Quests & Bosses

Withering Heights Quest — RuneScape: Dragonwilds

Withering Heights is the quest that opens Fellhollow, and the hardest part of it is not the fighting. It is the soul rift: a state you enter deliberately, on a five-minute timer, that stops you crafting, cuts you off from fast travel and eventually sends something after you. On top of that, three of the quest’s steps are puzzles with exact answers, and one of them is a dialogue puzzle players get stuck on. This page covers the whole run — start to Imaru — with the source for each claim, and both versions where the wiki and the video guide disagree.

Sources checked Independent fan-made guide4 cited references

Quick answer

How do I complete the Withering Heights quest?

Finish Dragon Slayer, then speak to the Wise Old Man near Ashien’s Watch to start Withering Heights and open the way into Fellhollow. From there the quest runs through the Forgotten Temple, a soul rift crossing into Bleakfields Valley, and three curse fragments — grief from Emberwood Village, rage from a vault beneath a waterfall and despair from Silverthorn Keep — before the Imaru fight in the tower at Hope’s Fall.

  • The only hard requirement is Dragon Slayer. The quest needs no items to start, and the wiki recommends good armour, weapons and food.
  • The soul rift is the mechanic that catches people out: a five-minute timer, then death. It cannot be paused, and the last 100 seconds are the dangerous ones.
  • Rewards are Imaru’s head hand-in plus a reward pack containing the Tome of the Undying, an undead draconic visage and the Dragoncurse shield. Completing it is also required for Black Knight’s Fortress.
Steam achievement art for Withering Heights, showing a warrior beneath a burning vortex in RuneScape: Dragonwilds
The Steam achievement artwork for the quest, awarded for defeating Imaru. It is a 256 by 256 asset, so it is shown near its native size rather than stretched across the page.

What Withering Heights is and what it gates

One quest stands between you and the region added in update 0.10.

Withering Heights released with update 0.10 on 15 December 2025. The wiki lists it as the sixth primary quest and the second in the main storyline, which it names Kuldra’s Saga. It picks up after the player’s victory over Velgar, the poisonous earth dragon, and pushes further into the continent rather than sideways. If you have not fought Velgar yet, the General Velgar page is the one that comes first.

The reason this quest matters beyond its own rewards is the door it opens, literally and otherwise. It is the gate on Fellhollow: the wiki states that players need to have completed Dragon Slayer and partially started Withering Heights to access the region, and the official 0.10 post frames the same gate from the other side, as a matter of speaking to the Wise Old Man after Dragon Slayer. The walkthrough page puts that in the context of the wider route, and the Fellhollow page covers the region once you are through.

Type
Primary quest, sixth of its kind, second in the Kuldra’s Saga storyline
Released
15 December 2025, with update 0.10
Start point
Speak to the Wise Old Man near Ashien’s Watch
Requirements
Dragon Slayer
Required items
None
Recommended
Good armour and weapons, plus food
Enemies
Rotsworn and ordinary zombies, skeletons and green dragons in numbers, then Imaru
Blocks
Black Knight’s Fortress is listed as requiring this quest

It unlocks permanently, but the statues do not

Arriving in Fellhollow for the first time grants permanent access to Fellhollow in all worlds. The same does not apply to the puzzle gates inside it: the wiki notes that a fresh world requires every statue to be re-activated to dispel the barrier, no matter how far along the quest your character is.

Starting the quest and reaching the temple

Part one is a conversation, a door and two characters who explain the region’s rules.

The quest begins with the Wise Old Man near Ashien’s Watch. The wiki records what he tells you: that he has been studying a mysterious door covered in strange necromantic runes, and that he passes you the password for it. On the video guide’s version of the same opening he stands in Fractured Plains, which is a genuine disagreement between the two sources and is recorded as one below rather than resolved here.

  1. Speak to the Wise Old Man

    This starts Withering Heights itself. You need Dragon Slayer finished first.

  2. Use the first dialogue option at the door

    The wiki notes it is option 1 that opens the door. On the other side is the Forgotten Temple.

  3. Take the temple lodestone for granted

    One is already here, so you are not spending your own vault core and Law Runes to get a return point into the region.

  4. Climb the steps and speak to Death

    Death explains who Imaru is and what has happened to Fellhollow. The video guide describes him sitting on a throne in the church, and notes the temple follows a single path.

