Nomad's Requiem
Start: Begin by speaking to Zimberfizz the Imp located at the Soul Wars minigame.
Skills: 75 Magic, 70 Prayer, 66 Mining, 65 Hunter and 60 Construction
Quests: King's Ransom including completing the Knight Waves Training Grounds. Must have completed the Soul Wars Tutorial, and have played one game of Soul Wars.
What You Need: A Pickaxe, Food (Rocktails, Sharks or Cavefish), Armor, Weapons, Prayer or Super Restore Potions, Runes for a Fire Wave.
Recommended Items: Boost potions, Summoned Familiars, Ranged gear, Ruby bolts enchanted.
Recommended Skills: High combat levels
Recommended Quests: As a First Resort (using Pools to Boost Prayer and Hitpoints) and The Temple at Senntisten using the Altar of Zaros to Boost Prayer Levels and use the Ancient Curses.
Skills: 75 Magic, 70 Prayer, 66 Mining, 65 Hunter and 60 Construction
Quests: King's Ransom including completing the Knight Waves Training Grounds. Must have completed the Soul Wars Tutorial, and have played one game of Soul Wars.
What You Need: A Pickaxe, Food (Rocktails, Sharks or Cavefish), Armor, Weapons, Prayer or Super Restore Potions, Runes for a Fire Wave.
Recommended Items: Boost potions, Summoned Familiars, Ranged gear, Ruby bolts enchanted.
Recommended Skills: High combat levels
Recommended Quests: As a First Resort (using Pools to Boost Prayer and Hitpoints) and The Temple at Senntisten using the Altar of Zaros to Boost Prayer Levels and use the Ancient Curses.
Getting Started
To start this quest, the player must talk to Nomad’s Assistant, Zimberfizz the Imp, located at the Soul Wars Mini-Game, which is accessible via the portal in the South-west end of Edgeville.
Zimberfizz will ask the player to check up on Nomad.
Zimberfizz says that Nomad has been acting very Evil. Agree to help Zimberfizz, and he will suggest checking out Nomad's tent. Searching the tent will uncover a trapdoor.
There will be a cutscene featuring Nomad doing battle with three enemies: an Elite Dark Warrior, an Elite Dark Mage, and an Elite Dark Ranger. Nomad dispatches the three of them in very short order.
After witnessing the battle, select “Talk to Nomad”. There is no particular sequence to the discussion. Eventually, after informing Nomad that Zimberfizz has sent you to find out where Nomad went, Nomad will tell the player to leave and never return, and then he will teleport away.
Return to Zimberfizz, who will suggest that you go do some further investigating.
The Ruined Temple
Equip a pickaxe, several Prayer Restore Potions or Super Restore Potions and some food. It may also be advisable to bring along an instant teleport. Armour and Weapons are useful but not necessary at this point in time. There is a lot of running and heavy lifting involved here, and players with a lower agility level may tire quickly. Equipping themselves with potions or equipment to quickly restore energy is helpful here.
Prior to reaching Nomad for the final battle, it is wise to turn “Auto-Retaliate” to the off position, as this will save a lot of time trying to manipulate the various puzzle pieces during the quest.
The First Arcane Doorway:
In order to find out what Nomad is up to, one must enter the Ruined Temple and pass through the Arcane Doorway to the North of the Main Room. However, the Arcane Doorway is inaccessible, as there is energy blocking access through it, which energy is being supplied by two cables.
Following the cables from the Arcane Doorway along the floor to the South wall, the two cables separate into two separate entries along the South Wall – one towards the East and the other towards the West.
The West Room
Entering the west room will reveal a great machine which is providing energy through the cable to the Arcane Doorway.
This machine is protected by four (4) very aggressive Spectral Attendants (level 155). The Spectral Attendants fight using melee only. On the second and third floor of this section, there are more level 155 Spectral Attendants. Praying Protection against melee is very helpful here. Killing all of the Spectral Attendants is possible, as they do not respawn unless you log out. However, this can be rather time consuming. Using a Protection from Melee Prayer, or Deflect Melee Curse will reduce the damage they hit to zero and allow the player to complete the task in a more timely fashion.
Climbing the ladder in the Southeastern corner of the West room, will lead to the second level. Along the East Wall of the Second level is a pile of Rubble. Mine it to clear a way for water to flow later on.
Heading to the North of this second level will lead to another ladder that leads to the third floor. Take this ladder to the Third Floor.
