Legacy of Seergaze

''This quest is part of the Myreque quest series. For the complete storyline, click here.''

Walkthrough
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At Paterdomus



 * Talk to the Mercenary Adventurer at the Burgh de Rott Ramble start point, east of Paterdomus. He asks if the player can take him to Burgh de Rott. Before leaving, though, he makes a comment about some strange characters he has seen.


 * Question him about the characters. He advises talking to Drezel.


 * Go down the trapdoor to the mausoleum and talk to the monk. Drezel hasn't noticed anything suspicious about the temple, due to the fact that he has been too busy restoring the mausoleum. During the restoration process, he has discovered a secret room, a columbarium (burial chamber). He asks that the player searches both the burial chamber and the outside of the temple.


 * Searching the columbarium is optional.
 * Go west from the monk through the gate. There is a new stairway on the north wall of the main hall.
 * Go down the stairs to the columbarium.
 * Search a broken wall storage unit just east from the stairs. There is a shiny object inside that appears to sparkle. Upon closer examination, the object seems to be a Blood talisman, but a key is required to open the storage unit.


 * Exit the mausoleum to the west and enter the upper temple. Go up the stairs to the first floor, then up the ladder to the second floor. A cutscene of the suspicious characters plays.


 * Players must fight two level 80 guards, Fistandantilus and Zaromark Sliver. The guards can use Protection prayers and all combat styles. Players must fight using multiple combat styles to work around the guards' prayers. Ranged and melee are recommended. Note: You can kill them with a single combat style using Diamond bolts (e).
 * It is possible to leave and return, but players must kill the guards to proceed past this point. Since the guards don't use prayer at first, players have an opportunity to use whatever special attacks are available to them.
 * Not all three attack styles are needed on the part of the player, but only two of them. Players may start with their first attack style and switch styles when the guards pray to protect from it. When they begin praying against that, switch back to the first attack style, and so on.
 * Poisoning the guards is recommended. If poisoned, they yell, "Gack! Poison!"
 * The special effect of a full Verac armour, the Dragon scimitar special attack and the Ancient mace special attack are ineffective against both guards. However, the mace does restore prayer points equal to damage that would have been dealt if they didn't pray. It seems Zanik's crossbow and Korasi's Sword special attacks deals extra damage against them. (Needs more testing.)
 * The guards do not do much damage or hit often for their level, but due to their ability to change attack styles to hit around prayer, they are more difficult than they may seem at first. Players should always bring food and not rely on prayer for survival.


 * Search the "crude table" in the northwest alcove for clues to find a torn book page and a glove.


 * Return to Drezel. He tells players to escort the Mercenary Adventurer to Burgh de Rott. This escort is the same as any Burgh De Rott trip.
 * Refer to Temple Trekking for details. Bring Druid pouches and a silver weapon. The best silver weapons at this time are Darklight for melee and Silver bolts for ranged
 * If players are disinclined to engage in extra combat, they may simply take the easy route and run from all combat.
 * Players may not bring a summoning pouch or a follower on this trip.

The Myreque's Task



 * The adventurer reveals himself to be a fellow Myreque member, and the person you helped, Ivan Strom.


 * Follow him back to the Myreque base under the old inn and talk to Veliaf Hurtz. Tell him about the plans to take out the Guthixian Edicts. Afterwards, ask him about the next job, at which point he gives the player a crate destined for Safalaan who needs provisions. Veliaf also mentions a new weapon meant to take out the Vyrewatch.


 * Go to the boat to the southeast and take it to Meiyerditch.


 * Go to Safalaan in the Myreque base. Refer to the Meiyerditch shortcut guide for help.
 * However, there is a faster way: get caught by the Vyrewatch.
 * Get noticed by a Vyrewatch.
 * When presented with a choice, choose to work in the mines.
 * If necessary, ask for a pickaxe from a miner within the mines.
 * Mine 15 ores, fill the cart, and leave the mines.
 * Walk very far south to three houses cropped together with a larger house in the middle flanked by two smaller houses.
 * Walk through the house in the north to get to the house with ladder.
 * Go up ladder, jump east to the floorboards, and go down stairs.
 * Go slightly to the east, then south, and push the wall.
 * Press the sickle on the wall, open the rug, and climb down the trapdoor.


 * Talk to Safalaan. He tells the player to talk to fellow member, Flaygian Screwte. (Flaygian is in the same room).


 * Talk to Flaygian. Ask him about the research he's doing. He tells players that the book of Haemalchemy (found in Darkness of Hallowvale) hints that the vyrewatch have a "sixth sense." They can predict a person's moves, easily evading them. The best way to beat them is to create a new, completely unpredictable weapon.


 * Players should ask him if they can help. He tells them to talk to the local fighters.

In Search of the Weapon



 * Talk to Andiess Juip or Kael Forshaw. They advise players to use a flail, described in a book about the weaponry.


 * Search the middle bunk bed on the north wall of the eastern room and you'll find a book. Read it, then give it Flaygian. He is annoyed by the fact that he would need to read a whole book, so he asks which part he needs to read instead.


