Summer's End

Summer's End is the sequel to the Spirit of Summer quest, which was released on 29 July 2008 and the first quest to be released in the Wilderness. The sequel quest was released on 15 September, and continues the story of the Spirit Beast terrorising Summer and her family in the Spirit Realm.

Background

 * Wearing Jennica's ring and a Ghostspeak amulet, travel to the farm ruins located at the Wilderness, next to the Clan Wars area.
 * The ground trembles as you approach Summer. You ask what's happening, and Summer asks you to follow her.
 * When you follow her through the Spiritual portal, you arrive at a different location instead of the Spirit Realm. Erik Bonde, Summer's father, explains the Spirit Beast is getting stronger, and is breaking through the veil separating the real realm and the Spirit Realm.  He also mentions that you have arrived at this separation point, called the Void, which is now accessible as the beast has broken through the veil.

Luring the beast

 * In order to trap the beast, you have to lure it into a mine. However, the beast has familiarised itself with the previous spirits used to lure it, and new spirits are required.
 * Go back into the real realm, and bring any blue charm familiar (bring 5 to be sure). Travel north to the mine, and collapse it using your pickaxe.
 * Travel into the Spirit realm by activating Jennica's ring while standing within the Spiritual portal. Once there, travel back to the mine, and summon the blue charm familiar near the mine.
 * Lure the beast into the cave. If the beast devours your Summoning familiar, try again with another pouch.
 * As you used familiars made with gold, green and crimson charms in the previous quest, the beast is immune to any familiars made with them and must be lured into the cave using any Blue charm familiar.

Important notes

 * Warning: Don't take any items you are not willing to lose, the Spirit Beast can hit very high and very fast, and death will result in being unable to retrieve the item. A Ring of life or the Ectophial may be used here.
 * Using infinite run energy from the As a First Resort... quest is highly recommended.
 * The earth shakes when the beast is unleashing its attack. You can avoid these attacks by looking for this sign, and listening to the "whoosh" sound of the attack.  The beast's attacks are long ranged, and works like a catapult.  The attacks does not follow, but you will be damaged by the impact.  When the attack hits the ground, it will sprout more attacks, each capable of hitting in the mid-20's.
 * As the beast is weakened, the attacks will be faster, sprout more attacks, and the sprouts will travel further. When you're out of run energy, teleport away to escape certain death.
 * You can run into any of the other rooms the beast is not in (not the cave entrance) if you need to replenish your run energy or eat in peace. The beast can not attack you there.
 * When the beast moves into a new room you are free to leave the cave and restock. It is recommended that, in addition to restocking your supply of food, another visit be made to the ooglog saltwater pool at this time so that your run energy doesn't run out at a bad time.

The first room

 * When you're successful in luring the beast into the cave, a cutscene ensues. Meranek Thanatos will start explaining about using fires to distract the beast.  After years of studying the beast, he had discovered the beast has a weakness in its chest, where it stores the energy of the souls it devours.
 * Menarek says that he is willing to exploit this weakness, and in order to startle the beast, Meranek recommends that you light some fires around the beast.
 * when lighting your fires make sure the beast is only a space away or so, it is very easy to miss the window of range.you may also need to make the fires with only roots and no logs.
 * For this, you will need an axe (Rune axe or Dragon axe is recommended). Cut some Cursed willow logs from the roots growing along the walls of the room and place them in any 3 of the fire pits. You can choose to fill one first and then move on to another but since you're likely to be running around the room anyway it's quite feasible to fill 3 as you run around.  You can fill all the pits buts there's no reason to fill more than 3.  After placing 5 roots/logs in each of the 3 pyres, the pyres will be ready.  Light it with a tinderbox when the beast is close to it.  (Note: The pyres do not have to be made and lit in the same session, you can log out and the number lit will be remembered)
 * Because the beast increases the speed of his attacks after each fire is lit, it is recommended to construct three pyres completely, then go back to light them. The logs in the far north and slight northwest of the cave are close enough to gether that you can cut for a second or two then run to cut the other, all on the same screen, each time dodging the attacks of the spirit beast. Alternatively, you can cut the roots towards the east as soon as you enter. The beast cannot see you at first but he moves around so be careful.
 * And after all three are lit, the fire burns with supernatural intensity. (Note: If there is no cutscene after lighting the pyre, then your pyre had no effect, and you may have to try again.)
 * This fire is mistaken by the Spirit Beast for a soul, and as it draws near the fire, the beast gets burned. At this point, it will be attacked by Meranek.

