Queen help book
This is the quick guide for The Firemaker's Curse.
For a more in-depth version, click here.


Start pointQuest map icon
The Firemaker's Curse icon
South of Eagles' Peak and west of the Tree Gnome Stronghold. Talk to Phoenix.
Official difficultyMaster Master
Requirements Since the skill requirements are needed to start the quest, they can not be boosted.
Items requiredItems from the tool belt are not listed unless they do not work or are not automatically added.
Enemies to defeat

Getting startedEdit

The Cave SystemEdit

Room 1Edit

File:TFC room 1 solution.png
  • Talk to Flint who will give the player a Pitch can.
  • Use the pitch can to light fires (There's a Make-Fire-Here option on right-click) to complete the arrow on the ground.

Room 2Edit

  • Light the logs located south in the cavern.
  • Take the Firemaking journal towards the centre of the room.
  • After a cutscene, enter the next room.

Room 3Edit

File:TFC room 3 solution.png
  • Complete the pattern which is in the shape of a falling boulder.
  • Avoid the falling boulders and keep picking them up and placing them on the rock pile at the end of the room.
  • Climb up the rock pile.

Room 4Edit

  • Light the fire just like in the second room.
  • Take the Firemaker's journal.
  • Click the pillar near the fire and tie up Twig.
  • Light the fire again.
  • Proceed to the next room.

Room 5Edit

File:TFC room 5 solution.png
  • Complete the puzzle. Dodge the fire walls by going through the gaps in them immediately after the puzzle.
  • Proceed to the next room.

Room 6Edit

  • Complete the agility maze by lighting fires and pushing the pillars. The pillars show you where to go next by a mini-cutscene when you push them.
  • Proceed to the next room.

Room 7Edit

  • Light the fire and pick up the journal.
  • Click on the pillar by the fire and tie up Sera.
  • Proceed to the next room.

Room 8Edit

File:TFC room 8 solution.png
  • Complete the puzzle in this room and immediately run to one of the gaps in the walls and hide in it until the wall of fire passes by.
  • Proceed to the next room.

Room 9Edit

  • Complete the "tutorial" that Char gives you.
  • Complete this room by surviving until the end of the wave bar. You can light the oil lines to make fire barriers to block the orbs that fly around.
  • Proceed to the next room.

Room 10Edit

  • Again, light the fire and grab the journal.
  • At the pillar, tie up Twig again.
  • Proceed to the next room.

Room 11Edit

File:TFC room 11 solution.png
  • Complete the puzzle which is in the shape of a torch.
  • Light the fire pit and grab a Torch from it.
  • Continue down the path and when there are tendrils of darkness, ward them off by LEFT-clicking on them at the edge of the screen.
  • Proceed to the next room at the end of the path.

Room 12Edit

  • Light the fire and take the journal.
  • Tie Emmett to the pillar this time.
  • Proceed to the next room.

Face-off with CharEdit

Note: It is advised to bring a few energy restoring items, or visit the salt bath in Oo'glog, as well as bringing life point restoring items. It is also advised to bring an abyssal whip, an off-hand weapon, and nothing else except weight-reducing items. Armour will raise your maximum life points and increase Char's max hit, therefore it is not recommended. Keeping at least 5 fires lit will ensure adequate damage against Char. A good strategy to get many fires is to put your pitch can on the action bar, and spam that key while running around before attacking.

  • Take the journal.
  • Defeat Char.

Finishing upEdit

  • Exit through the tunnel in the back of the room.
  • Talk to Sera or Emmett.
  • Quest complete!

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