Nomad's Elegy

Nomad's Elegy is the sequel to Nomad's Requiem and revolves around the return of the scourge of souls following his earlier defeat. It features Nomad and his plan to siphon every soul from all over Gielinor and its underworlds into the Soul Obelisk. The player teams up with Death, Icthlarin, Zanik and several dead characters to lay siege to Icthlarin's fortress which was taken by Nomad and stop his plans. It involves a fight against Nomad, which has multiple stages and checkpoints.

Official description
"Whenever Nomad is around, the very fabric of Gielinor is sure to be in peril. This time, he's trying to harness energy from all the deceased souls in Gielinor. In this new quest, travel to the afterlife, ally with the dead, lay siege to his fortress in the Underworld and stop this madness in its tracks!

But your path will not be a set one. Do you have what it takes to make some difficult choices? And what connection will your decisions have on Sliske's Scoreboard and that nefarious Mahjarrat's mad game? There's only one way to find out…"

Trouble brewing
To start the quest, you will need to speak to Zimberfizz, the small red imp located in the Soul Wars lobby, which can be accessed through the portal in Edgeville.

Zimberfizz explains that the Soul Obelisk is being a little strange, so you are asked to look around the throne room by investigating the tent to the north-east of the lobby.

Inside the room, there are several different points of interest that can be investigated. The progress of finding the clues you need are indicated to you as you find them. The room contains sticky goo, crystals, fading footprints, and the Nomad's throne that need investigating.

Upon investigating the fourth clue you make a realisation about the events that transpired, and you and Zimberfizz are killed via an explosion and transported to Death's office. At this point, if you return to the Soul Wars lobby, you will find Zimberfizz replaced by his remains (a pile of ashes) which can still be interacted with as if it is the minigame host, except that there is no response dialogue and the player continues the conversation as if nothing has changed.

Nomad's plan
Inside the office, you find both Icthlarin and Death discussing Nomad. Death explains that Nomad has created an army and brought it and the soul obelisk to The Underworld, in an attempt to seize Icthlarin's fortress. Nomad is absorbing all of the souls in the underworld of anyone who has died on Gielinor. In an attempt to stop it, Icthlarin is trying to shield as many souls as possible.

However, Icthlarin cannot do enough to stop Nomad and requires the player's help in defeating Nomad, by taking back Icthlarin's fortress and killing him for the final time. You will require an army, as Nomad has members of the Order of Ascension fighting by his side, described as "religious fanatics".

Icthlarin states that he has set up a headquarters over the River Noumenon, accessible through the door in Death's office, and will ask you to go through there to begin preparations for the fight against Nomad.

Limbo
When you enter the area, speak to Death again who will provide information about what exactly you need to do. He explains that the river allows souls to be transported to Icthlarin's fortress. As Nomad has taken control of the fortress, you will need to collect allies by taking them (through lost souls that haven't made it across the river) from their afterlives.

Go northwest to the dock. Select "embark" on the dock itself and set sail to the afterlife in order to be transported to an alternate version of Lumbridge Castle and the surrounding area, known as Limbo.

The "embark" option is difficult to see and is not on the boat; it is a click-space that appears to be on the tiles that are on the dock. Low-detail users might experience difficultly when attempting to progress.

After arriving in Limbo, go north into the castle area and speak to Astrid or Brand (depending on whatever your character's gender was during Throne of Miscellania). They have "crossed afterlives" to find the player and help fight Nomad. They ask you to speak to three souls and help them remember various information about themselves, in order to recruit them as an ally to your cause.

The three people you need to talk to within this area are Jessika or Korasi (depending on the outcome of The Void Stares Back), Xenia, and Hazelmere.

Void memories
Speak to Jessika/Korasi, located in the alternate version of Bob's Brilliant Axes. She will have no motivation to do anything any more, so you need to find something that is worth fighting for. In order to help her, you will need to recover her memory fragments.

Head south-west of the Lumbridge Castle grounds and find Wizard Grayzag.

