A Clockwork Syringe

A Clockwork Syringe is a master quest released on 28 March 2011. The quest continues upon the pirate questline and is the 174th quest released into the game. It is also the first quest to feature Dungeoneering.

Starting out
Go to your player-owned house portal, and attempt to enter your house. When you do so, Postie Pete will appear saying that he has delivered a package to your house and has stuck a note in the portal. Choose the "A Clockwork Syringe" option from your portal to retrieve the note. The note opens an interface to begin the quest. Once you have started the quest, select the "A Clockwork Syringe" option once more to inspect the package that was delivered to your player-owned house.

Note: The package contains a level 188 Barrelchest Mk II which uses melee and ranged attacks in addition to draining the Constitution skill level. Do not investigate the package unless you are prepared for combat with this foe.

Dealing with the delivery
The Barrelchest Mk II uses melee and Ranged attacks, mainly using melee attacks. If using protection or deflect prayers, it will mainly use the opposite attack style from the one being protected from. Every so often, the barrelchest will use a special attack that knocks you backwards and destroys surrounding areas of your house. This attack will additionally drain your constitution, lowering the maximum number of life points to which you can heal. A super restore potion may be used to replenish the drained levels.

Using a long-distance weapon along with Protect from Missiles or Deflect Missiles can prevent a majority of damage as players may then hide behind walls of their house when attacking the barrelchest. Additionally, although the barrelchest can break down walls when it uses its special attack, it cannot break undecorated walls. This method may be effectively employed using Ranged, Magic, or melee with a halberd.

Note: Players who are killed by the barrelchest will appear immediately outside of their house portal without having lost any items.



Once the barrelchest has been defeated, an estate agent will appear and inform you of the repairs that have been done to your house. He remarks that the repairs were covered by insurance as acts of zombo-mechanical piracy were added to the insurance policy to make the list of covered circumstances seem more appealing.

After the estate agent has left, speak to the zombie head; all that remains of the original barrelchest. The head will refuse to divulge any information, so you must torture it until its stress level reaches a certain threshold. Use all five options when they are available, and the zombie's stress level will soon reach its maximum. The head will explain that he was sent by Rabid Jack to destroy you and that an army of more barrelchests are currently being built to launch a destructive wave on Mos Le'Harmless.

When the zombie head refuses to reveal any more information, take the head with you to Bill Teach and inform him of the turn of events.

Warning Bill Teach
Travel to Port Phasmatys and speak to Bill Teach in The Green Ghost or aboard his ship. Port Phasmatys may be quickly reached using an ectophial or using the fairy ring code A-L-Q. Players who do not have access to either method of transportation may charter a ship to the dock. Bill will tell you that something this important must be spoken of only in utmost privacy. He will direct you to Harpoon Joe's House of 'Rum' in Mos Le'Harmless.

Required items: Zombie head

Take Bill's ship from the dock in Port Phasmatys to Mos Le'Harmless and head to Harpoon Joe's pub, just across from the bank. Sit in the chair in the corner of the room and ask Joe for a "Long Drop". When he asks if you're sure, tell him "Aye, drop me.", and he will drop you.



Bill Teach will be waiting for you in the basement of the pub. Talk to him and explain what happened in your player-owned house. When he asks for evidence, place the zombie head on the table. After a short discussion, he will hand you a teleport scroll and ask you to retrieve a twiblik night special from Captain Braindeath on Braindeath Island.

Recommended items: Combat gear, food, prayer potions, antipoison, emergency teleport

Exit the basement of the pub and use the teleport scroll's option to travel to Braindeath Island after preparing for combat. Note however that you will not be allowed to summon familiars or equip items to your helmet and neck slots for the next portion of the quest.

After arriving on Braindeath Island, speak to Captain Braindeath and ask him for the twiblik night special. He will ruefully inform you that had several of his workers not recently gone missing, he would happily hand one over to you. Offer to find out what became of them, and he will suggest you look near the dungeon entrance near the volcano. As the dungeon is submerged, Captain Braindeath will give you a diving apparatus and a fishbowl helmet if you do not have one with you.

Finding the workers
Note: If you die while in this dungeon, your grave will appear outside the dungeon.

With a diving aparatus and fishbowl helmet, head west then north past 50% Luke towards the volcano until you reach what appears to be an entrance to a resource dungeon. The dungeon itself is a multi-combat area, and the monsters inside the dungeon attack using melee and Ranged and hit harder and more accurately than other monsters of similar levels. It may be advised to use Protect from Missiles in addition to a high melee defence bonus or Protect from Melee with a high ranged defence bonus.

