Nomad's Requiem

Walkthrough

 * Notes: 1) The temple under Soul Wars is very large and even high-agility players can exhaust their run energy if they try to run all the time. Players are advised to bring items that can restore energy. 2) If you log out while in the temple, you will be in the Soul Wars entry area when you next log in. This can be used as a quick way to exit the temple when deep inside it.

To start the quest, speak with Zimberfizz. After speaking with him, inspect Nomad's tent and climb down to see a cutscene of Nomad fighting an elite dark warrior, elite dark mage, and elite dark ranger in a ruined temple.

Talk to Zimberfizz again, and he will tell you to go down and talk to Nomad. (Or you can just talk to Nomad after his fight without going back to Zimberfizz yet.) Nomad will tell you not to return again. Search the ex-adventurer's bag near the entrance to obtaina bronze pickaxe. (the other items in the pack are red herrings) Return and talk to Zimberfizz, and he will tell you to return to Nomad's Temple and thwart whatever evil scheme Nomad is up to. Down there, you must find a way to enter the arcane doorway (the white gateway) in the main room. This is done by disabling the power source for both cables.

Go in the south-west room. Here, water must be directed to flow a certain way by moving statues. However, water must first be sent to this room. (If you move the statues before directing water to this room, the statues reset when you leave the room.) Beware of the aggressive Spectral attendants in this room.

Go up the ladder in the south-east part of the room and mine the rubble on the east wall and pull both levers. Beware of the spectral attendants in this room.

Go up the ladder in the north-east part of the room and push both pillars to cover the drains. Beware of the spectral attendants in this room.

Go down to the middle room and check that water is flowing to the south channel in the room. If it is not, work the levers until it is.



Go down to the bottom room and push the statues to direct flow of water to the three channels going under the machine. There are multiple ways to do this. It is possible to trap all of the spectral attendants on the north side of the room behind the device so you don't have to waste prayer and food because of them. When you get 'Yes, the device looks to be out of order now' in the chatbox, you have disabled the device.

After the machine is broken go back to the middle room and pull the south lever once to change the water flow to the east channel. This will cause a waterfall to form in the south-east room. Note: If there is only a trickle coming out of the ceiling in the south-east room, you have not worked the levers correctly. Go back to the second floor of the south-west room and pull the levers until water is flowing into the rubble you mined earlier.

Then go to the south-east room and get several pieces of elemental fuel out of the fuel hopper. The Spectral tenders in this room are not aggressive, unlike the spectral attendants in the other rooms. Use the fuel to lure the three elemental creatures out of the device in the room and onto the water flowing out of the ceiling. Only one creature can be lured at time. To lure a creature, place a piece of fuel on the floor near the machine. As it comes out and eats it, place another piece of fuel nearer the waterfall. Continue luring the creature until you can place a piece of fuel right in the waterfall itself (right click the waterfall's square and choose 'Walk here' to get there). The water destroys the creature. If a creature eats a piece of fuel before you place the next piece, you have only 2-3 seconds to place the fuel before it gives up and returns to the device. In this case you must begin again with the creature. Be aware that the creatures try to move in straight lines to the fuel, so obstacles like walls between the fuel and the creature will get the creature stuck. Repeat this procedure until all three creatures are destroyed. Return to the room with the arcane door and go through the door. In this new room, there is another arcane door to the north, again protected by two power cables that must be turned off. Beware of the aggressive Spectral worshippers in this area.

Go west and go through a door on the west wall. Go west down a corridor until you come to the first room. Beware of the aggressive Spectral cultivators in this area. A set of animated roots guards the power device, preventing you from getting to it. If you try to attack the roots, you discover when they are unassailable when bunched like this. You must find a way to unbunch them.

Continue west following the vines on the floor. Beware of the spectral cultivators. In four places, find and destroy the individual roots that stick up from the ground. You hear a loud roar when you destroy the fourth root.

Return to the room with power device. A level 525 Decaying avatar has appeared there. Kill it. When fighting the avatar, it will try to heal using roots that grow from the floor during the battle. Destroy the root before it can eat it and it won't heal. If it eats a root, it heals to full health, prolonging the battle. (The first root appears when the avatar reaches 3/4 hitpoints, the second at 1/2, and the third at 1/4.) When the avatar is killed, the waving roots disappear and the the power device is automatically damaged. Return to the arcane door area and go east. At the doorway in the east wall, talk to the dying knight and then examine his body when he dies. You get a clue about being pious, which means the Piety prayer will help you in the next room, so high prayer boosting gear is recommended.

Turn on piety (optional but highly recommended) and enter the east room. Without piety, every half a second the haze in the east room drains one hitpoint as well as prayer and other stats. A facemask does not protect you, but piety prevents damage and stat drain. Collect the slabs in the room and build a bridge across the central pool, at the point where two slabs are already in the pool. To build, go to the current edge of the bridge and select 'Place slab'.

