Within the Light
|Within the Light (#158)|
|Release date||13 October 2009 (Update)|
|Official series||Elf (Prifddinas) #8|
|Quest create ID||161|
|Infobox • Talk page|
Within the Light is the eighth and penultimate quest in the Elf (Prifddinas) quest series. It continues where Mourning's End Part II left off, delving deeper into the Temple of Light's mysteries in hopes of discovering the source of a disturbance.
Official description[edit | edit source]
A new disturbance has been noted in the Temple of Light by Thorgel, the dwarf who unwittingly mined his way to the Death Altar. Luckily, the disturbance is far less threatening than what was faced in Mourning's End Part II, but it is still highly curious. Guide Arianwyn to the temple's depths and locate the source of this energy, and you might find an unusual way of harnessing it...
Overview[edit | edit source]
|Start point||Talk to Arianwyn in Lletya. Show on map|
|Member requirement||Members only|
|Items required||Items from the tool belt are not listed unless they do not work or are not automatically added.|
To enter the death altar, you will also need:
These items can also be obtained during the quest, but it's possible you already have them in the bank. However, you will need to bring them with you:
|Enemies to defeat||
Trouble in the temple[edit | edit source]
Talk to Arianwyn in Lletya in the large building to the east. He will be glad to see you. He begins the conversation by asking if you remember Thorgel the dwarf (the one who had tunnelled his way from the Underground Pass into the Temple of Light). Arianwyn informs you that Thorgel and his companions have become allies with you and the elves, and now guard the death altar to provide himself, Kamen, Klank and Niloof with safe passage to Keldagrim once all threats have been dealt with. Thorgel has reported strange sightings in the Temple and asked for help via a messenger. Agree to help Arianwyn investigate this report, and begin the quest.
Arianwyn wants to accompany you to the Temple of Light this time, in order to examine the pillar where all light rays merge. Thanks to your ability to pass through the Mourner Tunnels in disguise without problem, and the fact that the temple's restored security will allow for elven magic to be performed, Arianwyn will be able to enter the temple. Your first task is to bring him a disguise in the form of another set of mourner gear. From there, the plan is to create a diversion in the Death Guard Headquarters to prevent detection when arriving, and bind a blank teleport crystal (which he gives you) in order to teleport directly to the temple. You will need to finish the chant on the prepared crystal by performing crystal singing at the desired location.
Note: If you give Arianwyn your only set of mourner gear, you will need to slay another mourner within Arandar to obtain a set for yourself. Otherwise, you may use your current set to infiltrate the Mourner Headquarters under West Ardougne, slay a mourner, and obtain the gear that way. Continue reading into the next section for additional information.
Making preparations[edit | edit source]
You may choose to give Arianwyn your set of mourner gear now or later, though it'll likely be more efficient to wait:
- Inefficient: If you give him your only set of mourner gear, you'll need to obtain another by killing a mourner along the path at Arandar, thus adding a step to your process.
- Efficient: While wearing your mourner gear, enter the mourner headquarters underneath West Ardougne. If you don't yet have a second set for Arianwyn, kill a mourner in order to obtain one. This is more efficient, because while you are in the headquarters, you may complete the other tasks that Arianwyn has asked of you.
Regardless of the process you chose above, you will need to end up within the mourner headquarters. The second step in Arianwyn's plan is to create a distraction. To accomplish this, your old gnome friend will prove useful once more. Retrieve a tarnished key from the head mourner's desk to open the gnome's cell. Enter the cell (right next to the head mourner's office), and speak with the gnome about getting some help from him. He will suspect that you are not really a mourner. You may either Reveal the truth or continue staying undercover. Regardless, you will promise him that you will free him in return for his aid, to which he will agree.
You may now decide on whether or not to keep your promise. If you wish to keep it, speak to the head mourner in the other room and say that having the gnome around is a security risk, on the grounds that a curious thief or child from the city might sneak inside and discover the mourners' operations. Advise to release the gnome as you had promised (in order to remove all risks and tie up loose ends, of course), to which the mourner will eventually agree.
You now need to enter the tunnels using the "new key", which should likely be on your key ring. If you don't have it, you can obtain another by again searching the head mourner's desk. Add the key to your key ring.
