Desert Treasure 2 is the fourth grandmaster quest that was added to Old School RuneScape and is by far the hardest quest since you will need to kill 4 strong bosses. After the quest, you will be able to farm these bosses for their valuable loot, but unlike other quests that allow you to face the quest boss again for their loot, during the quest, you will face their normal version and not a weaker version of the boss. However, you can face even stronger versions once you obtain their awakening orbs.
OSRS Desert Treasure II Requirements
To start the quest, you will need to meet many requirements. You must have completed the following quests beforehand:
- Desert Treasure 1
- Secrets of the North
- Enakhra's Lament
- Temple of the Eye
- The Garden of Death
- Below Ice Mountain
- His Faithful Servants
You must also have the following skills:
- Level 75 Firemaking
- Level 75 Magic
- Level 70 Thieving
- Level 62 Herblore
- Level 60 Runecraft
- Level 60 Construction
Besides this, you’ll need various items and upgrades, such as:
- Desert amulet to teleport to Nardah
- Circlet of water to not take desert damage,
- A pickaxe
- Senntisten teleport tablets or added to your POH
- Stamina potion
- Ancient spellbook
- Home teleports
- Combat gear
- Digsite pendant
- Food
- Runes to cast all the barrage spells ( blood, soul, death, water, air, and fire runes)
- Xeric’s Talisman
- Coins
Starting the Quest
Before you start the quest, make sure you’re on the ancient spellbook and teleport to Nardah using your Desert Amulet, then run North and east to the peninsula there. Interact with the door to start the quest and enter the temple. Talk to the guy you find inside, inspect the four statues, then talk with him again.
Use the Senntisten teleport, go to the Digsite, and speak to Terry Balando. Make sure you have a pickaxe, magic combat gear, pots and food, and runes to cast the four barrage spells and teleport to Digsite with a Digsite pendant. You can use a charged staff, such as the toxic trident, as your weapon if you don’t want to fight the Golem using the Ancient spellbook.
Climb down the easternmost winch (the new one just added) to find Dr. Banikan and go through the long dialogue with him (hold the spacebar to skip). Mine the rocks just south inside the cavern, enter the cavern, and fight the Ancient Guardian Golem. Pray protect from melee and dodge his special attack (he will summon rocks around the room). He is vulnerable to magic.
Speak to Dr Banikan again, then go North and inspect the Golem. Search the crates a few tiles below you and take some uncharged cells. They’re the same as those in Guardians of the Rift.
Go west to the inactive altar, which is surrounded by four pillars. Cast ice barrage on the ice totem(SE), smoke barrage on the smoke totem (SW), shadow barrage on the shadow totem(NW), and blood barrage on the blood totem(NE) to activate the altar. Click on the altar to imbue the cells, then click on the golem to power it. You’ll have a puzzle to solve. If you don’t solve it correctly, you will get electrocuted and lose some HP.
The golem will ask you to input teams for search, and you’ll need to enter the names of the four new bosses that you inspected on the plates in the temple near Nardah:
- Vardorvis
- Perseriya
- Duke Sucellus
- The Whisperer
Finish the dialogue with Dr. Banikan. Make sure to go through all of the Dialogue options before you leave, but you can always come back, then interact with the golem again, and Dr. Banikan will depart. You can climb up or teleport to the digsite again and speak to Elisa in the northeast corner of the digsite, near the buried skeleton.
Pick option 3, “I hear you visited Lovakengi recently,” and finish the dialogue with her. Use the Xeric’s Talisman to teleport to Xeric’s Inferno. Go southwest to the burning man and speak to Barus.
Teleport to Xeric’s glade (with Xeric’s Talisman) and run North towards the estate agent. Enter the building just south of the estate agent and search the desk on the east wall. Make sure to have 2 free inventory slots before you do so.
Stranglewood
Use the Xeric’s Talisman to teleport to Mount Quindamortem (Xeric’s Honour). Alternatively, use DJR on a fairy ring to teleport to Xeric’s Inferno, run south, and use the minecart transport system.
