Ultimate Ironman Guide/Quests

From Old School RuneScape Wiki
Jump to: navigation, search
UIM Guide
Ultimate Ironman Guide/Item Management.png Ultimate Ironman Guide/Equipment.png Ironman Moneymaking Guide.png
Ultimate Ironman Guide/Melee.png Ultimate Ironman Guide/Agility.png Ultimate Ironman Guide/Smithing.png
Ultimate Ironman Guide/Mining.png Ultimate Ironman Guide/Herblore.png Ultimate Ironman Guide/Fishing.png
Ultimate Ironman Guide/Ranged.png Ultimate Ironman Guide/Thieving.png Ultimate Ironman Guide/Cooking.png
Ultimate Ironman Guide/Prayer.png Ultimate Ironman Guide/Crafting.png Ultimate Ironman Guide/Firemaking.png
Ultimate Ironman Guide/Magic.png Ultimate Ironman Guide/Fletching.png Ultimate Ironman Guide/Woodcutting.png
Ultimate Ironman Guide/Runecraft.png Ultimate Ironman Guide/Slayer.png Ultimate Ironman Guide/Farming.png
Ultimate Ironman Guide/Construction.png Ultimate Ironman Guide/Hunter.png Ultimate Ironman Guide/Quests.png
Ultimate Ironman Guide/Minigames.png
Quests.png

Quests present a number of unique challenges for Ultimate Ironman players, often requiring significant preparation, inventory-stressful item requirements, and dangerous combat in unusual locations. In most cases, these challenges are similar to those for regular players, and with good preparation (often coupled with a good quest guide) the quest can be completed much like any other player would. However, some quests have unique restrictions, challenges, or dangers that make them particularly difficult for an Ultimate Ironman to complete. This guide aims to list the quests with heavy inventory restrictions or dangerous combat situations that are most threatening to an Ultimate Ironman.

Entrana Quests[edit | edit source]

Main article: Entrana

A number of quests require travelling to the island of Entrana, which does not allow most weapons and armour. However, runes can be brought to the island, as can materials required to fletch ranged weapons and armour. A looting bag can not be used to bring restricted items onto Entrana, so it is recommended to store in some other way (such as at an Item Retrieval Service) while travelling to the island.

For more information, see Ultimate Ironman Guide/Item Management.

A list of quests that require travelling to Entrana is as follows:

Quest Notes
Lost City Requires fighting a Tree spirit underneath Entrana, so it is recommended to bring along runes or fletching materials for combat. Any items stored at an Item Retrieval Service are at risk of being permanently lost due to death here. A second dramen branch is needed for Sir Amik Varze's subquest of Recipe for Disaster, so it may be prudent to cut an extra one if doing that quest soon.
Enlightened Journey Multiple trips to Entrana are required to set up the various routes in the Balloon transport system, as each new route must be started from Entrana before becoming available for later use.
Hand in the Sand The player must travel to the sand pit on Entrana to retrieve the Wizard's head.
Heroes' Quest Needed to get a fire feather from the Entrana firebird. Only ice gloves are required, and the combat is not dangerous.
Holy Grail The player must travel to Entrana and speak to the High Priest in their search for the Holy grail.
Devious Minds During this quest, the player must bring a large pouch holding the orb to Entrana. Any death will cause the enlightened large pouch to be permanently lost, so it is recommended to empty your inventory of weapons and armour before combining the large pouch and the orb.
Desert Treasure The player must bring a Silver pot to Entrana to be blessed by the High Priest.
Recipe for Disaster
(Sir Amik Varze subquest)
Another dramen branch is required to make cinnamon for the brulee supreme, which will require another trip to Entrana if an extra branch was not gotten earlier.
Monkey Madness II During part of the quest, the player must briefly travel to Entrana to talk with Auguste.

Weight Requirements[edit | edit source]

Some quests have sections that require a specific weight to complete, or are made easier by having a lower weight for certain Agility obstacles. This can be particularly difficult for Ultimate Ironman players, who can not simply use a bank to hold their heavy items. Notably, the looting bag has 0kg weight, even if filled with items.

A list of notable quests with weight requirements is as follows:

Quest Notes
Temple of Ikov During part of the quest, a bridge must be crossed that collapses if the player weighs more than -1kg. The boots of lightness can be found nearby to help with weight management.
Recipe for Disaster
(Pirate Pete subquest)
Diving to the Mogre Camp requires less than 28kg weight. Notably, the diving apparatus and fishbowl helmet total to 15kg on their own.
Underground Pass A number of the Agility obstacles during the quest are easier to traverse at a lower weight. In addition, lower weight will make it easier to maintain energy, further helping during the quest.
Enlightened Journey While riding the balloon, the player can have no more than 40kg of weight. This also applies to any future use of the balloon transport system, including the trips from Entrana required to unlock the various routes.

