The Curse of Arrav

Mining the Tunnel


Items required for this section:
 * Pickaxe,
 * Climbing boots (If you cannot use Trollheim teleport (after Eadgar's Ruse)),
 * Food/Armour for fighting a level 180 NPC
 * Seven empty inventory spaces.



To start, talk to Ali the Wise in his house in north-western Nardah. After talking with him, your character learns of a tunnel on Trollweiss Mountain. Using the Trollheim teleport or your other mode of transportation, go to Trollheim mountain. Make your way off the mountain and go North-West along the path until a path breaks off North.

Wind your way north through the tunnel, running past the Level 122 Ice trolls until you see an exit in the north-west corner of the tunnel. Go through it. You will appear on the plateau of Trollweiss Mountain surrounded by Ice wolves and the gnomish explorer Brambickle. Head directly east to another cave and go inside. You will appear in a series of tunnels called "Lamistard's Tunnels". Make your way through the tunnel, clearing the rubble as you go. Each piece of rubble can only be mined once from each side. Make your way to the room in the East of the cave. There are four tablets on the ground which you will need to pick up along the way called the stone tablet, granite tablet, slate tablet and shale tablet. It is recommended to bank the tablets at the next convenient point so you can give them to Ali the Wise after the quest.

Once you make in to the basement, search the eastern bookcase closest to the ladder to get Zemouregal's notes (A-J) about the Mahjarrat, and head up the stairs.

You will appear in a castle with Arrav nearby. Speak to him, but he can't control his mind, so he starts to attack you. He has a combat level of 180 and attacks with Melee, so Protect from Melee is suggested. You will deliver a few blows, with him talking in between each. When Arrav has 50% of his health remained, he will temporarily regain some control over his body and he tell you to search the flame tapestry in the southern room. Zemouregal will then call him and he will be teleported away. Head to the room directly south of where you currently are and search the tapestry on the western wall with the candles next to it. You must have 2 free inventory spaces to do this. You will receive a Base key and the base security plans. You can now teleport out of the castle.

Preparing the Jar
Items required for this section:
 * Sacred oil (1)
 * 3 Dwellberries
 * Ring of Life

Return to Ali the Wise in northern Nardah. Show him the base plans and see a cutscene of Ali explaining all the traps in the base and a walkthrough where to go. From Ali the Wises house, head North-East to the pyramid, Uzer Mastaba just south of the Ruins of Uzer, to speak to the Pharaoh Queen from Missing My Mummy. Go through the pyramid the same way you did in Missing My Mummy until you reach the Pharaoh Queen's tomb. Talk to the pharaoh Queen and she will tell you how to make a jar to preserve Arrav's heart and give you an Empty canopic jar. The jar now has to be filled with some Sacred oil, three dwellberries and a ring of life in that order. Be careful when adding the dwellberries because their default left-click option is eat. The canopic jar becomes an Oil in a canopic jar, Oil and berries in a jar and a Full canopic jar when each item is added.

Once completed, return to Ali the Wise with a Full canopic jar. He will recommend that before you enter the base you wear insulation to stop electric shocks, have a form of surveillance and a grappling hook and a crossbow.

Saving Arrav's Heart
Items required for this section:
 * Insulated boots
 * A summoning pouch with Remote View (a Macaw pouch or a Ravenous locust)
 * Mithril crossbow or better
 * Mithril grapple
 * Full canopic jar
 * Base key

Go to the Chaos temple in the level 12 wilderness just north of Varrock, go down the trap door into Zemouregal's base. While dodging the Armoured zombies, follow the tunnel around, going through two doors until you reach a third metal door. With the base key obtained earlier from behind the tapestry, this door will now open. Go east, to the small side room with the range symbol. Don't walk into the human detection spells because they will trigger and send you back to the entrance. Equip the Insulated boots and enter the pipe on the south side of the room. With the boots equipped, the sewers are completely safe. If the boots are not equipped or taken off anywhere in the sewers, your character will be sent back to the entrance of the sewer and hit for around 15 damage.

