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Kennith's Concerns: Misc

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Up to date as of February 07, 2010

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Details

Official quest description: As ever, there are strange occurrences afoot in the sea slug-riddled town of Witchaven. Kennith, the child rescued at the end of the Sea Slug quest, is convinced that the usually peaceful (albeit gastropod-possessed) locals are up to no good in the caverns under the village and asks players to investigate. Beware: not everything is quite what it seems.
Release date: 11 March 2008 (Update)
Start: Kennith's house in Witchaven
Difficulty: *****
Length: Medium
Members only: Yes
Requirements:
Items needed:
  • Pickaxe (Adamant or better recommended)
Monsters to kill: None

Walkthrough

The quest begins in the small town of Witchaven just east of Ardougne. It is a good idea to carry a pickaxe at all times throughout the quest, as well as a few Ardougne teleports for convenience.

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Kennith

  • Talk to Kennith, located in the house immediately west of the church. He will inform you that the slug-possessed villagers are again digging in the shrine and will ask you to investigate.
  • Enter the old ruins immediately west of Kennith.
  • Go through the wall opening to the immediate east to enter a twisting tunnel.
  • Travel to the end of the tunnel, optionally using the agility shortcut.
  • Climb over the rocks and talk to one of the villagers guarding a dark entrance. The villagers will eerily explain that they are again working, and want the fruit of their labour to be a surprise.
  • Return to Kennith and talk to him. On your way back, you will almost be squashed by falling rocks (do not teleport out until the cut scene has finished).
  • Kennith will be acting strangely, and will seem to have lost all interest in the shrine. He is more interested in finding his parents.

Kent

  • Talk to Kennith's parents (Kent and Caroline) who are located outside the east part of the church. They will be acting strange. Kent will suddenly slip you a note and run off.
  • Read the note. It will tell you to meet Kent at the entrance of the Legend's Guild, as it is difficult to talk in Witchaven.
  • Walk north to the Legend's Guild and talk to Kent. Kent will explain that Kennith is a very demanding boy, and he is worried that Kennith may be seeking revenge on Kimberly (a new girl in town) for losing his toy train. He will ask you to check on Kimberly to make sure Kennith has not done anything to her.

Kimberly

Kimberly being harassed by villagers
A player locking hostile villagers in church
  • Talk to Kimberly in her house, the northernmost house in Witchaven, near Jeb. She will explain that she has been hearing odd noises below her house, and that villagers have been surrounding her house and calling out her name.
  • Agree to accompany her around town to look for her parents, who have gone missing. A cutscene will occur in which the villagers surround her house, demanding that she come out. Kimberly will ask you to act as bait to lock the villagers in the church.
  • Run around the house to get all of the villagers following you, then head to the church. They won't attack you, but this can be annoying because they can get stuck on things. Get them all in the church (it is easiest if you approach the church door from farther away, so that they are all in a line behind you when you approach the door), then run out and close the door.
  • Talk to Kimberly now and follow her to Kennith's house. Talk to them again, and a cutscene similar to the one at Kimberly's house will occur. As before relock the villagers in the church, then talk to Kimberly.

Ezekial

  • Follow Kimberly to Ezekial, at the fishing store. Ezekial will reveal that the new tunnels in the shrine end up under Kimberly's house. Ezekial offers to go ahead and allow you into the guarded area in the shrine, as he is recognized as one of the villagers.
  • Go into the shrine once more, and back to the guarded entrance. Ezekial will be waiting for you there.
  • Talk to Ezekial and then a villager, and you will be let in. This intermediate room has two doors, the metal one is locked.
  • Talk to Ezekial once more. He will ask you to travel through the cavern behind the wooden door to unlock the metal door.

First Room

The first room

Enter the wooden door. You will be in a huge room, which looks like a minigame. Your goal is to prospect the far wall and break through it, but without being seen. If you get caught, the villagers will "drag you to the entrance and throw you out of the room", so be careful.

The first move you make once inside can either be to hide behind one of the minecarts or run to hide behind the wall in the south. If you are planning on going the whole way, you will need to set off just as the last miner has turned to face in the other direction otherwise you will be caught. If you only get to one of the minecarts in the first stage, make sure that none of the miners are looking at you, then hide behind the southern wall, making sure you don't position yourself directly on the eastern end since you can be seen when in that position.

Once you are hidden behind the southern wall, you will need to make your way into one of the gaps in the wall to the east.

