Nomad's Elegy

Nomad's Elegy is the sequel to Nomad's Requiem and revolves around the return of the scourge of souls following his earlier defeat. It features Nomad and his plan to siphon every soul from all over Gielinor and its underworlds into the Soul Obelisk. The player teams up with Death, Icthlarin, Zanik and several dead characters to lay siege to Icthlarin's fortress which was taken by Nomad and stop his plans. It involves a fight against Nomad, which has multiple stages and checkpoints.

Trouble brewing
To start the quest, you will need to speak to Zimberfizz, the small red imp located in the Soul Wars lobby, which can be accessed through the portal in Edgeville.

Zimberfizz explains that the Soul Obelisk is being a little strange, so you are asked to look around the throne room by investigating the tent to the north-east of the lobby.

Inside the room, there are several different points of interest that can be investigated. The progress of finding the clues you need are indicated to you as you find them. The room contains sticky goo, crystals, fading footprints, and the Nomad's throne that need investigating.

Upon investigating the fourth clue you make a realisation about the events that transpired, and you and Zimberfizz are killed via an explosion and transported to Death's office. At this point, if you return to the Soul Wars lobby, you will find Zimberfizz replaced by his remains (a pile of ashes) which can be still be interacted with as if it is the minigame host, except that there is no response dialogue and the player continues the conversation as if nothing has changed.

Nomad's plan
Inside the office, you find both Icthlarin and Death discussing Nomad. Death explains that Nomad has created an army and brought it and the soul obelisk to The Underworld, in an attempt to seize Icthlarin's fortress. Nomad is absorbing all of the souls in the underworld of anyone who has died on Gielinor. In an attempt to stop it, Icthlarin is trying to shield as many souls as possible.

However, Icthlarin cannot do enough to stop Nomad and requires the player's help in defeating Nomad, by taking back Icthlarin's fortress and killing him for the final time. You will require an army, as Nomad has members of the Order of Ascension fighting by his side, described as "religious fanatics".

Icthlarin states that he has set up a headquarters over the River Noumenon, accessible through the door in Death's office, and will ask you to go through there to begin preparations for the fight against Nomad.

Limbo
''Recommend items: Some combat gear and some food. Familiars are not allowed.''

When you enter the area, speak to Death again who will provide information about what exactly you need to do. He explains that the river allows souls to be transported to Icthlarin's fortress. As Nomad has taken control of the fortress, you will need to collect allies by taking them (through lost souls that haven't made it across the river) from their afterlives.

Go northwest to the dock. Select "embark" on the dock itself and set sail to the afterlife in order to be transported to an alternate version of Lumbridge Castle and the surrounding area, known as Limbo.

''Note: the "embark" option is difficult to see and is not on the boat; it is a click-space that appears to be on the tiles that are on the dock. Low-detail users might experience difficultly when attempting to progress.''

Go north and speak to Astrid or Brand (depending on whatever your character's gender was during Throne of Miscellania). They have "crossed afterlives" to find the player and help fight Nomad. They ask you to speak to three souls and help them remember various information about themselves, in order to recruit them as an ally to your cause.

The three people you need to talk to within this area are Jessika or Korasi (depending on the outcome of The Void Stares Back), Xenia, and Hazelmere.

Void memories
Speak to Jessika/Korasi, located in the alternate version of Bob's Brilliant Axes. They have no motivation to do anything any more, so you need to find something that is worth fighting for. In order to help them, you will need to recover their memory fragments.

Head south-west of the Lumbridge Castle grounds and find Wizard Grayzag.

The following sections are based on which character you have spoken to:

Korasi's memories
Confront Grayzag on behalf of Korasi by stating that he is a mere image of danger and fear in Korasi's mind. He will then raise doubt by reminding you of all innocents who died because of the Void Knight's failure. As Korasi, you respond by mentioning all the people than can be saved and are worth fighting for. Accepting that truth then causes Grayzag image to morph to Korasi herself, symbolising her acceptance. You receive the first half of her memory.

The other half of Korasi's memory is being held by an incarnation of Jessika, who can be found in the castle's main gate southern tower, on the. Speaking to her will reveal that Korasi has not forgotten Jessika, and still deeply cares about her. She will then give you the second half of Korasi's memory.

Use the two memory halves together, which creates her whole memory and return to Korasi.

