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Withering Heights

Put an end to the horror of Fellhollow, by defeating Imaru, the soul-devourer.

Withering Heights opens Fellhollow and ends with Imaru. The Wise Old Man near Ashien's Watch gives you the password to a necromantic door; behind it is the Forgotten Temple, Death, Postie Pete and the soul rift that gets you into the region. The quest itself is three curse fragments in three corners of Fellhollow, then the tower. Power level 5 gear, food with regeneration and knowing where the nearest Purification Pool is will carry you through it.

On the map

16
  • Village Area (Area), Emberwood
  • Fortress Area (Area), Silverthorn Keep
  • Fall Area (Area), Lake of Lost Souls
  • Wom GFExit Target, Forgotten Temple
  • Enter Deaths Domain Target, Forgotten Temple
  • Deaths Temple Area (Area), Forgotten Temple
  • Postie Pete Target, Forgotten Temple
  • Enter FHArea (Area), Bleakfields Valley
  • Cleansing Pool Target, Bleakfields Valley
  • Standing Stones Area (Area), Bleakfields Valley
  • Stand Stone Village, Bleakfields Valley
  • Stand Stone Waterfall, Bleakfields Valley
  • Stand Stone Fortress, Bleakfields Valley
  • Slay Imaru Target, Hope's Fall
  • Death Temple Target, Forgotten Temple
  • NPCDeath (NPC), Forgotten Temple

Steps

16
  1. 1

    Speak to the Wise Old Man near Ashien's Watch.

  2. 2

    Unlock the strange door.

    Pick option 1 after the conversation and the door opens onto the Forgotten Temple. A lodestone is already standing here, so save your materials.

  3. 3

    Speak to the temple's inhabitant.

    Death is up the steps inside. He explains the Withering and sends you right, toward Postie Pete, and shows you his shop on the way, where soul fragments buy items you can't get anywhere else.

  4. 4

    Speak to Death.

  5. 5

    Speak to Postie Pete.

    Postie Pete explains the mechanic: wade through the wither water until your soul rifts, then use the spectral door while it lasts.

  6. 6

    Enter Fellhollow.

    The door drops you in Bleakfields Valley with a short cutscene. Fellhollow stays unlocked in every world from here on.

  7. 7

    Remove the Soul Rift at a Purification Pool.

    Imaru knows you've arrived, so don't dawdle. Follow the path to the first fountain, marked by blue beacons, hit the spectral tangles until they break and purify. Tormented souls spawn at rising power levels the longer you stay rifted.

  8. 8

    Find Cathan and look into what he was investigating.

    Cathan's ghost floats on a cliff nearby beside three standing stones.

  9. 9

    Get location of curse fragments 0/3.

    Each stone names one fragment and where it is: grief in Emberwood, rage under the waterfall in the Lake of Lost Souls, despair in Silverthorn Keep. Read all three.

  10. 10

    Get location of curse fragments 1/3.

  11. 11

    Get location of curse fragments 2/3.

  12. 12

    Gather three curse fragments from the locations described in the standing stones.

    Emberwood is sealed by a prayer barrier that four shrines hold up, in any order. Guthix: kill the green dragon in the druid circle to the west (it can be shot from 150 metres without aggroing) and touch the altar. Saradomin: the altar on the rock in the small lake to the north-east needs its symbol, which is in the water below. Armadyl: three ghosts on the river island east of the dragon; the answers are a mass murder, because they thought it was funny, the snickering ghost, and that they found it too funny. Zamorak: drop into the temple through the roof, touch the altar, and pull the lever to open the gate. With the barrier down, the grief fragment is inside the village.

  13. 13

    Gather two more curse fragments from the locations described in the standing stones.

    The rage fragment is at the end of Vekchenven Kara, the vault under the waterfall in the Lake of Lost Souls, behind a zogre.

  14. 14

    Find the last curse fragment from the locations described in the standing stones.

    The despair fragment is at the top of Silverthorn Keep, past rotsworn zombies, warriors, marauders and skeletal archers, with a green dragon standing in front of the seal.

  15. 15

    Enter the Shattered Spire and defeat Imaru.

    The tower in Hope's Fall opens once you carry all three. Inside are four Purification Pools and Imaru rises out of the river. The whole fight, phase by phase, is on the Imaru page; the short version is stay under her belly, dodge late, and when she turns spectral rift yourself, kill the thralls, knock her down and get to a pool within forty seconds.

