Skill: 30 Defence, 40 Mining, 50 Smithing.
Quest: Fishing Contest, Dwarf Cannon.
Item: ~100GP, Pickaxe, 4 Gold Bars, Hammer, Ammo Mould.
Other: Ability to defeat the Arzinian Avatar of Magic (Level-75 - 125).
Skill: 55+ combat, 37-43 Prayer.
Item: 5-10 pieces of Food (Lobsters or better), 5 Camelot and Falador Teleport Runes (or House Teleport Runes if your POH is outside Rellekka or has Camelot/Falador Portals), Enchanted Lyre, Energy Enhancing Items (Super Energy or Energy Potions, Strange Fruit, Boots of Lightness, Spotted or Spottier cape), Ring of Charos (a).
Hidden away from the fearsome trolls and the roaming Fremennik, the dwarves delve deep beneath the mountains in search for the ore they need to support their home of Keldagrim
. One dwarf in particular, however, has for years been trying to crack open a rock that seems to be impervious to any material that he's tried on it. Convinced that solving the riddle of the rock will lead him to unimaginable wealth, he has spent the latter part of his life on just this lump of stone. Help him out, but take care you don't end up in a tight spot!
An Unbreakable Rock
Enter Keldagrim, hop on a ferry across the river.
Talk to Dondakan.
Catch ferry to Keldagrim, talk to Librarian.
Talk to an Engineer at Wemund's Wrench Warehouse.
Ask about the unbreakable rock.
Items needed: ~100GP
From Rellekka, head north-east until you reach a mine - the cave entrance is just north of this. Enter the cave and immediately go through the small cave in front of you (do not go down to the trolls).
Speak to the Ferryman, and pay 2gp to cross the river. Now go east, then north, then west, over the bridge, and talk to Dondakan, who is trying to break through an, apparently, unbreakable rock. You will be asked to help him find a way to break it.
Head back to the dock and talk to the other Dwarf Ferryman. Cross the river and then board the boat to Keldagrim, by talking to the Dwarf Boatman. Talk to the Librarian who can be found in the house just across the river, and she'll send you to "Wemund's Wrench Warehouse" (in the large building to the south) where you will find the Dwarven Engineer.
Ask him about the unbreakable rock. He will tell you to find Rolad, a scholar, who used to be part of Dondakan's (or "Don" as the Engineer addresses him) team. Apparently, Rolad is with the black guard at Ice Mountain.
Go to Dwarven Mines Ice Mtn. entrance.
Talk to Rolad.
Collect the pages in the mine.
Have Rolad fix the book.
Borrow the book.
Items needed: Edgeville/Falador Teleport.
Make your way to the main entrance of the Dwarven Mines, just south of Ice Mountain. Rolad is in the building to the east. Rolad will tell you that he picked up a book in his travels that includes information about the unbreakable rock and how it came to be where it is. Being ignorant to the value of such an ancient book, he tore out three pages concerning the rock. Unfortunately, he lost the pages somewhere in the Dwarven Mines below. He asks you to find them for him.
Go down into the mines and start looking for the pages.
- Page 1: Search a few mine carts for it.
- Page 2: A Scorpion's drop. Head deeper into the mine to kill one.
- Page 3: Found in a rock. Mine some rocks nearby until you find it.
Take the pages back to Rolad and he will put the book back together for you. He asks for the return of the book after you've read it. Here you are faced with a choice of replying with an "Of course" or "Of course (lie)!". Choose either option, it doesn't matter.
While reading the book, entitled "The Arzinian Being of Bordanzan", you will find out that the rock is an evil being. In ye olden days, it was a demonic spirit that terrorized the mines. The elders of the Dwarven Encampment had used "yellow power stones" to chase the spirit around until they cornered it in a small tunnel. Avoiding banishment from the mines, the spirit tapped into its Bordanzan essence and turned into a rock instead. Therefore, the spirit was not banished but merely captured in a rock filled with the power of these mysterious yellow power stones.
Return to Dondakan.
Mine one gold ore.
Give it to Dondakan.
Items needed: Pickaxe (or 4 Gold Ores or Bars), Cannonball Mould.
