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The Lair of Tarn Razorlor

By: Shadow7

Edited By: TheAmericanIdiot and A5chow

Coded By: Sherbros and Reggie

Special Thanks To: Taz, J@nrok, BlackKingX, Taraka, Andreka0

Requirements: Completion of the Haunted Mine Quest

Recommended Items:
  • Armour
  • Weapon
  • Cooked Food (Lobsters or better)
  • Salve Amulet
  • Prayer Potions(4)
  • Teleport Item (Teleportation Runes, an Ectophial, etc.)
Please note that there is a Banker located at the beginning of the Dungeon, if you need to get any of these items. He charges a fee of 100 Gold Pieces for his services.

Starting Point: The Entrance to Tarn's Lair can be found on the first level of the Haunted Mine, which is southwest of Mort'ton and west of Burgh de Rott.

Overview


Tarn's Lair is a huge system of Tunnels, Passages, and Rooms that are nearly impossible to navigate. As well, there is a large number of Traps dispersed through the Lair, making it even harder to get through. On top of these Traps and Tunnels is a large variety of Minions, undead and animated, on a mission to keep you from reaching their leader: Tarn Razorlor.

Map


Located below is a text-based Map of Tarn's Lair. You enter the Lair in Room A, which contains the Banker, Odovacar. To use the Map, go through one of the Doors listed under your current Room (i.e. A2, which is located in Room A). When you've gone through that Door, look to the Room that your Door leads to, and pick a new Door to go through. Repeat this sequence until you've reached the end.

Room A
A1: Door to east Side. Takes you to C1.
A2: Door to the east of the entrance (not near the Banker). Takes you to B1.
A3: Door on the far northeast side near the Banker. Takes you to N6.

Room B (This Room is essentially a Log Trap)
B1: Southern Door. Takes you to A2.
B2: Northern Door. Takes you to P2.

Room C
C1: The southern Door on the western side of the Room. Takes you to A1.
C2: The northern Door on the western side of the Room. Uncharted.
C3: The Door on the eastern side of the Room. Uncharted.
C4: Northern-most Door in the Room. Takes you to D1.

Note: Not every Door of this Room has been charted

Room D
D1: Eastern Door. Takes you to C4.
D2: Southern Door. Takes you to E1.

Room E
E1: Northern Door. Takes you to D2.
E2: Western Door. Takes you to F1.

Room F
F1: Northern Door. Takes you to E2.
F2: Southern Door. Takes you to G1.

Room G
G2: Northern Door. Takes you to H1.
G1: Southern Door. Takes you to F2.

Room H
H1: Southern Door. Takes you to F2.
H2: Northern Door. Takes you to I1.

Room I
I1: Southern Door. Takes you to H2.
I2: Nothern Door. Takes you to J1.

Room J (Log Trap Room)
J1: Southern Door. Takes you to I2.
J2: Northern Door. Takes you to K1.

Room K
K1: Southern Door. Takes you to J2.
K2: Eastern Door. Takes you to L1.

Room L
L1: Western Door. Takes you to K2.
L2: Eastern Door. Takes you to M1.

Room M
M1: Western Door. Takes you to L2.
M2: Northern Door. Takes you to Q1.
M3: Eastern Door. Takes you to N1.

Room N
N1: On the western side of the Room, it's the western Door of the two. Takes you to M3.
N2: On the western side of the Room, it's the eastern Door of the two. Takes you to O3.
N3: In the center of the Room, it's the western Door of the two. Takes you to N3.
N4: In the center of the Room, it's the eastern Door of the two. Takes you to O2.
N5: On the eastern side of the Room, it's the western Door of the two. Takes you to O1.
N6: On the eastern side of the Room, it's the southern Door of the two. Takes you to A3 (The Banker Door).

Note: This is the Room you reach when you go past the Banker in Room A. It has six Doors: Two to the east, two in the center, and two to the west.

Room O
O1: Eastern Door. Takes you to N5.
O2: Northern Door. Takes you to N4.
O3: Western Door. Takes you to N2.

Room P
P1: Northern Door. Takes you to N3.
P2: Southern Door. Takes you to B2.

Room Q
Q1: Southern Door. Takes you to M2.
Q2: Western Door. Takes you to R1.
Q3: Northern Door. Takes you to T2.

Room R
R1: Eastern Door. Takes you to Q2.
R2: Northern Door. Takes you to U1.
R3: Western Door. Takes you to S1.