  16. 16

    Bring Imaru's head to Death.

    Keep one inventory slot free, go back to Death in the Forgotten Temple and hand over the head.

On completion

The wretched revenant dragon, Imaru, is finally laid to rest. Although it will take a very long time, the land of Fellhollow now finally has a chance to heal.

Tips

3

The reward pack holds the Tome of the Undying, an Undead Draconic Visage and the Dragoncurse Shield, and the quest adds the dragoncurse shield to your masterwork recipes.

A fresh world resets the Emberwood barrier: the four shrines have to be lit again even if you finished the quest elsewhere.

Done here, the gatehouse south of Silverthorn Keep leads down into Dowdun Reach and the Black Knights.

Dialogue (206 lines)

Shady Ghost: I shouldn't be here. I deserve to move on! I was there, sure, when the bodies piled up, but I had nothing to do with it. It was a sunny day, the light was in my eyes and there were rabbits everywhere and I just thought, why not? You know? There's good eating on one of those.

The shrine is damaged, a piece missing. Until it is repaired the magic cannot flow to the village barrier.

You offer a prayer to the shrine and it hums with magical energy. The barrier around the village weakens.

The shrine hums with magical power, weakening the barrier around Emberwood Village.

You offer a prayer to the shrine, and it hums with magical power. The barrier around Emberwood village weakens as a result.

The shrine hums with magical power, weakening the barrier around Emberwood Village.

The shrine hums with magical power, weakening the barrier enchantment around Emberwood village.

You repair the broken shrine. Magic thrums into life, feeding energy back to the village barrier.

Shrine to Armadyl: Justice must prevail, for the barrier to rise. Such is the will of Armadyl. Long ago a terrible act was committed. What was the crime? Who is responsible and why did they do it? Name these and unlock the blessing of Armadyl.

Shrine to Armadyl: Cast your verdict arbiter. What crime was committed?

The shrine hums with magical power, weakening the barrier.

Suspicious Ghost: I never get invited to parties, but this house party was something special, you know? A great achievement, deserving of celebration, how could I turn it down? We laughed, we drank, we danced the night away, it was wonderful. Partying till morning, in the glare of the sun.

Snickering Ghost: It was a lovely house party, really it was. But, the weather was cold and grey, and I just wanted to go for a walk, you know? So that's why I was there, in the park, when the trouble started.

Shrine to Saradomin: Saradomin shields this village from the relentless dead. Seek his power on high, surrounded by a ring of water. Obtain the blessings of all the gods to destroy the barrier.

Nothing else here but rubble.

You have no room in your inventory to pick up the statue piece.

The dragon's power prevents you from using this.

Shrine to Saradomin: The statue no longer maintains the barrier to the village.

Shrine to Zamorak: The power of chaos wards this village form harm. Hail Zamorak! Seek his altar near by, where the suffering is strongest. Obtain the blessings of all the gods to destroy the barrier.

Shrine to Zamorak: The statue no longer maintains the barrier to the village.

Shrine to Guthix: The lord of balance leaves his blessing in a harmonious circle, guarded by a dread beast. Obtain the blessings of all the gods to destroy the barrier.

Shrine to Guthix: The statue no longer maintains the barrier to the village.

Shrine to Armadyl: Justice must be maintained, even in times of great strife. Seek the wisdom of Armadyl on a nearby lake, where three spirits await judgement. Obtain the blessings of all the gods to destroy the barrier.

Shrine to Armadyl: The statue no longer maintains the barrier to the village.

Shrine to Armadyl: Speak to the ghosts to learn their take on the events. Look for the discrepancies and the emotions at play, the guilty often trap themselves with their own lies.

Suspicious Ghost: We thought we might end celebrations at the Party Room, you know? Balloons, prizes, everyone having the time of their lives? Sure, we were a bit drunk, but who wouldn't be after an all night rager?

Snickering Ghost: I'd just been wandering over by the party room, the sound of balloons popping is soothing, you know? I had my bow out, because, well, I thought I could shoot a couple of them that floated away. Balloons, obviously.

You collect the broken statue piece.

Shady Ghost: So, I took a shot, even though the glare made it hard to see and, well, next thing I know there's screaming. I ran, I admit it. I ran from the city gate, all the way to the party room. I figured music and revelry would keep me safe, right?

