OSRS Mourning's End Part II Guide: Requirements and Walkthrough

Mourning's End Part II is the Master light-puzzle gauntlet in the Temple of Light. Long, shadow-haunted, and the classic inventory-management quest before Song of the Elves.
Overview
Mourning's End Part II — the Temple of Light — is Master difficulty and Long. Players remember it for mirrors, beams and shadows, not for a named boss kill.
You enter in mourner kit with a newly made crystal and eventually need death/catalytic access for the deeper puzzle. Shadows hit hard enough that prayer bonus or tank gear is part of the puzzle kit.
This quest unlocks the death altar area progression that later elf content assumes. It is also one of the highest-friction steps on the road to Song of the Elves.
| Detail | Value |
|---|---|
| Difficulty | Master |
| Length | Long |
| Quest points | 2 |
| Quest number | 89 |
| Released | 17 October 2005 |
| Starting point | Talk to Arianwyn in Lletya. |
| Members | Yes (unless noted otherwise on the Wiki) |
| Updated / fact checked | 2026-08-04 |
- Detail
- Difficulty
- Value
- Master
- Detail
- Length
- Value
- Long
- Detail
- Quest points
- Value
- 2
- Detail
- Quest number
- Value
- 89
- Detail
- Released
- Value
- 17 October 2005
- Detail
- Starting point
- Value
- Talk to Arianwyn in Lletya.
- 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 | Level | Boostable? |
|---|---|---|
| None listed | — | — |
- Skill
- None listed
- Level
- —
- Boostable?
- —
Quest prerequisites (chains can be longer than this summary):
- Mourning's End Part I — verify chain on the Wiki
- Roving Elves — verify chain on the Wiki
- Regicide — verify chain on the Wiki
- Underground Pass — verify chain on the Wiki
- Biohazard — verify chain on the Wiki
- Plague City — verify chain on the Wiki
- Waterfall Quest — verify chain on the Wiki
- Big Chompy Bird Hunting — verify chain on the Wiki
- Sheep Herder — verify chain on the Wiki
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
- Full mourner clothes
- A chisel (one can be found in the house south of the Mourner HQ)
- A death talisman/tiara, catalytic talisman/tiara, Runecraft cape or 50 junk items
- Rope
Recommended
- Combat 65+
- Agility 75+ for lesser chances of failing obstacles (91 to never fail)
- Prayer 43+ for Protect from Melee against the shadows
- Teleports to West Ardougne:
- Minigames teleport to Rat Pits (Ardougne) available every 20 minutes after completion of Ratcatchers quest
- West Ardougne Teleport or its tablet
- Ardougne Teleport or its tablet
- A teleport crystal
- Lots of food, prayer potions (20 doses at 61 prayer), and stamina potions (12+ doses). Summer pies provide an excellent source of food, since they boost 5 Agility levels, restore 10% run energy, and give 22 health per pie. Alternatively, stackable purple sweets, which restore 10% run energy and 2 health, may be used. An explorer's ring can be brought along as well, which can restore 50% run energy, twice a day. (Note: If using protection prayers in the temple, food will only be needed for the agility obstacle in the first and fifth puzzles)
- High Prayer bonus armour (e.g. proselyte or initiate armour, a god book, a holy symbol or dragonbone necklace or bonecrusher necklace, a god blessing, a broodoo shield).
- A melee weapon that provides a Prayer bonus, such as any mace, Godsword, Zamorakian hasta, ancient mace, silver sickle (b), crozier, dragon mace, Void Knight mace, the Ivandis flail, blisterwood flail, or Wolfbane. The ancient mace's special attack can be useful as it refills prayer points. The Ivandis and blisterwood flails weigh 0 kg.
- One pure essence to craft a Death rune once in the Death Altar at the end of the quest (requires Runecraft 65 (boostable), needed for hard Ardougne Diary), can be done easier via the Abyss later but might save time for Ultimate or Hardcore Ironmen
Ultimate Ironmen should split heavy deliveries across trips where the Wiki notes that is allowed.
Where to Start
Starting location: Talk to Arianwyn in Lletya.
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): This chapter of the quest takes our hero deep under the mountains of Arandar to put a stop to the evil plans of the mourners. If our hero is to succeed, they must solve one of the most complicated puzzles in all of Gielinor.
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.
- Entering the temple. Speak with Arianwyn in Lletya.
- (optional) Note to Ironmen: if you do not have a death talisman, search the bookshelves for a book titled Prifddinas' history. You might need it later as part of the 50 items and this will allow you to potentially save time and a charge on your teleport.
- Wearing your mourner gear, talk to Essyllt under the hideout in West Ardougne (north-east corner of town). He gives you the new key.
- Run west through the cave, keep going until you find the dead bodies. There will be a cutscene.
- Search a guard corpse for Edern's journal.
- Follow the red line in the map to get to the black crystal.
- Use your chisel to chip off a piece.
- Return and talk to Arianwyn in Lletya to enchant your crystal.
- =Chest #1=. Go back to the Temple of Light.
- Take the eastern set stairs, that are directly in front of the entrance, to the middle floor.
- Head to the area indicated by the rope on the guide map and use your rope on the rocks.
- Drop your new key.
- Head to the area marked with mirror #1 just east of the stairs.
