The short version
30-second read- Bring your own lightable bullseye lantern. The Cabin boy's lantern has no oil, and fixing it costs swamp tar and a trip to Rimmington.
- Talk to the crew in a fixed order. It runs Shultz, Cabin boy, Burns, Lee, Davey-boy, and the staff altars go Air, Fire, Water, Earth.
- Pray Protect from Magic against Suqah. Ice Barrage always hits 10 without it, so safespot behind the tree until the tooth, tiara and four hides drop.
- Never bank the Seal of Passage on Lunar Isle. The bank stays locked to you without it, so keep it in your inventory the whole visit.
Overview
Lunar Diplomacy is the Experienced, Long Fremennik quest that unlocks the Lunar spellbook and Lunar Isle. You need 65 Magic, 61 Crafting, 60 Mining, 55 Woodcutting, 49 Firemaking, 40 Defence and 5 Herblore, none of them boostable, plus The Fremennik Trials, Lost City, Rune Mysteries and Shilo Village. It starts with Lokar Searunner on the westernmost dock of Rellekka.
The quest has three parts. First you lift a jinx from Captain Bentley's ship. Then the Oneiromancer on Lunar Isle sends you for a waking sleep potion, a lunar staff charged at four runecrafting altars and a full set of ceremonial clothes. Last comes a dream with six short challenges and a fight against 'Me', a level 79 copy of yourself.
Keep your Seal of Passage on you for the whole time you are on Lunar Isle. Talk to anyone without it and you are teleported back to Rellekka. Brundt the Chieftain replaces it for free, but not while a placeholder for it sits in your bank.
| Detail | Value |
|---|---|
| Difficulty | Experienced |
| Length | Long |
| Quest points | 2 |
| Quest number | 108 |
| Released | 24 July 2006 |
| Starting point | Talk to Lokar Searunner at the westernmost dock of Rellekka. |
| Members | Yes |
| Updated / fact checked | 2026-10-12 |
Requirements and Prerequisites
Every skill below has to be your real level when you start. The Wiki marks all seven as not boostable.
| Skill | Level | Boostable? |
|---|---|---|
| Herblore | 5 | No |
| Crafting | 61 | No |
| Defence | 40 | No |
| Firemaking | 49 | No |
| Magic | 65 | No |
| Mining | 60 | No |
| Woodcutting | 55 | No |
Quest prerequisites:
- The Fremennik Trials
- Lost City
- Rune Mysteries
- Shilo Village, which needs Jungle Potion and, through it, Druidic Ritual
You also need to be able to kill several level 111 Suqah, and you need access to the Air, Fire, Water and Earth altars. Talismans, tiaras, an elemental talisman, the Abyss or Guardians of the Rift all count.
Items to Bring
Bring your own bullseye lantern that you can light. The one the Cabin boy hands over has no oil, and fixing it means swamp tar and a trip to the lamp oil still in Rimmington.
Required
- A tinderbox
- A few coins (1,000 is enough)
- A guam leaf (common drop from Suqah during the quest)
- A marrentill (common drop from Suqah during the quest)
- A pestle and mortar
- A hammer (or an Imcando hammer)
- A needle (a costume needle also works) and 2 spools of thread
- Any axe (a bronze axe is handed to you in the dream if you have none)
- Any pickaxe
- A spade
- A finished bullseye lantern, not the (unf) or (empty) version. Without one, bring swamp tar for the lamp oil still instead; you can pick up swamp tar during the quest.
- All four elemental talismans or tiaras (Air, Water, Earth and Fire), an elemental talisman, or access to the Abyss or Guardians of the Rift
- A dramen staff
- Combat equipment
Recommended
- Combat 50
- Fast travel to Rellekka: enchanted lyre, Fremennik sea boots, Rellekka teleport tablets, fairy ring DKS, or Camelot Teleport and run
- Fast travel to the four elemental altars: the Abyss, Guardians of the Rift, or teleports near each altar (Air by the Crafting Guild, Fire by the Emir's Arena, Water in Lumbridge Swamp, Earth near the lumberyard)
- Extra dramen staves if you want spare lunar staves for free
- A ring of the elements and an elemental tiara to cover all four altars and save 8 inventory slots (expensive, but quick)
- If you have no lightable lantern: Teleport to House (with a Rimmington house, or redirection scrolls) to reach the lamp oil still
Where to Start
Starting location: Talk to Lokar Searunner at the westernmost dock of Rellekka.
