Void Dance, AEdit This Entity
- 1 Quest point
Skill: 46 Hunter, 47 Construction, 47 Mining, 48 Summoning, 49 Herblore, 52 Woodcutting, 54 Thieving
Quest: Quiet Before the Swarm, Druidic Ritual, Wolf Whistle
Item: Pickaxe, 5 GP, Spade, Sextant, Watch, Chart
Other: Ability to defeat a level 110 Black knight guardian
- These skills may be temporarily boosted with to complete the quest.
- 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.
Item: Combat gear, Food, Stat-boosting potions, Amulet of glory (4)
Part 1: Tracking the Pest
Step 1: Tracking
Speak to Commodore Tyr
Speak to Korasi at Port Sarim
Speak to Captain Tobias
Speak to Gerrant
Track the pest trail
Speak to Commodore Tyr at the Void Knights' Outpost, he will ask you to assist Commander Korasi and Jessika in tracking the escaped pest, Commander Korasi says to meet her in Port Sarim. Once there, she will instruct you to talk to the people working at docks to see if they have seen anything suspicious. Head a little north and speak to Captain Tobias who will point you in the direction of Gerrant who owns the fishing supplies shop. He'll tell you about how the creature had knocked over his fishing barrels outside. Outside, you will notice a purple trail which will need to be tracked.
- Start at the bush next to the Fishing store.
- Head north and search the plant nearby.
- Head north again and search the stones.
- Search the plant north of the stones.
- Head north and search the bush.
- Go north-east of Betty's rune shop and search the stones (next to the pavement).
- Go further east and search the plant.
- Go further east and search the bush.
After following the trail, you will end at the Rusty Anchor pub, inspect the mound and then go speak to Korasi again.
Step 2: The Bar
Speak to the Bartender
Search the junk on the floor for the key
Go down the trap door
Go into the Barrel Room
Complete the puzzle
Speak to Korasi
Speak to the Bartender
Speak to Korasi again
Korasi will tell you to seek permission from the Bartender (Rusty Anchor Inn) to gain access to his cellar. Head to the pub and speak to the bartender who will grant you permission, but will also inform you that he has lost the key. Search the random piles of junk on the bar floor to find the key. Proceed to enter the trap door in the north-west corner. Upon entering you will notice a crack in the wall, inspect it and then you will begin to hit it with your pickaxe. Strange goo begins to seep from the wall and Jessika asks you to fetch an empty barrel from the room next to you. Show/Hide barrel puzzle solution.
Upon completing the puzzle, exit the room and speak to Korasi. If you are unable to exit the room, you can use the whistle in your inventory to reset the puzzle. She tells you to speak to the bartender to calm him down. Climb the ladder and speak to the bartender and choose to either lie or tell him the truth. Go back to the docks to speak to Korasi again.
Step 3: Tracking II
Speak to Shopkeeper
Take from the table
Chisel the plank
Use the log on the plank
Use the Joint on the wall
Speak to the Shopkeeper again
Track the pest
check the Mound
Check the mound a second time
Suggested items: 60 GP or Amulet of glory
Korasi will make the link between the bartender and Captain Tobias' behaviour. Jessika points out the pest will have looked for a similar climate to its home. All of this points to Musa Point (east of Brimhaven) as the pest's next location. Take a boat there and Korasi will tell you to speak to the inhabitants. Head to the general store and speak to shopkeeper Kofi who has some information. He refuses to help you until his shop wall is repaired so grab the supplies from the table in the shop and chisel the plank and log. Use them on each other to form a wall joist, which can be used on the damaged portion of the wall outside. Speak to Kofi again.
He will lead you to where he last saw the pest. Just like before you will notice the purple trail and have to track the pest to its new mound.
- Search the succulent north-west of the pond.
- Go east and search the shrub.
- Head just north-east of the pond and search the succulent.
- Go just west of the banana plantation next to the fence and search the shrub.
- Go inside the plantation and search the log in the south-west corner to reveal a mound.
Inspect the mound, Korasi and Jessika will appear and ask you to look for clues around the mound. Inspect the mound a second time to find a material called waxwood. Show this to Jessika, who will tell you to speak to the crafting shop's owner in Rimmington.
Step 4: Analyzing
Speak to Rommik
Speak to Korasi
Speak to the Chemist
Complete Analysation Puzzle
Speak to Korasi again
Note: You will need 16 inventory spaces open for this step.
Speak to Rommik in the crafting shop in Rimmington. He will inform you that he recently made some water tight boxes, using waxwood, which he shipped to Falador. After you have finished speaking to him, go to the Chemist, just west of Rimmington, and let Korasi know your findings. Speak to the Chemist who will need your help analyzing the substance. You will need 16 free inventory spaces.
You will be taken into the laboratory where you will need to react the waxwood with different chemicals until it is fully reacted and analysed. On the top-right of the screen, you will be shown the combinations of chemicals that produce either other different chemicals or an unstable reaction. The top-left shows your progress, the status of the power and heat, the chemical that is currently in the reactor and what chemical is currently needed (Picture, Picture).
The concept of the puzzle is simple. The stability of the reactor must be kept at a good level or it will explode. To do this, operate the controls based on the following:
- Open the vent if the heat is high or very high.
