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The Path of Glouphrie: Misc



Up to date as of February 07, 2010

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Official quest description: King Bolren has a new pet. Unfortunately, it's another watcher, like the ones unmasked in the Tree Gnome Stronghold during The Eyes of Glouphrie. Has Glouphrie been watching the Tree Gnome Village, too? If you investigate further you'll find out more about Glouphrie, the history of the gnomes (and their unusual monarchy) and maybe you'll get within a hair's breadth of the lost city of Arposandra...
Release date: 3 September 2007 (Update)
Start: Tree Gnome Village, speak to King Bolren
Difficulty: *****
Length: Medium
Members only: Yes
Items needed:
Monsters to kill: 3x Warped terrorbird (level 143)



Killing of King's pet

Dumpling, an evil watcher creature
  • The king has acquired a new pet Dumpling, an evil watcher creature, but he won't believe that the creature is evil. You must prove the evil of the pet to the king. To do so, you must use an elven artiface, similar to the one in the Grand Tree, which will destroy the illusion. The king recommends to look underground for a local gnome who might keep old artefacts of elven nature.

Gnome Village Dungeon

  • (It would be wise to have around 8-10 free spaces in your inventory for this part.)
  • With your Crystal saw or its seed form, leave the village by squeezing through the south-west fence and go down into the dungeon just to the east. Talk to Golrie in the western part of dungeon, then try to open the gate to the hobgoblins. Head back east to the storeroom and search the crates for the gate's key. After you find the large key, head back to Golrie. Golrie tells you to search some crates for some elven artefacts, saying the key is probably in a chest. Head to the Eastern part of the cave, and crawl into the tunnel on the Northern wall. Once through, you will have to deal with a not too difficult monolith puzzle. All you have to do is move the monoliths a specific direction(s) and search all the crates and chests that you free up. (If you get the message You don't want to start crawling around in tunnels unless you know where you're going!, then you'll need to talk to Golrie in the west room first.)
  • First push the first monolith North, then walk past it and search the chest to receive some crystal tokens.
  • Second walk over to the next set of monoliths and push the South-Western monolith North, then push the North-Western monolith East. Now search the chests to receive some more crystal tokens, a key, and Yewnock's notes. (You may have to search a chest more than once to get both the key and Yewnock's notes.)
  • Third push the small monolith South and push the North-Western monolith West. Now go to the Singing bowl, and use the Crystal Saw on it. The first use will turn the saw back into a seed. Right click the Singing Bowl and choose the “sing’ option to transform the seed into the crystal chime. Open the Mahogany chest and get the strongroom key.
  • Fourth walk North and crawl through the tunnel on the North wall. This will put you back in the room with the zombies. Crawl back into the tunnel and you will be facing the first monolith. Push the South-Western monolith North and use the strongroom key on the gate. The scene will fade out and back in with you now standing in the area with Yewnock's Anti-Illusion device and a lectern in the corner containing Bolrie's diary. (Consider reading Bolrie's diary, on the lectern. Doing so is not required, but opens a cut-scene that provides insight to Golrie's grandfather, and unlocks a music track.)

The Elven Machine (Yewnock's Anti-Illusion Device)

Token exchanger

It operates on the principle of matching shapes of equal value. The value is determined by the colour of an item and the number of its sides. The machine has two operating panels. The right panel exchanges tokens. The left panel forms the puzzle that needs solving.

The value of the token or tokens you insert need to add up to the same total value of the one(s) on the right. It's like the puzzle in Eyes of Glouphrie, except instead of a being given a number you are given a token or tokens to match. Calculate the total value of the token(s) to match, and then solve as before.

Each colour of crystal has a numerical value.

Colour Value
Circle Triangle Square Pentagon
Red 1 3 4 5
Orange 2 6 8 10
Yellow 3 9 12 15
Green 4 12 16 20
Blue 5 15 20 25
Indigo 6 18 24 30
Violet 7 21 28 35
Colour/Values key

The number of sides of the shape times the colour number to get actual value. For example, yellow is 3, so a yellow triangle is 3 times 3 giving a value of 9.

Dumpling exposed!
  • Return to the city, and kill the watcher. Talk to King Bolren again to be sent to Aluft Gianne Jr at the Grand Tree.
  • If you don't have the correct type of discs, drop all the discs that you have in your inventory and search one of the chests that you found the discs in, you will receive more discs.

Healing a Spirit Tree

Location of the Poison Waste Dungeon
  • Use the spirit tree to travel to the Grand Tree and talk to Aluft Gianne Jr. He is in the north-western part of the first floor above the ground. He tells you that gnomes have been trying deliver a dish to the coordinates 2 degrees 7 minutes south and 3 degrees 7 minutes west.
  • The co-ordinates are behind Castle Wars. Go out the doors and then go south, then a ways west along water to get there. Alternatively you can use the Fairy Ring code BKP and head north-west from there. Use the crossbow and grapple on the tree on the island to cross to the other side. Talk to Longramble and he will tell you his findings regarding the sewer. If desired, you can use the Tangled Toad Legs on him, and he will reward you with a mint cake.
  • Head north to the sewer entrance. Halfway there is a dying spirit tree by the name of Incomitatus. Talk to the tree, and Hazelmere will provide a way to heal the sick tree—the chimes. Use the chimes on tree and it will be healed, allowing you to access the dungeon.
  • Walk west into the dungeon entrance, and prepare for the boss fight.