Shrine to Armadyl: Incorrect. An arbiter must not be so blind to the crimes committed. Speak to the spirits again to learn the true crime committed.

Shrine to Armadyl: Indeed, a brutal and terrible crime. Many lives lost in an instant, their families deprived of their loved ones. Tell me, why was such an act committed?

Suspicious Ghost: I think it was the laughing that came first. Loud and obnoxious, a guffawing cackle that we heard over the screaming. They thought it was funny, as they tore the city apart. Laughing as they went.

Snickering Ghost: Ha! Then the screaming happened, man it was funny!

Shady Ghost: When the balloons started popping, I just assumed it was another drop party, you know? I figured there was always a chance I could get something from one, like a party hat or something. But they weren't popping because of parties, they were popping because the arrows went flying.

Shrine to Armadyl: Incorrect. An arbiter must not be so blind to the crimes committed. Speak to the spirits again to learn the true crime committed.

Shrine to Armadyl: Yes. Imagine, an act of such violence, such tragedy and loss. Families ruined. Destinies upended. Futures shattered. All because someone found it amusing. As though the lives of others carry no more weight than an ant beneath ones boot. But, tell me, who committed the crime?

Shady Ghost: So many dead. Falador lined with bodies. But, it wasn't me, honest. I had nothing to do with it. I was just hunting rabbits.

Snickering Ghost: What? Oh, come on, you'd have been laughing too. Balloons exploding as people fell over them running, you can't not laugh at that? It was all "Aaargh *POP* Noooo! *POP* My precious spleen!" how is that not funny?

Shrine to Armadyl: What makes you suspect them?

Shrine to Armadyl: What makes you suspect them?

Shrine to Armadyl: What makes you suspect them?

Suspicious Ghost: Sure, in the chaos, I stole a couple of gemstones someone left as they ran. But, i mean, come on, it was a drop party after all! Fair game. I shouldn't have to suffer because of that.

Shrine to Armadyl: An interesting deduction, but an incorrect one. Speak to the spirits once more and look for the discrepancies in their tales.

Shrine to Armadyl: Yes, the guilty often miss the smaller details as they try to pretend their innocence. This spirit was responsible for the destruction and will pay the price in the afterlife.

Shrine to Armadyl: Yes. Sometimes the guilty lack shame, or remorse, unable to keep their strange sense of pride hidden. To them, this massacre was an amusement, a bit of a laugh. To others, it was the worst day of their lives... or their last.

The shrine hums with magical power, weakening the barrier.

The door refuses to open. Powerful necromantic seals bar your entry. You will need the full power of Imaru's curse to break through them.

Unleash the curse, destroying the fragments, and face Imaru?

Death: Now that you're borrowing the power of her curse, Imaru is finally vulnerable. She's had centuries of souls to feast on, and she's still one of Kuldra's draconic generals, so she won't go down easily. Make sure you're prepared.

Death: Imaru the devourer is dead. Good! She was a potential problem that I did not want to have to deal with. You've done well, adventurer, better than the last few I sent anyway.

Death: When she's slain, bring me her head. Gruesome, I know, but I will need it to give her spirit peace at least. Also it helps with the paperwork.

Death: I knew one of you would luck out eventually, I'm glad it was you. Oh, yes, sorry, no chosen ones here. But ignore that, you did good, better than the rest, so you deserve what you came for.

Death: Here let me take that dragon head from you.

Death: If you bring me her head, then I'll turn it into something useful. Grim, yes, but one must have something to put in the filing cabinet.

Death: Hrmm, you appear to be a little overburdened. Shed yourself some of thy worldly trappings and then come speak to me again.

Death: I need you to investigate Fellhollow. Find out what went on. Resolve it if you can and I shall reward you for your efforts. As well as continue this little resurrection situation. A fair bargain, I'm sure you agree.

Death: I would start by seeking out an old friend of yours, young Cathan. He's been doing some work for me, investigating the site of some necromantic ritual or other. Before you do that, though, you'll need to get into Fellhollow. A colleague of mine, Postie Pete, can help you with that.

Death: No. You can't outrun death, no matter how hard you try. Come back and speak to me, or you're not going to get very far.

Strange magic radiates off the door. It seems like it requires a phrase of some kind to access.

Strange magic radiates off the door. It seems like it requires a phrase of some kind to access.

