Broken Home

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Broken Home is a quest that was released as part of the 2014 Hallowe'en event, although it will remain after the end of the event, similarly to Swept Away. Unlike most quests, it is completely replayable. The quest features the player exploring a haunted mansion and trying to rid it of the murderous ghost Ormod.

The distressed servant
Start the quest west of Paterdomus by talking to Maria. She can be found just outside of the huge mansion to the east of Varrock, close to the start of the Rag and Bone Man and Missing, Presumed Death quests. She will tell you that a ghost is haunting her master's house and has killed most of the servants. She tells you that Ingram, the owner of the house, found the ghost, and is still inside the mansion. She will ask you to enter the house to save him and the other servants.


 * To enter the house, you must have no items equipped or in your inventory. There is a bank deposit box next to Maria.
 * Things inside the house can damage you, and if you die you will respawn next to your last save point. Make sure to have full health.

Inside the house


While inside the house, your worldmap will be replaced with the layout of the house with the location of the house's doors. Some doors will be bolted and can be unbolted from the other side. Always keep an eye for smoke coming from behind the doors to avoid getting hit by Ormod. If there is smoke, first peek through the door and then click enter room. You don't have to wait for it to show him leaving — he won't be there when you walk through the door.

Upon entering the house, you will see a ghostly waif walk through a door. Every door in the house is locked except for the first door on the west side downstairs; the one that that the ghost entered. Enter the door and you will reach a safe room. Safe rooms work as a save points for the quest, when a save point is reached, you are free to log out and resume the quest at the beginning of a last safe room you've visited. Search the chest to find some Mystery meat (which will heal you to full health so don't eat until you are very low on health) and walk inside the door to the north. Walk into the west door and you will see a Servant being eaten. Pick up the clock hands and the raven key. Walk back to the first room and use the clock hands on the grandfather clock. You will receive an eye gem. Go back into the corridor and unbolt the east door to go back to the entrance of the house. Go east and unlock the eastern, raven door.

The Raven door
A cutscene occurs where you see a ghost of a boy walking through a wall. Go through the southern door and search the desk. You will find a note from Ingram, explaining that the ghost is Ormod's son and other facts about the ghosts. Head to eastern room to find a magically closed chest, which you can't open and a stack of books. Click on the books to begin a sorting puzzle.

Sorting the books
You must stack the books in a specific order. This order is random and different for every player, but after every combination, hints are given to what the order is. The aim is to stack the books in right order. Start with any order and hints will be given. The easiest way to complete the puzzle is to swap books between 1 position (starting from the bottom), until the hint tells that the position has the correct book in it and then move to next one. Note that the hints refer to the bottom book as the "first book" and the top book as the "seventh book", not vice-versa. After completing the puzzle, the books will fall and you'll find 2 eye gems.

Statue puzzle
After solving the book puzzle, walk back to the study and head north to the corridor. Go through the eastern door into another corridor. Enter the next door into another corridor, which has three doors, a staircase, and a chest with a temporal magic seal. Enter the middle door to reach the Hall Of Armour, where you must move the statues to reach the table at the end of the room.
 * 1) Push the guard west (only one guard can be moved).
 * 2) Walk as south two spaces and push the guard to the east.
 * 3) Walk south again and push the guard west.
 * 4) Walk south again and push the guard east.
 * 5) Walk south two spaces and push the guard east.
 * 6) Push the guard south.
 * 7) Walk north and then west two spaces and push the guard south.
 * 8) Push the guard east and retrieve another eye gem from the table.

Spider key and door
Leave the room, and inside the corridor, ascend the stairs as the last set of doors will be locked. When you get to the top of the stairs, enter the eastern door. This will lead into a hallway with only one exit to the east. Go through that door into another hallway. Enter the western door at the southern end of the hallway and search Ingram's research notes (which may be difficult to see at first). These notes will talk of Ormod's madness and his attempts to cure it. When you are done reading, you will receive the spider key and first part of the three scroll fragments. Leave the room into the hallway, and go back the way you came: through the door to the west at the northern end, then west again to the hallway with the staircase. Open the southern door, unbolting it, and go through to reach the gallery above the Grand Hall.

