OSRS The Path of Glouphrie Quest Guide
31.01.2025 - 07:34:12
Game Guides , OSRS Guides , OSRS Quests & Achievements , Runescape
OSRS the Path of Glouphrie Quest is easily overlooked by many players. It sits in a vague spot not quite simple enough for new players to complete and not quite worth enough for high-level players to complete. Either way, it has some great experience rewards, and for ironman, it can unlock a really good magic weapon if you haven’t progressed through Zulrah yet. Without further ado let’s take a look at this puzzle-infested quest.
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Before You Start
Skill Requirements:
- 60 Strength (cannot boost)
- 56 Slayer (cannot boost)
- 56 Thieving (cannot boost)
- 47 Ranged (cannot boost)
- 45 Agility (cannot boost, needed to start)
Quest Requirements:
- The Eyes of Glouphrie
- The Grand Tree
- Waterfall Quest
- Tree Gnome Village
Required Items:
- Tree Gnome Village Dungeon key (unless you've started Roving Elves)
- Combat gear and food
- Mith grapple
- Any crossbow
- Gnome amulet
Recommended:
- Earmuffs/Slayer helmet (reduces warped terrorbird damage)
- Grand/royal seed pod (quick access to Gnome Stronghold)
- Varrock teleports (quick spirit tree access)
- Fairy ring access
- Several stamina/energy potions
- Tangled toad's legs (optional, for mint cake reward)
Short Guide

Items needed: Gnome amulet
Items recommended: 10-14 free inventory spots for crystalline disks
- Talk to King Bolren in Tree Gnome Village (Chat 1)
- Enter dungeon:
- Squeeze through loose railing southwest
- Run east to dungeon ladder
- Head west, put on gnome amulet
- Talk to Golrie about anti-illusion devices (Chat 1)
- Storage room tasks:
- Search distinct crate in eastern area if Golrie is trapped
- Unlock gate, speak to Golrie again
- Enter storeroom via eastern tunnel
- Push first monolith north
- Search chest for discs
- Push southwest monolith north
- Push northwest monolith east
- Search both northern chests
- Push small monolith south
- Push northwest monolith west
- Search chest for strongroom key and crystal chime seed
- Use singing bowl to create crystal chime
- Push southeast monolith west
- Strongroom puzzle:
- Enter western strongroom
- Watch all cutscenes from lectern book
- Operate Yewnock's machine
- Insert correct disc combinations using reference table
Colour | Value | |||
---|---|---|---|---|
Circle | Triangle | Square | Pentagon | |
Red | 1 | 3 | 4 | 5 |
Orange | 2 | 6 | 8 | 10 |
Yellow | 3 | 9 | 12 | 15 |
Green | 4 | 12 | 16 | 20 |
Blue | 5 | 15 | 20 | 25 |
Indigo | 6 | 18 | 24 | 30 |
Violet | 7 | 21 | 28 | 35 |
- Use exchanger for needed values
- Return to village:
- Kill evil creature
- Talk to King Bolren
The Warped Depths
Items needed: Crossbow, mith grapple, crystal chime, combat gear
- Get to Stronghold:
- Use Spirit Tree to reach Tree Gnome Stronghold
- Climb Grand Tree ladder once
- Talk to Gianne jnr. in northwest corner (Chat 2)
- Travel to mountains:
- Head to Galarpos Mountains east of Poison Waste
- Quickest route: Use fairy ring BKP, run northwest
- Alternative: Castle Wars teleport, run southwest along river
- Cross river using crossbow/mith grapple on tree
- Spirit tree sequence:
- Talk to Longramble
- Speak with dying spirit tree
- Use crystal chime on tree (keep in inventory)
- Talk to tree again
- Dungeon navigation:
- Enter Poison Waste Dungeon via sewer
- Climb ladder
- Reach central pit room connected to three chambers
- Combat section:
- Note: Warped Tortoises aren't aggressive
- Warped Terrorbirds are aggressive - wear earmuffs/slayer helm
- Protection from Missiles prayer helps avoid damage
- Enter east room
- Kill three blue Warped Terrorbirds
- Watch hatch door cutscene
- Complete final Hazelmere dialogue
Long Guide
The King's Little Dumpling
Items needed: Gnome amulet
Items recommended: 10-14 free inventory spots for crystalline disks
Starting off in Tree Gnome Village, you'll want to track down King Bolren. He's taken quite a shine to a new pet he calls "Dumpling." But something seems off about this creature - any veteran of Glouphrie's tricks will spot the signs of illusion magic. When you try warning Bolren, he brushes off your concerns, true to his trusting nature.
Bolren does mention something interesting though - a gnome named Yewnock, Oaknock's son, who used to visit with strange devices. Sound familiar? If you've dealt with Oaknock's machine before, your ears should perk up at this. Bolren suggests checking underground, where another gnome might know about anti-illusion devices.
Underground Investigations
To reach the dungeon:
- Find the loose railing southwest of the village
- Slip through and run east to the ladder
- Once underground, put on your gnome amulet
Speak with Golrie in the western area about devices. If you find him locked up, you'll need to:
- Search the distinct-looking crate in the eastern area
- Use the key to free him
- Chat with him again once he's out
Golrie shares that his grandfather Bolrie was quite the collector, stashing elven artifacts in a nearby storeroom. The room lies past the eastern tunnel, but accessing the gated strongroom requires finding a key first.
Navigating the Storeroom