 * Answer with the page number where the book begins to describe flails. This number is different for each player. He reads it, then tells players of a furnace he wants them to investigate. He provides a hammer and ten nails to construct a makeshift ladder.


 * Exit the base and head to the northernmost part of Meiyerditch. Look for a house with the "mass of debris" (see the picture at the right).(Due east of the mine exit or north of the lab) This is the house with the furnace, but the door is locked.


 * Enter the house directly south. Use the hammer on the centre post and you will construct a climbeable wooden post with the nails you received. Climb up the post.


 * Jump across the floorboards to the east, then to the north. Jump west through the damaged wall, which caves in.


 * Climb up the ladder. Search the trough to see the furnace below. Take the pickaxe (unless you brought your own), tinderbox, and coal from the coal barrel.


 * Go to the bottom floor and use the pickaxe on the mass of debris. Once the furnace is clear, use the coal on the furnace and light it with the tinderbox. Do not drop the tinderbox unless you have another because it is used again later in the quest.


 * Return to Flaygian. He tells players to make the flail.


 * In the same room as Flaygian, take two silver and two mithril bars from the barrel on the northern wall. Take a blessed sickle from the shelf on the south-western wall. Go to the room to the east of the entrance ladder and search the crate for a chain link mould.


 * Go back to the furnace.
 * The game considers the obstacle to be the wall, not the gap between floorboards. Players must right-click on the bottom edge or side edge of the opening, not the floorboards, to "jump through destroyed wall."
 * Use one of each bar to make the Silvthril chain.
 * There is one spare bar of each type. Although it is not required for the quest, players may make another chain if they want to get a start on making a second flail.


 * Return to Flaygian. Talk to him, then use the blessed sickle on him. He takes the chain and sickle, then tells players to talk to Safalaan.

Return to the Lab

 * Safalaan introduces the player to Andiess Juip and Kael Forshaw. He then asks the player to meet them at the laboratory and to help them search it.
 * Take a saw from the tool rack on the west wall before departing for the lab, then proceed to the laboratory, which is south-east of the furnace.
 * Recall from Darkness of Hallowvale that the laboratory is downstairs from the building with the slashed tapestry. Players must "walk through" the tapestry.


 * Upon entering the laboratory, a short cutscene plays, where you see Safalaan, Andriess, and Kael dead.


 * Examine the bodies of Safalaan, Andiess Juip, and Kael Forshaw lying next to the broken rune case just west of the staircase. You realise that they aren't actually dead.


 * Use the saw on the western side of the door to the south-west to make a hole in it (which gives 200 construction exp). Another cutscene plays.


 * Go down the long and winding tunnel beyond the door to a chamber with Skeletal hands (Level 80) and Mutated bloodvelds (Level 146). The skeletal hands are aggressive, unlike those in the Slayer Tower. The Mutated bloodvelds are also aggressive and have a magical melee attack.


 * Go through another long passage to the north-west to reach a large room.

Vyrewatch and The Ivandis Flail



 * Enter the room to see a cutscene with Safalaan and the bodyguards. Afterward, Safalaan tells the player to search the rocks in the northern part of the cavern.


 * First search the corpse next to the large rocks to receive a few runes (including enough for Enchant Level 2 Jewellery).


 * When you search the rocks, they will feel familiar somehow. Report that to Safalaan.


 * A cutscene plays in which Vyrewatch attack Safalaan and the bodyguards. Do not attempt to help them even though they appear to be losing. Saflaan will then tap into some sort of power, scaring off the Vyrewatches. Eventually Safalaan and the player return to the Myreque base.


 * Talk to Safalaan. He wants to keep what happened quiet. He gives the player the materials for the Ivandis flail: the chain, the sickle, the Rod of Ivandis, and a cut emerald.


 * Get a chisel from the tool rack. Follow these steps carefully, as you cannot get some items back from Safalaan! Use the emerald on the sickle. Then, use Level-2 Enchant the emerald sickle. Afterward, use the chain on the enchanted emerald sickle or the Rod of Ivandis to create the Ivandis flail.
 * Players can return to the caverns to search the corpse if they still need the runes.


 * Talk to Safalaan. Safalaan tells the player to test the new flail by killing a Vyrewatch.
 * The Vyrewatch are strong (up to Level 140), but their attacks are very inaccurate, so protection prayers and food is advised, but probably not needed for those with combat level 85 or above.
 * The first fight with the Ivandis flail is somewhat slow, so a few prayer potions may be useful.


 * Go outside and kill a Vyrewatch. Be careful, it IS possible to be tithed as you fight. When it dies, it drops a Vyre corpse. Take it and return to Safalaan. He then orders the player to return to Veliaf in Burgh de Rott.
 * Make sure that you kill it within the Meiyerditch area, since if you kill one in Burgh de Rott, it will not count and you won't get the corpse.

Back to the Columbarium



 * Return to Burgh de Rott and tell Veliaf the good news (it is advised to just teleport out and then return by any means). He advises players to go to Drezel to find a way to dispose of the corpse.
 * Get Teak pyre logs (or higher, like Maple pyre logs) and tinderbox at the bank before leaving the area.