Fairy ring DKS is the closest ring to the docks. The enchanted lyre from The Fremennik Trials, Fremennik sea boots and Rellekka teleport tablets all land you in or near town. Brundt, who hands out the Seal of Passage, is in the Rellekka longhall.
How Long Lunar Diplomacy Takes
The Wiki rates Lunar Diplomacy as Long. It has no fixed time because most of it is travel and Suqah drops, so your unlocks decide the pace. These are the parts that take the longest:
- Four runecrafting altars for the lunar staff, in the order Air, Fire, Water, Earth. The Abyss, Guardians of the Rift or a ring of the elements are the quickest ways around.
- Suqah kills: one tooth for the potion, a special tiara for the amulet (the Wiki says that can take five or more kills) and four hides for the clothes.
- A Rellekka round trip to smelt the lunar ore and smith the helm, since the nearest furnace and anvil are there. Destroying your Seal and talking to an islander sends you back to Rellekka fast; get a new seal from Brundt before you sail back.
- Six dream challenges and the Me fight. The dice and number answers below remove the guesswork; the memory path and hurdle race can still take a retry.
Packing a lightable lantern, the four talismans and both herbs on the first trip saves the usual return trips to Rellekka and Rimmington.
Walkthrough, Stage by Stage
The ship section needs your lightable bullseye lantern, a tinderbox and 2 free inventory spaces for when you go back to the Cabin boy.
- 1
Starting out.
Speak with Lokar Searunner on the westernmost Rellekka dock. (dialogue: You've been away from these parts a while? → Why did you leave? → Why not, I've always wondered what the state of my innards are!)
- 2
Speak to Brundt the Chieftain in the longhall for a Seal of Passage.
(dialogue: Ask about a Seal of Passage.)
- 3
Return to Lokar Searunner.
(dialogue: Arrr! Yar! Let's be on our way, yar!)
- 4
At Pirates' Cove, climb the ladders, board the pirate ship and ask Captain Bentley to sail to Lunar Isle. (dialogue: Can we sail to Lunar Isle now?)
- 5
Speak to Captain Bentley again.
- 6
Go down the nearby south stairs, through the door, and talk to 'Birds-Eye' Jack.
- 7
Go back up and talk to Captain Bentley.
(dialogue: Perhaps it's the Navigator's fault?)
- 8
Go back down and talk to 'Birds-Eye' Jack again.
- 9
Talking to the crew.
You must talk to them in this order. Start with 'Eagle-eye' Shultz at the very front (north end) of the ship.
- 10
Speak with the Cabin boy, one deck up from the captain (south).
- 11
Speak with 'Beefy' Burns on the lowest level of the ship.
- 12
Speak with 'Lecherous' Lee at the very top-rear of the ship.
- 13
Speak with First mate 'Davey-boy' on the deck level, south room.
- 14
Climb back to the top and talk to the Cabin boy with 2 free inventory spaces.
- 15
Searching for clues.
Use the emerald lens on the bullseye lantern you brought and light it with your tinderbox. If you put the lens in the Cabin boy's empty lantern by mistake, drop it and ask him for another lens.
- 16
Use the lantern on five objects and rub the symbols away:
the eastern cannon near the Cabin boy, the wallchart in the southern-most room one deck down, the northern chest on the lowest deck, the support pillar just north of 'Beefy' Burns, and the crate directly east of the cooking range.
- 17
Talk to Captain Bentley to sail to Lunar Isle.
- 18
Lunar Isle.
Climb down the ladders and walk into the city for a short cutscene.
- 19
Run to the south-east of the island and talk to the Oneiromancer.
- 20
Kill Suqah until one drops a Suqah tooth.
The tree on the path to the Oneiromancer works as a safespot. Keep every hide; you need four later.
- 21
In the north of the city, enter the chicken-legged house and talk to Baba Yaga with 1 free inventory space. (dialogue: The Oneiromancer told me you may be able to help...)
- 22
Fill the vial at a water source outside (a bucket of water does not work), add the guam leaf and marrentill, then grind the tooth and add it.
- 23
Give the potion to the Oneiromancer.
- 24
Lunar staff.
Use your dramen staff on the Air, Fire, Water and Earth altars, in that order. Convert every spare dramen staff now; extra lunar staves cost 30,000 coins later.
- 25
Return to Lunar Isle with your Seal of Passage and give a lunar staff to the Oneiromancer.
- 26
Ceremonial clothes.
In the Lunar Isle mine (north-east, past Suqah that can cast Ice Barrage), mine a stalagmite for lunar ore. Mine three extra if The Fremennik Exiles is on your list.