The Battle

The Poison Waste Dungeon.
  • Once inside, you will need to run a considerable distance to the end of the tunnel, all of which is a multi-combat zone. Protect from Missiles prayer is recommended, along with an energy restore potion. The warped tortoises are not aggressive, but the warped terrorbirds are and will use very accurate ranged attacks constantly. Earmuffs, Masked earmuffs, or a Slayer helmet reduces the max hit of the range attacks to 2, but the attacks are still very accurate.
  • All monsters in the sewer require a crystal chime be used on them before they can be attacked. The chime changes their colour slightly. Be aware that the "vulnerability" wears off after a short time; the chime must be used again to resume fighting.
  • The end of the tunnel is a room (containing two warped tortoises) with a pit in the centre, connected to three rooms. Ignore the north and west rooms. Enter the east room, which contains three 143 warped terrorbirds. Noting the below, kill them.
    • You cannot teleport away from the final room, so remain close to the entrance to facilitate quick escape. Staying close to the door also has the advantage that only a single monster will attack with melee when all 3 of them are alive.
    • All three will attack with their ranged attacks or with melee. Both attacks can hit up to 21, and the ranged attacks are highly accurate; Protect from Missiles is required. Bring good food and potions.
    • Multiple uses of the chime may be needed to defeat a single monster. Melee armour is a must-have for this fight. A Ring of Recoil and a poisoned Dragon dagger are very useful (poison will hit through their invulnerability). If you do not have the required Slayer level to kill the terrorbirds, a wild pie can be used to give you the ability to kill them without level 56 slayer.
Hazelmere shields the player from the gasses
  • After killing the three monsters, peek through the door on the other side and enjoy a long and remarkable cutscene. You will see terrorbird Guard no.72 arguing with Guard no. 21, until they detect you and trigger the traps in the battle room. During the cutscene, do nothing. You will be trapped in the battle room and dealt multiple hits which do not do any actual damage. Don't try to escape, wait until Hazelmere appears and helps you. (If you don't, you will appear outside the battle room, but you don't have to fight again. To finish the quest re-enter the room without trying to escape, until Hazelmere helps you.)
  • At the end of the cutscene, you will be at Hazelmere's house. Talk to him to complete the quest.


The Path of Glouphrie Reward


Music tracks unlocked:


  • On the day of release, if you clicked to see the rewards of the quest it said: Quest spoilers will not be released until we can convince Hazelmere to give them up. Please try again tomorrow.
  • The Bolrie poster in the cutscene from the diary is a parody of the United States' 'Uncle Sam' war poster.
  • When talking to the Spirit Tree, it will call you the "Tree Whisperer" a reference to the man called the "Dog Whisperer"
  • While talking to Longramble, you talk about a magical force that holds one to the earth. Longramble references "the gravity of the situation", a pun because gravity is what keeps us down.
  • Gianne Jr. mentions that he couldn't find the coordinates of the delivery to Longramble the explorer on Doogle Maps (since his maps are written on dried doogle leaves). This is a reference to Google Maps.
  • When a player meets Longramble, they will ask him, "Mr Longramble, I presume?". It is a reference to the quotation Dr Livingstone, I presume?, when H. M. Stanley met with David Livingstone in Tanzania.
  • If you examine Yewnock, it will say, "Can he build it? Yes he can!" This is a reference to the children's TV show, Bob the Builder.
  • During the cutscene with the two bird guards they talk about "the red button" and how they are not supposed to push it. This is a reference to the movie "Men in black" where Will Smith is told by his mentor not to push the red button in their car.
  • There is a glitch where one of the 3 warped terrorbirds that you must kill will disappear, as if it had logged out. If this happens, you must leave the room and enter again, restarting the battle.

Hazelmere's vision

At the end of the quest, Hazelmere mention a vision of the future when eight will venture out to fight "The Mahjarrat Deciever" (Likely referring to Lucien), but only two will return, one being a warrior and the other a slayer. He also predicts you to be wearing robes of gold and Autumn colours, showing loyalty to an order of evil but not belonging to it. This vision was indeed a future reference to While Guthix Sleeps. In the quest, the player gathers eight people (including Hazelmere) to fight Lucien and two did return: Harralak the warrior and Mazchna the Slayer master. You also wear Dagon'hai robes, which are gold and autumn. The Dagon'hai is an evil order, and you only wear the robes as a disguise.


This article uses material from the "The Path of Glouphrie" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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