Make sure you have the diving apparatus and fishbowl helmet equipped and enter the dungeon. The general malpractitioners attack using a poisonous Ranged attack and the 'rum'-pumped crabs use an accurate melee attack. The 'rum'-pumped crabs can be trapped behind various pillars, while the level 65 general malpractitioners range from quite a distance, throwing what appear to be exploding syringes, even through walls. The general malpractitioners also repeatedly say "Taste some 'rum', little crab!" as they are ranging. The targeted crab receives an accuracy boosted as well as an increase in attack speed. It is recommended that you kill the general malpractitioners first when clearing the rooms.

The dungeon has three possible paths, each of which ends in a room with a door lockable from the inside. Head down each path and close the door to prevent further monsters from venturing inside. Kill any general malpractitioners in the room, if any, as they will interfere with your investigation of the workers. Once the general malpractitioners have been dealt with, the 'rum'-pumped crabs may be trapped behind obstacles. If you are unable to trap the crabs, quickly dispose of them and investigate the worker's body to discover his name.

Go down all three paths and investigate each body to find the three workers' names (you can not get the name if you are under attack, so bring a good weapon). Once you have discovered the name of the last worker, head back to Captain Braindeath with the news. Before the captain hands over the twiblik night special, he will force you to take a rigorous oath. After taking the oath, he will hand over the special, telling you that Bill Teach has the key to open it.

With the twiblik night special in hand, teleport back to Mos Le'Harmless with the teleport scroll and head back to the basement in Joe's pub.

Getting into Bloodsplatter Isle


The difficult combat is done and the next phase of the quest involves delivering the Twiblik Night Special to Bill in the basement. Teleport using the scroll to Mos Le'Harmless and talk to Bill. He uses an amusing set of items to get the zombie head to tell you where the barrelchests are being built. Return south to Bill's ship the adventurous, talk-to him, and use the "A Clockwork Syringe" option to begin your travel.

Speak to Bill and after some short dialogue barrelchests fire cannons at you, and so you are forced to find a way to the island yourself by building a Cannonball barrel-boat to launch you there.

After talking with Bill, he will tell you go to the lower parts of the ship to make the barrel boat. You need to go down the ladders to the hull of the ship. There pick up the hammer and tinder box, and open and search both the repair locker and gun locker. Take a barrel from the barrel stack, as well as some gunpowder (at least 3) from the gunpowder barrel.

Next, use the gunpowder on the chain to flash-heat it. Then smith the chain and cannonball on the anvil. Then use your chain-with-cannonball on the barrel. Your cannonball-barrel boat is ready.

Go back up the ladder to the main deck. Look on your mini map for the cannon closest to the arrow. It requires two gunpowders to fire you with your cannon-barrel boat. Now 'Take-The-Ride Cannon' to Bloodsplatter Isle.

Investigating Bloodsplatter Isle
When you arrive, investigate the Perch Rock. The seagull (Baron von Hattenkrapper) from Rocking Out will appear and will forgive you for what you did to it during Rocking Out. It wants to work with you to destroy the barrelchests, so that the seagull can freely roam around the Isle. You must use your Summoning skill to steer him around while dropping cannonballs on the barrelchest-MKs.(keep your camera to the north to make this part easier).

When you have killed them all, a cutscene occurs. Leave the Isle and swim to Bill Teach on his ship, and update him on the fate of the barrelchests on the Isle.

Ask Bill to take you back to Bloodsplatter Isle. You arrive at a dock, from which you can enter the factory compound. Run in north-east (north of the locked door), collect a surgical mask, roll of bandage, bundle of parts (barrelchest part), including a few gunpowders and barrels if you like, and then approach the yellow dots to get caught and jailed.

Escape your cell and return to Bill by using the signalling point at the end of the dock you arrived at.

He will help you construct a barrelchest disguise, with which you can investigate and sabotage the operations, gathering evidence as you go. When you have the disguise, have Bill send you back to the island. Enter the compound and wear the barrelchest disguise.

Collecting Evidence
There is a notice board within each of the 5 rooms from which the player must collect letters to complete the evidence file. In order to get the letters, the player must do various activities to distract or kill the guards in each room. You may be attacked by Grimterms, so bring some good food (Enhanced Excalibur is not helpful here).

Letter One: This is in the south-west room, the player must first subdue the Dis-orderly by sabotaging the gas canister to the south of the room. Once the laughing gas fills the room, 'tell-joke' to each of them and then brutalise each of them. After all the 3 Dis-orderly are dead, investigate the notice board.

Letter Two: Stun each of the grimterns in the western-most room by using the cannon (right click option), then dispose of them one by one. The player can also take on all three of them at once. Investigate the notice board after killing them.

Letter Three: Simply talk to one of the drunkards lying on the bed in the north-west room to find they are extremely drunk, then investigate the notice board.

Letter Four: Loosen each of the three undead arms found in the north-eastern room, and then exit the room. After the short cutscene investigate the notice board.

