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Somehwat pathetic I only did this at 251 qp's but, I did it anyway!
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Royal Trouble quest is now complete along with me adding about 300k into the coiffers or however its spelt. I put every1 on maples and herbs, hope they make me some good money. My rating is also up to 100%.
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Summer's End, 57 Summon, 56 Fm And 53 Con :p
LuckySteves posted a blog entry in LuckySteve's LuckyBlog
Well the title pretty much tells u everything u need to know so....yea.... I also have an armor stand, combat ring, portal room/portals to camelot, kharryl (barrows ftw) and varrock. Therefore I'm pretty happy with my house. I got an altar in my house too for returning from barrows. I sprung for a demon butler when I hit 50 and moved my house to yanille. Both very wise decisions for anyone who has 50 con. My kitchen is pretty awesome cus it has a sink, teak shelves and larder allowing me to make tea >.< The crystal saw is insanely useful get one! -
Foergettable Tale of a Drunken Dwarf is now complete. Again, no pics cus I'm too lazy to take em.
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This is the entire entry. I advanced a crafting lvl today by making earth battlestaves then high alching them so I don't lose too much money. When I got to 61 crafting I completed Lunar Diplomacy. No pictures cus I'm too lazy to take them
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Quest Points: 68 The quests in Green are the ones I've done The quests in Orange are the ones I'm currently doing The quests Red are the ones I haven't started. A Soul's Bane A Tail of Two Cats Animal Magnetism Another Slice of H.A.M. As a First Resort Back to my Roots Between A Rock... Big Chompy Bird Hunting Biohazard Cabin Fever Catapult Construction Clock Tower Cold War Contact Creature of Fenkenstrain Darkness of Hallowvale (Myreque Part 3) Dealing With Scabaras Death Plateau Death to the Dorgeshuun Desert Treasure Devious Minds Digsite Quest Dream Mentor Druidic Ritual Dwarf Cannon Eadgar's Ruse Eagles' Peak Elemental Workshop I Elemental Workshop II Enakhra's Lament Enlightened Journey Eyes of Glouphrie Fairy Tale Part 1: Growing Pains Fairy Tale Part 2: Cure a Queen Family Crest Fight Arena Fishing Contest Garden of Tranquility Gertrude's Cat Ghosts Ahoy Grim Tales Hand in the Sand Haunted Mine Hazeel Cult Heroes Quest Horror From the Deep Icthlarin's Little Helper In Aid of the Myreque (Myreque Part 2) In Search of the Myreque (Myreque Part 1) Jungle Potion Kennith's Concerns King's Ransom Land of the Goblins Legacy of Seergaze (Myreque Part 4) Legends Quest Lost City Lost Tribe Lunar Diplomacy Making History Merlin's Crystal Monkey Madness Monk's Friend Mountain Daughter Mourning's Ends Part 1 Mourning's Ends Part 2 Murder Mystery My Arm's Big Adventure Nature Spirit Observatory Quest Olaf's Quest One Small Favour Perils of Ice Mountain Plague City Priest in Peril Rag and Bone Man Rat Catchers Recipe for Disaster Recruitment Drive Regicide Rocking Out Roving Elves Royal Trouble Rum Deal Scorpion Catcher Sea Slug Shades of Mort'ton Shadow of the Storm Sheep Herder Shilo Village Slug Menace Smoking Kills Spirits of the Elid Swan Song Tai Bwo Wannai Trio Tears of Guthix Temple of Ikov The Feud The Forgettable Tale The Fremennik Isles The Fremennik Trials The Giant Dwarf The Golem The Grand Tree The Great Brain Robbery The Holy Grail The Path of the Glouphrie The Tourist Trap Throne of Miscellania TokTz-Ket-Dill Tower of Life Tree Gnome Village Tribal Totem Troll Romance Troll Stronghold Underground Pass Wanted! Watch Tower Waterfall Quest What Lies Below Witch's House Wolf Whistle Zogre Flesh Eaters
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Ok, I haven't had to train not one skill for a quest since I got the quest cape in December last year. Time for me to get back in the game I guess. Here's my plan where I'll actually be making money. 60-61 thieving stealing from ardougne knights. 61-63 thieving is pyramid plunder. 62-66 crafting is crafting 2k bulls eye lanterns. This costs 1m 64-68 smithing is cannonballs. This costs 2m for materials. The cannonballs at the end will sell for 4m getting me a 1m profit. What I need to know is, do I need 69 smithing or can I drink a dwarven stout at 68?