Jessika's memories
Confront Grayzag on behalf of Jessika by stating that he is a mere image of danger and fear in Jessika's mind. He will then raise doubt by reminding you of all innocents who died because of the Void Knight's failure. As Jessika, you respond by mentioning all the people than can be saved and are worth fighting for. Accepting that truth then causes Grayzag image to morph to Jessika herself, symbolising her acceptance. You receive the first half of her memory.

The other half of Jessika's memory is being held by an incarnation of Korasi, who can be found in the castle's main gate southern tower, on the. Speaking to her will reveal that Jessika has not forgotten Korasi, and still deeply cares about her. She will then give you the second half of Jessika's memory.

Use the two memory halves together, which creates her whole memory and return to Jessika.

Xenia's memories
Speak to Xenia, located inside the dining room of the Lumbridge Castle (prominently used in Recipe for Disaster). She seems to have forgotten her name and the "stories" of her adventures. In order to help Xenia, you will need to recover memory fragments belonging to her.

Go upstairs to the and attempt to open the chest in Duke Horacio's room. You will be attacked by Xenia's Guilt. After you defeat it, pick up the Guiltful key it drops, open and search the chest. You will find the first half of Xenia's memories. If you attempt to open the chest without the key in your inventory, the guilt will attack again. The chest in to recover the first memory fragment belonging to Xenia.

Go upstairs to the to where the bank would be and attempt to open the chest. You will be attacked by Xenia's Shame. After you defeat it, pick up the Shame filled key it drops, open and search the chest. If you attempt to open the chest without the key in your inventory, Shame will attack again. Use the two memory halves on each other and talk to Xenia again.

Hazelmere's memories
Hazelmere is located on the of the Lumbridge Castle. He asks you to find the different instances of him in the world in order to help recover his memories.

After talking to him, another instance is located elsewhere on the, whom you can speak to, allowing Hazelmere to start regaining the memories he had previously lost. After you speak to him, he will teleport away, with an energy glob indicating which direction to look for him next.

Climb the stairs to the, and he'll be on the west side of the ramparts, near the cannons. After speaking with him, he will teleport to the (above where the bank would normally be). Then he'll teleport to the top of the castle gate (go back to where you found Jessika/Korasi and keep going up the ladders to the ). He'll then teleport into the building south of Korasi/Jessika (next to Bob's Axes). He'll then teleport behind the castle. Speak with Hazelmere again, and he'll teleport to the final location beside Astrid/Brand. Ask him to help you fight Nomad, and he will agree.

After aiding each recruit, speak to Astrid/Brand again, and Nomad will appear and kill them (again).You may then leave through the portal.

Bandosian afterlife
''Area of effect abilities work well here, as well as various different boosts and Prayers. It is recommended to stock up on food, weapons and armour before starting this section. This is not a safe death. If you die, you will be transported to death's office and will either have to buy your items back or fetch them from your gravestone, which will be located just outside the office.''

''Recommended items: combat gear, such as Magic. Familiars are not allowed. Ice Barrage is highly recommended, but other Barrage spells work fine. If you are not quick with abilities, Legacy Mode is also a huge help, which is especially effective with dual wielding magic weapons that have the highest attack speed. If using dual wielding magic weapons with Legacy Mode/Momentum, remember to set the auto-cast spell to BOTH main hand and off-hand weapon, otherwise you'll just use the main hand, not dealing damage as fast as you could.''

Go northeast to the other dock, which will take you to a new area.

''Note: the "embark" option is difficult to see and is not on the boat; it is a click-space that appears to be on the tiles that are on the dock. Low-detail users might experience difficultly when attempting to progress.''

In this area, there are waves of opponents engaging cave goblins. You must protect the cave goblins by using various different abilities and attacks.

Three waves must be passed for you to continue the quest, and your progress is saved after each. Additionally, if you fail a phase, but you did not die, the goblins will be at "10/10 goblins" upon returning.

Each wave gets progressively more difficult and if all of the goblins die, you will be transported back to the dock and will have to start that wave over again. You will also not regain any health if you fail to save the goblins.

In order to complete this part of the quest, it is recommended to stay in front of the tower where the cave goblins are hiding in. Each wave also has a "final" unit that signifies the end of that round, so be on the lookout for them when they spawn:


 * Round 1: Orc Headhunter
 * Round 2: Ogre Skulltaker
 * Round 3: Bandosian golem

Each round also has normal and sprinting enemies. Normal enemies walk towards the tower while sprinting ones make a dash for it. The sprinting enemies have less health then the normal ones, but should be killed first as they will reach the tower faster. Kill enemies as fast as you can, as they will lose interest in you if there are too much enemies attacking you at once. Area of effect abilities and autocasts will easily destroy the incoming Bandosians while protecting the cave goblins from them.

