QUEST 132 · MEMBERS

Bone Voyage

Curator Haig Halen needs your help to finish the construction of a barge fit to take the Varrock museum crew to an unexplored landmass to the east. There have been many attempts to reach the island, but none were successful. This quest will have you venturing across Gielinor, aiding the Varrock museum and making the success of the voyage a possibility.

Bone Voyage — OSRS Wiki quest image
OSRS Wiki image for Bone Voyage. OSRS WikiGame image © Jagex Ltd
Difficulty
Intermediate
Length
Short
Quest points
1
Released
7 September 2017
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Before you start

Where to start

Talk to Curator Haig Halen in the Varrock Museum.

Recommended

Post-quest recommended:

Enemies to defeat

None

STEP BY STEP

Walkthrough

Follow the chapters below. Click any screenshot or diagram to view it at full size.

Before you begin

Map Showing the Bone Voyage Quest Legend: 1: Start quest, Curator Haig Halen, 2: Barge foreman, 3: Lumber Yard, 4: Woodcutting Guild or Berry, 5: Lumber Yard, 6: Lead Navigator, 7: Jack Seagull, 8: Odd Old Man, 9: Apothecary, Map: Quest Area (Area to travel, from begin to end, if item collected beforehand).
Map Showing the Bone Voyage Quest Legend: 1: Start quest, Curator Haig Halen, 2: Barge foreman, 3: Lumber Yard, 4: Woodcutting Guild or Berry, 5: Lumber Yard, 6: Lead Navigator, 7: Jack Seagull, 8: Odd Old Man, 9: Apothecary, Map: Quest Area (Area to travel, from begin to end, if item collected beforehand). Image source ↗

Starting out

Talk to Curator Haig Halen at the Varrock Museum. Ask if he has any interesting news. He will tell you that they have found an interesting island north of Morytania, and that they believe it may be of archaeological significance. They are in the process of making the final preparations for the voyage, and he has recommended you talk to the barge foreman, who has requested the aid of a qualified and experienced adventurer. Agree to help, and make your way to the Digsite.

The finishing touches

Head to the canal barge north of the Digsite. There, speak to the barge foreman in front of the barge. They are in the final stages of preparation, but there are a few minor adjustments he'd like to make to the barge before getting the crew ready. He requires a sturdier type of wood to keep the barge afloat; magic logs will not do, since they had peculiar side effects (which you will learn later). He will require a high-grade wood found only in the distant Western lands - redwood.

The barge foreman will instruct the player to talk to the Sawmill operator at the Sawmill north-west from the barge.

Travel to the Lumber Yard and speak to the Sawmill operator. In order to obtain redwood planks, he has arranged a fairly generous deal between himself and the sawmill in Great Kourend's Woodcutting Guild. He will give you a sawmill proposal, which you will have to deliver to the Woodcutting Guild.

Now, travel to the Woodcutting Guild in Hosidius using your skills necklace, or Xeric's Talisman - Xeric's Lookout which is fairly close. Ironmen may want to use the Tithe farm minigame teleport instead (Must have entered farmer Gricollers' guild before. Otherwise travel from Veos in Port Sarim, or use fairy ring AKR), and hand the proposal to the Woodcutting Guild Sawmill operator. If you don't have the requirements to enter the Woodcutting Guild, try to open the eastern gate to the guild to complete this step; Berry will sign it on behalf of the guild's sawmill operator.

Return to the Varrock Sawmill operator, and give him the sawmill agreement.

The cursed voyage

The completed barge.
The completed barge. Image source ↗

Go back to the barge foreman, who will ask you to board the barge. Speak to the barge guard, and he will let you board the barge. On the barge, speak to the Lead Navigator. First, confirm that you are here to help them out. Then he will ask you if you are aware of the previous attempts at the expedition. Pick the first option if you wish to know what happened. Otherwise, pick the second to skip the dialogue.

  • The first barge had some serious design flaws... it didn't float.
  • The second barge suffered from 'feature creep'. Senior museum staff stuck their oar in and added unnecessary features: 'go-faster stripes', a portable fossil centrifuge and a walk-on mini-museum. Needless to say, it had... buoyancy issues.
  • The third barge made it out to sea, but a special sealant was used that attracted sea monsters. They didn't make it very far.
  • The fourth also used a special sealant, this one attracted icebergs.
  • The fifth barge crashed into the sixth.
  • We lost the seventh one.
  • The eighth barge is still here, we think. An accident involving a magical explosion and some talking anchovies means that it is now believed to reside 12 seconds out of phase.
  • The ninth version was built with magic logs. The barge gained some form of rudimentary sentience. It developed serious depression and ran itself aground near Crandor.

Thus, he will believe the voyage is cursed, and will refuse to sail unless you can ensure the safety of the crew from this curse. He asks you to talk to some experienced sailors in the Rusty Anchor Inn in Port Sarim.

