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Sunday, February 3, 2008

Runescape Quest Guide: Another Slice of H.A.M.

==>All Runescape Guide List<==

==>Runescape Quest Guide List<==





Runescape Quest Start: Begin by speaking with Ur-tag or the Ambassador Alvijar.



Runescape Skills: Level 15 Attack, level 25 Prayer



Quests: Death to the Dorgeshuun, Digsite Quest, The Giant Dwarf



What You Need: Light Source with Tinderbox, All other items are quest obtained!



Recommended Skills: The ability to kill two level 30 opponents with range or mage, the ability to defeat a level 60 'boss'



Recommended Items: Bulls-eye Lantern is the light source of choice. If not be sure to bring a tinderbox. Furthermore have this in your inventory all the time.








Getting Started




To start this quest make your way to Dorgesh-Kaan any way you see fit. Three fast possibilities are at your disposal:









  • Travel to the south end of the City using the Fairy Rings, code AJQ.

  • By way of Teleport Sphere.

  • By way of Home Teleport/Lumbridge Teleport and through the basement of the Castle.









Upon arriving, make your way to the northern end of the marketplace and climb the ladder. On the second floor walk to the second house east and speak with either Ur-tag or Ambassador Alvijar.




Ambassador Alvijar



You will be told about the construction of a railway between Keldagrim and Dorgesh-Kaan, but there are some concerns about it. Some artifacts have been found and, rather than destroying them, the Cave Goblins want to learn about their history.




Ur-tag



Luckily you are one of those rare, educated, adventurers and thus be asked to assist in the excavations. You are told the 'patch' is in the south-west corner of the city. Head out the door, and walk south-west, you need to stay on the same floor.




Enter doorway



On your Mini Map a transport symbol will appear. Enter the doorway and you will have arrived at the subway station, ready to commence operation, if it wasn't for those excavations.




A New Vocation




Walk south and at the sloping part start following the tracks, until you reach three tables. Both Zanik and Tegdak are there and you will need to speak to the latter one. He will ask you to find certain artifacts. You will need to find a total of six.




ArtifactArtifactArtifactArtifactArtifactArtifact



Tegdak



BrushTrowelHe will hand you a specimen brush and a trowel that you will need. The trowel is 'used' on the artifact buried and the brush a bit later at the specimen table. Now you, adventurer cum archeologist, need to find six artifacts. hidden in the tunnel south. They are a bit tricky to find: Nothing more than a big blob in between smaller blobs. Playing this part in low detail could help you, as they appear more pronounced that way.




Excavation site



Once you find them use your trusty trowel on it and it will end up in your inventory. Two of the artifacts are between the tables, four are further down the tunnel.




2 artifacts are near the table



Once you have gathered all six use the brush you have on them while standing at the northern end of the middle (empty) specimen table, or use the artifacts. with the table. Once you have done that with all six objects, speak with Tegdak again.




When given to them, the artifacts: ArtifactArtifactArtifactArtifactArtifactArtifact will spark a conversation between Zanik and Tegdak, with you injecting the missing information. Of all the artifacts, only one has them stumped: the item that you correctly identify as a mace. However, even an adventurer as yourself cannot discover the meanings of the odd markings on it. But all is not lost- there's a scribe found in the hall just west of the house that you started the quest that can help you.




The scribe's house



Alas, the scribe is no help either but he has a solution: Visit the surface dwelling Goblins, or more correctly, the ones you had some dealings with before, Wartface and Bentnoze. Zanik, with her reluctance to travel over land suggests a Moving-Over-Distance Sphere.




Goblins



To find Oldak, exit the room, go down the the stairs, and head for the room in the northwestern corner of the market place.




Oldak



Oldak obliges and produces a sphere that will teleport the both of you to the Goblin Village.




Goblin Diplomacy Revisited




After just one small mishap during your teleport, you end up in the Goblin Village where both Bentnoze and Wartface have some trouble accepting Zanik as a true Goblin. But they do confirm the ancient origin of the Mace.




General bentnoze



Enter stage left our intrepid model of Goblin Diplomacy: Grubfoot. He relays to both Generals the dream he had last night. He saw Zanik surrounded by a large number of Goblins from all over the world where Zanik was proclaimed as the Chosen Commander. True to their form, the Generals have all Goblins gather and ask Zanik to speak to them. Completely at a loss, Zanik is interrupted by H.A.M. assassins.




Assassins



Time to take on another job, this time as Zanik's bodyguard. Run/walk northward around the building, then back south again to reach a safe spot. From that point either range or mage the assassins. One other possibility is to climb the tower and stand behind the crates to mage/range them. Melee won't work on them; they are securely hidden behind a number of crates with not a way around them.




Goblin map



Sadly your efforts of killing both assassins is in vain, Sigmund, H.A.M. leader has taken Zanik hostage and leaves you, but not before telling you exactly where to find him: Why is it crooks are always the stupid ones?




Sigmund



Goblin/Human Coalition Saves the Day




Ancient maceThe Goblin Generals, afraid of their future, maybe, offer their help in the form of two Sergeants who will wait for you at the Lumbridge Swamp Dungeon entrance. When talking to the Generals make sure you have one inventory spot free: You will be handed the Ancient Mace, and you are going to need it. Should you not have a spot free you can get it but will have to pay 1000 gp. Head over to Lumbridge Swamps and strike up a conversation with either of the Sergeants.




Lumbridge swamp entrance



They will tell you one important factor: They will attack the guards to give you an opportunity to slip past. This part of your plight will probably the hardest, or rather annoying, don't despair, you will get past it.




Climb down into the dungeon and down the ladder. Follow the corridor and enter the room. Both Sergeants will follow. Wait until the first two H.A.M. guards have passed and open the door. Tell one of the Sergeants to stay and he will attack the two guards when they return. Follow the corridor and have the second Sergeant attack the next two guards. Follow the corridor and once again down a ladder.




And, oh horror, you will be confronted with a not so pretty picture. Stolen from ancient westerns, the damsel in distress, tied up on the tracks with a train approaching.




Tied up on a train track!



Wield your newly acquired mace and attack Sigmund. Thinking he is invincible with his recent level 43 prayer he will scold you. Use the special attack version of the Ancient Mace and this will drain his prayer: Exit Protect from Melee. Finish him off at your leisure.




Zanik will desperately call out to you to free her, oblige her and both of you will stand with your backs to the wall, watching the train thundering by. The same train used in the grand opening of the rail connection with Keldagrim.




Dwarves



A short speech from Ur-tag, explaining what rewards you will receive and it is: Quest finished!




Congratulations, Another slice of HAM Quest complete!



Rewards









  • Ancient Goblin Mace

  • 3,000 Mining and Prayer experience

  • Access to Dorgesh-Kaan -- Keldagrim train route (free passage)

  • Ability to buy Goblin Village Teleport Spheres (cost: 2 Law runes, 1 Molten Glass)

  • 1 Quest Point









Ancient Mace Stats




Ancient mace stats



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==>Runescape Quest Guide List<==

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