The Path of Glouphrie

''PoG redirects here. For the next quest in the series, see The Prisoner of Glouphrie.''

Walkthrough

 * 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 or a Glider.

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

 * (It would be wise to have around 10-14 free spaces in your inventory for this part.)
 * With your Crystal saw or its seed form, 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".

Alternatively, if you talk to him about Glarial's Pebble, you will ask if you can borrow his key, and then you don't have to go search for it. This might only work if you've done the Waterfall Quest.
 * Go to the eastern-most room full of crates and search the discoloured crate and 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 tokens) then head back to Golrie. You can use the drop trick to obtain more.


 * Head to the Eastern part of the cave, and crawl into the tunnel on the Northern wall. Once through, you will have to deal with a not too difficult 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. (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.


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


 * 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 tokens, 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 walk North and crawl through the tunnel on the North wall. This will put you back in the room with the zombies. Crawl back into the tunnel and you will be facing the first monolith. Push the South-Western monolith North and 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 opens a cut-scene that provides insight to Golrie's grandfather, and unlocks a 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.

If you don't have the correct type of discs, use the disc exchanger, failing that, drop all the discs that you have in your inventory and search one of the chests that you found the discs in, you will receive more discs. (Note: if you have two types of crystals you need or want, looking in the chest grant you some crystals).


 * 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.

Healing a Spirit Tree



 * Remember your slayer boost for this part if you require it.
 * Use the spirit tree to travel to the Grand Tree and talk to Aluft Gianne Jr (Not SR). 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.


 * Take a mithril crossbow, mithril grapple (make sure to wield it!), the crystal chime and necessary combat supplies to defeat 3 level 143 bosses. Consider also bringing one Tangled Toad Legs, though this is not required. Note: Premade Tangled Toad Legs do not work.


 * 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.


 * Walk west into the dungeon entrance, and prepare for the boss fight.

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 200, 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



 * One Quest point
 * 30,000 Strength experience
 * 20,000 Slayer experience
 * 5,000 Thieving experience
 * 5,000 Magic 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 stepping 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

 * While Guthix Sleeps
 * The Prisoner of Glouphrie

Trivia

 * 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.
 * 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.
 * When a player meets Longramble, they will ask him, "Mr Longramble, I presume?". It is a reference to the quotation Dr Livingstone, I presume?, when H. M. Stanley met with David Livingstone in Tanzania.
 * 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!"

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.