Transcript of Animal Magnetism

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This section or article is incomplete and could do with improvement.
Reason: Missing any changes resulting from Spria replacing Turael after WGS, misc dialogue options. Dev also said there are many different convos for Ava during the quest if you try to give her unusual chicken-related items.
You can discuss this issue on the talk page or edit this page to improve it.
This transcript involves dialogue with Ava, Alice, Alice's husband, Cow1337killr, Turael, Spria, Old Crone, Helda, Sneaky undead fowl, and the player.

Starting Out[edit | edit source]

Before accepting the quest[edit | edit source]

  • Ava: Hello there and welcome to my humble abode. It's sadly rather more humble than I'd like, to be honest, although perhaps you can help with that?
  • Select an option
    • I would be happy to make your home a better place.
      • (Quest Overview interface opens.)
        • Not right now
        • Accept quest
          • Player: I would be happy to make your home a better place.
          • Ava: Yay, I didn't even have to talk about a reward; you're more gullible than most adventurers, that's for sure. Don't worry, though; I just need you to help fix this vile old bed for me. Then I'll find a suitable reward for you.
          • Player: Great, will I be able to take a nap in it?
          • Ava: Don't be silly; everyone knows that true warriors don't ever sleep...or perform many other bodily functions, for that matter. I'll come up with something, though.
          • Player: I'm not convinced by just a vague something; can you be a slight bit more inspiring in your offer?
          • Ava: What I need is simple: a couple of undead chickens. You should be able to pick some up at the farm near Port Phasmatys. I'll use one for my bed, then see what I can make from the other in the way of a reward. I have some ideas involving infinite feathers.
          • Player: Very well then, I shall await my mystery prize with bated breath.
    • I'm not much into interior design, to tell the truth.
      • Player: I'm not much into interior design, to tell the truth.
      • Ava: Very well, I suppose I'll just have to resort to the Professor's patented sleeping aid in order to get some rest. It does so bruise my head, though.
    • What's a nice girl like you doing in a place like this?
      • Player: What's a nice girl like you doing in a place like this?
      • Ava: I'm not a nice girl, I'm a respectable scientist researching the interactions between ghosts and the forces of pure science. I took over the position of assistant to the Professor upstairs, although, to be honest, his methods are somewhat eccentric. Did you hear about that Ernest scandal?
      • Player: Ahh yes, I helped sort that out; he did seem a bit odd.
      • Ava: You don't know the half of it - can you believe that he thinks he has proven Goldbach's First Conjecture using an optimised segmented sieve?
      • Player: Er, quite. Yes.

After accepting the quest[edit | edit source]

  • Ava: Do you need a reminder what you are supposed to do? I know you must have shiny beads distracting you, but it is an important job you are doing for me.
  • Select an option
    • Yes, please.
      • Player: Yes, please.
      • Ava: ...And people say we scientists are absent minded... You need to fetch 2 undead chickens for me to use in my redecoration. It's not rocket science.
      • Player: Rocket?
      • Ava: If they existed, they would be like arrows but much, much bigger. Considering the mess you rangers make with small bits of stick, we scientists have decided they don't exist. Now get chicken hunting.
    • No, thank you, I just came to gossip with you.
      • Player: No thank you; I just came to gossip with you.
      • Ava: Well, the Witch next door has been cooking some rather nice gingerbread, but I don't think that counts as gossip. Can you head off and do adventurous stuff, please? I hear the Wilderness is fun this time of year.

Using items on Ava[edit | edit source]

Raw chicken[edit | edit source]

  • Ava: What are you doing? Yuck, dead things.

Cooked chicken[edit | edit source]

  • Ava: What are you doing? Do I look that thin?

Raw chicken[edit | edit source]

  • Ava: What are you doing? I'm not ticklish.

The alive undead chickens[edit | edit source]

The Problem[edit | edit source]

Talking to Alice[edit | edit source]

Talking to Alice first before talking to her husband:

  • Alice: Hello. How can I help you?
  • Select an option
    • What are you selling?
      • (Non-quest dialogue)
    • Can you give me any Farming advice?
      • (Non-quest dialogue)
    • I'm okay, thank you.
      • (Non-quest dialogue)
    • I'm here about a quest.
      • Player: I'm here about a quest. I am after one of your, er, unhealthier poultry. Could you help me?
      • Alice: You need those useless, undead chickens? How odd you adventurers are. You need to talk to my husband, though - not that I can these days.
      • Player: Whyever would this be?
      • Alice: Can't you see, he is dead. I can't talk to the dead.
      • dialogue ends

Talking to Alice's husband[edit | edit source]

If not wearing a ghostspeak amulet

  • Alice's husband: Woo woo!

