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Legacy of Seergaze

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Legacy of Seergaze is the fourth quest in the Myreque quest series, where you must press further into Morytania to further aid the Myreque in their rebellion against the Vampyres. You will craft a weapon capable of defeating the Vyrewatch that oppress the citizens of Meiyerditch and discover the secrets of the Columbarium.

Official descriptionEdit

Mercenaries make their way into the rotten swamps of Morytania from Paterdomus to the front-lines at Burgh de Rott. The Vyrewatch continue to draw blood tithes from the pitiful citizens of Meiyerditch, the great ghetto-city of the Sanguinesti region, its weakened citizens growing fewer in number every day. The vampires are getting more tithes from somewhere, but how long before House Drakan settles its eye upon Misthalin and the lands to the west?

What new efforts can the Myreque make in this struggle? A rumour drifts through the hard-bitten mercenaries assembled near Paterdomus: something suspicious is happening in the main temple, something odd even for the border of Morytania and Misthalin... What's more, Drezel has made a curious discovery beneath the well in the Paterdomus basement - something that harkens back to Morytania's bloody and terrible past. And what of the mysterious Safalaan? Surely he has more adventurous tasks for an enthusiastic, young and recently-promoted private of the Myreque.

What new secrets are to be discovered in Morytania? Can the Myreque strike back against the dreaded Vyrewatch?


Start pointQuest map icon
Legacy of Seergaze icon
Speak to the enthusiastic Mercenary Adventurer
Member requirementP2P icon Members only
Official difficultyExperienced Experienced
Quest Quests:
  • 49 Magic-icon Magic (Cannot be boosted)
Items requiredItems from the toolbelt are not listed unless they do not work or are not automatically added.
Items obtained during quest
Enemies to defeat

At PaterdomusEdit

Mercenary Adventurer chathead

Talk to the Mercenary Adventurer at the Burgh de Rott Ramble starting point (fairy ring c•k•s is very close, as is the Canifis lodestone for those who haven't reached far enough into A Fairy Tale Part II to use the ring), just east of Paterdomus. He asks if you can take him to Burgh de Rott. Before leaving, though, he makes a comment about some strange characters he has seen near the temple. Question him about the characters - he advises talking to Drezel, and will not continue to Burgh de Rott until you have done what Drezel asks.

An evil conspiracyEdit

(Note - Having two combat styles ready really helps out this part.)

Go down the trapdoor to the mausoleum and talk to the monk. Drezel hasn't noticed anything suspicious about the temple, due to the fact that he has been too busy restoring the mausoleum. During the restoration process, he has discovered a secret room, a columbarium (burial chamber). He asks you to search both the burial chamber and the outside of the temple.

Blood talisman vault

The discovery of a blood talisman.

Go west of Drezel, and through the gate. There is a new stairway on the north wall of the main hall. Go down the stairs to the columbarium. Search a broken wall storage unit just east from the stairs. There is a shiny object inside that appears to sparkle. Upon closer examination, the object seems to be a blood talisman, but a key is required to open the storage unit.

Legacy 1

The mysterious meeting in the temple.

Go back up the stairs, exit the mausoleum by the west exit and enter the captured temple. Go up the stairs to the first floor, then up the ladder to the second floor. A cutscene of the suspicious characters plays. You quickly hide behind the wall and eavesdrop on the group. Several mysterious persons are standing by a blackboard with strategic marks on them, with two of them arguing with each other. They mention how they plan to do something about the Edicts of Guthix, when you are suddenly spotted. The leaders quickly teleport away and leave two Zamorakian bodyguards to kill you then clear the room.

You must fight two level 77 guards, Fistandantilus and Zaromark Sliver. The guards can use protection prayers and all combat styles. You may fight using multiple combat styles in order to work around the guards' prayers (although not necessary in order to beat them). It is possible to leave and return, but players must defeat the guards to proceed past this point. The guards don't use prayer at first, so players have an opportunity to use abilities, perhaps with an adrenaline potion. Dual-wielding a melee weapon and thrown weapons or a crossbow (with suitable bolts) and using Momentum or Legacy mode is an effective (and simple) way around the guards' prayer swapping.

Only two combat styles are required. Players may start with their first attack style and switch styles when the guards pray to protect from it. When they begin praying against that, switch back to the first attack style, and so on. The guards can be poisoned. If poisoned, they yell, "Gack! Poison!"

Fighting Fistandantilus and Zaromark

The battle against the bodyguards.

The guards do not do much damage or hit often for their level, but due to their ability to change attack styles to hit around prayer, they are more difficult than they may seem at first.

Escorting Mercenary Adventurer

Escorting the mysterious adventurer.

When both guards are almost dead, they'll teleport away. Once they have left, search the crude table in the northwest alcove for clues to find a torn book page and a glove. Return to Drezel, who will ask you to escort the Mercenary Adventurer to Burgh de Rott. This escort is the same as any Burgh De Rott trip. Players should take a silver weapon to deal with potential Juvinates, and may wish to take food for the Mercenary Adventurer.