Once you fend off three rounds of Bandosian attacks, Zanik will join your party.

Interrogation of Legio Septimus
After Death confirms you've gathered your allies, use the War table to interrogate Legio Septimus. In order to do this, you must get ready to manipulate, torture, or charm your way to get enough out of him. Septimus has three stats; health, sanity and willpower. They must be decreased by using various interrogation methods to force him to speak, although if you drain his health completely he will die and you will end up having to restart the interrogation again. If you stop the interrogation, all your progress is reset and must be done again.

Note: Repeated use of threats or charms will not work if used too long; you will need to use other methods to get Septimus to speak. By allowing him to recuperate, it will restore some of his stats, although you will need to do so if you plan to torture him.

Building the battering ram
Choose two characters and help them collect rocks and logs to build the battering ram. Then go to the hotspot at the front of the bridge and build the ram.

Siege on Icthlarin's Fortress
Fight large waves of Order of Ascension and strategically place allies to fend off opposing threats.

Lead the battering ram to the first gate at Icthlarin's fortress. On the way, Nomad will taunt you and your makeshift team while Ascension members will attack the ram. If you stray too far from the ram, it will stop moving. If the ram is destroyed, you will return to the start. These Ascension members do not need 81 Slayer to kill, do not use their special abilities and even magic and melee can be used without accuracy penalties. It is still advised to use ranged or magic to clear out large mobs quickly before they can pile damage onto the ram. Once the ram reaches the outskirts of the fortress, it will smash the doors and the team will automatically move in. At this time, you have the choice to either assault the fortress head-on, or to enter via the side by going into the eastern cave and using the shortcut. The cave says Exit and takes you into the cave where you got wood and metal. Move the rock blocking the tunnel to access the shortcut. This shortcut can only be used if Legio Septimus had told you about it during the interrogation; if he did not, the shortcut is still there but the rock cannot be interacted with.

By fighting, you will need to face off a large horde of Ascension members who will try to attack the ram. The members will not spawn until the ram reaches the portcullis and will proceed even when you are in the resource room. Ascension members spawn from both the sides and behind the ram, so hold them off until the ram breaks the portcullis. One way to protect the ram is by sending Death and Icthlarin to each side of the ram and by sending the other four adventurers to the bridge.

Once the battering ram successfully batters down the door, the team automatically moves in. Zanik and Hazelmere stay behind to prevent the Ascended from getting in and interfering in the fight. You, Death, Icthlarin and Xenia proceed to find the abomination.

Fighting Nomad and Gielinor
''You start each interim fight outside the range of Gielinor's attacks. To leave, exit through the wall portal behind you. If you die during this part, your gravestone will appear just outside Death's hourglass. The quest can be continued from Death's portal in Draynor Village. If you are killed by Nomad, you will continue at whichever phase you have progressed to, with Nomad at full health. NPC deaths during the interim battles are safe, and the phase restarts immediately. After you complete the phases that require the NPCs, the player automatically resumes the fight with Nomad. Note that you cannot teleport out when fighting Nomad. If you happen to die during any Nomad phase, the player can restock on supplies. Familiars are allowed during the fights with Nomad. It might help to turn down your graphics settings for this fight, as it may cause FPS issues.''



It's time to stop the construct. You will fight Nomad in four matches, with the time between each fight leading an ally against Gielinor. To begin, run to the centre bridge to challenge Nomad. The fights with Nomad are not with safe deaths, the ones with the ally however are safe.



First combat phase
The first phase consists of fighting Nomad with 100,000 LP. In each Nomad battle, just remember to keep moving. Shadows will appear at the destination of bomb attacks. Gielinor will also use a rapid-fire magic attack that deals low but fast damage at the player's position; it will glance up at the player before using it. In addition, Nomad will say "Witness the power of Gielinor!", teleporting the player to the middle of the bridge. Gielinor will then smash its hand at your spot, dealing massive melee damage. This can be avoided by moving away from the centre of the bridge or it can be reduced through Protect/Deflect Melee, Debilitate (it must hit Nomad) or Devotion while praying the correct combat style). This attack can easily be avoided when using melee, since your character will automatically run to Nomad. Once Nomad's health is reduced to 0, you take control of Xenia.

