Ultimate Ironman Guide/Quests

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UIM Guide
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Quests.png

Quests often have unique restrictions, challenges, or dangers that make them particularly difficult for an Ultimate Ironman to complete. They can require significant preparation, and they may have inventory-stressful item requirements and dangerous combat in unusual locations. In most cases, these challenges are similar to those for regular players, and with good preparation (often coupled with a good quest guide) the quest can be completed much like any other player would.

This guide aims to list the quests with heavy inventory restrictions or dangerous combat situations that are most threatening to an Ultimate Ironman.

Notable item requirements[edit | edit source]

Some quests require certain items that can be somewhat difficult to get through normal means.

Quest Item Notes
Animal Magnetism Mithril axe.png Mithril axe A mithril axe is required to make the blessed axe during the quest. One can be bought from the Woodcutting Guild, which requires level 60 Woodcutting and 75% favour in Hosidius to access. Players who do not have the requirements to enter the Woodcutting Guild can safespot tree spirits in the Enchanted Valley for one. The mithril axe is also dropped uncommonly by blue dragons.
Desert Treasure Magic logs.png Magic logs Players must deliver 12 magic logs to Eblis at the start of the quest. Without level 75 Woodcutting, magic logs are hard to come by at lower levels. The best way to obtain them is through Firemaking training at Wintertodt. Alternatively, players who have level 58 Hunter can catch nature implings in Puro-Puro. Magic logs are also an uncommon reward from the Brimstone chest.
The Eyes of Glouphrie Mud rune.png Mud rune One mud rune is required to make the magic glue during The Eyes of Glouphrie. One can be obtained by exchanging pizazz points at the Mage Training Arena.
Fairytale I - Growing Pains Nature talisman.png Nature talisman A nature talisman is potentially required for encanting the secateurs during Fairytale I. The best way to obtain one is to kill abyssal leeches in the Abyss. This is dangerous however, so players should prepare accordingly.
Swan Song Lava rune.png Lava rune Players must bring 10 lava runes and 10 mist runes to the Wise Old Man at the start of the quest. These can be obtained by exchanging pizazz points at the Mage Training Arena.
Mist rune.png Mist rune
Tears of Guthix Bullseye lantern.png Bullseye lantern A bullseye lantern is required to make the sapphire lantern during the quest. After completing Death to the Dorgeshuun, players can buy an unoiled version from Miltog or pickpocket cave goblins for one. An unfinished bullseye lantern can be made at level 49 Smithing.

Item limitations[edit | edit source]

Quests involving Entrana[edit | edit source]

Main article: Entrana

A number of quests require travelling to the island of Entrana, which does not allow weapons or armour. Runes are allowed, as well as the materials required to fletch ranged weapons and armour. The looting bag is allowed if it does not contain prohibited items.

Players who have restricted items on them will need to store the items in some way. It is recommended to deathpile the items or store them at an Item Retrieval Service while travelling to the island, as this allows for prolonged trips if necessary.

For more information, see Ultimate Ironman Guide/Item Management.

A list of quests that require travelling to Entrana is as follows:

Quest Notes
Lost City Requires fighting a Tree spirit underneath Entrana, so it is recommended to bring along runes or fletching materials for combat. Any items stored at an Item Retrieval Service are at risk of being permanently lost due to death here. A second dramen branch is needed for Sir Amik Varze's subquest of Recipe for Disaster, so it may be prudent to cut an extra one if doing that quest soon.
Enlightened Journey Multiple trips to Entrana are required to set up the various routes in the Balloon transport system, as each new route must be started from Entrana before becoming available for later use.
Hand in the Sand The player must briefly travel to the sand pit on Entrana to retrieve the Wizard's head.
Heroes' Quest Needed to get a fire feather from the Entrana firebird. Only ice gloves are required, and the combat is not dangerous.
Holy Grail The player must briefly travel to Entrana and speak to the High Priest in their search for the Holy grail at the start of the quest.
Devious Minds During this quest, the player must bring a large pouch holding the orb to Entrana. Any death will cause the enlightened large pouch to be permanently lost, so it is recommended to deathpile your items before combining the large pouch and the orb. Players must go to Entrana through the Abyss which is potentially dangerous, so using an Item Retrieval Service to store the items is not recommended.
Desert Treasure The player must bring a silver pot to Entrana to be blessed by the High Priest.
Recipe for Disaster
(Sir Amik Varze subquest)
Another dramen branch is required to make cinnamon for the brulee supreme, which will require another trip to Entrana if an extra branch was not gotten earlier.
Monkey Madness II During part of the quest, the player must briefly travel to Entrana to talk with Auguste.

