Quest · Voidscape
The Far-Walkers
Start by talking to Carver Merrow in East Ardougne.
Walkthrough
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.
Finish The Herbalist's Fever
Complete The Herbalist's Fever or its original quest. Merrow accepts either road.
Finish Let the Halls Run Dry
Complete Let the Halls Run Dry or its original quest. Merrow accepts either road.
Finish Corwen's Gauntlets
Complete Corwen's Gauntlets or its original quest. Merrow accepts either road.
Finish The Broken Expedition
Complete The Broken Expedition or its original quest. Merrow accepts either road.
Finish The Burst Levee
Complete The Burst Levee or its original quest. Merrow accepts either road.
Finish Three Lamps Down
Complete Three Lamps Down or its original quest. Merrow accepts either road.
Train Agility
Train Agility to 50. Merrow checks trained levels; temporary boosts do not admit you.
Train Crafting
Train Crafting to 50. Merrow checks trained levels; temporary boosts do not admit you.
Train Herblaw
Train Herblaw to 45. Merrow checks trained levels; temporary boosts do not admit you.
Train Magic
Train Magic to 56. Merrow checks trained levels; temporary boosts do not admit you.
Train Mining
Train Mining to 52. Merrow checks trained levels; temporary boosts do not admit you.
Train Prayer
Train Prayer to 42. Merrow checks trained levels; temporary boosts do not admit you.
Train Smithing
Train Smithing to 50. Merrow checks trained levels; temporary boosts do not admit you.
Train Strength
Train Strength to 50. Merrow checks trained levels; temporary boosts do not admit you.
Train Thieving
Train Thieving to 50. Merrow checks trained levels; temporary boosts do not admit you.
Train Woodcutting
Train Woodcutting to 50. Merrow checks trained levels; temporary boosts do not admit you.
Reach 107 quest points
Earn 107 total quest points, including historical points. Ask Merrow to check your current total.
Talk to Carver Merrow
Ask Merrow about the missing walkers outside the hall gates. Make one space for a lantern.
Say
I'll bring them home
Bring a pickaxe
Bring any pickaxe for Oswin. Four props and four shades come before the rubble.
Rescue Oswin
Ask Merrow to go under the hall. Prop the beam, defeat four shade waves, use a pickaxe on Oswin, then Lift beam.
Say
Take me under the hall
Recover your lantern
Bring your lantern from the bank, or ask Merrow for another if it is lost. Replacements are free.
Say
I need my lantern
Reach deep Yomi
Sail to Shinigami and use the graveyard gate or a Yomi portal. Take your lantern to the lowest landing.
Follow Masaru
Light the lantern at the deepest landing. Find Masaru, talk, stay within three paces, and kill the warden when he stops.
Say
Lead the way
Prepare for the Slag King
Bring combat runes and food; Protect from missiles stops the hurl. Ask Merrow about the missing walkers for advice.
Free Ashby
Ask Merrow for the lava caves. Use magic until the hold cracks. Unshackle Ashby out of combat and defeat the king.
Say
Take me to the lava caves
Gather at the hall
Tell Merrow everyone is home. Watch the deeds, then choose each lesson. Saved choices are final; cancelling keeps them.
Say
We're all here
Claim your name
Talk to Merrow to finish recording your lessons. A full pack does not block the reward.
Carver Merrow