Summer's End

Summer's End is the sequel to the Spirit of Summer quest, which was released on 29 July 2008 and the first quest to be released in the Wilderness. The sequel quest was released on 15 September, and continues the story of the Spirit Beast terrorising Summer and her family in the Spirit Realm.

Background

 * Deposit all your items into the bank, withdraw Jennica's ring, a Ghostspeak amulet, an axe, a tinderbox, a Game necklace, the rest with high foods (sharks or better).
 * Travel to the farm ruins located at the Wilderness. The fastest way to reach the farm is to teleport to Bounty Hunter or the Clan Wars area using a Game necklace and run north to the ruins.
 * The ground trembles as you approach Summer. You ask her what's happening, and Summer tells you to follow her.
 * When you follow her through the Spiritual portal, you arrive at a different location instead of the Spirit Realm. Erik Bonde, Summer's father, explains the Spirit Beast is getting stronger, and is breaking through the veil separating the real realm and the Spirit Realm.  He also mentions that you have arrived at this separation point, called the Void, which is now accessible because the beast has broken through the veil.

Note:
 * Jennica's ring can be found on the ground, just one step west of the farm ruin's spiritual portal.
 * Ghostspeak amulet can be retrieved from Father Uhrney southeast of Draynor village.

Luring the beast

 * In order to trap the beast, you have to lure it into a mine. However, the beast has familiarised itself with the previous spirits used to lure it, and new spirits are required.
 * As you used familiars made with gold, green and crimson charms in the previous quest, the beast is immune to any familiars made with them and must be lured into the cave using any Blue charm familiar.
 * Go back into the real realm, and bring any blue charm familiar (bring 5 to be sure). Travel north to the mine, and collapse it using your pickaxe.
 * Travel into the Spirit realm by activating Jennica's ring while standing within the Spiritual portal. Once there, travel back to the mine, and summon the blue charm familiar near the mine.
 * Lure the beast into the cave. This can be much more difficult than it sounds. It is best to stay as near the cave entrance as possible while being close to (if not directly on) the beast's "patrol" route.  If you can position yourself so that you are between your familiar and the cave entrance (by walking a bit further out into the beast's path than you really need to and then walking a bit back towards the cave entrance) this may help.  If the beast devours your Summoning familiar, try again with another pouch.

Important notes

 * Warning: Even the higher players are going to die, players should not take any items they are not willing to lose, the Spirit Beast can hit very high and very fast, and death will result in being unable to retrieve the item. The ghosts will warn you that armor and weapons are of no use against the beast and, therefore, there is no reason to take them.  A Ring of life or the Ectophial may be used here but is not recommended as the beast can hit multiple 30.
 * Using the "infinite" run energy boost from the As a First Resort... quest is highly recommended.
 * The earth shakes when the beast is unleashing its attack. You can avoid these attacks by looking for this sign, and listening to the "whoosh" sound of the attack.  The beast's attacks are long ranged, and works like a catapult.  The attacks does not follow, but you will be damaged by the impact.  When the attack hits the ground, it will sprout more attacks, each capable of hitting in the mid-20's.  When you hear the "whoosh" move quickly away from the spot you're standing on.
 * As the beast is weakened, the attacks will be faster, sprout more attacks, and the sprouts will travel further. When you're out of run energy, teleport away to escape certain death.
 * You can run into any of the other rooms the beast is not in (not the cave entrance) if you need to replenish your run energy or eat in peace. The beast can not attack you there.
 * When the beast moves into a new room you are free to leave the cave and restock. It is recommended that, in addition to restocking your supply of food, another visit be made to the ooglog saltwater pool at this time so that your run energy doesn't run out at a bad time. (A games amulet can teleport you back to either Bounty Hunter or Clan Wars making it a short trip back.)
 * Remember that all the characters you meet during this quests are ghosts. To communicate with them an Amulet of Ghostspeak must be worn.