On the third floor, there are pillars located over water troughs. Each of the pillars have markings on the top which denote how the water will flow under them. On the Third Floor, move the South pillar Northwards until water flows down the waterfall.
Return to the second floor and pull the two levers (one North and one South) until the water flows due South. Return to the First Floor, and you should have water flowing under a 3 x 3 combination of troughs and statues.
The four level 155 Spectral Attendants in this room will constantly attack while a solution to this puzzle is being worked on. They can be killed and they will not respawn, however this is time-consuming. The four Spectral Attendants can also lured into the space between the machine itself and the doorway to the West Room, however, this is likewise tricky. It is likely more expedient to simply pray Protect from Melee while moving the puzzle pieces around. That said, it is very important to remember that while a statue is being moved, prayer pots cannot be consumed, so make sure that the prayer level is sufficiently high prior moving any given puzzle piece, or it may prove fatal.
All of the puzzle’s pieces will work together in order that all three streams of water will flow under the main machine simultaneously. Again, each of the statues has a shape on the top of it that indicates which direction it will divert the water flow. There are numerous solutions to this puzzle. One of which solutions is provided below:
To reset the puzzle, simply log out and back in. This will relocate the player back outside Nomad’s tent, which is a convenient way to return to Zimberfizz or the Soul Wars bank box to restock supplies. However, logging out and back in will also respawn any Spectral Attendants that have been killed.
After successful completion, the room will shake and the machine will break.
The East Room:
To destroy the power source for the cable running from the East Room, the levers on the second floor from the West Room puzzle need to be manipulated in order to redirect the water flow.
Return to the second floor and manipulate the North and South levers to divert the water flow to the pass through the rubble you cleared on the East side of the second floor room. This should mean that only the South lever needs to be pulled once, to divert the waterflow to under the rubble, however it may take a little more manipulation.
With the water flowing under the rubble to the East on the Second Floor, return to the First Floor and leave the West Room entirely. Enter the East Room and there should now be a waterfall flowing along the West wall. If there is no waterfall flowing, make sure that the Rubble has been cleared, and the water is flowing properly on the Second Floor of the West Room.
This power supply is being attended by Spectral Tenders which are not aggressive. These Tenders are bringing elemental fuel out of the fuel hopper from the container in the North-East corner. Placing pieces of elemental fuel on the floor will lure the Elemental Creatures from the Power station. Take several pieces of elemental fuel and place them on the ground in regular intervals and lead the Elemental Creatures towards the waterfall on the Western wall.
Place the final piece directly in the waterfall. This will cause the creature to “short out” and die. Repeat this process for the other two Elemental Creatures. There are three such Creatures to be destroyed before the machine is disabled.
The Second Arcane Doorway
Now would be a good time to return to the Soul Wars area and bank. Restock any used Prayer Potions or Super Restore Potions, and equip a Range weapon and appropriate armour. It is suggested to take Ruby Bolts (e), as the next monster to tackle has a great deal of hitpoints, and the Ruby Bolts will reduce the amount of time involved in dispatching it. Also bring sufficient runes to cast a Fire Wave spell.
It is also worth ensuring at this point that your “Prayers” have been turned “on” and Ancient Curses have been turned off, as “Prayers” will be needed to complete the next steps.
Search Nomad’s tent and return to the Main Room of the Ruined Temple. To the North, the Arcane Doorway is now open. Pass through this Doorway. This area is populated with several aggressive level 155 Spectral Worshipers. Praying to Protect from Melee will nullify any damage in this area.
Due north of the entrance from the first Arcane Doorway is a second Arcane Doorway with two more cables running from the same source to the east and west.
The Second West Room:
Head West and follow the cable to the room along the West wall. Enter the room and you will discover another Power Station surrounded with vines. Any attempt to destroy the vines will be unsuccessful. Take notice of the vine roots running along the ground. Choose either curved or square brackets, not both in the same sentence like that. Beware of the level 155 Spectral Cultivators in this area. As before, Praying Protect against Melee will nullify their effect.
Killing the four vines will unleash a level 525 Decaying Avatar, which will be waiting for the player upon return to the Power Station. The Decaying Avatar attacks using melee and Protection from Melee will keep it from making any damage. This monster can be ranged from a safespot and Ruby Bolts (e) are suggested because they can hit up to 200 points of damage on the Avatar, making the fight significantly less tedious.