The eastern part of the room contains several aggressive Corruption beasts, and Protect from Melee negates their attacks. You do not have to kill the beasts, but each time you kill one 'your spirits are lifted' and your prayer points are recharged.

When the bridge is built, cross to the western part of the room. No beasts are here, so turn off protect from melee. Cast a Fire Wave spell on the explosive barrels to detonate them and destroy the machine. If you do not use piety, you may need to bring restore potions with you to restore your magic level enough to cast fire wave. (Other fire spells cannot be cast on the barrels.)

Return to the arcane door area. You can now enter the next arcane doorway and face Nomad. If you are not ready, go stock up first.

Fighting Nomad
2) Fighting Nomad can also be expensive if your use Barrows equipment, as it will degrade to 0 upon your death. 3) When fighting Nomad, it is recommended to use ranged with Ruby bolts (e) and have auto-retaliate turned on. Ruby bolts do 75 damage to him when he is at full health.''
 * ''Tips: 1) Fighting Nomad is somewhat safe, for if you die, you spawn in Soul Wars next to your grave and can collect your items immediately. It is dangerous if your internet connection is unreliable, and you cannot log back in before the gravestone decays. Also, any items that don't appear at your grave are lost.

Nomad is very powerful and uses several different types of attack, including some that kill instantly if you are unable to get away in time or even have hitpoints reduced by one. Protection prayers have little if any effect. One attack spreads explosive mines on the floor, so watch where you might step. Make sure not to step on the mines, as they do 40 damage and drop your energy to 0.

Trying to Safe spot Nomad is futile. Other than trying to avoid his 75-damage attack, you only get a few seconds in a safe spot. He will then say "Face me!", and a few seconds afterwards will teleport back to the centre of the room and heal himself fully.

His normal attacks are magic-based melee, which means that high magic defence armour is best. Dragonhides are recommended, as using Barrow's high-magic-defence armour can be expensive due to your frequent deaths.

Nomad has an Ancient Magicks-like ice attack that freezes you. When frozen, heal to keep your hitpoints at or above maximum (Rocktails recommended) and, if not ranging him, switch to a crossbow to continue damaging him.

If he says 'You can't hide from me!', you actually can and should. Hide behind a pillar.

Nomad will occasionally teleport. When he does, three illusions appear and also attack (but they only hit about 5 each). If you attack an illusion and hit it, it disappears. When you attack the real Nomad, all illusions disappear. By using auto-retaliate your character will usually pick out the real Nomad correctly.

The order of Nomad's attacks are as follows:
 * 1) Talk/attack.
 * 2) Lays down mines all around the fight.
 * 3) Charges the 75-damage attack and then launches it - evadable.
 * 4) Teleports himself and creates 3 illusions.
 * 5) Teleports you to the centre and freezes you - you cannot move but can eat food and use ranged if so equipped.  This is followed by an attack which deals your max hp minus one.  A player with 85 maximum hitpoints would be dealt 84 damage.
 * 6) Repeat from #2.

As soon as Nomad drops below 1/5th hitpoints, he heals himself back to half hitpoints, giving himself a total of 1500hp.

As soon as Nomad heals and then gets to 1/4th hitpoints, he goes berserk, hitting as fast as Zilyana but much less accurately than usual. Protect from Melee or Deflect Melee seems to reduce the number of times he hits at this time.

Reward



 * 3 Quest points
 * 70 Zeal points
 * Soul Wars cape
 * Ability to set your respawn point to Soul Wars

Music
Music tracks unlocked:
 * Battle of Souls,
 * Desolate Ruins

Trivia



 * At first, the spoilers were not hidden in the RuneScape Game Guide. This was intentional.
 * This is the second Grandmaster quest released, after While Guthix Sleeps.
 * On the quest's forum thread, Mod Rathe's avatar resembled Nomad.
 * Nomad is revealed to be level 699 during this quest, making him the strongest quest monster, taking the title from the Balance Elemental.
 * This quest contains the two highest level quest monsters that must be killed.
 * During the quest, Zimberfizz takes the role of Nomad for Soul Wars.
 * After completing the quest, the 'Quest complete' text in the Adventurer's Log reads: I foiled Nomad's secret plans behind Soul Wars, leaving the battleground in the hands of Zimberfizz.
 * When you set this quest as an objective, it reads: Discover the shocking truth behind Soul Wars. Gives Soul Wars Zeal and your own Soul Wars cape.
 * This is one of the few quests that do not give experience as a reward, although, you can exchange the zeal earned by completing this quest for experience.
 * Only the pickaxe from the ex-adventurer's pack near the entrance is needed in the quest, and only if the players don't have their own pickaxe. The hammer and rope are not needed. The herring is very likely a joke -- either that some of the items in the pack are not needed ('red herrings') or that you will need food for healing in the quest (in which case a single herring is completely inadequate).