The first room

 * When you're successful in luring the beast into the cave, a cutscene ensues. Meranek Thanatos will start explaining about using fires to distract the beast.  (If you have banked your Amulet of Ghostspeak, you wont be able to speak to him until you retrieve it.)  After years of studying the beast, he had discovered the beast has a weakness in its chest, where it stores the energy of the souls it devours.
 * Menarek says that he is willing to exploit this weakness, and in order to startle the beast, Meranek recommends that you light some fires around the beast.
 * When lighting your fires make sure the beast is only a space away or so; it is very easy to miss the window of range. You may also need to make the fires with only roots and no logs.
 * For this, player will need an axe (Rune axe or Dragon axe is recommended). Cut some Cursed willow logs from the roots growing along the walls of the room and place 5 of them in any 3 of the fire pits. Player can choose to fill one first and then move on to another but since you're likely to be running around the room anyway it's quite feasible to fill 3 as you run around.  You can fill all the pits buts there's no reason to fill more than 3.
 * Because the beast increases the speed of his attacks after each fire is lit, it is recommended to construct three pyres completely, then go back to light them. The logs in the far north and slight northwest of the cave are close enough together that you can cut for a second or two then run to cut the other, all on the same screen, each time dodging the attacks of the spirit beast. Alternatively, you can cut the roots towards the east as soon as you enter. The beast cannot see you at first but he moves around so be careful.
 * After placing 5 roots/logs in each of the 3 pyres, the pyres will be ready. Light the three pyre with a tinderbox.  (Note: The pyres do not have to be made and lit in the same session, you can log out and the number lit will be remembered)
 * And after all three are lit, the fire burns with supernatural intensity. (Note: If there is no cutscene after lighting the pyre, then your pyre had no effect, and you may have to try again.)
 * This fire is mistaken by the Spirit Beast for a soul, and as it draws near the fire, the beast gets burned. At this point, it will be attacked by Meranek.
 * When the beast has been properly affected by all 3 fires it will move into the second room. This is a safe time for you to eat.  Also, you can leave to go to a bank to get more supplies safely.  Be aware that if you don't take this opportunity to return to the Oo'glog saltwater spring and renew your run boost, the boost may expire before you complete the next room.

Strategy:
 * A good timing is very important to succeed. Stay at least five squares from your goal (fire pit, roots); prepare your action:
 * Chopping roots : position your mouse on the closest root.
 * Building pyre : right click on logs (use logs), position your mouse to the fire pit.
 * When you feel that the beast is going to attack you (whoosh sound) left click.
 * If you are chopping roots, wait 2-3 seconds; hopefully you will get a log.
 * Move to another place 5 squares from your new goal.
 * Repeat until success!

The second room
In the 2nd room, you need to get the dark core from inside the Spirit beast trapped inside any of the holes 3 times. You can do this by using your spade on a patch of the soft soil when the dark core comes out. Then you just need to lure it into the hole by first getting its attention and then placing yourself on the opposite side of the hole from the core. Each time, it will take longer for the dark core to come out, the attacks will be faster and have more splashes. When the dark core emerges you will get a message in the chat box telling you "the dark core has emerged from the beast" in green print. Until you get that message there's nothing to do except running around the beast. Holes you dig with the spade will collapse relatively quickly so it is not a good idea to dig out a lot of holes while waiting for the core. Once the core appears you have a short time to get it to follow you before it's reabsorbed into the beast. If that happens you just have to wait for the core to emerge again. At this point, circling the beast more successfully evades attacks than dodging side to side.

If the core touches you, you will take a small amount of damage but this pales in comparison to the damage you will take from one of the beast's attacks. Do NOT take your attention off avoiding the beast's attacks to avoid an attack from the core.

When the core has been trapped 3 times, the beast will move to the next room and this is, once again, a safe time to eat or bank.

The final room

 * In the final room, player will finally kill the beast. In a cutscene, it will be explained that this room has the graves of the elders and that player must bless them at the right time so that they can hurt the beast.
 * There are five graves in the room. The three elders souls have three different colours: Red, Yellow, Blue. At the beginning each soul will jump to a grave.
 * The beast will charge up attacks that have the same colour as one of the three soul.
 * When the beast charges, player must bless the grave of the elder whose soul colour matches the attack. Player have to do this 3 times, once per each elder. Player can bless a colour only once.
 * There is an altar here where a player may recharge its prayer
 * After a beast attack, the souls may or may not change graves
 * Player should 'follow' a unique soul color and bless it when the beast charges, then switch to another colour.
 * After player destroy the beast, Summer will greeting him telling him that her energy is feeling more powerful already.
 * Talk to the elders to go out of the cave. Talk to them again to upgrade Jennica's ring and claim your very own Spirit shield!