- Stoke the furnace if the heat is low or very low.
- Apply the flywheel brake if the power is high or very high.
- Operate the flywheel if the power is low or very low.
You will also have to react the chemicals correctly before they affect the stability, and you must react quickly to the changes or they will reach a dangerous level, and you will need to restart the puzzle.
Step 5: Clue Hunt
Speak to Sir Tiffy
Buy a box from Ali Tist
Attempt the puzzle
Speak to Jessika
Speak to Ali again
Speak to Sir Tiffy
Speak to Sir Amik Varze
Speak to Ali Tist again
Complete the Clues
Items needed: 5 GP, Spade, Sextant, Watch, Chart
Upon arriving, talk to Captain Korasi and Sir Tiffy Cashien will inform you that a man named Ali Tist opened a stall next to Falador's east bank selling boxes. Take 5gp with you and buy a box from him.
Attempt to investigate it yourself and you will make no progress with it (Picture). Take it to Captain Korasi, Jessika, and Sir Tiffy Cashien and they will all fail to open the box. Jessika will then take suggestions on how to open it. Choose any of the options in the dialogue. Captain Korasi will interrupt and smash open the box with her sword to find that there is pest goo within the boxes (Picture).
Talk to Ali Tist, and he will refuse to tell you where they came from and what is inside the boxes. Go back to Sir Tiffy Cashien, and he will direct you to Sir Amik Varze in the third floor of the White Knight's Castle (go through the door to the west and take the staircases upwards). You will explain the situation and he will write you a Search warrant to search Ali Tist's boxes.
Go back to Ali Tist and say that you will examine his stock. He will tell you that a mysterious clue scroll was given to him that led him to a cave filled with the boxes that he was selling. Take this to Sir Tiffy Cashien, and they will let you follow the trail as well as give you a Commorb.
Bring a Spade, Sextant, Watch, and Chart with you before you start. The first clue takes you just west of Falador above the Witch's House. Dig by the hollow tree to find your next clue. It tells you to give a Man an onion as well as wave at him. Go south of the Crafting guild to pick an onion if you haven't got one already, and find the Man with the rucksack and stick who is east of the guild. Use an Onion with him and choose to wave (through dialogue). Your next clue will take you to the farmhouse south of Falador.
Search the crate in the main room to find another clue, which tells you to dig over some red flowers, north of the north-east fountain in the Monastery (Prayer Guild). Your final clue is a set of co-ordinates which lead you to a hatchway north of the Black Knight's Fortress. Go straight there, remembering your Sextant, Watch, Chart, and Mysterious clue scroll, and choose to enter the hatchway. Korasi and Jessika will teleport to you to assist you (Picture).
Step 6: The Pest
Plan on how to pass the doorkeeper
Proceed to the next room
Use the workbench to create a gaff
Obtain key from shelf with gaff
Proceed to the next room
Kill the knight and kill or save the pest
Talk to Commondore Tyr
Suggested items: Combat gear, food, stat-boosting potions, method of teleport (e.g. Ectophial)
Korasi will assist you in opening the hatchway. Once you have entered, talk to Korasi and she will kill the nearby guard. Talk to her again and she will attempt to deceive the doorkeeper in letting her past. She will fail, however she will discover that you need a password to pass the doorkeeper. Talk to Jessika who will come up with a plan of summoning a void creature. You will find the creature in your inventory, which you must use on the boxes, just west of the door. Make sure you don't get in the way of the workers' line of sight or you will be sent out of the base.
After the next worker enters, the void creature will hear the password. You will be able to retrieve the void creature from the same pile of boxes and return it to Jessika who will be able to communicate with it and obtain the password. She will attempt to pass the doorkeeper. She will fail, however she will discover that you require a form of identification.
Pickpocket the worker carrying the boxes as he leaves to obtain the black knight access insignia. Proceed to enter the door yourself, and you will succeed. As the doorkeeper begins to open the door, Korasi will rush through and knock down the doorkeeper. Either choose the option to tie up the doorkeeper and hide him somewhere, or kill him. Proceed to the next room.
There are two options to obtain the key for the door:
- Search the north-west workbench to retrieve a tool, which can be used on the south-west workbench to retrieve a metal strip. Search the north-west workbench again to retrieve another tool, which can be used with the south-east workbench to obtain a hook. Use the metal strip and hook together to make a gaff. Use the gaff with the shelf in the north-west corner to obtain the key.
- Murder one of the workers and collect the key that he drops.
Before the fight, it is recommended that you drain your Prayer points to 0 since the Black knight guardian you are about to fight will drain your Prayer and heal himself when he is low on health. For players with a low level, make sure you have a method of teleporting away from the area; you will not be able to get back out through the doors during the fight.
Proceed to enter the next room, where you will be faced with one level 110 Black knight guardians (Korasi attacks the other). Use melee or Magic attacks on him, healing where necessary, until he is dead. After you have killed him, you will notice the machine which is attached to the pest. Talk to the pest, and after a short bit of talking, either choose the option 'enough of this' and put the pest to rest, or set the pest free. The outcome is not affected by your choice.
Leave with Korasi and Jessika to the Void Knights' Outpost, where you can talk to Commondore Tyr to finish the quest.