Nomad's Requiem

Author(s): Boomer-One
Contributor(s): None
Members: Yes
Where to Start: Zimberfizz on the Soul Wars island
How to Start: Speak to Zimberfizz
Length: Medium
Difficulty: Grandmaster
Requirements: King's Ransom (including the Knight Waves), Level 75 Magic, Level 70 Prayer, Level 66 Mining, Level 65 Hunter, Level 60 Construction, Completed the Soul Wars tutorial, Completed at least one game of Soul Wars
Items Needed: Fire Wave runes, Combat gear for one of the most difficult fights in the game (tips are below)
Recommendations: 79 Constitution, High Combat Skills
The dark underbelly of Soul Wars is visible to anyone who looks hard enough: souls are collected and filtered through a giant obelisk; avatars of both nature and destruction are called into being and then slaughtered; a single man benefits from the exploits of dozens of adventurers.
Zimberfizz is aware of this, and has also noted a change in Nomad. He's been spending more and more time in his tent, and Zimberfizz wants you to investigate just what Nomad is up to.


Head through the Soul Wars portal in Edgeville and speak to Zimberfizz to start. He will suspect Nomad of being up to something evil, and asks you to look into it, right before Nomad interrupts and teleports away.
Zimberfizz asks you to check out his tent. You will find a trap door and enter it to investigate. A cut scene will play, showing some Dark warriors confronting Nomad. He will kill them all easily.

Nomad will then come towards you. Talk to him. He will mistake you for an assassins, but tell him otherwise. He will demand that you leave, or if he sees you down there again, he will kill you.
In the corner near the ladder is a skeleton. Search the adventuring equipment in front of it to obtain a pickaxe. Go further into the room to see two power lines leading to a blocked Arcane doorway. You must shut the source of the power off.

Southwest Power

As soon as you enter the southeastern room, you will see a large and strange device. It is highly recommended to kill the spectral attendants in the room, as they will not respawn.
Head up the ladder in the southeast corner of the room, mine the rubble along the rubble along the east wall, then continue north and climb up the ladder. You will see a pillar nearby - push it south onto the drain. Now, in the south side of the room is another pillar. Push that north onto the drain.
Climb back down the ladder to see the reservoir filled. There are now two levers on this floor, a north and a south lever. Pull the northern one then climb down the ladder. The goal now is to get the flow from all three paths into the machine to the north.
The initial set up is different for each person, but note the darkened marks on top of each pillar - those show which direction they allow the flow. Get the blocks into the following positions:

The device will then break. Climb up the ladder once more and pull the southern lever once to get water to flow into the slot you mined out earlier. Head out to the initial room.

Southeastern Room

Enter the room to see a strange device and two spectral tenders getting fuel from the fuel hopper and putting it into the device. Take four elemental fuel from the hoppers, and place them in the following spots.

An elemental creature will come out of the machine and follow the path of fuel to the water. It will be destroyed once it hits the water. Repeat this two more times to stop the power output.

Eastern Room

Go through the Arcane Doorway to enter another large room. There are more power cords powering up yet another doorway to the east and west. Head towards the east door to find a dying knight. Search his body to find a note saying "Only the pious".
Put on your Piety Prayer and enter the doorway. There are five slabs on some rubble, two to the north, two to the south, and one to the east, near some slabs in the tar. Jump the first two slabs, then click on a slab in your inventory to place it. Continue will all five slabs until you have a makeshift path to the eastern side.
Go towards the machine and right click on Fire Wave in your spell book, and choose cast. Set the spell on the barrels to blow them and the machine up.

Western Room

Enter the room, and you will see the machine has a bunch of roots surrounding it. There are four roots in each of the corners in this large room. You must go to each one and destroy them. A decaying avatar will now spawn in the middle room near the machine.

It only uses melee, so protecting from melee will completely negate its attacks. It is recommended to use ruby bolts (e) against it, as it can deal up to 2000 damage with its special.
When it reaches 3/4, 1/2, and 1/4 health, some roots will spawn in the corners (order is northwest, southeast, northeast). You must destroy the roots before it eats it, otherwise it will heal completely. Only three roots will spawn.
After you kill it, the roots and machine will automatically be destroyed.


Prepare for possibly one of the hardest battles you've ever taken a part of. It is recommended to use ranged, and the best equipment you can. As with the Decaying Avatar, it is recommended to use Ruby Bolts (e), but it is also recommended to bring Diamond Bolts (e) for certain parts of the battle.
It is recommended to bring a Beast of Burden such as a Pack Yak, War Tortoise, or Spirit Terrorbird - the best you can use. Bring a three-to-one ration of Saradomin Brews and Super Restores, filling the beast of burden with brews.
Protection Prayers will NOT help you for most of the battle. But, it is recommended to use prayers that help boost your ranged and defence. Useful curses include Soul Split, Leech Defence, and other leech curses.
If you hide behind a pillar and he can't attack you, after a short period he will teleport back in front of his throne, fully healed, and you will have to start the fight over.
He has a pattern to his special attacks. In between each special attack, he will attack with magic-based melee or just plain magic attacks. The order is as follows:
  1. Mines
  2. 750 Attack
  3. Illusions
  4. Max LP -1

The attacks repeat in this order. Below are the descriptions of each attack.


He lays down mines in a circle around you. If you step on one, you will be dealt 400 damage and your run energy will be depleted.

750 Attack

This attack is avoidable. He will start charging it up, giving you time to hind behind a pillar. If you fail to get behind a pillar, you will be dealt 750 life points.


He will teleport into the center of the arena, with three illusions. They will all attack you and deal damage, but only one of them is real. You can choose to wait, or you can attack them. If you attack an illusion, it will disappear. Once you hit the real Nomad, the rest of the illusions will disappear.

Max LP -1

He will teleport you into the center of the room and freeze you. You must quickly boost your LP above your max! He will charge up an attack that deals one less than your max life points. For example, if you have 99 Constitution, his attack will deal 989 Life Points.
After boosting your LP above max, it is recommended to attack him with Diamond Bolts (e) while he is charging.

When he reaches 1/4 Life Points the first time, he will heal to 1/2 health. After reaching 1/4 health the second time, he will go berserk and use only melee attacks. Turning on Protect or Deflect from melee is said to be partially effective.

After killing Nomad, go up and talk to Zimberfizz. He will want to see that Nomad is dead for himself, and he'll go down and kick him to make sure. After the cut-scene, quest complete!
Reward Scroll
3 Quest Points, 70 Soul Wars Zeal, Soul Wars cape, Soul Wars respawn point, Two extra spins on the Squeal of Fortune.