Make sure your inventory is full of food supply, and then go south and slightly west, drink the strange potion you got in Hosidius, and use the boat to travel to the new area called the Stranglewood. Once you arrive here, run south and then west again and enter the city.
Don’t AFK on your way to the city since plenty of high-level creatures will damage you. Enter the city, go through the cutscene, dialogue with Kasonde, and search for the stone chest just north of him. Read the old journal page you get and make sure your quest journal is updated.
Make a couple more steps and climb down the entry. Be prepared to fight multiple monsters. Have 2-3 free inventory slots and search the chest for a barricade or 2. Build one or two barricades and kill the monsters until the timer expires. Talk to Kasonde and climb back up, where you’ll need to once again talk to him.
Go over the barricade and run north and west to collect the first ingredient (Korbal herb), then run straight south, over the bridge slightly southeast (use the minimap to navigate so fewer creatures catch up to you). Grab the second ingredient (argian berries). If you die while on Stranglewood, your gravestone will be near the sides, you take south of Mount Quindamortem. Upon your return here, you’ll find your character near the lynx guarding the berries.
Afterward, return to the first building and then to the temple in the middle. You’ll have to kill some monsters again and have another dialogue with Kasonde. He will give you an unfinished serum, and you need to add both of the ingredients you collected to it to create a potion.
Vardorvis
Bank and gear up to fight Vardorvis, the first boss. He is in the small northwest ritual temple near the first plant you picked. He is vulnerable to stab damage, and Osmumten’s fang seems to do a great job at killing it in combination with the spec for some dragon claws or Bandos Godsword. If you’re like me and don’t have loads of experience PvMing but want to do the quest, just bring your best melee gear and best stab weapon to deal with him and pray. You should pray protect from melee and piety and be ready to reactivate protect from melee since the boss will deactivate it plenty of times through the fight.
After you defeat him, pick up the key, bank, and restock. Change to range gear and return to the Temple where you left Kasonde. Talk with him and then fight him. Kite him and pray protect from range. After fighting Kasonde, talk to him again and then go into the next room and search the chest, then read the page you find there and head back to the first building (the one with the barricade) and search the northeast chest to find a medallion. Bring the medallion to the temple east of Nardah. Watch the cutscene and go through the dialogue, then enter the temple. Here, give the medallion to the Vardorvis statue (NE).
The Scar
After this, make sure to bank again and take a slayer helm, tinderbox, food and pots, an explorer ring, and stamina potions. Teleport to the guardians of the rift minigame, enter the portal and speak to the Catalytic guardian a couple of tiles west of the entrance. At the end of the dialogue, select option 1. Put on protect from melee, drink your super combat pot, and kill the various creatures in the Scar.
Approach the Catalytic Guardian near the portal. He'll notify you of a magical signal from the rift, identified by The Great Guardian. Despite his warnings, insist on heading to The Scar. He'll use this signal to guide you there.
Once inside The Scar, kill the demons and abyssal creatures. After you kill them, move across the stepping stones. Remember: if you exit and re-enter The Scar after defeating the creatures, they won't respawn.
Next, head east until you find a rowboat. As you attempt to board, Wizard Persten will approach you. She's been in The Scar, sent the signal, and needs assistance accessing a ship guarded by a sea creature. This ship turns out to be Perseriya's, which you're after too.
Persten suggests using the remains of Perseriya's fleet to create smoke, driving the creature out. She'll direct you to three tunnels to ignite the ships. Enter the first passage and navigate the maze's puzzles. You can leave The Scar to gather more supplies after each puzzle if needed. Your entry point can vary, so the sequence might change, but all three sections are mandatory.
Inside the mazes, you'll find chests with scarred scraps. These boost 20% run energy, heal 15 Hitpoints, and restore 25% Prayer points. Each passage contains scarred lesser demons with diverse combat styles. Prioritize a protection Prayer based on the specific passage you're in.
