Underground Pass

Quest
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This quest has a quick guide.
It briefly summarises the steps needed to complete the quest.
Underground Pass (#42)
Released 3 March 2003 (Update)
Members Yes
Quest series Elf, #3
Lead developer(s) Tom W

Underground Pass is the third quest in the Elf quest series, and explores an extensive and perilous dungeon to the west of Ardougne. You must venture through the pass at the request of King Lathas, in order to help him destroy his corrupted brother Tyras.

Details

Start pointMap icon Talk to King Lathas on the 1st floor of Ardougne Castle. Show on map
Official difficultyExperienced
Official lengthLong
DescriptionThere are rumours of a secret passageway that can be used to get to the other side of the mountains west of Ardougne. Now it's just a matter of finding it.
Requirements
Items required
  • Rope (2 recommended)
  • Bow
  • 1-5 arrows (only non-poisoned arrows with metal arrowtips will work. Craw's bow does not work. Crossbows and bolts will not work. Broad arrows, Ogre arrows, Ice arrows, and Training Arrows will also not work.)
  • Spade
  • Bucket (obtainable during quest)
  • Tinderbox (obtainable during quest)
Recommended
Enemies to defeat
League notes

Unlocking Fremennik Fremennik✓ Yes will auto-complete the quest
Unlocking Kandarin Kandarin✓ Yes will auto-complete the quest
Unlocking Tirannwn Tirannwn✓ Yes will auto-complete the quest

Walkthrough

Note: The walkthrough for the dungeon after completing the quest can be found here.
Note: Throughout the quest, many items will need to be picked up (required for progression) and others are optional but recommended (e.g., food). Since all these items start adding up quickly, the guide will tell you when a certain item is no longer needed anywhere in the quest and is therefore safe to drop. However, if you die, you will need to acquire these items again to get back to where you were.
Note: Ensure that you do not have a piece of railing in your bank. If you do, remove it from your bank before proceeding through the dungeon.

This quest relies heavily on your Agility skill, often making you complete a number of obstacles in succession. In most cases, failing any of the obstacles in an area will send you back to the beginning of the area, which can be quite frustrating, especially if your Agility is low. Many of the obstacles are harder to traverse if the player has a high equipment load. As the risk of all enemies besides the final encounter may be mitigated via safe-spotting or Protect from Melee, players should strike a balance between equipping Weight-reducing clothing and protective armour.

Many of the traps in the dungeon damage you based on your current health. This means that by keeping your health relatively low, you will have to use less food through the dungeon than you would if you were to eat to full Hitpoints each time you get damaged.

The Pass to the Tyrant

Speaking to Lathas in his throne room.

To begin, talk to King Lathas on the 1st floor floor of Ardougne Castle. He'll remind you about the Underground Pass and that it is the only way to reach the western lands in order to stop his corrupted brother King Tyras. Unfortunately, the evil Iban, who claims to be the son of Zamorak, and his cultists have moved in. He'll ask you to check in with his head tracker Koftik who is waiting for you just outside the entrance to the Underground Pass. Your mission is to find a way to the other side of the dangerous pass and report back.

This time, you'll be allowed to go right through the front gates to West Ardougne, so head through and walk all the way west through the city until you find the cave entrance with Koftik standing outside. Talk to him, and he'll explain more about the Pass. It is unlike other caves, being possessed of a corrupting darkness that breaks the will of men. He tells of the proud adventurer Randas, who apparently heard the voice of Zamorak himself inside the cave, telling him how to achieve his greatest goals. Nobody has heard of him since. Koftik instructs you to meet him next to the bridge further inside.

Getting in and across the bridge

Items needed: A bow, arrows, spade, and rope. Bring the rest of your supplies now, including the spade as after this section there is no turning back unless you want to restart the entire dungeon.

When you walk inside (#1), you'll see three paths branching off in different directions. (Warning: Do not take the middle path; the swamp will drag you down and send you tumbling down a hillside forcing you to crawl back up.) Instead, take the northern most path. Climb over a series of rocks around the swamp and get to where Koftik is standing next to a fire (#2). There is a stone tablet near the beginning. It contains an eerie text that you may read if you wish. Several more tablets will be encountered later on, written to celebrate Iban and his supposed heritage.