''Congratulations! Quest Complete!''

Rewards

 * 1 Quest point
 * 1,500 Summoning experience
 * 5,000 Hunter experience
 * 5,000 Mining experience
 * 5,000 Woodcutting experience
 * 10,000 Prayer experience
 * 15,000 Firemaking experience
 * Ability to wield Spirit shields
 * An upgraded version of Jennica's ring which gives access to the new portals
 * Ability to fight a level 785 monster (the Corporeal beast)
 * Ability to fight a level 129 monster (the Tormented Wraith)

New portals
NOTE: These are the same locations as in Spirit of Summer

After completing this quest, all the Wilderness spiritual portals are open. New places to find:


 * Weak but visible; at the Chaos Temple in level 12 Wilderness. Gives 5,000 prayer experience.
 * Coordinates: 14 Degrees 0 Minutes North by 25 Degrees 5 Minutes East


 * Strongly visible; at Summer's farm in level 27 Wilderness Where you enter to go to spirit realm during quest. Gives 5,000 farming experience.
 * Needs completed quest to get the xp.


 * Weak but visible; in the ruins east of the Demonic Ruins, in Level 47 Wilderness. Gives 5,000 smithing experience. (In spirit realm there is symbols on the walls of the ruins where in the real realm the walls are plain, don't know what they mean yet)
 * Coordinates: 22 Degrees 56 Minutes North by 29 Degrees 9 Minutes E


 * Very weak and invisible; in the very center of the Dark Warriors' Fortress in level 15 Wilderness. Gives 10,000 Defence experience (a high, possibly 80+, level is required to get it, though).
 * Coordinates 14 Degrees 43 Minutes North by 18 Degrees 22 Minutes East


 * Strongly visible; house north east of Deserted Keep (teleport from ardougne) gives 7,500 Attack experience (a high, possibly 80+, level is required to get it, though).
 * Coordinates: 24 Degrees 52 Minutes North by 23 Degrees 27 Minutes East


 * Very weak and invisible; in the north of Rogues' Castle, inside the wall but outside the castle (a few steps east of the broom), in level 50 Wilderness. Gives 10,000 Thieving experience.
 * Coordinates: 24 Degrees 18 Minutes North by 26 Degrees 33 Minutes East

This last portal in the Rogues' Castle allows players to close the prison doors in the Spirit Realm thereby opening the doors in the real world and freeing the prisoner. When players talk to him, he advises them to meet him in Varrock, in the house behind the archery shop, where he will buy unenchanted jewelery for a modest price.

Note : It is possible to teleport while in the Spirit Realm even if you entered via a portal located in the wilderness of greater than level 20.

Tips

 * Using the Salt-water spring in Oo'glog provides unlimited run energy for 15-25 minutes, depending on your agility level.
 * You can bank after each room (or even each fire, dark core or blessed grave attack as all progress is saved!)
 * The pyres can all be built up before lighting them (only 3 of the 5 pyre locations need be made).
 * It's best to use high detail mode in order to resize your window so that you can see more of the cave.

Music
Music tracks unlocked during quest:


 * Bane of Summer
 * The Vacant Abyss

Trivia

 * On the day of release, the spoiler in the Quest Help stated that The reward scroll is currently coiled up within the Dark Core...
 * At level 752, the new version of the Spirit Beast is an even higher level than its old form from Spirit of Summer.
 * On the day of release, new items (such as spirit shields and sigils) were added to the Grand Exchange, though no one could buy them yet. There are currently 6 spirit shields ("Plain", Arcane, Blessed, Divine, Elysian, Spectral), 4 sigils (Arcane, Divine, Elysian, Spectral), and the Holy elixir.
 * This quest has both the highest level monster in both Quests and all of RuneScape, as well as it being possibly the most dangerous.
 * There is a fault, where if the quest is not started, and you open its entry in the Quest List, if the player has less than 23 Summoning points, even when the player has a Summoning level of over 23, the requirement will not have a strike through it.