The Path of Glouphrie

Walkthrough

 * Go to Tree Gnome Village and talk to King Bolren. There are many ways to reach the Tree Gnome Village but the fastest is to use a Spirit Tree.

Killing of King's pet

 * The king has acquired a new pet Dumpling, an evil watcher creature, but he won't believe that the creature is evil. You must prove the evilness of the pet to the king. To do so, you must use an elven artefact, similar to the one in the Grand Tree, which will destroy the illusion. The king recommends to look underground for a local gnome who might keep old artefacts of elven nature.

Gnome Village Dungeon

 * With your Crystal saw or its seed form, leave the village by squeezing through the south-west fence and go down into the dungeon just to the east. Talk to Golrie in the western part of dungeon, try to open his cell. Head back east to the storeroom and search the crates for his key. After you search every crate, head back to Golrie. Golrie tells you to search some crates for some elven artefacts, saying the key is probably in a chest. Go to the east side of the dungeon and crawl through the tunnel on the north wall. (If you get the message You don't want to start crawling around in tunnels unless you know where you're going!, then you'll need to talk to Golrie in the west room first.) Push the big monoliths aside and go search all crates and chests in that area for the key and crystals. The last is the mahogany chest which contains a strongroom key.


 * Use the strongroom key on the gate.

The Elven Machine
It operates on the principle of matching shapes of equal value. The value is determined by the colour of an item and the number of its sides. The machine has two operating panels. The right panel exchanges tokens. The left panel forms the puzzle that needs solving.

The value of the token or tokens you insert need to add up to the same total value of the one(s) on the right. It's like the puzzle in Eyes of Glouphrie, except instead of a being given a number you are given a token or tokens to match. Calculate the total value of the token(s) to match, and then solve as before.

Each colour of crystal has a numerical value.



The number of sides of the shape times the colour number to get actual value. For example, yellow is 3, so a yellow triangle is 3 times 3 giving a value of 9.


 * Consider reading Bolrie's diary, on the lectern. Doing so is not required, but provides insight to Golrie's grandfather, and unlocks a music track.


 * Exit the room, and go to the Singing bowl, and use the Crystal Saw on it. The first use will turn the saw back into a seed. The next use will change the seed into chimes.


 * Return to the city, and kill the watcher. Talk to King Bolren again to be sent to Aluft Gianne Jr at the Grand Tree.

Healing a Spirit Tree



 * Use the spirit tree to travel to the Grand Tree and talk to Aluft Gianne Jr. He is in the north-western part of the first floor above the ground. He tells you that gnomes have been trying deliver a dish to the coordinates 2 degrees 7 minutes south and 3 degrees 7 minutes west.


 * Take a mithril crossbow, mithril grapple, the crystal chime and necessary combat supplies to defeat 3 level 143 bosses. Consider also bringing one Tangled Toad Legs, though this is not required.


 * The co-ordinates are behind Castle Wars. Go out the doors and then go south, then a ways west along water to get there. Alternatively you can use the Fairy Ring code BKP and head north-west from there. Use the crossbow and grapple on the tree on the island to cross to the other side. Talk to Longramble and he will tell you his findings regarding the sewer. If desired, you can use the Tangled Toad Legs on him, and he will reward you with a mint cake.


 * Head north to the sewer entrance. Halfway there is a dying spirit tree by the name of Incomitatus. Talk to the tree, and Hazelmere will provide a way to heal the sick tree&mdash;the chimes. Use the chimes on tree and it will be healed, allowing you to access the dungeon.


 * Walk west into the dungeon entrance, and prepare for the boss fight.