Talk to him, and he'll tell you it looks like there have been others in the cave already. If you want, Koftik also shows you an excerpt of the diary of Randas that he found lying around. He'll give you an oily cloth from the remains of a camp and tell you he found charred arrows as well. If you later need another one, you can search the nearby pile of abandoned equipment to get more. Use the oily cloth on an arrow, and then use the result on the fire to get a fire arrow. You can stack several of these before lighting them in case you miss.

Shooting the guide rope with a fire arrow.

Go north to get to the small area (#3). Look across the subterranean river, and you can see where the guide rope holds up the bridge. Fire your lit arrow at the rope. If you succeed, the bridge will drop, and you'll automatically walk across the bridge. If you get the message "I can't reach that!", then move closer and adjust your position along it.

Do not pull the lever right after the bridge (it will send you back to the beginning).

Before you continue, take the plank north of the lever (#4).

  1. Cave entrance from West Ardougne
  2. Koftik
  3. Fire your lit arrow here!
  4. Plank spawn by blessed spiders
  5. Use a rope on the overhang to cross the pit.
  6. Grid
  7. Furnace
  8. Wall traps
  9. Well to the second area

B - Giant bats
G - Goblins
O - Ogres
S - Blessed spiders
Z - Zombies

The pit

Items needed: Food (strongly recommended) and 1 or more rope.

Walk south from where you picked up the plank. Do not walk into the swampy area filled with blessed spiders and instead head back east (#5). You will come up on a pit and a small water crossing with a rope swing. Use your rope on the rock hanging from the ceiling above the dark pit to swing across.

A player successfully swings across the pit.

If you fail and fall, you will fall into a rocky pit and lose your rope. Follow the path on your mini-map climbing over rocks when needed to get to the muddy rock pile. You'll be placed at the very beginning of Underground Pass. You will need another rope to attempt the obstacle again. You can purchase ropes at the general store in Ardougne.

The grid

The grid

Continue down the path going east and then south. Eventually, you'll see Koftik standing in front of a grid (#6). He is being affected by the voices you have been hearing in your chat, talking about the paths of righteous men and their being beset by the iniquities of the selfish and the tyrannies of the evil. He says you have to pick your own path next.

Many of the tiles will drop you into a pit dealing 15 damage to your health. You'll need to use trial and error finding a safe path across. Once you've found a safe way across, remember it; you'll need it for Regicide. Pull the lever once you are across to lift the gate. The path is different for everyone. Not all grid paths are possible, you will never need to:

  • Walk backwards (to the east)
  • Walk diagonally to another cell
  • Walk north or south on the middle column (just walk straight west across it)

The grid puzzle always does 15 damage upon falling into a pit. Keep this in mind while trying new squares. Should you die from falling, your items will stay in the pit. To retrieve what you lost then, you must intentionally step on a square that will drop you into the pit. Once you get across the grid, there is an altar in the next important room, so you can use Rapid Heal to save some food.

Remember or write down the path you used to get across. You have to come back through here *twice* during Regicide later; the correct path is permanent and unique to each player. (Your browser will remember the path saved in the grid below as long as you don't clear your browser cache).

It can be useful to keep track of the route you have to take using the following grid:

When crossed, pull the lever on south to open the gate.

The orbs and the well

Items recommended: A plank

To the north there is a furnace (#7). For the moment it can be ignored, but remember where it is. If you forgot to pick up the plank by the Blessed Spiders earlier there is another one that spawns just north-east of this furnace.

Warning: If you use the obstacle pipe, it will cause you to go back to the rope swing with no return.

Head west, to a narrow corridor (#8). Approach it carefully, as there are five traps (odd markings) in the wall. (There's two on the north side followed by three on the south side.) There are two ways of passing the traps.

  1. The traps can be disarmed normally, with a chance to fail and be hit for 5 to 14 damage.
  2. Run through the traps one at a time, which hits a percentage of your current health, as low as 3. So keeping at above 10 hp should be safe.
Note: Some guides suggest simply running through the trap by starting at the adjacent tile. This no longer works.

Warning: Do not stand on the tile in front of an armed trap for a prolonged period. It will repeatedly hit very fast and could be fatal.