Nothing interesting happens.

Nothing interesting happens.

Statue: There was a village once, west of the tower, that I made my home. The people lived together, peacefully, happily, under the guardianship of dragons. Imaru's grief and rage has made it a prison, all joy turned to fear. I placed a piece of the curse within its heart, an anchor made of suffering.

Statue: To the east stands a fortress that once housed the Wild Knights, brave soldiers of Guthix. They fought bravely against the endless hordes of the dead, but, like all things, fell in the end. I have left a shard of the curse there, guarded by their last living protector.

Statue: The dragonkin knew cruelty well, creating creatures whose lives were songs of suffering. Beneath the remains of Imaru's lover, behind a waterfall tainted by her sorrow, lies an ancient structure. Within it I hid a piece of the curse, guarded by the cruel masters that chained her.

Death: I need you to investigate Fellhollow. Find out what went on. Resolve it if you can and I shall reward you for your efforts. As well as continue this little resurrection situation. A fair bargain, I'm sure you agree.

Death: I would start by seeking out an old friend of yours, young Cathan. He's been doing some work for me, investigating the site of some necromantic ritual or other. Before you do that, though, you'll need to get into Fellhollow. A colleague of mine, Postie Pete, can help you with that.

Death: Good. I can feel the necromantic energy fluctuating, Once you've empowered yourself at all three seals then you should be able to face Imaru in her tower. Then you can put an end to her suffering, and start Fellhollow back on the slow path to healing.

Death: Good. I can feel the necromantic energy fluctuating, Once you've empowered yourself at all three seals then you should be able to face Imaru in her tower. Then you can put an end to her suffering, and start Fellhollow back on the slow path to healing.

Death: Good, you understand the situation now. Imaru, a soul-devouring dragon, cursed with an unending hunger and afflicted with an eternal rage. Not a good combination.

You already have this shard of the curse, there is nothing more to do here .

You already have this shard of the curse, there is nothing more to do here .

You already have this shard of the curse, there is nothing more to do here .

Death: Yes, I already knew, but, as per my writing group, I feel showing is often better than telling. You've now seen the state of Fellhollow for yourself, it's not a good sight I'm sure you'll agree.

Rage unlike any other, fueled by grief and terrible loss, wraps around your heart like a vice, before its grip finally relents as you take a piece of the curse for yourself.

A terrible despair works its way into your bones, making you shiver from the coldness of it all. As you take the power for yourself some warmth returns.

Grief, sorrow and fear unravel at your fingertips. A curse woven from the despair of the villagers finally stills. You take a piece of that sorrow for yourself.

Death: Those wandering dead are stuck. Trapped. Unable to move on whilst Imaru still guards the region. Furthermore, you cannot just destroy Imaru, because she is empowered by a foolish necromantic curse.

Death: Fortunately, curses like this can be modified. They're not the more fairytale affair, none of that true love nonsense. Instead there will be a number of seals, special shrines dedicated to holding onto some aspect of the curse. You can take a piece of the curse for yourself, from each of these shrines. Get enough of them and you'll be strong enough to challenge Imaru directly.

Death: I feel sorry for her. This was not her fault, nor her fate, but the world is cruel and there is no way to undo what was done without her destruction. So gear up, get yourself cursed, and take her down.

Rage unlike any other, fueled by grief and terrible loss, wraps around your heart like a vice, before its grip finally relents as you take a piece of the curse for yourself.

Rage unlike any other, fueled by grief and terrible loss, wraps around your heart like a vice, before its grip finally relents as you take a piece of the curse for yourself.

A terrible despair works its way into your bones, making you shiver from the coldness of it all. As you take the power for yourself some warmth returns.

A terrible despair works its way into your bones, making you shiver from the coldness of it all. As you take the power for yourself some warmth returns.

Grief, sorrow and fear unravel at your fingertips. A curse woven from the despair of the villagers finally stills. You take a piece of that sorrow for yourself.

Grief, sorrow and fear unravel at your fingertips. A curse woven from the despair of the villagers finally stills. You take a piece of that sorrow for yourself.

You feel the curse begin to build within you. Two shards still remain.

The curse echoes within your soul. One curse shard remains.

You feel the curse begin to build within you. Two shards still remain.

The curse echoes within your soul. One curse shard remains.

You feel the curse begin to build within you. Two shards still remain.