Other item limitations[edit | edit source]

A number of quests restrict equipment in certain areas. A list of notable quests such limitations is as follows:

Quest Notes
Waterfall Quest No weapons, armour, runes, fletchable items (such as logs) or looting bag can be brought into Glarial's Tomb. A rune pouch is allowed if it does not contain runes.
Roving Elves No weapons, armour, runes, fletchable items (such as logs) or looting bag can be brought into Glarial's Tomb. A rune pouch is allowed if it does not contain runes. A dramen staff cannot be smuggled into the Glarial's Tomb as bringing a knife is also forbidden, however players can use an event rpg to make the moss guardian fight easier.
Recruitment Drive Requires a completely empty inventory and nothing worn, as no items can be brought into the testing grounds.
The Fremennik Trials The puzzle inside Peer the Seer's house requires a completely empty inventory and nothing worn.

No weapons, armour, runes or fletchable items such as logs (similarly to the Glarial's Tomb) can be brought into the fight with Koschei the deathless for Thorvald the Warrior's trial. To make the fight easier, players can bring an event rpg, or smuggle a dramen staff (unlike in the Glarial's Tomb) by bringing a knife and a dramen branch and then cutting the branch into a staff when in the arena.

Dying to Koschei's fourth form is safe. However, if the player dies to his first, second, or third form, any items stored at an Item Retrieval Service will be lost.

Weight requirements[edit | edit source]

Some quests have sections that require a specific weight to complete, or are made easier by having a lower weight for certain Agility obstacles. With the graceful outfit players should not have any issues with this, as they can simply wear the outfit to reduce weight and it will be more than sufficient. Players who do not have the graceful outfit may want to store their heavy items into the looting bag, which has 0 kg weight regardless of what items are put inside.

A list of notable quests with weight requirements is as follows:

Quest Notes
Temple of Ikov During part of the quest, a bridge must be crossed that collapses if the player weighs more than -1kg. The boots of lightness can be found nearby to help with weight management.
Recipe for Disaster
(Pirate Pete subquest)
Diving to the Mogre Camp requires less than 28kg weight. Notably, the diving apparatus and fishbowl helmet total to 15kg on their own.
Underground Pass A number of the Agility obstacles during the quest are easier to traverse at a lower weight. In addition, lower weight will make it easier to maintain energy, further helping during the quest.
Enlightened Journey While riding the balloon, the player can have no more than 40kg of weight. This also applies to any future use of the balloon transport system, including the trips from Entrana required to unlock the various routes.

Quests requiring inventory space[edit | edit source]

A number of quests require the player to have a relatively empty inventory to manage quest items. A list of notable quests such limitations is as follows:

Quest Inventory space needed Notes
Doric's Quest 12 Six clay, four copper ore, and two iron ore (total 12 items) must be delivered at once to Doric.
Tower of Life 11 Having at least 11 inventory spaces is required to build the various machines within the tower.
Temple of Ikov 20 20 unnoted limpwurt roots must be delivered at once to Winelda.
Priest in Peril 17, can be done with less 50 rune or pure essence must be delivered to Drezel in increments, so more inventory space cuts down on the trips. Having at least 17 inventory spaces (to be able to do this in 3 trips) is recommended.
Death Plateau 21 10 trout, 10 bread, and the spiked boots (total 21 items) must be delivered to Tenzing at once.
In Search of the Myreque 13, can be done with less Six steel weapons must be delivered at once, and six planks are required with 225 steel nails to repair a bridge. Having inventory space to hold all these items at once can help cut down on backtracking.
Between a Rock... Varies During the fight with the Arzinian Being of Bordanzan, the fight is easier the more gold ore is in the player's inventory.
Underground Pass Varies To get into the final chamber with Lord Iban, the player must be wearing only Zamorak monk robes, requiring some inventory space to hold the rest of their equipment.
Regicide Varies, 15 recommended Distilling the barrel of naphtha requires large amounts of coal, with extra coal making the process easier to manage. Though it can be done in as few as 7-10 coal, it is recommended to bring more if possible.
Mourning's End Part I Varies, 15 recommended Distilling the barrel of naphtha requires large amounts of coal, with extra coal making the process easier to manage. Though it can be done in as few as 7-10 coal, it is recommended to bring more if possible.
Wanted! 20 20 unnoted rune or pure essence must be brought to the Mage of Zamorak at once.
Mourning's End Part II 20, as much as possible recommended As much inventory space as possible is recommended for the puzzle section at the end of the quest, to cut down on possible backtracking for more puzzle items.
Cabin Fever 11, can be done with less 11 empty inventory spaces (though more space is recommended) are required to hold the various items required during the quest.
In Aid of the Myreque 18, can be done with less Having at least 18 inventory spaces is recommended throughout the quest, especially at the start when hauling buckets of rubble out of the basement, and if giving armour and food for Ivan Strom.
The Great Brain Robbery 20, can be done with less 20 inventory spots are recommended for building and filling the crate, though this can be done in increments if less inventory is available.
Legends' Quest 20, can be done with less It is strongly recommended to have at least empty 20 inventory spaces (more recommended) after making the golden bowl, so players are able to hold all the required items for parts involving the Viyeldi caves. The sketch can be dropped after making the golden bowl.