Return to Dondakan (use house teleport, Camelot teleport or enchanted lyre) who will tell you how steel cannonballs wouldn't break the rock open, so he tried adamant cannonballs, still to no avail. He managed to gather enough money to get runite cannonballs, which still brought no luck. You will realize that the door is lined with gold, so perhaps a golden cannonball might work. Just to the south of Dondakan is a gold mineral vein. Mine one gold ore and give it to Dondakan. He tells you making a Golden Cannonball may be worth it but he will not pay for it. Before leaving, make sure you have 4 gold ores or bars.
Go to any furnace and make a golden cannonball with your one of your four gold bars. Take it back to Dondakan and he will fire it out of the cannon. You will see it fly out of the cannon, and be absorbed by the rock! Dondakan will be very excited and will want to fire YOU through the rock. He tells you to make a Gold Helmet so that you can be fired out of the cannon and through the wall. He will also tell you that he will first need to make some modifications to the cannon so that it can fire out a human. To do this, he will give you a Schematic and ask you to find the other schematics.
Schematic 1: Dwarven Engineer.
Schematic 2: Khorvak (under White Wolf Mountain).
Schematic 3: Back page of Rolad's book.
Compile the schematics.
Smith the gold helmet.
Items needed: ~100GP, 3 Gold Bars, Hammer, Rolad's Book.
Head west and talk to the Dwarven Boatman to get into Keldagrim. Go to the palace in the western part of the city and talk to the Dwarven Engineer again (in the room with an anvil on the mini-map). He will hand you his schematic and tell you that Khorvak has the other schematics.
Head to White Wolf Mountain and go underground to the Mountain Dwarves. Speak to Khorvak, who says that he has a schematic but he gave the other parts away. He will agree to give you the schematic if you get him a dwarven stout. Whether you agree to do so or not, you will still get the schematic. If you still have the book Rolad gave you, read the back page, which has the other Schematic.
Now you will have to compile the schematics, but stay near where there is an anvil. Warning: If you close the schematic window, it will reset. The best way to do this is to only have one piece of the schematic checked for "view" and "select" at a time. Using the up, down, left and right arrows located on the side of your screen, move the schematic over the base picture.
Once the first schematic is set in place, uncheck the "view" and "select" option. Then check the "view" and "select" for the second schematic, and move it over the picture. Do this again for the third schematic, then re-select and view them all at once. Repeat these steps for the third schematic, then re-select and view them all at once. If the schematic has been fixed correctly, you will get a message saying that it makes sense, if you were a dwarf that is.... Make your golden helmet at an anvil using 3 gold bars (do not forget your hammer).
The Arzinian Being of Bordanzan
Talk to Dondakan.
Get shot through the wall.
Only take your helmet off if you want to leave.
Items needed: Pickaxe, Gold Helmet, Armour (see note), Plenty of Food, Good Weapon, at least 6 free Inventory Spaces.
Head back to Dondakan and he will ask you if you're ready to go through the wall. Say yes if your properly equipped and he will put you in the cannon (Picture). You'll get a little scared, but soon you'll be flying through the wall.
Any gold you had, will be absorbed into the wall as you go through. You will land somewhere in the middle of a gold mine (Picture).
Note: If your prayer is over level 43 then it does not matter what type of armour you bring. However, if you don't have level 43 prayer, consider the following: the Avatar will use the attack which you are weakest against. If you bring melee armour, the Avatar will use magic; if you bring mage armour, the Avatar will use ranged; if you bring dragonhide armour, the Avatar will use melee.
Mine at least 6 gold.
Head to middle of cave.
Climb over fire-wall.
Go to the central flame.
Fight the Avatar.
Once inside the rock, mine some of the gold around you. If you take off your golden helmet at any point, you will be teleported out of the rock and back to Dondakan. The more gold ores you have in your inventory, the lower the Arzinian Avatar will be. With each gold ore you mine, the Arzinian Being of Bordanzan will get angrier. You will need at least 6 gold ores to fight the monster.
Make your way to the middle of the cave, and you will come to a fire-wall (Picture). Climb through the wall of flames and walk up to the big central flame (Picture). Talk to the flame (Picture) and the Arzinian Avatar will appear, and begin attacking you. The Avatar will use the attack-type which you are weakest against.
Upon killing the monster, you will be teleported out to Dondakan, who will reward you for your efforts.
Frequently Asked Questions
Q: Can I go back there after the quest?
A: Yes. You can go back and use the gold mine upon completing the quest. You will need your gold helmet though.
Q: Can I get my Gold Helmet back when I lose it?
A: Yes. Get yourself 3 gold bars and smith them on an anvil to get another gold helmet.