Xenia
Xenia's responsibility is to clear the Ascended creatures at the lower floor before they realise what is going on and assist Nomad and the construct. She has three abilities, in addition to her standard magic attack:
 * You can only attack by pressing the displayed attack buttons, with cycling cooldowns.


 * Fire Blast: Hits nearby Rorarii for magic damage.
 * Shield Dome: Lowers all damage and reflects a heavy amount back to Gladii.
 * Shadow Stalk: Creates a clone of you behind a Scutarii and deals massive damage.

The arena is a square with Ascension members littering three sides of the area. To take out the members quickly and efficiently, grab a few of the members at a time, using the respective abilities in order to kill them. The Capsarii will heal their wounded members now, so get rid of their other members quickly. When Xenia attacks a Capsarii, half of the damage she inflicts on them will instead heal her. While taking out the members, Gielinor will launch red bombs near Xenia's location for 1000 damage; run out of the shaded area before it explodes. Staying further away from the centre will give you more time to avoid the red bombs.

Once all Ascension members are killed, Xenia's role ends.

Second combat phase
The second phase consists of fighting Nomad with 100,000 LP. In addition to the first phase attacks, he will now also have access to his Soul Blast attack from Nomad's Requiem.

When Nomad orders you to face his wrath, the Soul Blast projectile will follow and wound you for 7500 lifepoints of typeless damage. The damage from the projectile increases to 9000 if you allowed Nomad to take a chunk off the Stone of Jas during Dishonour Among Thieves. Resonance can block the full hit while Debilitate can reduce it by half. Alternatively, you can hide behind a wall to block the projectile.

If you choose to do the wall-method, select the wall that is closest to you. If the wall is near Nomad, and you are also near Nomad, hide behind that wall. You will not have enough time to run back to the other side and hide behind a wall.

The wall is a half-pillar that is about as tall as the player; they line the entire room. It is recommended to hide behind the wall that is closest to the entrances to bridge.

You will know when you have successfully hidden behind a wall when Nomad says "Stop hiding, worm." and teleports you to the centre of the bridge for Gielinor to attack you. As soon as you appear at the centre, run to avoid the damage, or turn on Protect from Melee or Deflect Melee to block it. Once Nomad reaches 0 health, you take control of Death.

''Note: it is possible to get hit by the projectile, if you are standing on the incorrect tile or if you moved. The correct tile is the tile that is farthest away from the entrance to the bridge.''

Death

 * You can only attack by pressing the displayed attack buttons, with cycling cooldowns.

Death's responsibility is to cripple the construct. He has three attacks:


 * Provoke - grabs the attention of the construct when standing precisely due north, west, south, or east on the platform.
 * Scythe - while near the hand, Death will tear out a spirit.
 * Spirit - Claims released spirit.

Stand directly north, west, south, and east of Gielinor to provoke the construct, then move a few spaces away. If Gielinor's fist smashes Death, it will instantly kill him and force you to start over the phase again. Once Gielinor's hand is stuck, go directly on it and use Death's scythe to tear out a spirit. Immediately claim the released spirit as Gielinor will cause the incoming area to become unstable, resulting in rubble from the floor above falling for massive, rapid damage. Once four souls have been claimed by Death, his role ends.

Third combat phase
The third phase consists of fighting Nomad with 100,000 hitpoints. In addition to the previous phase attacks, Nomad will create a clone of himself once he reaches half health. While the clone is alive, Nomad will not teleport you to the centre of the bridge nor use his Soul Blast attack. If you ran out of supplies during the first two phases and get to the clone, you can leave through the staircases on your floor, as Nomad will not drag you to the middle of the room while the clone is alive.

The health bar will disappear while the clone is active. You should try to lure or walk one of them so their attacks are disrupted and attack in scattered intervals. Stay on the bridge, as Gielinor is still capable of using its rapid-fire magic attack while you are at the sides. Failure to do so can result in it killing you unexpectedly while facing off against Nomad and his clone. If you manage to defeat Nomad first instead of the clone, the next phase begins. If not then you will still need to defeat Nomad after defeating his clone.

Once Nomad reaches 0 health, you take control of Icthlarin.

Icthlarin

 * You can only attack by pressing the displayed attack buttons, with cycling cooldowns.

