The Path of Glouphrie (2024)

For the achievement, see The Path of Glouphrie (achievement).

"PoG" redirects here. For the next quest in the series, see The Prisoner of Glouphrie.

The Path of Glouphrie (1)
This article has a quick guide.

Quick guides provide a brief summary of the steps needed for completion.

The Path of Glouphrie (#128)
The Path of Glouphrie (2)
Release date3 September 2007 (Update)
MembersYes
Voice OverNo
Official seriesGnome #5
AgeFifth Age
TimelineHeroic
Start areaGnome Village
CombatNPC combat level 80–89
Advanced data
Quest ID320
Quest create ID127
Official difficultyExperienced
LinksQuests
[view][talk]

The Path of Glouphrie is the sequel to The Eyes of Glouphrie. During the quest, the investigation of Glouphrie's plans continues, and the first glimpse of Arposandra is seen.

Contents

  • 1 Official description
  • 2 Overview
  • 3 Evil dumplings
  • 4 Souvenirs, postcards
  • 5 Yewnock
  • 6 Oaknock's legacy
  • 7 Anima Mundi
  • 8 Warped
  • 9 Rewards
  • 10 Achievements
  • 11 Required for completing
  • 12 Transcript
  • 13 Credits
  • 14 Update history
  • 15 Cultural references
  • 16 Trivia

Official description[edit | edit source]

King Bolren has a new pet. Unfortunately, it's another watcher, like the ones unmasked in the Tree Gnome Stronghold during The Eyes of Glouphrie. Has Glouphrie been watching the Tree Gnome Village, too? If you investigate further you'll find out more about Glouphrie, the history of the gnomes (and their unusual monarchy) and maybe you'll get within a hair's breadth of the lost city of Arposandra...

Overview[edit | edit source]

Start pointThe Path of Glouphrie (3) Talk to King Bolren in the Tree Gnome Village. Show on map

The Path of Glouphrie (4)
2007

The Path of Glouphrie (5)

Member requirementThe Path of Glouphrie (6) Members only
Official lengthLong
Requirements
The Path of Glouphrie (7) Quests:
The Path of Glouphrie (13) The Path of Glouphrie (14) Ironmen:
Items requiredItems from the tool belt are not listed unless they do not work or are not automatically added.
Recommended
Enemies to defeat

Evil dumplings[edit | edit source]

The Path of Glouphrie (16)

To start the quest, go to the Tree Gnome Village. The fastest way to reach the village is by using a spirit tree. After entering the village, talk to King Bolren, who can be found next to the village spirit tree.

The Path of Glouphrie (17)

The king tells you that he has acquired a new pet, Dumpling, who you immediately recognise as an evil creature in disguise. You try to warn Bolren about the evil spy and explain that it is shrouded by illusion magic, sending all the information back to Glouphrie.

Unsurprisingly, he refuses to believe you, so you must now devise a way to reveal the pet's true identity to Bolren. To do so, you require an anti-illusion similar to the Oaknock's machine used in the preceding quest. Since such a device hasn't been located by the gnomes, the king recommends you to look underground for a local gnome who might know something about an anti-illusion mechanism.

Souvenirs, postcards[edit | edit source]

Needed: Crystal saw or small crystal seed.
Recommended: 10-14 free inventory spaces to make room for crystalline disks.

Squeeze through the south-west fence and walk east to a dungeon ladder. Go down and talk to Golrie in the western area of the cave. When you talk to him about anti-illusion devices, he tells you that his grandfather used to travel the world and collect elven items to send it to him as souvenirs. He would keep the parcels and crates he received in the storeroom located in the other part of the dungeon.

He will tell you to search his storeroom for a key. Go to the eastern-most room and search the stacked crates on the east side as you enter the area. They will be coloured lighter than the rest. Once you find the key, go back to where Golrie is and use it on the northern gate. Search the chest to obtain some crystalline disks of various colours. Use the drop trick method a couple of times to obtain more disks. This will provide you with more options when solving the puzzle later on. If you have disks in your possession from the previous quest, the chest may be empty.

Head back to Golrie and talk about the anti-illusion device. He will mention a tunnel in the eastern part of the cave, so head back to the storeroom and crawl into the opening on the northern wall. Note that summoning familiars and pets are not allowed in here.

Yewnock[edit | edit source]

Once through, you will now have to pass a monolith puzzle. All you have to do is move the four monoliths a specific direction(s) and search all the crates and chests. If you make a mistake, leave the room through the entrance and come back into the room.

