|Release date||22 March 2006 (Update)|
In Aid of the Myreque is the second quest in the Myreque quest series. After discovering the secret group called the Myreque, the player must now help them move to a new location in Burgh de Rott, where they would be closer to the heart of their vampyre oppressors.
|“|| After the attack on the Myreque by Vanstrom Klause and with the deaths of both Sani and Harold, Veliaf is counting on you to help. Now that the Myreque freedom fighters' base camp has been revealed, they'll need to move on and set up base somewhere else.
Veliaf has heard of a little known village south of Mort'ton, referred to as 'Burgh de Rott'. This could be just the place to set up operations to strike back against the evil of Lowerniel Vergidiyad Drakan and his Vampyric overlordship in Morytania. And who knows what other secrets about Morytania and its dark past will be revealed?
|Start point||Veliaf in the Myreque Hideout|
|Member requirement||Members only|
|Items required||Items from the toolbelt are not listed unless they do not work or are not automatically added.
For building the pub, general store and bank:
For building the furnace:
For making the rod of Ivandis:
|Enemies to defeat|
To begin, go behind the pub in Canifis, and down the trapdoor. Go through the secret wall and squeeze past the stalagmite on the east side of the cave. Speak to Veliaf Hurtz inside and ask to join the organisation. Before joining the Myreque though, he needs you to be fully aware of their situation.
He recounts the story of the Seven Priestly Warriors of Saradomin, who fought the vampyric hordes of Lord Drakan a long time ago, defending Misthalin and the rest of the world from an invasion by Morytania forces. They managed to successfully repel Drakan, but feared another such inspired event, thus they blessed the River Salve creating a shield between the lands. The warriors' bodies are said to be buried under the Paterdomus temple, but Veliaf believes one of them, Ivandis Seergaze, who was renowned to somehow effortlessly control Drakan's minions, is buried somewhere inside Morytania.
Veliaf suggests that Ivandis may have had indirect aid from the gods in the form of a weapon which can damage Vampyres and asks you to keep an eye open for said weapon. Moving on to your job, he tells you that the faction wants to move its base of operations to Burgh de Rott, a ghastly town inhabited by the refugees from the Sanguinesti region, the home of the vampyres, and since Vanstrom Klause discovered their hideout in the previous quest. Veliaf also requests you to help build back the town, using the help of the escapees.
Travel to Mort'ton any way you can. The quickest way is to use the trapdoor behind the pub in Canifis, exit through the large wooden doors, and use the swamp boat in Mort Myre, which will bring you right to Mort'ton. If you do not bring a druid pouch, your food is at risk from ghasts.
Once in Mort'ton, head south and over the bridge. You can't pass the gate into Burgh de Rott without permission from the locals; speak to Florin on the other side, who complains that protecting themselves from the vampyres and the ghasts has left them tired and hungry, which in turn has made them paranoid - the reason why any outsider is thought to be a vampyre in disguise, come to steal their food and blood. He cannot be convinced to trust you in any way, so you will have to look around. There is a chest just outside the gate - examining it yields the message that it was once stocked with food. Put any piece of food in and the townsfolk will let you enter, accepting your offering.
TIP: If you did not bring food, you can walk to the north-western corner or Mor'ton and kill a snail, and cook its meat on a fire made out of wood cut from a nearby tree.
Ask any villager about "any 'out of the way' places", and they will direct you to the basement of the dilapidated pub, just south of the gate. They tell you that the inn basement could be operable if you cleared out the rubble. Climb over the small wall in the pub to get to the trapdoor, and then mine the rubble there to clear it, by using a pickaxe on it.
Climb down the trapdoor and enter the basement. The entire room is filled with piles of rubble; you must mine each heap and use a spade on what is left to fill your buckets. If you forgot a bucket, there is one by the water pump at the town entrance. There are 15 piles of rubble to remove in total and you may find that you need to make several trips. Do not clear more piles of rubble than you can remove with a bucket, because if you leave the room you'll have to re-mine the rubble piles that you did not clear out into a bucket. The buckets can only be emptied on the pile of rubble upstairs, next to the pub, or anywhere outside the town. You can also drop the fully filled buckets on the ground in the basement if you have more empty buckets.
One bucket holds 3 piles of rubble, although you may also find broken glass, rocks, and 21 nails (bronze to mithril), as well as a plaster fragment and a dusty scroll with a letter in it. The fragment depicts Morytania and the Seven Warriors, one holding a silvthrill rod and the Guthix balance potion that was used to fight some dark creatures; the letter on the scroll is written by Sialathin and addressed to Lantania, both citizens of Hallowvale, about preparing an escape.
Once all piles are cleared, your attention will be directed to a plaque on the wall. Read it - it mentions Queen Efaritay and her hallowed children. Keep the nails, since you'll need them later, and discard the rest.
