Osrs How to Get Into Ibans Room Again

Experienced

Long

Level 25 Ranged.
Must vanquish three level 91 demons.
Good Thieving and Agility is an reward.

Bow, Arrows (except Wide arrows), Spade, Tinderbox, Ropes (at least iii to relieve you a tiny chip of fourth dimension), Armour, Weapon, and Lots of food.

(Note: You might want to take a bow and arrows that you practise not mind dropping. After sure points yous will non need them again, and inventory infinite can go pretty depression).

None.

Teleportation runes to leave the dungeon quickly and 750 coins.

Damp cloths, Fire arrows (unlit), Fire arrows (lit), Plank, Old journal, four Orbs of light, Piece of railing, Unicorn horn (Underground Pass), three Paladin'south badges, ii Meat pies, Meat pizza, Witch's true cat, Doll of iban, History of iban, Restore potion (3), Super attack potion(3), Klank's gauntlets, Tinderbox, Bucket, Dwarf brew, Iban's ashes, Amulet of doomion, Amulet of holthion, Amulet of othainian, Iban's shadow, Iban's dove, Zamorak robe (top), Zamorak robe (bottom), thirty Burn runes, 15 Death runes, Iban'south staff.

5

3000 Agility xp, 3000 Attack xp, Staff of Iban, 15 Death runes, 30 Burn down runes, the right to use Iban Blast and access to the Hugger-mugger pass.

East Ardougne.

Speak to King Lathas

  1. To start, talk to King Lathas who is on the second floor of the Paladin Castle in Ardougne. He describes the quest and directs you to his scout in West Ardougne.

    Step 1

  2. Head to Due west Ardougne, walk through the gates and get every bit far west every bit you lot can go and y'all should find Koftik; talk to him and then enter the cavern near him.

    Step 2

  3. Now, here there are ii choices. If you brought ii ropes, you lot can utilize 1 rope on 1 of the stalactites, or you lot can utilize Agility to climb over the rocks. I recommend climbing the rockslides.
  4. On the other side of swamp you meet Koftik again, talk to him and yous become a damp textile. Use it on the arrows yous brought to get a fire arrow. Talk to him again to become another clammy fabric and wrap it around the other arrows. Repeat until you have about 10 fire arrows. Utilise these arrows on the fire nearby to set them alight.

    Step 4

  5. Now, go around the cliff to the due east and and so go northward. You should exist behind a fence, endeavor shooting at the guide ropes that hold the span up. When you striking it y'all are automatically taken across information technology. Positioning is disquisitional when shooting at ropes: yous should be at debate in heart of the length of the fence.

    Step 5

  6. Now head north and selection up the plank that is guarded by blessed spiders then head south and follow the path which curves effectually to the e.
  7. At a split in the path, the s side is a swamp and the northward side is a gap. Use your rope on the pole-shaped stone higher up the gap to get beyond. [If you fail this obstacle, you will lose your rope and detect yourself thrown into the "washout" dungeon. The sole path out of the "washout" dungeon forces you lot to cantankerous numerous rockslides and then dumps y'all at the entrance to the clandestine path. At the very to the lowest degree, you will need another rope, since you lost yours on this obstacle.] Follow the path eastward and so due south, climbing over a rockslide in a small alley. In the side by side expanse, climb west over another rockslide.

    Step 7

  8. Now you should find Koftik, talk to him and yous volition find that he is slowly being possessed.
  9. Here is the grid area. The prophylactic path to cantankerous the grid is dissimilar for each player, and so experimentation is required to find the successful path which can be used for all future crossings. What worked for someone else may not piece of work for you. The illustration hither is just an example and will not piece of work for everyone!! Write downwardly your successful path as it volition stay the aforementioned for y'all every fourth dimension you come here. Every fourth dimension yous hit a bad foursquare, you will fall through to the rocks beneath and take impairment. If you autumn, climb back upwards on the protruding rocks or you lot volition go along to receive hits.
    The trial-and-error method to find a way across is...
    >Detect the cake you tin stand up on in the first row.
    >Then try path two (straight across).
    >If that doesn't work, position yourself in the closest corner of your working foursquare exactly diagonal to the square you desire to go to (each grid square is equanimous of four Runescape walking squares. If y'all don't go into the corner first, when you click on a diagonal square the game volition walk yous through a square that you already know doesn't work, and you'll exist on the rocks once again!) Then click on the diagonal square you wish to try (path 1 or 3).