  5. Let Death finish talking

    He has one more thing to say, and it opens his store — soul fragments buy exclusive rare items that cannot be obtained through vestiges or ordinary play.

  6. Follow the right-hand path to Postie Pete

    He is the one who explains how to cross into Fellhollow, which is the wither water river.

There is a cutscene at the crossing

A short intro cinematic plays the first time you enter Fellhollow. The video guide picks the first dialogue option to step through into the area and recommends not skipping the sequence, which is fair warning that you are about to lose control of the camera for a moment.

Death’s store is worth a second look before you move on, because it is one of the few places in the region where soul fragments have a use. If you are already thinking about gear, the armour guide tracks where the quest and shop pieces sit relative to the crafted sets.

The soul rift, explained before it kills you

This is the mechanic that defines Fellhollow, and the part of the quest most worth reading twice.

Walking into the wither water builds Wither on your character. Just before you finish the crossing you enter the soul rift state, and that state is what lets you use the nearby spectral door — the door is not a puzzle, it is the reward for letting the meter fill. On the other side is Bleakfields Valley, one of the regions that make up Fellhollow.

From there the wiki is blunt about the priority: find a fountain immediately. They are marked on the compass with visible blue beacons, and the reason for the hurry is that Imaru has sensed your arrival. The longer you stay in the state the more danger you are in, and the tormented souls — human, wolf and otherwise — start appearing at growing power levels. The video guide fills in what the state actually does to your controls and your options.

How you enter it
Build the Wither meter to 100%, by interacting with hazards such as wither water or by taking hits from withered enemies
Timer
Five minutes from the moment the state begins
First 30 seconds
No spectral enemies appear, and spectral platforms and doors can be used
Middle phase
Lost souls spawn and grow stronger over time, then ghost wolves join in and make survival much harder
Last 100 seconds
Imaru begins hunting you and attacks roughly every 10 seconds
Timer reaches zero
Imaru drags the character into the underworld for an instant kill

What the soul rift takes away

According to the video guide, while soul rifted you cannot craft or place objects, and ordinary lodestones will not teleport you back to Ghornfell or Brynmoor. Travel inside Fellhollow and Death’s domain still works. Trying to leave certain areas returns you to Death’s domain instead of the Temple Woods. The one thing it gives back is comfortable: hunger and thirst are fully replenished and stay full for as long as the state lasts.

Purifying is a two-step process rather than a button. You attack the spectral tangles around a pool with your weapon until they break, then interact with the pool — the video guide presses E — to cleanse your soul and return to the normal world. Because the timer keeps running while you fight the vines, arriving at a pool late is worse than arriving early. The map and locations guide is the place to check where the region’s landmarks sit relative to each other.

Cathan and the three curse fragments

The middle of the quest is three separate errands, and each one blocks you differently.

Once you are standing in Bleakfields Valley, the objective is to find Cathan. The wiki places him nearby, on a cliff, floating beside three stone tablets covered in strange markings, and it is worth interacting with the tablets as well as the character: the video guide notes that touching all three updates your map and reveals the locations you need to visit. Cathan then tells you what the fragments are and sets the objective that makes up the rest of the quest.

There are only three fragments — grief, rage and despair — and holding all three is what unlocks the way into Imaru’s Tower in the centre of Hope’s Fall. The video guide’s summary of the middle act is a fair one: each location applies a different kind of obstacle, some a puzzle that removes a magical barrier and others a boss that has to be defeated before the fragment is reachable.

FragmentWhere it isWhat blocks you
Curse fragment (grief)Emberwood VillageA divine barrier that four shrines dispel; the fragment is in the middle of the village and enemies spawn when you take it
Curse fragment (rage)Lake of Lost Souls — the Vekchenven Kara vault beneath a waterfallThe vault itself, and a zogre at the end of it
Curse fragment (despair)Silverthorn KeepThe keep’s defenders on the way up, a green dragon in front of the fragment, and the curse seal itself

Locations and obstacles as recorded by the wiki, with the village detail from the video guide. The vault name follows the wiki spelling.

A fresh world resets the statues

The wiki adds the same warning to this section that applies to the whole region: starting a fresh world means re-activating every statue to dispel the barrier, regardless of how far you have progressed or even if you have already completed the quest.