The Well of Iban and its surroundings.

Whichever method you choose, you will eventually arrive to an area with an altar (#9) (note: this is a good opportunity to activate the Rapid Heal prayer and leave it on until the orbs of light have been destroyed - this will save on food which may be required later on) and a large, rather sinister-looking well in the centre. At this point you will be unable to climb down the well as a magical force prevents you from doing so whilst there is still light. Read the old journal lying by the well; it was written by Randas and describes how he had orbs of light blessed by Saradomin to keep the darkness at bay. You must destroy these orbs to proceed. To complete this profane task, there are four different paths branching off from this room:

Note: Clicking on the well no longer deals damage if the orbs of light haven't been dealt with. Instead, it gives the clue that the orbs should be destroyed before one can descend deeper into the pass.
  1. Start with the very north passage. Use the plank you picked up earlier on the flat rock to disarm the three traps. Go past the traps and pick up the orb of light at the end of the tunnel.
  2. The next one (the next one to the left, north-west) is fairly easy as well. Run through the level 39 spiders and level 53 ogres to grab the orb and run back again. You can activate Protect from Melee to minimize hitpoint loss.
  3. Go through the middle path next. Navigate the traps the same way as you did for the northern path.
  4. Traverse through the tunnel (south-west path). However, when you get to where the orb is, don't pick it up. Disarm the trap underneath it, and then grab the orb.
Note: Disarming can be failed, triggering a swinging log, dealing 6 to 13 damage.

Now that you have all four of the orbs, back track a little bit. Go back to where the furnace was (#7) (remembering to be careful of the traps in the wall). Use each of the orbs on the furnace to destroy them.

Make sure to top off your prayer if needed and head down the well (#9) descending another level. If you need food, search the crates to the west to receive two salmon and two meat pies.

The cages and the obstacle maze

Items needed: Spade and food.
  1. Entrance from the first area via climbing down the well
  2. Dig by the mud patch with your spade.
  3. Narrow ledge
  4. Agility maze
  5. 50 Thieving shortcut to bypass the maze
  6. To the third area
The cells with slaves.

There is some food in the crates right when you arrive down the well (#1).

Head west through the cave, and you'll find yourself in an area with a few cages containing slaves guarded by goblins. You may enter the cells by picking their locks to talk to the slaves if you want ; their dialogue varies from pure gibberish to a friendly offer to cook you into soup. Pick the lock on the first one on the left (south-east). You'll notice that there's a rather odd-looking patch of ground at the back of it. Use your spade on this to dig through, and you'll find a hidden tunnel that will take you through to the other side (#2). Do not drop your spade in case you fail the narrow ledge.

Edge across the narrow ledge (#3), and you'll be near a maze of raised beams (#4). However, you can skip this step with 50 Thieving as seen in the next paragraph. To get through it, you'll need to hop over a number of obstacles. If you fail, you need to climb back up one of the ramps nearby, often setting you back a few steps.

The rat-infested maze of ledges and spikes.

To get through the maze:

  • Take the first right.
  • Then left.
  • Then another left.

If you have 50 Thieving, go a little bit further south past the maze to a gate that you can pick the lock of (#5). It completely bypasses the whole maze. Once through, head south to meet Koftik. He has clearly been corrupted by the voices to the point of insanity, although he claims the contrary himself. Squeeze through the pipe entrance to get into the next area (#6).

Note: You can now drop your bow and arrows (if not relying on ranging for combat), spade, ropes, and any oily cloth you picked up earlier. They are no longer needed for the quest.

The caged unicorn

Items needed: None.

  1. Entrance from the second area
  2. Unicorn
  3. Sir Carl, Sir Harry, and Sir Jerro
  4. Well
  5. To the fourth area (Iban's Lair)

S - Skeletons
Z - Zombies

In the next room, you'll find a group of skeletons and a unicorn in a cage (#2).

The boulder that players must push down with the piece of railing.

You'll need its horn, but you can't get into the cage to get it. If you search the cage, you'll find a loose piece of railing. Note: If you already have a piece of railing in your bank, you're unable to obtain a new one. Take this, and head (south) up the path above where the cage is you'll find a large boulder. (Before moving the boulder, make sure that you have no items on the ground. As after the boulder is moved they will be gone!) Use the loose railing to pry it loose, and crush the unicorn. Now, you can go back down and retrieve the unicorn horn by searching the smashed cage. Proceed through the tunnel entrance and head north.

