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"Contact" redirects here. For the lunar spell, see NPC Contact.
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Contact! is a members quest that takes place in the Kharidian Desert, in which a player attempts to help the city of Sophanem contact its neighbouring city of Menaphos.

Official description[]

The High Priest of Icthlarin has problems again - this time with the inhabitants of Menaphos. Sophanem is recovering from the plague, yet most of its citizens are still trapped on the other side of the river. Diplomacy has failed and subterfuge beckons. Clearly, this is the sort of job that a shifty adventurer could excel in.

Walkthrough[]

Start pointQuest map icon
Contact! icon
Speak to the High Priest of Icthlarin
Member requirementP2P icon Members only
Official difficultyMaster Master
Official lengthMedium
RequirementsSkill requirements are not boostable unless marked with a [B] for boostable.
Quest Quests:
Items requiredItems from the tool belt are not listed unless they do not work or are not automatically added.

Recommended:

Enemies to defeat

Starting off[]

High Priest (Sophanem) chathead

Travel to Sophanem and speak to the High Priest in the southern temple. There will be a cut scene that will say that they have been having problems getting in contact with their sister city of Menaphos, due to Coenus and his archers aggressively guarding the gates. Ask him about ways of getting into Menaphos and pick the option about accessing "from below".

Talk to Jex, who is in the North-east part of the city near the entrance to a building with a broken altar. He will tell you how to access the dungeons beneath the building. Go down the ladder east of Jex and talk to the guard if you haven't got any lighting source already. He will sell you a torch for 200 coins, and a tinderbox for 50 coins. A bullseye lantern is a better choice because it will go out less often. Alternatively you can take a Seers' headband, or the silver and gold torches from the Gielinor Games, as these light sources never go out. It is strongly recommended that you take good food (monkfish or above), an emergency escape teleport such as the ectophial, a tinderbox, and an antipoison potion or two.

Dungeon[]

Sophanem Dungeon map

Note: The dungeon under Sophanem is very dangerous, and protection prayers are strongly advised for protection from the monsters that patrol the dungeon.

Turn auto-retaliate off through the ability bar, since it might cause you to waste some time fighting back, and/or also cause you to run into a trap, if you're hit at an inopportune moment. Go down the trapdoor and follow the dungeon around until you get to the ladder north of the South-west corner using protect from magic prayer.

When following the route to the right, the player will only encounter scarab mages. Therefore, use protect from magic and keep auto-retaliate off.

Traps[]

The dungeon is riddled with various types of traps, which should generally be avoided or bypassed. The magic ability Surge cannot be used to bypass the traps.

Trap Image Description
Floor Trap - Spikes A Floor Trap

By selecting 'Search floor', these can be avoided using Agility.

If you run over them without searching, you will be hit for up to 600 life points.

Wall Trap A Wall Trap

These traps can be disabled by selecting 'Search Odd markings', which requires Thieving.

Similar to the wall traps in Rogues' Den, be very careful to select the wall with the trap and search it. If you do not, then you will walk through (and get hit) before you're asked to disable it.

If you run through them you will be hit for up to 950 life points.

Crusher Blocks Crusher Blocks

Simply move diagonally and carefully around them. If you run into them you will be hit for 200 life points of damage.

These are also found in the pyramid in Icthlarin's Little Helper.

Sand Pits A Sand Pit

Walk around the pit, it's worth it.

If you step on these, the ground will crack open and a scarab swarm will come out and poison you.

Scarab Trap A Scarab Trap

In order to avoid these traps, simply walk near the opposite wall at each scarab trap on the wall.

Here are three reasons why:

  1. These are the most dangerous of all the traps, which are very similar to the pits in Desert Treasure, because if you walk next to a scarab trap it will extinguish any light source except a seer's headband.
  2. And even if you have a light source, it causes you to fall to the bottom level, which is full of several hard-hitting Scarab monsters. You can get hit for over 1000 damage by the group of aggressive Scarabs in the pit.
  3. If both situations happen, click your emergency teleport for safety, do not try light your source.

Scarab mages can extinguish your light source even if it's a closed lantern, unless you are using the Seers' headband. You will not be able to continue attacking (if you were in combat) until your light source is relit.

Lower dungeon[]

Maisa in dungeon

Meeting Maisa in the lowest level of the dungeon

Once you have found the correct ladder (see map above), follow the passage around until you come to the corpse of Kaleef. Search the corpse to get a parchment, read it and continue west to Maisa. Once you tell her that Kaleef is dead, she wants to confirm your identity before trusting you.

Tell her that you helped rescue Prince Ali, and that he was being held in Draynor Village. Ozan and Leela assisted you.

She will then decide you are trustworthy and tell you to speak to Osman, the spymaster in Al Kharid.

Osman[]

Travel to Al Kharid and speak to Osman, who is standing against a pillar inside the palace. If you try to enter the throne room and are told the palace is on lockdown, you must first do the two quests that replaced Prince Ali Rescue: Stolen Hearts and Diamond in the Rough. Try to convince him to come to Sophanem (picking the "It would drive a wedge between the Menaphite cities." option does the trick).

Before returning to Sophanem, make whatever arrangements are necessary to battle a level 86 Giant scarab.