You feel the curse begin to build within you. Two shards still remain.

Rage unlike any other, fueled by grief and terrible loss, wraps around your heart like a vice, before its grip finally relents as you take a piece of the curse for yourself.

A terrible despair works its way into your bones, making you shiver from the coldness of it all. As you take the power for yourself some warmth returns.

Grief, sorrow and fear unravel at your fingertips. A curse woven from the despair of the villagers finally stills. You take a piece of that sorrow for yourself.

BP PlayerCharacter: Your soul resonates with Imaru's grief. You are ready to bring the fight to her.

BP PlayerCharacter: Your soul resonates with Imaru's grief. You are ready to bring the fight to her.

BP PlayerCharacter: Your soul resonates with Imaru's grief. You are ready to bring the fight to her.

Cathan: Another dragon down, eh? The mainland must be missing you! I bet you'd have solved half the world's problems by now.

Cathan: Hey there friend, good to see you again. The Wise Old Man was getting on my nerves a bit, so I thought I might try and give you a hand. Been looking into everything and you're not gonna want to hear this, but there's another ruddy dragon at play. Only, get this, she's already dead.

Cathan: As for me, nothing new really. Death's not come to reap me yet, think he might even like me. Maybe if I keep working along side you I can stave off the ever-after for a little while longer.

Cathan: There are some lingering ghostly echoes around the place, and I got talking to them. Seems like there was this big friendly dragon called Imaru, who turned somewhat unfriendly after being killed by some other, bigger, less-friendly dragon. Now she's stuck in the afterlife, eating any unfortunate souls that come her way.

Cathan: So, you think those stones mean something? Feels like they're pointing to something important. There's a lot of necromantic magic whizzing around here, and these things seem to be the focus of it all.

Cathan: There's something strange about these stones, they're a focus point for a whole load of necromantic energy. Maybe try reading them?

Cathan: I've spotted this great keep up on the mountains. Feels like there might be someone alive there. What do you say? Meet you there? One last great adventure or something like that?

Cathan: All these shambling corpses causing trouble, that's her doing. Their spirits ripped out of them, leaving just enough to keep them wandering.

Cathan: If I wasn't a misty cloud of regret in a vaguely human shape, I'd try and work out what those stones are pointing to, and then deal with whatever's there.

Cathan: Pieces of Imaru's curse, just up for grabs? Feels like someone's laid a trap for big, mean and scaly. I'll leave it to you to go and collect them, I don't think I'm going to do much against a dragon that eats wandering souls.

Cathan: Great work on that first seal! You're already looking stronger, spiritually speaking. Get the other two and we should be able to deal with Imaru. By we, I mean you, obviously, but I'll be cheering from the sides... very far away sides.

Cathan: Two down, one to go. You've really got the hang of this adventurer gig. I'm kinda jealous, I'd always wanted to be one of the heroic types. Great adventures, derring-dos and all that.

Cathan: Now, normally I'd say you should go and give her hell, but get this - she's not just a dragon, she's a CURSED dragon! And this curse, it makes her bigger, nastier and generally unstoppable. Someone did some proper dark magic here to get that going, but if you're going to take this dragon out, you need to deal with that somehow.

Cathan: Being sacrificed to a dragon somewhat ruins that. Still, I'm going to try my best at the ghostly sidekick gig. Maybe I can be a footnote in one of your adventures somewhere?

Cathan: That's all of the seals. Wow, you're really good at this. I thought I was cut out to be an adventurer, but compared to you I'm a joke.

Cathan: Dragons don't stand a chance against you! Best go speak to big tall and boney, so he can confirm she's dead and gone. I'll wait here, I guess.

Cathan: I'm not exactly knowledgeable about curses, but I can feel a strange sort of necromantic power in the air. It mostly focuses over the big tower over there, like a ward keeping us out, but it also converges here by these stones. Something odd about them. Worth a look?

Cathan: Ha! Wish I'd learned that before I died, it would have made things a whole lot easier, and I'd probably still be alive today. Still, no point dwelling over spilled arterial fluid.

Cathan: Now that you've got yourself nice and cursed, you can breach the tower right? Time to take on Imaru and destroy her once and for all! I wish I could join you, but I'll be there in spirit. Well... not literally, cos she eats those, but you know what I mean.

Death: Oh, cease your cowering, you're not dead. You still have at least twenty minutes before I reap your soul.