The following sections are based on which character you have spoken to:

Korasi's memories
Confront Grayzag on behalf of Korasi by stating that he is a mere image of danger and fear in Korasi's mind. He will then raise doubt by reminding you of all innocents who died because of the Void Knight's failure. As Korasi, you respond by mentioning all the people than can be saved and are worth fighting for. Accepting that truth then causes Grayzag image to morph to Korasi herself, symbolising her acceptance. You receive the first half of her memory.

The other half of Korasi's memory is being held by an incarnation of Jessika, who can be found in the castle's main gate southern tower, on the. Speaking to her will reveal that Korasi has not forgotten Jessika, and still deeply cares about her. She will then give you the second half of Korasi's memory.

Use the two memory halves together, which creates her whole memory and return to Korasi.

Jessika's memories
Confront Grayzag on behalf of Jessika by stating that he is a mere image of danger and fear in Jessika's mind. He will then raise doubt by reminding you of all innocents who died because of the Void Knight's failure. As Jessika, you respond by mentioning all the people than can be saved and are worth fighting for. Accepting that truth then causes Grayzag image to morph to Jessika herself, symbolising her acceptance. You receive the first half of her memory.

The other half of Jessika's memory is being held by an incarnation of Korasi, who can be found in the castle's main gate southern tower, on the. Speaking to her will reveal that Jessika has not forgotten Korasi, and still deeply cares about her. She will then give you the second half of Jessika's memory.

Use the two memory halves together, which creates her whole memory and return to Jessika.

Xenia's memories
Speak to Xenia, located inside the dining room of the Lumbridge Castle (prominently used in Recipe for Disaster). She seems to have forgotten her name and the "stories" of her adventures. In order to help Xenia, you will need to recover memory fragments belonging to her.

Go upstairs to the and attempt to open the chest in Duke Horacio's room. You will be attacked by Xenia's Guilt. After you defeat it, pick up the Guiltful key it drops, open and search the chest. You will find the first half of Xenia's memories. If you attempt to open the chest without the key in your inventory, the guilt will attack again. With the key in your inventory, open the chest to recover the first memory fragment belonging to Xenia.

Go upstairs to the to where the bank would be and attempt to open the chest. You will be attacked by Xenia's Shame. After you defeat it, pick up the Shame filled key it drops, open and search the chest. If you attempt to open the chest without the key in your inventory, Shame will attack again. Use the two memory halves on each other and talk to Xenia again.

Hazelmere's memories
Hazelmere is located on the of the Lumbridge Castle. He asks you to find the different instances of him in the world in order to help recover his memories.

After talking to him, another instance is located elsewhere on the, whom you can speak to, allowing Hazelmere to start regaining the memories he had previously lost. After you speak to him, he will teleport away, with an energy glob indicating which direction to look for him next.

Climb the stairs to the, and he'll be on the east side of the ramparts, near the cannons. After speaking with him, he will teleport to the (above where the bank would normally be, climb the ladder to the side to reach him). Then he'll teleport to the top of the castle gate (go back to where you found Jessika/Korasi and keep going up the ladders to the ). He'll then teleport into the building south of Korasi/Jessika (next to Bob's Axes). He'll then teleport behind the castle. Speak with Hazelmere again, and he'll teleport to the final location beside Astrid/Brand. Ask him to help you fight Nomad, and he will agree.

After aiding each recruit, speak to Astrid/Brand again, and Nomad will appear and kill them (again). You may then leave through the portal.

Bandosian afterlife
''Area of effect abilities work well here, as well as various different boosts and Prayers. It is recommended to stock up on food, weapons and armour before starting this section. This is not a safe death. If you die, you will be transported to death's office and will either have to buy your items back or fetch them from your gravestone, which will be located just outside the office.''