Remember: a slayer helmet or facemask is essential, or you'll choke and suffer 10 damage. Even with protection, the last passage will still inflict some damage.
Abyssal Axons
In this room, guide abyssal axons to their respective terminals, either directly or diagonally. Watch out for lightning strikes, which cause about 15 damage. Evade them by moving away from the emerging shadows on the floor. If a monster gets jammed, use the "reset" option to remove and regenerate it at its starting point.
Broken Nerve Endings
Dive into this room, break the surrounding nerve endings, and match them with the central nerve endings. These nerve endings repair swiftly after being damaged. Monitor your oxygen levels, as the room has limited air. Use air bubbles scattered around to refill your oxygen; standard diving gear won't assist here. Collect 3 fire, 2 air, 2 earth, and 1 water nerves and then merge them.
Summoning Circle
Enter this room via the southern neural teleporter. Eliminate all the scarred imps, shielding the central lesser demons with Prayers. These demons also call upon scarred lesser demons and scarred hellhounds that can bypass protection Prayers. Target the imps and their spawns. Once every scarred imp and lesser demon is defeated, the summoned demons will also perish. After finishing the three rooms, this Scar layer gets disrupted, granting players access to the shipwreck passage.
Eastern Passage
Accessing the eastern route on the southern wall places the player in the middle of level two, marked by the Dungeon icon on the minimap. Nearby, find a gooey note and a slimy tablet.
Abyssal Stem
Dive down and interact with the abyssal stem. Take note of the sequence in which abyssal growths illuminate and mimic that order. Regular diving gear won't help maintain oxygen; use the room's air bubbles instead.
Brain Pillar
Located beside portal B. Guard the abyssal antibodies from scarred hellhounds and scarred lesser demons until the brain pillar recovers. These foes solely target antibodies, neglecting Prayer and Defence. Concentrate on swiftly defeating these scarred enemies.
Unlit Veins
Access this room through the blue neural teleporter in the Brain Pillar room. Head east to the green neural teleporter, use it, then proceed north. In the Unlit Veins room, obtain four illuminating lures from light leeches. Beware: failures might provoke melee attacks from the leeches (consider using Protect from Melee). Light all four damaged growths. Once illuminated, Crimson and Radiant Veins emerge. To mend them, apply crimson and radiant fibres, obtainable from slaying crimson and radiant sanguisphera. These enemies employ potent blood spells that restore their health. Utilize Protect from Magic for a swift kill. Defeat three of each kind. After clearing all three rooms, this Scar layer gets disrupted, enabling players to proceed to the shipwreck passage. Middle Passage
Accessing the central route on the southern wall transports players to the northwest quadrant of level three, indicated by the Dungeon icon on the minimap.
Abyssal Tether
You aim to navigate to the Abyssal Tether at the maze's end. Position yourself beside cerebral orbs to dodge electrocution, which inflicts 5–10 damage and resets your maze progress. Cerebral pathfinders (green) move in your facing direction upon hitting, while cerebral pathbreakers (red) go in the opposite direction. Turn off the run function for this section and traverse the maze.
Catalyst
Reach this room swiftly via the northeast's green neural teleporter. Break nearby nerve endings and match them to the catalyst based on the rune symbol to disrupt it. Combine elemental nerves corresponding to the catalyst's displayed symbol. If unsure about the remaining combined nerves, use elemental nerves on the catalyst when the matching rune displays, though it deals lesser damage.
Another Room
Quickly access this using the blue neural teleporter in the west, then heading south. Obtain four illuminating lures from light leeches while defending against their attacks (use Protect from Melee). Once all growths are lit, the room's center reveals runic energies. Interact with them sequentially. To identify the order, revisit each energy: if one glows white, try another. If the subsequent doesn't glow white, revert to the initially white-glowing energy before proceeding.