If wearing a ghostspeak amulet:

  • Player: Your animals don't look too healthy.
  • Alice's husband: It's that fountain thingy in the temple to the east. It's turned them all into zombies.
  • Player: What use are zombie animals?
  • Alice's husband: None at all, mate, except that those worshippers at that temple keep comin' and killin' 'em all for their bones. Don't ask me why.
  • Player: But you're a ghost - surely you know something about it.
  • Alice's husband: I don't know nuthin' about nuthin'. Oim a simple ghost with simple needs. All I know is, years ago, that temple started glowing green and, a few months later, I woke up dead. That's all there is to it. I do miss the wife though; tell 'er I still loves her.
  • Player: Would I be able to buy some of your chickens?
  • Alice's husband: Talk to my wife and I'll think about it.

Talking to Alice's husband again, with a ghostspeak amulet:

  • Alice's husband: 'Ave you talked to the wife for me?
  • Player: Not yet; I've been distracted by the thought of undead cow milk.

Talking to Alice after talking to her husband[edit | edit source]

  • Alice: Hello. How can I help you?
  • Select an option
    • What are you selling?
      • (Non-quest dialogue)
    • Can you give me any Farming advice?
      • (Non-quest dialogue)
    • I'm okay, thank you.
      • (Non-quest dialogue)
    • I'm here about a quest.
      • If the player talked to Alice's husband before talking to Alice first:
        • Player: I'm here about a quest.
        • (Continues below)
      • If the player talked to Alice first before talking to her husband:
        • Player: I'm here about that quest.
        • (Continues below)
      • Player: I have a message from your husband. He wants you to know that he still loves you, despite his ghostly state.
      • Alice: The curse of undeath was so cruel; all the men out here succumbed, but Lyra and I were left alive. Ever since that day, I've not been able to speak to him. Tell him I love him but I can't find our savings. I know he had our collection of gold and 'prize cow' rosettes just before the curse struck.
      • Player: I'll have a word with him, then; magic has its uses I suppose.

Talking to Alice again about the quest, before talking to her husband:

  • Player: I'm here about that quest.
  • Alice: Have you spoken to my husband yet?
  • Player: I'm working on it

Talking to Alice's husband again[edit | edit source]

  • Player: Your wife says she needs the family cash and wants to know what you did with it.
  • Alice's husband: Tell 'er I spent it on cheap spirits, har har.
  • Player: Your sense of humour died too, it seems...
  • Alice's husband: Hah, just trying to lift your spirits.
  • Player: I rest my case.
  • Alice's husband: Suit yerself, stick-in-the-mud. Anyway, Oim not one o' them yokels. Tell 'er I putted the cash in the bank like she always told me to. A warning to ya, too: annoy her and I'll haunt ya til yer hair turns white.

Talking to Alice's husband again

  • Alice's husband: Any luck wiv me wife?
  • Player: Nothing new, no.

Talking to Alice again[edit | edit source]

Talking to her about the quest

  • Player: I'm here about that quest. Your husband says he put the cash in the bank.
  • Alice: I'll need his bank pass, in that case.
  • Player: Can't you just take a ghostspeak amulet? Then you could talk to him directly.
  • Alice: I tried that once, but all those other ghosts - and even the undead chickens and cows - scared me so much. I wouldn't try it again for all the cash in Varrock bank.

Talking to her again about the quest:

  • Player: I'm here about that quest.
  • Alice: Have you asked him about the bank pass?
  • Player: Not yet.

Talking to Alice's husband again[edit | edit source]

  • Player: You may not believe me, but she wants me to find your bank pass now.
  • Alice's husband: Maybe she said that, maybe she didn't. I think you're just after me savings. Tell 'er that no one but a fool gives away their pass numbers. Go tell 'er now, if you're not a double-dealin' scammer, that is.

Talking to him again:

  • Alice's husband: 'Ave you talked to 'er?
  • Player: Not since we last spoke.

Talking to Alice again[edit | edit source]

Talking to her about the quest:

  • Player: I'm here about that quest. He says he won't trust me with the bank pass. What if I gave some sort of altered ghostspeak amulet to him - surely that would work?
  • Alice: You're so clever; I've overheard passing adventurers say that there's some witch near here who changes ghostspeak amulets. I think she lives a bit west of that mad Professor Fenksomething, past the Farming patch.
  • Player: I'll see if I can find her. Big nose and a monstrous hat, I assume? I wonder where the beautiful young witches hide...
  • Alice: Mysterious indeed, but in this case she actually looks pretty normal.

