Horror from the Deep

Quest
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This quest has a quick guide.
It briefly summarises the steps needed to complete the quest.
Horror from the Deep (#63)
Released 17 November 2004 (Update)
Members Yes
Quest series None
Lead developer(s) James B

Horror from the Deep is an intermediate quest revolving around the mysterious disappearance of Jossik, keeper of the Lighthouse near the Fremennik Province. As the title suggests, the investigations lead to the discovery of very dangerous creatures living beneath the lighthouse.

Details

Start pointMap icon Talk to Larrissa outside the Lighthouse north of Barbarian Outpost. Show on map
Official difficultyIntermediate
Official lengthShort
DescriptionThe lighthouse protecting Kandarin's north-western coastline has mysteriously stopped operating, and contact with the lighthouse keeper Jossik has been lost. The Council would greatly appreciate it if somebody could discover for them what has happened to this most vital landscape feature.
Requirements
Items required
Recommended
Enemies to defeat
League notes

Unlocking Fremennik Fremennik Yes will auto-complete the quest

Walkthrough

Lighthouse trouble

Items needed: 60 steel nails, a hammer, and 2 planks
Items recommended: Fast travel method to the Barbarian Outpost and back
Skills needed: Agility 35 [boostable] to enter the pipe inside the agility course

Head to the Lighthouse, located north of Barbarian Outpost, reachable via the basalt platforms. If travelling from the outpost, you can obtain the required planks from the north-east end along the fence. Bring food as the platforms have a high failure rate even with decent agility, and a max hit of 10. Alternatively, fairy ring ALP will take you right by the lighthouse.

Speak to Larrissa, who will tell the player that her boyfriend lives in the lighthouse. She is worried about him, as the light has gone out and the door is now mysteriously locked. Ask how you can help; she is stranded here, as a storm destroyed the bridge to the east, and she wants you to repair it. She also requests you retrieve a spare key to the lighthouse from her cousin at the Barbarian Outpost.

Repairing the bridge.

Some distance east of Larrissa is a broken bridge that connects to the mainland. With a hammer and 60 steel nails in your inventory, use a plank on the side of the bridge you are on, then click to jump to the other side to use a plank there as well. Depending on your agility level, you may take slight damage from the leap. Once the bridge is fixed, you will be able to cross without failure, despite the bridge not looking any different.

Check your quest log to make sure it says that you've fixed the bridge, then head to the Barbarian Outpost. Speak to Gunnjorn, found inside the Agility course, through the pipe (Agility 35 ). Tell him Larrissa is in trouble and needs her spare key back, and he will give you the lighthouse key.

Fixing the Lightomatic Deluxe 500

Items needed: A tinderbox, molten glass, and swamp tar

Return to Larrissa. She asks you to go inside the lighthouse and find out what happened to Jossik. Enter the building; you will appear in an instance with Larrissa inside. The furniture is smashed and there are blood splatters and claw marks on the floor and walls. She asks you to repair the light mechanism to prevent any shipwrecks. She does not know how to, but says Jossik probably had some manuals lying around.

By searching the bookcase on the 1st floor, you may find the lighthouse manual, Jossik's journal, and his uncle's diary. Reading these is not required to progress the quest. If you choose to read them, the manual will describe how to maintain the Lightomatic Deluxe 500, with a troubleshooting FAQ section at the end of the book. The journal describes how Jossik became the lighthouse keeper after his uncle disappeared, and soon began to hear voices. It ends with Jossik's decision to investigate the strange noises coming from the basement. In his diary Silas discusses the monstrous dagannoth in-between incoherent ramblings, as well as his construction of a metal door in the basement. He mentions that to unlock the door, 'the key' is fire, air, water, and earth runes, as well as weapons.

Head to the 2nd floor and use some molten glass and swamp tar on the lighting mechanism in order to fix it, then light the tar with a tinderbox. Return to Larrissa, who requests that you do everything to find Jossik.