After clearing all three rooms, this Scar layer becomes accessible, allowing players to advance to the shipwreck passage.
After burning the three ships, you'll return to Persten's location. Exit The Scar and gear up to combat The Leviathan. Ascend the rocks when ready. Use ranged attacks and shadow spells for stunning. The boss's standard hits take effect when its animation contacts your character, so maintain distance for reaction time.
The Leviathan
Shadow spells can stun the Leviathan, but not below 20% HP. This opens a window to attack its back for more damage. However, this provokes its special attacks:
- Lightning Barrage: A surrounding electric zone appears. Circle the boss closely to evade.
- Boulder Rain: Ten boulders drop, taking two ticks to land. Dodge the shadowy tiles.
- Smoke Blast: Post boulder rain, a smoke assault is launched. Shield using the previously dropped boulders.
At 20% HP, Leviathan intensifies its assault with relentless attacks and boulders. Shadow spells won't stun it during this phase. An abyssal pathfinder spawns in a corner of the arena. Players should remain close to it to minimize damage or bypass this tactic with sufficient food supplies.
Upon defeating the Leviathan, move northeast, use the handholds, and cross a stepping stone to Perseriya's ship. Wizard Persten will join you, revealing the artifact, Imperium, in Perseriya's private cabin—contrary to tablets claiming its eastern delivery. After Persten departs, scavenge nearby wreckage to find Perseriya's medallion. Take it to the Ancient Vault and position it on her statue in the southeast corner.
The Prison
Items are temporarily confiscated in this segment. Head to Ghorrock Prison beneath Weiss in the salt mine and approach the north-eastern heavy door. Captain Malleta interrupts but allows you in. However, an ambush awaits inside, rendering you unconscious and imprisoned.
Examine your cell's north wall to communicate with an adjacent prisoner, a former soldier of General Khazard. He urges a search for an escape tool. A letter found on a skeleton hints at a latrine bucket. Searching it, you'll find a knife. Handing this to the soldier yields a chisel. Using the chisel on the bed reveals a lockpick beneath a stone slab. The lockpick can't free you, but the soldier, with your help, manages to unlock both cells.
Upon release, the soldier reveals himself as the Assassin from Secrets of the North. He mentions Jhallan as his captor and states a need to explore the asylum—your next destination. He suggests you find the key to your items while he pursues the asylum. Handing you the lockpick, he vanishes.
Sapphire Key
Scattered crates throughout the prison contain rations akin to the scarred scraps from The Scar. These crates refill over time, providing a stockpile opportunity. Logging out resets your location to the prison's entrance, but previously unlocked doors remain accessible. You must find keys to unlock prison gates. From point Y on the map, where the Assassin left you, head to point L. Use the lockpicking interface, similar to defending Kasonde, but now with six tumblers. Employ the brute force technique. Navigate southward, then loop east to the refugee camp's entrance.
Enter the southern gate, find the altar room, and inspect for a warning letter indicating a chest's passcode. Six candle stands with flags of varying strokes surround the room. For instance, the northeast stand with two candles has a flag with one stroke, making 2 the passcode's first digit. Using this method, the passcode is 214013, yielding the sapphire key. If logged out, you'll resume here.
Emerald Key
Return to the main block, accessing the north's sapphire gate. Reach the Administration room (northwest on the map) with multiple chests. The northeast crate contains a requisition and grid note. The requisition note's capitalized requester names spell "VIAL." Using the grid note reveals item initials in the chests. The top-right grid (marked "H") faces west and relates to the top-left chest. The "vial" chest is in the first row, the third column (west door front).
The chest requires a passcode, decipherable from the requisition note's identifier column. The two digits indicate row and column. The first letter, in the second row, fourth column, is L (for Lanterns). Continue this method until you get the code “LIES,” granting the emerald key.
Ruby Key
Exiting the room, Jhallan chases you. Although using Protect from Magic minimizes his damage, room entry makes him teleport away. A death respawns you where you found the emerald key.