Time to play monolith shuffle. One wrong push and you'll have to start over. Here's the winning combo:
- Push the first monolith north
- Check nearby chest for discs
- Push southwest monolith north
- Move northwest monolith east
- Search both wooden and silver chests - you'll find more discs, a key, and Yewnock's notes
- Push small monolith south
- Move northwest monolith west
- Check gold chest for strongroom key and crystal chime seed
- Create crystal chime at singing bowl
- Push southeast monolith west
Yewnock's Legacy

Inside the strongroom, you'll discover both a lectern and Yewnock's machine. The lectern holds King Bolrie's diary - you'll need to watch three cutscenes to piece together this tale of political intrigue.
The story reveals a crafty advisor pushing Bolrie to challenge the Stronghold's throne. The plan? Discredit Prince Argenthorg by making him appear too friendly with humans. But Argenthorg wasn't fooled - he called in Yewnock, whose anti-illusion device exposed the advisor as none other than Glouphrie. Caught in the deception, Bolrie had to give up both his campaign and his village throne.
The Machine Puzzle

Colour | Value | |||
---|---|---|---|---|
Circle | Triangle | Square | Pentagon | |
Red | 1 | 3 | 4 | 5 |
Orange | 2 | 6 | 8 | 10 |
Yellow | 3 | 9 | 12 | 15 |
Green | 4 | 12 | 16 | 20 |
Blue | 5 | 15 | 20 | 25 |
Indigo | 6 | 18 | 24 | 30 |
Violet | 7 | 21 | 28 | 35 |
Unlike Oaknock's old contraption, this machine cares about disc values rather than straight numbers. You've got:
- The left panel for your discs
- The right panel showing what you need to match
Quick tips for the puzzle:
- Use the value table to calculate totals
- Combine smaller values to reach larger ones
- Trading at the exchanger works both ways - break down your big discs when you need smaller ones, or combine the little ones to hit larger values. Keep those numbers equal going in and out.
The disc exchanger sits right next to the machine. You can:
- Trade high-value discs for multiple lower ones
- Combine two smaller discs into a larger one
- Values stay equal on both input and output
Important: Any items on the ground will vanish after the cutscene plays.
Once the machine whirs to life, Dumpling's true form emerges. Time to head back up and deal with this impostor. Head back to the village surface to confront and defeat the creature. Bolren mentions Longramble - another gnome who vanished while chasing rumors of Arposandra. While his location is unknown, you're directed to check with Aluft Gianne jnr. at the Grand Tree.
Arbor Incomitata

Make sure you have:
- Crossbow and mith grapple
- Crystal chime
- Combat equipment
- Food supplies
Finding Longramble starts at the Grand Tree. After climbing one ladder, speak to Gianne jnr. in the northwest corner. He'll tell you about failed attempts to deliver tangled toads' legs to Longramble at some specific coordinates - 2 degrees 7 minutes south, 3 degrees 7 minutes west.
These coordinates point to the Galarpos Mountains near the Poison Waste. You've got two travel options:
- Quick route: Fairy ring BKP, then run northwest
- Alternative: Castle Wars teleport, follow the river southwest
Once there, use your crossbow and mith grapple on the river's central tree to cross. You'll meet Longramble, who believes Arposandra lies nearby. North of Longramble's spot, a faint whisper catches your attention - an old spirit tree, Incomitatus, barely clinging to life.
Through this tree, you make an unexpected mental connection with Hazelmere. He explains that poison in the soil has cut off the tree's connection to the Anima Mundi. Now's when that crystal chime proves its worth. Give it a ring near the tree to cleanse away the poison and restore its spirit connection.
The Warped Depths
Head west and enter the sewer entrance. Pro tip: You don't need to fight the Warped Tortoise at the entrance. However, if you haven't healed the spirit tree yet, warped roots will block your path after the second tortoise.
The deeper you go into these tunnels, the nastier it gets. Pack your best defensive setup:
- Strap on those earmuffs or slayer helm
- Keep that Protect from Missiles prayer ready
- Don't forget your crystal chime
Safety spots in the dungeon:
- Half-way point: Caged hallway (close gate behind you)
- Pre-final area: Secure hallway
- Pillar safespots in combat room
Enemy breakdown:
- Level 121 Warped Tortoises: Non-aggressive, can be ignored
- Level 96 Warped Terrorbirds: Aggressive, use both ranged and melee
- Watch for sticky tar patches - they disable running
Path to final area:
- Enter sewer, climb ladder
- Run full east
- Down ladder, north, up ladder
- West all the way
- Enter north room (rest if needed)
- Down northern ladder
- Slight east, up ladder
- North to pit room
- Enter east room
The Final Fight
Three Warped Terrorbirds await in the east room. Remember:
- Must have crystal chime to damage them
- Use pillars as safespots
- Single them out at doorway
- They're weakest to crush attacks
- Can be poisoned and flinched
After victory, approach the east door for a surprising cutscene. Two intelligent terrorbird guards spot you and trigger tar traps. Just as toxic gas overwhelms you, Hazelmere appears with a teleport rescue.
Rewards
- 2 Quest points
- Four magic lamps:
- 20,000 Slayer XP
- 5,000 Thieving XP
- 30,000 Strength XP
- 5,000 Magic XP
- Access to Poison Waste Dungeon
- Warped creatures as Slayer task option
- New spirit tree transport point
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