Death: I need you to investigate Fellhollow. Find out what went on. Resolve it if you can and I shall reward you for your efforts. As well as continue this little resurrection situation. A fair bargain, I'm sure you agree.

Death: Haha, just a little joke... Mostly. You'll probably die a few times, but I'll bring you back like I have been doing. I still have work for you after all. I know why you're here, little bit of a problem with the dead not actually dying.

Death: I would start by seeking out an old friend of yours, young Cathan. He's been doing some work for me, investigating the site of some necromantic ritual or other. Before you do that, though, you'll need to get into Fellhollow. A colleague of mine, Postie Pete, can help you with that.

Wise Old Man: Thought I'd do some exploring, it gets boring sitting in a ruined little village all the time... so I found a new ruined area, but this time with angry dog-people. Anyway, they leave me alone, I leave them alone.

Death: Welcome to Fellhollow. The whole region is infected with a terrible withering. Some dread curse that untethers the soul and drags it to the river Noumenon without ever sailing upon it, preventing the dead from moving on. This cannot stand.

Wise Old Man: I don't know what you're talking to me for. Aren't you busy doing stuff through that creepy door down this tunnel? Go on, get!

Wise Old Man: Now then, an adventurer's work is never finished. Trust me, I know.

Wise Old Man: The thing that really interests me though is down this little passageway. There's a door, and it's sealed by magic. Strange stuff too, old and powerful. It'll take me some time to work it out.

Death: I need you to investigate this. Find out what went on. Resolve it if you can and I shall reward you for your efforts. As well as continue this little resurrection situation. A fair bargain, I'm sure you agree.

Wise Old Man: See this creepy little passageway? There's a door at the bottom wreathed in magic, and the spooky stuff at that -- necromancy. I've been studying it for a while and I've learned the words to allow access.

Wise Old Man: But, anyway, aren't you busy? Shouldn't you be off looking at how best to stab old Velgar to death? Feels like you should be focusing your attention on that, hrmm? Go on, get!

Wise Old Man: The dragon's dead. That's quite a victory. No, really. You should be proud of yourself!

Death: I would start by seeking out an old friend of yours, young Cathan. He's been doing some work for me, investigating the site of some necromantic ritual or other. Before you do that, though, you'll need to get into Fellhollow. A colleague of mine, Postie Pete, can help you with that.

Wise Old Man: Obviously, I'm not going to open it, so I'm giving the words to you. You need to go up to the door and say "Mors, introitum quaero!" and it should let you in.

Wise Old Man: It's not every day you take out a draconic general infused with the elemental power of the earth. But you managed it, well done!

Wise Old Man: Well? Go on, get! I don't have all day to hold your hand. There's something weird and sinister, go poke it with a stick like you always do!

Wise Old Man: We can relax for a little while, but not forever. Velgar was one tough cookie, but he's just the foot soldier. Queen Kuldra is out there somewhere and she won't sit quietly for long.

Wise Old Man: Here, I'll take that rapidly decomposing head off you and give you something much better in return.

Wise Old Man: OK... not sure why you want to hold onto a decomposing dragon's head, but you do you, I guess.

Wise Old Man: I've got something to give you, but you've got your hands full. Go clear some space and then come back to me.

Death: Hrmm, what are you doing here? Shouldn't you be investigating Fellhollow?

Death: I would start by seeking out an old friend of yours, young Cathan. He's been doing some work for me, investigating the site of some necromantic ritual or other. Before you do that, though, you'll need to get into Fellhollow. A colleague of mine, Postie Pete, can help you with that.

Death: Now, before you go anywhere, there's something I'd like to discuss. Soul fragments. These little stones are of no use to you, but very useful to me. They contain the last traces of the poor lost souls of Fellhollow, and I would like to help them move on.

Death: If you come across any of these soul fragments, please bring them to me and I will happily exchange them for special items you cannot get anywhere else. Here, let me show you some of the items available to you.

Death: Now then, what do you need?

Death: What would you like to know?

Death: Ah, but you know me already, don't you? I am the shadow over your shoulder, inching ever closer until you take that final breath. You have always known me, because you await me each day.

Death: The waters of the River Noumenon flow into this region, and to be clear they shouldn't. Something about this place has caused damage enough to the Underworld to harm the world of the living as well.

