The Path of Glouphrie

Starting out

 * Go to Tree Gnome Village and talk to King Bolren. There are many ways to reach the Tree Gnome Village but the fastest is to use a Spirit Tree.

Killing of King's pet

 * The king has acquired a new pet Dumpling, an evil watcher creature, but he won't believe that the creature is evil. You must prove the evil of the pet to the king. To do so, you must use an elven artefact, similar to the one in the Grand Tree, which will destroy the illusion. The king recommends to look underground for a local gnome who might keep old artefacts of elven nature.

Gnome Village Dungeon
Items: Crystal saw or small crystal seed. It is recommended to have around 10-14 free inventory spaces to make room for crystalline disks. You do not need armor or food.

Notes: No summons are allowed inside the tunnels of the Gnome Village Dungeon.


 * Leave the village by squeezing through the south-west fence and go down into the dungeon just to the east.


 * Talk to Golrie in the western part of dungeon. He will tell you to search his storeroom for "a key".


 * Go to the eastern-most room full of crates and search all the stacked crates. You'll find the key Golrie mentioned.
 * Use the key on the gate with the Hobgoblins next to Golrie.


 * Search a chest (you should receive crystalline disks). You can use the drop trick to obtain more.


 * Head back to Golrie and talk about the anti-illusion device. He will mention a tunnel on the east side.


 * Head to the Eastern part of the cave, and crawl into the tunnel on the Northern wall. (If you get the message You don't want to start crawling around in tunnels unless you know where you're going!, then you'll need to talk to Golrie in the west room first.) Also note that Summoning familiars are not allowed in here.

Monolith Puzzle

 * Once through, you will have to deal with a monolith puzzle. All you have to do is move the monoliths a specific direction(s) and search all the crates and chests that you free up.


 * First, push the first monolith North, then walk past it and search the chest to receive some crystalline disks.


 * Second, walk over to the next set of monoliths and push the South-Western monolith North, then push the North-Western monolith East. Now search the chests to receive some more crystal disks, a key, and Yewnock's notes. (You may have to search a chest more than once to get both the key and Yewnock's notes.)


 * Third, push the small monolith South and push the North-Western monolith West. Now go to the Singing bowl, and use the Crystal Saw on it. The first use will turn the saw back into a seed. Right click the Singing Bowl and choose the “sing’ option to transform the seed into the Crystal chime. Open the Mahogany chest and get the Strongroom key.


 * Fourth, push the South-Eastern monolith West and push the South-Western monolith North. Use the Strongroom key on the gate. The scene will fade out and back in with you now standing in the area with Yewnock's Anti-Illusion device and a lectern in the corner containing Bolrie's diary. (Consider reading Bolrie's diary, on the lectern. Doing so is not required, but reading each part opens three cut-scenes that provide insight to Golrie's grandfather, and unlocks the Bolrie's Diary music track.)

The Elven Machine (Yewnock's Anti-Illusion Device)
It operates on the principle of matching shapes of equal value. The value is determined by the colour of an item and the number of its sides. The machine has two operating panels. The right panel exchanges tokens. The left panel forms the puzzle that needs solving.

The value of the token or tokens you insert need to add up to the same total value of the one(s) on the right. It's like the puzzle in Eyes of Glouphrie, except instead of a being given a number you are given a token or tokens to match. Calculate the total value of the token(s) to match, and then solve as before.

Each colour of crystal has a numerical value.

The number of sides of the shape times the colour number to get actual value. For example, yellow is 3, so a yellow triangle is 3 times 3 giving a value of 9.

Note: It is unlikely that you will get the right combination of discs from the chest near Golrie so you will need to use the converter. Get 8-10 different discs by using the “drop and get some more” method. Then take them to the room with the machine and to the right of the control panel it the change machine. If you put in a large value disc you will get two or more smaller discs (clicking on the left/right arrows will change the combination). If you insert two smaller discs you can combine them into a bigger disc. The total value of the input and output will be the same.

Once you have started the machine return to the city, and kill the watcher (it has 1 lifepoint, even after the update this creature still has 1 point not 10.). Talk to King Bolren again to be sent to Gianne Jnr at the Grand Tree.

