The Firemaker's Curse - Quick guide
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Overview[edit | edit source]
Start point | ![]() | |||
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Member requirement | ![]() | |||
Official length | Very Long | |||
Requirements |
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Items required | Items from the tool belt are not listed unless they do not work or are not automatically added.
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Recommended |
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Enemies to defeat |
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Getting started[edit | edit source]
- Talk to Phoenix south of Eagles' Peak.
- Enter the tunnel.
The cave system[edit | edit source]
Room 1[edit | edit source]
- Talk to Flint for a pitch can.
- Use the pitch can to light fires by right-clicking make-fire-here to complete the arrow on the ground. If you mess up, just wait a while and the fires you lit will disappear. You can also drag the pitch can onto an action bar, and use a key-bind to light fires with it. However, this will light a fire one tile in front of you.
Room 2[edit | edit source]
- Light the fire pit.
- Take the Firemaking journal on the rock.
- Light the fire again.
- Enter the tunnel on the east side of the room.
Room 3[edit | edit source]
- Complete the pattern which is in the shape of a falling boulder.
- Avoid falling boulders. Pick-up rocks one at a time, placing them on the rock pile to the east. (Repeat this 6 times)
- Climb up the rock pile.
Room 4[edit | edit source]
- Light the fire pit.
- Take the journal.
- Tie-up firemaker on the Column, selecting Twig.
- Light the fire pit again.
- Enter the tunnel to the east.
Room 5[edit | edit source]
- Using the bowls of red and yellow powder by the entrance, complete the puzzle.
- Immediately after the puzzle, dodge 2 fire walls by standing in the open gaps.
- Proceed to the next room north.
Room 6[edit | edit source]
- Complete the puzzle:
- Go west, light the fire pit. Push nearby column switch.
- Go far east, light the fire pit. Push nearby column switch.
- Go back west and north to the centre and jump the pillar east of you. Push the nearby column switch.
- Jump the ledge just south-east of you, jump the next ledge east. Light the fire pit.
- North of you is the flame switch - loop around by going back west then east and push it.
- Head west, light the fire pit then push the switch. Move fast here to avoid being hit by the rocks above you.
- Jump back to the centre and push the switch immediately south of you.
- Head to the north-west corner and light the fire pit, press the switch just south. Watch out for the falling rocks.
- Finally enter the tunnel in the north-east corner.
The lights dim after a short time, dealing 50-100 damage every few seconds. Lighting the fires postpones this effect.
If you come close to dying in this room, you will be rescued by the firemakers and restored to full health. If this happens, any activated pillars will remain activated, but all lit fires will be extinguished.
Room 7[edit | edit source]
- Light the fire and pick up the journal.
- Tie-up firemaker on the Column, selecting Sera.
- Light the fire again and proceed to the next room east.
Room 8[edit | edit source]
- Complete the puzzle.
- Immediately after the puzzle, dodge 2 quicker fire walls by standing in the open gaps.
- Proceed to the next room north.
Room 9[edit | edit source]
- Light one of the oil pools on the wall.
- Avoiding being damaged by the fire balls. You can light the oil pool lines as a barricade. You must last all the waves which is approximately 10 minutes. If you stay in the north-west corner and immediately light the oil pools as soon as they're ready you should stay safe. There is no guarantee however. If the fire balls start congregating on one side, run to opposite corner, placing a barricade behind you. Another tactic is to use the right click option on the oil pools and use 'right' and 'left' to perform a clockwise rotation of the edges of the pit.
- Proceed to the next room north.
Room 10[edit | edit source]
- Light the fire and grab the journal.
- Tie up Twig again and light the fire.
- Proceed to the next room east.
Room 11[edit | edit source]
- Complete the puzzle, lighting the inside blue flames first.
- Light the fire pit.
- Take-torch from the fire pit and continue down the path. When there are tendrils of darkness, ward them off by left-clicking on them at the edge of your screen. Tendrils may hide behind your interface if you have panels on the edges of your screen. To make the tendrils more visible, right click on World Map, select "Skybox/Filters," click on "Filter," and select "Colour Invert."
- Proceed to the next room at the end of the path.
Room 12[edit | edit source]
- Light the fire and take the journal.
- Tie-up Emmett and light the fire.
- Proceed to the next room east.
Face-off with Char[edit | edit source]
- During this fight, you must fight Char with Magic or Ranged.
- Teleport out and prepare for the battle.
- Teleport back to Eagles' Peak and run south to the entrance of the cave.
- Talk to Flint to get another Pitch can.
- Take the journal.
- Climb down the steps to enter Char's lair.
- Talk to Char to engage the fight.
- During the fight, you should keep a distance from Char at all times.
- The amount of damage you deal is determined by the amount of flames you have lit (100 damage per active flame).
- As you fight her, keep lighting flames.
A simple strategy to defeat Char follows:
- Add your pitch can to your ability bar to make fires much more easily
- Run around the edges of the arena lighting flames as fast as you can.
- When you have 10 active flames, run some distance from Char and attack her a few times, dealing 1,000-5,000 damage in total.
- Repeat steps 1-2 until she is defeated.
- Remember to avoid the firewalls by maneuvering through the gaps, or you'll be hit for 1,000-4,000 damage.
- While Char is glowing she is invincible, so focus on lighting flames during this period.
- After the battle ends, talk to Char.
- There may be a glitch where you can not finish the dialogue, in that case leave the cave through the southern tunnel and come back in.
Finishing up[edit | edit source]
- Exit through the tunnel to the north.
- Quest complete!
Rewards[edit | edit source]
- 2 quest points
- 80,000
experience
- 30,000
experience
- 76,000
experience
- The Book of Char: When activated in the off-hand slot, it causes fiery orbs to spin around the player, spontaneously igniting any log the player walks/runs over.
- Access to two new events and a new Firemaker's costume in Balthazar Beauregard's Big Top Bonanza.
- Access to Char's training cave.
- Ability to collect the four fire creatures (Warming Flame, Twisted Firestarter, Glowing Ember, and Searing Flame) (with 91 Firemaking) flying in the room as a pet. You can only have one in your possession at a time, although you can store all four in the menagerie of your player-owned house.
- 2 Treasure Hunter keys (Ironman accounts will not receive these)
- Music unlocked
Required for completing[edit | edit source]
The Firemaker's Curse is directly required for the following quests/miniquests:
- Full comprehension of Fate of the Gods
- Full completion of The World Wakes
- Full comprehension of The World Wakes
It is therefore an indirect requirement for the following quests and miniquests:
- Aftermath
- Azzanadra's Quest
- Battle of the Monolith
- Children of Mah
- City of Senntisten
- Full comprehension of Curse of the Black Stone
- Desperate Creatures
- Desperate Measures
- Full comprehension of Desperate Times
- Dishonour among Thieves
- Full comprehension of Evil Dave's Big Day Out
- Extinction
- Eye of Het I
- Eye of Het II
- Fate of the Gods
- Full comprehension of Heart of Stone
- Full comprehension of Hero's Welcome
- Kindred Spirits
- Mahjarrat Memories (miniquest)
- Full comprehension of Missing, Presumed Death
- Nomad's Elegy
- Once Upon a Time in Gielinor: Finale
- Full comprehension of Once Upon a Time in Gielinor: Fortunes
- One of a Kind
- Sins of the Father
- Sliske's Endgame
- Tales of Nomad (miniquest)
- The Light Within
- The Mighty Fall
- Twilight of the Gods
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Music | |||||||
Miscellaneous |