Death: Imagine, for a moment, that your soul is on a string and that string gets snagged round a tree. As your body walks, the essence that is you gets pulled further and further away.

Death: There is a life after death, that's one great mystery answered for you - you're welcome. When a person dies I cut the cord connecting their soul to their body and allow them to pass into the Underworld.

Death: Or, you can call me Harold, though few ever do. I was once like you, just a normal man, living a normal life -- a farmer, I think, though it's difficult to remember so long ago.

Death: Whatever is happening prevents souls from reaching the Afterlife. More than that, it seems to prevent my ability to reap them. They are all off my list, and that's just not proper.

Death: You start to see the world as a spirit would. As everything around you drains of life, colour and vibrancy, you see the hidden things that lie beneath the glamour of living.

Death: In the Underworld, a great river, the river Noumenon, carries souls down to mighty gates that lead to what lies beyond. What happens next is a mystery, even to me.

Death: I died, that's what got me this job. I was the very first person to die on Gielinor. Hardly the most glamorous of accolades, but someone had to. In so dying I became Death, capital D, the reaper of souls.

Death: This isn't just people either. Animals, even the plants, have had some of their vitality drawn out of them. Even the water is tainted with the essence of the river Noumenon -- meaning you need to be careful trying to drink it.

Death: Yet, with each step, you lose more and more of that grasp on life. Your soul is tugged further and further from your body until finally... SNAP! Your tether breaks and your soul is lost to the twilight.

Death: The Menaphite god Icthlarin, guards souls as they pass through the gate. Time was that Amascut would offer some souls rebirth, but things have been... tricky, on that front for a while.

Death: Guthix himself gave me the scythe and robes I use to this day. It is my honour and my duty to cut the tether that traps souls to this world, allowing the dead to move on to the Underworld.

Death: The land is cursed and dangerous. The perfect place for an adventurer like yourself to cut their teeth, no?

Death: Yet, it is not your time and you did not pass naturally. Your body, while dead, still wanders because it is now driven not by your will, but by instinct, hunger and a need to live again.

Death: But, death isn't really something you need to worry about for a while. I've decided to keep you from passing on until you've cleared up a few problems for me. Just don't get too carried away.

Death: It's a lonely old job, sometimes, and the paperwork will drive you to madness. But, I have Muncher to help with the lonliness, and all the time in the world to make a decent headstart on the paperwork.

Death: That is the curse that afflicts Fellhollow. Raising the dead as mindless creatures, and forcing the souls to wander the world unable to pass on. Doomed to lose themselves and go mad from the lonely horror of it all.

Death: Still, when Gielinor itself dies and I can retire, I suspect there will still be more forms to fill in than there are stars in the skies. Only two things in life are guaranteed, death and paperwork... and the former is debatable.

Death: In short, it's a bad thing. Probably want to deal with it quickly.

Postie Pete: How can I help?

Postie Pete: How can I help?

Postie Pete: Oh, ho, ho. Getting waay a-head of yourself here. I think you should go speak to tall, dark and spooky back there, huh?

Postie Pete: Oh dear, look at you running a-head of yourself. You're all soul rifted, and that's gonna get painful quick. You should go speak to Death before you do yourself a mischief.

Postie Pete: Oh, ho, ho. Getting waay a-head of yourself here. I think you should go speak to tall, dark and spooky back there, huh?

Postie Pete: Enjoying yourself in Fellhollow? Yeah, I wouldn't take a holiday there either. Don't do too many holidays anyway, I don't like spending them on my own and, well, I've just got no-body to go with.

Postie Pete: Oh dear, looking a bit peaky there. You should find yourself a rejuvination pool before Imaru spots you. Trust me.

Postie Pete: Yeah, Fellhollow's a bit of a nightmare, isn't it? You're absolutely doomed mate. Haha, just ribbing you! I'm sure you've got this all under control.

Postie Pete: Nice work in Fellhollow! You're really a step a-head of the mainland adventurers. Now that things have calmed down a bit, I've got decades worth of letters to deliver. So I'm just gonna rest here a bit before I start.

Postie Pete: Hey there, bit lost? No-body to point you in the right direction for a good tailor?... Because, frankly, your look could use some work. I assume you're trying to get into Fellhollow? Nasty place. I wouldn't be seen dead there.

Postie Pete: Ah, feel a little light in the soul there? That's Soul Rift for you. On the plus side, you'll see things you couldn't see before. On the downside you're a dragon's dinner waiting to happen.

