Underground Pass

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The Underground Pass, named for the location in which the quest takes place, is a lengthy and difficult quest where you must venture into the lengthy pass to find a pathway to a new land at the request of King Lathas of Ardougne.

Starting the Quest
To begin, talk to King Lathas on the first floor of Ardougne castle, located west of the East Ardougne market stalls. He'll tell you about the underground pass and the evil Iban who guards it. Iban is the alleged son of Zamorak. He'll ask you to check in with Koftik who is waiting for you just outside the entrance (see map below). If you forgot your rope, a good thing to do can be to pickpocket a nearby Warrior woman to get coins, then you can buy a rope in the nearby General store.

This time you'll be allowed to go right through the front gates to West Ardougne, (since the ruse of "the plague" has been revealed in the Biohazard quest) so head through and walk all the way west through the city until you find the cave entrance with Koftik standing outside. Talk to him and he'll explain more about the Pass and tell you to meet him next to the bridge further inside. During the quest you may occasionally get messages from Iban that state "I see you adventurer", or "You can't hide from me".

Getting in and Across the Bridge


Monsters
 * 1 Cave entrance
 * 2 Koftik
 * 3 Place to shoot the arrow from
 * 4 location of the plank respawn
 * 5 Pit you cross with rope
 * 6 Grid
 * 7 Furnace
 * 8 Start of wall traps
 * 9 Well
 * B Giant bats, level 27
 * G Goblins, levels 5 and 13
 * O Ogre, level 53
 * S Blessed Spider, level 39
 * Z Zombie, level 24

When you walk inside (1), you'll see three paths branching off in different directions. It is possible to walk across the middle path, but it is advised using your minimap to do so. Clicking "pass" on the swamp can potentially drag you down and send you tumbling down a very painful hillside you'll have to climb back up again. If you wish to avoid this, take either the left or the right paths. Climb over the rocks there to go around the swamp and get to where Koftik is standing next to a fire (2). Talk to him and he'll tell you it looks like there have been others in the cave already. He'll give you a damp cloth. (If you've gotten to this point with a full inventory, you will have to drop something in order to hold the damp cloth and you won't necessarily get a chance to pick it up again as you cross the bridge automatically once you activate it.) \

If you need, you can talk to him at any time to get more. Use the damp cloth on an arrow, then use the result on the fire to get a Fire arrow, or a lit arrow if you used a bronze arrow. If you decide to save inventory space by not bringing a tinder box, there is a open fire next to the bridge you can use to light the arrow. Additionally you can buy several fire arrows and not have to worry about needing a tinder box or dropping your inventory items to hold a damp clothe.

Note: Ogre arrows, broad arrows and poisoned arrows cannot be used for this. Equip a bow and this arrow. (Note: If you accidentally die or teleport out you can speak to Koftik to get another damp cloth). It's recommended to use cheaper arrows, as the type of arrow makes no difference and the arrow cannot be recovered.

If you try to use the arrow on the bridge guidewire from where Koftik is, you will get a message saying you can't get a clear shot. Move into the small room (3) to your north. Look across the subterranean river and you can see where the guide rope holds up the bridge. Click on it and you'll fire your lit arrow at the rope. If you succeed, the bridge will drop and you'll automatically walk across the bridge. The lever next to you will drop the bridge and you'll automatically cross it, so do not pull it unless you want to leave. Getting back will take another arrow. Before you leave, take the plank (4) nearby as it is key to getting through some of the traps later.

The Pit and the Grid
Beware: falling into the pit while being followed by a pet causes your character to freeze inside. The only way out is teleporting. It is advised NOT to have any pet outside your inventory during this part of the quest.

Walk south a little to where you should see a pit (5). Don't go into the swampy area with the Blessed spiders, or you'll be sucked down. Instead, walk east of the swampy area to a pit. Use your rope with the old spike on the northern side of the pit and you will create a rope balance to walk across. If you fail, you'll fall into the pit and have to climb up, then start again from the very beginning of the Underground Pass. To get out of the pit, look for rockslides you can climb over. The first one is to the south, the second to the north, the third between the south-western pair of roof supporting pillars, and the fourth south of the north western most roof supporting pillar. At the northwest corner of the pit, you'll be able to climb up.