- 27
Smelt the ore (or Superheat it) and smith the lunar helm on an anvil.
The closest furnace and anvil are in Rellekka.
- 28
Talk to Pauline Polaris in the north-west of the city and guess her name:
Pauline first, then Jane Blud-Hagic-Maid. The options appear in a random order. She gives you the cape.
- 29
Talk to Meteora in the south of the city, then kill Suqah until one drops a special tiara.
Give it to her for the amulet.
- 30
Talk to Rimae Sirsalis, south of the bank, about the ceremonial clothes.
(dialogue: You know the ceremonial clothes? → That seems like a fair deal.) She tans each hide for 100 coins.
- 31
Craft the lunar torso, legs, gloves and boots from the four Suqah leathers.
- 32
Talk to Selene in the centre of the city.
(dialogue: I'm looking for a ring.)
- 33
Leave the city, run south then west past the two bridges, and dig on the westernmost blue flowers for the lunar ring. Click through the dialogue or you will not get it.
- 34
Hand all your lunar gear to the Oneiromancer with 11 free inventory slots.
She gives it back with kindling and a waking sleep vial.
- 35
Dreamville.
Use the waking sleep vial on the kindling.
- 36
Wear all nine lunar items, keep the Seal of Passage on you, and leave 4 inventory spaces.
Bring runes for combat spells and some food.
- 37
Enter the long building on the west side of the village, light the ceremonial brazier and use the soaked kindling on it.
- 38
Talk to the Ethereal Being.
Complete the six challenges in any order (see the next section), talking to the Ethereal Being after each one.
- 39
Defeating Me.
Talk to the Ethereal Being to start the final fight. (dialogue: Of course. I'm ready.)
- 40
Kill Me (level 79).
You cannot teleport out; kill it or log out.
- 41
Read the lectern to return to Lunar Isle.
- 42
With the Seal of Passage on you, talk to the Oneiromancer to complete the quest.
If you log out or disconnect in the dream, your progress is saved but you need new soaked kindling to get back in. The Oneiromancer hands out a new vial without more herbs, so it is worth making a spare kindling before you enter.
The Six Dream Challenges
Each challenge sits on its own platform around the edge of the dream. Step onto the platform and talk to the ethereal NPC there.
| Challenge | Platform | How to pass |
|---|---|---|
| Dice (Ethereal Fluke) | South-west | Make the six dice add up to the number he calls. Opposite faces add up to 7, the total always starts at 21, and flipping a 1, 2 or 3 adds 5, 3 or 1, while flipping a 4, 5 or 6 takes away 1, 3 or 5. He sends you back after 5 or 6 correct answers. |
| Number sequences (Ethereal Numerator) | South-east | Click the next two numbers in each pattern. Answers are in the table below. |
| Logging race (Ethereal Perceptive) | North-east | Chop logs and be first to stack 20 on the log pile. Pick up anything you dropped before you deposit the 20th log, because you are teleported out straight away. |
| Memory path (Ethereal Guide) | North-west | Cross the chasm on dream puffs. False ones collapse and send you back to the start, so note every correct step. |
| Hurdle race (Ethereal Expert) | East | Jump four hurdles with run on and beat him to the end. Each failed jump costs 8 Hitpoints, and three fails lose the race. |
| Copy cat (Ethereal Mimic) | South-east | Click him and copy each emote. He moves after every correct one, and five correct emotes finish it. |
| Sequence | Answer |
|---|---|
| 0, 1, 3, 4 | 6, 7 |
| 1, 1, 1, 2, 1, 3, 1, 4 | 1, 5 |
| 1, 1, 2, 2, 3 | 3, 4 |
| 1, 1, 2, 3, 1, 1, 4 | 5, 1 |
| 1, 2, 3 | 4, 5 |
| 1, 3, 5 | 7, 9 |
| 1, 4, 2, 5 | 3, 6 |
| 1, 6, 2, 5 | 3, 4 |
| 1, 9, 2, 8 | 3, 7 |
| 2, 3, 5, 6 | 8, 9 |
| 2, 6, 3, 7 | 4, 8 |
| 3, 4, 2, 5 | 1, 6 |
| 7, 3, 6, 2 | 5, 1 |
| 8, 6, 4 | 2, 0 |
| 9, 7, 5 | 3, 1 |
| 9, 8, 7, 6 | 5, 4 |
An Agility potion or a summer pie makes the hurdle race easier if your Agility is low. The memory path layouts are drawn on the Wiki's quick guide if you would rather follow a map.
