Rune Mechanics

Note
Before you take out your familiar, remember that familiars are not allowed in the Mage Training Arena.

Walkthrough
To start the quest, talk to Clerval in the basement of the Mage Training Arena. He will tell you he wants to create his very own rune guardian and ask you to talk to three different wizards, Wizard Dougal and Wizard Edvin, who are in the basement, and Wizard Shug who is by the Rewards Guardian on the second floor.

Wizard Dougal
Wizard Dougal will tell you to craft Steam, Mind, and Body runes. You can just bring the Mind and Body runes pre-made and earn his approval, but you have to craft the Steam runes yourself (must be crafted during this point in the quest). He will give you the water talisman, fire talisman, binding necklace, and the essence required for the quest. Leave the room and search the west bookcase for a book on how to make combination runes if you are unsure about what to do. Once you have crafted the Steam runes you must take them back to Wizard Dougal for approval then give them to Clerval.

The most efficient way of crafting the Steam runes is merely to run north-west of the Duel Arena and enter the Mysterious ruins located by a ring of cacti. Use the fire talisman on the Mysterious ruins to enter, and then craft the desired number of Steam runes by using the water talisman on the fire altar (make sure you wear your binding necklace so you have a 100% chance of making all 5 steam runes).

Wizard Edvin


Wizard Edvin will have you solve a teleport maze. If you are stuck in the maze, the corner of each square has a floating purple star. Once interacted with, the star will teleport you to the maze entrance. Each portal (there are 4 in each square) has a little icon next to it. The icons represent the different types of chess pieces as they move about on a chess board, less the queen. One dot represents a pawn; as such you will teleport one square north, regardless of which portal direction you choose. Three diagonal dots represent a bishop; as such you will teleport diagonally in that direction until you reach the edge of the puzzle. A cross represents a rook; as such, you will teleport in the direction you are facing until you reach the edge of the puzzle. A square with a hole in the middle represents a king; as such you will teleport you one square in the direction you are facing. Finally, there is a Tetris-like symbol, which represents the knight; as such you will move in a L-shaped pattern according to the pattern on the floor that is in front of the portal you choose. (The pattern is West, North, North, North.) Once the puzzle is solved click the exiting portal it will be near the top left of the final room, Wizard Edvin will then give you a carving device; take this device back to Clerval.

Wizard Shug


Wizard Shug is upstairs on the top floor to the North, and will tell you that you need 5 pizazz points (from any Mage Training Arena minigame). If you have never earned any pizazz points or if you have destroyed your Progress hat, you will have to acquire the points by utilizing the Mage Training Arena. After you have 5 or more pizazz points, Wizard Shug will tell you about making the body of the golem, and how to enchant emeralds. You will need to take either 20 Pure or Rune Essence to Clerval and use the two emeralds on the workbench to enchant them (no runes required).

Finishing Off
After you have talked to Wizards Dougal, Edvin, and Shug, and delivered all the items, talk to Clerval downstairs and he will tell you that he needs you to fix the animation table, which is done by completing an easy wiring puzzle (the solution can be found in the lower right image). After you complete the puzzle, click the green circle to verify your completion for Clerval. After recognizing the puzzle's completion, Clerval will give you a carving tool and a lump of rune essence, and ask you to carve the golem. Use the carving tool on the lump of rune essence, which will create a Guardian head, Guardian body, Guardian arms and Guardian legs. After you have all 4 pieces of the rune guardian talk to Apprentice Clerval again. A short cutscene will ensue where it will be brought to life on the newly fixed table, and you will then have the option to keep the rune guardian pet.

Congratulations! Quest complete!

Rewards



 * 1 Quest Point
 * 900 Construction experience
 * 2,300 Magic experience
 * 1,850 Runecrafting experience
 * Rune Guardian Pet (If you so choose to take it. The guardian is fully grown and feeds at Runecrafting altars.)
 * Fire talisman or Water talisman - obtained during the quest and can be kept
 * Binding necklace - obtained during the quest and can be kept (only has 15 uses and only 14 is used during quest)

Music
Music tracks unlocked:
 * These Stones - when entering Mage Training Arena basement.

Trivia

 * The day that the quest came out the spoiler read: "Thanks to Clerval's usual incompetence, you'll have to wait until tomorrow to see the rewards. "
 * When Wizard Shug mentions a "far off land" where the "women were floaty", he is talking about Moonclan Island.
 * Although you need to start this quest at the Mage Training Arena, you don't have to play the minigames if you currently have 5 Pizazz points at the arena. If you have previously earned points, but don't currently hold 5, then you will have to get more.Runemechanicsprint.PNG
 * At the start, it was listed in the knowledge base as being F2P, but it was confirmed by Jagex Moderators in the Forums as it being a mistake.
 * When the quest was released, a glitch occurred. When people used the Clan Quick Chat function to display how many quest points they had, it would end up in an unusually large number.
 * Another glitch that occurred was that when people used Clan Quick Chat to say their skill levels in any skill, including combat, it would be displayed as a random number between 0 and 243. Both glitches were fixed in an update later that day.
 * The book cases in Edvin’s room can either show "nothing interesting" or show various books related to chess.
 * The bookcases in Edvin’s room could be a hint that all the teleports you can make in his maze are equal to chess pieces. The one dot icon could represent pawn, which can only move one space forward (North). The three diagonal dots icon could represent bishops which move diagonally in any direction. The 'L' icon could represent the knight, which moves in a 'L' motion (2 down,1 left, etc). The cross icon could represent a rook that moves vertically or horizontally in any direction. The square icon could represent a king piece that can move horizontally or vertically in any direction, but only one space at a time.
 * If a player had completed The Golem quest before starting this one, while Wizard Edvin is explaining the construction of the Rune Guardians from Uzerian technology, the player will reference a desert city before being interrupted.
 * The wiring puzzle is very similar to weekly puzzle 26 (or 27 in the UK version) of "Professor Layton and the Curious Village".
 * After completing the quest, the 'Quest complete' text in the Adventurer's Log reads: With very little of Clerval's help, we managed to make a rune guardian Pet.
 * Ervin says his tool is used to carve the giant, this is possibly a reference to the song Carving a Giant, by Gorgoroth.
 * When you set the quest as an objective, the objective will read: "Discover more about Magic and Runecrafting at the Mage Training Arena. Gives Runecrafting, Magic and Construction XP, and a rune guardian pet."
 * Wizard Edvin says, "No one's gotten trapped between teleports since I fixed the abyssal quadrangle algorithm," but the player is still able to recieve the teleport error random event in the abyssal realm, and Solus Dellagar is still able to use his 'slow teleport' technique to remain invisible and be at two places at once.
 * The bookcases in the basement are usually bigger in different areas.
 * Clerval says he once had a pet rock. It's not a joke. They were real. Although Clerval waiting days for his to move might be a joke.