Postie Pete: Nice work in Fellhollow! You're really a step a-head of the mainland adventurers. Now that things have calmed down a bit, I've got decades worth of letters to deliver. So I'm just gonna rest here a bit before I start.

Postie Pete: Still, if you're determined to head on through, you'll need to shed a few pounds. You need to get Soulrifted, my friend. Need to get that spirit of yours dragged a little into the world of the dead. It's the only way to get through this here gate.

Postie Pete: You don't want to stay soul rifted for too long. As time goes on you'll attract the hungry dead to you, eventually luring Imaru herself and... well... that won't end well for you.

Postie Pete: See that horrible red stuff over there? I know it looks nasty, I certainly wouldn't have the stomach for it, but you're going to need to dip your toes in for a minute or two to get nice and Soulrifted. That'll let you see things you living types never get to see.

Postie Pete: So, if I were you -- and I had feet -- I'd get my skates on and make a beeline straight for a purification pool. You can't miss them, Death's made them extra glowy, just for you!

Postie Pete: You'll want to find a Purification Pool, once you've found your way past that wall. There's one down the path outta here, I think, but I'm getting a-head of myself there. Get to it quick, the longer you're soul rifted, the more likely *she* is to spot you, and the worse things will get. If that dragon finds you, you're dead, no two ways about it.

Postie Pete: Oh! When you've done all of that, come back and see me, I've got something I could use a hand with. An actual hand, since I don't have them.

Wise Old Man: Cathan's dead? To shreds you say? Poor lad, not the end he deserved. But Velgar's made a mistake here, he's made this personal.

Summoning Altar: There is an indention in the altar where something could be placed. It looks like it would fit the shape of Cathan's summoning horn design.

Wise Old Man: What's that? Velgar's dead? Are you sure? I'll need to see his head. Dragons can be tricky like that.

Wise Old Man: The dragon's dead. That's quite a victory. No, really. You should be proud of yourself!

Wise Old Man: I generally discourage violence, but this time I think you need to gather as much of it as possible and serve up a dragon sized portion.

Summoning Altar: There is an indention in the altar where something could be placed. It looks like it would fit the shape of Cathan's summoning horn design.

Summoning Altar: There is an indentation in the altar where something would be placed, but you're not sure what it might be.

Wise Old Man: Bring me his head and I'll make sure you're rewarded.

Wise Old Man: It's not every day you take out a draconic general infused with the elemental power of the earth. But you managed it, well done!

Wise Old Man: Build the horn. Summon Velgar. Avenge Cathan, save us all. Punch a dragon in the face!

Wise Old Man: We can relax for a little while, but not forever. Velgar was one tough cookie, but he's just the foot soldier. Queen Kuldra is out there somewhere and she won't sit quietly for long.

Wise Old Man: Here, I'll take that rapidly decomposing head off you and give you something much better in return.

Wise Old Man: OK... not sure why you want to hold onto a decomposing dragon's head, but you do you, I guess.

Wise Old Man: I've got something to give you, but you've got your hands full. Go clear some space and then come back to me.

Wise Old Man: Now then, an adventurer's work is never finished. Trust me, I know. There's a strange door to the north, just past Ashien's Watch and it's sending chills down my spine. Meet me there, we'll talk more.

Wise Old Man: Hrmm?

Wise Old Man: Ah, hello there.

Wise Old Man: Aren't you helping the others out? What are you talking to me for? Check your map if you're not sure what you're meant to be doing.

Wise Old Man: You've dealt with the problem for now, but who knows what danger waits around the corner? If I were you, I'd get yourself ready for whatever horribleness is coming next.

Wise Old Man: We can relax for a little while, but not forever. Velgar was one tough cookie, but he's just the foot soldier. Queen Kuldra is out there somewhere and she won't sit quietly for long.

Wise Old Man: Here, I'll take that rapidly decomposing head off you and give you something much better in return.

Wise Old Man: OK... not sure why you want to hold onto a decomposing dragon's head, but you do you, I guess.

Wise Old Man: I've got something to give you, but you've got your hands full. Go clear some space and then come back to me.

Wise Old Man: Now then, an adventurer's work is never finished. Trust me, I know. There's a strange door to the north, just past Ashien's Watch and it's sending chills down my spine. Meet me there, we'll talk more.