If you do succeed, continue to follow the path until you see Koftik standing in front of a grid of mesh (6). This bit can be frustrating. You'll have to use trial and error to figure out which squares will drop you into a pit and which will support you. It's different for every person, so you'll have to figure it out for yourself. If you stand on ANY square for too long, you will fall. If you fall into the pit, look carefully for a "protruding rock" to climb up - these are quite small.

Make sure to remember what the path is, since you'll need to come back this way again when you want to do Regicide. This path will always be the same from now on, so record the correct sequence or you will take heavy damage in future quests. Once you finally do get through to the other side, pull the lever in south to get onto the other side of the gate. Don't feel like you have to complete this obstacle in one go, even with monkfish you may need to make two trips.

It is recommended to save this image and use it as a template for marking your path:



The Orbs and the Well
To the north of you is a furnace (7). For the moment ignore it, but remember where it is. There is also a one way agility pipe which is a shortcut back towards the start. To the west of you will be a narrow corridor. Approach (8) it carefully, as there are five traps in the wall, they are on both sides so be very careful. (These are the 'odd markings'). Right click to disarm them, but be prepared to heal if you fail. If your Thieving level isn't high enough, just heal up as much as possible and run through (if you accidentally stop on a trap, you will take up to 90 lifepoints of damage numerous times each second). Whichever way you choose, you will eventually get through into an area with a large, rather sinister looking well (9) in the middle and an altar. There are four different paths branching off from this room.


 * 1) Start with the very north one. This will be the easiest one. Use the plank you picked up earlier on the flat rock to disarm the trap. Go past all three of the traps and pick up the orb of light at the end of the tunnel. If you didn't grab a plank, you'll have to disarm the traps, which is very difficult. However, for some players merely clicking on the trap and then running over it results in no damage and no traps being set off, making the plank unnecessary.
 * 2) The next one (the next one to the left, north west) is fairly easy as well. Fight or run through the various spiders and level 53 Ogres to grab the orb and run back again. No real tricks here.
 * 3) In the west, this is same as the first one. Use your plank to get over the traps, or try to disarm them. There's just more of the traps this time.
 * 4) Log trap.png the southwest path. Walk through the tunnel. However, when you get to where the orb is, don't pick it up. Disarm the trap underneath it or a log will swing down and hit you for 100+ damage. To disarm the trap, you will have to search the flat stone underneath the orb which may require a spin of the camera angle to actually see. Note: You may "succeed" several times, but don't be fooled - The trap has reset itself. Simply continue to search the flat rock and disarm the trap until you see you have automatically grabbed the orb. The log may swing down and deal high damage when disarming fails. Note: make sure you have at least one open inventory space when you try to disarm the trap, or you will never succeed in disarming it. The orbs cannot be telegrabbed.

Now that you have all four of the orbs, back track a little bit. Go back to where the furnace was (remembering to be careful of the traps in the wall). Use each of the orbs on the furnace to destroy them. You will now be able to climb down the well (you will have to pass the wall traps again, if running low on food supplies a technique is to rest, turn on Rapid Heal and wait for your life points to regenerate, praying at the chaos altar.) When you are ready, climb down the well. You will find yourself in location (1) in the diagram below. Another option is to climb down the well and there will be three crates, search the middle one and it will contain two salmon and two meat pies.

Or if you brought an armour set such as Guthan's (along with a ring of life just in case you almost die) you can attack any of the monsters nearby until you reach full health.


 * 1 Entrance and crates
 * 2 Place to dig with spade
 * 3 Ledge
 * 4 Agility maze
 * 5 Easy route
 * 6 Squeeze-through obstacle pipe

Koftik will be near here sounding a little bit strange. Plus, if you are running low on supplies, you can search the nearby (1) crates to find 2 salmon and 2 meat pies to get you a little bit farther.

The Cages and Obstacle Maze
Head further down the cave and you'll find yourself in an area with a few cages. Pick the lock on the door to the southern cage of the first two cages. You'll notice that there's a rather odd looking patch of mud at the back of it (2). Use your spade on this to dig through and find a hidden tunnel that will take you through to the other side. Edge across the narrow ledge, and make sure to have your run off (3) (you can fall, but it only takes off a few LP) and you'll be near a (4) maze of raised beams. Here is where you can use the shortcut to the south if you have level 50 Thieving. Go south to the locked door. See paragraph below related to position (5). If not follow the agility course

To get through it, you'll need to hop over a number of obstacles. If you fail, you need to climb back up one of the ramps nearby, often setting you back a few steps. If you keep your run up, at 100 when you start the course and do not run, you should proceed with no difficulty.