    One time you observe ane of those that piece of work (path three in the illustrated example), try again path 2 (straight), 1, or 3.

    Proceed this process until you lot observe a safe path across.

    Step 9

  10. One time across, pull the lever next to the portcullis. It will open up and automatically accept you through. There are zombies and a furnace in this area. To the north-northwest is a 1-way shortcut pipage that takes you back to before the rope-swing gap; you cannot use information technology to get back here. The west alley contains five spike traps; either run through if you are not very good at thieving, or try to search the odd markings and disarm the traps.

    Step 10

  11. Later on the traps, at that place is a room with a well in the middle, equally well as an onetime periodical spawn and an altar. If yous turn on prayers such equally 2x hp restore and others, and keep recharging your prayer here, yous tin can return to total health while conserving your nutrient for later efforts. The get-go part is quite easy, go up the north road and notice at that place are flat rocks on the flooring. Use the plank on the flat rocks to cantankerous until you get to the orb of light, choice information technology up then return to the well.

    Step 11a

    Step 11b

  12. Run beyond the northwest path trying non to get hit by the enemies, option up the orb of light and return to the well.

    Step 12

  13. The west path is the same as the northward path, only apply your plank on the flat rocks, pick up the orb of light and return to the well.
  14. This is the easiest path, the southwest path. Search the flat stone nether the orb, when you try to selection up the orb of light it will ask you if you want to disarm information technology. If you fail you lot will be damaged by a swinging log. When you have the orb return back to the well.

    Step 14

  15. Now either run back across the path with the strange markings or search the odd markings and disarm the traps to return to the room with the zombies. Employ all the orbs with the furnace and then go back to the room with the well by either disarming the traps or running.

    Step 15

  16. Climb down the well and search the crates nearby, one volition contain some food. Now run across the path to go to some cages, pick lock the cage to the southeast. Use the spade on the mud to go through a tunnel.

    Step 16

  17. Head due west and then cross the ledge south to go to another hard part. If you are a level l+ thief then choice lock the gate and run east through the swamp past the rats to the other gate. Or, if yous are a bad thief, so you lot need to cantankerous the stone bridges to get to the other end. Falling off the stone bridges causes damage, then you must follow a clear path back to the outset of the stone bridges to effort again. Nonetheless, if you lot take the gate path one time past the door, make your way through the swamp but sure you DON'T stride on the bubbling or you'll have to kickoff back at the outset. That's right, you are suddenly starting over, outside the Underground Pass! This might be a good time to banking concern to replace all the nutrient yous spent on the grid since you'll know the correct path to follow this time.

    Step 17a

    Step 17b

  18. Follow the path due south and get through the obstruction pipage.

    Step 18

  19. Search the Unicorn Cage for a railing. Get around to where the boulder is.

    Step 19

  20. Use the Railing Pipe to motion the boulder. Go back to the unicorn cage and search it for the unicorn horn.

    Step 20

  21. At present enter the tunnel nearby.

    Step 21

  22. Continue down the path past Zombies.
  23. Talk to Carl the Paladin or Sir Jerro, he gives yous food and a prayer potion. So slaughter all three of the paladins to get the three Paladin badges (crimson, greenish and blue).

    Step 23

  24. Continue down the path and utilize the Plank on the flat rock to disarm information technology.

    Step 24

  25. Use the Unicorn horn and Crests on the well and go through the door. (Note this is the well yous use your Iban Staff on to recharge it once you have finished the quest and have used all the charges).

    Step 25

  26. You are on second level of the Undercover Pass dungeon (meet Hush-hush Pass Map). Caput as far south as yous tin and expect at the s wall to find a small staircase leading down. In one case you're down, walk a chip to the westward to find three dwarves in a pocket-size fenced expanse with two buildings. Talk to Niloof who will give you some food and mentions of a witch that knows Iban's secrets.

    Step 26a

  27. Now return to the second level of the dungeon by climbing upstairs. Caput a fiddling to the due south-east where you can see a business firm, from at that place walk a little northward where yous tin can leap over a span. Walk along it and take the kickoff turn south to find Kardia'due south house. Search the window and you'll hear her talking to herself about her missing cat.

    Note: Practice not attempt to open up the door or you will take a hit causing up to twenty lifepoints damage.