  • First, push the monolith north, then walk past it and search the chest to receive some crystalline disks.
  • Next, walk over to the next set of monoliths and push the south-west monolith north, then push the north-west monolith east. Search all of the chests within the cave until you obtain a key and Yewnock's notes.
    • The book talks about Yewnock, the son of Oaknock, building an anti-illusion machine similar to his father's for the Tree Gnome Village and about his father's research on elven singing bowls and their ability to create various objects with different chants, one of which includes making a crystal saw.
  • Third, push the small monolith south and push the north-west monolith west. Now go to the singing bowl and use the crystal saw/seed on it. Right click the bowl and choose the "sing" option to transform the seed into some crystal chime. Now use the key to open the mahogany chest and get the strongroom key.
  • Finally, push the south-east monolith west. Use the strongroom key on the gate. The scene will fade out and back in with you now standing in the area with Yewnock's anti-illusion device and a lectern in the corner containing Bolrie's diary.
    • Consider reading Bolrie's diary on the lectern. Doing so is not required, but reading each part opens cut-scenes that provide insight to Golrie's grandfather and unlocks the Bolrie's Diary music track.

Oaknock's legacy[edit | edit source]

The Path of Glouphrie (18)
The Path of Glouphrie (19)

Yewnock's device operates on the principle of matching shapes of equal value. The value is determined by the colour of an item and the number of its sides. The machine has two operating panels. The right panel exchanges tokens and the left forms the puzzle.

On the left panel there are two sections, one on the top and one on the bottom. For each section, the value of the token or tokens you insert need to add up to the same total value of the one(s) on the right. It's like the puzzle in The Eyes of Glouphrie, except instead of a being given a number you are given token(s) to match. Calculate the total value of the token(s) to match and then solve as before.

The tokens do not have to be of the same shape, just the same numerical value as the one on the right.

Each colour of crystal has a numerical value.

Below is the value of each shape:
ColourValue
CircleTriangleSquarePentagon
Red1345
Orange26810
Yellow391215
Green4121620
Blue5152025
Indigo6182430
Violet7212835

The exchanger can be used by inserting higher valued discs in exchange for multiple lower valued ones or combining two smaller discs into a bigger disc. The total value of the input and output will be the same. Note: To operate the machine, click the desired disc in the inventory and then click the disc slot on the machine interface.

It is possible to not have the correct discs to operate the machine from the chest. To fix this issue, you must exchange the discs using the Yewnock's exchanger until you receive the correct one.

The Path of Glouphrie (20)

Once you have started the machine, you may safely drop all the discs to free up inventory space. Head back up to the village and kill the watcher. (If it keeps respawning, hop worlds and try again.) If your path to the southern tunnel is blocked by the monoliths, you can use the tunnel to the north as an alternative passage back to the cave. Talk to King Bolren again, and he will tell you of a lone gnome named Longramble, who went in search of the lost city, Arposandra, where Glouphrie resides. However, no one knows his location and only Gianne Jnr at the Grand Tree may be able to help.

Use the spirit tree to travel to the Grand Tree. Bank all unnecessary items and stock up on food and armour.

Anima Mundi[edit | edit source]

Location of the Poison Waste Dungeon

Climb up to the 1stfloor[UK]2ndfloor[US] of the grand tree and speak to Gianne Jnr in the north-west corner to learn about Longramble the explorer's whereabouts. He tells you that gnomes have been trying to deliver a dish of tangled toads' legs to him at the coordinates 2 degrees 7 minutes south and 3 degrees 7 minutes west but haven't been able to get through. You can bring him the tangled toads legs if you want to, but that is not required to complete the quest. He will give you a Longramble location note to remind you of the co-ordinates of Longramble, as well as providing access to your toolbelted sextant via a right-click option should you wish to locate Longramble yourself.

Teleport to the Castle Wars arena and head south and then west alongside the river. Alternatively, you can use the fairy ring code BKP and head north-west. Use the crossbow to grapple the tree near the bridge and cross to the other side where you can reach the coordinates.

The Path of Glouphrie (21)

Talk to Longramble and he will share his findings regarding the sewer, which he believes is proof of gnomish involvement as elves do not pollute their environment. If desired, you can use tangled toad legs on him, and he will reward you with a mint cake. Note that the mint cake does not heal any health but restores your run energy by 100%. Start heading north to the sewer entrance.