To get out, crawl through the only tunnel that you can — as you cannot pull the monoliths, there is only one way out. It will take you back to the previous cave, but on the eastern side.

Healing a Spirit Tree


Items: Crossbow, mithril grapple, Crystal chime, armor and food to fight 3 level 143 bosses.

Recommended Items prayer potions, super energy potions, Ring of duelling and Earmuffs or Masked earmuffs, or a Slayer helmet.

Optional Items: Player made Tangled toads' legs if you want to exchange it for a Mint cake, and a slayer boost if you need it.


 * Use the spirit tree to travel to the Grand Tree and talk to Gianne Jr. He is in the north-western part of the first floor. He tells you that gnomes have been trying deliver a dish to the coordinates 2 degrees 7 minutes south and 3 degrees 7 minutes west. Note: There is a bank just south of Gianne Jr. where you can get supplies on the way over.


 * The co-ordinates are behind Castle Wars. Go out the doors and then go south, then a ways west along water to get there. Alternatively you can use the Fairy Ring code BKP and head north-west from there. Use the crossbow and grapple on the tree on the island to cross to the other side. Talk to Longramble and he will tell you his findings regarding the sewer. If desired, you can use the Tangled Toad Legs on him, and he will reward you with a mint cake. Note that the mint cake does not heal any health, but restores your run energy by 100%.


 * Head north to the sewer entrance. Halfway there is a dying spirit tree by the name of Incomitatus. Talk to the tree, and Hazelmere will provide a way to heal the sick tree—the chimes. Use the chimes on tree and it will be healed, allowing you to access the dungeon.
 * At this point, the new spirit tree is available for teleporting. The ability to teleport directly between any two trees is also unlocked. You can easily use the spirit tree teleport to quickly bank at the Grand Exchange, and put the crossbow and grapple back in the bank to use the space for more food or potions.


 * Walk west into the dungeon entrance, and prepare for the boss fight.
 * Be sure to bring along your chimes into the dungeon as you cannot fight the final boss monsters without them!

The Battle



 * Once inside, players need to run a considerable distance to the end of the tunnel, all of which is a multi-combat zone. Protect from Missiles prayer is recommended, along with an energy restore potion and the mint cake from Longramble, if players gave him Tangled Toad Legs.
 * There is a caged hallway at the half-way point where players can rest if they close the door behind them. Players can also rest just before entering the final battleground.
 * The Warped tortoises are not aggressive, but the Warped terrorbirds are aggressive and use very accurate ranged attacks constantly. Earmuffs, Masked earmuffs, or a Slayer helmet reduces the maximum hit of the ranged attacks to 20, but the attacks are still very accurate.
 * All monsters in the sewer require a crystal chime be used on them before they can be attacked. When they can be attacked, their colour changes slightly. Be aware that the "vulnerability" wears off after a short time. The chime must be used again to resume fighting.
 * As of a March 2010 hidden update, however, players no longer need to make a conscious effort to play the chimes from their packs. The chimes play automatically. If the monsters are not vulnerable, attacking them causes the chimes to play.
 * The end of the tunnel is a room (containing two Warped tortoises) with a pit in the centre, connected to three rooms. Ignore the north and west rooms. Enter the east room, which contains three 143 Warped terrorbirds. Noting the below, kill them.
 * Players cannot teleport from the final room, so remain close to the entrance to facilitate quick escape. Staying close to the door also has the advantage that only a single monster attacks with melee when all 3 of them are alive.
 * All three attack with their ranged attacks or with melee. Both attacks can hit up to 210, and the ranged attacks are highly accurate. Protect from Missiles is highly recommended. Bring good food and prayer potions.
 * Multiple uses of the chime may be needed to defeat a single monster. Melee armour is a must-have for this fight. A Ring of Recoil and a poisoned Dragon dagger are very useful (poison hits through their invulnerability). If players do not have the required Slayer level to kill the terrorbirds, a wild pie can be used to boost levels to kill them. It is highly recommended in this case to bring multiple wild pies, as the player's slayer level may fall below 56 again.
 * Leaving the room in the middle of the battle resets the room, including resurrecting any terrorbirds that players had already defeated.
 * (Note: The terrorbirds wil change colour slightly when they are vulnerable, so that you know if you've used the chimes correctly).
 * After killing the three monsters, peek through the door on the other side and enjoy a long and remarkable cutscene. Players see terrorbird Guard no.72 arguing with Guard no. 21, until they detect the player and trigger the traps in the battle room. During the cutscene, do nothing. Players are trapped in the battle room and dealt multiple hits which do not do any actual damage. Don't try to escape. Wait until Hazelmere appears and helps.
 * Taking any action makes players appear outside the battle room. In that case, the battle does not need to be repeated. Re-enter the room without trying to escape and wait for Hazelmere.
 * At the end of the cutscene, players are teleported to Hazelmere's house. Talk to him to complete the quest.