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And all it killed was that annoying banshee queen!
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But I heard smoking kills! Oh well, it's worth the quest cape again. Don't feel like doing it right now. I've been going outside lately, turned over to the dark side
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Toktz-ket-dill was billed as a quest for 20k Construction experience ^_^ so I made it a priority. Well, third in my list of Important Things to Do, underneath getting a second torso and attending Fat Wrecked's memorial in Varrock. As well as the :( 20k Construction experience :/, there were other good reasons why I should do this quest, not least the fact that the whole city was in danger of collapse. Anyway, I made my way over there last night and marvelled in the new graphics. It actually does look like a place where you'd burn your feet off just by stepping foot on the floor, as well as dehydrate within seconds. I peered through the door and none of the other players appeared to be a) combusting or b) fainting with heat exhaustion, so I risked it. It's was all good. I'd forgotten that Jagex haven't written sweat into Runescape yet. I very quickly got the opening sequence out of the way, canting about language, visiting the library and then teleporting to Varrock to visit the library there too. I'm sure that it was all very fascinating, but I'd moved away from the norm of not being in Canting Away whilst doing quests and the conversation in there was really interesting. It was basically a well-behaved, intelligently argued debate upon whether war can ever be good and/or necessary. Not once did anyone stoop to personal insults nor engage in any dirty tricks of debate, which meant that all of the points raised were thought-provoking and persuasive. It certainly distracted me from faffing around with editing and casting a Tzxhaar play. There was a pause there to attend the memorial recounted in yesterday's blog, so the rest of the quest wasn't picked up until just now. I ended up horribly confused during the aforementioned editing and casting sequence. I'd got it so that most of them were happy, except one, but whenever it seemed all right, I'd return to the writer/director and find that there weren't the options to tell him what I wanted to tell him. I had to keep remembering who had said what and to have the conversations again, before it all eventually fell into place. Ordinarily, I write these quest blog entries with half a mind to save others making my mistakes, but I really couldn't tell you how I resolved the play questions. By the end of the maze of compromise and diplomacy, I couldn't have retraced my steps through if I tried. Next came the shoring up of rock-falls, cave-ins and collapsed walls. As a brilliant Construction worker, I made short work of that. :( I only once made things worse by using a pillar where a plank would have done. In two of the caverns, there were fire and lava creatures to pwn. The first fire creature was dead with about three water blasts, but its twin in the second cavern used up about 43 blood runes before it too perished. I couldn't understand that, as it was exactly the same combat level and I was using the same spell. Whereas my three strikes in the first cavern were true, most of my multitude in the second cavern just seemed to bounce off him. I was suspecting that I was either using the wrong combat or else the wrong spell, when one finally hit and caused 9hp damage. Conversely, both lava creatures died very quickly with just steel arrows in their faces. I knew that the boss monster was coming up next, so I returned to the bank to arm myself and stock up with potions and food. Here I paused, nervous for the first time. At dinnertime, I'd read about Cougar's sudden trip to Camelot whilst taking on this giant armadillo and, as much as she's a trend-setter in other respects, I didn't fancy emulating her here. I logged out to research the fight. Jeremy commented in my blog yesterday that I shouldn't use protection prayers; Cougar had and she had died; Mole Leader's guide advocated protect from missiles. As I'd had my protect from mage on for the entire time I was trying to kill the second fire creature, I was down to just 23 prayer points. What should I do? Was it the protection prayers that was Cougar's undoing? If so, why is the person in the picture in Mole Leader's guide not dead? In the end, I used a prayer potion to restore my points to full capacity, then packed it alongside a super-set and a load of tuna and corn spuds. Now for weaponry. The rune pickaxe was a given, as everyone called that essential, but what should I use thereon? My whip is the best weapon I have, so I packed that, however Mole Leader was talking about crush weapons. I investigated