Proceed east to a room with a blockage, clear it, and advance. Inspect the seven-bedroom's southeast crate for a code converter and magic lantern. Open adjacent chests for seven names: Vedius, Grazon, Phalina, Marcus, Nithrak, Baelys, and Atreus. Equip the lantern near the exit and follow the purple arrow indications. Decoding the arrow-traced path with the converter yields AGVMNBP, the initials of the listed names. Observing chest movements, deduce the southeast chest's passcode as UP RIGHT LEFT DOWN RIGHT UP, procuring the ruby key.
Diamond Key
Head to the main block, accessing north-west's ruby gates. Search the bed in a locked chest cell for a library note and a strange slider. Seek books by Duke Quirinius in the Ruby Gate's prison library. The slider should position I between H and L. Cross-referencing the library note provides a chest code, WRATH, which delivers the diamond key.
Jhallan
Speak to the west-side Assassin in the main block. He reveals he's after the Frostenhorn artifact and admits to framing the Hazeel Cult. You can retrieve your items after the conversation. The Assassin found an asylum entrance but requires Jhallan's distraction. Ignite his firecrackers in the refugee camp.
Survive for three minutes until the Assassin's arrival. Use Protect from Magic and dodge around the central pillar. Random teleports and freezing occur, with converging shadows—click rapidly to break free. Shadow Jhallan clones spawn, posing threats but can be avoided behind the pillar. Illusions are killable but tough; focus on evading. High-healing, multi-bite food, Prayer potions, and stamina are recommended. After three minutes, Jhallan gets frozen in a cutscene. The Assassin indicates the asylum is now accessible. If unprepared for combat, gear up to face Duke Sucellus.
Duke Sucellus
Grab a pickaxe and a pestle and mortar. If not, take the iron pickaxe, pestle, and mortar by the stairs. To battle Duke Sucellus, awaken him by making two arder-musca poisons. Dodge the freezing gaze and stunning energy from the room's extremities to collect mushrooms. If your Herblore is 77 or higher, gather two arder and two musca mushrooms; otherwise, three of each. Grind them to get 12 of each powder. Mine the arena's sides for 12 salax salt. Fill and empty the fermentation vats for the poisons. Use both on Duke Sucellus to initiate combat.
Here’s how he’ll attack:
- Magic Orb: Fires a blue orb from a distance. When meleeing him, tank this hit while praying against melee.
- Slam: Causes spikes around him, dealing up to 12 damage. He can also melee for over 30. Pray against melee.
- Acid Gas: Launches acid, causing rapid damage. Move away quickly.
- Freezing Gaze: Every 6 attacks, hide behind a pillar to avoid his gaze.
Camdozaal
Head to the Ruins of Camdozaal and converse with Ramarno by the Sacred Forge. Talk to the archaeologist, Prescott, near the bank chest. After discussing mysterious artifacts and a sinkhole, he provides you with a lengthy rope. Go west of Ramarno, attach your rope to a rock, and descend into the Lassar Undercity. Activate transporters upon encounter for easy area navigation. Utilize Strange Pools scattered in the undercity for run energy restoration.
Venture to the Science District. Acquire the shadow blocker schematic and the buildings' green and purple shadow keys. Navigate northeast, then south, to the Sunken Cathedral, where you faint, waking up with Ketla, an Imcando dwarf. Learn about the shadowy force, the totem linking realms, and the significance of your ring of visibility. Get the Blackstone fragment from Ketla to enter the Shadow Realm. Provide her with the schematic to craft a shadow blocker for you.
Collect schematics and shadow keys throughout the undercity by alternating between the real world and the Shadow Realm. Beware of the diminishing sanity meter when in the Shadow Realm. Avoid touching bright remnants as they may trigger enemy attacks. Retrieve the basic shadow torch schematic from the Science District, then head to the Western Residential District. Hand over the schematic to Ketla and collect your basic shadow torch. Proceed to the Ruins of Camdozaal and converse with Ramarno near the Sacred Forge. Speak to the head archaeologist, Prescott, near a chest. Discuss the mysterious artifacts and get a lengthy rope. Use the rope to access the Lassar Undercity.