Finally, run to the west past the dark beasts and enchant the blank teleport crystal in the tunnels near the entrance to the Temple of Light, just by Nissyen Edern's dead party. You must remove your gas mask before attempting to enchant the crystal. You may enchant your crystal at any of a number of places just above the dead slaves (see image for example). You must also be sufficiently close to the temple to be able to enchant it. A fine spot is several steps East of the first dead slave (Note: When you use the crystal to teleport here, you likely won't arrive in the exact spot that you chose.) When you've found a good spot, chant the crystal and a cutscene begins. Apparently your singing isn't appreciated by some folk, as some of the mourners are lead to cry and bang their heads against the wall in an attempt to "make it stop." At the end of the cutscene, your character will be satisfied with their singing, and you'll be ready to continue with the quest.
Return to Lletya to talk to Arianwyn. Give him the extra set of mourner gear (if you haven't already), as well as the enchanted crystal, which he will strengthen. You'll then inform him that the captive gnome inventor will aid you. If you are ready to return to the temple with him, agree to start the operation. Note: While you are able to wear normal armour within the mourner tunnels, you'll have to be wearing your mourner disguise in order to teleport with Arianwyn.) You will teleport first to make sure the coast is clear, and Arianwyn will follow moments later, armed with a crystal bow.
The Death Altar[edit | edit source]
Important: Remember to bring the crystal trinket (from Mourning's End Part II) with you, as it can be incredibly inconvenient to retrieve it if you forget it.
You will need to lead Arianwyn to Thorgel. The elf will be able to kill shadows using his bow, but you should still be cautious.
Thorgel is by the mysterious ruins that lead to the death altar. To get to the Death Altar through the temple, go up the stairs immediately west of the temple entrance. On the second floor, head south and climb the ladder in the wall cavity down the hall. On the third floor, return to the centre (watch out for a spinning blade trap!) and go down one of the two sets of stairs. Descend further and pass through the door of light. Arianwyn will not pass directly through the light doors with you, but he'll continue following. The light door here is passable only if the beam of red light from the pillar just beyond the said door it is pointing at the door (if you remembered to point the red light at it during your last visit). After passing the door of light, you'll need to rotate the mirror in the red beam to point towards the pillar next to the death altar door. Once that's done, go through the door and talk to Thorgel.
Note: If you are not able to pass through the light door below the staircase, it is because the red beam is pointing at the pillar next to the death altar door instead. You need to get to the death altar via a different route (via the Abyss or a wicked hood, or even through the back entrance in the Underground Pass near the 3 dwarves). Enter through the death altar door from the altar side, redirect the red beam to the door immediately below the staircase, and then finally return with Arianwyn to the temple of light. For some players, the Wicked Hood teleport to death altar will also teleport Arianwyn.
Talk to Thorgel, who tells you to speak again with Arianwyn. Arianwyn wants you to go back and inspect the energised pillar. He postulates that because you've manipulated the light energy with the mirrors you should be fine to full-on touch it. He'll catch up with Thorgel while you investigate the energised pillar to the east of you. A loud noise will occur, but it appears to do you no harm. However, you'll find the energy strangely familiar. Speak again with Arianwyn, and you'll tell him the energy of the pillar reminds you of the crystal trinket. You'll now need to use the trinket on the pillar. Note: If you forgot the trinket, remember to turn the red light pillar so that you can get back through the light door from the Temple.
A bright flash of light appears. Return to talk to Arianwyn again. You discover the trinket contains the same type of energy as the Temple, but is insufficient to absorb the required amount of energy for it is too small. Therefore, Arianwyn thinks your much bigger body will do the trick, suggesting that you energise yourself like you had done with the trinket by getting onto the death altar and touching the temple's large crystal. Thorgel enters the death altar to assist you in climbing onto the altar. If you do not have a Death Talisman with you, you may speak with Arianwyn to obtain one. If you lose this copy, he will not give you another.
Follow Thorgel to the death altar and talk to him. He will help you onto the altar, where you become energised with death energy. This lasts only a short amount of time, so you'll need to be quick for the next steps. Arianwyn will not be protecting you, so make sure you are able to withstand the shadows' attacks.
- Exit the altar via the portal and pass the door of light.
- Rotate the mirror in the red light pillar so that you can access the stairs. Without the aid of Arianwyn, you may need to quickly dispatch the shadow lurking nearby to prevent it from interrupting your mirror rotation.
- Go up the first set of stairs, and then go up the (north) left set of stairs to the third floor.
- Run all the way east then south to the large crystal and touch it to incite a reaction. The indication that you've touched it is subtle, so pay attention to the slight animation and your message window which should say "The crystal empowers the energy within you." and quickly return to the energised pillar. If your energy has worn off before touching the crystal, you'll get a message that simply says, "The crystal seems intact and is successfully powering the temple's safeguards." You'll need to go back to the death altar and reenergise.