and my whip doesn't have a crush option. I experimentally wielded my dragon scimitar and that didn't have one either. I've still never got that anchor repaired (worried that I'd be wasting money there that could be spent on things like portal holders instead :(). In the end, I spotted an ancient mace and took that out to see. Yes! A crush option! This would do. I didn't bother looking at my stats, because I was afeared that it would say it's a crap weapon, but I had no other with crush on it, so it would have to do. Pickaxe, whip, ancient mace and Lilshu's shield, that was my arsenal. For armour, I wore dragon boots, helm of Neitiznot, fighter torso, dragon plateskirt, barrows gloves, ring of life and amulet of glory. I was set. Something which I really love about this quest is the fact that squeezing through the crack or returning through a previously mined entrance will either deposit you back at the first entrance, or else in the section of mine you last secured. There's no needless running about. I therefore climbed through the crack and was automatically in the cavern where I had to mine a northern entrance to encounter the boss. You can imagine my surprise when I sipped my superset, mined through and instead of a level 100 armadillo hitting me for 22, I found a level 74 player mining ore. :/ I explained to said player that I was expecting to be in a boss fight here, but he didn't replay. In a complete absense of anything trying to kill me, I wandered over to another mine entrance and started tentatively mining it. A warning told me that I could hear something big moving about, did I want to enter? Yes! Bring it on! (Before I lose my nerve.) Once inside, I didn't switch on any protection prayers, but set about the armadillo with my pickaxe. It didn't cause any damage on me at all, though I did on it. After about a dozen whacks with my pickaxe, its armour shattered and I was left with a choice between my whip and my ancient mace. I selected the latter and hit it. It did well! In fact, I made extremely short work of pwning it, taking only 2hp damage on myself throughout the entire fight! :o If it hadn't been for the fact that I had an empty vial in my bag, I wouldn't have had any room to pick up the big bones (which I buried) and the 1000 tokkul! Outside again, I basked in the praise of those I'd helped, then got 'treated' to a play. I achieved level 72 mining, but more importantly I got :( 20k Construction experience :/! (Oh, and some other stuff.)
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:( Beat the new quest! I got another construction level as well.
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The lure of 500xp in Construction was too great to be sniffed at, so I went for a wander over to Ice Mountain to do this latest quest. It all started very well. I found a distraught delivery dwarf, but was able to help him by finding his crate. Next I had a mini-quest, which was to find the Power Station. It turned out not to be an obscure 1980s band after all, but a real Power Station just west of the dwarven mine entrance. There I stalled. I was supposed to hand the crate over to this obnoxious tycoon, but it's not going to happen. He's being cruel to baby dragons and he's threatening to sack the delivery dwarf. There's power in the union, you know, so I've refused to give him the crate. He glared, I glared and unspoken amongst us was the threat that I won't get my quest cape or my 500xp in Construction, if I didn't hand over the crate. I don't care. I'm going to listen to Billy Bragg songs to fortify myself and keep a tight grip on this crate.
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Whiskas will be very proud of me, as I did this quest without a guide. It all started when I bumped into a delivery dwarf, who was in fear for his job, as he'd lost a crate. I recovered said crate and delivered it for him. That's when there was a bit of a stand-off between me and some Thatcherite, coporate thug, who wanted to hurt dragons and sack the dwarf. It turned out that it was much worse than that. The more I investigated the more it became clear that this was the end of days. I naturally made an emergency cup of tea. I enjoyed this quest. Usually my write-ups are designed as much to stop people making my mistakes as anything else, but there's not a great deal that can go wrong in this one. Well, apart from the avalanche, the pollution of land and water, the drought and the destruction of Varrock. A farming-savvy thief with experience in constructing tents was clearly needed and I was just the woman for the job. Fortunately for the population of Gielinor, global warming has now been averted and all is well. I got 500xp in Construction too! Oh and the dwarf didn't get the sack and no further harm was landed upon the dragons. It's all good.