Before moving, make sure that all the miners on the tracks are facing away and that the ones that patrol to the east are facing west in a similar way to the above image. On the eastern wall opposite the central gap is the damaged part of rock that you should Prospect when the two miners who could potentially see you are facing away, quickly making your way back to the hiding space. Wait until they have come and are heading away again, then Mine the rock that has been Prospected before quickly passing through the gap.

You will find yourself in a narrow tunnel. Head south, west, then north until you get to a lever on one side and a metal Door on the other.

Pull the lever and Ezekial will come through and start following. Head back round the tunnel until, just south of the entrance door, you find a door on the eastern wall that you should pass through.

You will find Kent and Caroline in here and upon talking to them, you will get repeated blabber about how Kennith is so wonderful and a belief that the Slugs are doing great work, making them useless at helping you with your task.

Second Room

(Bring an Adamant pickaxe or better)

  • Enter the wooden door. This time you are in a room with four minecarts, with the villagers travelling between the carts and the centre pillar. Your tasks is to mine four rubium and put it in the steam vents. Make sure to have run mode on, and remember that the steam vents are one-click, in other words, there is no need to click the Rubium in your inventory. There are likely many successful methods, but here is one (each instruction must be done when the villagers are all close to the centre pillar):
A map for navigating the second room in "Kennith's Concerns."
  1. Hide behind northern mine cart.
  2. Hide behind NE wall.
  3. Mine rubium piece #3.
  4. Hide behind north-east wall.
  5. Place rubium on north-east vent and quickly go hide behind north-east wall.
  6. Mine rubium piece #4.
  7. Hide behind north mine cart.
  8. As soon as villagers turn around, place rubium on north-west vent then go hide behind west cart.
  9. Mine rubium piece #6 then go hide behind west mine cart quickly.
  10. Hide behind south-west wall.
  11. Once bottom villager is looking away, place rubium on south-west vent, then go hide behind south-west wall again.
  12. Mine rubium # 5.
  13. Hide behind south mine cart.
  14. Place final piece of rubium on south-east vent. NOTE: As soon as the final piece is put in place, the villagers will collapse, so don't worry about being caught
  • Proceed to the south-east door. *NOTE* It will be very difficult to see if you are on HD using the expandable window.
  • Talk to Ezekial in the next room to get advice about the third room.

Third room

A map for navigating the third room in "Kennith's Concerns."

Enter the wooden door to end up in another Rubium-filled room. Again, there may be many successful methods, but here is one (again, making sure that the villagers aren't facing you when you move into view). With run turned on:

  1. Break the rocks and immediately pass through to the east section.
  2. Wait until the north-east villager starts walking east, and the door guard is turned away. Run to the north-east pillar and mine four Rubium, staying slightly behind the villager that walks around the pillar. After mining the fourth, make sure the door guard is turned away, and hide behind the wall where you originally broke the rocks.
  3. Hide behind the east mining cart.
  4. Use the north steam vent, and hide in the north niche.
  5. Use the west steam vent, and hide behind the west cart.
  6. Crouch behind the east cart.
  7. Run to the south-east corner of the west section, fully into the corner so that the villagers won't see you.
  8. Use the south steam vent, and again hide in the south-east corner.
  9. Hide at the entrance to the east section. Wait until the north and south villagers are blocked by their pillars, and the door guard is facing away.
  10. Use the east steam vent. As it's the last one, you have no need for cover afterwards.
  • Proceed through the east door to a room with Kimberly's Parents
    Player gets shocked from trying to talk to Kennith
    and Ezekial, talk to them. They tell you to find Kennith.

Calming Kennith

  • Talk to Kennith, who is in the room with the wooden and metal door, just across from the lever you pulled down before the second room. A short cutscene will occur, in which Kennith reveals that he enslaved the villagers, kidnapped Kimberly's parents and tried to crush you with rocks all as a scheme to get revenge on Kimberly for losing his toy train. Kimberly will be floating in one "energy bubble" and Kennith in another.
  • Talk to Kimberly, who will give you the location of the toy train. This location varies from player to player.
    • Near Ezekial's house (north-east corner)
      • Outside his house on the north side beside the fishing net.
    • Behind Mayor Hobb's House (west side)
    • By the water (south of the town)
      • South of the house with the well
What was that?
  • Find the train in the area that Kimberly specified, and pick it up. It will be laying on the ground, but no red dot will appear on the mini-map, so look carefully.
  • Return to and use the train on him, calming his demonic rage and freeing Kimberly. There will be one final cutscene. The seemingly normal Kent thanks you for your "heroic" act, as does Ezekial.
  • When talking to Ezekial, you will wonder that Kennith's demonic powers could not happen on his own. And when you talk to Ezekial after the quest, you can have the option to ask if there is any sign of more sea slug movements with him replying, "No it's all very quiet... Maybe a little too quiet..." implying another quest in the saga.