Halfway up, you will come across a dying spirit tree by the name of Incomitatus. Incomitatus has lost his connection to the Anima Mundi as his roots have been corrupted by black ichor. Hazelmere, sensing your connection to the anima, contacts you and provides a way to heal the sick tree — as elven magic revolves around Seren, the divine aspect of the anima, you must use an object that will 'chant' the anima back into Incomitatus.

The Path of Glouphrie (22)

Use the crystal chime on the spirit tree (or select the "Ring" option on the chime while standing next to the tree) to heal it, allowing you access to the dungeon. If you do not have the crystal chime, you must get it in the storeroom you visited earlier by using the crystal bowl there.

  • At this point, Incomitatus is available for teleportation to other spirit trees. You can use the spirit tree teleport to quickly bank at the Grand Exchange and put the crossbow and grapple back in the bank to use the space for more food or potions.

Walk west into the dungeon entrance to explore. Be sure to bring along your crystal chime into the dungeon as you cannot fight the final boss monsters without it!

Warped[edit | edit source]

The Path of Glouphrie (23)

The cutscene contains effects that can be hazardous to people with epilepsy or other vision problems.

Make sure to change your display settings if you suffer from these conditions.

The cutscene at the end of this section contains bright flashing lights. If you are sensitive to light, have seizures, or are otherwise affected by flashing lights, be very cautious in the Poison Waste Dungeon after the terror bird cutscene.

  • Once inside, players need to run a considerable distance to the end of the tunnel. It is recommended to either wear a set of earmuffs or use the Protect from Missiles prayer while traversing the dungeon.
    • There is a caged hallway at the half-way point where players can rest if they close the door behind them. Players can also rest just before entering the final battleground.
    • Where possible, run around the tar on the ground. If you step on it you will be stopped momentarily and run mode will be turned off.
    • The level 72 Warped tortoises are not aggressive, but some of the level 82 Warped terrorbirds are and they use frequent, accurate ranged attacks.
    • Earmuffs, masked earmuffs, or a slayer helmet reduces the maximum hit of the ranged attacks to 20, but the attacks stay pretty accurate.
    • All monsters in the sewer require a crystal chime in your inventory before they can be attacked. The chime will be sounded automatically and will cause the monster to change colour slightly.
The Path of Glouphrie (24)
  • The end of the tunnel is a room (containing two warped tortoises) with a pit in the centre, connected to three rooms. Ignore the north and west rooms. Enter the east room, which contains three warped terrorbirds. Noting the below, kill them.
    • Players cannot teleport from the final room, so remain close to the entrance to facilitate quick escape. Staying close to the door also ensures that only one of the 3 terrorbirds can attack you with melee at a single moment.
    • All three attack with their ranged attacks or with melee. Both attacks can hit into the mid-300s, and the ranged attacks are highly accurate, hence Protect from Missiles is recommended.
    • The terrorbirds are weak to slashing weapons, so a godsword will come in handy.
    • Leaving the room in the middle of the battle resets the room, resurrecting any terrorbirds that you had already defeated.
    • It is possible to get the birds stuck on the pillars while ranging them. As long as you have protect from missiles prayer on, they will not even attempt to fire on you and you can safely range them from behind the pillars, while the others are stuck as well.
The Path of Glouphrie (25)

After killing the three monsters, peek through the door on the other side and enjoy a long and remarkable cutscene. Players see terrorbirds Guard no. 72 arguing with Guard no. 21 until they detect the player and trigger the traps in the battle room. During the cutscene, do nothing. Players are trapped in the battle room and are dealt multiple hits which do not do any actual damage. Don't try to escape. Wait until Hazelmere appears to help.

Note: taking any action during the cutscene makes the player appear outside the battle room. In that case, the battle does not need to be repeated. Re-enter the room without trying to escape and wait for Hazelmere.

At the end of the cutscene, players are teleported to Hazelmere's house. Talk to him to complete the quest.

  • The Path of Glouphrie (26)

    The player is damaged by the magical spells and gasses.

  • The Path of Glouphrie (27)

    Hazelmere comes to the rescue, and shields the player from the gasses.

  • The Path of Glouphrie (28)

    Hazelmere makes the choice to save the player.

