The Drowned Workshop
An old workshop under the Catherby cliffs is flooding, and the tide engine that kept it dry has failed. Take up to three friends, or go alone, and repair it before the water wins. No combat, any levels: you gather, craft, work the valves and fix the engine. A level-3 skiller can finish it, and gains no combat experience doing so.
Getting in
Start the quest Trouble at Catherby with the fisherman on Catherby beach: torn nets, warm fish and a missing supply cart. It has no requirements and opens the way in. The tunnel entrance is on the beach beside Chief Engineer Greyson, or take the Portal Nexus: Expeditions & Raids.
One to four players
A solo run works through the stages in order; a party splits the work. There are no fixed roles — higher levels make jobs faster, they do not lock anyone out. Objectives scale with the size of the party and the difficulty.
Integrity
The workshop’s integrity drains as you work, takes a hit when a valve bursts or a surge catches a repair, and recovers a little with every stage cleared. At zero the workshop floods and the run fails. Every warning is spelled out in text, never colour alone.
Four stages
| Stage | What you do |
|---|---|
| The flooded approach | Patch broken walkways with planks from the debris, or rig rope lines with Agility 35. Open two sluice gates to slow the flood. |
| The broken workshop | Gather driftwood and scrap, make engine cogs and pipe sections at the workbenches, and stock the parts crate. |
| The pressure chamber | Pick kelp, mix coolant, and vent each valve once it reads high. A valve left to reach its limit bursts. |
| The tide engine | Repair cog assemblies and pipe joints while a surge sweeps the engine’s four sections in an announced order — with a warning before it arrives, and faster, in reverse, halfway through. |
Three difficulties
- Tutorial — guided, with tips at every step.
- Standard — opens after a Tutorial run.
- Challenge — opens after a Standard run.
Useful levels include Construction 30–40, Woodcutting, Mining and Fishing 40, Smithing and Crafting 40–50, Herblore 30 and Agility 35. None of them is required.
What you earn
Every run you finish, with a fair share of the work, earns Drowned Workshop points toward a permanent track:
- 30 — the Tidewright’s tricorn
- 70 — the naval shirt
- 110 — the navy slacks
- 160 — the title the Tidewright
- 250 — Tiny tempor, a pet of your own
You also gain some experience in the skills you used (never combat, and it does not count on the skill boards), and Standard and Challenge runs pay Tide-cured timber — one or two a run, at most 12 a week — a tradeable component artisans turn into a rune crossbow. An expedition creates no coins.
Fair shares
- Repairs, gathering, processing and working the machinery all count toward your contribution. Standing idle does not.
- Rewards go to each member who reached the difficulty’s minimum and a quarter of a fair share of the party’s work.
- The materials you make inside are temporary. They never leave the workshop — not on the ladder, a logout, a teleport or a death.
Disconnects and parties
- Lose your connection and you have three minutes to come back and rejoin your party at the current stage, with your contribution intact. A run with nobody inside pauses.
- Dying inside is safe: nothing drops.
- Iron Men go alone, Group Iron Men with their own group, and Standard and PvP accounts together.
The Drowned Workshop is GG’s first expedition. For a fight, GG’s own combat raid is the Vault of the Wardens. See what’s live.