Legacy of SeergazeEdit This Entity
- 2 Quest Points
Talk to the Mercenary Adventurer at the Burgh de Rott Ramble start point, east of Paterdomus.
Skill: 20 Construction, 29 Agility, 31 Slayer, 35 Mining, 40 Firemaking, 47 Crafting, 49 Magic
Quest: Darkness of Hallowvale
Item: A Melee weapon, Ranged weapon (with ammo)/Runes, high healing food, Teak pyre logs (or higher). You will also need a Silver sickle (b), Pickaxe, Tinderbox, 2 Mithril bars, 2 Silver bars, coal, 1 Cosmic rune, 3 air runes, Rod of Ivandis, and a cut Emerald but all of these items can be obtained during the quest.
- These skills may be temporarily boosted with Stat Enhancers to complete the quest.
- Stat Enhancers can NOT be used on this skill to meet the quest requirements.
For Skill Requirements without either of these pictures, you may or may not be able to use stat enhancers. If you can confirm either way, please submit a correction.
Skill: Proficiency in at least two types of combat
Item: Vyrewatch clothing, Prayer restore potion (for lower level players), Spotted/Spottier cape, Boots of Lightness, Penance gloves.
What new efforts can the Myreque make in this struggle? A rumour drifts through the hard-bitten mercenaries assembled near Paterdomus: something suspicious is happening in the main temple, something odd even for the border of Morytania and Misthalin... What's more, Drezel has made a curious discovery beneath the well in the Paterdomus basement - something that harkens back to Morytania's bloody and terrible past. And what of the mysterious Safalaan? Surely he has more adventurous tasks for an enthusiastic, young and recently-promoted private of the Myreque.
What new secrets are to be discovered in Morytania? Can the Myreque strike back against the dread Vyrewatch?
Speak to Mercenary Adventurer.
Speak to Drezel.
Inspect temple top floor; fight Zamorakians.
Speak to Drezel again.
Accompany Mercenary Adventurer to Burgh de Rott.
Items needed: Weapon, armour.
Speak to the Mercenary adventurer (not "Adventurer") who is just to the east of Paterdomus (Picture). He will say that strange things have been occurring at Paterdomus. Speak to Drezel inside the temple, he says that he hasn't really noticed since he has been busy with renovations. He says that during the work he discovered a burial chamber, but right now he would like you to check on the suspicious people upstairs that the adventurer spoke of.
Go out of Paterdomus on the western side. Enter the temple on the surface that is fulled with monks of Zamorak.
Go to the top level of the building, up the spiral stair case and then up the ladder. A cutscene will begin, several mysterious figures will discuss the demise of the Guthixian edicts (Picture). They will hear you and teleport. You will be attacked by two remaining members. You need to be able to use at least 2 forms of combat alternately to fight them as they both use the protect against prayers for Magic, Melee and Ranged. Attack the mage first as he will deal the most damage for most players, he will then block melee so attack the ranger, he will block melee as well, so then switch to a ranged weapon and attack etc. You may want to use Prayer to protect yourself but for most players doing this quest it shouldn't be too difficult.
Search the crude table near the blackboard, inspect the items you receive. Head back to Drezel and speak with him. It appears as though Saradominists and Zamorakians are conspiring against the followers of Guthix to rid the world of balance. Drezel asks you to take the Mercenary adventurer to Burgh de Rott.
Offer and then agree to take the adventurer outside to Burgh de Rott. This will use the Temple Trekking mini game with an extension. Remember you can only use blessed silver weapons against vampyres. Unlike during aid of the Myreque the adventurer is quite strong and can take many more hits, however it is advised to give him food before leaving (he can take 15 items, and if you log out he will lose them). It's fairly easy, simply take whichever route you feel capable of and then kill any monsters or vampyres that attempt to kill him and you. Sometimes obstacles will appear, simply use the surroundings to get past (for instance cutting vines to make a rope over a river).
Making the Flail of Ivandis
Speak to Veliaf.
Talk to recruits and find book on weapons.
Find and repair furnace.
Make silvthril chain.
Speak to Safalaan.
Items needed: Pickaxe, tinderbox, coal, chain mould, silver bar, mithril bar that you will need can all be obtained during quest.
Once you reach your destination the adventurer will reveal himself as Ivan Strom and explains that he has left Paterdomus to visit his friends in the Myreque. Speak to Veliaf Hurtz in the inn cellar. Tell him about the Zamorakian and Saradominist meeting, then ask for a job and he will give you provisions to take to the Myreque HQ in Meiryerditch.
Bank items you don't need to reduce your weight, put on Vyrewatch clothes if you have them (you can buy them from Trader Sven). Take the boat to Meiryditch and then follow the sickles marked on house walls to the headquarters. Alternatively allow a Vyrewatch capture you, mine 15 ore and then run south to the HQ. See the Darkness of Hallowvale guide for detailed steps to get to the Myreque hideout here.
Speak to Safalaan, then Flaygian Screwte. Once asked about his research he will explain that Vampyres and the Vyrewatch are hard to kill because they can sense most movements. He suggests that creating an unpredictable weapon could harm them, and if you ask to help he will suggest speaking to the new Myreque recruits there (eastern side of the room). They will all suggest a silver flail as the weapon and that a book someone was reading might be able to back the theory up for Flaygian to base his work on. Search the beds and lockers in the middle of the headquarters, the book is on the middle northern side bed. Read the book and note the page that it says the flail is described on (differs for all players). Speak to Flaygian again and tell him the page number. He will then thank you and give you a hammer and 10 nails. He wants you to find a furnace next to the northern wall of the city so that you can smith a rod of Ivandis.