  • Good food (Monkfish or better are recommended)
  • One or two prayer potions
  • About two full anti-poison potions OR Greater Poison Purge Aura (or better)
  • A one-click escape teleport
  • Light source

Travel back to Sophanem. Osman is just outside the gates. Talk to him again and suggest the secret entrance just north of the city.

The final battle[]

Giant Scarab!

Go back through Sophanem Dungeon to where you found the body of Kaleef. Once you have passed through the maze turn auto-retaliate back on in order to avoid being interrupted in your fight. As soon as you go down the ladder you will see another cut scene where a large scarab appears.

Scarab fight

Battling the nasty bug.

Travel into the cave and fight the level 86 Giant scarab with 20000 life points and no weakness. It can commonly hit into the 300s or 400s with melee and ranged. It summons level 68 Locust riders and Scarab mages with 2700 life points (which can also do 90 life points of damage with poison) to aid it, which will attack the player at the same time. The riders will attack with ranged or melee, and the mages will attack with magic so you are being attacked by all 3 combat styles at once.

Magic:

Use Protect from Ranged. A full set of mystic equipment is more than enough for armour, as well as a tier 50 or 60 magic weapon such as a God staff.
Since the scarab will use only ranged attacks, you should save your food for the minions and defeat them as quickly as possible. You can then return your focus to the boss; just make sure not to run out of prayer. With the proper tactics and a decent magic level, it is possible to not need a single dose of potion or food.

Melee:

Using Protect from Melee prayer is recommended against the scarab, and having plenty of food is extremely helpful in this fight. Assuming that your melee skills are above 60 and you have tier 60 weapons, you should have no difficulty in dispatching it, using boosting potions and melee prayers. A halberd can also come in handy, allowing you to fight the boss without standing in its melee range.

Ranged:

A crystal bow, black salamander or similar ranged weapon should be suitable to fight the Scarab with. Use Karil's or royal dragonhide armour, and use Protect from Ranged. A Hand Cannon also works as well, but bring extras or a backup weapon such as a crystal bow in case it explodes.

Battle notes[]

The battle site has lost most of its original safespots and cannon uses in updates. Still, if you stand a distance away, the scarab will not approach. A good method is to turn on protect from range, and range it with royal dragonhide and a level 60 or higher ranged weapon. Be sure to kill the riders as soon as possible, as they will be the only major threat in battle.

In some apparently rare cases, you will get very lucky and the scarab will not summon a single monster to help him fight.

You can protect yourself from the scarab by simply attracting the scarab then standing to the left of the skeleton right before Kaleefs' body although doing this will allow the scarab to summon mages and locusts.

The Anti-poison totem will not protect you from the Scarab's poisonous mandibles, but other means of poison prevention, such as antipoison potions, will. The poison hits for around 40 life points, and can be cured with antipoisons.

After the fight[]

Once the scarab is defeated, another cut scene will happen where Osman is revealed to be alive (since he blended into the shadows as a spymaster). He talks to you and tells you to take the Keris on the floor, and then teleports away.

If you happen to die at the same time as the scarab or fail to pick up the Keris for some other reason, you can still get it from Osman in Al Kharid for free.

Go back to the high priest. It is suggested that you teleport out instead of tracing back through the dungeon, since there is no quick and easy way to get above ground. He will confirm that Maisa was successful, and reward you.

Quest complete!

Rewards[]

Contact! reward
Music unlocked

Required for completing[]

Completion of Contact! is required for the following:

Transcript[]

Trivia[]

Co osman sneaking

Osman sneaks into the temple, after knocking Jex out.

Audio options icon
Osman sneaks into Sophanem
The music that plays when Osman is sneaking into Sophanem.

  • The quest used to have a cutscene were Osman sneaks past Jex into the caves below by blackjacking him. The cutscene was removed with the release of Menaphos for unknown reasons.
  • Upon the completion of this quest, one's Adventurer's Log will read: "I kept my promise to Maisa and brought Osman to see her. As a result, the Sophanem exiles have returned and the city is bustling again."
  • If a player returns to Al Kharid for any reason whilst Osman is inside the dungeon, an NPC named Osman will still be there who the player claim is an agent of Osman. The 'Agent' seems to deny existing.
  • There is currently a glitch where if you took a dose of Prayer Renewal before seeing the Giant Scarab cutscene, the swirls from the potion would appear around Osman. Sometimes you can even see your character in Osman's place for a short time.
  • If the player has a walking animation override active during Osman's infiltration of Sophanem, Osman will use it as well.
  • There is a glitch where players will get the scarab down to zero life points, but it keeps attacking you and it won't die. Leaving the lower dungeon and then relogging seems to solve this glitch.
  • The dungeon is said to be very dark, but there are torches burning there. This may be another reference to Shadow magic.
  • If you finished Icthlarin's little Helper before the addition of Diamond in the Rough, you will be unable to talk to Osman until the completion of the quest.
  • The temple of minor gods may be a reference to the Discworld series of books in which there is a temple of small gods.
  • If The Jack of Spades has been started and access to Menaphos granted, the player will mention his extant access to Menaphos to the High Priest. The player will also be yelled at by Osman for acting as a spy in Menaphos despite being told not to.
  • Upon completion of the quest the high priest will say that the lamp he gives you only has two wishes instead of the usual three; a reference to genie lamps.
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