Note: You can now drop your piece of railing. It is no longer needed for the quest.

The paladins

Items needed: Food, combat equipment, and the unicorn horn
Items recommended: A plank
The imposing doors of Iban and the Iban's staff recharge well.

Heading north through the cave, you'll come to a small group of Paladins named Sir Carl, Sir Jerro, and Sir Harry, who have made a sort of camp (#3), having been tasked by Lathas with the same mission but unable to open the locked Doors of Iban. Upon speaking with any of them, they will offer you some nourishment in the form of two loaves of bread, two meat pies, a bowl of stew, a prayer potion (2) and an attack potion (2). Afterwards, they suggest that you leave and let them finish the task.

Unluckily for the paladins, you need the paladin's badges that they carry and the only way to get them is to slaughter them. They're all level 62 and attack with melee. It is possible to safespot the paladins by attacking them and running west where they will not follow you.

Head west keeping your eyes out for the traps there. Again, you can foil them by placing the plank on them. Keep going west to where there's another well (#4). Its inscription says that the doors of Iban will not open as long as there is a beating, good heart present and the well demands the offering of such a creature's remains and three crests of the blessed. Use the unicorn horn and the three badges on the well to open the large doors (#5) conform its inscription. Once you have all three badges (red, blue, and green), deposit them into the well along with the horn. The doors of Iban will open.

Note: You can now drop your plank. It is no longer needed for the quest.
Note: Remember the well if you want to use the Iban's staff later. This is where you recharge it after use.

The dwarves

Items needed: None.
Iban's Lair

Now, you're in the largest area of the Underground Pass. Around all edges of the area is a rock ledge to walk on. The middle is a large, open area with a maze of walkways, most of which are broken. If you try to jump across them, sometimes, you will fall and end up taking big damage when you hit the ground below, as well as being in a large area filled with Soulless. Keep in mind that this area has been known to take well over an hour to clear, so be persistent.

The doors lead to a massive cave and Koftik will appear again, declaring the place his home and Iban to be his friend. He mentions some 'foolish dwarves' that have taken up residence to the south and resist Iban. He tells you to slay them in his lord's name like you did the paladins.

For now, ignore the walkways, though do take note of the locations where you can get onto them. Walk down along the east wall and then west until you find a cave into which you can descend. Descend down into the cave. (Map of bottom level is found in next section.)

This is the level beneath Iban's Lair.

There are three dwarves named Niloof, Klank, and Kamen in a small fenced area with two buildings just to the west. Niloof will be surprised to see a human and explain their group consists of miners unaware of the evil of Iban. The son of Zamorak has corrupted the only exit into the western lands, the Well of Voyage, instead using it to dispose of his victims. You suggest to kill Iban, to which Niloof replies to seek out Iban's only confidante and guide, Kardia, the witch who lives on the platforms above. He then gives you two more pies and a pizza.

Klank explains the dwarves are the only ones not corrupted by Iban's voice. All humans have become soulless slaves of his, or possibly of Zamorak's himself. Those who resist are locked in cages until they are broken. He gives you a pair of sturdy gauntlets (called Klank's gauntlets) to protect against the soulless' vicious bite.

Finally, Kamen is a little fried and asks you if you want some of his brew which 'will blow your head off' and advises to keep it away from naked flames. If you decline, he will offer to sell you some bread, stew, and a meat pie for 75 coins; if you accept, your Agility level will temporarily decrease by 4; he will then still offer the food for 75 coins.

There's a tinderbox spawn in the smaller eastern building, if you didn't bring one.

The ritual of Iban

Go back through the cave staircase used to enter the area, south-east of the dwarves. Go north-east until you reach the first walkway that can be used. Walk along it, jump the gap, and take the first turn south to find Kardia's house (the witch).

The witch ranting about the dwarves.

Attempt to open the door, or search the window, and you'll hear her talking to herself about her missing cat. Head north, take the western path, hop across the gap and then take the north branch of the path. Follow it until you find the cat. It will be a yellow dot on your minimap. Grab it and go back to the witch's house again (if you drop the cat, you'll have to wait for a moment before you can grab it back).

