping the fallen tree until it becomes a Yommi totem. When you're done, "lift" the totem pole into your inventory.

Legendary[edit | edit source]

Finishing at the totem

Once you have the totem, prepare for a fight and go to any of the locations of the older, possessed totems; one is located just east of the pool, but there are some all around the forest.

To start the fight, use your newly made totem pole on a standing one. Nezikchened, once again, drains prayer when he fights you, and uses relatively more effective melee and magic attacks.

  • Players who chose the long path should turn on Protect from Melee, then replace the new Yommi totem with the old one. Nezikchened appears and immediately attacks the player.
  • Players who chose the short path must fight the three guardians first, one at a time. The demon appears after the three guardians are defeated.
  • The demon gets several free blows before players can respond. This lag is intended and can result in a swift death, especially for lower-levelled players – Protect from Melee negates some damage from his attacks.
  • Using Ranged, Magic, or a halberd from between the trees with Protect from Magic activated allows players to defeat it without losing much health. It is strongly recommended to use magic rather than ranged, as Nezikchened is significantly stronger against ranged.
  • It is possible to leave via the fairy ring for banking and return shortly after to continue the fight.

Once the demon falls for the last time, use the new totem on the impure totem again. Gujuo appears and rewards the player with a gilded totem. Go back to the guild with the completed Radimus notes and the gilded totem, and hand them over to Radimus Erkle in his office. He wants you to meet him in the main hall, so enter through the guild doors and talk to him again to be admitted into the Legends' Guild.

Congratulations, quest complete!

Rewards[edit | edit source]

Legends' Quest reward.png
Music unlocked

Achievements[edit | edit source]

Required for completing[edit | edit source]

Legends' Quest is directly required for the following quests/miniquests:

Transcript[edit | edit source]

Credits[edit | edit source]

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 18 May 2020 (Update):
    • Fixed an issue in the Legends' Quest that was causing Nezikchened to stretch when using magic attacks.
  • ninja 28 August 2018 (Update):
    • Corrected an issue with requirements to start this quest.
    • The guard outside the Legends' Guild will now display this quest's overview screen if you don't meet all of its requirements.
  • patch 8 January 2018 (Update):
    • An issue with the requirements for starting this quest has now been corrected.
  • patch 8 August 2016 (Update):
    • The Legends' Quest furnace no longer spells 'separate' incorrectly.
  • patch 29 June 2015 (Update):
    • A typo in this quest has been fixed.
  • patch 5 February 2013 (Update):
    • Familiars will no longer interrupt the fight against the demon in Legends’ Quest
    • The demon in Legends’ Quest can now be defeated.
  • patch 19 April 2011 (Update):
    • A pool in this quest is no longer sinking into the floor.
    • Pushing a boulder in this quest now uses new animations.
  • patch 1 February 2011 (Update):
    • Stabbing Viyeldi in this quest now plays an animation to show this happening.
  • patch 10 January 2011 (Update):
    • A new mining animation has been added to this quest.
  • patch 24 November 2010 (Update):
    • The yommi tree in this quest has had some handy left-click operations added.

Trivia[edit | edit source]

  • After the quest is completed, the Adventurer's Log will say "To gain access to the Legends' Guild, I explored the depths of the Kharazi Jungle and defeated the demon Nezikchened. The locals rewarded me with a totem pole."
  • This was the first master quest, and the only such quest released on RuneScape Classic.
  • During the RuneScape 2 beta, Radimus was temporarily replaced by a non-player character named Erasmus. After RuneScape 2 was officially released, Radimus once again became the starting point for the quest.