Talking to her again about the quest:

  • Player: I'm here about that quest.
  • Alice: Have you found a way for me to talk to my husband yet?
  • Player: I've not progressed at all, I'm afraid.

Talking to Alice's husband again[edit | edit source]

  • Player: I talked to your wife and thought that if you had a special amulet, you could speak to her and sort out the bank situation without me being involved.
  • Alice's husband: Arr, that makes far more sense than I was expecting from a muscle-head like you. My wife's a clever one.
  • Player: Well...oh, never mind. I'm working on getting the amulet anyway.

Using an item on Alice's husband

  • Alice's husband: Wot use is that there stuff to a ghosty like meself?

Obtaining the amulet[edit | edit source]

  • Player: I'm here about the farmers east of here. Alice and her husband are having trouble talking to one another and said you might be able to help.
  • Old crone: Ah, I know them; shame about those cows. Why would they think that I could help?
  • Player: Alice seems to think you could alter a ghostspeak amulet in order to allow them to communicate.
  • If the player has completed Ghosts Ahoy
    • Player: In addition, when I was attempting to thwart Necrovarus, you created a new type of amulet for me. I thought that perhaps you might also do so on this occasion.
  • Old crone: Well, the poor young lady has such family problems; I quite feel her pain. I'd be happy to help. You seem to have one of her golden hairs on your shoulder, so I can use that...
  • In a flash, the crone whisks away an unseen hair from your shoulder.
  • Old crone: Talk to me again with a ghostspeak amulet and some space in your backpack and I'll be ready to work on this little good deed. The way I plan is quite simple, really. I can mirror part of the unused mystical essence of the ghostspeak amulet, bind it with Alice's hair and thus create a second amulet. The second amulet will be useful for the purpose you desire, though it won't work for any other ghost or human other than the farmer and his wife.

Talking to her again:

  • Player: I'm here about the farmers east of here. I'm here to see if you are ready to do your mystical stuff with my ghostspeak amulet.
  • Without a ghostspeak amulet:
    • Old crone: I most certainly am, but you don't have an ghostspeak amulet.
  • With a ghostspeak amulet and no inventory space:
    • Old crone: I most certainly am, but you don't have space in your backpack.
  • With a ghostspeak amulet and space in the inventory:
    • Old crone: I most certainly am; there you go.
    • Player: Wow, that was quick and painless.
    • Old crone: Just being a good neighbour.
    • Player receives crone-made amulet.

Talking to her with the crone-made amulet:

  • Player: I'm here about the farmers east of here.
  • Old crone: Yes?
  • Player: Well, to tell the truth, I just came back to chat with you. Any news?
  • Old crone: Disgraceful! Deliver that amulet; a young lady's happiness depends upon it.

Talking to her after having lost the crone-made amulet:

  • Player: I'm here about the farmers east of here. Would you be able to replace the amulet you made? I seem to have lost it.
  • Old crone: Here you are; luckily, I saved some of Alice's hair in case you were careless. Which you were.

Delivering the Amulet[edit | edit source]

Talking to Alice[edit | edit source]

Talking to Alice about the quest:

  • Player: I'm here about that quest.
  • Alice: Have you handed him an enhanced amulet?
  • Player: I have obtained the amulet; I just haven't handed it over yet. So, it's looking good!

Talking to Alice's husband[edit | edit source]

  • Player: I talked to your wife and thought that if you had a special amulet, you could speak to her and sort out the bank situation without me being involved.
  • Alice's husband: Arr, that makes far more sense than I was expecting from a muscle-head like you. My wife's a clever one.
  • Player: Well... oh, never mind. I'm desperate enough for those chickens to let that pass.
  • Alice's husband: Give me that amulet, then, and we'll be seeing about your unnatural desire for chickens.
  • Select an option
    • Okay, you need it more than I do, I suppose.
      • Player: Okay, you need it more than I do, I suppose.
      • If the player has the amulet
        • Alice's husband: Ta, mate.
        • Player: Lucky we had such a brilliant idea.
      • If the player has lost the amulet
        • Alice's husband: Ya din't seem to 'ave it.
    • I don't think I'm ready to hand it over yet.
      • Player: I don't think I'm ready to hand it over yet.