After clearing the basement, go and talk to a villager again. They will accept your help to patch up the town, and will mention that you can start with the town's general store.
Items needed: 6 planks, 24 nails, 10 bronze hatchets, either 10 raw mackerels or 10 snails (depends on what the store owner wants), and 3 tinderboxes. Get a couple of extra of each item to save bank trips, as the store will sell out an item every few seconds.
Tip: If you've permanently rejuvenated Razmire, you may wish to note your bronze hatchets and snails/mackerel to sell and re-buy from his store, preventing an extra trip to a bank. You can also bring a weapon to kill snails, or fish for the food that the store owner asks you for.
Speak with Aurel in the general store to the east and he tells you that you first need to repair the roof and the walls of the shop. If you have completed Shades of Mort'ton, you can go to Mort'ton shop and buy a few planks.
You'll need six normal planks to repair the shop, as well as some nails. Climb the ladder outside the store, and repair the roof by using a plank on the damaged part; repeat on the damaged wall next to the store door. When you've repaired the shop, talk to Aurel again - he wants the store stocked before he can open it. He gives you a crate in which to put the resources he requires; note that all items must be un-noted to be put in the crate. Aurel requires:
- 10 bronze hatchets
- 3 tinderboxes
- 10 raw mackerel or raw snails of any kind - Aurel lets you know which ones to collect
The snails can be found near the north-western entrance to Mort'ton and there are big net fishing spots south of the Burgh de Rott bank. If you didn't bring these with you, you'll have to go to a bank now - the Mort'ton general store sells tinderboxes if you need any. Once you're done, go back to Aurel and return the stocked crate. The town general store is now up for business. He suggests you help fix the bank, since it's been broken for a long time.
Talk to Cornelius near the bank to the south. He asks you to repair it. You need 5 planks and 1 piece of swamp paste, as well as 20 nails - you can buy the planks and paste at Razmire Builders' Merchants if you need them (after completing Shades of Mort'ton quest). First, repair the teller window by using a plank on the second panel from the left, and then repair the wall at the back of the bank and speak to Cornelius again. When he tells you that the bank requires a manager, ask him if he would fancy the job, which he gladly accepts. From this point, the bank is available even if you don't complete the quest.
Talk to anyone in the village and they'll request you to fix the furnace. Take 2 steel bars and 1 coal and head to the furnace in the south-east side of the town. Examining the broken furnace leads you to the conclusion that it is made of steel, so use the steel bars on it, fuelling it with the coal and finally, light the furnace.
A cutscene then plays, showing a man named Gadderanks and two bodyguards conversing with Vanstrom Klause about blood tithes and how they are becoming insufficient for the vampyres. Apparently, he cannot reach the required quota as Canifis is already paying more than they originally agreed to and Mort'ton is just full of zombies. At that point, Vanstrom smells the smoke from the furnace you just lit. The vampyres have discovered the location of Burgh de Rott - the last free settlement in Morytania! He threatens Gadderanks, saying that a new source for tithes has appeared and that he must meet up with his blood quota, before flying off.
After the cutscene, you will need to prepare for a fight with the silver sickle (b) or another silver weapon, like the Silverlight, Darklight, Wolfbane dagger or a blessed hatchet from Animal Magnetism, as they are all made of silver.
Silver bolts fired from a crossbow will not affect the vampyre juvinates.
Go to the general store and speak with Gadderanks who has set up shop in the store, and is about to have Wiskit tithed. Speak with Gadderanks, Wiskit, and one of the Juvinates, and Gadderanks will try to kill you for interfering! He is level 58 and attacks by whacking you with his warhammer; defeat him and his lackeys. Mid-way through the battle, Veliaf will appear to help you.
If you do not have any silver weapon to produce for this battle, Veliaf can extinguish both Vampyre Juvinates on his own. However, prayer and food may be necessary as this could take some time and you will not be able to inflict damage without a silver weapon.
After gaining victory over them, you find that Gadderanks still has some breath in him; talk to him. He will tell you of the vampyres' weaknesses, referring to the Guthix balance potion that you read about in the fragment, and asks you to find his family, the reason why he had been supporting the vampyres, then finally dies. You will get his hammer from Aurel, which is similar to a granite maul but stronger against shades. Talk to Veliaf and he will tell you to meet him back at the hideout in The Hollows.
Use the Canifis bank or the now-accessible Burgh de Rott bank to stock up for the upcoming fights if you are not prepared already. Followers such as summoning familiars and pets are not allowed during this portion of the quest.
Go back to Veliaf at the hideout below the Canifis pub and talk to him again. He will have you talk to Radigad and Polmafi to have them head to the Burgh de Rott hideout, but wants you to escort Ivan Strom to the Paterdomus temple because the mission is becoming too dangerous for the young, aspiring priest.