''Recommended items: aggression potion, combat gear, such as Magic. Familiars are not allowed. Ice Barrage is highly recommended, but other Barrage spells work fine. If you are not quick with abilities, Legacy Mode is also a huge help, which is especially effective with dual wielding magic weapons that have the highest attack speed. If using dual wielding magic weapons with Legacy Mode/Momentum, remember to set the auto-cast spell to both main hand and off-hand weapon, otherwise you'll just use the main hand, not dealing damage as fast as you could. Alternatively you can also set your mode to Revolution in the EoC mode so you can automatically use abilities.''

Go northeast to the other dock, which will take you to a new area.

The "embark" option is difficult to see and is not on the boat; it is a click-space that appears to be on the tiles that are on the dock. Low-detail users might experience difficultly when attempting to progress.

In this area, there are waves of opponents engaging cave goblins. You must protect the cave goblins by using various different abilities and attacks.

Three waves must be passed for you to continue the quest, and your progress is saved after each. Additionally, if you fail a phase, but you did not die, the goblins will be at "10/10 goblins" upon returning.

Each wave gets progressively more difficult and if all of the goblins die, you will be transported back to the dock and will have to start that wave over again. You will also not regain any health if you fail to save the goblins.

In order to complete this part of the quest, it is recommended to stay in front of the tower where the cave goblins are hiding in. Each wave also has a "final" unit that signifies the end of that round, so be on the lookout for them when they spawn:


 * Round 1: Orc Headhunter
 * Round 2: Ogre Skulltaker
 * Round 3: Bandosian golem

Each round also has normal and sprinting enemies. Normal enemies walk towards the tower while sprinting ones make a dash for it. The sprinting enemies have less health than the normal ones, but should be killed first as they will reach the tower faster. Kill enemies as fast as you can, as they will lose interest in you if there are too many enemies attacking you at once. Area of effect abilities and autocasts will easily destroy the incoming Bandosians while protecting the cave goblins from them. The Constitution ability Incite is also very helpful if you are having trouble keeping the Bandosians from killing the Cave Goblins.

If you still have trouble with round 1, 2 or 3 using an aggression potion might help.

Once you fend off three rounds of Bandosian attacks, Zanik will join your party.

Interrogation of Legio Septimus
After Death confirms you've gathered your allies, use the War table to interrogate Legio Septimus. In order to do this, you must get ready to manipulate, torture, or charm your way to get enough out of him. Septimus has three stats; health, sanity and willpower. They must be decreased by using various interrogation methods to force him to speak, although if you drain his health completely he will die and you will end up having to restart the interrogation. You want to bring his willpower down to 50% and sanity down to 80%, then run through the interrogation topics. If you stop the interrogation, all your progress is reset and must be done again. Legio will give information when his willpower and sanity are near half drained. Once the necessary information has been obtained from Legio, you will be prompted with the option to either kill him or let him go.

Repeated use of threats or charms will not work if used too long; you will need to use other methods to get Septimus to speak. By allowing him to recuperate, it will restore some of his stats, although you will need to do so if you plan to torture him.

Building the battering ram
Using the war table, choose two characters and help them collect rocks and logs to build the battering ram. While collecting rocks and logs, Nomad will talk directly to you.

Next, go to the hotspot at the front of the bridge and build the ram. Nomad will continue speaking to you as you build the ram. This will give 250 Construction experience 100 times for a total of 25,000 construction experience. Bonus experience will work here.

Siege on Icthlarin's Fortress
Plan on the War table once more. You will fight large waves of Order of Ascension and strategically place allies to fend off opposing threats.

Lead the battering ram to the first gate at Icthlarin's fortress. On the way, Nomad will taunt you and your makeshift team while Ascension members will attack the ram. If you stray too far from the ram, it will stop moving. If the ram is destroyed, you will return to the start. These Ascension members do not need 81 Slayer to kill, do not use their special abilities and even magic and melee can be used without accuracy penalties. It is still advised to use ranged or magic to clear out large mobs quickly before they can pile damage onto the ram. Once the ram reaches the outskirts of the fortress, it will smash the doors and the team will automatically move in. At this time, you have the choice to either assault the fortress head-on, or to enter via the side by going into the eastern cave and using the shortcut. The cave says Exit and takes you into the cave where you got wood and metal. Move the rock blocking the tunnel to access the shortcut. This shortcut can only be used if Legio Septimus had told you about it during the interrogation; if he did not, the shortcut is still there but the rock cannot be interacted with.

