The Curse of Arrav

Mining the Tunnel


Items required for this section:
 * Bronze Pickaxe.PNG Pickaxe
 * Trollheim Teleport icon.png Trollheim teleport (or Climbing Boots.PNGing boots if you cannot use Trollheim teleport, which requires completion of Eadgar's Ruse.)
 * Shark.PNG Food + Rune-platebody-inv.png Armour for fighting a level 180 monster, Arrav is undead so a Salve amulet.PNG Salve Amulet is quite useful.
 * Dwarven Stout (m).png Note: If you are below 64 mining, you will need to bring your stat booster. You will need around 7 minutes at level 64 mining (around 10-12 mature Dwarven stouts).
 * Restore potion (4).png A restore potion (or Super restore if using Dwarven stouts)
 * 7 empty inventory spaces



To start, talk to Ali the Wise in his house in north-western Nardah, just north of the Temple of Elidinis. Consider using Fairy ring code D-L-Q. Then head south to get to Nardah.

After talking with him, your character learns of a tunnel on Trollweiss Mountain. Using the Trollheim teleport or another mode of transportation, go to Trollheim. Make your way off the mountain and go north-west along the path until a sub-path breaks off north. (This is the path you take to get to the ice gate in Desert Treasure but keep going north to reach the cave.)



Wind your way north through the tunnel, running past the level 122 Ice trolls until you see an exit (a crevasse) in the north-west corner of the tunnel. Go through it. You will appear on the plateau of Trollweiss Mountain surrounded by Ice wolves and the gnomish explorer Brambickle. Head directly east to another cave and go inside. You will appear in a series of tunnels called Lamistard's Tunnels.

Make your way through the tunnel, clearing the rubble as you go. Note: some pieces must be mined (once) from more than one side to clear them; this can be seen by their relative size—as a piece gets mined from each size it becomes smaller and eventually disappears. Most larger pieces will have to be mined from multiple sides to clear.

Make your way to the room in the east of the cave. There are four tablets on the ground which you will need to pick up along the way: stone tablet, granite tablet, slate tablet, and shale tablet. It is recommended to bank the tablets at the next convenient point so you can give them to Ali the Wise after the quest.

Once you make it to the basement, search the bookcases to get Notes (a-j) about the Mahjarrat, and head up the stairs.



You will appear in a castle with Arrav nearby. (Drink a restore potion before combat if using the Dwarven stout method.) Speak to him, but he cannot control his mind, so he starts to attack you. He has a combat level of 180 and attacks with Melee, so Protect from Melee is suggested. You will deliver a few blows, with him talking in between each. When Arrav has about 75% of his health remaining, he will temporarily regain some control over his body and he tell you to search the flame tapestry in the southern room. Zemouregal will then call him and he will be teleported away. Head to the room directly south of where you currently are and search the tapestry on the western wall with the candles next to it. You must have 2 free inventory spaces to do this. You will receive a Base key and the base security plans. You can now teleport out of the castle.

The Security Plans to Zemouregal's Base
Return to Ali the Wise in north-western Nardah. Show him the base plans and see a cutscene of Ali explaining all the traps in the base and a walkthrough of where to go.

Preparing the Jar
Items required for this section:
 * Sacred oil 3.png Sacred oil (1)
 * 3x Dwellberries.png Dwellberries.png Dwellberries.png Dwellberries
 * Diamond ring.png Ring of life
 * Base plans

If you forgot to bring something, there is a bank in the south of the city. From Ali the Wise's house, head north-east to the Uzer Mastaba just south of the Ruins of Uzer to speak to the Pharaoh Queen from Missing My Mummy. At the entrance, choose the option to go directly to the Pharaoh Queen without exploring pyramid (this option will only show up once you brought Leela into the pyramid.) Talk to the Pharaoh Queen and she will tell you how to make a jar to preserve Arrav's heart and gives you an Empty canopic jar. The jar now has to be filled with some Sacred oil, three dwellberries, and a Ring of life in that order. Be careful when adding the dwellberries because their default left-click option is eat. The canopic jar becomes Oil in a canopic jar, Oil and berries in a jar, and a Full canopic jar when each item is added.

Once completed, return to Ali the Wise with the Full canopic jar. (Talk to Leela to return to the surface without going through the pyramid.) He will recommend that before you enter the base you wear insulation to stop electric shocks, have a form of surveillance, a grappling hook and a crossbow.

Saving Arrav's Heart
Items required for this section:
 * Insulated boots.png Insulated boots
 * Macaw pouch.png / Ravenous locust pouch.png A summoning pouch with Remote View (a Macaw pouch or a Ravenous locust)
 * Abyssal lurker pouch.png + Abyssal stealth scroll.pngal lurker and Abyssal stealth scrolls if you have 62 Summoning and are below 66 thieving and 61 agility
 * Mithril crossbow.png Mithril crossbow or better
 * Mithril Grapple.PNG Mithril grapple
 * Full canopc jar.PNG Full canopic jar
 * Base key.PNG Base key
 * Bandits brew.png Note: this is the part where you need your thieving stat boost if it is lower than level 66.
 * Summer pie.PNG Summer pie(s) if you are 56-60 agility.