There's also another (5), much simpler way to get through. If you have 50 Thieving, you can go a little bit farther south. There's a door that you can pick the lock of. It completely bypasses the whole maze. '''You just have to be careful to avoid the places that are bubbling. Also, equipping a bow and arrows is a good idea. If you are unarmed and you accidentally attacked a rat/giant rat, you might walk to the dangerous areas before you realised so.''' Either way, go south and squeeze through the obstacle pipe (6) to get into the next area.

The Caged Unicorn
Monsters In the next room, you'll find a group of skeletons and a unicorn in a cage. You'll need its horn, but you can't get into the cage to get it, so you'll need to figure out some other way. If you search the cage, you'll find a loose piece of railing. Take this and head south down the path leading to where the cage is. You'll find a large boulder here. Use the loose railing to pry it loose and crush the unicorn. Now you can go back down and retrieve the unicorn horn by searching the wreckage of the cage.
 * 1 Entrance
 * 2 Unicorn
 * 3 Paladins
 * 4 Well
 * 5 Door to next room
 * S Skeletons, level 22 and 26
 * Z Zombies, level 24

The Paladins
Heading north through the cave, you'll come to a small group of Paladins (3) who have made a sort of camp. They're all level 62, named Sir Carl, Sir Jerro, and Sir Harry. If you talk to Sir Jerro, he'll give you 2 loaves of bread, 2 meat pies, a bowl of stew, a prayer potion (2) and attack potion (2). Unluckily for them, you need the paladin's badges that they carry. And the only way to get those is to slaughter them. If you do need the food, make sure to talk to Sir Jerro before attacking them. After all, they won't be too happy with you for killing their friends. If you brought some spare arrows, there is a safe spot. Stand behind the stalagmites and shoot or on the other side of the campfire as the paladin.

Once you have all three badges (red, blue, and green) head a bit west, keeping your eyes out for the traps there. Again, you can foil them by placing the plank on them, or if you are in the act of eating when you cross at a run. Keep going west to where there's another well (4). Use the three badges (crests) and the unicorn horn on the well to open the large doors (5).

Remember this well if you want to recharge the Iban Staff later. This is where you recharge it when the charges are depleted.

The Lower Level


Above is a map to the maze section of the dungeon.

Note: You might fall several times. Choose your path wisely using this map and cross your fingers when you are attempting a jump.

The Dwarves
The final part of the quest takes place in an expansive cavern, as well as the area below. This is widely considered to be the most frustrating part of the quest. Around all edges of the area is a rock ledge to walk on. The middle is a large, open area with a maze of walkways, most of which are broken. If you try to jump across them, sometimes you will fall and end up taking big damage when you hit the ground below, as well as being in a large area filled with Soulless. Even though it may be tempting, don't eat or throw away food to free up inventory space until you have no other option. Hastily eating the food given to you by the dwarfs to make room for everything you will obtain from here on will increase your chances of dying from a fall.

For now, ignore the walkway, though do take note of the locations where you can get onto them. Head as far south as you can. When you reach the south wall, go a little west, and there will be some stairs in the wall. When you walk down them, Koftik will appear, ranting insanely before disappearing again. Before he goes, though, he'll mention some dwarves that have taken up residence there. Walk a bit to the west to find them. There are three dwarfs named Niloof, Klank, and Kamen in a small fenced area with two buildings.

Niloof will give you some food when you talk to him. If you need more, you can talk to Kamen. He can supply you with unlimited meat pies, stews and bread. There are two ways he'll give it to you. You can buy some for 75 coins, or accept his offer of a drink. If you do take the drink, it will cause you a bit of damage and hurts your Agility a little. Just don't do it before you're going to go jumping across the walkways.

The Witch
Talk to Niloof about a witch named Kardia who knows how to kill Iban. Once he's told you that, climb up the staircase again and head east then north until you get to the first location where you can get on the walkways. If you fall, just go to the south of the room full of Soulless. Walk along the walkways and take the first turn to the left (south) to find Kardia's house. You may also continue west and navigate a few obstacles to pick up a cat, which saves time later. Listen at her window, and you'll hear her talking to herself about her missing cat. Do not attempt to open the door or the witch will take 200 life points off of you. You can avoid being hurt by clicking away and not continuing the conversation.