By fighting, you will need to face off a large horde of Ascension members who will try to attack the ram. Ascension members will start spawning in front of you once you proceed a short distance across the bridge. Kill them, and keep walking the ram towards the doors on the other side of the bridge. Once through the doors, take the ram to the portcullis a short distance away. More Ascension members will spawn when the ram reaches the portcullis. Ascension members spawn from both the sides and behind the ram, so hold them off until the ram breaks the portcullis. One way to protect the ram is by sending Death and Icthlarin to each side of the ram and by sending the other four adventurers to the bridge. Icthlarin will use a one-hit magic attack, while Death will use a one-hit melee attack. Death will not automatically attack if he is out of melee range of a target. Position him on top of the area where the members spawn to get him to auto attack.

Once the battering ram successfully batters down the door, the team automatically moves in. Zanik, Jessika/Korasi and Hazelmere stay behind to prevent the Ascended from getting in and interfering in the fight. You, Death, Icthlarin and Xenia proceed to find the abomination.

Fighting Nomad and Gielinor
''You start each interim fight outside the range of Gielinor's attacks. To leave, exit through the wall portal behind you. If you die during this part, your gravestone will appear just outside Death's hourglass. The quest can be continued from Death's portal in Draynor Village. If you are killed by Nomad, you will continue at whichever phase you have progressed to, with Nomad at full health. NPC deaths during the interim battles are safe, and the phase restarts immediately. After you complete the phases that require the NPCs, the player automatically resumes the fight with Nomad. You cannot teleport out when fighting Nomad. If you happen to die during any Nomad phase, the player can restock on supplies. Familiars are allowed during the fights with Nomad. It might help to turn down your graphics settings for this fight, as it may cause FPS issues.''



It's time to stop the construct. You will fight Nomad in four matches (he has 100,000 life points in each phase), with the time between each fight leading an ally against Gielinor. To begin, run to the centre bridge to challenge Nomad. The fights with Nomad are not with safe deaths, the ones with the ally however are safe.



First combat phase
Nomad himself uses a typeless attack that cannot be protected against via protection or deflection prayers, but its accuracy is determined by the player's magical defence rating and can be reduced using defensive abilities. Bringing a shield as a switch will save the player food. In the first 3 Nomad battles, Nomad uses Gielinor to attack you with 2 different attacks. In the first attack Nomad will slam his hand down in the centre of the arena and shadows will appear at your destination. Shortly after, Gielinor will use a rapid-fire magic attack that deals a constant stream of 850 damage, 450 per hitsplat with Protect/Deflect Magic. In addition, Nomad will say "Feel the power of Gielinor!", teleporting the player to the middle of the bridge. Gielinor will then smash its hand at your spot, dealing around 2600-2700 melee damage. This can be avoided by moving away from the centre of the bridge (if using melee, barge or Bladed Dive can immediately bring the player into melee distance) or it can be reduced through Protect/Deflect Melee, Debilitate (it must hit Nomad) or Devotion. Resonance can heal from this attack. This attack can easily be avoided when using melee, since your character will automatically run to Nomad. Once Nomad's health is reduced to 0, you take control of Xenia.

Xenia
Xenia's responsibility is to clear the Ascended creatures at the lower floor before they realise what is going on and assist Nomad and the construct. She has three abilities, in addition to her standard magic attack:
 * You can only attack by pressing the displayed attack buttons, with cycling cooldowns.


 * Fire Blast: Hits nearby Rorarii for magic damage.
 * Shield Dome: Lowers all damage and reflects a heavy amount back to Gladii.
 * Shadow Stalk: Creates a clone of you behind a Scutarius and deals massive damage.

