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OSRS Desert Treasure II Guide: Requirements and Walkthrough

August 4, 2026

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QuestQuest guide — requirements, walkthrough and rewards
OSRS Desert Treasure II Guide: Requirements and Walkthrough — Bils Services

Desert Treasure II is the Grandmaster sequel that gates four major bosses. Quest-route preparation, medallion order, and the mistakes that force full section redos.

Overview

Desert Treasure II - The Fallen Empire is Grandmaster, Very Long, and widely treated as the hardest quest currently in Old School. It continues the Mahjarrat story after Desert Treasure I and unlocks repeatable access to Vardorvis, the Leviathan, Duke Sucellus and the Whisperer — the sources of Virtus pieces, soulreaper axe components and ancient rings.

Unlike a single-boss finale, DT2 is four nearly separate campaigns glued by medallions and the Ancient Vault. Each path has its own puzzles, travel tax and quest-version boss, then a final vault sequence with Sliske's wights that restarts as a set if you leave.

This walkthrough overlay is for the quest itself. For post-quest kill strategies and gear breakpoints, use the DT2 bosses hub — the quest fights teach the arenas, but farm setups diverge quickly.

Desert Treasure II - The Fallen Empire at a glance
  • Detail
    Difficulty
    Value
    Grandmaster
  • Detail
    Length
    Value
    Very Long
  • Detail
    Quest points
    Value
    5
  • Detail
    Quest number
    Value
    157
  • Detail
    Released
    Value
    26 July 2023
  • Detail
    Starting point
    Value
    Investigate the Ancient Vault north-east of Nardah.
  • Detail
    Members
    Value
    Yes (unless noted otherwise on the Wiki)
  • Detail
    Updated / fact checked
    Value
    2026-08-04

Requirements and Prerequisites

Skill and quest gates below are taken from the OSRS Wiki quest-details block for this quest. Boostability notes follow the Wiki markers — if a level is unboostable, train it before you start.

Skill requirements
  • Skill
    Firemaking
    Level
    75
    Boostable?
    No
  • Skill
    Magic
    Level
    75
    Boostable?
    No
  • Skill
    Thieving
    Level
    70
    Boostable?
    No
  • Skill
    Herblore
    Level
    62
    Boostable?
    No
  • Skill
    Runecraft
    Level
    60
    Boostable?
    No
  • Skill
    Construction
    Level
    60
    Boostable?
    No

Quest prerequisites (chains can be longer than this summary):

If the Wiki lists alternate item unlocks instead of a skill (for example a gas mask instead of Slayer), either option is valid.

Items to Bring

Pack required items before the first travel segment. Recommended gear is comfort, not a hard gate, unless a fight forces a specific style.

Required

  • Be on the Ancient Magicks spellbook
  • Runes to cast Blood Burst, Ice Burst, Smoke Burst, and Shadow Burst
  • 8 Death runes
  • 16 Chaos runes
  • 2 Fire runes
  • 3 Air runes
  • 4 Water runes
  • 2 Soul runes
  • 2 Blood runes
  • Ring of visibility
  • Tinderbox (obtainable during the quest)
  • Pestle and mortar (obtainable during the quest)
  • Pickaxe (obtainable during the quest)
  • Facemask or Slayer helm

Recommended

  • Combat 100
  • Digsite teleport
  • Desert heat protection
  • Desert amulet 4 or Nardah teleport
  • Xeric's talisman or access to it in POH
  • Stamina potions

Ultimate Ironmen should split heavy deliveries across trips where the Wiki notes that is allowed.

Where to Start

Starting location: Investigate the Ancient Vault north-east of Nardah.

Use the travel method that fits your unlocks — games necklace, fairy rings, spirit trees, carpets, or spellbook teleports — and keep a teleport out for deaths during combat sections.

Quest List blurb (paraphrased intent): During Gielinor's Second Age, the world was dominated by an empire the likes of which had never been seen. The areas now known as Asgarnia, Misthalin and even the Wilderness all once flourished under the banner of the Empty Lord. With the grand city of Senntisten at its heart, th…

Walkthrough, Stage by Stage

Numbered steps follow the Wiki quick-guide order, rewritten for BILS readers. Dialogue choices that gate progress are called out inline. For puzzle tiles or randomised layouts, use the dedicated puzzles section and the Wiki map if a step still feels unclear.