Talking to Alice's husband again:

  • Alice's husband: Ahhh, many thanks. Now what was it you were wanting again?
  • Player: I need a couple of your chickens.
  • Alice's husband: Chickens is tricksy, 'specially dead 'uns. I'll have to catch 'em for ye.
  • Player: They look pretty pathetic; how hard can it be?
  • Alice's husband: Stand back while I catches 'em, ya city slicker.
  • Fade in/out. Cutscene begins.
  • Alice's husband: Here, chicky chicky!
  • Alice's husband chases the sneaky undead fowl around the farm.
  • Alice's husband: Git 'ere, yer pesky bird!
  • Alice's husband chases the fowl some more.
  • Alice's husband: Where'd she go?
  • Undead cow, Cow1337killr and Alice walk into the scene.
  • Alice's husband: Git orf my laaand!
  • Alice: You heard my husband: leave now!
  • Cow1337killr turns towards Alice.
  • Cow1337killr: Always the same; I can never get these animals to myself.
  • Cow1337killr kills the undead cow in one hit.
  • Alice: You killed Bessie!
  • Cow1337killr: Buying cowhides and feathers - ahh, that chicken is next; feathers for me!
  • Cow1337killr hits the sneaky undead fowl.
  • Sneaky undead fowl: Woo woo!
  • Sneaky undead fowl: Woo woo woo!
  • Alice's husband catches the fowl.
  • Player: Well, that's one way to catch a chicken, I suppose.
  • Fade in/out. Cutscene ends.

Talking to Alice's husband again:

  • Alice's husband: Hello, how can I help you? I'm sellin' if you have ecto-tokens.
  • Select an option
    • Could I buy those chickens now, then?
      • Player: Could I buy those chickens now?
      • Alice's husband: I can hand over a chicken if you give me 10 of them ecto- token thingies per bird.
      • Select an option
        • Could I buy 1 chicken now?
          • Player: Could I buy 1 chicken now?
          • Alice's husband: Ta, some day soon I'll be having a nice undead bed to kip in.
        • Could I buy 2 chickens?
          • Player: Could I buy 2 chickens?
          • If the player doesn't have enough ecto-tokens:
            • Alice's husband: I'm not a charity here, ya know. Bad enough all you cow-killing folks are a'slaughterin' me beasts. Come back when ya have enough tokens.
          • If the player has enough ecto-tokens:
          • Alice's husband: Great! I'm laying away me tokens for some killer cows. That'll learn them bone rustlers.
          • Player has 20 ecto-tokens removed from them. Player receives two undead chickens.
        • Your animals don't look too healthy; I'll buy elsewhere.
          • Player: Your animals don't look too healthy; I'll buy elsewhere.
          • Alice's husband: Har har, how many ghost chicky farmers d'you know, den?
    • Your animals don't look too healthy.
    • I'm okay, thank you.
      • Player: I'm okay, thank you.
    • Where can I get these ecto-tokens?
      • Player: Where can I get ecto-tokens?
      • Alice's husband: The ghosts I talk to say that the tokens have something to do with the tower just east of here. If you need to collect some I'd try there.

Magnetism[edit | edit source]

The Next Task[edit | edit source]