    Step 26b

  28. Head north, take a left, hop beyond the gap, so take the north branch of the path. Follow it until you find the cat - denoted by a yellow dot on your minimap. Pick up the true cat and render to witch's house again.

    Step 26c

  29. Use the cat on the door. You volition automatically hide while she answers the door]; while she is playing with the true cat, enter and search the breast well-nigh the door. You will discover the Iban doll, an one-time journal, a stat restore potion and a super attack potion.
  30. From the witch's firm, get north, west, and then due south to the three demons (see Underground Pass Map). Kill them and get their Amulets. Open the nearby Chest and get the Iban'south shadow. Smear it on the Doll.

    Note: If you are a low level or are using range or magic, there are safespots for killing the demons by standing on the narrow pathways.

    Step 27a

    Step 27b

  31. When yous go back to dwarves (or if you fall you lot're at the dwarves), you should end in a HUGE open expanse. Go to the southwest for some Dwarves. After you've got the Witch's items, talk to all the dwarfs, Klank will requite you Klank's Gauntlets and a Tinderbox. Accept the Bucket. Empty the unmarried indoor butt in the house for Dwarf Brew. Y'all can also get unlimited food from the drunken dwarf well-nigh Klank.

    Step 1

  32. Go to the southeast function of this cavern to Iban's Tomb. Don't search it or you volition have damage. Use the Dwarf brew on it and ready it on fire with a Tinderbox. Take Iban'southward ashes and smear it on the Doll. Y'all tin now drop your Tinderbox and the Bucket.

    Step 29

  33. Go northeast into a coulee of spiders. At the north terminate of this expanse kill the HUGE spider (level 89). The blood automatically gets smeared on the Doll.

    Step 30

  34. There is another set of stairs to the west of the spiders; these stairs will take you straight to the Soulless muzzle area for the next step.
  35. Become all the way northwest of the Maze. Vesture Klank'southward Gauntlets, and Search Cages. The Soulless volition bite you, but will fail because you lot're wearing nice Gauntlets. =) The cage that contains Iban'southward dove is very difficult to find but go on at it and you should detect it. Use Iban'due south dove with the Doll and yous now have a Doll that is ready for the Final Battle

    Note: when looking for Iban'south pigeon, remember to look in both parts there are two parts with cages 1 northwestern (in the corner) and another a little more south from there...

    Step 32

  36. At present become ready for the Concluding Battle. Head to the middle of the maze and kill some Iban Disciples to obtain Zamorak robes. Remove any weapons and armor, then equip the robes and become within the temple.

    Note: Before entering the temple, make sure that yous have iii inventory slots free or you may lose part of your reward (the Iban Staff, Decease runes and Fire runes) since yous are immediately teleported out of the room. If you need nutrient Klank will sell some to you.

  37. Iban volition see you have the only weapon to destroy him, the complete Doll. He will blast spells at you! (Which looks like monster legs coming up from the floor).
  38. Run towards him, hopefully dodging the shots, and throw the Doll into the Well. Iban will dice. Stay in that location it will take a little while for blasts to stop afterward you successfully throw Doll in well.

    Step 35

  39. You will be transported to an underground area (this is why you need those empty spots in your inventory: you lot will not have time to consume and will miss your reward if you don't take empty spots!) Talk to the helper again and he'll accept you lot exterior.

    Step 36

  40. Go back to Rex Lathas and report that Iban is expressionless. You can go on Klank'south Gauntlets.

    Quest Complete

    Some time afterwards you have completed this Quest, King Lathas volition send a courier to you lot with a message. This will permit you lot to brainstorm the Regicide Quest.

This Onetime Schoolhouse Quest Guide was written by Swaty and quackmann. Thanks to Fireball0236, Stormer, jimfromtx, ImaGasLT, jfta0007, Slow Cheetah, Ghoulies, u gone lol, HEAT, einsteinman, JoshB, Master242424, martori, greatgecko, DRAVAN, pokemama, Eq_S_Guy, meowmix686,Maury75, Tenseiken, aeacus_1, Cuine100, McSwindler, ClickMeMore, Jarkur, bluerange77, NewOreo, Durp, DarkPyroNinja, Lucretius132, and Fifty ogan for corrections.
This Old School Quest Guide was entered into the database on Mon, April 19, 2004, at 08:03:eighteen PM past DRAVAN and CJH, and it was concluding updated on Tue, Jul 04, 2017, at 03:22:43 AM by L1ttleR3d.

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