The Decaying Avatar has 1000 hp, like the Soul Wars Avatars, but this one will heal itself to full health three times – once at ¾ damage, once at ½ damage and once at ¼ damage – by eating roots that appear at those times. If using Protect from Melee, the player can rush to destroy the roots prior to the Decaying Avatar eating them. The roots appear in the following order: at ¾ damage the root will appear in the Northeast corner; at ½ damage, the root will appear in the Southeast corner, and at ¼ damage, the root will appear in the Northeast corner of the room. Destroying these roots will save time and make the Avatar easier to kill. However, by merely safespotting and biding one’s time, the Avatar can be killed without having to destroy any roots, but you should make sure you aren't lured from your safespot when the Avatar wanders off to heal.
After the Decaying Avatar dies, the machine will break down.
The Second East Room:
Leave the West Room and head East. Upon trying to enter the doorway, a the Knight by the door will speak. Talk to the dying knight and then examine his body after he dies. His body contains an important clue about piety, which is a hint to indicate that the Piety Prayer will help you in this next room.
The room is toxic – as it is corrupted -- without using Piety the player will receive one point of damage as well as prayer and other stats every half second. Scattered around the room are five stone slabs. The room is also filled with numerous Corruption Beasts, so it is best to move quickly and find all slabs as soon as possible. Killing a Corruption Beast will restore your Prayer to full, but it is more effective to simply use Prayer Potions to keep your Piety going. Gather these stone slabs and look for an already started bridge heading across the polluted river – the path to this bridge which is located roughly half way along the east side of the room. Select place and hop across, repeat.
Cast Fire Wave on one of the explosive barrels and this will destroy the machine. Head back out into the ‘Temple’ area and go through the new unlocked gate.
Nomad
Nomad is combat level 699, making him the highest combat level "Quest Boss" ever, to date. Because he heals when he is at one-fifth hitpoints, he has, in effect, 1500 hitpoints. His maximum hit is your maximum hitpoints, minus one (98 if you have 99 hitpoints). Plus he hits for 75 damage in one hit, and in the 20's and 30's with his magic and melee attacks. He will also hit through any Protection and Deflection Prayers.
There is no safe-spot when fighting him. You cannot teleport out during the battle. If you attempt to hide from Nomad, he will yell “Face me!”. Failure to do so will cause him to call you a “Coward”, and he will teleport himself back to the middle of room, and heal himself completely.
Ruby bolts (e) will only hit a maximum of 75 damage on Nomad. He is invulnerable to all dragonfire effects such as Dragonstone Bolts (e) and the Dragonfire Shield. He is also invulnerable to the fire effects of Chinchompas.
That said, the battle with Nomad is a "safe" battle -- as the dying player will respawn in the Soul Wars area, their grave marker will respawn in the cemetery nearby, and all their equipment which would normally be kept on death, will remain under the grave marker. Only those items normally lost on death will not be returned, any barrows equipment will be reduced to "0", and any summoned familiar will be lost along with any items it is carrying.
When he is reduced to 1/5 of his total hitpoints, Nomad will heal himself back to one half of his hitpoints. At one-quarter hitpoints, Nomad will go berserk and close upon the player and commence a rapid succession of melee attacks. These attacks are better thwarted with a Protection/Deflection of Melee prayer, but some will still hit.
Strategy
Note: You will respawn at Soul Wars with your grave in the graveyard, so use the best gear possible.
Your strategy is to hold on as long as possible and just slowly whittle Nomad’s hitpoints away. Nomad is very powerful, and is virtually immune to most magic attacks. As such, there are two possible strategies to complete this:
Melee & Range:
Equipment:
Inventory:
1 x Rune Crossbow
12 x Super restores
Rest saradomin brews
If possible, it is recommended that you bring a Summoned Familiar along – such as a Terrorbird, War Tortoise or Pack Yak – to carry additional food or Sara Brews along with you.
Also if you have Overloads, substitute a Saradomin Brew for one Overload.
Range:
Equipment:
Inventory:
If possible, it is recommended that you bring a Summoned Familiar along – such as a Terrorbird, War Tortoise or Pack Yak – to carry additional food or Sara Brews along with you.
Also if you have Overloads, substitute a Saradomin Brew or Rocktail for one Overload.
Prep for Battle
There is no safespot here. There is no other way through it. You simply have to stand your ground and fight Nomad to the death.
If you have completed the As a First Resort or the The Temple at Senntisten Quests, head to either of these places and use the pools or the Altar of Zaros to maximize your Prayer level.