Rewards[edit | edit source]

The Path of Glouphrie (29)
Music unlocked

Achievements[edit | edit source]

Required for completing[edit | edit source]

The Path of Glouphrie is directly required for the following quests/miniquests:

It is therefore an indirect requirement for the following quests and miniquests:

Transcript[edit | edit source]

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

Credits[edit | edit source]

The Path of Glouphrie
Developers
DeveloperMod Chihiro (Project Lead), Mod Tytn
Art and graphics
GraphicsKavi M, Matthew M, Mod Paul B, Matthew S
Quality assurance
Quality assuranceKevin D, Frederique M
Audio
AudioMod Dan A
Other
Quest helpLucy B

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included – see here for how to help out!

  • patch 14 May 2018(Update):
    • Fixed an issue with the "Bad advice" cutscene in the Path of Glouphrie quest.
  • patch 21 January 2014(Update):
    • The gate to Golrie's storeroom during The Path of Glouphrie no longer changes colour when opened.
  • patch 24 October 2012(Update):
    • Entering the final cutscene of the Path of Glouphrie quest no longer causes the screen to go white with bloom enabled.
  • patch 19 June 2012(Update):
    • The swamp tunnel from Path of Glouphrie no longer has issues with the roof causing holes in the walls.
  • patch 21 February 2011(Update):
    • The Path of Glouphrie quest no longer has a broken monolith in the storeroom shuffle section.
  • patch 1 February 2010(Update):
    • Correct a few typos including keys in the Path of Glouphrie quest.
  • patch 10 August 2009(Update):
    • Dubious use of the word "an" in Path of Glouphrie.
  • patch 1 April 2009(Update):
    • Removed some unnecessary messages from the quest.
  • patch 25 February 2009(Update):
    • You will now receive a warning about your familiar being dismissed when you enter one of the caves during the Path of Glouphrie quest.

Cultural references[edit | edit source]

The Path of Glouphrie (37)
The Path of Glouphrie (38)

Mind Melding

The unlisted track that plays when mind melding with the spirit tree.

The Path of Glouphrie (39)

The Terrorbirds

The unlisted track that plays when observing the Terrorbirds.

  • The Bolrie poster in the cutscene from the diary is a parody of the Uncle Sam war recruitment poster for the U.S Army.
  • If you examine Yewnock, it will say, "Can he copy it? Yes he can!" This is a reference to Oaknock's examine text, which is a reference to the children's TV show, Bob the Builder.
  • Longramble mentions searching for the edge of the world in a conversation; this is a reference to the old myth of the world being flat. Your character replies with "If the world is spherical, though, you'll never find the edge."
  • Gianne Jr. mentions that he couldn't find the coordinates of the delivery to Longramble the explorer on Doogle Maps (since his maps are written on dried doogle leaves). This is a reference to Google Maps. He also refers to a Gnomic Positioning System - this is a reference to the real-life Global Positioning System.
  • When speaking to Golrie about finding the storeroom key, he muses about how all useful things are found in chests. When in a temple the other day, he found that someone had conveniently put all the keys to the locked doors in the chest in that room, but the chests were hard to reach. This is a reference to The Legend of Zelda series.
  • When speaking with Longramble for the first time, your character says: "Mr Longramble, I presume?". This is a reference to what H. M. Stanley (a Welsh journalist) said to David Livingstone, "Dr. Livingstone, I presume?"
  • The coloured disks' values are similar to Drogna, the currency of Arg in the UK television programme The Adventure Game.
  • During the conversation between guards 72 and 21, 72 tells 21 "Don't Panic!", which is a phrase from The Hitchhiker's Guide to the Galaxy.
  • Hazelmere's comment of "To make enough of this ichor to create a swamp would take an enormous amount of work and would create a dizzying amount of energy. It would be an abomination to plunder the earth in such a massive way. Who would need to do this?" is a reference to the extraction of coal and oil for electric power and the pollution associated with it.

Trivia[edit | edit source]

  • Upon completion of the quest, the Adventurer's Log states: Proof of the lost city of Arposandra has been discovered! Glouphrie's threats aren't over!
  • On the day of release, if you clicked to see the rewards of the quest it said: Quest spoilers will not be released until we can convince Hazelmere to give them up. Please try again tomorrow.
  • On the day of release there was a bug that allowed you complete the quest multiple times. If you entered the final room in the dungeon it would reset your quest to that point. This was patched very quickly.
  • When you speak with Longramble you mention a "Magic force that holds us all down." He replies, "I don't think you understand the gravity of the situation."
  • Even if you are wearing a gas mask or a face mask while inside the killing room, you'll still take damage from the gas.
  • The singing bowl in Golrie's storeroom plays pitches from a D major triad.
  • Hazelmere's Vision relates to the future quests: While Guthix Sleeps and The World Wakes
Part 5 of the Gnome quest series
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Enemies
Items
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Pentagons
Scenery
Locations
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The Path of Glouphrie (2024)

FAQs

Where is the key in the path of Glouphrie? ›

The chest key is an item obtained during The Path of Glouphrie, found by searching the silver chest in the north-west corner of the storeroom of the Tree Gnome Village dungeon. It is obtained alongside Yewnock's notes. The key is used to unlock the gold chest, which contains the strongroom key.