Letter Five: Return to the ship and collect three barrels and three gun powder in human form. Use the gunpowder on each of the three barrels, then wear the disguise again and head to the south-eastern room. The attendead will ask the player to help finish the barrel chests. Do so by using the gun powder filled barrels and sabotage them. Destroy any one of the barrelchests, exploding the remaining ones and killing the attendead. Now investigate the notice board.

After collecting all letters, return back to Bill by signalling him from the dock.

Destroying the Factory Construction Line
Talk to Bill Teach onboard his ship. After taking the barrelchest disguise from you, he hands you a stash of mini powder kegs (Bundle o' kegs). Now ask him to return you to Bloodsplatter Isle so that you can complete the task of destroying the factory construction line. Head to the eastern-most room (the room with the red line). Pull the lever to activate the three conveyor belts, and use the Bundle o' kegs on them continuously until each of the conveyor belts explode. Occasionally, a zombie pirate will climb onto the conveyors and approach you; if it reaches the end of the conveyor it will jump off and initiate combat. This can be prevented by sending a keg down the conveyor while the zombie pirate is still on it; this kills it instantly.

Battle at Sea
'''Note: This is completely safe. There is no need to prepare for a fight. If your zomboat is sunk, you will reappear on the dock with a new zomboat.'''

After all of the three conveyor belts have exploded, Mi-Gor and Mechanical Murphy attempt to escape. Climb over the destroyed wall between the conveyor lines, and head east through the door opening to the docks. Descend the ladder, and a cutscene will appear.

Board the unoccupied zomboat to chase your enemies, the two bad guys (5 hits to sink) and three other zomboats (2 hits to sink). Shoot at the enemy boats by using the available interface, or by using a right-click option on the enemy boat. Try to attack them one on one, backing off to recover and repair damage when necessary. Enemy boats can not repair damage.

After all hostile boats are sunk, you will return to Bill's boat and sail back to Mos Le'Harmless. Go back to Joe's Pub basement to finish the quest. Bill Teach is waiting there and after you have spoken to him, the quest is finished.

Rewards

 * 1 Quest point
 * 19,000 Defence experience
 * 18,000 Smithing experience
 * 18,000 Thieving experience
 * 15,000 Summoning experience
 * 11,250 Construction experience
 * 11,000 Slayer experience
 * 5,000 Dungeoneering experience
 * Ability to enter the 'Rum'geon and kill the 'Rum'-pumped crabs for the Brackish Blade.
 * A scroll allowing quick transport between Mos Le'Harmless and Braindeath Island.

Music unlocked

 * The Factory Floor

Trivia

 * The title is a reference to the 1962 dystopian novella A Clockwork Orange by Anthony Burgess.
 * On the day of release, the spoilers read, "The developer won't spill the beans on the quest rewards. We've sworn 'The Oath' and will make him crack within the day. This isn't going to be pretty...".
 * Upon completion of the quest, your Adventurer's log reads: "I prevailed over Rabid Jack's minions in their most recent dastardly plot to destroy the world with Zombio-mechanical weaponry." When the quest was just released, the log stated 'pot' instead of 'plot'. This has since been fixed.
 * There is a reference to the Harry Potter series, as when you say out Rabid Jack's name, Braindeath advises you to stop calling out the name aloud, and call him You-Know-Who instead, similar to Voldemort. Bill Teach also advises this.
 * The zombie minions in the factory have names which refer to various stages in medical training and other hospital personnel, "Disorderlies", "General Malpractitioners", "Grimterns", and "Resideads" instead of Orderly, General Practitioner, Intern and Resident, respectively. The zombies that crawl onto the conveyor belts are called "Sado-machinists", a reference to sadomasochism.
 * When you destroy the conveyor belts in the factory, the examine text reads "You were only supposed to blow the doors off". This is a reference to The Italian Job.
 * There is a bug with this quest, in which some players can enter the house using the quest's option outside the portal, and will then have the zombie head instantly in their inventory without having to fight the Barrelchest Mk II monster, thus skipping the boss. This is possible without even having completed the prerequesite quests. Your character then explains about needing to warn Bill Teach, even if they've never met him.
 * When you destroy the Barrelchests on Bloodsplatter Island they sustain 1337 damage and are destroyed. This is a reference to 'leetspeak'.
 * During the quest is the first time Postie Pete is seen actually making a delivery.
 * The Oath requires you to say "What happens at sea, stays at sea" referencing the common adage, "What happens in Vegas, stays in Vegas"
 * At the factory, symbols that resemble the Umbrella Corporation's logo from the Resident Evil Series are on the tables with the zombies as well as some of the carts.
 * If you use a lock pick on the Twiblik Night Special before giving it to bill teach you will get a message that says you open it and take to the Twiblik Night Special and a note saying not to try this again and your character ask how did that even happen, wondering how capt'n Braindeath got the message in the locked container between when you make the oath and when he gives you the container.