Broken Home

Broken Home is a re-playable quest that becomes harder every time it is completed. While it is standalone, there are references to existing quests as well. It can be started by talking to Maria, west of Paterdomus.

Start
Start the quest west of Paterdomus by talking to Maria. She can be found just outside of the huge mansion to the east of Varrock, close to the start of the Rag and Bone Man quest. She will tell you that a ghost is haunting her house and killing people. She tells you that Ingram, the owner of the house, was looking for something but found a ghost. She will ask you to enter the house.


 * To enter the house, you must have no items equipped or in your inventory. There is a bank deposit box next to Maria.
 * Things inside the house can damage you. Make sure to have full health.

Inside the House
Always keep an eye for smoke coming from behind the doors to avoid getting hit by Ormod. If there is smoke, first peek through the door and then click enter room. You don't have to wait for it to show him leaving — he won't be there when you walk through the door.

While inside the house, your minimap will be replaced with the layout of the house with the location of the house's doors. Some doors will be bolted and can be unbolted from the other side. Upon entering every door in the house is locked except the first door on the west side, downstairs. Enter the door and you will reach a safe room. Safe rooms work as a save points for the quest, when a save point is reached, you are free to log out and resume the quest at the beginning of a last safe room you've visited. Search the chest to find Mystery meat (will heal you to full health so don't eat until very low on health) and walk inside the door to the north. Walk into the west door and you will see a Servant being eaten. Pick up the clock hands and the raven key. Walk back to the first room and use the clock hands on the grandfather clock. You will receive an eye gem. Go back into the corridor and unbolt the east door to go back to the entrance of the house. Go east and unlock the eastern, raven door.

The Raven door
A cutscene occurs where you see a ghost of a boy walking through a wall. Go through the southern door and search the desk. You will find a note from Ingram, explaining that the ghost is Ormod's son and other facts about the ghosts. Head to eastern room to find a magically closed chest, which you can't open and a stack of books. Click on the books to begin a sorting puzzle.

Sorting the books
The puzzle may be different for every player, but after every combination, hints are given to what the order is. The aim is to stack books in right order. Start with any order and hints will be given. The easiest way to complete the puzzle is to swap books between 1 position (starting from the bottom), until the hint tells that the position has the correct book in it and then move to next one. Note that the hints refer to the bottom book as the "first book" and the top book as the "seventh book", not vice-versa. After completing the puzzle, the books will fall and you'll find 2 eye gems.

Statue puzzle
After solving the book puzzle, walk back to the study and head north to the corridor. Go through the eastern door and enter the room. Enter the only door in the corridor then you will run into another corridor, with the door you came through, two sets of doors, and a staircase. At the western end there is another chest with a temporal magic seal. Open the first door to the left and there will be a puzzle. The aim is to reach the table at the end of the room.
 * 1) Push the guard west. (Westernmost guard, closest to the door).
 * 2) Walk as far as possible to the south as you can and push the eastern guard.
 * 3) Walk south again and push the guard west.
 * 4) Push the most western guard at the back row (south side of room, lined up in front of table) south.
 * 5) Push the most eastern guard (south side of room, lined up in front of table) east.
 * 6) Push the guard south of where you are standing south.
 * 7) Push the last guard west and retrieve another eye gem.

Spider Key
Leave the room, and inside the corridor, ascend the stairs as the last set of doors will be locked. When you get to the top of the stairs, enter the eastern doors. This will lead into a hallway with only one exit to the east. Go through that door into another hallway. The southern door will be locked, but the western door at the southern end of the hallway will be open. Enter the western room and search Ingram's research notes (which may be difficult to see at first). These notes will talk of Ormod's madness and his attempts to cure it. When you are done reading, you will receive the spider key and first part of the three scroll fragments. Trace your steps back to the hallway where you ascended to the first floor. From here, unbolt the southern doors and you will arrive in the main hall's upstairs.

Go through the western door which requires the spider key and head immediately south. You'll find a dead servant laying in bed - search him for another eye gem. After searching him, head west to find a room with a sink. The southern wall of this room is actually a curtain. Open the curtain and there will be a faceless servant trembling behind it. Try talking to her and then search her for a statue key. The statue key opens a door in the north-western part upstairs.

Statue Door
From the dead servant's room head north, then take the north wall door and then enter the eastern door. Enter the statue door (in the centre), to find another eye gem and a Statue. At this point you should have 6 eye gems. Investigate statue 2 times (uses 2 eye gems) to open the western door. You find another statue here, again investigate it 2 times to use 2 eye gems to open southern door to find another statue. After investigating 3rd statue 2 times you can head to room in the east to find a scythe key and another statue. Again statue needs eye gems to open the door, but these we don't have yet. Scythe door on the other hand can be found at the eastern part of main hall's upstairs area - so head there.