To find the cat, head north, take a left, hop across the gap, then take the north branch of the path (full energy raises the chances of jumping by a lot). Continue along it, until you reach a platform. Once you are at the platform, look at your minimap. The cat will be a yellow dot. Head towards it. (If you have a Catspeak amulet, you can talk to the cat. It says, "In nomine Zamoraki, ite," which is Latin for "In the name of Zamorak, go.") Pick up the cat. Once you have the cat in your inventory, return to the witch's house. Do not drop the cat or it will run away and hide. If this happens, just wait around for a while and it will reappear at the same location at where you first got him.

Use the cat on the door. You'll automatically hide behind the corner while the witch gets her cat. While she's distracted, sneak into her house and search the chest. You'll get a stat restore potion, a super attack potion, the history of iban (an old journal that relates some info about Iban), and a doll of iban. The doll is the most important part. You now need to collect four elements of Iban to imbue the doll. Now go back to the dwarves.

Iban's Blood


Above is a map of the lowest level of the dungeon.

Head straight north from the tomb and keep going past all of the Soulless until you reach a corridor full of blessed spiders. Walk inside until you find a giant level 89 spider named Kalrag. Kill her. When you defeat her, you'll automatically soak up the blood with your doll. Now you might want to run, because all the spiders nearby will attack you for killing their mother. Despite not being a multi-combat area, they can gang up on you after you kill Kalrag. Note this part of the quest is almost impossible if your combat level is under 79, because you will always be attacked by the level 39 blessed spiders and when you try to attack Kalrag, a message will be displayed that you are already under attack.

Players with combat level under 79 should run to the east side of the spider den, where two skeletons lie against the wall with one space between them. It is recommended for the player to wear full rune or above so that the blessed spiders deal very little damage. Equip the bow and arrows you brought to pass the bridge. Please note that the blessed spiders may pass freely under Kalrag, making it more difficult to corner her and kill her. Additionally, the blessed spiders are able to interrupt your combat with Kalrag. Because of this, it is harder to kill her with a combat level below 79. After your kill, run out of there, as the spiders will all attack.

Another way is to just stand near the two skeletons and kill the blessed spider that is following you. Attack Kalrag right after you killed the blessed spider. You should be able to hit Kalrag 3-4 times before another blessed spider starts attacking you. Repeat the process by killing the blessed spider and afterwards hitting Kalrag 3-4 times.

It is possible to just melee Kalrag below combat 79. Take the blessed spider that agresses on you so that you're fighting right next to or on top of Kalrag. When the blessed spider dies, there is a high chance that Kalrag will be the next creature to agress you, allowing you to kill her.

Iban's Body
Go back to the dwarves and talk to Klank. He'll give you Klank's gauntlets. Next, grab a bucket from the larger of the two buildings and go into the smaller one. Use the bucket on the barrel inside to get some of the dwarf brew that Kamen was giving you earlier. Take this and head to the far south-east corner of the area, where the tomb of Iban is located. Dump the bucket of alcohol on top of the tomb and light it up with your tinderbox. After you're done watching it burn, a pile of Iban's ashes will be left behind. Pick them up and use them on the doll.



WARNING: Searching the tomb without the gauntlets will result in Iban shouting "Leave me be!" and using a spell which can deal 100+ damage.

After the toolbelt update, you will not get a tinderbox from Klank and you won't be able to use the one on your toolbelt. Clicking Search on the tomb after dousing it and while wearing the gauntlets will light it on fire and will give ashes.

Iban's Shadow


To get Iban's shadow, you need to kill three level 91 demons named Doomion, Othanian, and Holthion. Head north of the witch's house and take the first left (west), at the next platform head south all the way down until you reach where the demons are. If you can cast Telekinetic Grab and have a ranged weapon, you can grab the amulets without jumping the bridges. Kill each one any way you like (mage or ranged recommended since the demons are too bulky to walk into the walkways, but melee is easy if you have 43 prayer and a good weapon and armour) and pick up the amulet of doomion, amulet of othanian and amulet of holthion that they drop respectively. You can also range or mage them from about halfway down the south end of the room. This is probably the best way if your ranging or using magic because if you bring the right stuff you can just telegrab the amulets. Once you have all three of them, head just north of where Doomion was to the chest there. Opening it will destroy the amulets and give you Iban's shadow. Use it on the doll.

