The Capture Arena is a building directly south of the Dwarven Mines north of RuneScape from bertramuzi's blog
Sigmund and the Lords of Arposandras will agree, as long as the"chaos dwarves" (which will arouse still another flashback from one of a certain ogre shaman drugging you) can help them destroy the goblin race and overthrow the Grand Tree respectively Runescape3 Accounts. The Temple Knights will join the alliance as long as"Hreidmar will be there when they want him." The scout from Lucien will be unsure, and will offer his word at a later date.
The meeting finishes, together with the scout from Lucien disappearing in a cloud of dust, Sigmund breaking up a teleport tab, and the Lords of Arposandra chanting a lengthy incantation. You find the person from the Temple Knights slide a teleorb into among the Lords of Arposandra's robes, and he then walks from the doorway. Veldaban will then give you a teleorb, and tells you to get ready for anything which may occur to you while at Arposandra. Once you do that, break the teleorb, and you'll wind up in a small room.
Why am I here? Ah-haha, therefore that Temple Knight really was just a spy. If we keep him ? Are you mad? Glouphrie doesn't need a human here, he might learn too much. What should we do with him? We must kill him. We can study that odd armor he's wearing. (Note: Assuming you were smart enough to bring armor). GUARDS!
Now you have to fight the three guards in precisely the identical moment. There'll be one safespot within the room, where you can get rid of the meleer. The mage and the ranger's strikes are dead true, and can hit you around 18. Once you eliminate them, attempt to leave the room, and you will find a 6X6 mystery, using a eight minute timer Cheap OSRS Power Leveling. If you can not finish the puzzle in eight minutes, the square's will rearrange, and you'll have to start all over again. Once completed, it will show an image of what you assume to be Glouphrie.
The Wall