While in the undercity, activate transporters for easier navigation and utilize Strange Pools for run energy. Head to the Science District to gather schematics and shadow keys. Transition between the real world and the Shadow Realm using the Blackstone fragment. Avoid shadows and monitor your sanity level.
In the Science District, collect the basic shadow torch schematic. In the Eastern Residential District, obtain the superior shadow torch schematic. Discover the anima portal schematic north of the Science District. Near the Plaza, find the perfected shadow torch schematic.
Once all schematics are gathered, visit Ketla. Learn about the Silent Choir’s influence and the necessity to locate their church within the city. Enter the Shadow Realm from the Residential District and discover the church's location. To access it, gather two icon segments: one from the chest near the Cathedral teleporter, the other south of the Science District.
After assembling the strange icon, venture into the Residential District's drain. A hallucinatory sequence unfolds, revealing the presence of dark forces. Ketla intervenes, destroying the totem of darkness. She hands over the real schematic and the perfected shadow torch.
Use the torch to clear tentacles in the Shadow Realm, granting access to the Sunken Cathedral. Prepare for the upcoming battle against The Whisperer.
The Whisperer
Gear up with your best magic combat attire, and don't forget the Blackstone fragment. Bring ice spell runes for one of the Whisperer's attacks.
Here are the Whisperer’s attacks:
- Primary Attacks: Either magic or ranged volleys, shot in three quick volleys. After these, homing tentacles target your initial position, causing damage and reducing sanity by 20%.
- Volley Patterns: They vary per phase, sometimes using a single combat style or a mixture of both.
- Soul Siphon: The Whisperer draws energy from twelve souls. Disrupt this by quickly defeating two yellow spirits chanting "Vita!" to prevent her damage blast and self-heal.
- Corrupted Seeds: Spot light and dark green orbs around her. Step only on light green seeds to restore 15% sanity.
- Screech: Hide behind emerging pillars to shield from her screeches. Prioritize weaker pillars first.
- Binding Blow: Post special, she hurls a binding projectile if you're close, following with a heavy melee attack. Use a freezing spell if needed.
Final Fight
At the Ancient Vault, after a disagreement with Asgarnia Smith, you're dazed by his smoke bomb. He uncovers a potent horn. Surprisingly, Dr Banikan reveals he's Azzanadra, the Mahjarrat. He identifies this horn as a powerful relic. Soon, other Mahjarrats converge, revealing twists and deceptions, with Sliske at the heart of the intrigue, leading to a showdown. You will need to fight four more demi-bosses without banking. Range is the best pick for the final fight, and you should also make sure you have enough sustain, like food and pots.
Assassin
In your fight against the Forsaken Assassin, lure him into white smoke clouds for damage while avoiding his pink smoke, which heals him or harms you. Dodge his poison bottles and keep Protect from Ranged up.
Ketla
Facing Ketla the Unworthy, she primarily uses ranged attacks and spawns clones. Wear high-range defense armor and hide behind her clones to shield yourself from her powerful charged shots. Use quick weapons to eliminate these clones when needed.
Kasonde
Kasonde the Craven toggles between melee and ranged attacks. His vials deplete prayer points, and his shockwave attack is potent. Stay away from the center to avoid his explosions and potion residue, switching prayers based on his attack mode.
Persten
For Persten the Deceitful, avoid her magic-charged lightning strikes and swiftly shut down her Weighted Portals to prevent leech spawns. If overwhelmed by leeches, use ranged attacks while keeping them at bay.
Rewards
Once you complete the quest, you will earn 5 quest points, experience for a few skills, and the ability to face Vardorvis, the Leviathan, Duke, and the Whisperer again and earn valuable drops such as the best in slot rings from them.