Darkness of Hallowvale OSRS Quest Guide

Darkness of Hallowvale OSRS Quest Guide
By | July 14th, 2020 | Categories: OSRS Quests

The Darkness of Hallowvale OSRS quest is a lengthy one, and there are a number of requirements that you will have to meet in order to start it. The quest tasks players with making their way beyond a seemingly impenetrable wall in Morytania.

In this guide, we will highlight the following:

  • Quest Requirements
  • Skill Requirements
  • Item Requirements
  • Step-by-Step Guide
  • Quest Rewards

Check out some of our other OSRS Quests Guides:

Darkness of Hallowvale OSRS Requirements

As mentioned, you are going to need to prepare a fair few things before you begin, so let’s start by taking a look at what requirements you will need to meet.

Quest Requirements for Darkness of Hallowvale OSRS

To start the Darkness of Hallowvale OSRS quest, you will need to have completed the following quests: In Aid of the Myreque, In Search of the Myreque, Nature Spirit, Priest in Peril, and The Restless Ghost.

Skill Requirements for Darkness of Hallowvale OSRS

As far as skills are concerned, you need to make sure that you are at least level 5 Construction, 20 Mining, 22 Thieving, 26 Agility, 32 Crafting, 33 Magic, and 40 Strength. If you can get the Thieving skill higher than 22, then it would be helpful for later on in the quest.

Item Requirements for Darkness of Hallowvale OSRS

As for items, you will need a Hammer, plus 8 Nails and 2 Planks. You will also need a Pickaxe and a Knife, though both of these can be picked up within the quest along the way. Then you will have to obtain a Normal Spellbook for Telekinetic Grab, and both an Air and Law Rune, which too can be found in the quest.

It’s recommended that you have teleportation methods for Burgh de Rott, Varrock, and Paterdomus too before heading in. Having combat equipment and food will also keep you well protected, and you can speed up proceedings during the quest by having a high-level pickaxe.

Darkness of Hallowvale OSRS Step-by-Step Guide

To start off, head over to the pub in Burgh de Rott. Head down to the basement, and speak to Veliaf Hurtz. Here, you will have to ask him how you can help, before asking “How should I get into the Sanguinesti region?”  to get the quest started. You will be tasked with contacting the Myreque over in Meiyerditch, so let’s start travel plans to head there.

To do this, head southeast and you will notice a hut. Inside you will find a boat, which needs to be repaired. Use 4 Nails and a Plank to fix it, then push it out into the water. You can now jump in the boat and use it to head over to Meiyerditch, our current destination.

Arriving in Meiyerditch

Once you reach Meiyerditch, head over to the northwest on the pier. Kick down the floor and climb down, before climbing over the debris and speak to one of the Meyerditch Citizens in the area. After asking them about Myreque, they will tell you to go and speak to Old Man Ral. If you speak to them again, ask them if you can introduce you to him, after which you will be told to say that you were recommended by a friend.

You can find Old Man Ral to the northeast of where you first entered Meiyerditch. You will need to tell him that someone said he could help you, and when he asks what people are calling him, say “Sage of Sanguinesti.” After doing so, he will tell you to head to Sector 3 of the city, and to do so you will have to follow a number of sickle logos.

The Sickle Logo Course

Sector 1

Head southwest from Old Man Ral and find a house with a door facing north. You will notice that there is a sickle on the wall on the outside, so from there climb up the ladder. Jump south to the floorboards next, then jump east to the other floorboards, before going to the top-right corner of the room. Here, you will need to push the wall, then walk across the gap that you see. Then head to the wall at the top and crawl under, then head north again in the second room. On the west side of the room, you can once again push the wall, so do so and head across, then head down the ladder that you see.

Next, search the table over on the west wall and open the trapdoor. This will take you out into a tunnel, so head in the climb up the shelf that you’ll find next to the sickle. Head over to the east to climb under a wall again, then keep heading in this direction and jump to the floorboards. Head down another ladder and check the pots to the east to find a door key, which will take you to Sector 2.

Sector 2

Go over to the east once more and head up the ladder near the sickle. This time, the floorboards are to the south, so jump this way and go down the ladder straight away. Next, go east across the washing line, climb down yet another ladder and head to the north side of the room, where you can push the wall. Walk across this floor and head up the shelf over to the north,  then climb down the shelf to the northeast.

Its time to floorboard jump again, so leap to the northern floorboards here, then jump again to the next set of boards to the north. Over at the north end of the building, jump to the eastern floorboards, where you will find a broken ladder that needs repairing. With that in mind, climb the other ladder and search the western wall to find a ladder top. Go back to the broken ladder and fix it, then head down it to reach Sector 3.