Walk until you reach the end of the sewers, where you will see a Killerwatt in a cage and another pipe. Try to enter the pipe and you will get a message saying that you should try using remote view. Summon a macaw or Ravenous locust, stand in front of the pipe and interact with the summoning familiar to access remote view. A cutscene will occur where you wait for the Zombies to leave then enter the pipe (Click continue and zombies will move). Run into the room to the south of you and search the tables for decoder strips and Notes (k-z). Pick the lock on the chest on the south wall of that room for the Code key (This is the part where if needed, use thieving boost). Then, read your pass key and make a note of the four-letter code. With the decoder strips, go back north to the big door and interact with the keypad next to the locked door.

Note: If you don't do within 5 minutes, the zombies guards will come back and kick you out the room.

Select strip #1 by clicking on it and use the arrows at the top right of the screen to put strip #1 over the line indicated by the first letter of the code key. Enter the number shown in the hole of the strip. Repeat this for the other three strips and their respective pass code letter. For example, if your pass code is ABCD then you would place the decoder strip #1 over the A, and the remaining number will be the first digit in the code to unlock the door. Repeat this for all the numbers, then you should hear a latch open then open the door. You can hide in the room with the tables where you got the decoder strips if they come back.

Click on the pipe on the roof to use your mithril grapple and crossbow to bypass the trap. Click on the pedestal and you will automatically place the heart in the Full canopic jar, turning it into a Heart in a canopic jar. Teleport out and go talk to Ali the Wise in Nardah to complete the quest.

Reward

 * 1 Quest Point
 * 30,000 Experience
 * 14,000 Experience
 * 9,000 Experience
 * 9,000 Experience
 * 9,000 Experience
 * 4,000 Experience
 * 2,500 Experience

Additional Research
You can talk to Ali the Wise afterward and give him additional information, but there are no rewards for doing so. To give him all the information you'll need to have gathered: The 4 Tablets in the tunnel and the two notes of Mahjarrat names, A-J and K-Z.

You can also give him information from the following quests (if you hadn't already following Missing My Mummy):
 * Desert Treasure
 * While Guthix Sleeps
 * The Tale of the Muspah
 * Defender of Varrock
 * Hazeel Cult
 * Temple of Ikov
 * Enakhra's Lament

Trivia

 * When this quest was first released the spoilers read: "Like Arrav, the rewards are cursed! Please check back tomorrow - we have our best exorcists, soothsayers and alchemists working on the problem."
 * Upon the release of a quest, two different sets of requirements were given until Mod Nexus confirmed the requirements in the knowledge base are correct.
 * When a player has the security systems within Zemouregal's base explained to them, they will respond "Well that sounds an awful lot to get past. It sounds like an impossible mission!" which is a reference to the Mission: Impossible television series and films.
 * This quest provides the highest mining and summoning experience of any quest, 30,000 and 4,000 respectively, not including optional experience.
 * When a player returns to Ali the Wise after retrieving the heart, Ali says "So, how is the grand heart robbery coming along?" This may be a reference to the quest "The Great Brain Robbery" which, in turn, is a reference to 'The Great Train Robbery'.
 * When Ali the Wise mentions you should bring surveillance, the player says: "Sir Veylantz? Is he one of the Temple Knights?"
 * Ali the Wise is an anagram of Wahisietel, a Mahjarrat described in the second half of Zemouregal's notes, suggesting that Ali the Wise may not be who he says he is and may have something more sinister planned than he shows.
 * During Ali's walkthrough of the base, it is possible to see other players in it.
 * It is possible to pass the door-lock to Zemouregal's Vault on sheer luck based on guessing the code, making the Thieving requirement for this quest unneccessary (For more information on helping us finding a pattern, please check out the Talk Page. This notice will be deleted when we have enough contributions to the Project).
 * The rewards for this quest listed on the Runescape knowledge base were wrong for about a week after release. The rewards had no Strength experience and only 6000 Agility experience listed.
 * When you get either 61 Agility, 64 Strength, 41 Summoning, or 64 Mining, the message comes that "you have all the skills required for Curse of Arrav" even if you don't have all skill requirements.

The Curse of Arrav