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It may not directly be a Jagex created quest, but they made the circumstances in which it could be. This afternoon, when I should have been doing housework and/or something to the Construction guide, I set out on the Key Quest: A Journey to Replace Everything Lost on my Keyring (including the keyring). There is no guide for this. It seems that people fight incessantly in the forums to write or re-write the same guide, but no-one's actually written this one ever. My first port of call was Shilo Village, where it turns out that you can replace the key-ring by talking with Yanni Salika, aka the bloke who sent you all over Gielinor in 'One Small Favour'. It'll cost you 500gp and will turn up without any of your lost keys on it. I therefore stood in the bank making notes as Whiskas88 rifled through his own key-ring and read out the keys on it. After a while, Untouch did the same and it turned out that he had a couple of different ones. Whiskas88 asked if he could come on the adventure and so for most of the quest, he was leading the way from the clues of his own keys. Once he'd gone to watch 'Dr Who', I searched the intermaweb and eventually came up with a, presumably, definitive list on the Runescape Wiki. I'd already got two of the keys: Shortcut Key from Safalaan, which I picked up mid-quest earlier, and Battered Key, which I took from the book in the house in Seers' Village. Whiskas and I first went to Edgeville, climbing down to the dungeon, then walking the long way around, past the zombies, skeletons, hobgoblins and finally into the area where another infestation of zombies has taken hold. There was the Brass Key lying on the floor. We climbed out of the ladder, then walked along the top of the ridge towards Taverley. There at the gates, a level 44 player was screaming. I couldn't just walk by, so we doubled back and I asked, 'Y u scream?' It turned out that it was a cheese issue. The dude was doing that quest where you have to sneak past the witch and someone had logged out on the verge of giving him some cheese. I was certain I had some in the bank, so led us all in procession back to Falador, only to have to disappoint him when I hadn't. He disappeared off to Draynor to the respawn that Whiskas had recalled being there, while we set off again towards Taverley Dungeon. I quickly nipped through the pipe, dashed past the dragons and picked up the Dusty Key from the floor in where the baby dragons roam. Once I'd got us lost on White Wolf Mountain, and Whiskas had got us found again, we set off to the Temple of Ikov. Down below, we tried the gates but a great terror overcame us and we had to step away. Whiskas has an amazing memory and worked out at once that if we just had a Pendant of Lucien, we would be far less terrified. Off we went to Lucien's house, just over the river in Ardougne, where he hissed at me not to talk to him there and send me packing with a new pendant. Thank you very much. Back at the Temple of Ikov, we walked through the gate without incident, ran around to the door and thence to the witch. She kindly teleported us across the stream, so we could hurtle down through lesser demons and into the cavern where lay the Shiny Key. Abandoned in favour of David Tennant, I walked on alone into the desert, there to get so lost that I wondered if I'd eventually find China. Once I'd found Eblis and his mirrors twice, I saw sense and opened up the world map. Ah! The other side of the mountains! Within sight of the mining camp, I quickly changed into melee gear and two hit pwned the Mercenary Captain. :P I had the Metal Key. I assumed that the other associated keys would come from Irena, as she'd originally given it to me (well, her daughter had), so I set off towards the Shanty Pass. Once there, she thanked me for all of my help with Ana, but there was no opening to ask about keys to the mine. There was, however, a level 90 player asking for directions to the Mining Camp. I had him follow me and took us directly back there. Once through the gates, I paused to explore that Wiki on the subject of these keys. Information gained, I walked on into the camp, ignoring the guards impotent cries of, 