Icthlarin's responsibility is to prevent spirits from being absorbed by Gielinor as it builds strength. He has two attacks:


 * Release spirits - rescues nearby spirits from Gielinor and absorbs them for personal strength
 * Shield - blocks damage from Gielinor's final attack based on the amount of spirits absorbed

Forty-nine spirits are scattered along Icthlarin's floor in groups of seven while Gielinor attempts to absorb them. Gielinor will create an absorption beam to grab nearby souls; Icthlarin can claim them by releasing the spirits. If Icthlarin is hit by Gielinor's beam, he will die and the phase will be restarted again. Run around in a counter-clockwise formation from Gielinor's beam, claiming the groups of spirits while doing so. It is advised to go along the inner area so you will have to click less tiles, especially if you are struggling against Gielinor's beam. Once all 49 spirits are absorbed by either Icthlarin or Gielinor, Gielinor will unleash a powerful attack on you. Use his shield to block and reflect his attack. If you managed to get all 49 spirits in one go, the next phase will begin automatically as all damage is reflected back at it.

Once enough damage and spirits are absorbed, Icthlarin's role ends.

Final combat phase
The final phase consists of Nomad with 100,000 LP using only quick melee attacks. Use Protect/Deflect Melee as Nomad can hit rather hard and fast during this phase. He will not use any more moves from his previous phases, but that does not mean Gielinor cannot use his. Stay on the bridge so you know when Gielinor will use his rapid-fire attack. If you struggle to defeat Nomad, Debilitate, Reflect and Devotion can reduce his attacks which stack on prayers/curses. Once Nomad reaches 0 health, both of you are teleported to the centre of the bridge where Nomad collapses. If the cutscene does not occur, click on Nomad to start it.

Aftermath
The player can choose to have either Death or Icthlarin kill Gielinor. Sliske will arrive and invite the player, along with Gielinor's killer (as he views the construct as a god). You are given an option to let Nomad live or die; regardless of your choice, Sliske will bring Nomad along with him, angering both Death and Icthlarin.

Once the dialogue is over, you may optionally speak with your allies before speaking with Death. Before leaving, Icthlarin will say that because Zanik was forcefully taken from the world due to Bandos' actions, he offers you the choice of allowing her a short reprieve as due to Zimberfizz's death as the Soul Obelisk caretaker. If you accept, Icthlarin will allow Zanik to stay in Gielinor for a few years as the caretaker of the Soul Obelisk and as Soul Wars host, while Zimberfizz's remains are removed from the site. If you refuse, his ashes remain as the Soul Wars host.

Rewards

 * 1 quest point
 * 50,000 experience Construction Lamp
 * 50,000 experience Mining Lamp
 * 50,000 experience Woodcutting Lamp
 * 50,000 experience Combat Lamp
 * Invention blueprints for soul-in-a-box and urn enhancer, both of which require level 24 Invention.

If your inventory space is full, the lamps can be claimed from your respective Soul Wars host, depending on your choice at the end of the quest.

Music unlocked

 * Battered Soul
 * Construct
 * Construction Destruction
 * Deconstruct
 * Formation
 * RAM upgrade
 * Reconstruct

Trivia

 * After completing the quest, the Adventurer's Log reads "I saved the souls of the dead and prevented the ultimate completion of Nomad's scheme."
 * There is an extra option when interrogating Legio Septimus, [Use secret ravensworn handshake] to which Legio Septimus will reply, "Yes, the thirteenth moon stands ascendant. It is the shadow glass that starts the call."
 * Loot beams will activate on the shame filled and guilt ridden keys.
 * A quick examine on the various wandering souls throughout the underworld will reveal that they are the souls of NPCs whom you have done quests for in the past.
 * The quest's concept art featured Nomad, Vanstrom Klause, Colonel Grimsson, a troll, a human, and a goblin, although none of these characters, other than Nomad, appeared in the quest.
 * When the player asks Icthlarin about the Zamorakian afterlife, Icthlarin describes it as one of betrayal and intrigue involving a throne. He then states they have a lot of fun. This may be a reference to the popular HBO series.
 * When the player asks Icthlarin about the Zarosian afterlife, Icthlarin mentions that he does not know what their afterlife is like as he has never taken a zarosian soul across the bridge. This seems odd given that Icthlarin was active during the second age and would have certainly been there while zarosians had died and the continued presence of the zarosian Bandit Camp humans.
 * Gielinor uses many of the same bomb attacks as Vorago.