Once you've touched the crystal, quickly run back down the stairs and touch the energised pillar. If you are still energised, you will be teleported to another location. If you were not quick enough, (or log out or return to the lobby), you will need to become energised again and repeat the process.
Note: Make sure you have time available to complete the following portion of the quest, as it is instanced; i.e. if you log out, return to lobby, or die, you'll appear back at the death altar room.
Light Puzzle 2.0 - Within the Light Itself[edit | edit source]
Note: Some players have reported a bug of being unable to cut the Crystal trees in this part of the quest, prompting players to "find a hatchet nearby"; despite the player having one on their tool belt or in in their inventory, and no nearby hatchet spawn existing. As of 31/05/2022 an un-augmented Rune Hatchet is confirmed to work on the Crystal trees as intended.
The positions of receivers differ from player to player. Watch the cutscene when you teleport to the next location, as it contains clues you need for the puzzle. Search the dead slave for a set of notes and a colour wheel (if you don't already have one).
Read the notes, which contain more clues in order to solve the puzzle in this location.
A beam of blue light shines from the blue light emitter on the east wall, and this is the only light emanating at the start of the puzzle. The wall also has red and green light emitters, which are not functioning. The west wall has a large stone door that must be opened, along with four light receivers. To complete the puzzle, you must use the crystal trees, rotate the crystal cores, and use the colour wheel to guide the light.
The key to understanding the colour wheel is to match up colours which are opposite each other on the wheel. For example, on the wheel, yellow is opposite blue, therefore, to "unlock" the yellow light receiver you have to use a blue light beam. As a crystal tree is blocking the light blue beam, you must chop it with a hatchet and then shape with a knife to become a crystal core.
The blue beam of light must be guided into the yellow light receiver. This activates the red light emitter and the green light receiver. Once the blue light shines on the yellow receiver, the red light emitter will be activated.
You will now have to unlock the green receiver. Combine the red and blue beams of light into a magenta beam and direct it towards the receiver. The red and blue beams do not have to follow the *exact* same path to the green receiver as long as they combine into the magenta beam which can then be directed to the receiver. When directing the magenta beam into the green receiver you do not have to keep the blue beam directed at the yellow receiver. Once the beam activated the received, the green light emitter will be activated.
The red receiver is next. The green and blue beams of light must be combined into a cyan (green + blue) beam and guided towards the receiver. As previously, the green and blue beams will not take exactly the same path to the red receiver but will join up part way to make a cyan beam which is then directed the rest of the way. This activates the black light receiver.
All three beams of light must now be guided into the black light receiver (the one that has no colour when examined). When combined the red, green and blue beams will make a white beam. As with the previous steps, the beams will start out along quite different paths but will eventually come together to form a white beam which can be guided into the receiver. This white beam must be directed into the black receiver. This causes a ladder to appear along the south wall.
Note: It may be helpful to begin each round by simply aiming each ray of light straight across the room, from east to west.
Sharp-shooter Maze[edit | edit source]
If you die, your grave will appear behind the energised pillar. To get there, teleport to the death altar through the Abyss or the wicked hood if the door to the altar is unlocked. You will have to repeat the energisation process again to re-enter the platform puzzle area, although the light puzzle will stay completed. Again, should you leave the game for any reason, this is also where you will reappear.
Climb the ladder. You will find yourself on one of several wooded platforms. You must jump from platform to platform (by clicking on the gap) until you get to the one with the ballista (see image and solution map). To complicate things, spikes will shoot out from the floor of some platforms in certain spots, damaging about 10% of your current life points every couple seconds you stand on one. It is therefore imperative to time your jumps right. Some platforms don't have spikes, and can be used as safe spots. As long as time is taken to carefully complete the puzzle, it can be fairly easily solved without taking any/much damage.
Even on the platforms which do have spikes it is possible to make your way across without taking damage. The spikes are static (stay in one spot) on some platforms, making it fairly easy to time your jumps and run past the spikes. Other platforms have mobile spikes, which circle the platform. Wait until the spikes move through the spot you wish to jump across the gap, then jump and "follow" the spikes around the platform until you get to your next jumping point. The puzzle can be completed without taking any damage, but it is recommended to bring lots of food just in case.
When you reach the platform with the crystal ballista, shoot the ballista at the right time to hit the target. You can take as many tries as you need until the target disappears. This causes the door in the west wall of the previous room below to open. Unfortunately, this means that you'll have to navigate back through the maze to get to it....