Next, return to Soul Wars and, at the bank box in Soul Wars, drink a Sara Brew dose, followed by a Super Restore dose, to maximize your Hitpoints and Defence levels. Then drink doses of Super Potions to maximize Attack and Strength to the fullest if Meleeing, or a Range Pot if Ranging only.
Make sure that you set your “Left Click” options of your familiar to “Take from BoB” – this will save you precious time during combat. Withdraw all items and fill your familiar and inventory.
If using Ancient Curses, set your “Auto Prayer” feature to turn on all of either the “Sap” or “Leech” Curses – the more powerful curses used, the better – plus Deflection of Magic. This will help reduce some of the damage done by Nomad and, in addition, will weaken him over the duration of the battle.
Make sure your auto-retaliate is turned “ON” now.
The Battle
Try to keep the conversation with Nomad short. He isn’t going to tell you much anyways and, the more you talk, the more the boosting effects of your Potions will wear off. After talking to Nomad, he will jump down from his chair and attack you. You will side-step his first attack. Immediately turn your prayers on now.
If you brought a weapon to special with, use that at the very beginning of the fight. A Bandos Godsword special attack is very useful here, as the special will lower all of Nomad’s combat skills. Every little bit helps.
Nomad’s maximum hit is 31 with his normal attack, so try and eat when your hitpoints are at 35-40. Don’t panic and over eat. Don’t try to keep your hitpoints at maximum or you will burn through food and potions in no time at all.
Early into the battle he will say: "Lets make this interesting", and a set of mines will drop all around you. Hit one of these mines and you will lose 40 hitpoints and all running energy. Ideally, you want to make it out of the mine trap to avoid his 75 hit. Turn Auto-Retaliate off before trying to move. Otherwise, if Nomad attacks you, it will draw you back into the mines. Head south through the gap in the mines, and range him until he starts charging up. Then run East or West to the pillar closest to Nomad and wait for his attack. This is an opportune time to drop empty vials and/or re-pot.
If ranging from the start, running into the Northeast or Northwest corner, beside Nomad’s “throne”, will cause Nomad’s mines to all fall into that corner – this will make it easier to avoid stepping on these mines when you attempt to evade Nomad’s 75 point attack.
Nomad will yell "Face Me!" and a few seconds later a teleblock-looking ball will hit the pillar, being nullified. Immediately run back out or he will heal back to full hitpoints if you remain in a position that he cannot attack you for more than 5 seconds.
If you have turned auto-retaliate off to avoid Nomad’s attack, be sure to turn it back on now.
Soon after this stage of the battle, Nomad will create three clones of himself. Each of these clones may hit you for damage of roughly 5 hitpoints. The fight continues when you attack the correct one. This can be detected by seeing which one attacks first. Auto Retaliate usually catches him, but if it does not, the one that attacks last is Nomad.
In the next stage of the battle, Nomad will teleport you to the center of the room, and ice barrage you (for no damage) and freeze you to the spot. He will then begin charging up an attack. This attack will hit you for your maximum hitpoints minus one. So brew or eat to over your maximum hitpoints, and range him with bolts, however be aware that if a Ruby Bolt(e) special attack activates, it could drop you below maximum health without time for you to heal before the attack comes. After he hits you, he will 'cool down' for a moment, and you should heal to about 50-60 hp. You will be unfrozen and, if you so choose, you can close in on him and melee him once more.
The battle will continue on in this matter, repeatedly, several times until either you or Nomad is dead.
Once you have reduced him to one-fifth of his hitpoints, Nomad will heal back to one-half health. If you have lasted this long, well done, things are hopeful. Continue hitting Nomad until he gets to one-quarter health – at which time, he will declare “it is time to finish this” and go into "Berserker Mode", and start hitting you with melee attacks at rapid speed (roughly the same speed as darts). Protection from Melee or Deflection of Melee will stop most of his attacks. But, to be safe, eat at 60. His defense is somewhat lower too.
After a long, hard fight, Nomad will finally fall to the ground, and you will be successful.
Return to Zimberfizz. He will want proof that you killed Nomad. A cutscene will follow in which the player and Zimberfizz visit Nomad’s body.
Zimberfizz announces he will now take over Soul Wars and has a new suit to boot. Exit your character and arise Nomad, who is not dead after all!
Nomad will teleport away and you can claim your rewards from Zimberfizz.
Congratulations! Quest complete!