Go through the western door which requires the spider key and head immediately south. You'll find a dead servant laying in bed - search him and pry loose another eye gem. After searching him, head west to find a room with a sink. The southern wall of this room is actually a curtain. Open the curtain and there will be a faceless servant trembling behind it. Try talking to her and then search her for a statue key.

Statue door
Return to the dead servant's room and head north, then take the north wall door and then enter the eastern door. Enter the statue door (in the centre), to find another eye gem and a statue. At this point you should have 6 eye gems. Investigate the statue twice to insert two eye gems into its eye sockets, unlocking the western door. You find another statue here, again investigate it twice to use two eye gems to open the southern door to find another statue. After investigating the third statue twice you can head to the room in the east to find a scythe key and another statue. Once again, the statue needs eye gems to open a door, but you do not have any.

Scythe door
Retrace your steps out of the statue rooms, into a hallway, then west, then through the next door south, then east onto the balconies. Open the door to the east, using the Scythe key.

Behind the scythe door you'll find a corridor with 4 more doors. Try to open the south-western to end up into a conversation with Ingram, who will warn you not to enter the basement. Open the south-eastern door to find a Shrine and a chest. This room is also a save point for the quest. Search the shrine for Grand piano key and a skull key, and the chest for another piece of mystery meat.

Upon leaving the safe room you'll hear a scream - peek through the door to the west to see that something is blocking it (another dead servant). You'll have to go around: open the north-eastern door, unbolting it, into another hallway, go through its other door to the north west into another hallway, then west to a hallway with stairs. The southern door will now be bolted from the other side, so you must go down the stairs.

Enter the furthest east door at the bottom of the stairs. After a short time, the room will start shaking and the windows will shatter, allowing the energy into the room. This purple energy deals damage to you, so run through the southern door quickly. Continue through the western door back to the Grand Hall, which is now also purple and will deal damage to you, so quickly run to one of the doors on the west (the door to the south will let you save, while the door to the north is slightly quicker.) If you entered the door to the south, go through the north door into the hallway.

Skull door
Go through the door to the north, unlocking it with the skull key. You'll find a corridor with 3 doors, the first door to the east is a study. Search Ormod's scribblings to find another scroll fragment. The second door to the north east has a mysterious glass panel in the middle of the room and the Ghostly waif on the other side of it. You can talk to and mimic the waif but it offers nothing no matter how many times you try. Leave this room back to the corridor, then head through the third door to the north. This leads to another corridor with two more doors.

Go through the door to the west to find the grand piano. Play it, using the Grand piano key, to unlock a hidden panel on the southern wall. You must be quick in the next room, because it is filled with the damaging purple energy. Behind the panel/door you'll find a few skeletons. Search the scorched skeleton in the far south-eastern corner to obtain another eye gem. As the purple energy can interrupt you, close the dialogue quickly via the space bar. Leave the way you came in.

Leave the piano room back into the corridor and go through the east room on the southern wall. Go down the stairs into the basement.

Basement
You will now be in the basement. There are five doors: two on the west wall, two on the north wall and one one the east. There is also another set of stairs going down even deeper. The western door on northern wall is another safe room, so head there and open the chest to find some more mystery meat. Head back to the bigger area of the basement, head to the northern door on the west wall to find another dead person, the butler. Search him to obtain a cleaver key and use the key to open the eastern door at the northern wall of the greater basement area. You will find yourself in a room with flying knives and broken glass, note:  don't run  on the glass or else you will take damage,  walk for this puzzle  instead. Dodge the knives and go through the eastern door to enter a room with a cauldron.

This room has five doors. Three on the north wall, one on the east and one on the south. Enter the mid-northern door where you can search a chest of drawers to get a large pipette, then enter the eastern door on the northern wall. Use the pipette on the pig to obtain a large pipette of pig bile and exit the room. Enter the eastern room and search the furnace to find human ashes. Use the ashes and filled pipette on the cauldron, then use the pipette on the cauldron again to fill it into alkaline concoction, and finally use the alkaline concoction on the door with dried ectoplasm to make the ectoplasm vanish. Upon entering this door it gets bolted therefore you can't use it to get back to the cauldron room.