Reward



 * 1 Quest point
 * 30,000 Experience
 * 20,000 Experience
 * 5,000 Experience
 * 5,000 Experience
 * Access to Poison Waste Slayer Dungeon
 * Access to a new spirit tree
 * Ability to use all the spirit trees, instead of having to return to the Tree Gnome Village as a stopping point.

Music unlocked

 * Bolrie's Diary – Read Bolrie's Diary which is attached to the lectern in Yewnock's machine room in the Gnome Village Dungeon, need to click on any chapter to unlock music,
 * Healin' Feelin' – Healing spirit tree at sewer entrance,
 * The Longramble Scramble – west of Castle Wars across river,
 * Storeroom Shuffle – Gnome Village Dungeon storeroom moving monoliths,
 * Terrorbird Tussle – Cutscene after Warped terrorbird battle,
 * Waste Defaced – Poison Waste Slayer Dungeon.

Required for completing
Completion of The Path of Glouphrie is required for the following:
 * While Guthix Sleeps
 * The Prisoner of Glouphrie

Trivia
he replies with "I don't think you understand the gravity of the situation"
 * On the day of release, if you clicked to see the rewards of the quest it said: Quest spoilers will not be released until we can convince Hazelmere to give them up. Please try again tomorrow.
 * When speaking with Longramble for the 1st time your character will start by saying: "Mr Longramble, I presume?" This is a reference to what H. M. Stanley (a journalist) said to David Livingstone (a lost white Englishman, in the middle of the African jungles of Tanzania, where all other humans where black): "Dr. Livingstone, I presume?". The presumption would be more than obvious, and the calm greeting is typically 'English', because Livingstone was missing without a trace.Bolrie_poster.png
 * The Bolrie poster in the cutscene from the diary is a parody of the United States' 'Uncle Sam' war poster.
 * Gianne Jr. mentions that he couldn't find the coordinates of the delivery to Longramble the explorer on Doogle Maps (since his maps are written on dried doogle leaves). This is a reference to Google Maps.
 * If you examine Yewnock, it will say, "Can he build it? Yes he can!" This is a reference to the children's TV show, Bob the Builder.
 * Upon the completion of this quest, one's Adventurer's Log will read: "Proof of the lost city of Arposandra has been discovered! Glouphrie’s threats aren’t over!"
 * When you speak with Longramble you mention a "Magic force that holds us all down"
 * Even if you are wearing a slayer helmet or masked earmuffs you will still be affected by the gas in the final room of the poison waste dungeon.
 * When talking to the sick Tree Spirit about Hazelmere, Hazelmere will say that the player is disturbing him in his contemplations, where he had a vision that might save his life in the future. It might well be that Hazelmere is referring to the something that might happen in While Guthix Sleeps.

Hazelmere's vision
''This page contains spoilers from While Guthix Sleeps. If you do not want the spoilers to be revealed to you, do not read further.'' At the end of the quest, Hazelmere mentions a vision of the future, when eight will venture out to fight "The Mahjarrat Deceiver", but only two will return, one being a warrior and the other a slayer. He also predicts you to be wearing robes of gold and autumn colours, showing loyalty to an order of evil but not belonging to it. This was indeed a vision of what would happen in While Guthix Sleeps. In the quest, the player gathers eight people (including Hazelmere) to fight Lucien and only two do return: Harrallak Menarous the warrior and Mazchna the slayer master. You also wear Dagon'hai robes, which are coloured gold and autumn. The Dagon'hai is an evil order, and you only wear the robes as a disguise.