To start this quest, the player must talk to Nomad’s Assistant, Zimberfizz the Imp, located at the Soul Wars Mini-Game, which is accessible via the portal in the South-west end of Edgeville.
Zimberfizz will ask the player to check up on Nomad.
Zimberfizz says that Nomad has been acting very Evil. Agree to help Zimberfizz, and he will suggest checking out Nomad's tent. Searching the tent will uncover a trapdoor.
There will be a cutscene featuring Nomad doing battle with three enemies: an Elite Dark Warrior, an Elite Dark Mage, and an Elite Dark Ranger. Nomad dispatches the three of them in very short order.
After witnessing the battle, select “Talk to Nomad”. There is no particular sequence to the discussion. Eventually, after informing Nomad that Zimberfizz has sent you to find out where Nomad went, Nomad will tell the player to leave and never return, and then he will teleport away.
Return to Zimberfizz, who will suggest that you go do some further investigating.
The Ruined Temple
Equip a pickaxe, several Prayer Restore Potions or Super Restore Potions and some food. It may also be advisable to bring along an instant teleport. Armour and Weapons are useful but not necessary at this point in time. There is a lot of running and heavy lifting involved here, and players with a lower agility level may tire quickly. Equipping themselves with potions or equipment to quickly restore energy is helpful here.
Prior to reaching Nomad for the final battle, it is wise to turn “Auto-Retaliate” to the off position, as this will save a lot of time trying to manipulate the various puzzle pieces during the quest.
The First Arcane Doorway:
In order to find out what Nomad is up to, one must enter the Ruined Temple and pass through the Arcane Doorway to the North of the Main Room. However, the Arcane Doorway is inaccessible, as there is energy blocking access through it, which energy is being supplied by two cables.
Following the cables from the Arcane Doorway along the floor to the South wall, the two cables separate into two separate entries along the South Wall – one towards the East and the other towards the West.
The West Room
Entering the west room will reveal a great machine which is providing energy through the cable to the Arcane Doorway.
This machine is protected by four (4) very aggressive Spectral Attendants (level 155). The Spectral Attendants fight using melee only. On the second and third floor of this section, there are more level 155 Spectral Attendants. Praying Protection against melee is very helpful here. Killing all of the Spectral Attendants is possible, as they do not respawn unless you log out. However, this can be rather time consuming. Using a Protection from Melee Prayer, or Deflect Melee Curse will reduce the damage they hit to zero and allow the player to complete the task in a more timely fashion.
Climbing the ladder in the Southeastern corner of the West room, will lead to the second level. Along the East Wall of the Second level is a pile of Rubble. Mine it to clear a way for water to flow later on.
Heading to the North of this second level will lead to another ladder that leads to the third floor. Take this ladder to the Third Floor.
On the third floor, there are pillars located over water troughs. Each of the pillars have markings on the top which denote how the water will flow under them. On the Third Floor, move the South pillar Northwards until water flows down the waterfall.
Return to the second floor and pull the two levers (one North and one South) until the water flows due South. Return to the First Floor, and you should have water flowing under a 3 x 3 combination of troughs and statues.
The four level 155 Spectral Attendants in this room will constantly attack while a solution to this puzzle is being worked on. They can be killed and they will not respawn, however this is time-consuming. The four Spectral Attendants can also lured into the space between the machine itself and the doorway to the West Room, however, this is likewise tricky. It is likely more expedient to simply pray Protect from Melee while moving the puzzle pieces around. That said, it is very important to remember that while a statue is being moved, prayer pots cannot be consumed, so make sure that the prayer level is sufficiently high prior moving any given puzzle piece, or it may prove fatal.
All of the puzzle’s pieces will work together in order that all three streams of water will flow under the main machine simultaneously. Again, each of the statues has a shape on the top of it that indicates which direction it will divert the water flow. There are numerous solutions to this puzzle. One of which solutions is provided below:
To reset the puzzle, simply log out and back in. This will relocate the player back outside Nomad’s tent, which is a convenient way to return to Zimberfizz or the Soul Wars bank box to restock supplies. However, logging out and back in will also respawn any Spectral Attendants that have been killed.
After successful completion, the room will shake and the machine will break.
The East Room:
To destroy the power source for the cable running from the East Room, the levers on the second floor from the West Room puzzle need to be manipulated in order to redirect the water flow.