  1. Familiar Faces. Enter the Ancient Vault, found south-east of fairy ring or north-east of Nardah.) (Teleport: , ) (dialogue: Yes.)
  2. After finishing the conversation, inspect the four statues and the plaque.
  3. Speak with Asgarnia Smith.
  4. Make your way to the Exam Centre and speak to Terry Balando. (Teleport: )
  5. Operate the winch at the easternmost part of the Digsite. (Teleport: or )
  6. Speak with Dr Banikan. Once the option to mine the rocks is available, you do not need to ask him any more questions.
  7. Prepare for combat, and mine the nearby rocks when ready. A bronze pickaxe can be found in the crate to the north if needed.
  8. The Ancient Guardian. Enter the crevice and kill the Ancient Guardian.
  9. Speak with Dr Banikan.
  10. Inspect the golem machine.
  11. Search the crates for uncharged cells.
  12. Cast burst spells or greater on the matching totems.
  13. Use cells on altar to get charged cells.
  14. Use the charged cells on the golem and solve the puzzle as seen below: File:Desert Treasure II - golem puzzle solution.png
  15. Search "Vardorvis", "Perseriya", "Sucellus", and "Whisperer".
  16. Operate the golem machine once more.
  17. Exit the military installation and speak to Elissa north of the winch.(dialogue: I hear you visited Lovakengj recently.)}}
  18. =Middle/Central passage=. Axon Terminal:
  19. Groups of lightning will appear and strike randomly during this puzzle (DO NOT AFK).
  20. Hit the creatures to navigate them to their corresponding terminal.
  21. Continue through the remaining mid-quest objectives in order (see the OSRS Wiki quick guide for the exact mid-section checklist if you get stuck).
  22. Picklock the chest from within the Shadow Realm for one half of the icon segment.
  23. Enter the Shadow Realm from the Science District.
  24. Head south to the building next to the South Science District teleporter.
  25. Destroy the tentacle there and open the chest inside.
  26. Use the icon segments on one another to create the strange icon and then talk with Ketla.
  27. Enter the drain in the centre of the Residential District.
  28. Go through the door in front of you and down the ladder to the east.
  29. Interact with the ancient pillar.
  30. After finishing the conversation with Ketla, search the workbench for the perfected shadow torch.
  31. Enter the Shadow Realm and destroy the tentacles blocking the entrance to the cathedral.
  32. Run towards the water of the Sunken Cathedral in the real world.
  33. The final boss is weak to Magic. You will need to Prayer switch often. See The Whisperer for specific details on the boss fight.

If a mid-quest fight sends you to your respawn, return with the same key items — several quests do not store progress for partially completed combat.

Puzzles and How They Work

Puzzle sections in modern quests are often randomised per account. The table below covers the puzzle types you should expect; exact tile solutions belong on the Wiki when they change per player.

Puzzles in this quest
  • Puzzle
    Light / mirror / beam puzzles
    Type
    Spatial
    How it works
    Rotate emitters until the beam hits the target; reset if you over-rotate
  • Puzzle
    Agility / pathing sections
    Type
    Movement
    How it works
    Fail-safe by banking food; some obstacles drain run energy only
  • Puzzle
    Dialogue / logic gates
    Type
    Conversation
    How it works
    Pick the options listed in the walkthrough — wrong branches usually loop safely
  • Puzzle
    Combat puzzles
    Type
    Fight
    How it works
    Correct prayer or attack style matters more than DPS

Skip this section emotionally if the quest is combat-only — still skim for any mid-quest door puzzles.

Boss Fights

Combat encounters listed on the Wiki quest-details block. Death usually means a run-back with lost unprotected items outside safe instances — check each fight before you commit expensive gear.

Every fight in the quest
  • Fight
    Ancient Guardian
    Attacks with
    See fight notes
    Pray
    Match the attack style that works
    What decides the fight
    Preparation and prayer switches
  • Fight
    Vardorvis
    Attacks with
    See fight notes
    Pray
    Match the attack style that works
    What decides the fight
    Preparation and prayer switches
  • Fight
    Kasonde
    Attacks with
    See fight notes
    Pray
    Match the attack style that works
    What decides the fight
    Preparation and prayer switches
  • Fight
    A number of lesser demons, black demons, and abyssal creatures
    Attacks with
    See fight notes
    Pray
    Match the attack style that works
    What decides the fight
    Preparation and prayer switches
  • Fight
    The Leviathan
    Attacks with
    See fight notes
    Pray
    Match the attack style that works
    What decides the fight
    Preparation and prayer switches
  • Fight
    Jhallan
    Attacks with
    See fight notes
    Pray
    Match the attack style that works
    What decides the fight
    Preparation and prayer switches
  • Fight
    Duke Sucellus
    Attacks with
    See fight notes
    Pray
    Match the attack style that works
    What decides the fight
    Preparation and prayer switches
  • Fight
    The Whisperer
    Attacks with
    See fight notes
    Pray
    Match the attack style that works
    What decides the fight
    Preparation and prayer switches

Item-loss risk: standard death rules apply unless the quest instance is a safe minigame-style fight. Do not bring items you cannot afford to lose into dangerous multi-combat areas.