Knock on the door. You'll automatically hide behind the corner while the witch gets her cat. While she's distracted, open the door and sneak into her house to search the chest. You'll get a stat restore potion, a super attack potion, the history of iban, and a doll of iban.

The book is not needed to progress the quest, and can be dropped. It contains the backstory of how Kardia used the doll to resurrect the Black Knight Iban, slain by the White Knights in the Dawn Ascent.

Collecting the four elements of Iban to imbue the doll

1. Iban's body

Items needed: A bucket and a tinderbox.
Iban's tomb set ablaze.

Either fall or head back south to the cave to get back downstairs. Iban's tomb is in the south-eastern corner but cannot be opened. If you try to do so, a yellow claw will hit you for 10 damage. A nearby stone tablet says that only by burning the tomb will the corpse become available.

“ Only as flesh becomes ash,

and wood becomes dust,
...will Iban's corpse embrace
nature's eternal lust.

”

Enter the larger building in the dwarven camp and pick up the bucket in the corner. Also speak to Niloof about the doll and the witch; he will confirm that you need to reverse Kardia's ritual and then throw the doll into the Well of the Damned. Next, go into the smaller building and pick up the tinderbox. Use the bucket on the barrel inside of the smaller house to get some of the dwarf brew that Kamen was offering you earlier.

Take this and head back to Iban's tomb. Dump the bucket of alcohol on top of the tomb (only needs to be done once) and light it up with your tinderbox either by using it on the tomb or via the search option. After you're done watching it burn, a pile of Iban's ashes will appear in your inventory (or drop on the ground). The ashes will automatically be used on the doll (unless the doll had been dropped, in which case you must do it manually).

Note: You can now drop your bucket and tinderbox. They are no longer needed for the quest.

2. Iban's blood

Items needed: Food, combat equipment, and the doll of Iban.
A player uses a skeleton as a safespot to attack Kalrag.

Head straight north from the tomb and keep going until you reach a corridor full of blessed spiders (these have a max hit of 4). Run to the end of the corridor until you find a giant level 89 spider named Kalrag. Kalrag can hit somewhat hard (a max hit of 9), but is fairly inaccurate if you are wearing melee armour. The biggest challenge of this fight is often the swarm of spiders which can keep you from attacking Kalrag. If you're below 79 combat, it can be fairly difficult to finally get her alone to begin attacking, which is why it's advisable to run to the back of the corridor and start attacking her before the others get to you. Kalrag can be safespotted by luring her to the far north of the room, then running to the spot between the two skeletons (shown to the right). Kalrag can also be safespotted on the northern wall, one tile east of the skeleton, by trapping her on the eastern part of the northern wall that juts out.

When you defeat her, you'll automatically soak up the blood with your doll. The spiders nearby will attack you and can pile up on you despite not being a multi-combat area. They will interrupt the fight with Kalrag if they are attacking you. Once you kill Kalrag, you will be stunned for about two seconds (and can be attacked by all spiders at once) so heal up before dealing the finishing blow. Using Protect from Melee is advisable. While stunned, you will automatically smear Iban's blood onto the doll.

Low levels might have a problem with Kalrag as the blessed spiders will keep attacking, preventing the player from attacking her. This can be avoided by running alongside Kalrag, killing blessed spiders in the hope that Kalrag will be the next to aggro on you. You can also try trapping Kalrag in the north-western corner of the cave, to make sure she's next to you after you kill a spider. Kalrag can be killed without it hitting you if you aggro it with a ranged attack and run past the stalagmites on the west side of the corridor, as its movement range ends a tile before those stalagmites it will back up until you have to move forward to keep attacking. Repeat until dead.

Once you have killed Kalrag, exit the corridor.

3. Iban's shadow

Items needed: Combat equipment and the doll of Iban.
A player uses a stone bridge to safely attack Othainian.

To get Iban's shadow, you need to kill three level 91 demons named Doomion, Othainian, and Holthion. Head north and then west from the witch's house, and take the first left (south) all the way down until you reach where the demons are.