- Pull the crystal dispenser on the wall to reset the puzzle and then collect all of the items which includes mirrors and a .(dialogue: Pull the lever. → Pull it. → Take all the items.)
- Place Mirror #1 to shine the light north.
- Mirror #2 points west.
- Mirror #3 points south.
- Place the . The light will turn yellow.
- Mirror #4 points east.
- Cross the gap to the other side. Use any agility boosts you have. You will have to cross this gap a second time later.
- 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).
- Rotate Mirror #14 so it points west.
- Go through to the Death Altar.
- When you're ready to leave, make sure to turn Mirror #14 back towards the entrance door, otherwise to get back in here you will need to go through the Underground Pass.
- Finishing up. If you do not have a death talisman/tiara or catalytic talisman/tiara, refer to the full guide to get the 50 required items.
- Returning to Thorgel: go up the eastern stairs, then south and up the ladder to the top floor to return to Thorgel. Climb the stairs down to the altar twice.
- Make sure to bring your newly made crystal you obtained at the start of the quest.
- Enter the Death Altar.
- Use the uncharged newly made crystal on the altar.
- Use the charged newly made crystal on the black crystal on the top floor.
- Travel to Lletya.
- Speak with Arianwyn.
- Finish the closing dialogue — the quest is complete.
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.
| Puzzle | Type | How it works |
|---|---|---|
| Light / mirror / beam puzzles | Spatial | Rotate emitters until the beam hits the target; reset if you over-rotate |
| Agility / pathing sections | Movement | Fail-safe by banking food; some obstacles drain run energy only |
| Dialogue / logic gates | Conversation | Pick the options listed in the walkthrough — wrong branches usually loop safely |
| Combat puzzles | Fight | Correct prayer or attack style matters more than DPS |
- 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.
| Fight | Attacks with | Pray | What decides the fight |
|---|---|---|---|
| None | See fight notes | Match the attack style that works | Preparation and prayer switches |
- Fight
- None
- 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.
| Reward | Detail |
|---|---|
| Quest points | 2 |
| Difficulty | Master |
| Length | Long |
| Reward | Agility 60,000 Agility experience |
| Reward | A crystal trinket, which allows you to enter the Temple of Light again after the quest |
| Reward | Access to the Death Altar |
| Reward | Death talismans can be obtained via Guardians of the Rift |
| Reward | Death runes can now be crafted during Guardians of the Rift |
| Reward | Access to Dark Beasts |
| Reward | Dark Beasts teleport enabled in Slayer rings menu |
- Reward
- Quest points
- Detail
- 2
- Reward
- Difficulty
- Detail
- Master
- Reward
- Length
- Detail
- Long
- Reward
- Reward
- Detail
- Agility 60,000 Agility experience
- Reward
- Reward
- Detail
- A crystal trinket, which allows you to enter the Temple of Light again after the quest
- Reward
- Reward
- Detail
- Access to the Death Altar
- Reward
- Reward
- Detail
- Death talismans can be obtained via Guardians of the Rift
- Reward
- Reward
- Detail
- Death runes can now be crafted during Guardians of the Rift
- Reward
- Reward
- Detail
- Access to Dark Beasts
- Reward
- Reward
- Detail
- Dark Beasts teleport enabled in Slayer rings menu
What it opens up
- Agility 60,000 Agility experience
- A crystal trinket, which allows you to enter the Temple of Light again after the quest
- Access to the Death Altar
- Death talismans can be obtained via Guardians of the Rift
- Death runes can now be crafted during Guardians of the Rift
- Access to Dark Beasts
- Dark Beasts teleport enabled in Slayer rings menu
Fact checked 2026-08-04 against the OSRS Wiki quest page and quick guide.
Common Mistakes and Warnings
MEP2 destroys runs through inventory greed and shadow chip damage.
- Entering with too few free inventory slots for mirrors and crystals.
- Banking temple mirrors — you cannot; leave and return between puzzle stages instead.
- Pulling shadows without prayer potions and dying on a solved floor.
- Forgetting rope, new key or mourner gear on a return trip.
- Trying to blackout the entire puzzle in one under-prepared inventory.
- Ignoring weight and stamina until the temple becomes a walk simulator.
- Bringing a death talisman plan too late and stalling at the altar step.
Ironman Notes
Catalytic talisman from Guardians of the Rift is a practical death-altar key route if you lack a death talisman.
Solve puzzle stages in chunks; the temple state persists when you leave mid-puzzle.
Protect prayer and crush defence switches beat panic eating against shadows.
FAQ
Is MEP2 harder than Song of the Elves?
Different hard. MEP2 is puzzle friction; SotE is requirements plus Fragment of Seren.
Can I leave mid-puzzle?
Yes — progress holds. Mirrors/crystals stay temple-bound.
Do I need full mourner gear?
Yes for the relevant sections.
What should I train first?
Prayer comfort and agility boosts make the temple far less miserable.
Is this required for Prifddinas?
It sits on the elf chain that Song of the Elves completes.
Related Guides
Bottom Line
Respect inventory slots, pray against shadows, and clear light puzzles in staged trips.
If Temple of Light is the account-wide blocker, quest services are often faster than another weekend of beams.
Updated and fact checked 2026-08-04. Primary sources: OSRS Wiki — Mourning's End Part II and its quick guide. Requirements and rewards change with game updates.
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