Curse fragment (grief): the four Emberwood shrines

One barrier, four altars, and one dialogue puzzle with exact answers.

The grief fragment sits behind a divine barrier. The wiki’s description is that four pillars nearby hold it in place, and the corresponding shrines can be activated in any order to dispel it. Once all of them are lit — the video guide notes each shrine glows when it registers — the barrier drops and you can walk into Emberwood Village and take the fragment. The order below is the wiki’s order rather than a required one.

  • Shrine to Guthix — in the druid circle to the west. The wiki’s version: defeat the green dragon in the area, which can be safespotted with ranged attacks but requires you to be at least 150 metres away so the dragon does not attack, and the altar will not allow interaction until the dragon is dead. The video guide’s version: sprint into the stone circle, interact and run back out, since this shrine has no puzzle or dialogue attached and is the quickest of the four.
  • Shrine to Saradomin — atop a lone rock in a small lake, described by the wiki as north-east and by the video as south-east of Emberwood. It is damaged and missing its symbol. Both sources agree on the fix: find the missing piece down below — the video places it just north of the shrine, in the lake — then return and interact to repair and activate the altar.
  • Shrine to Armadyl — on a small island in the river, a short distance east of where you fought the green dragon. Three ghosts have suffered a grave injustice and you have to solve the crime. The wiki prints the shrine’s own text, which explains the task. This is the one players get stuck on.
  • Shrine to Zamorak — inside a temple. The gate is locked, so the way in is over the top: use Windstep or build your way up and drop in through the roof, then jump down to the altar. The video guide calls the building a ruined church surrounded by rot. A lever near the altar opens the temple gate so you can leave through the door rather than climbing back out.

The Armadyl shrine resolves through a fixed sequence of dialogue options, and both the wiki and the video guide give the same four answers in the same order. If you are stuck, this is why: the answers have to be selected in sequence, not assembled from the clues.

  1. “There was a mass murder.” — option 3
  2. “Because they thought it was funny.” — option 2
  3. “The snickering ghost.” — option 3
  4. “They found it too funny.”, matching the motive — option 3. The wiki notes the option about the weather also works here.

With the barrier down, the fragment is in the middle of the village, and the video guide gives one warning that the wiki does not: picking it up spawns several enemies nearby that attack immediately. You can fight them or simply run, and the guide’s own approach was to run, on the grounds that nothing about the fight advances the quest.

The rage and despair fragments

One is a vault run, the other is a climb through a keep.

The rage fragment is inside the Vekchenven Kara vault, which the wiki places underneath a waterfall in the Lake of Lost Souls. You fight through the dungeon and defeat a zogre at the end to reach the shard; once the zogre is down, the fragment is yours. The video guide adds the two pieces of housekeeping that matter on the way out: after the boss the cage opens, and interacting with the cursed seal inside it is what registers the fragment for the rest of the quest. It also advises collecting the vault core and looting the chest before you leave, since the vault is not somewhere you will want to backtrack to.

A safespot the video guide found by accident

The video guide describes noticing a tree position in the boss chamber that looked usable, testing it, and finding the boss could not reach them — after which a staff and fire spells finished the fight from cover. That is the guide’s own observation rather than documented design, so treat it as worth trying rather than guaranteed.

The despair fragment is in Silverthorn Keep, and this is the closest the quest gets to a straight assault. The wiki lists what stands in the way on the climb: rotsworn zombies, skeletal archers, rotsworn warriors, rotsworn marauders and ordinary zombies, with a green dragon directly in front of the fragment. Interact with the curse seal and the fragment is yours. The video guide’s advice on the way up is that you have three options and all of them work — fight everything, run past it to save time, or kill the dragon specifically for its loot before moving on.

If the keep is where your gear starts to show its limits, the problem is usually material tier rather than level. The materials guide covers what the later tiers require and the weapons guide covers what each tier actually hits for.

Imaru: preparation, then the fight

The seals come off the tower once the third fragment is in hand, and the fight starts the moment you walk in.

With all three fragments collected, the seals on Imaru’s tower at Hope’s Fall break. The wiki describes the entry as interacting with the seal on Imaru’s lair, choosing option 1 to dispel the curse, and stepping inside. The video guide is blunter about what that means in practice: the boss fight begins the moment you step through, so restocking, sharpening and healing all have to happen before you open the gates.