Scythe Door
Behind the scythe door you'll find a corridor with 4 more doors. Try to open the south-western to end up into a conversation with Ingram, just to find out you shouldn't enter the basement. The north-western room offers nothing at this point, so head to unbolt the north-eastern door. After this head to south-eastern door to find a Shrine and a chest. This room is also a save point for the quest. Search Shrine for Grand piano key and a skull key, chest for another piece of mystery meat. Skull door can be found in the downstairs north-western room (northern door). Upon leaving the safe room you'll hear a scream - go and peek through the scythe door just to find another dead servant leaning on the door and therefore blocking it, so you must leave this room through the northeastern door you unbolted. Continue through the northwestern door and then through the west door to place yourself back in the room with the stairs. Try to enter the southern door to find out someone has bolted the door - so you must head downstairs and take another detour. Enter the furthest east door at the bottom of the stairs and try opening the other door. The room will suddenly start shaking and the windows will shatter, allowing the energy into the room. This purple energy deals damage to you, so run through the southern door quickly. Continue through the western door back to the foyer. The foyer, or main area of the mansion is now purple and will deal damage to you, so run to the ground floor and enter the north-western door and then head to northern skull door.

Skull Door
Behind the skull door you'll find a corridor with 3 doors, the 1st door to the east is a study. Search Ormod's notes to find another scroll fragment. The 2nd door to the NE has a mysterious glass in the middle of the room and Ghostly waif on the other side of it. You can talk to and mimic the waif but it offers nothing no matter how many times you try. Leave this room back to the corridor, then head thru the 3rd door to the North. This leads to another corridor with 2 more doors. One to the East, and the other on your left, the West door. Go through the western door to find the grand piano. Try to play it with the key in inventory to unlock a hidden panel on the Southern wall. (Here you must be quick if you have low HP points) Behind the panel/door you'll find a few skeletons and the purple energy that damages you. The skeleton in the south-eastern corner contains an eye gem so quickly grab it and leave the room. From the piano room go back into the corridor & head to the East room on the southern wall to find stairs leading down and another door which leads again to the room with mirror and the ghostly waif - again, the mirror room offers nothing new except ghostly waif smiling at you. So head to downstairs to enter the basement area. (Note: Remember to 'peek' into the rooms before entering, especially if low on HP)

Basement
(Here there will be 5 doors. 2 on the West wall, 2 on the North wall & 1 one the East. Also a set of stairs going down)

The western door on northern wall is another safe room, so head there and open the chest to find some more mystery meat. Head back to the bigger area of the basement, head to the northern door on the west wall to find another dead person, the butler. Search him to obtain a cleaver key and use the key to open the eastern door at the northern wall of the greater basement area. You will find yourself in a room with flying knives and broken glass, note:  don't run  on the glass or else you will take damage,  walk for this puzzle  instead. Dodge the knives and go through the eastern door to enter a room with a cauldron and a door with some ectoplasm blocking it.

(This room has 5 doors. 3 in the North wall, 1 on the East wall & 1 on the South wall) Enter the middle-northern door where you can search chest of drawers to get a large pipette, then head to eastern door on northern wall. Use pipette on pig to fill it with pig bile and exit the room. Head to eastern room and search the furnace to find human ashes. Use the ashes and filled pipette on the cauldron, then use the pipette on the cauldron again to fill it into alkaline concoction, and finally use the alkaline concoction on the door with dried ectoplasm to make ectoplasm vanish. Upon entering this door it gets bolted therefore you can't use it to get back to cauldron room.

This corridor has 3 doors, 2 on the East wall, 1 on the West wall) Enter the western room to find a frozen servant and tear the doll key from her mouth - Doll key opens a door in the western part of upstairs. The southern door of this room with frozen servant cannot be opened, so head back to corridor. The southern door from corridor room offers nothing but another magically closed chest and some wine barrels so head to north-eastern room. Search the key hooks next to ladders to get the snake key - a way to open the door top of these ladders. Climb up to find yourself at main hall and  head upstairs  and through  western door . '''(This is another access to the 'Purple' area. You WILL take damage. Make sure you have 'run' enabled before climbing up)'''

Another Eye gem
Head through the western door using the doll key finding some stairs leading up. Climb these to find the emaciated spirit and the tusks key, which opens a door in the northern part upstairs so after talking to the spirit return down stairs to the hallway and enter north. Enter the only other door, then proceed to the far east room. Inside the Tusks room investigate the bust to open a trap door leading down, and you'll find a dead thief. Search the thief to find another eye gem.

Back to the Statue room
You should now have two eye gems which can be used at the last statue on the statue room to open a hidden door. Climb up, head through the door and enter the middle door from the corridor. Run through the statue rooms to the last one with the hidden door and investigate the statue twice to use the eye gems and unlock the hidden door. Behind this room is another safe room and a shrine of son. Take from it to obtain the mother's hairbrush. This hairbrush should be taken to the emaciated spirit upstairs, behind the doll door. The spirit tells you his name is Lenian and he is the son of Ormod and explains why Ormod haunts the mansion.