Return to the second floor and manipulate the North and South levers to divert the water flow to the pass through the rubble you cleared on the East side of the second floor room. This should mean that only the South lever needs to be pulled once, to divert the waterflow to under the rubble, however it may take a little more manipulation.
With the water flowing under the rubble to the East on the Second Floor, return to the First Floor and leave the West Room entirely. Enter the East Room and there should now be a waterfall flowing along the West wall. If there is no waterfall flowing, make sure that the Rubble has been cleared, and the water is flowing properly on the Second Floor of the West Room.
This power supply is being attended by Spectral Tenders which are not aggressive. These Tenders are bringing elemental fuel out of the fuel hopper from the container in the North-East corner. Placing pieces of elemental fuel on the floor will lure the Elemental Creatures from the Power station. Take several pieces of elemental fuel and place them on the ground in regular intervals and lead the Elemental Creatures towards the waterfall on the Western wall.
Place the final piece directly in the waterfall. This will cause the creature to “short out” and die. Repeat this process for the other two Elemental Creatures. There are three such Creatures to be destroyed before the machine is disabled.
The Second Arcane Doorway
Now would be a good time to return to the Soul Wars area and bank. Restock any used Prayer Potions or Super Restore Potions, and equip a Range weapon and appropriate armour. It is suggested to take Ruby Bolts (e), as the next monster to tackle has a great deal of hitpoints, and the Ruby Bolts will reduce the amount of time involved in dispatching it. Also bring sufficient runes to cast a Fire Wave spell.
It is also worth ensuring at this point that your “Prayers” have been turned “on” and Ancient Curses have been turned off, as “Prayers” will be needed to complete the next steps.
Search Nomad’s tent and return to the Main Room of the Ruined Temple. To the North, the Arcane Doorway is now open. Pass through this Doorway. This area is populated with several aggressive level 155 Spectral Worshipers. Praying to Protect from Melee will nullify any damage in this area.
Due north of the entrance from the first Arcane Doorway is a second Arcane Doorway with two more cables running from the same source to the east and west.
The Second West Room:
Head West and follow the cable to the room along the West wall. Enter the room and you will discover another Power Station surrounded with vines. Any attempt to destroy the vines will be unsuccessful. Take notice of the vine roots running along the ground. Choose either curved or square brackets, not both in the same sentence like that. Beware of the level 155 Spectral Cultivators in this area. As before, Praying Protect against Melee will nullify their effect.
Killing the four vines will unleash a level 525 Decaying Avatar, which will be waiting for the player upon return to the Power Station. The Decaying Avatar attacks using melee and Protection from Melee will keep it from making any damage. This monster can be ranged from a safespot and Ruby Bolts (e) are suggested because they can hit up to 200 points of damage on the Avatar, making the fight significantly less tedious.
The Decaying Avatar has 1000 hp, like the Soul Wars Avatars, but this one will heal itself to full health three times – once at ¾ damage, once at ½ damage and once at ¼ damage – by eating roots that appear at those times. If using Protect from Melee, the player can rush to destroy the roots prior to the Decaying Avatar eating them. The roots appear in the following order: at ¾ damage the root will appear in the Northeast corner; at ½ damage, the root will appear in the Southeast corner, and at ¼ damage, the root will appear in the Northeast corner of the room. Destroying these roots will save time and make the Avatar easier to kill. However, by merely safespotting and biding one’s time, the Avatar can be killed without having to destroy any roots, but you should make sure you aren't lured from your safespot when the Avatar wanders off to heal.
After the Decaying Avatar dies, the machine will break down.
The Second East Room:
Leave the West Room and head East. Upon trying to enter the doorway, a the Knight by the door will speak. Talk to the dying knight and then examine his body after he dies. His body contains an important clue about piety, which is a hint to indicate that the Piety Prayer will help you in this next room.
The room is toxic – as it is corrupted -- without using Piety the player will receive one point of damage as well as prayer and other stats every half second. Scattered around the room are five stone slabs. The room is also filled with numerous Corruption Beasts, so it is best to move quickly and find all slabs as soon as possible. Killing a Corruption Beast will restore your Prayer to full, but it is more effective to simply use Prayer Potions to keep your Piety going. Gather these stone slabs and look for an already started bridge heading across the polluted river – the path to this bridge which is located roughly half way along the east side of the room. Select place and hop across, repeat.
Cast Fire Wave on one of the explosive barrels and this will destroy the machine. Head back out into the ‘Temple’ area and go through the new unlocked gate.