'You in the armour and weapons, you can't come in here!', and so walked in through the curtained door of the manager's office. I searched the table and woot! I had the Jail Cell Key and the Wrought Iron Key. Unfortunately, the former, despite nestling comfortably on Untouch's key-ring, refused to attach itself to mine. Then to Shanty again and onto a flying carpet to Nardah, via Polly. A quick telegrab spell in the Temple there secured me the Ancestral Key. I appear now to have more keys than I started with, as in more than was on the original lost key-ring. LOL The only one missing that I had then, but not now, is the Crystal Key, which is notably taken from the Haunted Mine. Missing still, but not on my other key-ring, are: Shield of Arrav Weapon Storage Key, which I can presumably find in Varrock; the Maze Key, which is on sale at the Legend's Guild or else the Champion's Guild Master will just give me one for the asking; Untouch's enigmatic Storeroom Key, which I'm wondering is the same as the Weapon Storage Key; the Enchanted Key, which the silver merchant gave me after 'Making History', however I also used it and it crumbled, so I doubt I'll see that again; and one on Whiskas's key-ring called simply Key, which the Wiki makes me wonder is either the Enchanted or Ancestral Key and therefore already accounted for. They'll come, by and by. Edit: As a Phoenix Gang member, I went to see Straven. When I first spoke with him, the conversation centred upon my lost master thief armband, which he returned to me. I clicked to speak with him again and now it was all about keys. He told me off for losing it, then handed me a Weapon Storage Key. I don't think I've owned that since I was f2p and about 20 combat. I then ran down to the Champion's Guild and the guildmaster did indeed hand over a Maze key for the asking. All that I'm missing now is the Crystal Key from the 'Haunted Mine'.
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I am so good. You wouldn't believe what I pulled off in Meiyerditch today AND I now have one of the elusive blood talismans. :) Despite the heart-stopping moment when I died mid-quest (see previous blog entry), I did enjoy 'Legacy of Seergaze'. I mostly enjoy the fact of climbing all over Meiyerditch, filled with the moral self-satisfaction and adrenaline rushes of helping to save those trapped in its ghettos. Plus it's one of the few times I truly look dangerous, in a slightly BDSM* way, to be fair, as I trapse across rooftops in my high-heeled boots, clutching a whip. If it wasn't for the fact that I was unlocking new Runescape tunes, I would have possibly given in to the sudden urge to listen to the Velvet Underground or Depeche Mode. Thank you Dani/Ariana for writing the guide, which was extremely useful. The start of the quest passed smoothly, I canted with adventurers and priests, drooled in a 'want and covet' way over the gleaming blood talisman glimpsed through a crack in the wall, then fought a couple of guards. I'm assuming that last experience was reminiscent of the old PKing, seeing as they could change weaponry and protect prayers, just like a real player. Unfortunately for them, so could I. I'd minded Dani's advice and taken with me my magic shortbow and steel arrows, plus range armour, while a poisoned dragon dagger, whip and Lilshu's shield were hidden in my bag until needed. I swopped between them, ate a single monkfish all told, and watched my prayer. All good. I've already written about what happened next. I was stupid and didn't bank unneeded items; I was even more stupid in that I didn't read up on the dangers of temple trekking (in the back of my head, I had the knowledge that Hebo, Henrique and Zach seemed to spend hours doing this minigame. How dangerous could it be? I didn't even hear the answering thought, 'Yes, but they also do Barrows for hours on end.'); I then scored a perfect hat-trick of stupidity in having something in my bag that wasn't even called for in this quest, a keyring full of every important key in the game. The Mercenary Adventurer and I set off along the hardest route, because it looked like the shortest one too. Our first encounter was with giant snails and I just started ranging