Room S
S1: Southern Door. Takes you to R3.
S2: Eastern Door. Takes you to T1.

Room T
T1: Western Door. Takes you to S2.
T2: Southern Door. Takes you to Q3.

Room U
U1: Southern Door. Takes you to R2.
U2: Eastern Door. Takes you to V1.

Note: This Room has Log Traps and Stone Traps in the Wall that push you off the Ledge.

Room V
V1: Western Door. Takes you to U2.
V2: Eastern Door. Takes you to W1.

Note: Has Pedestals and Mages, it is recommended you use the Protect from Magic Spell in this Room

Room W (Tarn's Room)
W1: Eastern Door. Takes you to V2.
W2: Takes you to the Book Room.



Traps


On the Floor, you'll see spaces that are circles and squares. Circle spaces are always safe, but the same can not be said for a square. Avoid all squares with markings, as these have Traps, and navigate from circle to circle. You can either avoid these Traps, or you can disarm them (assuming your Thieving Level is good enough). On the Walls, be careful of Spikes inside of the Walls you're passing. If you happen to step in front of one, they'll stab you and cause some damage. You can avoid them by going around the Spikes, or disarming them.lso on the Walls are Traps that will attempt to push you off of the ledge. These can be identified by noticing where a few bricks stick out from the wall. The only way to get past these is to avoid them, as there is no way to disarm them.

When jumping on to Pillars, make sure to look for Log Traps (which look like a giant Log attached to chains). If you're hit, you'll be knocked from the Pillar onto the Floor below. To get past these, you need to search the ground and, when you find the switch, disarm it.

Paths to the Lair of Tarn Razorlor


Below are two different paths to reaching Tarn's Room (Room W). The first is text-based and will take you by the Banker, while the second incorporates pictures and is slightly faster.

Path 1
  1. First, go through Door A3, which is to on the far northeast side of the Room and takes you to N6.
  2. Go through Door N1, the westernmost Door of the Room and the one that will take you to M3.
  3. Go through Door M2, which is to the north and takes you to Q1.
  4. Use Door Q3, the one to the west, and travel to Room R.
  5. Head through Door R2, which is to the north and leads to U1.
  6. Go through Door U2, the eastern Door, and go to Room V.
  7. Take Door V1, which takes you to Tarn's Lair.

Path 2
  1. To start off, go through Door A2, to the east.



  2. Once in Room B, travel east from where you entered, until you reach a Room with a Staircase.



    Go up these Stairs and search the spot on the Floor directly west of where you reached the top of the Stairs. Disable the Trap hidden in the Floor, then jump from Pillar to Pillar until you reach the other side. Go through this Door (P2)

  3. Once in Room P, run to the other side and head through the Door there (P1).



  4. You'll now be in the center of Room N. Use the Door on the western side that is more western than the other one. This will take you to the Room M, which has three Doors.



  5. Go through the northern Door in Room M (M2), which takes you to Room Q.

  6. Use Door Q3, the one to the west, and travel to Room R.

  7. Head through Door R2, which is to the north and leads to U1.

  8. Go through Door U2, the eastern Door, and go to Room V.

  9. Take Door V1, which takes you to Tarn's Lair.



Defeating Tarn


Once you've entered Tarn's Room (Room W), you'll see a short cutscene, which shows Tarn going insane. He'll then release his Terror Dogs (Level 100 or 110) to attack you. You can choose to fight either Tarn or his Dogs at first (Note: Terror Dogs require Level 40 Slayer to kill and sometimes drop Granite Helmets). Also, there are pieces of Armor on that ground that will turn into Steel Armor (Level 53) and attack you if you get to close to them. Tarn has two forms, Mutant and Human, both of which are under Level 70. Once you kill his Mutant form, he'll turn into Human form, which you should then kill. Killing both forms of Tarn earns you 5,000 Slayer Experience. Also, it should be noted that in Tarn's Room, your Prayer Points will deplete quickly, much like in the Barrows. If you plan on using Protection or other Prayers, it is recommended that you bring Prayer Potions with you.



Once you've defeated him and disposed of however many Minions you want, go into the Book Room (Door W2) and pick up the Book (You can read it, but it is not necessary). If you use this Book with your Salve Amulet, it will then give you a boost of +20% Strength and Accuracy against undead Monsters, instead of the original +15%.


Congratulations! Mini-Quest Complete!





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