Teleport and go to the Rusty Anchor Inn in Port Sarim using an amulet of glory (Draynor), Rimmington house teleport, or the Rat Pits Minigame teleport. Talk to Jack Seagull in the Rusty Anchor Inn, and ask him if he has ever made any cursed voyages. He will claim that you need a lucky bone charm, and that you should speak to the Odd Old Man in Silvarea to get one. Ahab will interrupt, claiming that a 'potion of sealegs' will have you sail the voyage unscathed. You decide that you'll ask the navigators which one they'll prefer to have.

Return to the Lead Navigator. He will want the potion of sealegs, but the Junior Navigator wants the bone charm instead.

Visit the Odd Old Man (the rag and bone man) by the Silvarea mine, north of the Digsite, and ask for a lucky charm. Tell him that you're making a cursed voyage to receive the bone charm.

Speak to the Apothecary in Varrock south-west of Varrock Square (you will need to select "Talk about something else"). He will require a marrentill potion (unf) and two bottles of vodka. Speak to him again to receive the potion of sealegs.

The "cursed" voyage

Sailing the treacherous waters to Fossil Island.
Sailing the treacherous waters to Fossil Island. Image source ↗

Return to the barge, and give the Junior Navigator the bone charm and the Lead Navigator the potion of sealegs.

The barge controls.
The barge controls. Image source ↗

Unsurprisingly, the potion has made everyone except the Junior Navigator pass out. As he has never navigated open waters, you will now have to steer the barge. You will have to steer the rudder left, right, or straight using the controls on the interface. The progress bar will indicate how far you have to go to reach the island; going too far off course will reduce your progress. If it takes too long, the boat will get lost and the crew will wake up; simply talk to the Junior Navigator to start again.

Tips to get there quickly:

  • When the top arrow tilts to the left, click on the right arrow a couple of times to tilt the rudder.
  • When the top arrow tilts to the right, click on the left arrow a couple of times to tilt the rudder.
  • When the top arrow is mostly straight ahead, click on the arrows to centre the rudder.
  • Changing the height of the sails will alter how drastically the boat shifts from side to side. Having the boat's sails as large as possible when going in a straight line will allow for faster travel. It's possible to successfully navigate to the island by leaving the sails fully deployed the whole time.

Once the progress bar is filled, you will arrive at Fossil Island.

Congratulations, quest complete!

Quick checklist 21 instructions

Use this when you already know the route. The full walkthrough above includes explanations and diagrams.

Starting out

  1. Speak to Curator Haig Halen in the Varrock Museum.

    Say: Have you any interesting news? → Sign me up!

The finishing touches

  1. Go to the canal barge north of The Digsite and speak to the barge foreman.

  2. Speak to the sawmill operator in the Lumber Yard.

    Say: I'm here on behalf of the museum archaeological team.

  3. Bring the sawmill proposal to the sawmill operator in the Woodcutting Guild.

    Say: I'm here on behalf of the museum archaeological team.

    • If you don't have the requirements to enter, just try and open the eastern gate of the guild to complete this step.

  4. Bring the sawmill agreement back to the Lumber Yard's sawmill operator.

    Say: I'm here on behalf of the museum archaeological team.

The cursed voyage

  1. Speak to the barge foreman.

  2. Right click the Embark option on the barge guard.

  3. Speak to the Lead Navigator.

    Say: Yep, that would be me. → I'm aware, no need to tell me about them.

  4. Talk to Jack Seagull in the Rusty Anchor Inn in Port Sarim.

    Say: Ever made any cursed voyages? or → Ever made any cursed voyages?

  5. Return to the northern part of the digsite and board the boat through the barge guard.

  6. Talk to the Lead Navigator.

  7. Speak to the Odd Old Man at the limestone mine to the north. You can get there by deboarding the boat and walking west, north, then east.

    Say: Talk about lucky charms. → I'm making a cursed voyage. He will give you the Bone charm.

  8. Speak to the Apothecary in Varrock. Bring your two bottles of vodka and your Marrentill potion (unf)

    • Chat options depend on quests completed. Pick Talk about something else., then pick Talk about Bone Voyage.

  9. Speak to him again, selecting the same chat options as before.

  10. Return to the Lead Navigator to give him the potion of sealegs.

  11. Speak to the Junior Navigator to give him the bone charm.

    Say: I'm ready, let's go.

The "cursed" voyage

  1. You will have to steer left or right using the controls on the interface. The progress bar will indicate how far you have to go to reach the island.

  2. Once the progress bar is filled, you will arrive at Fossil Island.

  3. Congratulations, quest complete!

QUEST COMPLETE

Rewards

  • Access to Fossil Island - to disembark the boat upon arrival at Fossil Island, speak to the Junior Navigator.

OSRS WIKI CONTRIBUTORS

Sources & credits

Walkthrough text and preparation lists are adapted from Old School RuneScape Wiki contributors under CC BY-NC-SA 3.0. Game imagery © Jagex Ltd; individual image sources are linked in their captions. This page is fan-made and not affiliated with Jagex.

Game icons © Jagex Ltd, via the OSRS Wiki. Interface icons by Lucide.