A Clockwork Syringe

A Clockwork Syringe is master quest released on 28 March of 2011. The quest continues upon the pirate questline and is the 174th quest released into the game.

Starting out
When you attempt to enter the portal to your player-owned house, Postie Pete will appear with a note for you. After he leaves he will smile and wave bye, there will be an option in the portal interface to pick up the delivery note from your portal. Reading the note will give the option to start the quest.

After starting the quest you may use the player owned house portal to choose the "A Clockwork Syringe" option, which takes you to your house where a the large crate lies waiting. Investigate the crate to start the fight with Barrelchest mk II, who is level 188.

Dealing with the delivery
The barrel chest uses primarily melee with some range. It will use a special attack that knocks the player back and destroys surrounding items in the house. It will drain your Constitution gradually throughout the fight (with a minimum of 10 Constitution). The special attack does not cause damage, but rather drains the player's constitution level which prevents the player from healing above that drained level. The drained levels slowly return like normal. A Super restore potion does not restore constitution, but the thermal bath at Oo'glog will or simply entering a dungeon or duel.

During the fight, the player's health bar measures the percentage of active constitution. A player at 50/80 constitution at or over 500 health will show a full health bar while the health meter by minimap will turn from green to yellow, etc. Eating will not heal above the current constitution level.

The barrel chest will be an easy fight for anyone with 80+ melee stats who brought a decent weapon. Bringing a Dragon halberd and hiding behind a house wall is also a good way to beat him because he can not break undecorated walls, also he rarely uses his range attack even if you are standing away from him [possibly a bug?] Note that your POH altar will not be available after he destroys it (temporarily). If you die, you are teleported just outside your player-owned home portal and don't lose anything.

Once he is defeated all the items in your house will be repaired by the estate agent, go talk to the estate agent then interrogate the zombie head which is all that remains of the barrel chest. You must torture him by getting him stressed to tell you the information he knows using an interface that appears in the top left corner, use 2nd option and 3rd option then use shake head (4th option), this will bring his stress quite high and stop it from going down as fast. Use 1st option and 5th whenever possible. When the 2nd option finally can be used again, use it then use the 3rd option immediately after and you should be done. Alternatively, simply click repeatedly on all the options available.

Warning Bill Teach
Teleport using the Ectophial to Port Phasmatys (or walk if you don't have it). Find and talk to Bill Teach in the Pub. He will tell you to travel to Harpoon Joe's in Northern Mos Le'Harmless. Travel on the Adventurous, Bills boat, found on the eastern-most pier.

Meet Bill Teach in the basement of 'Harpoon Joe's House of 'Rum''. Joe's house of rum is found is at the most northern pub. To gain access to the basement, sit on the table in the corner of the house, and order a 'Long Drop'. When Joe asks if you are sure, reply 'Aye, drop me'. Make sure to bring the zombie's head with you.



Talk with Bill Teach in the basement,and use the Zombie Head on the table when he asks for evidence. He will give you a teleport scroll and tell you to ask Braindeath for the 'Twiblik night special'.

TIP: If you intend to continue to find the workers without banking 1st, take anti poison with you.

Go to Braindeath Island using the scroll teleport and ask Captain Braindeath (west of pier on the ship around the water sign ) for this item, he will tell you he has other problems he needs help with as he has lost some workers in a dungeon north of town. You agree to rescue them or at least find out what happened, while he sorts out the Twblik Night special. Make sure you have 2 spaces empty as Captain Braindeath will give you the diving apparatus and fishbowl helmet you need.

Finding the workers
Go north past 50% Luke just click on the gate and enter what looks like a resource dungeon entrance with diving gear equipped (this is given to you by Braindeath during your conversation with him) and good melee gear. You cannot take a familiar with you as it is an underwater area.

TIP: Take anti poison potion or Totem, as well as prayer potions. 1 vial of 3-4 doses each should be sufficient.

Note: this is not to be underestimated as it is a multicombat area with most enemies hitting 100+ accurately with melee and ranged attacks, be prepared. The 'Rum'-pumped crabs (combat level is various) seem to melee, and can be trapped behind various pillars, while the level 65 general malpractitioners range from quite a distance, throwing what appear to be exploding syringes, even through walls. Some players have reported that in this fight, as in the barrelchest fight, the health bar does not show damage, so watch your life points icon near the minimap. The malpractitioners can also poison starting at 58 damage. shutting the door helps

Journey down each of the three forks in the area to find each of the workers deceased, praying ranged is advised at this point. In order to investigate each worker far enough to get their name, you will likely have to clear some enemies from around the body. Once you have all three names, you should return to Cap'n Braindeath and give him the bad news, then receive the Twiblik Night Special.

Getting into Bloodsplatter Isle
The difficult combat is done, the next phase of the quest involves delivering the Twiblik Night Special to Bill Teach in the basement( (telport using scroll to harmless), where he uses an amusing set of items to get the zombie head to tell you where the barrelchests are being built. Suffice it to say, before long you are on your way.

When you approach the island, barrelchests fire cannons at you, and so you are forced to build a barrel-cannonball boat to launch yourself to the island on.

After talking with Bill, you need to go down the ladders to the hull of the ship. There pick up the hammer and tinder box, and open and search both the repair locker and gun locker.Take a barrel from the barrel stack, as well as some gunpowder.