them. My companion was soon in trouble and ran to hide behind me, but that didn't save him. His demise didn't end the encounter, as I vaguely thought it might. I just continued ranging the snails, not even eating to save myself. I had an ectophial in my bag that I didn't use. I was just convinced, without any consideration of why I should think so, that this was a safe minigame. I'd die and arrive with all my stuff back in the crowd by Paternoster Bridge. It was with no small shock that I ended up in Camelot with my barrows gloves, Lilshu's shield and my whip. All I could think about were those keys. It seemed inconceivable that they could be lost. Something or someone would save me. Guthix would intervene. I didn't even panic straight away, because how could I lose a whole keyring full of those keys? I raced to Seers' Bank, teleported to my house and used the Canifis Portal. I then raced out onto the swamp, like some latterday Cathy drenched on her moors. Wearing nothing but my default clothing, I was fair game for every passing ghast, but I ran on anyway, directed by a memory of a map, as we'd progressed down towards the Hollows. I had no idea where I was going and each passing moment eroded the minutes I had to find my grave. No-one had blessed it. Finally, it occurred to me to sound an SOS, so I dived into Canting and did so. As soon as I typed that I was in big trouble in Morytania Swamp, Josh and Dragon were ready to drop everything and get to me. Josh asked the questions, how and why, then their urgency dripped away as they learned more details, to be replaced with sympathy. There was no grave to find, it was in a minigame. Josh suggested an outside chance that if I went down the same route and encountered the same creatures, it might be there, but it was a longshot and he doubted such a thing would happen anyway. Nontheless, I grasped that last straw of hope and anyway had just spotted the gate out. I took the Mercenary Adventurer down the hard route again, but we were killed within seconds of our first encounter with vampires. Josh caught up with me in Canifis and gave me a present of nearly 1k steel arrows and 10 pointy green hats. :) He then accompanied me to Port Phasmatys to collect another Ectophial from Valonica, before suggesting that he came with me to regain my Meiyerditch shortcut key. I was up for that, as I figured it was time to abandon quest and instead go on another to reclaim all of my keys. He and the others in Canting had already reassured me that I could reclaim them all by visiting those who had given them to me in the first place. Once in Canifis though, he further suggested that if we were going to Burgh de Rott, then I should take the Mercenary Adventurer with me. While Josh took a lost soul to the Slayer Tower, I took the Mercenary Adventurer along the easy route through the swamp. This was full of incident, but nothing I couldn't evade. :) Until we reached a broken bridge, that is. Then I needed the advice of those in Canting in that I had to kill undead lumberjacks for planks and tools. We made it across, though had some trouble actually leaving, until I went back for another round of pwning, before discovering the right-click option that got us out. I obtained some lumberjack boots along the way. :P Josh met me in Burgh de Rott, but had to go for his lunch then. As I was there, I reverted to Plan A and continued with the quest. It took the quest guides for this one, 'Darkness of Hallowvale' and 'Shades of Morton' open, plus a map of Meiyerditch, to get through, but nothing else happened that was beyond my capabilities. All in all a very enjoyable quest, well done Jagex. * Under 18s, that stands for Barbie Dolls Smash Monsters.
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Ok sorry for the late entry on this. So I beat this quest the day it came out and retained the quest cape after 3 hours! This was like the most annoying quest I've ever done. Well thats an exaggeration but it was annoying. I'd say this is the 4th longest quest. To people who say it's the second longest, you're wrong. So anyway, the death altar is awesome. I tried making a vid but it didn't work. Maybe I'll get one another day. See ya next quest!