Rewards and Unlocks

Rewards below summarise the Wiki reward scroll. Experience amounts and unlock text can change with updates — re-check before you plan a grind around them.

Experience and rewards
  • Reward
    Quest points
    Detail
    5
  • Reward
    Difficulty
    Detail
    Grandmaster
  • Reward
    Length
    Detail
    Very Long
  • Reward
    Reward
    Detail
    Three ancient lamps, each offering 100,000 experience in Attack, Strength, Defence, Hitpoints, Ranged, Magic, or Prayer at level 60 or above.
  • Reward
    Reward
    Detail
    Access to Scar essence mine
  • Reward
    Reward
    Detail
    Ring of shadows
  • Reward
    Reward
    Detail
    The ability to wear ancient rings.
  • Reward
    Reward
    Detail
    The ability to repeat the Forgotten Four encounters as boss fights, along with the ability to challenge their awakened variants.
  • Reward
    Reward
    Detail
    The ability to fight Demonic Brutus using abyssal potatoes.

What it opens up

  • Three ancient lamps, each offering 100,000 experience in Attack, Strength, Defence, Hitpoints, Ranged, Magic, or Prayer at level 60 or above.
  • Access to Scar essence mine
  • Ring of shadows
  • The ability to wear ancient rings.
  • The ability to repeat the Forgotten Four encounters as boss fights, along with the ability to challenge their awakened variants.
  • The ability to fight Demonic Brutus using abyssal potatoes.

Fact checked 2026-08-04 against the OSRS Wiki quest page and quick guide.

Common Mistakes and Warnings

DT2 punishes leaving mid-section more than almost any other quest.

  • Entering The Scar puzzles without a banking plan — leaving The Scar resets completed puzzle rooms.
  • Carrying a medallion without an emergency teleport when the Mysterious Figure can appear.
  • Under-gearing the final wight gauntlet and teleporting out, which forces a full restart from the first clone.
  • Skipping Ancient Magicks before start day; several steps expect burst/shadow tools already unlocked from DT1.
  • Treating quest Leviathan or Whisperer like post-quest farm kills and bringing the wrong style mix.
  • Forgetting facemask or Slayer helmet for Scar passages that require it.
  • Banking the wrong combat style before Kasonde or the assassin segments.
  • Ignoring strangler serum timing in The Stranglewood and getting rooted into a death spiral.

Ironman Notes

Quest bosses are softer than awakened farms, but supply cost is still real — stage food and prayer per medallion path rather than one mega-inventory.

Shadow blocker and torch schematics in Lassar are easy to mis-order; map teleporters as you unlock them.

Expect multiple style swaps across the four paths; plan switches before you boat into Stranglewood or drop into the Scar.

FAQ

Is this the same as the DT2 bosses guide?

No. That hub covers farm gear and mechanics. This page is the quest walkthrough and requirement path.

Do I need Desert Treasure I first?

Yes. Ancients and the story beat are prerequisites, not optional flavour.

Which medallion path should I do first?

Pick based on your strongest style. Many accounts clear Vardorvis or Duke earlier and save Whisperer for when magic setups are comfortable.

What happens if I die to the final wights?

You restart the entire multi-fight sequence. Do not soft-test with a thin inventory.

What does the quest unlock?

The four DT2 bosses as repeatable content, plus the associated drop tables that feed Virtus, soulreaper pieces and ancient rings.

How long should I block out?

A Very Long Grandmaster. Plan multiple sessions unless you already know every puzzle room.

Bottom Line

DT2 is four quests wearing one quest cape tick. Clear each medallion path as its own prep cycle, then treat the vault finale as a no-teleport exam.

If you only need the boss unlocks and not the puzzle evenings, BILS quest services can hand-complete the run.

Updated and fact checked 2026-08-04. Primary sources: OSRS Wiki — Desert Treasure II - The Fallen Empire and its quick guide. Requirements and rewards change with game updates.

Need a trusted team? Bils Services

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