Boss Fights
Suqah are aggressive and come in two variants; Me is a level 79 copy of you that you fight in lunar gear only.
| Fight | Attacks with | Pray | What decides the fight |
|---|---|---|---|
| Suqah (level 111) | Stab melee; the shield variant also casts Ice Barrage and Water Wave in melee range | Protect from Magic | Ice Barrage always hits 10 without the prayer. Safespot behind the tree on the path to the Oneiromancer and keep killing until you have the tooth, the tiara and four hides. Wear armour with high melee defence. |
| Me (level 79) | Melee | Not needed | You fight in your lunar gear and cannot swap in other weapons, armour or potions. Bring runes: at 65 Magic, about 40 Fire Bolt casts is enough. A tome of fire, a godbook or the mind shield can be worn if you equip it before entering the dream. |
Me teleports you around its arena now and then, which is more annoying than dangerous. Unlike the dream in Dream Mentor, the Wiki treats this dream world as a safe area.
Rewards and Unlocks
Once you are done, you can switch to the Lunar spellbook at the Astral Altar next to the Oneiromancer. Our Dream Mentor guide covers the follow-up quest that adds seven more Lunar spells.
| Reward | Detail |
|---|---|
| Quest points | 2 |
| Experience | 5,000 Magic XP and 5,000 Runecraft XP |
| Spellbook | Access to the Lunar spellbook |
| Areas | Access to Lunar Isle, Lunar equipment and the Astral Altar |
| Items | A Seal of Passage and 50 astral runes |
| Nightmare Zone | Me becomes available |
Lunar Diplomacy is required for Dream Mentor, The Fremennik Exiles, the hard Fremennik diary, and the elite Morytania and elite Kandarin diaries.
Common Mistakes and Warnings
The crew order and the altar order are both fixed, and the Seal of Passage has to stay in your inventory for every minute you spend on Lunar Isle.
- Talking to the ship's crew out of order. The Wiki is clear that it has to be Shultz, Cabin boy, Burns, Lee, Davey-boy.
- Putting the emerald lens into the Cabin boy's empty lantern. Drop it and ask for a new lens.
- Banking the Seal of Passage on Lunar Isle. You cannot use the bank again without it.
- Handing in your only lunar staff before converting your spare dramen staves.
- Using the dramen staff on the altars out of order. It has to be Air, Fire, Water, Earth.
- Lighting the brazier without all nine lunar items equipped. The kindling is wasted.
- Selling or dropping Suqah hides before you have four.
Ironman Notes
Spare guam and marrentill can go into extra waking sleep vials for Herblore XP; the quick guide puts it around 10,000 XP an hour. Destroy the finished vial, get a new one from Baba Yaga and repeat.
The Seal of Passage stays a chore until the elite Fremennik diary, which removes the need for it on Lunar Isle.
FAQ
What does Lunar Diplomacy unlock?
The Lunar spellbook, Lunar Isle, the Astral Altar and Lunar equipment, plus 5,000 Magic and 5,000 Runecraft XP.
How long does Lunar Diplomacy take?
The Wiki rates it Long. Most of the time goes on the four altar trips, Suqah drops and a Rellekka trip for the helm. Abyss or Guardians of the Rift access shortens it the most.
What are the Lunar Diplomacy requirements?
65 Magic, 61 Crafting, 60 Mining, 55 Woodcutting, 49 Firemaking, 40 Defence and 5 Herblore, all unboostable, plus The Fremennik Trials, Lost City, Rune Mysteries and Shilo Village.
How do you win the race in Lunar Diplomacy?
Keep run on and jump the four hurdles before the Ethereal Expert reaches the end. A failed jump costs 8 Hitpoints and three fails lose the race. The logging race is separate: be first to 20 logs on the pile.
Do I need a Seal of Passage after the quest?
Yes, to talk to anyone on Lunar Isle, until you finish the elite Fremennik diary. After Dream Mentor, 'Birds-Eye' Jack lets you bank without it.
Is Dream Mentor required after Lunar Diplomacy?
No. Lunar Diplomacy alone gives you the spellbook. Dream Mentor adds seven spells and is needed for Dragon Slayer II.
Still stuck on a mechanic? Ask the team on our Discord, it is free.
Bottom Line
Bring a lightable lantern, all four talismans and your herbs, follow the crew order, and keep the Seal on you. The dream is the easy part once you know the answers.
If the skill requirements or the travel are what is stopping you, our quest service can complete Lunar Diplomacy for you.
Sources
Numbers and mechanics on this page come from these 8 OSRS Wiki pages:
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