Item Limitations[edit | edit source]

A number of quests require the player to have a relatively empty inventory to manage quest items, or restrict equipment in certain areas. A list of notable quests such limitations is as follows:

Quest Notes
Doric's Quest Six clay, four copper ore, and two iron ore (total 12 items) must be delivered at once to Doric.
Recruitment Drive Requires a completely empty inventory and nothing worn, as no items can be brought into the testing grounds.
Tower of Life At least 11 inventory spots are required to build the various machines within the tower.
Temple of Ikov 20 limpwurt roots must be delivered at once to Winelda.
Waterfall Quest No weapons, armour, runes, fletchable items (such as logs) or looting bag can be brought into Glarial's Tomb. A rune pouch is allowed if it does not contain runes.
Roving Elves No weapons, armour, runes, fletchable items (such as logs) or looting bag can be brought into Glarial's Tomb. A dramen staff cannot be smuggled into the Glarial's Tomb as bringing a knife is also forbidden, however players can use an event rpg to make the moss guardian fight easier. A rune pouch is allowed if it does not contain runes.
Priest in Peril 50 rune or pure essence must be delivered to Drezel in increments, so more inventory space cuts down on the trips. Having at least 17 inventory spaces (to be able to do this in 3 trips) is recommended.
Death Plateau 10 trout, 10 bread, and the spiked boots (total 21 items) must be delivered to Tenzing at once.
The Fremennik Trials The puzzle inside Peer the Seer's house requires a completely empty inventory and nothing worn. No weapons, armour, runes or fletchable items such as logs (similarly to the Glarial's Tomb) can be brought into the fight with Koschei the deathless. However, unlike in the Glarial's Tomb, a knife can be brought into the fight. A spare dramen branch can be brought in, and cut into a dramen staff to use as a weapon once in the arena.
In Search of the Myreque Six steel weapons must be delivered at once, and six planks are required with 225 steel nails to repair a bridge. Having inventory space to hold all these items at once can help cut down on backtracking.
Between a Rock... During the fight with the Arzinian Being of Bordanzan, the fight is easier the more gold ore is in the player's inventory.
Underground Pass To get into the final chamber with Lord Iban, the player must be wearing only Zamorak monk robes, requiring some inventory space to hold the rest of their equipment.
Regicide Distilling the barrel of naphtha requires large amounts of coal, with extra coal making the process easier to manage. Though it can be done in as few as 7-10 coal, it is recommended to bring more if possible.
Mourning's End Part I Distilling the barrel of naphtha requires large amounts of coal, with extra coal making the process easier to manage. Though it can be done in as few as 7-10 coal, it is recommended to bring more if possible.
Wanted! 20 rune or pure essence must be brought to the Mage of Zamorak at once.
Mourning's End Part II As much inventory space as possible is recommended for the puzzle section at the end of the quest, to cut down on possible backtracking for more puzzle items.
Cabin Fever 11 empty inventory spaces (though more space is recommended) are required to hold the various items required during the quest.
In Aid of the Myreque As much inventory space as possible is recommended for portions of the request that require delivering large amounts of items or hauling buckets of rubble out of the basement.
The Great Brain Robbery 20 inventory spots are recommended for building and filling the crate, though this can be done in increments if less inventory is available.

Dangerous Instances[edit | edit source]

Many quests include dangerous combat sections, and some of these fights happen inside of instanced areas. Any items lost on death inside an instanced area will be permanently lost, making these sections incredibly risky for Ultimate Ironman players. Some more recent quests include an Item Retrieval Service for some or all of their instanced fights (such as Dragon Slayer II), but most quests do not. If completing a quest fight in an instanced area, it is recommended that the player be extremely careful, and consider temporarily storing any items they do not want lost in a "death pile" on the ground.

For more information, see Ultimate Ironman Guide/Item Management.

A list of quests with dangerous instanced areas is as follows:

Quest Notes
A Soul's Bane Most the quest takes place in various instanced rooms, including fights against multiple level 40 to 46 enemies.
Death to the Dorgeshuun The final fight against a level 50 Sigmund and three level 22 H.A.M. Guards is instanced.
Fairytale I - Growing Pains The fight against the level 111 Tanglefoot is in an instance.
Shadow of the Storm The final fight against the level 100 Agrith-Naar takes place in an instanced area.
Horror from the Deep The finale of the quest, including a fight against two regular Dagannoth and the level 100 Dagannoth mother is instanced.
Another Slice of H.A.M. Both the ambush in the Goblin Village and the final fight against a level 64 Sigmund take place in instances.
Icthlarin's Little Helper Includes a fight against a level 91 Possessed Priest and a fight against a level 75-81 guardian.
In Aid of the Myreque While escorting Ivan Strom to the Paterdomus Temple, the trip through the Mort Myre Swamp takes place in an instance, and inludes combat against level 50 or 75 Vampyre Juvinates.
My Arm's Big Adventure The final fight against the level 75 Baby Roc and level 172 Giant Roc is instanced.
The Fremennik Isles The finale, including the fight against the level 122 Ice Troll King, takes place in an instanced cave.
Lunar Diplomacy The entire final dream sequence, including the fight against Me, takes place in an instanced area.
Dream Mentor The dream sequence during which the player fights The Inadequacy, The Everlasting, The Untouchable, and The Illusive takes place in an instanced area. Furthermore, no teleports will work in this area, with the only escape being the lectern.
The Great Brain Robbery The fight against the level 190 Barrelchest is in an instance.
Swan Song The majority of the quest takes place in an instanced version of the Piscatoris Fishing Colony. This includes fights against variouis Sea trolls and the level 170 Sea Troll Queen.
Recipe for Disaster The final fights against Agrith-Na-Na, Flambeed, Karamel, Dessourt, the Gelatinnoth Mother, and the Culinaromancer are all instanced. Furthermore, the only way in and out of the instanced area are the provided portals, as all other teleportation is prevented.
Monkey Madness II The fight against Kruk, as well as the final sequence where the player fights Tortured gorillas, Demonic gorillas, and Glough, are all instanced. These are some of the most challenging quest bosses in the game, making these instanced areas particularly dangerous.