 * Return to Drezel at the Paterdomus temple. He examines the corpse and is surprised that there's a tormented soul in the body. The player remembers something similar (Shades of Mort'ton), but can't quite pin it down. He suggests going to the columbarium (just out the door to the north) to meditate.


 * Go to the columbarium. Use the pyre logs on a funeral pyre, followed by the corpse, then light it. Players get an Ornate tomb key.
 * If you leave the logs on a funeral pyre for too long without adding the corpse, they disappear, so don't delay. Any logs or corpses placed on the pyre, but not lit, cannot be picked up again and disappear upon exiting the columbarium. Players who place the corpse on the pyre, but forget a tinderbox, need to kill another vyrewatch and return with its corpse, more pyre logs, and a tinderbox.


 * Go to the locker with the Blood talisman optionally noticed earlier. It's in the unit east of the ladder. Players notice something shining when they come across it (now, if they didn't before).


 * Search it to open the storage and to get the object. The key vanishes, but players obtain the Blood talisman. Drezel comes in to congratulate and bless the player, then leaves.


 * Go back upstairs and ask him what to do now. Drezel advises going back to Veliaf.


 * Return to Burgh de Rott and tell Veliaf what happened at Paterdomus.

'''Congratulations. Quest complete!'''

Reward



 * 2 Quest points
 * 3,000 Experience
 * 2,000 Experience
 * 4,000 Experience
 * 2,000 Experience
 * 1,000 Experience
 * 2,000 Experience
 * Tome of xp 2nd ed, a tome of experience with three chapters, giving 2,500 xp each (the skills chosen must be at least Level 35)
 * Ivandis flail
 * Blood talisman
 * Ability to craft Blood runes at the Blood altar with 77 Runecrafting
 * Access to Meiyerditch Dungeon including Skeletal hands, Zombie hands, Bloodvelds and Mutated bloodvelds, as well as a shortcut to the original Myreque Hideout tunnels.
 * Access to a furnace in Meiyerditch.
 * Access to the columbarium beneath Paterdomus and the ability to cremate the Vyre corpse for rewards.
 * Access to Vyrewatch event in Temple Trekking

Music unlocked

 * Conspiracy: Part 1 - during the Paterdomus temple cut scene
 * Conspiracy: Part 2 - during the same cut scene
 * The Terrible Tunnels - in the Meiyerditch secret laboratory
 * The Terrible Caverns - in the long tunnel before entering Mutated Bloodveld's lair
 * The Columbarium - during burning the Vyre corpse

Required for Completing

 * The Branches of Darkmeyer

Tips

 * Lower-levelled players should kill the level 110 Vyrewatch near the furnace or one of the two along the south shore of Meiyerditch.
 * Sometimes when fighting one of the Vyrewatch, it 'takes an interest' in the player. It stops attacking and tells the player the usual options for dealing with a vyre. Do not select the option to give a blood tithe. Doing so allows it to do its usual 10% hit, then it disappears, only to reappear fully healed. Players must choose the option to fight it. In the intervening time, it heals a small bit.

Trivia

 * On the first day of release if players clicked to see the spoilers they received the message: The reward scroll is currently covered in horrific bloodstains, so it's quite illegible. We should have a replacement ready tomorrow.
 * When you first discover the blood talisman, your character will say, "Blimey! A Blood talisman!"
 * On the first day of release, when you right click on the smoke that the furnace in Meiyerditch is creating when you fixed it, it would say null.
 * The music played when Safalaan scares you is the opening to Surok's Theme.
 * The picture for the quest on the Knowledge Base article was animated until the website update.
 * After fighting Fistandantilus and Zaromark Sliver at Paterdomus, Zaromark Sliver will teleport away with the new teleport animation just like the rest of the people in the room, but Fistandantilus's teleport has the old teleport animation, with a shrinking purple ball of magic imploding towards his chest.
 * There is a small misspelling after you bring the book page and glove to Drezel and he tells you to escort the Mercenary Adventurer. You get the option to say you have 'forgetten where Veliaf is!'.
 * Kael Forshaw has a beard if you look at him in the game but he doesn't have one on his chat-head.
 * If you view the unlock hint of The Columbarium song, it reads "This track has been unlocked at Myreque Part IV" rather than the actual name, Legacy of Seergaze. This has been fixed.
 * When talking to Veliaf about Safalaan using his power, you make a reference to Monty Python and The Holy Grail, specifically the "Brave Sir Robin" song.
 * The name of this quest is derived from the name of Ivandis Seergaze, from whom the plans for the Ivandis Flail is taken. By killing a Vyrewatch, you continue the "Legacy of Seergaze" (the legacy being his flail).
 * When Safalaan is using his power he will be wearing the clothes from before an update after he is done using it his clothes change back.
 * When Safalaan scares you, or destroys the vyrewatch, he temporarily goes back to his old look, then turns back into the new version of him, which was released after Branches of Darkmeyer.

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