Dangerous instances[edit | edit source]

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Due to an update, the information in this article may be out-of-date.
Reason: Death mechanics have changed substantially, these instances are not dangerous anymore.
You can help improve it by updating the information.

Many quests include dangerous combat sections, and some of these fights happen inside of instanced areas. Any items lost on death inside an instanced area will be dropped to the ground outside of the instance. Some more recent quests include an Item Retrieval Service for some or all of their instanced fights (such as Dragon Slayer II), but most quests do not. If completing a quest fight in an instanced area, it is recommended that the player be extremely careful, and consider temporarily storing any items they do not want lost in a "death pile" on the ground.

For more information, see Ultimate Ironman Guide/Item Management.

A list of quests with dangerous instanced areas is as follows:

Quest Notes
A Soul's Bane Most the quest takes place in various instanced rooms, including fights against multiple level 40 to 46 enemies.
Death to the Dorgeshuun The final fight against a level 50 Sigmund and three level 22 H.A.M. Guards is instanced.
Fairytale I - Growing Pains The fight against the level 111 Tanglefoot is in an instance.
Shadow of the Storm The final fight against the level 100 Agrith-Naar takes place in an instanced area.
Horror from the Deep The finale of the quest, including a fight against two regular Dagannoth and the level 100 Dagannoth mother is instanced.
Another Slice of H.A.M. Both the ambush in the Goblin Village and the final fight against a level 64 Sigmund take place in instances.
Icthlarin's Little Helper Includes a fight against a level 91 Possessed Priest and a fight against a level 75-81 guardian.
In Aid of the Myreque While escorting Ivan Strom to the Paterdomus Temple, the trip through the Mort Myre Swamp takes place in an instance, and inludes combat against level 50 or 75 Vampyre Juvinates.
My Arm's Big Adventure The final fight against the level 75 Baby Roc and level 172 Giant Roc is instanced.
The Fremennik Isles The finale, including the fight against the level 122 Ice Troll King, takes place in an instanced cave.
Lunar Diplomacy The entire final dream sequence, including the fight against Me, takes place in an instanced area.
Dream Mentor The dream sequence during which the player fights The Inadequacy, The Everlasting, The Untouchable, and The Illusive takes place in an instanced area. Furthermore, no teleports will work in this area, with the only escape being the lectern.
The Great Brain Robbery The fight against the level 190 Barrelchest is in an instance.
Swan Song The majority of the quest takes place in an instanced version of the Piscatoris Fishing Colony. This includes fights against variouis Sea trolls and the level 170 Sea Troll Queen.
Recipe for Disaster The final fights against Agrith-Na-Na, Flambeed, Karamel, Dessourt, the Gelatinnoth Mother, and the Culinaromancer are all instanced. Furthermore, the only way in and out of the instanced area are the provided portals, as all other teleportation is prevented.
Monkey Madness II The fight against Kruk, as well as the final sequence where the player fights Tortured gorillas, Demonic gorillas, and Glough, are all instanced. These are some of the most challenging quest bosses in the game, making these instanced areas particularly dangerous.