The arena is described by the wiki as four purifying pools surrounded by wither rot, with Imaru rising out of the river in front of you. The wiki’s warning is that she phases in and out of the soul rift state and heals herself by devouring souls, which is the detail that explains the rhythm of the whole fight.

Bring
Food, drink and power level 5 gear (wiki); the video adds a sharpened weapon, runes if you cast, ward stones and stamina-regeneration consumables
Arena
Four purifying pools, wither rot across the ground, Imaru rising from the river
Phase one
Attack the heart while dodging fire breath and the shockwave from every landing
Soul rift phase
Imaru rifts, you must rift too to damage her, then purify within roughly 30 seconds
Also watch for
Wither stones erupting from the ground, and adds spawning around the arena

The two preparation lists disagree about healing potions

The video guide tells you to bring plenty of healing potions. A 1.0 beginner’s guide from Mobalytics says healing potions were removed from the game and that food now carries both healing and buffs, which is also how the builds guide records it. Both versions are kept here rather than merged: if potions do not exist in your build, the rest of the video’s preparation list still holds.

Phase one is a damage race on the heart. The video guide describes fire-spitting attacks aimed at wherever you are standing, so the answer is to watch the animation and roll out of the way rather than try to out-run them, and it notes the pattern will feel familiar to anyone who has already fought Velgar. The second recurring mechanic is the shockwave: every time Imaru lands, an underground wave crosses the arena, and the response is a dodge roll timed as it reaches you. The video calls this the most frequent mechanic of the fight, so it is worth learning the timing early.

From time to time Imaru enters the soul rift state. The video guide is explicit that you have to be soul rifted yourself to keep damaging her at that point. The sequence it teaches is: follow her, land a few hits to stun her, then head straight to a purification pool. Overstaying is the mistake — the video puts the window at roughly 30 seconds before Imaru can kill you outright in that phase. Once you are cleansed, the priority shifts to the enemies that spawned while you were away; the video warns that chasing Imaru and ignoring the adds is how the fight goes wrong.

Wither stones are the third mechanic. They push up out of the ground and explode after a short delay, and the video notes that being caught in one both hurts and raises your wither meter — which matters, because a full meter rifts you whether you intended it or not. The video’s practical advice is to stay close to the dragon rather than at range, since most of the fire attacks are harder to dodge from a distance, and to treat the wither meter as something to check constantly instead of only when a pool happens to be nearby.

You do not have to wait out the phase

The video guide points out that Imaru can be finished inside the soul rift phase. If she rifts again with her health already low, committing to the damage is faster and safer than cleansing and starting the cycle over.

When Imaru dies you receive Imaru’s head, and taking it back to Death completes the quest. The sources disagree on one practical detail: the wiki tells you to keep one free inventory space so the head can be collected, while the video guide reports the head going into the inventory automatically. Emptying a slot before you enter the tower costs nothing, so the safe reading is to clear room for it either way.

Rewards and what the quest unlocks

A reward pack, a shield recipe, and one more quest that now has a prerequisite.

Handing Imaru’s head to Death completes Withering Heights and grants the Withering Heights reward pack. The wiki lists the contents of the pack as the Tome of the Undying, an undead draconic visage, the Dragoncurse shield, and access to a new type of masterwork recipe — the dragoncurse shield itself. The shield sits at tier 5, so the armour guide is where its place in the shield ladder and the use of the visage are covered.

Reward pack
Withering Heights reward pack
Contents
Tome of the Undying, undead draconic visage, Dragoncurse shield
Recipe
Access to a new masterwork recipe for the dragoncurse shield
Unlocks
Black Knight’s Fortress is listed as requiring this quest
Region
Fellhollow access was already granted on first arrival, and stays unlocked on every world

The unlock worth planning around is the one the wiki files under Required to complete: Black Knight’s Fortress lists Withering Heights as a prerequisite. That makes this quest part of a chain rather than a side branch, and it is also why the entry requirements are worth reading before you set out — the walkthrough page keeps the order of that chain alongside the rest of the main route.