The second room
In the 2nd room, you need to get the dark core from inside the Spirit beast trapped inside the holes 3 times. You can do this by using your spade on the soft soil when the dark core comes out. Each time, it will take longer for the dark core to come out, the attacks will be faster and have more splashes. When the dark core emerges you will get a message in the chat box telling you "the dark core has emerged from the beast" in green print. Until you get that message there's nothing to do except stay away from the beast's attacks. Holes you dig with the spade will collapse relatively quickly so it is not a good idea to dig out a lot of holes while waiting for the core. Once the core appears you have a short time to get it to follow you before it's reabsorbed into the beast. If that happens you just have to wait for the core to emerge again. At this point, circling the beast more successfully evades attacks than dodging side to side.

The final room
In the final room, you will finally kill the beast. In a cutscene, it will be explained that this room has the graves of the elders and that you must bless them at the right time so that they can hurt the beast. Each soul of the 3 elders will have a colour and a shape. The beast will charge up attacks that look same as the souls. When the beast charges, you must bless the grave of the elder whose soul matches the attack, before the attack is completed. Do this 3 times (once per each elder). The souls of the elders may or may not change graves, just watch your screen. There is an altar here if you need to recharge your prayer. Hurt the beast with each one of these attacks and it will be destroyed. After you destroy the beast, Summer will greet you telling you that her energy is feeling more powerful already. Talk to the elders to go out of the cave. Talk to them again to upgrade Jennica's ring & claim your very own Spirit shield!

''Congratulations! Quest Complete!''

Rewards

 * 1 Quest point
 * 1,500 Summoning experience
 * 5,000 Hunter experience
 * 5,000 Mining experience
 * 5,000 Woodcutting experience
 * 10,000 Prayer experience
 * 15,000 Firemaking experience
 * Ability to wield Spirit shields
 * An upgraded version of Jennica's ring which gives access to the new portals
 * Ability to fight a level 785 monster (the Corporeal beast)

New portals
NOTE: These are the same locations as in Spirit of Summer After completing this quest, all the Wilderness spiritual portals are open. New places to find: 14 Degrees 0 Minutes North by 25 Degrees 5 Minutes East
 * Weak but visible; at the Chaos Temple in level 12 Wilderness. Gives 5,000 prayer experience. Coordinates:

Coordinates: 16 Degrees 41 Minutes North by 17 Degrees 13 Minutes East
 * Weak but visible; at Summer's farm in level 27 Wilderness. Gives 5,000 farming experience.

Coordinates: 22 Degrees 56 Minutes North by 29 Degrees 9 Minutes E
 * Weak but visible; in the ruins east of the Demonic Ruins, in Level 47 Wilderness. Gives 5,000 smithing experience. (In spirit realm there is symbols on the walls of the ruins where in the real realm the walls are plain, don't know what they mean yet)

Coordinates 14 Degrees 43 Minutes North by 18 Degrees 22 Minutes East
 * Very weak and invisible; in the very center of the Dark Warriors' Fortress in level 15 Wilderness. Gives 10,000 Defence experience (a high, possibly 80+, level is required to get it, though).

Coordinates: 24 Degrees 18 Minutes North by 26 Degrees 33 Minutes East
 * Very weak and invisible; in the north of Rogues' Castle, inside the wall but outside the castle (a few steps east of the broom), in level 50 Wilderness. Gives 10,000 Thieving experience.

This last portal in the Rogues' Castle allows players to close the prison doors in the Spirit Realm thereby opening the doors in the real world and freeing the prisoner. When players talk to him, he advises them to meet him in Varrock, in the house behind the archery shop, where he will buy unenchanted jewelery for a modest price.

Note : It is possible to teleport while in the Spirit Realm even if you entered via a portal located in the wilderness of greater than level 20.

Tips

 * Using the Salt-water spring in Oo'glog provides unlimited run energy for approximately 25 minutes.
 * You can bank after each room (or even each fire, dark core or blessed grave attack as all progress is saved!)
 * The pyres can all be built up before lighting them (only 3 of the 5 pyre locations need be made).
 * It's best to use high detail mode in order to resize your window so that you can see more of the cave.

Music
Music tracks unlocked during quest:


 * Bane of Summer
 * The Vacant Abyss

Trivia

 * On the day of release, the spoiler in the Quest Help stated that The reward scroll is currently coiled up within the Dark Core...
 * At level 752, the new version of the Spirit Beast is an even higher level than its old form from Spirit of Summer.
 * On the day of release, new items (such as spirit shields and sigils) were added to the Grand Exchange, though no one could buy them yet. There are currently 6 spirit shields ("Plain", Arcane, Blessed, Divine, Elysian, Spectral), 4 sigils (Arcane, Divine, Elysian, Spectral), and the Holy elixir.
 * This quest has both the highest level monster in both Quests and all of RuneScape, as well as it being possibly the most dangerous.