  • Ava: My spiritometric devices show that you have been in close contact with ghostly animals. Are we closer to success?
  • If the player has a raw chicken:
    • Player: Would this raw chicken be any use?
    • Ava: Is it undead? Does it have feathers? Will it help in stuffing a mattress or creating useful feathers?
    • Player: Well, it's not alive.
    • Ava: Don't try to fob me off with this junk! Can you imagine sleeping in a bed filled with chicken meat?
  • If the player has a cooked chicken:
    • Player: I don't suppose this tasty chicken would work?
    • Ava: No, no and thrice no. Get out of my sight.
    • Player: You are sure?
    • Ava: Well, I'm a bit hungry so I'll take it - but I still need all the undead chickens that I asked for.
    • Player has cooked chicken removed from them.
    • Ava: Yummy. Makes a change from all that seafood.
  • If the player has a raw undead chicken:
    • Player: Would this undead chicken be any use?
    • Ava: I'd hazard a guess at no.
    • Player: But why not? It's what you asked for!
    • Ava: Firstly, it is not undead; it is very, very dead. Secondly, it smells atrocious and, thirdly, it has been plucked. Get me a feathery one that can still move.
  • If the player has feathers:
    • Player: Does this count? It used to be attached to a chicken.
    • Ava: We are trying to generate feathers here. Is this a magic feather that has little feather children?
    • Player: Not that I know; do such things exist?
    • Ava: They seem about as common around here as intelligent adventurers. Get me an undead chicken.
    • Player: Well, I can buy the ones you want but I don't have any on
    • Ava: Stunning. I should have tried to hire some gnomes instead. They may be obsessed with their bellies but they can at least be trusted to deliver unpleasant perishables.
  • If the player has equipped an undead chicken:
    • Player: Well, I have this one which I can use to club people.
    • Ava: Are you going to hand it over or do you want to continue to waft it about menacingly?
    • Select an option
      • I prefer to keep this fine weapon with which to smite mine enemies.
        • Player: I prefer to keep this fine weapon with which to smite mine enemies.
        • Ava: You would be more menacing if your weapon weren't quite so rotten.
      • You can take it; it smells anyway.
        • Player: You can take it; it smells anyway.
        • Ava: On second thought, the way you wave it about makes me fear for my life. Stow it in your bag and talk to me again.
  • If the player has a live undead chicken in the inventory:
    • Player: Here they are.
    • Ava: Amazing! Success! I can look forward to some good nights' sleep after all.
    • Player: Can I ask exactly how an undead chicken will help you sleep?
    • Ava: Well, I need the feathers to make my bed more comfortable. A comfortable bed will help me sleep. Obvious, really.
    • Player: Obvious, yes, but why on Gielinor would you need an undead chicken when there are perfectly good live chickens just down the road?
    • Ava: Well, for a start, undead feathers are much cleaner than living ones; no dust mites or anything. Secondly, I always think of Ernest when I see a chicken, so my nerves can't take killing them.
    • Player: Then why do I need a chicken for my reward; we already established that I don't use a bed?
    • Ava: Seeing as how you ranger types use so many feathers in your arrows, I was thinking I could harness an undead chicken to make an unending supply of arrow flights for you.
    • Player: Beats chicken slaying or hanging around in fishing shops, I suppose. So, what next?
    • Ava: We'll need a magnet next, one with purely natural fields and made from a carefully selected iron bar. A firm impact when the iron is parallel to Gielinor's field will stabilise this field in the rod. Go and talk to the Witch next door.

Using a non-chicken item on her:

  • Ava: I'm not sure what you are trying to do; are you sure you aren't slightly deranged?

Using an undead chicken on her:

  • Player: Here's one.
  • Ava: Thanks! This is great for me, although I'll need another one if you want any sort of reward.
  • Player has undead chicken removed from them.

Speaking to Ava with an undead chicken in the inventory if one has already been given to her:

Speaking to Ava again:

  • Ava: Go and talk to the Witch next door. She'd talk the hind legs off a donkey but she can select the iron with which it is suitable for the chicken to interact. Despite my extensive studies, her years of experience make her better at instinctive magico-mystical interaction. Oh well, at least I'm cleverer, prettier and will have a better bed.
  • Player: Okay, okay, you're great. Yes, I'll go and talk to her when you've finished praising yourself.

Helpful Helda[edit | edit source]

  • Helda: Hello, hello, my poppet. What brings you to my little room?
  • Player: Ava told me to ask you about making magnets. Something about natural fields and other stuff. Sounded like she needed a farmer, to be honest.
  • Helda: Don't worry, deary, I can tell you just what to do and you won't have to worry your pretty head about the complicated bits.
  • Player: No need to patronise me quite so much, you know.
  • Helda: I went to anger management classes, my lambkin; that's why I was treating you so kindly. It's either this way of talking or I'll go back to shoving children into ovens. Just bring me 5 iron bars, though, and you're well on the way to never having to talk to me again.
  • Player: I'll be back.

Talking to Ava before handing in the bars

  • Player: I've talked to the Witch and she has asked me for some iron bars.
  • Ava: Do I resemble an iron-bar merchant?
  • Player: Er, maybe. I've never met one.
  • Ava: An entirely logical answer; you'll make a scientist yet.

Speaking to Helda again without any iron bars:

  • Player: I am back.
  • Helda: Oh, but sugarpie, I need 5 iron bars, you don't have any. Come back to me quickly with all 5 of them.

Speaking to Helda with one to four iron bars:

  • Player: I have some iron bars here.
  • Helda: Oh, but sugarpie, I need 5 iron bars, you don't have enough. Come back to me quickly with all 5 of them.