Two pieces of release-day trivia the wiki recorded

On release there was a visual bug in the quest menu: speaking to the Wise Old Man near Velgar’s Rise prompted you to speak to him again near Ashien’s Watch. Separately, in the Armadyl portion of the quest the ghosts tell a story that refers to the 2006 Falador Massacre — an in-joke for long-time players rather than anything mechanical. Whether the menu bug still occurs in the current build is not established by these sources.

Sources

What this page was checked against.

  • RuneScape: Dragonwilds Wiki — Withering HeightsCommunity wiki — the quest’s release in update 0.10, its place as the sixth primary quest and the second in Kuldra’s Saga, the description, the Dragon Slayer requirement, the recommended gear and food, the enemy list, the start point near Ashien’s Watch, the option 1 entry to Imaru’s lair, the arena’s four purifying pools and wither rot, the four Emberwood shrines and the Saradomin symbol detail, the vault and keep fragment locations, the rewards list, the Black Knight’s Fortress dependency, and the release-day quest menu bug and Falador Massacre reference recorded as trivia.
  • RuneScape Universe — Withering Heights Quest Guide: Quick & Easy Walkthrough for All PlayersVideo — the soul rift rules that the wiki does not state — the 100 per cent wither meter to enter, the five-minute timer, the quiet first 30 seconds, the escalating lost souls and ghost wolves, Imaru attacking every 10 seconds in the last 100 seconds, and the restriction on crafting, placing objects and lodestone travel; the purification pools clearing by pressing E; the shrine solutions including the Armadyl dialogue answers and the Zamorak church route; the vault housekeeping after the boss; the Imaru preparation list; and the boss mechanics covering the heart phase, the landing shockwave, the rift-and-purify cycle and the wither stones.
  • RuneScape: Dragonwilds — Eye on Ashenfall | 0.10 - FellhollowOfficial patch notes — the official framing of the Fellhollow gate as a matter of speaking to the Wise Old Man after completing Dragon Slayer, which complements the wiki’s requirement that Withering Heights be partly started.
  • Mobalytics — RuneScape Dragonwilds 1.0: Beginner’s GuidePress — the claim that healing potions were removed from the game and that food now carries healing and buffs, quoted in the preparation callout as the position that conflicts with the video guide’s list.

How this page was verified

Written on 16 September 2026 from the cached Withering Heights article on the Dragonwilds wiki, revision 68013, retrieved the same day; a full quest walkthrough published by RuneScape Universe on 22 June 2026 with auto-generated captions; the official Eye on Ashenfall 0.10 post; and the Mobalytics beginner’s guide published on the 1.0 launch date. No playthrough was performed for this page and no step was tested in-game, so the shrine solutions, the vault and keep routes and the boss mechanics are reproduced as the sources describe them rather than confirmed by observation. The soul rift rules, the preparation list and the Imaru phase detail come from the video guide and are attributed wherever they appear; everything else is attributed to the wiki. Where the two disagree — the vault name and its final enemy, the Wise Old Man’s location, the Saradomin and Zamorak shrine descriptions, and whether Imaru’s head needs a free slot — both versions are shown instead of one being chosen.

Still open

  • The vault is named Vekchenven Kara by the wiki and pronounced differently by the video guide, which renders it as Vection Wind Caravel, and the enemy at the end of it is a zogre in the wiki against Zagra in the video. Both readings are reproduced rather than merged, and neither is confirmed.
  • The video guide finds the Wise Old Man in the Fractured Plains, while the wiki places the start of the quest near Ashien’s Watch. The two may describe different stages of the same hand-in, but that is not established by these sources.
  • The video guide’s preparation list includes healing potions, while the Mobalytics guide states that healing potions were removed in favour of food. Whether potions exist in the current build was not verified here.
  • The wiki says one free inventory space is needed to pick up Imaru’s head; the video guide reports the head arriving automatically. The disagreement is unresolved and the conservative reading is documented on the page.
  • The Saradomin shrine is placed north-east by the wiki and south-east by the video, and the Zamorak shrine is a temple in the wiki against a ruined church east of Emberwood in the video. Neither description was checked in-game.
  • Both sources predate or sit close to the 1.0 launch on 15 September 2026, and whether 1.0 changed any part of this quest — enemy levels, the rift timer, or the reward table — is not established by the evidence collected here.
  • The wiki article carries no reader comments, so no community correction or addition to the steps above was available to weigh against the article text.