This corridor has three doors, two on the east wall and one on the west. Enter the western room to find a frozen servant and tear the doll key from her mouth, which will kill her. The southern door of this room with the frozen servant cannot be opened, so head back to the corridor. The southern door from the corridor room offers nothing but another magically closed chest and some wine barrels so head to the north-eastern room. Search the key hooks next to the ladder to get the snake key - a way to open the door top of these ladders. Climb up to find yourself at main hall and  head upstairs  and through the  western door . (Note that the main hall is still full of the purple damaging energy, so you WILL take damage. Make sure you have 'run' enabled before climbing up)

The hairbrush
Head through the western door using the doll key, and you will find some stairs leading up. Climb these to find the emaciated spirit, who will say that he wants "her" hairbrush back. Pick up the tusks key and return down the stairs to the hallway and enter the northern. Enter the only other door, then proceed to the far east room, unlocking it with the Tusks key. Inside the Tusks room investigate the bust to reveal a trapdoor underneath a stuffed bear. Head down, and you'll find a small room with a dead thief. Search the thief to find another eye gem. You should now have two eye gems which can be used at the last statue in the statue room to open a hidden door.

Climb up the ladder, head through the door and enter the middle door from the corridor. Run through the statue rooms to the last one and investigate the remaining statue twice to insert the eye gems and unlock the hidden door. Behind this room you will find another safe room containing the shrine of son. Investigate it and you will obtain the mother's hairbrush.

Head back to the nursery behind the doll door and talk to the emaciated spirit again. He will tell you that his name is Lenian - Ormod's son - and that he believes his father is haunting the mansion because he blames himself for Lenian's death. He suggests that he would go if he forgave him, but suddenly the ghostly waif will appear and consume Lenian's spirit and turn into a monster. You will now find yourself back downstairs with the stairs destroyed and a noose key in your inventory.

The noose key opens a door in the north-eastern part of the first floor of the mansion. Head east out of the doll door, and the monstrous form of the ghostly waif will begin following you. Note that this monster will instantly kill you if it happens to catch you. Run east through another door and then head to the eastern door on the northern wall. Head through the northern door next to the stairs and enter the door (be sure to click on the door twice, to unlock it and enter it) immediately south of you to escape from the monster. When you reach the noose door, open the cupboard and take the ladder within down to the basement.

The asylum
You will find yourself within a small corridor. Investigate the peephole in the wall in middle of the hall, and you will peek through it to see a hidden message on a wall. Enter the door nearest the peephole, and then take the northeastern door, then the stairs down. The next door requires a code to be input; if you looked through the peephole you will automatically put it in. Go down another flight of stairs and you will reach a door that is locked with pressure plates. Push all the statues  except the north  one so all the pressure pads are purple, and then stand on the middle pressure plate, which will open it. If you move the wrong statues, simply select it again, and you will just pull it back.

Go down some more flights of stairs to reach a pit with some exploration equipment nearby. Investigate the equipment, and you will climb down the pit to reach a safe room with another mystery meat chest. Go through the door on the eastern part of the safe area and you will enter a reception room. If you search the mouldering tome near the entrance, you will discover a visitor log that has your name on it. Search the large reception desk to find Nabor's notes on insanity and the chains key.

Head through the eastern door and pass through two corridor rooms until you reach a large room with a number of cells and a pit. There will be a number of doors here, but open the eastern one with the chains key and pass through it. Pass through more corridors (including a church) until you reach another large room similar to the previous one. Walk on a plank over a chasm to the south of the room to find yourself in a large, destroyed cell with the dagger key inside. Pick it up.

Banishing the ghosts
Head back the way you came until you reach the safe room and climb up from the pit. Climb the stairs until you reach the room with the four doors and second stairwell. Note: the monster will begin to chase you again once you enter the northern door at the top of the stairs. Ascend the stairs and enter the northern door, then the southwestern door, then the southern door and finally the southern door again. This will place you in a safe room with the grandfather clock. Head east to the main hall's upper part (the purple smoke is still here, so take caution) and move the dead servant next to the eastern door out of the way, and then enter it. Enter the southern door as quickly as possible as the monster will spawn directly on you in this room. You will now be in Ingram's room and will notice that he has been killed by the ghost. search Ingram's rantings, which explain that he disturbed the ghostly girl monster while exploring the catacombs under the house, and you will obtain the final piece of the Break curse scroll, which you can now combine with Nabor's notes by clicking one of 3 scroll fragments.