The Passage to Prifddinas and Wrapping-up[edit | edit source]
Once you've navigated back through the spiky maze, you are able to go through the open door in the west wall of the light room. Search the dead Elf messenger in the corridor to find a report. Read it to discover that Iestin Edern indicates that you are in a 'corridor of light' that (before it partially collapsed) led from the temple to an 'Undercity', under Prifddinas, which has been reverted to crystal seed form.
Important: Before you enter the death Altar. Rotate the mirror of the red beam (east) so that when you return to the Temple again you are able to access the Death Altar room.
Exit the corridor and return to the death altar via the exit portal in the Light Puzzle Room. Talk to Thorgel, who tells you that Arianwyn has returned to Lletya. This is not required, one can simply teleport back to Lletya and find Arianwyn without speaking to the dwarf.
Note: Now is your last chance to inquire about saving the Gnome, if you intend to (it's completely optional). Head back to the Mourner's HQ and talk to the Head Mourner about releasing the Gnome. He will consider it. If you return after the quest, the gnome will remark that he overheard the guards considering his release.
Return to Lletya and speak with Arianwyn, giving him the report you found. He is amazed that Prifddinas has been reverted to a crystal and plans to send Thorgel and other dwarves to clear out the corridor of light to the Undercity.
Rewards[edit | edit source]
- 2 quest points
- 35,000 experience
- 20,000 experience
- 20,000 experience
- 20,000 experience
- 2 Treasure Hunter keys (Ironman accounts will not receive these)
- Additional rewards/activities
- The ability to add a choice of destination to your crystal teleport seeds. Talk to Eluned in Isafdar during or after the quest with a charged crystal teleport seed in inventory. The teleport can't be added if you are carrying more than one crystal teleport seed. The crystal teleport seed will acquire the ability to teleport to a safe area in front of the Temple of Light, in addition to its original Lletya teleport.
- Music unlocked
Achievements[edit | edit source]
- Within the Light ( 0) – Complete this quest.
- As Clear as a Crystal Seed ( 15) – Unlock the Temple of Light teleport after 'Within the Light'.
- Tirannwn achievements
Required for completing[edit | edit source]
Within the Light is directly required for the following quests/miniquests:
- Aftermath (miniquest)
- Full comprehension of Azzanadra's Quest
- Full comprehension of Battle of the Monolith (miniquest)
- Children of Mah
- City of Senntisten
- Full comprehension of Curse of the Black Stone
- Desperate Measures
- Full comprehension of Desperate Times
- Eye of Het I (miniquest)
- Eye of Het II (miniquest)
- Sins of the Father (miniquest)
- Sliske's Endgame
- The Light Within
- Twilight of the Gods
Transcript[edit | edit source]
Credits[edit | edit source]
|Within the Light|
|Developer||Mod Chris L|
|Art & Graphics|
|Graphics||Mod Alex, Mod Wing|
|Quality assurance||Adam D, Nicola T, Mod Sarah|
|Quest Help||Mod Osborne|
|Databox • Talk page|
Update history[edit | edit source]
- patch 7 March 2016 (Update):
- patch 7 September 2015 (Update):
- Graphically updated the Light maze notes interface used in Within the Light.
- hotfix 4 June 2013 (Update):
- The dead slave in the Ascension Dungeon no longer attempts to give out items from the Within the Light quest.
- patch 28 November 2011 (Update):
- An interface in Within the Light no longer repeats itself after it's been played once.
- patch 17 August 2011 (Update):
- Logging into a section of Within the Light will no longer occasionally fail to put the player in the correct place.
- patch 17 November 2009 (Update):
- Fixed a problem where Within the Light wasn't being filtered correctly even if you had the requirements to start it.
- patch 26 October 2009 (Update):
- Corrected the objective system when tracking the Within the Light quest.
Trivia[edit | edit source]
- On the day of release, the spoilers read: "The spoiler is coloured red. To reveal it, use your colour wheel and find out which combination of lights will be required! Or, just wait until later for everything to be illuminated..."
- The quest was announced by hints on RuneScape's Twitter account with the following hints, in English and German:
- "It'll soon be time in RuneScape to head west and meet up with some old friends", Mod Ajd
- "Es werde Licht!" - doch er fand den Schalter nicht. Außerdem: Im Westen was Neues. :) -Mod Heiko" Meaning: "Let there be light!" - though he didn't find the switch. Moreover: Something new in the West. :)"
- Upon the completion of this quest, one's Adventurer's Log will read: "The reactivation of the Temple of Light's defences opened a path of light to an unknown area."
- When this quest was first released it was classified as a grandmaster quest.
- When this quest was first released each skill had its highest level requirements in relation to other quests/total needed for the quest cape.
|Part 8 of the Elf (Prifddinas) quest series|