If you don't want to engage any monsters in combat, the Mercenary Adventurer can foresee events, so simply click "continue" on the path (and not "quick-continue") to see what is the next event down that path.

Note: It does not matter whether you take the Easy, Medium, or Hard paths; you are not given any reward tokens upon arriving at Burgh De Rott.

The Myreque's TaskEdit

The adventurer reveals himself to be a fellow Myreque member, and the person you helped, Ivan Strom.

Follow him back to the Myreque base under the old inn in Burg de Rott (found southeast with a pub icon on mini map) and talk to Veliaf Hurtz. Tell him about the plans to take out the Guthixian Edicts. Afterwards, ask him about the next job, at which point he gives the player a crate destined for Safalaan who needs provisions. Veliaf also mentions a new weapon meant to take out the Vyrewatch.

Go to the boat to the southeast (it's not marked with a travel symbol on the map, but it is just east of the Fisherman D&D) and take it to Meiyerditch. Go to Safalaan in the Myreque base. Refer to the Meiyerditch shortcut guide for help. Talk to Safalaan. He asks you to talk to fellow member, Flaygian Screwte, in the same room.

Talk to Flaygian. Ask him about the research he's doing. He tells players that the book of Haemalchemy (found in Darkness of Hallowvale) hints that the vyrewatch have a "sixth sense." They can predict a person's moves, easily evading them. The best way to beat them is to create a new, completely unpredictable weapon. Players should ask him if they can help. He tells them to talk to the local fighters.

In Search of the WeaponEdit

Repairing furnace

Fixing the furnace.

Talk to Andiess Juip or Kael Forshaw or Mekritus A'hara (located in the room with the bunk beds just south of Safalaan). They advise players to use a flail, described in a book about the weaponry. Search the middle bunk bed on the north wall of the eastern room (east of Mekritus A'hara) and you'll find a book. Read it and remember which page mentioned flails, then give it to Flaygian. He is annoyed by the fact that he would need to read a whole book, so he asks which part he needs to read instead.

Answer with the page number where the book begins to describe flails. This number is different for each player. He reads it, then tells players of a furnace he wants them to investigate. He provides a hammer and ten nails to construct a makeshift ladder.


The Red X is the furnace and the Yellow X is the post.

Hallowvale furnace

The furnace.

Exit the base and head to the northernmost part of Meiyerditch. Look for a house with the mass of debris due east of the mine exit or north of the lab. This is the house with the furnace, but the door is locked. To make getting there easier, you may get sent to the mines and when you exit you will be right next to the houses. Enter the house south of the locked house with the furnace and debris. Use the hammer on the centre post and you will construct a climbeable wooden post with the nails you received. Climb up the post. Jump across the floorboards to the east, then to the north. Jump west through the damaged wall, which caves in.

Climb up the ladder. Search the trough first to see the furnace below. Take a piece of coal from the coal barrel. Go to the bottom floor and select "excavate" (spamming "excavate" speeds up the process considerably) on the mass of debris. Once the furnace is clear, use the coal on the furnace and select "light".

Return to Flaygian. He tells players to make the flail.

  • In the same room as Flaygian, take two silver and two mithril bars from the barrel on the northern wall. You will not be able to get these back if you lose them.
  • Go to the room to the east of the entrance ladder and search the crate for a chain link mould. Note: This can be added to your toolbelt.

Return to the furnace. Use one of each bar to make the Silvthril chain (47 crafting needed). There is one spare bar of each type. Although it is not required for the quest, players may make another chain if they want to get a start on making a second flail.

Return to Flaygian and talk to him, then use the blessed sickle on him. He takes the chain and sickle, then tells players to talk to Safalaan.

Return to the LabEdit

Safalaan introduces the player to Andiess Juip and Kael Forshaw. He then asks the player to meet them at the laboratory and to help them search it. If you don't have one in your toolbelt, take a saw from the tool rack on the west wall before departing for the lab , then proceed to the laboratory, which is south-east of the furnace (recall from Darkness of Hallowvale that the laboratory is downstairs from the building with the slashed tapestry. Players must "walk through" the tapestry).

Dead Myreque

Safalaan and the Myreque fighters lay dead...

Upon entering the laboratory, a short cutscene plays, where you see Safalaan, Andriess, and Kael dead. Examine the body of Safalaan, Andiess Juip, and Kael Forshaw lying next to the broken rune case just west of the staircase. They will reveal that playing dead was just a joke.


Search the door to the south-west and you will be given the option to use the saw (one on toolbelt works) to make a hole in it (which gives 200 construction exp). Another cutscene plays. Go down the long and winding tunnel beyond the door to a chamber with Skeletal hands (level 70, 75) and Mutated bloodvelds (level 91, 95). Go through another long passage to the north-west to reach a large room.

Vyrewatch and the Ivandis FlailEdit

Hallowvale Altar

The corpse next to the rocks.