Kill each one any way you like and pick up the amulet of doomion, amulet of othanian [sic], and amulet of holthion that they drop respectively. If you are a low level or are using Ranged or Magic, there are safespots for killing the demons by standing on the narrow pathways: Othainian on the pathway to the north and the other two demons on the pathway between them. You can also kill Othainian & Holthion from the walkway on the edge of the map. If you did not bring telegrab runes, it is strongly recommended to cross the bridge to Othainian's island before killing it, so that you do not have to kill it again if you fail the obstacle.

Note: After obtaining the demon's respective amulet, that same demon will no longer be aggressive towards you nor is it attackable. However, using manual magic cast still allows you to attack the demon without it being able to retaliate—possibly an oversight from Jagex.

Once you have all three of them, head just north of where Doomion was to the chest. Opening it will remove the amulets from your inventory and give you Iban's shadow. It will automatically be used on the doll.

4. Iban's dove

Items needed: Klank's gauntlets and the doll of Iban.
Make sure you put on Klank's gauntlets to avoid taking damage from the half-soulless.

In the northern part of the upper area there will be several cages with half-soulless in them, one of whom has the remains of the dove. Head northwards along the western cave wall ledge, and jump across the first broken bridge on the right. From here, go north at the junction, then east at the next junction, then north, and finally west to a cage on a dead-end platform (shown circled on the map above). Equip Klank's gauntlets if you haven't already and search the cage for Iban's dove. Sometimes there is no popup telling you that you found it, so keep an eye on your chatbox. The half-soulless will exclaim 'Kuluf Ali Monopiate'.

Note: The remains will automatically be smeared onto the doll when searching the correct cage.

Killing Iban

Items needed: Doll of Iban.
The stand-off against Iban.

Now, to finally destroy Iban and bring an end to this quest. You'll need to jump your way to Iban's temple in the centre of the area (If you are having trouble with the jumps due to low agility levels, starting from the west side near the half souless has the least amount of jumps, albeit a lot longer). Once you're there, kill a disciple of Iban and take his Zamorak monk robes. (Collecting a few of the robe bottoms is highly lucrative!)

(Should you die attempting to dispose of the doll, you will have to run through the entirety of the dungeon again, so be sure to bring the items required with you.)

Enter the temple wearing both upper and lower Zamorak robes. Iban will recognise the doll and declare he cannot die, as well as that you are Zamorak's slave regardless. He then begins to attack you, represented by red spikes that will haphazardly appear near the entrance for several ticks. These spikes rapidly deal around 5 to 8 damage each and can't be blocked with prayers. They also stun you and teleport you back to the entrance, so make sure you run in with plenty of health. Running directly to the well should be fairly easy with one or two food items.

A method to never get hit by Iban's spell is to enter the temple, immediately exit and then walk back inside, which should roughly coincide with the end of his first round of attacks. Then quickly run to the well in the centre of the room and use the doll before he launches his next volley.

Use the doll on the Well of the Damned in the centre of the room. You may have to do this a few times, as his attacks may interrupt you. When you do manage to get the doll into the well, Iban will be taken by darkness and destroyed utterly. The temple will begin to collapse and you drop into a cavern below. You also receive Iban's staff, which the man had dropped.

Iban's fearsome attacks.

Note: You can use the doll on the well while in dialogue. It's possible to reach the well before being attacked, taking 0 damage.

Make your way through this cave to meet Koftik, who will be sane again and suffer from memory loss with Iban's voice suddenly gone. You inform him that you have slain Iban and vaguely remember some of your actions such as crushing the unicorn and killing the paladins, unsure whether it really happened. He will lead you back to the entrance of the Pass.

Leave the cavern and return to Ardougne to tell King Lathas of your success to finish the quest. He will thank you for your service and enquire whether the passage to the west is now clear. Upon being told that the temple was destroyed, he says he will send his mages to clear the well so that you can stop his brother Tyras, who he reminds you joined forces with the Dark Lord on his expedition after being corrupted by the Chalice of Eternity.

Note: For souvenir collectors, all quest items will be removed upon completing the quest. In order to keep the desired quest item(s), it/they should be dropped before speaking to King Lathas to complete the quest.

Congratulations, quest complete!