Head to the northern most building from the Myreque headquarters, then enter the building just south of it (Picture) and use your nails on the wooden post. Climb up the post with nails in it and then jump over the rooftops to reach the northern building. Jump onto the damaged wall to get inside and then climb up the ladder. Search all of the containers in the room to get supplies and coal and then search the trough to peer down the gap (Picture). Go down the ladders to the ground floor and then excavate the debris using the pickaxe. Use the coal with the now revealed furnace and then light it with a tinderbox. Return to the Myreque hideout and speak to Flaygian.
Flaygian will want to make a Rod of Ivandis to use in the flail's production. Search the room's shelves, barrels and containers for supplies you need. Take a chisel and a saw from the tool rack, a blessed silver sickle can be found on the shelf near Flaygian (you can only take one), two silver bars and two mithril bars can be found in a bucket full of bars. You can find a 'silvthril' chain mould in a crate near the ladder in the room to the south-east (Picture). Head back to the furnace and smith a silvthril chain. Return to Flaygian and speak to him, then use the silver sickle (b) on him. Speak to Safalaan and he will want you to investigate the laboratory you uncovered during the last quest.
Speak to Safalaan.
Use saw on door to access tunnels.
Investigate room past slayer creatures.
Create Flail of Ivandis.
Speak to Safalaan, Veliaf, and Drezel.
Items needed: Saw, 1 cosmic rune, 3 air runes.
Head to the laboratory by going directly north of the hideout outside (Picture). When you enter the dungeon Safalaan and his comrades will try to scare you by playing dead. Speak to Safalaan and then search the door to the south. Use your saw on the door (Picture) and then climb through the gap. You may want to turn protect from melee on as there are Zombie hands and Mutated bloodvelds that require Slayer levels to attack.
Follow the tunnels north-west and enter the large open cavern where four stones stand at the centre. Safalaan will ask you to help them search around the room as he sense a magical presence (Picture). Search the corpse to the north, and you will get a Cosmic rune, 3 Air runes (you will need these later), 1 Law rune, and 5 Fire runes. Afterward, you will need to search the strange stones this later becomes the Blood altar. Speak to Safalaan, Vyrewatch will arrive and attack. Don't panic; a cutscene will save you as Safalaan releases an energy from his body that scares off the Vampyres. You will be returned to the Myreque hideout, speak to Safalaan again, although he won't reveal the source of his power he will hand you the components of the flail to work on.
Use the emerald on the blessed sickle and then level-2 emerald enchant it. Then use the blessed sickle emerald(b) with the Silvthril chain whilst the rod of Ivandis is in your inventory to create the Ivandis flail (Picture). Speak to Safalaan once more and then leave the headquarters and kill a Vyrewatch with the Ivandis flail equipped (Picture). This should be fairly easy but make sure you have enough Prayer points or food to cope with the fight. Once the Vyrewatch is dead, take its corpse and return to Safalaan. He will be pleased and will ask you to report to Veliaf and to present the corpse to Drezel. Head out of Meiyerditch and return to Veliaf in Burgh de Rott. Tell him what you have learned and then ask what to do next. Head to Paterdomus to speak with Drezel.
Laying the Vyrewatch to Rest
Create pyre logs.
Burn Vyrewatch in columbarium.
Get blood talisman from wall.
Speak to Drezel.
Speak to Veliaf.
Items needed: Pyre logs (Teak or greater), Vyrewatch corpse, Tinderbox.
With a pyre log and tinderbox on you speak to Drezel back in Paterdomus. Speak to him about the Vyrewatch corpse and he will be horrified, like the shade remains in Mort'ton the soul of the vampyre is tortured and needs to be freed. Enter the columbarium entrance on the northern main chamber wall. Set your pyre logs down on the funeral pyre, add the Vyrewatch corpse and light it (Picture). You will gain some experience in Firemaking and then an ornate tomb key will appear as a reward on the pedestal; take it. Use the key on a shining wall storage just east of the staircase, you will receive a blood talisman (Picture)! Drezel will bless you for your work. Speak to Drezel and then finally return to Veliaf to complete the quest.
Note: To make pyre logs use olive oil on the sacred flame of the temple pyres in Mort'ton. World 88 is ideal to be able to do this easily. For more information on pyres see our Mort'ton Funeral Pyres guide.
A: It's the strange 'skull-shaped' rock you discovered in the laboratory caverns. For more information see our Runecrafting guide.
A: Yes, if you open the Legend of Seergaze quest diary in game you will notice that they are included in the rewards.
A: Yes, for every 50 vyrewatch you burn at the pyres, a message pops up saying you feel more experienced with the flail. It is an invisible boost. Once you burn 500 vyrewatch, the game will tell you that you have mastered the flail.
A: Yes, there is a shortcut behind the Hair of the Dog tavern that leads straight to the first cavern, follow the tunnels as you did in the quest and you will get to the blood altar. There is also a "Jutting wall" that can be maneuvered with 65 Agility.