Fall of Varrock

At the White Wall - the Asgarnia campaign begins

From the Fall of Varrock Wiki - Asgarnia campaign (BREACH), Quest 1. Report to Sir Rebral at Falador's north gate, hold the White Knight checkpoint against a Kinshra raid, hear why Sir Amik has an army but none to spare, meet Sir Tiffy, and read the front for yourself.

At the White Wall opens the Asgarnia campaign - the BREACH objective from A Kingdom Alone. Falador has the army and the artillery expertise Misthalin needs to break into Fallen Varrock. This quest is about why it cannot simply send them.

Falador survived the Fall. It did not survive comfortably: it is a fortified military state locked in a running war with the Kinshra, and every White Knight standing on that front is a White Knight who cannot march east.

Starting the quest

The quest begins on its own once A Kingdom Alone is complete. Your journal points you to Asgarnia; there is nothing to collect first. Falador is ordinary open-world ground - walk in through any gate or teleport in - then head to the north gate, the one facing the Kinshra.

The quest

  1. The checkpoint - A White Knight garrison holds the road just outside the north gate: crates, barricades, a stretcher case, four knights on posts, and Sir Rebral, the officer commanding them, standing in front of the gate itself. The knights are on watch and will not break off to talk; Sir Rebral is the one to speak to, and the Quest Journal points straight at him. You will not get far into your explanation before the shout goes up: "Movement!"
  2. Hold the gate - A Kinshra raiding party pushes on the checkpoint from the field beyond the fence. Defeat 5 Kinshra raiders. They are Black Knights - much more dangerous than the goblins of your first day - and they keep coming as long as you stand at the gate, so you can never run out of enemies. Any raider you draw blood on counts, even if a White Knight lands the last hit; fighting beside the knights is the point. Listen to what the raiders shout. When you have five, the raid breaks.
  3. Sir Amik Varze - Through the gate and up to the top floor of the White Knights' Castle. Sir Amik has already heard about the gate. He also has an answer to Lumbridge's request, and it is no: "I have an army. I do not have an army to spare." He lays out the three pressures on Asgarnia - the Kinshra front, the trolls above Burthorpe tying down the Imperial Guard, and twelve years of worn-out guns the dwarves can no longer replace at wartime scale - and sends you to someone who wants a word first.
  4. Sir Tiffy Cashien - On his bench in Falador Park. He wants to know what you saw near Varrock. Stone where stone ought not be; magic behaving strangely; anything older than the city around it. He will not say why. He will say you remind him of someone. Then he sends you back to the front - "Not the soldiers. The ground."
  5. Inspect the front - Three places, in any order: the White Knight line at the checkpoint, the supply road just inside the north gate, and the field north of the fence beyond the checkpoint (a safe vantage - the wilderness proper starts further north). Each one tells you something; together they tell you why nobody moves.
  6. Report - Back to Sir Amik. The Kinshra are not trying to beat Falador. They are making sure Falador cannot leave. Breaking the front means Asgarnia becomes useful again - and that starts somewhere else. Quest complete.

Type ::whitewall for your current objective, or open the Quest Journal with ::quests. The quest also shows in the stock quest tab.

Rewards

  • 1 Quest Point and 25 War Effort.
  • The Asgarnia campaign is formally under way and A Matter of Trolls unlocks: Sir Amik has directed you to Burthorpe, where the Imperial Guard has spent years watching the mountain passes.
  • The Asgarnian Front - the checkpoint at Falador's north gate - stays in the world afterwards.

No equipment, no White Knight armour, and no gate on Falador itself: the city remains normal open-world content.

Good to know

  • The checkpoint fight is PvE: the Falador approach is safe ground, not wilderness. Rogue Knights roam the roads of the mainland as they do everywhere, so keep your wits about you on the way.
  • Kinshra raiders drop nothing - they are a story fight, not a farm.
  • If you leave the gate mid-fight the raid withdraws; come back and it resumes. Your kill count is kept.
  • Sir Amik is on the top floor of the castle; the guidance arrow points at the floor, not the stairs.
Wiki › The War

This page was last edited on 2026-09-12.