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Another Slice of H.A.M.
Written By Simple013
Special Thanks To Egghebreght, Evolution, Hawk, Morty, Mrcsupertrain, OnYx, PoBear, teacuptime, Thomas154321, Whiskas88, Lilshu Start: Begin by speaking with Ur-tag or the Ambassador Alvijar. Scroll down to the end of the guide to find a 'Fast Quest Walkthrough'. Getting Started To start this quest make your way to Dorgesh-Kaan any way you see fit. Three fast possibilities are at your disposal:
Upon arriving, make your way to the northern end of the marketplace and climb the ladder. On the second floor walk to the second house east and speak with either Ur-tag or Ambassador Alvijar. ![]() You will be told about the construction of a railway between Keldagrim and Dorgesh-Kaan, but there are some concerns about it. Some artifacts have been found and, rather than destroying them, the Cave Goblins want to learn about their history. ![]() Luckily you are one of those rare, educated, adventurers and thus be asked to assist in the excavations. You are told the 'patch' is in the south-west corner of the city. Head out the door, and walk south-west, you need to stay on the same floor. ![]() On your Mini Map a transport symbol will appear. Enter the doorway and you will have arrived at the subway station, ready to commence operation, if it wasn't for those excavations. A New Vocation Walk south and at the sloping part start following the tracks, until you reach three tables. Both Zanik and Tegdak are there and you will need to speak to the latter one. He will ask you to find certain artifacts. You will need to find a total of six. ![]()
![]() Once you find them use your trusty trowel on it and it will end up in your inventory. Two of the artifacts are between the tables, four are further down the tunnel. ![]() Once you have gathered all six use the brush you have on them while standing at the northern end of the middle (empty) specimen table, or use the artifacts. with the table. Once you have done that with all six objects, speak with Tegdak again. When given to them, the artifacts: ![]() Alas, the scribe is no help either but he has a solution: Visit the surface dwelling Goblins, or more correctly, the ones you had some dealings with before, Wartface and Bentnoze. Zanik, with her reluctance to travel over land suggests a Moving-Over-Distance Sphere. ![]() To find Oldak, exit the room, go down the the stairs, and head for the room in the northwestern corner of the market place. ![]() Oldak obliges and produces a sphere that will teleport the both of you to the Goblin Village. Goblin Diplomacy Revisited After just one small mishap during your teleport, you end up in the Goblin Village where both Bentnoze and Wartface have some trouble accepting Zanik as a true Goblin. But they do confirm the ancient origin of the Mace. ![]() Enter stage left our intrepid model of Goblin Diplomacy: Grubfoot. He relays to both Generals the dream he had last night. He saw Zanik surrounded by a large number of Goblins from all over the world where Zanik was proclaimed as the Chosen Commander. True to their form, the Generals have all Goblins gather and ask Zanik to speak to them. Completely at a loss, Zanik is interrupted by H.A.M. assassins. ![]() Time to take on another job, this time as Zanik's bodyguard. Run/walk northward around the building, then back south again to reach a safe spot. From that point either range or mage the assassins. One other possibility is to climb the tower and stand behind the crates to mage/range them. Melee won't work on them; they are securely hidden behind a number of crates with not a way around them. ![]() Sadly your efforts of killing both assassins is in vain, Sigmund, H.A.M. leader has taken Zanik hostage and leaves you, but not before telling you exactly where to find him: Why is it crooks are always the stupid ones? ![]() Goblin/Human Coalition Saves the Day
![]() They will tell you one important factor: They will attack the guards to give you an opportunity to slip past. This part of your plight will probably the hardest, or rather annoying, don't despair, you will get past it. Climb down into the dungeon and down the ladder. Follow the corridor and enter the room. Both Sergeants will follow. Wait until the first two H.A.M. guards have passed and open the door. Tell one of the Sergeants to stay and he will attack the two guards when they return. Follow the corridor and have the second Sergeant attack the next two guards. Follow the corridor and once again down a ladder. And, oh horror, you will be confronted with a not so pretty picture. Stolen from ancient westerns, the damsel in distress, tied up on the tracks with a train approaching. ![]() Wield your newly acquired mace and attack Sigmund. Thinking he is invincible with his recent level 43 prayer he will scold you. Use the special attack version of the Ancient Mace and this will drain his prayer: Exit Protect from Melee. Finish him off at your leisure. Zanik will desperately call out to you to free her, oblige her and both of you will stand with your backs to the wall, watching the train thundering by. The same train used in the grand opening of the rail connection with Keldagrim. ![]() A short speech from Ur-tag, explaining what rewards you will receive and it is: Quest finished! ![]() Rewards
Ancient Mace Stats ![]()
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