Rewards

Required for completing

Completion of Underground Pass 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.

Changes

Date Changes
25 July 2019
(Update)

Several changes are made to the Underground Pass quest, along with the release of Song of the Elves. These changes include, but are not limited to:

  • The entire Underground Pass quest now takes place in an instance.
  • Koftik no longer appears in multiple locations inside the dungeon, during the quest. Instead, he moves along with the player's progress, and a backpack containing oily cloth is left behind near the rope bridge instead.
  • The three paladins (Sir Carl, Sir Harry, and Sir Jerro) no longer respawn after their badges have been dropped in the well. Similarly, one cannot get duplicates of the orbs of light.
  • The patches of swamp found further in the dungeon are removed. Previously, there were swamps located near the blessed spiders just across the rope bridge, as well as inside the Thieving shortcut area in the first area with Agility obstacles.
  • Iban's shadow, ashes and dove are now automatically applied to the doll of iban when obtained with the doll in the inventory.
  • Iban has some dialogue when you first enter his temple and now only attacks when there is someone inside.
  • Kamen's homemade brew no longer damages the player between 3-5 Hitpoints.
  • The player no longer receives 30 fire runes and 15 death runes when throwing the doll of Iban into the Well of Voyage.

Trivia

  • Prior to being fixed, mithril seeds could be exploited to cross the grid puzzle effortlessly. When automatically moving west one space each time a flower is planted, the player will safely move across the grid without triggering the trap. This was patched in 2016; however, a new workaround arose where you could place the seeds after stepping onto the first tile, meaning there was a chance of failure. This method was also patched, in 2018. Theoretically, it was also possible to burn logs to cross the grid in the same fashion; however, doing so would have required too much inventory space to be effective.
  • If you speak to Koftik at the mesh grid, he will say "The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men". This is the beginning of the misquoted Bible verse "Ezekiel 25:17" that Samuel L. Jackson's character, Jules, recites in the movie Pulp Fiction. He may also say "The definition of insanity is doing the same thing over and over again and expecting a different result", a quote often incorrectly attributed to Albert Einstein.
  • In the past, when attempting to climb down the well, found in the room with the orbs of light and a Chaos Altar, the player would take 10 damage. However, if the player had fewer than 10 HP, they would lose the remaining hitpoints minus 1. This has since been removed.
  • In the past, when trying to open the witch's house door before returning her cat, she would speak to player through the door and say, "Get away... Far away from here!". After pressing continue, the player would take 25% damage on their current hitpoints available. Below 10 hitpoints, damage would be calculated at 25% of current hitpoints + 1. The damage could be avoided by clicking away instead of pressing continue. This feature has since been replaced with the player receiving a clue on what the witch needs to be distracted.
  • You can use High Level Alchemy on the witch's cat.
  • In RuneScape Classic, the player would periodically receive strange and threatening messages from Iban in red text while in the Underground Passage. When the quest was converted for RuneScape 2, these messages lost their ominous red colouring, and would appear as standard game messages instead. The messages would remain that way in Old School RuneScape up until the numerous adjustments introduced alongside the Song of the Elves, which saw the whispers of Iban being attributed to a "Mysterious Voice" uttering blue lines of dialogue in the chatbox, not unlike how public player messages are rendered.
    • The messages appear with a randomised delay after crossing specific tiles, ranging from 0 to 9 seconds.[1]
    • These whispers are also heard by other NPCs dwelling inside the Pass, such as Koftik.[2] After Iban has been slain however, the voices fall silent.[3]
    • With Song of the Elves, the dialogue of the quest was updated. Among these updates was a new line of dialogue from the Mysterious Voice where it would say "Do you really think you can save them...". At some point, this line was removed and replaced with "Join us...", likely because the phrase "Do you really think you can save them?" is heavily associated with Xau-Tak, a being with no relation to the Underground Pass or the events of the quest.

References

  1. ^
  2. ^ Koftik in Underground Pass. Old School RuneScape. "The voices, they've been telling me things..."
  3. ^ Koftik in Underground Pass. Old School RuneScape. "What? Of course, the voices... But they've stopped. What happened? [Player: Iban's dead, I destroyed him.]"

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 sourceUnderground Pass
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureUnderground Pass · file details

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