Nomad
Nomad is combat level 699, making him the highest combat level "Quest Boss" ever, to date. Because he heals when he is at one-fifth hitpoints, he has, in effect, 1500 hitpoints. His maximum hit is your maximum hitpoints, minus one (98 if you have 99 hitpoints). Plus he hits for 75 damage in one hit, and in the 20's and 30's with his magic and melee attacks. He will also hit through any Protection and Deflection Prayers.
There is no safe-spot when fighting him. You cannot teleport out during the battle. If you attempt to hide from Nomad, he will yell “Face me!”. Failure to do so will cause him to call you a “Coward”, and he will teleport himself back to the middle of room, and heal himself completely.
Ruby bolts (e) will only hit a maximum of 75 damage on Nomad. He is invulnerable to all dragonfire effects such as Dragonstone Bolts (e) and the Dragonfire Shield. He is also invulnerable to the fire effects of Chinchompas.
That said, the battle with Nomad is a "safe" battle -- as the dying player will respawn in the Soul Wars area, their grave marker will respawn in the cemetery nearby, and all their equipment which would normally be kept on death, will remain under the grave marker. Only those items normally lost on death will not be returned, any barrows equipment will be reduced to "0", and any summoned familiar will be lost along with any items it is carrying.
When he is reduced to 1/5 of his total hitpoints, Nomad will heal himself back to one half of his hitpoints. At one-quarter hitpoints, Nomad will go berserk and close upon the player and commence a rapid succession of melee attacks. These attacks are better thwarted with a Protection/Deflection of Melee prayer, but some will still hit.
Strategy
Note: You will respawn at Soul Wars with your grave in the graveyard, so use the best gear possible.
Your strategy is to hold on as long as possible and just slowly whittle Nomad’s hitpoints away. Nomad is very powerful, and is virtually immune to most magic attacks. As such, there are two possible strategies to complete this:
Melee & Range:
Equipment:
- Weapons: Godsword or Whip + Rune Crossbow
- Shield: Divine/Elysian/Spectral/Arcane spirit shield or Rune defender or Dragonfire Shield
- Ammo: Ruby bolts (e) + Diamond bolts (e) – any other type of bolt are not recommended.
- Helm: Veracs or Neitiznot
- Armour (Torso): Bandos Chestplate or Black Dragonhide Body
- Armour (Legs): Bandos Tassets or Black Dragonhide chaps
- Amulet: Amulet of Fury or Amulet of Glory
- Cape: Firecape or Skillcape or Obsidian Cape or Ava's accumulator*
- Boots: Dragon Boots or Ranger Boots -- Bandos or Snakeskin boots or Infinity Boots
- Gloves: Recipe for Disaster Gloves or Combat bracelet
- Ring: Berserker or Archers Ring – Warriors or Seers Ring – Ring of Recoil
Inventory:
1 x Rune Crossbow
12 x Super restores
Rest saradomin brews
If possible, it is recommended that you bring a Summoned Familiar along – such as a Terrorbird, War Tortoise or Pack Yak – to carry additional food or Sara Brews along with you.
Also if you have Overloads, substitute a Saradomin Brew for one Overload.
Range:
Equipment:
- Weapons: Rune Crossbow
- Shield: Divine/Elysian/Spectral/Arcane spirit shield
- Ammo: Ruby bolts (e) or Diamond bolts (e)
- Helm: Veracs or Neitiznot
- Armour (Body): Armadyl Chestplate, Black Dragonhide or Blessed Dragonhide
- Armour (legs): Armadyl Plateskirt, Black Dragonhide or Blessed Dragonhide
- Amulet: Amulet of Fury or Amulet of Glory
- Cape: Firecape, Skillcape, Obsidian Cape or Ava's accumulator*
- Boots: Dragon Boots or Ranger Boots
- Gloves: Recipe for Disaster Gloves or Combat bracelet
- Ring: Archers Ring or Ring of Recoil
Inventory:
If possible, it is recommended that you bring a Summoned Familiar along – such as a Terrorbird, War Tortoise or Pack Yak – to carry additional food or Sara Brews along with you.
Also if you have Overloads, substitute a Saradomin Brew or Rocktail for one Overload.
Prep for Battle
There is no safespot here. There is no other way through it. You simply have to stand your ground and fight Nomad to the death.
If you have completed the As a First Resort or the The Temple at Senntisten Quests, head to either of these places and use the pools or the Altar of Zaros to maximize your Prayer level.