How to use yewnocks exchanger? ›

Yewnock's exchanger, located directly next to Yewnock's machine, can be used by first inserting higher valued discs in exchange for multiple lower valued ones, or by combining two smaller discs into a bigger disc. The total value of the input and output will be the same.

When did the path of Glouphrie come out? ›

This article has a quick guide.
The Path of Glouphrie (#128)
Release date3 September 2007 (Update)
MembersYes
Voice OverNo
Official seriesGnome #5
14 more rows

How do I get to longramble osrs? ›

The area where Longramble is found can be accessed by spirit trees [9] (fastest), by using the Tirannwn quiver 2 or better to teleport to the Poison Waste Slayer Dungeon, or by using a crossbow and mithril grapple to cross the river from the incandescent wisp colony.

What to do with crystal saw seed? ›

The seed can be enchanted into a crystal saw by using it on the singing bowl in Brimstail's cave in the south-west area of the Gnome Stronghold or in Prifddinas. If the player loses the seed or the saw, they can speak to Brimstail and click the "Hello, just wanted a chat." chat option to obtain another seed.

How to get another crystal chime seed in OSRs? ›

The crystal chime seed is an item obtained during The Path of Glouphrie, where it can be enchanted into a crystal chime by using it on a singing bowl. If lost, it can be reobtained by searching the chest in the Tree Gnome Village Dungeon.

Where is the key in the tree gnome village dungeon? ›

The key is an item found in the Tree Gnome Village Dungeon. Prior to starting the Roving Elves quest, it can be found in a crate in the storeroom to the north-east of the dungeon entrance.

What is the Longramble location note? ›

The Longramble location note is an item obtained during The Path of Glouphrie. It contains the co-ordinates of Longramble, 2 degrees 7 minutes south, 3 degrees 7 minutes west. It also provides access to the sextant via a right-click option.

How to get to Brimstail, osrs? ›

Getting There

You can find Brimstail's Dungeon in the Tree Gnome Stronghold. The Stronghold is located west of Seer's Village and northwest of West Ardougne and East Ardougne.

How to make a mith grapple? ›

The grapple can be made at 59 Fletching by attaching a mith grapple tip, made with 59 Smithing, to a mithril bolt, made with 54 Fletching, and then finally using the unfinished grapple on a rope. Alternatively, a Fletching cape or max cape can be searched for a mith grapple and bronze crossbow three times a day.

How to transform monkey osrs? ›

Players are also able to transform the Monkey via right-click into several other variants upon completing a number of laps at the Ape Atoll Agility Course. Note that laps are only tracked upon completion of Monkey Madness II.

How to get mint cake in OSRs? ›

A mint cake can be obtained as a rare reward from Brambickle, Wingstone and Penwie in the Gnome Restaurant minigame. A one-time-only mint cake can also be obtained during or after The Path of Glouphrie by giving Longramble a Tangled toads' legs.

How do I get access to GE Osrs? ›

Using the spirit tree north-east of the Grand Exchange (requires completion of Tree Gnome Village). Using the Ardougne cloak's teleport takes you somewhat close to the Khazard battlefield spirit tree which can take you directly to the GE.

How do I get access to NEX Osrs? ›

Nex's Ancient Prison is locked behind the frozen door in the southern part of the God Wars Dungeon, and can only be opened by assembling the frozen key, whose pieces are dropped during The Frozen Door miniquest, by the generals and bodyguards of each of the warring factions in the dungeon: General Graardor, K'ril ...

How do you get to the Troll Stronghold Osrs? ›

The main entrance to the stronghold is situated west of Trollheim, found atop a small slope found east of the small camp of trolls. This entrance takes you directly to the top floor of the stronghold.

How do you get to the NMZ in Osrs? ›

Getting there

Casting Teleport to House or using a Teleport to house tablet if your player-owned house is in Yanille, or using a scroll of redirection on a Teleport to house tablet to make a Yanille teleport. Using fairy ring code CLS and walking north-west or code CIQ and walking through Yanille.

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