The arena is a square with Ascension members littering three sides of the area. To take out the members quickly and efficiently, grab a few of the members at a time, using the respective abilities in order to kill them. The Capsarii will heal their wounded members now, so get rid of their other members quickly. When Xenia attacks a Capsarii, half of the damage she inflicts on them will instead heal her. While taking out the members, Gielinor will launch red bombs near Xenia's location for 1000 damage; run out of the shaded area before it explodes. Staying farther away from the centre will give you more time to avoid the red bombs.

Once all Ascension members are killed, Xenia's role ends.

Second combat phase
In addition to the first phase attacks, he will now also have access to his Soul Blast attack from Nomad's Requiem.

When Nomad orders "Can you handle my wrath!", the Soul Blast projectile will follow and wound you for 7500 lifepoints of typeless damage. The damage from the projectile increases to 9000 if you allowed Nomad to take a chunk off the Stone of Jas during Dishonour Among Thieves. The best way to avoid this attack is to bring any shield and use Resonance, which blocks (but does not heal from) the full hit. If Resonance is on cooldown for whatever reason, Debilitate and Reflect can reduce it by half, the latter option preferred as Nomad possesses high defence, making Debilitate missing likely.

Nomad might cancel the attack if he says "Stop hiding, worm." Otherwise, the blast will continue to follow you around the arena. If he does cancel it, there is a chance he might teleport you to the centre of the bridge for Gielinor to attack you. As soon as you appear at the centre, run to avoid the damage, or turn on Protect from Melee or Deflect Melee to block it. Once Nomad reaches 0 health, you take control of Death.

If you kill Nomad after he orders you to face his wrath, you will still take the full damage from his attack.

Death

 * You can only attack by pressing the displayed attack buttons, with cycling cooldowns.

Death's responsibility is to cripple the construct. He has three attacks:


 * Provoke - grabs the attention of the construct when standing precisely due north, west, south, or east on the platform.
 * Scythe - while near the hand, Death will tear out a spirit.
 * Spirit - Claims released spirit.

Stand directly north, west, south, and east of Gielinor to provoke the construct, then move a few spaces away. If Gielinor's fist smashes Death, it will instantly kill him and force you to start over the phase again. Once Gielinor's hand is stuck, go directly on it and use Death's scythe to tear out a spirit. Immediately claim the released spirit as Gielinor will cause the incoming area to become unstable, resulting in rubble from the floor above falling for massive, rapid damage. Once four souls have been claimed by Death, his role ends.

Third combat phase
In addition to the previous phase attacks, Nomad will create a clone of himself once he reaches 50,000 life points. While the clone is alive, Nomad will not teleport you to the centre of the bridge nor use his Soul Blast attack, although Gielinor will still use its AoE magic attack. If you ran out of supplies during the first two phases and get to the clone, you can leave through the staircases on your floor, as Nomad will not drag you to the middle of the room while the clone is alive.

The health bar at the top of the screen will disappear while the clone is alive. This is a dangerous phase, as the player effectively takes double damage from the two Nomads attacking at once. You should try to lure or walk one of them so their attacks are disrupted and in scattered intervals, or so that AoE abilities can hit them both. If you manage to defeat Nomad first instead of the clone, the next phase begins. It is impossible to determine which Nomad is real and which is the clone, so if you kill the clone first you will still need to defeat Nomad, so be prepared to fight both copies of Nomad.

Once Nomad reaches 0 health, you take control of Icthlarin.

Icthlarin

 * You can only attack by pressing the displayed attack buttons, with cycling cooldowns.

Icthlarin's responsibility is to prevent spirits from being absorbed by Gielinor as it builds strength. He has two attacks:


 * Release spirits - rescues nearby spirits from Gielinor and absorbs them for personal strength
 * Shield - blocks damage from Gielinor's final attack based on the amount of spirits absorbed

Forty-nine spirits are scattered along Icthlarin's floor in groups of seven while Gielinor attempts to absorb them. Gielinor will create an absorption beam to grab nearby souls; Icthlarin can claim them by releasing the spirits. If Icthlarin is hit by Gielinor's beam, he will die and the phase will be restarted again. Run around in an anti-clockwise formation from Gielinor's beam, claiming the groups of spirits while doing so. It is advised to go along the inner area so you will have to click fewer tiles, especially if you are struggling against Gielinor's beam. Once all 49 spirits are absorbed by either Icthlarin or Gielinor, Gielinor will unleash a powerful attack on you. When prompted, use his shield to block and reflect his attack. If you managed to get all 49 spirits in one go, the next phase will begin automatically as all damage is reflected back at it.