Sector 3

In Sector 3, head through the door and go to the north and around the first house you see. Keep going north to head into a house, where you will notice that there is a fireplace that hasn’t been lit. There is a Knife up the ladder here if you don’t have one already. Go back down if you did go for the Knife, then head west until you come across some barricades. Go east and you will notice the sickle logo again, then go into the southern house.

Once inside, head up the ladder then across the eastern floorboards, before climbing down the stairs. Head down from the right side of the stairs and check the wall, where you can use the Knife (or a sickle if you have one) to open a latch. This will let you push it open, so do so and push the decorated wall to the north. The final part you will need to be quick for, so open up the lumpy rug to the southeast as quickly as possible, otherwise you will have to press the wall again. After doing so, go through the trapdoor, which will then take you to the hideout.

Back to Burgh de Rott

In the room to the north, chat to Vertida Selfalatis and let him know that you have come to contact the Myreque. You will be told to take a message to Veliaf Hurtz in Burgh de Rott, so head back there any way you like. Once you are back, speak to Veliaf Hurtz in the pub basement again, and he will tell you to go and speak to Drezel in the Temple of the Slave in Paterdomus. If you are looking for a quick route then use the Canifis Fairy Ring .

Drezel and the Temple

Head over to Drezel and speak to him, and he will inform you of some odd noises coming from outside the temple, and will send you to check them out. Go up the ladder to get out of the temple, and head over to the west past the Temple of Saradomin. You can search in a bush here and a cutscene will begin, in which you will be knocked unconscious. Werewolves will have made their way across the River Salve, so go back and speak to Drezel again.

Tell him what you have witnessed and you will be instructed to talk to King Roald, and you will be given runes to use a Varrock Teleport. Head to Varrock Palace and chat to King Roald, The conversation won’t reveal much, so go back to Drezel again, before heading back to Burgh de Rott to talk to Veliaf Hurtz once again. Go to Meiyerditch and talk to Vertida Sefalatis after this to progress. There is another method for getting to Vertida, where you need to mine 15 Daeyalt Ores, then speak to a guard to leave. Get back to the hideout and then make your way through to the rocky surface on the east wall, before opening up the barricade to go north and climb the ladder. This way is much faster by using a higher level pickaxe that we mentioned earlier.

Castle Drakan

Speaking to Vertida will send you on your next task of checking out Castle Drakan. You will be sent back to the starting room of the sickle maze. Ask him what you should do now and accept his offer. After doing so, head down the ladder and out of the door. Go south the go over the wall rubble. South of here is where you should be heading next, then climb up the floor. Head north the go down the ladder and check out the rocky surface.

From here, go up to the north and go through the barricade, then head up the ladder. Go along the north wall, then down the ladders to get to the castle wall, then climb it. At the end, talk to Safalaan, and ensure that you have at least four spaces in your inventory. Going forward, you need to head clockwise to the west, until you notice the sickle logo. Use the Papyrus on the charcoal, then do it again on the sickles to the west and to the south. This will trigger a cutscene, after which you should let Vanstrom knock you out.

You then need to head back to finish your final sketch. Once you’ve done this, speak to Sarius, who gives you an idea of where the secret lab is. You should now have a quest log that states that you have all of the castle sketches, and that you should go to Safalaan.

The Secret Lab

Go back to the Myreque base, but head into the fireplace building before entering. Use a knife on the fireplace on the ground floor to get a message, before using the knife again on the portrait nearby. This will give you a large ornate key, so take that and go back to Vertida, who will be with Safalaan. Give the message and the three drawings of the castle to Safalaan then leave the base.

Head up the stairs, then jump the gap and go down the ladder. Go towards the mine to the north, where you will see a tapestry that you will need to cut with your knife. Go through then use the key you found on the statue. From here, go down the staircase and get the Haemalchemy book using telegrab. Once you have it, take it back to the base and give it to Safalaan.

He will tell you to go back to Veliaf Hurtz with a sealed message. Head back to Burgh de Rott one final time, then go to the pub basement and speak to Veliaf Hurtz to complete the quest.

Darkness of Hallowvale OSRS Quest Rewards

For completing the Darkness of Hallowvale OSRS quest, you will receive 2 Quest Points. You will also receive XP, with 7,000 Agility experience, 6,000 Thieving experience, and 2,000 Construction experience being granted for you. There is also a Tome of Experience to be earned, which can give you 2,000 experience to any three skills that you desire. This can also be applied to the same level if you wish to focus on that.

If you are going to continue with questing, then completing the Darkness of Hallowvale in OSRS will help you towards gaining access to A Taste of Hope and Burgh de Rott Ramble quests. In the meantime, congratulations on completing the Darkness of Hallowvale quest!

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