Quest · Voidscape

The Far-Walkers

  • Grandmaster
  • Very long
  • 6 quest points

Start by talking to Carver Merrow in East Ardougne.

Walkthrough

  1. A place in the hall

    Your name is cut. The hall, shop and rights are open. Lessons cannot be repeated; deep-cave travel keeps its separate flag.

    Carver MerrowEast Ardougne

  2. Finish The Herbalist's Fever

    Complete The Herbalist's Fever or its original quest. Merrow accepts either road.

    Carver MerrowEast Ardougne

  3. Finish Let the Halls Run Dry

    Complete Let the Halls Run Dry or its original quest. Merrow accepts either road.

    Carver MerrowEast Ardougne

  4. Finish Corwen's Gauntlets

    Complete Corwen's Gauntlets or its original quest. Merrow accepts either road.

    Carver MerrowEast Ardougne

  5. Finish The Broken Expedition

    Complete The Broken Expedition or its original quest. Merrow accepts either road.

    Carver MerrowEast Ardougne

  6. Finish The Burst Levee

    Complete The Burst Levee or its original quest. Merrow accepts either road.

    Carver MerrowEast Ardougne

  7. Finish Three Lamps Down

    Complete Three Lamps Down or its original quest. Merrow accepts either road.

    Carver MerrowEast Ardougne

  8. Train Agility

    Train Agility to 50. Merrow checks trained levels; temporary boosts do not admit you.

    Carver MerrowEast Ardougne

  9. Train Crafting

    Train Crafting to 50. Merrow checks trained levels; temporary boosts do not admit you.

    Carver MerrowEast Ardougne

  10. Train Herblaw

    Train Herblaw to 45. Merrow checks trained levels; temporary boosts do not admit you.

    Carver MerrowEast Ardougne

  11. Train Magic

    Train Magic to 56. Merrow checks trained levels; temporary boosts do not admit you.

    Carver MerrowEast Ardougne

  12. Train Mining

    Train Mining to 52. Merrow checks trained levels; temporary boosts do not admit you.

    Carver MerrowEast Ardougne

  13. Train Prayer

    Train Prayer to 42. Merrow checks trained levels; temporary boosts do not admit you.

    Carver MerrowEast Ardougne

  14. Train Smithing

    Train Smithing to 50. Merrow checks trained levels; temporary boosts do not admit you.

    Carver MerrowEast Ardougne

  15. Train Strength

    Train Strength to 50. Merrow checks trained levels; temporary boosts do not admit you.

    Carver MerrowEast Ardougne

  16. Train Thieving

    Train Thieving to 50. Merrow checks trained levels; temporary boosts do not admit you.

    Carver MerrowEast Ardougne

  17. Train Woodcutting

    Train Woodcutting to 50. Merrow checks trained levels; temporary boosts do not admit you.

    Carver MerrowEast Ardougne

  18. Reach 107 quest points

    Earn 107 total quest points, including historical points. Ask Merrow to check your current total.

    Carver MerrowEast Ardougne

  19. Talk to Carver Merrow

    Ask Merrow about the missing walkers outside the hall gates. Make one space for a lantern.

    Carver MerrowEast Ardougne

    Say I'll bring them home

  20. Bring a pickaxe

    Bring any pickaxe for Oswin. Four props and four shades come before the rubble.

    Carver MerrowEast Ardougne

  21. Rescue Oswin

    Ask Merrow to go under the hall. Prop the beam, defeat four shade waves, use a pickaxe on Oswin, then Lift beam.

    Carver MerrowEast Ardougne

    Say Take me under the hall

  22. Recover your lantern

    Bring your lantern from the bank, or ask Merrow for another if it is lost. Replacements are free.

    Carver MerrowEast Ardougne

    Say I need my lantern

  23. Reach deep Yomi

    Sail to Shinigami and use the graveyard gate or a Yomi portal. Take your lantern to the lowest landing.

    Yomi

  24. Follow Masaru

    Light the lantern at the deepest landing. Find Masaru, talk, stay within three paces, and kill the warden when he stops.

    Yomi

    Say Lead the way

  25. Prepare for the Slag King

    Bring combat runes and food; Protect from missiles stops the hurl. Ask Merrow about the missing walkers for advice.

    Carver MerrowEast Ardougne

  26. Free Ashby

    Ask Merrow for the lava caves. Use magic until the hold cracks. Unshackle Ashby out of combat and defeat the king.

    Carver MerrowEast Ardougne

    Say Take me to the lava caves

  27. Gather at the hall

    Tell Merrow everyone is home. Watch the deeds, then choose each lesson. Saved choices are final; cancelling keeps them.

    Carver MerrowEast Ardougne

    Say We're all here

  28. Claim your name

    Talk to Merrow to finish recording your lessons. A full pack does not block the reward.

    Carver MerrowEast Ardougne