It may take more than one round, but once enough damage and spirits are absorbed, Icthlarin's role ends.

Final combat phase
The final phase consists of Nomad using only very rapid but inaccurate melee attacks, which deal up to 3000 damage each. Use Protect/Deflect Melee as Nomad can hit rather hard and fast during this phase. He will not use any more moves from his previous phases, but Gielinor will still use its magic attack. Stay on the bridge so you know when Gielinor will use his rapid-fire attack. If you struggle to defeat Nomad, Resonance, Debilitate, Reflect and Devotion can reduce the damage of his attacks. Once Nomad reaches 0 health, both of you are teleported to the centre of the bridge where Nomad collapses. If the cutscene does not occur, click on Nomad to start it.

Aftermath
The player can choose to have either Death or Icthlarin kill Gielinor. Sliske will arrive and invite the player, along with Gielinor's killer (as he views the construct as a god). You are given an option to let Nomad live or die; regardless of your choice, Sliske will bring Nomad along with him, angering both Death and Icthlarin.

Once the dialogue is over, you may optionally speak with your allies before speaking with Death. Before leaving, Icthlarin will say that because Zanik was forcefully taken from the world due to Bandos' actions, he offers you the choice of allowing her a short reprieve as the Soul Obelisk caretaker due to Zimberfizz's death. If you accept, Icthlarin will allow Zanik to stay in Gielinor for a few years as the caretaker of the Soul Obelisk and as Soul Wars host, while Zimberfizz's remains are removed from the site. If you refuse, his ashes remain as the Soul Wars host.

Required for completing

 * Tales of Nomad
 * Sliske's Endgame

Trivia

 * After completing the quest, the Adventurer's Log reads "I saved the souls of the dead and prevented the ultimate completion of Nomad's scheme."
 * Whilst talking with Hazelmere just before he agrees to help you, He mentions that he does not like non euclidean realities and that he swore there were dogs looking at him. This is a reference to the hounds of Tindalos, creature of the Cthulhu mythos, that exist outside our universe and time.
 * The attack Nomad uses to kill Astrid in Limbo uses the same animation as the Aftershock perk.
 * When interrogating Legio Septimus, if his sanity is drained completely, he may say "How can mirrors be real if our eyes aren't real?" which is a quote from Jaden Smith, actor Will Smith's son, on his Twitter account.
 * There is an extra option when interrogating Legio Septimus, [Use secret ravensworn handshake] to which Legio Septimus will reply, "Yes, the thirteenth moon stands ascendant. It is the shadow glass that starts the call."
 * Loot beams will activate on the shame filled and guilt ridden keys.
 * A quick examine on the various wandering souls throughout the underworld will reveal that they are the souls of NPCs whom you have done quests for in the past.
 * The quest's concept art featured Nomad, Vanstrom Klause, Colonel Grimsson, a troll, a human, and a goblin, although none of these characters, other than Nomad, appeared in the quest.
 * When the player asks Icthlarin about the Zamorakian afterlife, Icthlarin describes it as one of betrayal and intrigue involving a throne. He then states they have a lot of fun. This may be a reference to the popular HBO series.
 * Against the player controlled NPC allies, Gielinor uses many of the same bomb attacks as Vorago.
 * Xenia's Shadow Stalk attack is identical in name and usage to one of Vanescula Drakan's attacks during The Branches of Darkmeyer.
 * If, during the second phase of your battle with Nomad, you kill him while he is charging his Soul Blast attack, the blast will hit Death instead for 7500 or 9000 damage (as the case may be).