The Battle



 * Once inside, you will need to run a considerable distance to the end of the tunnel, all of which is a multi-combat zone. Protect from Missiles prayer is recommended, along with an energy restore potion. The warped tortoises are not aggressive, but the warped terrorbirds are and will use very accurate ranged attacks constantly.
 * All monsters in the sewer require a crystal chime be used on them before they can be attacked. The chime changes their colour slightly. Be aware that the "vulnerability" wears off after a short time; the chime must be used again to resume fighting.
 * The end of the tunnel is a circular room (containing two warped tortoises), connected to three rooms. Ignore the north and west rooms. Enter the east room, which contains three 143 warped terrorbirds. Noting the below, kill them.
 * You cannot teleport away from the final room, so remain close to the entrance to facilitate quick escape. Staying close to the door also has the advantage that only a single monster will attack with melee when all 3 of them are alive.
 * All three will attack with their ranged attacks or with melee. The ranged attacks are accurate; Protect from Missiles is required. Bring good food and potions.
 * Multiple uses of the chime may be needed to defeat a single monster. Melee armour is a must-have for this fight. A Ring of Recoil and a poisoned Dragon dagger are very useful (poison will hit through their invulnerability). If you do not have the required Slayer level to kill the terrorbirds, a wild pie can be used to give you the ability to kill them without level 56 slayer.






 * After killing the three monsters, peek through the door on the other side and enjoy a long and remarkable cutscene. You will see two terrorbird guards arguing, until they detect you and trigger the traps in the battle room. During the cutscene, do nothing. You will be trapped in the battle room and dealt multiple hits which do not do any actual damage. Don't try to escape, wait until Hazelmere appears and helps you. (If you don't, you will appear outside the battle room, but you don't have to fight again. To finish the quest re-enter the room without trying to escape, until Hazelmere helps you.)


 * At the end of the cutscene, you will be at Hazelmere's house. Talk to him to complete the quest.

Reward



 * One Quest Point
 * Access to Poison Waste Slayer Dungeon
 * Access to a new spirit tree
 * Ability to use all the spirit trees, instead of having to return to the Tree Gnome Village as a stepping point.
 * Much reduced dialogue when talking to the trees, allowing for faster transport.
 * 30,000 Strength experience
 * 20,000 Slayer experience
 * 5,000 Thieving experience
 * 5,000 Magic experience

Music
Music tracks unlocked:


 * Bolrie's Diary – Read Bolrie's Diary which is attached to the lectern in Yewnock's machine room in the Gnome Village Dungeon, need to click on any chapter to unlock music,
 * Healin' Feelin' – Healing spirit tree at sewer entrance,
 * The Longramble Scramble – west of Castle Wars across river,
 * Storeroom Shuffle – Gnome Village Dungeon storeroom moving monoliths,
 * Terrorbird Tussle – Cutscene after Warped terrorbird battle,
 * Waste Defaced – Poison Waste Slayer Dungeon.

Trivia

 * On the day of release, if you clicked to see the rewards of the quest it said: Quest spoilers will not be released until we can convince Hazelmere to give them up. Please try again tomorrow.


 * When talking to the Spirit Tree, it will call you the "Tree Whisperer" similar to people that are called Horse Whisperers.


 * While talking to Longramble, you talk about a magical force that holds one to the earth. Longramble references "the gravity of the situation", a pun because gravity is what keeps us down.


 * Gianne Jr. mentions that he couldn't find the coordinates of the delivery to Longramble the explorer on Doogle Maps (since his maps are written on dried doogle leaves). This is a reference to Google Maps.


 * When a player meets Longramble, they will ask him, "Mr Longramble, I presume?". It is a reference to the quotation Dr Livingstone, I presume?, when H. M. Stanley met with David Livingstone in Tanzania.


 * If you examine Yewnock, it will say, "Can he build it? Yes he can!" This is a reference to the children's TV show, Bob the Builder.

Hazelmere's vision
At the end of the quest, Hazelmere mention a vision of the future when eight will venture out to fight "The Mahjarrat Deciever" (Likely referring to Lucien), but only two will return, one being a warrior and the other a slayer. He also predicts you to be wearing robes of gold and Autumn colours, showing loyalty to and order of evil but not belonging to it. This vision was indeed a future reference to While Guthix Sleeps. In the quest, the player gathers eight people (including Hazelmere) to fight Lucien and two did return: Harralak the warrior and Mazchna the Slayer master. You also wear Dagon'hai robes, which are gold and autumn. The Dagon'hai which is an evil order, and you only wear the robes as a disguise.