Next, use the tinder on the chain to flash-heat it with the gunpowder. Then smith the chain and cannonball on the anvil. Your cannonball barrel-boat is ready.

Go back up the ladder to the main deck. Look on your mini map for the cannon closest to the arrow. Now 'Take-The-Ride Cannon' to Bloodsplatter Isle.

When you arrive, investigate the Perch Rock. The seagull (Baron von Hattenkrapper) from Rocking Out can be convinced to help you. You use your Summoning skill to steer him around while he drops cannonballs on the barrelchest-MKs. When you have killed them all a cutscene happens.

Leave the Isle and swim to Bill Teach on his ship.

Bloodsplatter Isle
You return to Bill Teach to plan.. Ask Bill to take you back to Bloodsplatter Isle and when you return you are able to arrive at a dock, from which you can enter the compound. Run in, collect a surgical mask, roll of bandage, bundle of parts (barrelchest part), including a few gunpowders and barrels if you like, and then approach the yellow dots to get caught and jailed.

Escape your cell and return to Bill Teach by using the signalling point at the end of the docks you arrived at.

He will help you construct a barrelchest disguise, with which you can investigate and sabotage operations, gathering evidence as you go. When you have the disguise, have Bill send you back to the island and enter the compound and as soon as you get in wear the barrelchest disguise.

Collecting Evidence
There is a notice board within each of the 5 rooms which you must collect notices from, in order to get these notices you must do certain things in the room to distract or kill those guards in the room.

Letter one: This is in the south west room, you must first subdue the Dis-orderlies by sabotaging the gas canister to the south of the room. Once the laughing gas fills the room, tell each of them a joke then brutalise each of them, and check the notice board.

Letter two: Stun each of the grimterns in the western room by using your cannon (right click option), then dispose of them one by one. You man also take on all three of them at once. Check the notice board after killing them.

Letter three: Simply talk to one of the drunkards in the north west room to find they are extremely drunk, then check the notice board.

Letter four: Loosen each of three undead arms found in the north eastern room, and then exit the room. After the short cutscene check the notice board.

Letter five: Return to the main room and collect three barrels and three gun powder in human form (do not try to take a barrel form the shelf, it is the barrel stack one step north of the gun powder barrel). Use the gunpowder on each of the three barrels, then wear the disguise again and head to the south western room. The attendant will ask you help finish the barrel chests, do so using the gun powder filled barrels then sabotage them. Check the notice board afterwards.

After collecting all letters, return back to Bill Teach by signalling him from the dock.

Destroying the Factory Construction Line
Talk to Bill Teach onboard his ship. After redaing and returning the Evidence File, he hands you a stash of mini powder kegs (bundle o' kegs). Now ask him to return you to Bloodsplatter Isle so that you can complete the task of destroying the factory construction line.

Battle at Sea
After showing the evidence to Bill, he will give you a Bundle o' kegs. Return to the island, and head to the north-eastern room. Pull the lever to activate the three conveyor belt, and use the Bundle o' kegs on them continuously until each of the conveyor belts explode.

After all of the three conveyor belts have exploded, the two bad guys attempt to escape. Climb over the destroyed wall and head north to the docks. Descend the ladder, and a cutscene will appear. Board the boat to chase your enemies: the two bad guys and three random boats. Use the available interface to shoot at the enemies. Use the tool kit to recover if necessary.

After all hostile boats are killed, you will return to Bill's boat and sail back to Mos Le'Harmless. Go back to Joe's house to finish the quest.

Rewards

 * 1 Quest point
 * 19,000 Defence experience
 * 18,000 Smithing experience
 * 18,000 Thieving experience
 * 15,000 Summoning experience
 * 11,250 Construction experience
 * 11,000 Slayer experience
 * 5,000 Dungeoneering experience
 * Access to a new combat dungeon.
 * Ability to Kill Rum Drunk Crabs for the Brackish Blade


 * A scroll allowing quick transport between Mos Le'Harmless and Braindeath Island.

Trivia

 * The title is a reference to the 1962 dystopian novella A Clockwork Orange by Anthony Burgess.
 * On the day of release, the spoilers read, "The developer won't spill the beans on the quest rewards. We've sworn 'The Oath' and will make him crack within the day. This isn't going to be pretty...".
 * This is the first quest title to boast a dungeoneering requirement.
 * Killing an enemy in the "sea-gull" minigame hits 1337, which means "leet".
 * Upon completion of the quest, your Adventurer's log reads: "I prevailed over Rabid Jack's minions in their most recent dastardly plot to destroy the world with Zombio-mechanical weaponry."
 * Coincidentally, the Item of the Week of the Grand Exchange database was a clockwork at the time of the release.
 * The Grimterns examine information is a reference to the Bioshock games. "Would you kindly kill these slicers?"

Bugs

 * During the quest while you are disguised as the zombie barrelchest fighting the Zombie Surgeons your hitsplats are dark red while the NPC's attacks are bright red.
 * If completing the sabotage before the evidence notes are received from the quest, the quest is no longer able to be completed. The only way to avoid this is to get the evidence notes before you sabotage other rooms. Fixed(?).
 * The Adventurer's Log shows that you have started the quest even when you haven't.
 * Its possible to kill Bill Teach on your way to Bloodsplatter Isle instead of talking to him. If this happens, you will need to teleport off the ship and make your way back to the ship again. It doesnt happen a second time.