Quest Complete!

Reward

Rewards

The repeatable mini-task

If you talk to the parents of Kimberly, they are at the end of the cave (where you found them mining in the quest), they will ask you to fetch an item from the surface. The items that may be requested are listed below, roughly from most common to least common.

The player will receive 2 noted Coal in exchange for the item. Note that the item cannot be noted. By equipping leather boots and an iron hatchet, the player may bring 2 spades, hammers, tinderboxes and leather boots, and 3 of each other item, and an extra of the item last requested. This will generally yield 30-36 coal per trip. However, as it takes several minutes to reach Kimberley from the south-east bank in Ardougne, players may find it more worthwhile to simply mine coal.

Music

Music tracks unlocked:

Trivia

  • On the first day of release if players clicked to see the spoilers they received the message: There are no spoilers for you here. Come back later, when 'the work' is finished.
  • Rubium may be based on the real-life metallic element rubidium, which is also highly reactive with water and chemically unstable. Although Rubidium is a silvery-white Group I alkali metal, it burns with a reddish-violet colour in a flame. In contrast, Rubium is directly coloured as red.
  • In the end, Ezekial says "I could tell you, but then I'd have to kill you". A famous line from many sources such as James Bond (Dr, No), M*A*S*H, and Top Gun.
  • During the Kimberly escort, the villagers are banging on the walls and shouting "Come out and play Kimberly" and "We will get you Kimberly". This is strikingly familiar to a scene in the book "I Am Legend" where the protagonist Nevile is locked in his house while vampires outside say similar things.
  • Kennith is very similar to Anthony from It's a Good Life, an episode of the American television anthology series The Twilight Zone. Anthony was a 6 year old boy who controlled his town. The way his parents act during the quest is quite similar to the way the villagers act during the episode.
  • After the quest, Kennith can be found back on the fishing platform where he is helping to rid the area of the sea slugs.
  • The song A New Menace could be a reference to the Star Wars films A New Hope and The Phantom Menace, both the first films of their respective trilogies. It could also be a reference to the first Witchhaven song called "The Mollusc Menace".
  • The character Ezekial Lovecraft could possibly relate to Howard Phillips Lovecraft and since the quest relates to sea creatures it could be a reference to one of Howard Lovecraft books (many of which do in fact feature mind-warping horrors from under the sea).
  • People were able to do the "Ninja Walk" outside of the quest if they died while in the "Ninja" mode.
  • The sneaking part of the quest could also be a reference to the series of Metal Gear Solid video games, where an exclamation point ("!") appears over a villager's head if they spot the player. The "Ninja Walk" also resembles Snake's walking animation in Metal Gear Solid, which is referred to as "stalking".
  • The dialogue of the villagers resemble the dialogue of 16th century England.
  • When the player moves from room to room in the Rubium mine, any items left on the floor will disappear
  • A player who logs out in the Rubium mine will find themselves outside the mine's entrance upon logging back in.
  • When entering the narrow tunnel in the Rubium mine, the player is momentarily placed in an inaccessible position in the wall, before being moved to the correct location.
  • During the quest you can see some objects floating in mid air around Kennith's house. This is likely due to Kennith being underneath that location while taking his revenge with his spell, which makes Kimberly float.
  • The ghostly robes will not help you with hiding in the three rooms.
  • If you attempt to summon a familiar or take out a pet while in the mines you will receive the message, "This area is too dangerous for a familiar or pet - the villagers might eat it."
  • If you talk to Kennith while he has Kimberly suspended, you will be shocked but receive no damage.
Mr. Mordaut

Featured article
May 2008

Mr. Mordaut thinks that many things are dumb. However, the editors who wrote this article clearly were not. In fact, it was written so well that it is one of the few selected articles currently featured on the Main page.

This article uses material from the "Kennith's Concerns" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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