A small cutscene will occur and ghostly waif will consume Lenian's spirit turning into a monster and you'll find yourself downstairs with a noose key. The noose key opens a door in the north-eastern part upstairs. There have been cases when the player can't even go out the door because the ghostly waif is there waiting even though you peek, seemingly a glitch. Head east just to notice the monstrous ghostly waif following you. Note that this monster will instantly kill you if it happens to catch you. Run east through the door and head to the eastern door in the northern wall - also move the servant at this point, if you haven't done so yet. Head through the northern door next to the stairs and enter the door immediately south of you to escape from the monster. When you reach the noose door, open the cupboard and take the ladder down to the basement.

Basement and mausoleum
The basement corridor has a peephole in wall down the middle of the hall, peek through it to look at the walls. Enter the door nearest the peephole. Take the northern east door, then the stairs down, here's a door that requires that you have looked through the peephole - You'll automatically put in the code from the walls, and after another flight of stairs will reach a door that is locked with pressure plates. Push all the statues  except the north  one so all the pressure pads are purple. Stand before the door to open it, then go down few flights of stairs to reach the pit. ( If you move the wrong statues, simply select it again, and you will just pull it back) - Go down the pit to reach a safe room with two chests; one giving you another mystery meat and other requires level 60 in all skills. Go through the door on the eastern part of the safe area and you enter a hotel-like room. Mouldering tome is just a guest list and has no need to be read. Search the reception desk to find Nabor's notes on insanity and Chains key.

Getting the dagger key and finishing up
Head east and pass through two rooms, you'll reach a larger room, open the eastern one with the Chains key and pass through it. Pass through the rooms. Eventually you reach another bigger room with dagger key on southern part of it - just past the chasm. This room also contains 80+ chest. Plank can be crossed without clicking it. Retrieve the dagger key. Then go back all the way to the lobby like area and climb up from the pit. Climb the stairs until you reach the room with the four doors and second stairwell. '''Note: the monster will begin to chase you again once you enter the northern door at the top of the stairs. '''Ascend the stairs and enter the northern door, next enter the southwest door, then the south door and finally the southern door again. This will place you in a safe room with the grandfather clock. Head east to the main hall's upper part and enter the eastern door, the one which had dead servant leaning on it. Enter the southern door as quickly as possible as the monster will spawn directly on you in this room. Unlock Ingram's room and search Ingram's rantings for the final piece of the Break curse scroll, which you can now combine by clicking one of 3 scroll fragments. The room next to him has a level 90 chest.

Exit the Ingram's room and run a few steps down the corridor, turn and immediately use the scroll on the monster, and talk to it - it may be worth stepping a few squares away from the door before attempting this, as otherwise the monster will spawn on you and hit you for 100% damage, killing you. Make your choice of whether to kill Ormod's ghost or grant him forgiveness. Regardless of your choice, meet the monster in the main hall, in the form of Lenian. Watch the cutscene, then exit the mansion and talk to Maria outside for your reward. Quest complete!

Reward

 * 1 Quest point
 * A small prismatic lamp
 * Pulled Away emote
 * An Asylum doctor's ring, that causes monsters to drop food items
 * The ability to replay the quest for more rewards

Early Bird Bonus
The early bird bonus consists of the following rewards and are only rewarded if the quest is completed within two weeks of the release of the quest.
 * A large prismatic lamp in place of the regular small lamp
 * A prismatic large fallen star
 * Boosted damage against ghosts in the 2014 Hallowe'en event

Replay bonuses
After completion, the quest can be replayed for the following rewards.
 * More XP lamps, some of which are unlocked on level milestones between level 10 and 90
 * Weekly XP lamp reward
 * Rowena (ghost pet) - Complete a replay using 1 or less food
 * The asylum surgeon's ring - Complete a replay in under 37 minutes

Trivia

 * The numbers on the walls in the room with the dead thief all add up to 102.
 * The mansion design is inspired from Spencer Mansion of Resident Evil.
 * "Broken Home" is a term for a family in which the parents are divorced or separated.
 * Mod Jack confirmed prior to release that this quest would have an Early Bird Bonus.
 * Upon completion of the quest the adventurer's log states: I entered the haunted mansion and dealt with the ghost of Ormod Gulvas, breaking the curse on Senecianus in the process.
 * The unusual dragon head mounted on the wall in the trophy room belongs to a Celestial dragon.
 * All of the bathrooms in the mansion feature only a sink and/or a bathtub despite having room for more furnishings. This is most likely poking fun at the fact that there are no toilets in the game even though the room layout allows for them.
 * There is a wine barrel in the room with the flying knives, which, when inspected, contains "a vintage of '07 of the Fifth Age". This prompts a comment by the character that it was a good year, but not as good as '06 or '10. This is most likely a reference to the players wanting the 2006 and 2010 versions of RuneScape, instead of Old School RuneScape, which has data from 2007.