Next, return to Soul Wars and, at the bank box in Soul Wars, drink a Sara Brew dose, followed by a Super Restore dose, to maximize your Hitpoints and Defence levels. Then drink doses of Super Potions to maximize Attack and Strength to the fullest if Meleeing, or a Range Pot if Ranging only.
Make sure that you set your “Left Click” options of your familiar to “Take from BoB” – this will save you precious time during combat. Withdraw all items and fill your familiar and inventory.
If using Ancient Curses, set your “Auto Prayer” feature to turn on all of either the “Sap” or “Leech” Curses – the more powerful curses used, the better – plus Deflection of Magic. This will help reduce some of the damage done by Nomad and, in addition, will weaken him over the duration of the battle.
Make sure your auto-retaliate is turned “ON” now.
The Battle
Try to keep the conversation with Nomad short. He isn’t going to tell you much anyways and, the more you talk, the more the boosting effects of your Potions will wear off. After talking to Nomad, he will jump down from his chair and attack you. You will side-step his first attack. Immediately turn your prayers on now.
If you brought a weapon to special with, use that at the very beginning of the fight. A Bandos Godsword special attack is very useful here, as the special will lower all of Nomad’s combat skills. Every little bit helps.
Nomad’s maximum hit is 31 with his normal attack, so try and eat when your hitpoints are at 35-40. Don’t panic and over eat. Don’t try to keep your hitpoints at maximum or you will burn through food and potions in no time at all.
Early into the battle he will say: "Lets make this interesting", and a set of mines will drop all around you. Hit one of these mines and you will lose 40 hitpoints and all running energy. Ideally, you want to make it out of the mine trap to avoid his 75 hit. Turn Auto-Retaliate off before trying to move. Otherwise, if Nomad attacks you, it will draw you back into the mines. Head south through the gap in the mines, and range him until he starts charging up. Then run East or West to the pillar closest to Nomad and wait for his attack. This is an opportune time to drop empty vials and/or re-pot.
If ranging from the start, running into the Northeast or Northwest corner, beside Nomad’s “throne”, will cause Nomad’s mines to all fall into that corner – this will make it easier to avoid stepping on these mines when you attempt to evade Nomad’s 75 point attack.
Nomad will yell "Face Me!" and a few seconds later a teleblock-looking ball will hit the pillar, being nullified. Immediately run back out or he will heal back to full hitpoints if you remain in a position that he cannot attack you for more than 5 seconds.
If you have turned auto-retaliate off to avoid Nomad’s attack, be sure to turn it back on now.
Soon after this stage of the battle, Nomad will create three clones of himself. Each of these clones may hit you for damage of roughly 5 hitpoints. The fight continues when you attack the correct one. This can be detected by seeing which one attacks first. Auto Retaliate usually catches him, but if it does not, the one that attacks last is Nomad.
In the next stage of the battle, Nomad will teleport you to the center of the room, and ice barrage you (for no damage) and freeze you to the spot. He will then begin charging up an attack. This attack will hit you for your maximum hitpoints minus one. So brew or eat to over your maximum hitpoints, and range him with bolts, however be aware that if a Ruby Bolt(e) special attack activates, it could drop you below maximum health without time for you to heal before the attack comes. After he hits you, he will 'cool down' for a moment, and you should heal to about 50-60 hp. You will be unfrozen and, if you so choose, you can close in on him and melee him once more.
The battle will continue on in this matter, repeatedly, several times until either you or Nomad is dead.
Once you have reduced him to one-fifth of his hitpoints, Nomad will heal back to one-half health. If you have lasted this long, well done, things are hopeful. Continue hitting Nomad until he gets to one-quarter health – at which time, he will declare “it is time to finish this” and go into "Berserker Mode", and start hitting you with melee attacks at rapid speed (roughly the same speed as darts). Protection from Melee or Deflection of Melee will stop most of his attacks. But, to be safe, eat at 60. His defense is somewhat lower too.
After a long, hard fight, Nomad will finally fall to the ground, and you will be successful.
Return to Zimberfizz. He will want proof that you killed Nomad. A cutscene will follow in which the player and Zimberfizz visit Nomad’s body.
Zimberfizz announces he will now take over Soul Wars and has a new suit to boot. Exit your character and arise Nomad, who is not dead after all!
Nomad will teleport away and you can claim your rewards from Zimberfizz.
Congratulations! Quest complete!