Troubled Tortugans: Complete Quest Walkthrough in OSRS

Welcome to this step-by-step guide for completing the Troubled Tortugans quest. This is a longer, travel-heavy quest that combines sailing, gathering, repairs, and two Griffin encounters, so preparation and route planning are key. Below you’ll find everything you need to complete the quest efficiently from start to finish.

 

Quest Requirements and Preparation

 

Before starting Troubled Tortugans, you must have completed Pandemonium. The required skill levels are:

 

34 Crafting

 

40 Woodcutting

 

45 Hunter

 

45 Sailing

 

48 Construction

 

51 Slayer

 

You’ll need very few items to begin:

 

Hammer

 

Saw

(Imcando or Amy’s variants work fine.)

 

A good axe is highly recommended, as you’ll use it for much of the quest. No teleports are required. It’s also advised to have 22 empty inventory slots.

 

For combat, you’ll face a level 95 Griffin early on, which is weak and can be defeated with any combat style. A stronger boss fight comes later, so you’ll bank and prepare for that separately. Wearing some Graceful gear can help with stamina, but it’s optional.

 

Reaching the Quest Start

 

The fastest way to reach the quest start is by moving your ship to Pandemonium. Charter there, then pay 4,000 RuneScape gold to recover your boat. From Pandemonium, sail directly south, passing Tempoross, until you reach Dark Noose Island. Once you see it, sail west to find the quest location.

 

Be cautious during this journey, as aggressive sharks may attack your ship. Make sure your vessel is in good condition before continuing.

 

Once you land on the mysterious island, head toward the center and speak to the injured Tortugan. Select the first dialogue option to begin the quest. He needs immediate medical help.

 

Helping the Injured Tortuga

 

Shake the nearby palm tree to obtain a leaf, then pick up some seaweed. Combine the two to create makeshift bandages and use them on the Tortugan.

 

Afterward, sail southeast until you reach the shores of the Great Kunch. Despite initial hesitation, the Tortugan will agree to return home. This happens off-screen, so simply return to your boat and sail southeast once again.

 

When you reach the Great Kunch, follow the island counterclockwise until you see a docking point, then disembark.

 

Earning the Right to Stay on the Great Kunch

 

At the docks, head to the T-junction and speak with Elder Coral or Fluba. Fluba will be taken for emergency care, and you’ll be allowed to stay on the island temporarily as a tourist. To remain permanently, you must complete the Trial of Water.

 

First, go slightly north along the beach and collect six shells scattered along both sides of the dock—three to the west and four to the east.

 

Next, head straight north and enter the first house you see, marked by a cooking range. Inside, speak with Elder Rail. After some discussion, she explains that the village suffered heavy damage during a recent Griffin attack and gives you a list of repairs.

 

If you don’t already have a saw, you can pick one up from a table inside the house.

 

Gathering Repair Materials

 

Leave the house and head west until you see a rare tree icon on your minimap. Outside the market area, you’ll find red item spawns—these are Scoots. Pick up six Scoots.

 

Nearby, you’ll also find new trees. Chop 10 Jtoba logs. If your inventory fills up, you can either use the local bank or destroy the repair list temporarily. You can also repair items one by one, though this takes longer.

 

Once you have six shells, six Scoots, and ten Jtoba logs, return to the market.

 

Repairing the Village

 

In the market area, complete the following repairs:

 

Repair the fish stall sign north of the market

 

Fix the damaged wall just north of the market

 

Repair the broken wall west of the hunting stall

 

Fix the broken crate southwest of the hunting stall

 

Repair the crafting stall to the east

 

Repair the broken coconut crate nearby

 

After completing all repairs, return to the house with the cooking range and speak with Elder Rail and Fluba.

 

Tracking and Defeating the Wounded Griffin

 

Your next task is to put down the wounded Griffin. Head west to the market and inspect the monument to find giant footprints. Follow the trail carefully, inspecting:

 

Red flowers slightly north of the footprints

 

The northern rockslide

 

A fern-like plant to the southeast

 

Another similar plant farther east

 

Continue following the footprints to a blocked cave. Use your axe to unblock it and agree to start the fight against the level 95 Griffin. Protect from melee is sufficient, though the Griffin does have a knockback attack.

 

After defeating it, exit the cave and return to the village.

 

Preparing for the Final Boss

 

Speak again with Elder Coral, then head to the market. North of the fish stall, talk to Elder Blunt at the sword stall to receive a shield. Equip it on your back.

 

Now, bank and prepare for the final boss fight. You no longer need your hammer, saw, or axe. The Shellbane Griffin can be fought using any combat style. Melee users should protect from melee, while ranged or magic users should protect from missiles and fight from a distance.

 

Heavy armor is recommended for lower-level players to reduce knockback damage.

 

Shellbane Griffin Boss Fight

 

Return to your ship and sail southeast to the small island just southeast of the Great Kunch. Disembark at the gray stone to trigger a cutscene and begin the boss fight.

 

The Shellbane Griffin has three special attacks:

 

An orange ground splat—move away from the tile

 

Whirlwinds that spawn beneath you—avoid them

 

A knockback attack

 

Defeat the Griffin to complete the combat portion of the quest.

 

Quest Completion and Rewards

 

After the fight, speak with Elder Coral, then sail back northwest to the Great Kunch. Head to the first house north of the docks and speak with Elder Rail to finish the quest. The right cheap Runescape gold can be very helpful to you.