Enter the room to see a cutscene with Safalaan and the bodyguards. After the cutscene. Safalaan tells the player to search the rocks in the northern part of the cavern.

Safalaan Power

Safalaan's strange power.

When you search the rocks, they will feel familiar somehow. If you need runes for enchant emerald, be sure to search the corpse next to the rocks before continuing. Report to Safalaan. A cutscene plays in which Vyrewatch attack Safalaan and the bodyguards. Do not attempt to help them even though they appear to be losing. Safalaan will then tap into a new power, scaring off the Vyrewatches. Eventually Safalaan and the player return to the Myreque base.

Talk to Safalaan. He wants to keep what happened quiet. He gives the player the materials for the Ivandis flail: the chain, the sickle, the Rod of Ivandis, and a cut emerald.

Get a chisel from the tool rack (toolbelt works). Follow these steps carefully, as you cannot get some items back from Safalaan.

  • Use the emerald on the sickle.
  • Then, use Enchant Level 2 Jewellery on the emerald sickle (You can return to the caverns to search the corpse if they still need the runes).

Return to Safalaan. He asks you to test the new flail by killing a Vyrewatch. The Vyrewatch aren't very strong (level 75) and their attacks are very inaccurate. Protection prayers or food can be used if necessary. Make sure that you kill the Vyrewatch within the Meiyerditch area, since if you kill one in Burgh de Rott, it will not count and you won't get the corpse. The first fight with the Ivandis flail is somewhat slow, so a few prayer potions may be useful.

Go outside and kill a Vyrewatch. When it dies, it drops a Vyre corpse. Take it and return to Safalaan. He then orders the player to return to Veliaf in Burgh de Rott.

Back to the ColumbariumEdit

Drezel Legacy

The talisman at last

Return to Burgh de Rott and tell Veliaf the good news. (It is advised to just teleport out and then return by any means. Home Teleporting to Canifis, then running south to the Inn, then boarding the swamp boat to Burgh de Rott may be the fastest way.) He advises players to go to Drezel to find a way to dispose of the corpse. Ask Veliaf what to do next or Drezel will not examine the corpse. Get teak or higher pyre logs at the bank before leaving the area.

Return to Drezel at the Paterdomus temple. He examines the corpse and is surprised that there's a tormented soul in the body. The player remembers something similar (Shades of Mort'ton), but can't quite pin it down. Ask Drezel what to do next and he suggests going to the Columbarium to meditate.

Go through the gate west of Drezel and down the stairs to the north to the Columbarium. Use the pyre logs on a funeral pyre, followed by the corpse, then light it. Players get an Ornate tomb key. If you leave the logs on a funeral pyre for too long without adding the corpse, they disappear, so don't delay. The corpse disappears with the logs anyway so light it as soon as you place it down. Any logs or corpses placed on the pyre, but not lit, cannot be picked up again and disappear upon exiting the Columbarium.

Go to the locker with the Blood talisman optionally noticed earlier. It's in the unit east of the ladder. Players notice something shining when they come across it. Right click it to open the storage and get the talisman. The key vanishes, but players obtain the Blood talisman. Drezel comes in to congratulate and bless the player, then leaves.

Go back upstairs and ask him what to do now. Drezel advises going back to Veliaf. Return to Burgh de Rott and tell Veliaf what happened at Paterdomus. Not talking to Drezel about burning the Vyrecorpse and asking about the Key can result in Veliaf telling you to talk to Drezel about the Vyrecorpse.

Congratulations, quest complete.


Legacy of Seergaze reward

Music unlockedEdit

Audio options icon
The Vyrewatch
The jingle that plays when the Vyrewatch appear.

Required for CompletingEdit

Legacy of Seergaze is required for completing the following:



  • On the day of release, the Game Guide spoilers read: The reward scroll is currently covered in horrific bloodstains, so it's quite illegible. We should have a replacement ready tomorrow.
  • Upon completion of the quest, the Adventurer's Log states: The Myreque and I worked together to create a weapon capable of defeating vampyres – the Ivandis Flail. The humans of Morytania are one step closer to freedom.
  • On the day of release, right-clicking the smoke coming out of the furnace in Meiyerditch would yield a 'null'.
  • The music played when Safalaan, Kael and Andiess scare you is the opening to Surok's Theme. Additionally, the music played right before the vyrewatch ambush is the opening of I'm Counting on You, a music track released a year later.
  • The picture for the quest on the Knowledge Base article was animated until the website update.
  • After fighting Fistandantilus and Zaromark Sliver at Paterdomus, Sliver will teleport away with the new teleport animation just like the rest of the people in the room, but Fistandantilus's teleport has the old teleport animation, with a shrinking purple ball of magic imploding towards his chest.
  • There is a typo after the book page and glove are brought to Drezel and he tells you to escort the Mercenary Adventurer. You get the option to say you have 'forgetten where Veliaf is!'.
  • When talking to Veliaf about Safalaan using his power, you make a reference to Monty Python and The Holy Grail, specifically the "Brave Sir Robin" song.

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