Bring armour and a silver weapon; players may also choose to bring a Guthix balance potion for the fight against the juvinates. Lower-levelled players may also take some armour, food, and weapon for Ivan, but remember that you will not get any of them back; talk to Polmafi Fedigris and Radigad Ponfit first, and after that "use" a steel chainbody, steel platelegs, steel helm and a silver sickle on Ivan, who will accept your gifts and wear it under his robes. You may also provide food to him before you start; Ivan only likes "Cooked snails, salmon, Cooked slimy eel or stew" and he can carry up to 15 food items. Once the trip is underway, you cannot give Ivan any additional food or armour.
Speak to Ivan, who has already been briefed by Veliaf and is ready to go. You must now choose between two routes - a long and short one - through the Mort Myre swamp. You will be attacked on both routes; on the short route, you will fight 2 level 68 juvinates, while on the long route you will be attacked by four level 56 ones. The short route is probably easier than the long route because the juvinates are easier to block from Ivan; for the most part, Ivan is fairly safe, so just focus on killing the juvinates.
Note: If your combat level is too low or you do not feel like killing the juvinates, a Guthix balance potion will work for these juvinates - but just for this quest.
Once you escort Ivan to safety, you will part ways in front of the entrance to the temple. Go down the ladder into the temple and talk to Drezel. You need to talk about Veliaf's insights on Ivandis and his enchanted rod, but you will make him upset by asking for proof of the burial. He, as a devout follower of Saradomin, is convinced that Ivandis Seergaze was buried with his six companions and believes Veliaf to be erring on the matter. Work on his sympathy, mentioning the risk to those poor souls left in Morytania to allow you to investigate. When you are successful, you will get the temple library key from him.
The secret library is under the same room as Drezel. There is a keyhole in the east wall, which will open a trapdoor in the floor. Go down into the library and search the bookshelves to get the ancient tome, a battered tome and a leather book. Study them all carefully.
The leather book is called Modern Day Morytania and describes Morytania geographically, mentioning Canifis, the Castle of the Northern Lords, Port Phasmatys, Mort Myre Swamp, The Hollows, the Mort Ridge Mines, Mort'ton, the Haunted Woods, Burgh de Rott, even Meiyerditch, Darkmeyer and finally Castle Drakan. The battered tome, named Histories of the Hallowland, describes the history of Hallowvale, the former name for Morytania. The one you want is the ancient tome, called The Sleeping Seven, which speaks of the tomb of Ivandis, along with his possessions.
Go to the basement south of the bar in Canifis, and go through the secret wall. Near the wall, on the east side wall of the long cavern, there should be some boarded up area. Break the boards to reveal a secret entrance. You must read the three books or you won't be able to break the board. Go in the cave to find Ivandis' final resting place.
The Rod of IvandisEdit
Use a piece soft clay on the top of the tomb to get a rod clay mould. Be careful, the default option is mould, so make sure to right click and use the clay on the tomb. Once you've made the mould, go to a furnace (it is recommended to use the Lumbridge furnace, as it is only a few paces away from the Lumbridge lodestone) and use a silver bar, mithril bar, and sapphire on it to make a Silvthrill rod. Enchant it using Enchant Level 1 Jewellery.
Take the enchanted Silvthrill rod and a rope back to Paterdomus. Inside the temple, use the rod on the well at the centre, with a rope in your inventory, to create a fully charged Rod of Ivandis. Be sure NOT to use any of the charges or you will need to make another, as Veliaf will only accept one that is fully charged. Take the Rod of Ivandis to the cellar of the Burgh de Rott pub, and give it to Veliaf.
Congratulations, quest complete!
- 2 quest points
- 2,000 experience
- 2,000 experience
- 2,000 experience
- 2,000 experience
- Access to Burgh de Rott and its facilities
- Ability to play the Temple Trekking minigame
- Ability to use a Gadderhammer, which is strong against shades
- Ability to make and use the Rod of Ivandis and Guthix balance potions to fight and defeat Vampyre Juveniles and Juvinates
- Talk to Historian Minas to receive 5 kudos in the Varrock Museum
- 2 Treasure Hunter keys and 2 Hearts of Ice
|This article on a quest has an associated dialogue page.|
Click here for a transcript of possible conversations encountered throughout the quest.
- Distant Land - when you first enter Burgh De Rott
- Fangs For the Memory - when you are ambushed while escorting Ivan
Required for completingEdit
Completion of In Aid of the Myreque is required for the following:
- Darkness of Hallowvale
- Morytania Tasks:
- The names of all the people in Burgh de Rott are Romanian names.
- The name "Burgh de Rott" is a pastiche of several European languages, and seems to mean "City of Rot". The name is also a reference to "Rotten Boroughs" in English politics.