Exit the Ingram's room and run a few steps down the corridor, turn and immediately use the scroll on the monster, and then talk to it - it may be worth stepping a few squares away from the door before attempting this, as otherwise the monster will spawn on you and kill you. The monster will explain that he is Senecianus, a demonic resident of Senntisten, and that he was driven insane by guilt after eating a young girl called Rowena, and then admitted into the asylum under the house. In his insanity, he believed himself to be Rowena playing with Lenian, but was confused when all his playmates disappeared as soon as he caught up them.

He will thank you for curing his insanity, and you will explain that you needed Lenian to get rid of the murderous ghost haunting the house. He will say that he can get rid of Ormod in one of two ways; he can either eat him, or take Lenian's form and grant him the forgiveness he seeks. Make your choice, and then meet Senecianus in the main hall, he will be in the form of Lenian. He will then either forgive Ormod - allowing him to pass into the afterlife - or devour him. Exit the mansion and talk to Maria outside for your reward. Quest complete!

Reward

 * 1 Quest point
 * A small prismatic lamp
 * Pulled Away emote
 * An Asylum doctor's ring, that causes monsters to drop food items
 * The ability to replay the quest for more rewards

Early Bird Bonus
The early bird bonus consists of the following rewards and are only rewarded if the quest is completed within two weeks of the release of the quest.
 * A large prismatic lamp in place of the regular small lamp
 * A prismatic large fallen star
 * Boosted damage against ghosts in the 2014 Hallowe'en event
 * A 15% discount on Large Lamps purchased from the 2014 Hallowe'en event

Replay bonuses
After completion, the quest can be replayed for the following rewards.
 * XP lamps can be found in the temporal chests that you couldn't previously open in the house. They can only be opened by players who have all their skill levels above a certain milestone, increasing in increments of ten between level 10 and 90.
 * Weekly XP lamp reward

Challenges
Certain challenges can be completed while replaying the quest. Note that these must be done in order, although it is possible to do all at once. For example, you cannot complete the third challenge without completing the first, but you can complete the third and second challenges at the same time if the first has been completed on a previous playthrough.
 * Large prismatic lamp - Complete a replay without dying
 * Rowena (ghost pet) - Complete a replay without dying using 1 or less food
 * The asylum surgeon's ring - Complete a replay in under 37 minutes

Trivia

 * The numbers on the walls in the room with the dead thief all add up to 102.
 * In the Behind the Scenes video for Broken Home, it was mentioned that they had taken a lot of inspiration from survival horror franchises. This can be seen by the layout of the mansion, which is somewhat similar to the Spencer Mansion from the first Resident Evil game, as well as having similar mechanics from the series, such as keys with emblems on them, only seeing one room at a time, the custom map which details each floor's layout, and the monster that follows you through long hallways. (Similar to Nemesis from Resident Evil 3) While there are other mechanics from popular survival horror games, the quest seems to take most of its inspiration from the classic Resident Evil games.
 * "Broken Home" is a term for a family in which the parents are divorced or separated.
 * Mod Jack confirmed prior to release that this quest would have an Early Bird Bonus.
 * Upon completion of the quest the adventurer's log states: I entered the haunted mansion and dealt with the ghost of Ormod Gulvas, breaking the curse on Senecianus in the process.
 * The unusual dragon head mounted on the wall in the trophy room belongs to a Celestial dragon.
 * All of the bathrooms in the mansion feature only a sink and/or a bathtub despite having room for more furnishings. This is most likely poking fun at the fact that there are no toilets in the game even though the room layout allows for them.
 * There is a wine barrel in the room with the flying knives, which, when inspected, contains "a vintage of '07 of the Fifth Age". This prompts a comment by the character that it was a good year, but not as good as '06 or '10. This is most likely a reference to the players wanting the 2006 and 2010 versions of RuneScape, instead of Old School RuneScape, which is based on the 2007 version.
 * Interestingly enough, you do not need a ghostspeak amulet or cramulet when speaking with Lenian, even though it is required to have one equipped in order to speak with ghosts.