Speaking to Helda with at least five iron bars:

  • Helda: Great, you'll go far! I made some nice painted metal toys for you, snookums.
  • Player: Toys? Snookums? What are you on about, you deranged old bat?
  • Helda: Oh, forget it, then. If you won't react to kindness, I'm back to luring infants into my oven. You'll have it on your conscience. Go to the mine just north-east of Rimmington and hit the bar with a plain old smithing hammer while facing north. Then take your new magnet to Ava. Poor girl, having to deal with whippersnappers like you.
  • Player has five iron bars removed from them. Player receives selected iron.

Speaking to Helda again, with the selected iron:

  • Helda: You were sent to try my patience, weren't you? Go away and make that magnet, then hand it to Ava.

Speaking to Helda after having lost the selected iron:

  • Helda: I can't say I didn't expect this; you'd lose your head if it weren't glued on. Lucky I made some replacements. Take this one and leave me in peace.
  • Player receives selected iron.

Speaking to Ava, with the selected iron:

  • Player: I've talked to the Witch and now I've given her some iron bars.
  • Ava: I'm thrilled for you. What about my magnet?
  • Player: The process is subject to some unexpected delays.
  • Ava: I can see now why Fenkenstrain prefers to work with dead folk. It can't be more frustrating than working with you.

I earned this bar[edit | edit source]

Hammering the selected iron anywhere but the Rimmington mine:

  • You aren't in the right area for this to work.

Hammering the selected iron at the Rimmington mine, without facing north:

  • You think that facing North might work better.

Hammering the selected iron at the Rimmington mine, facing north:

  • You hammer the iron bar and create a magnet.
  • Player has selected iron removed from them. Player receives bar magnet.

Speaking to Helda after creating the magnet:

  • Helda: Hoorah for you, you have the magnet. Just hand it over to Ava. I'm working on my new recipe for spit-roast adventurer, so disturbing me isn't wise.

The bark has bite[edit | edit source]

Handing the magnet to Ava[edit | edit source]

  • Player: I've manufactured the magnet; here it is.
  • Ava: Great stuff! With the Witch's influence within the magnet, the undead chicken can use this, I'm sure. The plan is that the chicken will operate the magnet to attract bits of iron and steel, maybe even your own recently fired arrows. There are plenty of totally lost arrowheads lying about in the fields of Gielinor, I bet. In addition, arrows which you fire should be able to be attracted back to your quiver by the cunning avian.
  • Player: I begin to understand your plan. We've covered feathers and arrowheads now; what next?
  • Ava: We need a source of wood, but one which is spiritually active and can regenerate itself. That will save you some hatchetwork in the future. Try using a hatchet on the pesky trees in the garden here, the ones that attack rather than the really dead ones. They are probably just the sort of thing we could
  • Player: They will try to kill me, though, and I can't fight back!
  • Ava: Now you know how those poor guards feel when you hide behind mushrooms and fences and attack them from afar! Anyway, I reckon you'll need to try a mithril or better hatchet on the trees. At least the trees are pretty close.
  • Your work with the magnet increases your Crafting experience slightly.

Talking to her again before attempting to cut an undead tree:

  • Ava: So, what terrible hitch have you encountered now?
  • Player: Nothing really; I just decided to talk to you in case you have any great advice for me.
  • Ava: Well, I've heard that all kinds of dragons and even basilisks can drop mithril hatchets, if that's why you are delaying. Most of these creatures are silly enough that you can even hide behind something and plink them to death in that brave ranger way.

Hacking at the tree[edit | edit source]

  • The hatchet bounces off the undead wood. I should report this to Ava.

Returning to Ava[edit | edit source]

  • Player: Well, I tried to hack the trees with my hatchet, but it just bounced off the trunk! It did all seem all-too-convenient to work on the first try.
  • Ava: Fortunately for you, I've done some research and it seems to suggest that there are two choices open to you.
  • Player: Tell me the worst.
  • Ava: The first is more interesting. We cut off your arms, have them reanimated as undead, reattach them and then you should be able to cut the trees normally. Of course, you won't be able to pick your nose any more, so I suppose you'll want to try the second option.
  • Player: I'm not exactly addicted to picking my nose, but I do think I'll pass on that method.
  • Ava: Well, in that case, I think it may have something to do with Slayer abilities. After all, I did see Turael and his daughter poking around the trees while I was moving in. As he's not known for his random touristic activities, you should try chatting with this Turael or his daughter, Spria. He's the Slayer Master near Burthorpe and she was last seen heading off on some army mission. Maybe one day I'll head out too - to test my experimental weapons on fearsome foes.
  • Player: Oh dear, I hope he doesn't want me to buy one of his ridiculous fashion accessories. Those earmuffs he sells make heroic adventurers into a laughing stock.