The door is the key

Items needed: One of each elemental rune, 1 arrow, and 1 sword

Go down the iron ladder into the basement to find the door mentioned in Jossik's journal. You appear in a kind of sea cavern, with further passage blocked by the metal door. It has a monstrous face in its centre surrounded by six icons: the four runes, a sword and an arrow.

Use all of your basic elemental runes on the door (fire, water, earth, and air). You may bring a full stack of each, as the door will only use one rune. Use your sword on the door (any type), and then an arrow (any type except ogre and training). Bolts will not work. You do not get these back!

Horrors from the deep

Items needed: Combat equipment

Once you have used all of the items on the door, it will unlock. Ensure you have your combat equipment with you, and go through the eastern part of the door and down the ladder. Be prepared to fight both a dagannoth and the dagannoth mother, then talk to Jossik sitting injured by the ladder, who says he was trapped down here by creatures that attacked him. When the player suggests they should return upstairs to find help, a level 100 dagannoth emerges from the sea and attacks!

Safespotting the first dagannoth.

The dagannoth only attacks with melee and can be killed with any combat style. You can utilise a safespot by standing in the southern corner of the pond to the west.

After defeating it, Jossik says that was not the creature that had attacked him but one of its babies. A cutscene follows in which a larger dagannoth appears from the waters, revealing itself to be the much stronger dagannoth mother. She attacks with both ranged and melee, and changes colour every 18 seconds through a fixed cycle, indicated through a chat message The Dagannoth changes to blue... as well as visually. Her six colours correspond to the four elemental spell types, ranged, and melee. For as long as she remains that colour, she can only be damaged through use of that particular attack style.

Image Colour Weakness Attack Using
White Air spells Wind Strike, Bolt, Blast, Wave, or Surge.
Blue Water spells Water Strike, Bolt, Blast, Wave, or Surge.
Orange Melee Melee attacks.
Brown Earth spells Earth Strike, Bolt, Blast, Wave, or Surge.
Red Fire spells Fire Strike, Bolt, Blast, Wave, or Surge.
Green Ranged Ranged attacks.
A safespot for fighting the dagannoth mother. Protect from Missiles should be active at all times during the fight.

The same safespot used for the regular dagannoth is not as effective here, as she may eventually attack you. You can use the stalagmites in the south-east corner of the room to flinch with a melee weapon, using Protect from Missiles to avoid her ranged attack when using the other combat styles. By default, the mother will use ranged at a distance and melee up close, but may detect Prayer changes and automatically use the opposite attack type.

You can defeat the Dagannoth mother without using all of the combat styles, and may choose to simply wait in a safespot (or up the ladder) while she is the wrong colour. You could also use these pauses to heal. As she has a weakness to earth, this is the most effective source of damage. Magic and Ranged is equally effective, but she has a higher resistance to melee.

Note: The Twinflame staff is not recommended, as it will remain on Earth spells as the mother's weakness, even if she has changed colour.

Warning: Any dropped items will be unobtainable after defeating the boss. You may still loot your items if you die before killing her.

Defeating the Dagannoth mother will automatically complete the quest, and you will receive a rusty casket. The casket can be obtained from Jossik upstairs if you had a full inventory.

Congratulations, quest complete!

Rewards

Unlocks:

Required for completing

Completion of Horror from the Deep is required for the following:

Transcript

This article on a quest has an associated dialogue page.
Click here for a transcript of possible conversations encountered throughout the quest.
Click here for a transcript of the quest's journal entry.

Trivia

  • While in instanced versions of the lighthouse, you no longer see the fairy ring outside which was added later.
  • The location, characters, books, diaries, monsters, are paying an obvious tribute to the works of H. P. Lovecraft.
  • Despite being somewhat repaired during the quest, the broken bridge's examine will still refer to jumping off it rather than crossing it on the walkway.
  • In Silas's diary, the colours white, blue, brown and red refer to the elemental runes needed for the door, while yellow and green refers to the sword of the warrior and the arrow of the huntsman, respectively.
  • Unlike most quests, the reward scroll for this quest congratulates you on "surviving" the quest, rather than completing it.

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceHorror from the Deep
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureHorror from the Deep · file details

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