Go to the Chaos Temple in the level 12 Wilderness just north of Varrock. (You can use the Games necklace to teleport to Clan Wars, and run south-west from there, or the Ring of duelling to teleport to Fist of Guthix and run north from the cave.) Go down the trap door into Zemouregal's base. While dodging the Armoured zombies, follow the tunnel around, going through two doors until you reach a third metal door. With the base key obtained earlier from behind the tapestry, this door will now open. Go east, to the small side room with a range. Do not walk into the human detection spells because they will trigger and send you back to the entrance. Equip the Insulated boots and enter the pipe on the south side of the room. With the boots equipped, the sewers are completely safe (even if you sit in the water). If the boots are not equipped or taken off anywhere in the sewers, you will be sent back to the entrance of the sewer and be hit for around 150 damage.

Walk until you reach the end of the sewers, where you will see a Killerwatt in a cage and another pipe. Try to enter the pipe and you will get a message saying that you should try using remote view. Summon a Macaw or a Ravenous locust, stand in front of the pipe, and interact with the summoning familiar to access remote view. A cutscene will occur where you wait for the zombies to leave. Then enter the pipe. (Click continue and the zombies will move.) Do not dismiss your familiar, as if you fail, you will need it again to enter the second pipe. Run into the room to the south of you and search the tables for Decoder strips and Notes (k-z). Pick the lock on the chest on the south wall of that room for the Code key. (This is the part where thieving boost is used if needed.) If you have level 62 Summoning, summon an Abyssal lurker. Before you pick-lock the chest, use the Abyssal stealth scroll). Then, read your pass key and make a note of the four-letter code. With the decoder strips, go back north to the big door and interact with the keypad next to the locked door.



'''Important note: If you don't complete within 5 minutes, the zombies guards will come back and kick you out of the room. '''

Select strip #1 by clicking on it, and use the arrows at the top right of the screen to put strip #1 over the line indicated by the first letter of the code key.

Enter the number shown in the hole of the strip. Repeat this for the other three strips and their respective pass code letter. For example, if your pass code is CGBE then you would place the decoder strip #1 over the C, by selecting the strip and using the arrows at the top-right, and the remaining number will be the first digit in the code to unlock the door. Repeat this for all the numbers, then you should hear a latch open then open the door. You can hide in the room with the tables where you got the decoder strips if the zombies come back.

Click on the pipe on the roof to use your Mithril grapple and crossbow to bypass the trap. (This requires level 64 Strength, 64 Ranged, and 61 Agility. You should drink the necessary potions if you are below the required levels.) Click on the pedestal and you will automatically place the heart in the Full canopic jar, turning it into a Heart in a canopic jar. Teleport out, withdraw the 4 tablets (if required), and go talk to Ali the Wise in Nardah to complete the quest.

Rewards

 * 1 Quest Point
 * 30,000 Experience
 * 14,000 Experience
 * 9,000 Experience
 * 9,000 Experience
 * 9,000 Experience
 * 4,000 Experience
 * 2,500 Experience

Additional Research
You can talk to Ali the Wise after the quest and give him additional information, but there are no rewards for doing so. To give him all the information you will need to have gathered: The 4 tablets in the tunnel, and the two notes of Mahjarrat names: A-J and K-Z.

You can also give him information from the following quests (if you had not already following Missing My Mummy):
 * Desert Treasure
 * While Guthix Sleeps
 * The Tale of the Muspah
 * Defender of Varrock
 * Hazeel Cult
 * Temple of Ikov
 * Enakhra's Lament

Music unlocked

 * Lamistard's Labyrinth - At the entrance to the Trollweiss cave
 * The Heist - After entering the third gate in Zemouregal's base in level 13 Wilderness

Required for Completing

 * The Temple at Senntisten

Trivia

 * When this quest was first released the spoilers read: "Like Arrav, the rewards are cursed! Please check back tomorrow - we have our best exorcists, soothsayers and alchemists working on the problem."
 * Upon the release of a quest, two different sets of requirements were given until Mod Nexus confirmed the requirements in the knowledge base are correct.
 * When a player has the security systems within Zemouregal's base explained to them, they will respond "Well that sounds an awful lot to get past. It sounds like an impossible mission!" which is a reference to the Mission: Impossible television series and films.
 * This quest, at the time of release, provides the highest Mining and second highest Summoning experience reward of any quest, 30,000 and 4,000 respectively, not including optional experience. This was succeeded by Void Stares Back.
 * When a player returns to Ali the Wise after retrieving the heart, Ali says "So, how is the grand heart robbery coming along?" This may be a reference to the quest The Great Brain Robbery which, in turn, is a reference to The Great Train Robbery.
 * During Ali's walkthrough of the base, it is possible to see other players in it.
 * When Ali mentions surveillance, your character says: "Sir Veylantz? Is he one of the Temple Knights?" referring to the Temple Knights and their play on words names.
 * If you read Notes (k-z), under "Zemouregal" at the bottom of the list (who is the author of the notes), it reads: This is me. I am amazing.
 * The Base key appears to have been crafted from Sacred clay.
 * Upon the completion of this quest, one's Adventurer's Log will read: "Good news at last: Arrav's heart has been reclaimed and we have a chance of freeing him from Zemouregal's clutches."

The Curse of Arrav