A slayer's perspective[edit | edit source]

Speaking to Turael about a quest:

  • Turael: 'Ello, and what are you after, then?
  • Select an option
    • I need another assignment.
      • (Non-quest dialogue)
    • Do you have anything for trade?
      • (Non-quest dialogue)
    • I'm here about a quest.
      • Player: I'm here about a quest. Ava said she saw you hanging around the moving trees near Draynor Manor.
      • Turael: Ahh, you came to the right place; odd things, those trees. What is it you are needing exactly?
      • Player: I think I need some of the wood from them, but my hatchet just bounced off the trunk.
      • Turael: Sounds like you need a blessed hatchet. No one really makes them, though, these days. Blessed hatchets are too soft to cut normal wood since the hatchet's edge must be replaced by holy silver. I can do you a favour, though. If you can give me a mithril hatchet and a holy symbol of Saradomin I can let you have my hatchet. I'll make myself a new one when no one is pestering me for Slayer tasks.
      • Player: Okay, so I'll see whether I can spare a hatchet and a symbol. Thanks.
    • I am here to discuss any rewards which I might be eligible for.
      • (Non-quest dialogue)
    • Err...nothing...
      • (Non-quest dialogue)

Talking to Turael again:

  • Turael: 'Ello, and what are you after, then?
  • Select an option
    • I need another assignment.
      • (Non-quest dialogue)
    • Do you have anything for trade?
      • (Non-quest dialogue)
    • Hello, I'm here about those trees again.
      • Player: Hello, I'm here about those trees again.
      • Turael: I can make a hatchet for you now, if you wish. Remember, it will be no use for normal woodcutting after I have added the silver edge.
      • Select an option
        • I'd love one, thanks.
          • Player: I'd love one, thanks.
            • If the player doesn't have a mithril hatchet:
              • Turael: You'll need to hand over both a mithril hatchet and a holy symbol of Saradomin. You don't have a hatchet in your pack, so I'm not able to help.
            • If the player doesn't have a holy symbol:
              • Turael: You'll need to hand over both a mithril hatchet and holy symbol of Saradomin. You don't have a symbol in your pack, so I'm not able to help.
            • If the player has both a mithril hatchet and a holy symbol:
              • If this is the first blessed hatchet the player receives:
              • If the player has previously received a blessed hatchet:
                • Turael: Here's the replacement; be more careful with this one, eh?
        • Not right now.
          • Player: Not right now.
          • Turael: Goodbye, then. You may, of course, return if you decide you want a new hatchet.
    • I am here to discuss any rewards I might be eligible for.
      • (Non-quest dialogue)
    • Err...nothing...
      • (Non-quest dialogue)

Talking to Turael after making a blessed hatchet:

  • Turael: 'Ello, and what are you after, then?
  • Select an option
    • I need another assignment.
      • (Non-quest dialogue)
    • Do you have anything for trade?
      • (Non-quest dialogue)
    • I'm here about blessed hatchets again.
      • Player: Hello, I'm here about the blessed hatchet again.
      • If the player doesn't have a blessed hatchet:
        • Turael: I suppose you want a new hatchet?
        • Select an option
          • Actually, yes.
          • I can do without for now, thanks.
            • Player: Not right now.
            • Turael: Goodbye, then. You may, of course, return if you decide you want a new hatchet.
      • If the player has a blessed hatchet:
        • Turael: You already have a hatchet in your bag but you want another?
        • (Continues above)
    • I am here to discuss any rewards I might be eligible for.
      • (Non-quest dialogue)
    • Err...nothing...
      • (Non-quest dialogue)

Chopping the tree with the blessed hatchet[edit | edit source]

  • Chopping an undead tree:
  • You cut some undead twigs.
  • Player receives undead twigs.

Research and development[edit | edit source]

Delivering the twigs[edit | edit source]

If the player doesn't have undead twigs in the inventory:

  • Player: I think I'm ready to cut those trees now.
  • Ava: What do you want? A prize? Go and get the wood; it's not as if the trees are wandering about and hard to find.

If the player has undead twigs in the inventory:

  • Player: I have that undead wood at last. Well, twigs anyway.
  • Ava: You certainly took your time.
  • Player: I'd say they didn't grow on trees, but I guess you'd just be sarcastic about my sense of humour.
  • Ava: Quite. Now that we have all the ingredients for infinite arrows, we just need a container in which we can keep the components in the correct mutual alignment. I've gathered together some research notes from various sources but I can't quite make out what they mean. If you want to have a go at making them out, just ask me for a copy.