Iban's Spirit
Now make sure you put on Klank's gauntlets. From the spider den (on the lower level, where the dwarves and soulless are), head north-west to the far corner of the area. There's another staircase you can climb up to reach the upper area. Or you could simply go back through the main old ladders near the dwarves and take the path west, then go north. Either way, there will be several cages with half-soulless in them. Search every cage (the location is different for every player). You may have to use a different walkway from the edge to get to more cages. (If you're not wearing your gauntlets, the half-soulless will bite you and cause some damage.) Eventually, you will find the skeletal remains of Iban's dove. It could take a while, but when you find them use them on the doll. Now, go to the right, back around the corner until you come upon the walkway to Iban's temple.

Note: If you die and lose Iban's Doll, don't worry, just go back to the Dwarves and talk to Niloof, he will return the doll to you, as complete as it was before death, so you won't have to do everything again.

Killing Iban
Make sure to have at least 2 empty inventory spaces. This is recommended because, right after throwing the doll in the well, you will automatically receive Iban's staff, 15 death runes, and 30 fire runes, after which you will be teleported out, practically immediately. You most likely will not need to heal if you have full health, and are of medium combat level. Also bear in mind that the default option of the doll is search, not use.

Now to finally destroy Iban and bring an end to this quest. You'll need to jump your way to Iban's temple in the very centre of the area. You'll probably fall a few times along the way. Once you're there, kill a Disciple of Iban to get Zamorak robes (a 100% drop).

Make sure the Zamorak robes are all you're wearing (you are allowed to wear an explorer's ring or an aura and have a pet), because else you're not able to enter the temple. Even if you have other Zamorakian affiliated items you cannot enter (so just place all your armour, necklaces, amulets or gloves, etc., in your back-pack).

The next part can be tricky to get through though you don't have to actually fight Iban. What you need to do is use the doll on the well in the centre of the room. What makes it hard is that Iban will be launching spells at you (Protect from Magic does not protect against his attack). Numerous bolts of blood-red lightning hit the floor at the same time, and this might cause serious lag in slower computers. If any of them hit you, it will cost you 100+ life points, and will often knock you back to the beginning of the room.

There are no safe spots in the room, but you can try move close to Iban, as he casts fewer spikes in his vicinity. Try to time it so that you run when there are no magical spikes. If you are a higher level and have decent defence, simply running to the well is possible, without waiting. When you do manage to get the doll into the well, though, Iban will be destroyed and the temple will begin to collapse.

You'll be teleported to a cavern where you can find Koftik, who'll be sane again. Leave the cavern and head back to Ardougne and tell King Lathas of your success to finish the quest.

Rewards

 * 5 Quest Points
 * 3000 Experience
 * 3000 Experience
 * Iban's staff and use of the Iban Blast spell. (Reobtainable by killing a Disciple of Iban; however the staff will be broken.)
 * 15 Death runes
 * 30 Fire runes
 * Klank's gauntlets
 * 2 extra spins on the Squeal of Fortune

Music Unlocked

 * Iban
 * Cursed
 * Intrepid
 * Underground Pass If you fell into the grid trap
 * Moody

Quests unlocked

 * Legends' Quest
 * Regicide

Trivia

 * The slave in the cage with a skeleton quotes the famous "Goodnight Sweet Prince (and flights of angels sing thee to thy rest.)" speech delivered by Horatio in William Shakespeare's historic play Hamlet.
 * Koftik at the pit and grid quotes 'Pulp Fiction', "The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men."
 * Some of the things Iban will say to you during the quest are similar to lines from Evil Dead 2, such as: "I'll swallow your soul" and "Join us!".
 * He will also say "Kill, Maim... Murder." This is a referance to Warhammer 40,000, in which the forces of Khorne, the Blood God, use the catchphrase "Kill, Maim, Burn!"
 * The well after the paladins has no name: Examine: It doesn't look like water in there... Search: You search the stone structure... On the side you find an old inscription, It reads...
 * When I sense the soft beating of a good heart I will not open
 * Feed me three crests of the blessed and the creatures remains,
 * Throw them to me as an offering...a gift of hatred, a token
 * Then finally rejoice as all goodness dies in my flames.
 * If you go to Juna after the quest you will say: "...I don't know who put all those traps in the underground pass!".
 * After you kill the unicorn, there will be another room adjacent to the one you are in that is the room in which the unicorn is alive. This means that by killing the unicorn, it sends you to another room where the unicorn is dead, while the room you were in before was the one where it was alive.
 * Even after you've killed Iban, he will still appear to be alive when you are outside of the door to his chamber. He will also talk and shoot spells.