Speaking to Ava again

  • Player: I'd like to look at those research notes now, unless you have translated them without me?
  • Ava: They are still stumping me. Here are the notes; I really hope your head doesn't explode from reading them.
  • Player: I'd find it slightly inconvenient, I'm sure.
  • Ava: It wouldn't be all bad as your body would be useful for research after death. What I'd be upset about was if bits of you landed in my nice new bed.
  • Player: Your concern is touching.
  • Player receives research notes.

If the player loses the notes

  • Player: I seem to have lost the research notes.
  • Ava: Don't tell me, your cat ate them? You won't get out of the job that easily; here are some copies I made.

Translating the notes[edit | edit source]

Attempting to translate the notes

  • You fiddle with the notes.

Using research notes on her:

  • Ava: I gave you those and have plenty of copies; I need them to be translated.

Speaking to Ava after receiving the research notes:

  • Player: I have the notes but haven't translated them yet. Any hints?
  • Ava: I know you have the notes; I gave them to you, in case you forgot! Furthermore, if I had hints, I'd have translated those notes myself. So, take the hint and go off and translate them. If it's too hard, you can always go and shoot demons in cages.

Translating the notes

  • It suddenly all makes sense.

If the player lost the notes after translating them:

  • Ava: Let me guess, you've managed to mislay the notes after you translated them?
  • Player: I can't say I'm proud of it, but you aren't wrong.
  • Ava: Luckily, I assumed you were terminally careless, so I can supply these copies.
  • Player receives research notes.

If the player speaks to Ava after losing the translated the notes

  • Player: I have the gibberish notes now; do I really have to translate them again?
  • Ava: If you hadn't mislaid the originals, you'd not be asking me these questions. You have no one to blame but yourself.

The final component[edit | edit source]

Handing in the notes[edit | edit source]

  • Player: I've translated those notes. See? I'm not just a thuggish moron like you seem to think.
  • Ava: For all I know, it was pure luck, so don't jump to any conclusions about your mighty intellect.
  • Player: I can see why you don't have any assistants; you're not exactly easy to work with.
  • Ava: Let's get back to the work we're doing, then. Remember, this is all a favour to you; I could have just decided to fob you off with a feather duster. I've given you a pattern for the container; you'll need to combine them with some polished buttons and hard leather. Then we're almost done. Good news, eh? If you are having trouble finding buttons, I've heard rumours that the H.A.M. society carry this sort of stuff more than most.
  • Player: Really? How would you know this strange detail?
  • Ava: I hear they lose their clothes a lot to thieves so they have to make do with shoddy goods. Whatever the reason, they seem to carry buttons about in their pockets.
  • Player has translated notes removed from them. Player receives a pattern.

Speaking to Ava again:

  • Player: So what do I do with this pattern again?
  • Ava: Your short-term memory loss worries me. Combine the pattern with hard leather and some polished buttons, then hand the resulting container to me.

Using polished buttons on her:

  • Ava: Why do you think I want these?

If the player lost the pattern:

  • Player: The pattern seems to have vanished from my pack...not my fault, of course.
  • Ava: You're pretty careless, aren't you. I assume you're the type who leaves a trail of arrows and knives behind them when they train? Here's a replacement; perhaps if I charged for them, you'd be more careful.
  • Player receives a pattern.

Using the pattern with polished buttons, without hard leather in the inventory:

  • You need hard leather as well as these 2 items.

Using the pattern with hard leather, without polished buttons in the inventory:

  • You need polished buttons as well as these 2 items.

Using the pattern with polished buttons or hard leather, with both items in the inventory:

Delivering the container[edit | edit source]

  • Ava: Wow, great, now the arrow manufacturer is ready for use...there you are! Talk to me if you need more information later.
  • If the player is level 50 Ranged or above:
    • Ava: You are also skilled enough that I'm rewarding you with the upgraded version right away. Congratulations.
    • (Continues below)
  • Congratulations! Quest complete.

Post-quest dialogue[edit | edit source]

Old crone[edit | edit source]

  • Player: I'm here about the farmers east of here. Hello there, just dropping in to thank you again. It all went perfectly. Alice and her husband can communicate again.
  • Old crone: I can't help but shed a tear about my own family. My sisters are so vile, I refuse to talk to them these days.
  • Player: Sorry to hear that.
  • Old crone: Never mind; we've reunited a happy family of farmers; that's enough for me.