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I agreed to accompany Zach as he did ‘Desert Treasure’. I missed him getting the fire diamond, as I was hiding up the top of the Slayer Tower, releasing volleys of arrows into a bloodveld. I’d had one of *those* days at work, much of which was caused by a colleague. It’s amazing how cathartic repeatedly maiming and killing a decapitated pig can be, especially if, in your mind’s eye, it is representing said colleague. For the time being, however, I was murderously employed and exhausted to the core. Zach went to Zareed alone, though we cheered him on via Canting Away, and quickly returned with the diamond. I was there to witness the demise of Dessous and Damis, both seeming totally ineffective under the blasts from Zach’s spellbook artillery. In fact, he had such an easy time of it that he would have been forgiven for wondering what all the fuss was about with ‘Desert Treasure’. He was due some difficulty and, predictably, it was Kamil who was there to provide it. While many people cite Damis as the nastiest Desert Treasure opponent, I had the most trouble with Kamil. Nontheless, as Zach and I packed and met CJ at Trollheim, we were all sure that he would be fine. It certainly started off very well. CJ and I watched as Zach despatched five trolls and wandered on out of the gate with a huge grin on his face. Unfortunately CJ had to leave then, but Zach and I were confident that we had the capacity to carry enough supplies between us to see this through. Zach disappeared for a costume change, while I met him on the top of Trollheim Mountain. A final pep talk, with a bit of leaping around, and we were off. We'd only gone about five yards down the mountain, when we discovered a gravestone. As I bent to bless it, Zach exclaimed, 'It's the walking dead!' Yes, the person, whose gravestone we were securing for the next hour, was in fact standing right next to us! LOL This moment of philanthropy had drained my prayer down to 18, so I took my leave of the gentlemen and nipped off to pray at an altar. I was soon back and we continued on into the frozen wastes. I recalled my initiatory march from the ice gates to Kamil, which seemed to have taken much longer than it did this evening, leading Zach through trolls and wolves. It couldn't have been, because it was the same route, but a huge difference in terms of knowing what was out there. I walked from the wolves, up the slope to the rock where we would encounter Kamil. I stepped into precisely the position where Kitt had stood to block the beast as I'd pwned him, but it all went wrong! Kamil arrived, walked down the other side of the rock and was attacking poor Zach before he'd even had chance to become fully cognate of the fact that we were there. Helplessly, I could only watch in horror as Kamil chased Zach around and around the rock, with my friend's life dripping away from him, until both had disappeared into the snow. His ring of life had saved him and the post-match analysis had shown that we had made a couple of fatal errors. Firstly, I'd taken him up there before he knew we were close to the place, thus he hadn't had time to heal from the bites of wolves and ice, nor to prepare himself for battle; secondly, though Kamil had walked down to behind the rock, Zach had stepped to the left, thus drawing his nemesis right into his path. We were wiser as we met on Trollheim and trudged through the blizzard back to the slope. At the foot of it, ignoring all wolves, staved off with protect from melee, Zach did all that was needful to become fighting fit, then I led us back to the rendezvous. This time, Kamil was blocked in a text-book fashion, dying as Zach cast fire spells over my head onto the terrible creature. I was preparing my happy dance, when the seemingly impossible happened. Zach walked straight through me, head to head with Kamil, and now faced with the full force of both melee and mage attacks, soon vanished from site, taking his foe with him. Yes, a second ring of life had done its work. The post-match analysis, atop Trollheim Mountain, revealed that the freezing temperatures had reduced Zach's stats to the point where he could no longer cast his spell. Inevitably, his next attack came with an attempt at caving in Kamil's skull with a fire staff. An effort doomed to failure, he swore that, even after he'd run backwards, Kamil had teleported beside him. I was dubious, it looked to me like he'd been dragged. I should clarify, for those who have never faced Kamil, that this really is a terrible fight. You have to concentrate on so many different things that it's ridiculously easy to miss your mage ability plummetting below a useful level. Zach decided that, for his next meeting, he would choose a spell well below his actual level, as this would make it easier to avoid inadvertant melee attacks. We set out again, third time lucky and all that. Again the blocking was text-book. If I'd taken a picture, it could have been superimposed over the one in the guide without too much difference. Unfortunately, before Zach could cast a single spell, Kamil teleported over me and beside him. As I stared in shock, Zach took time out from fighting for his life to shriek, 'See! I told you he could teleport!' Ok, I was wrong. The battle that ensued was of truly epic proportions. Face to face, they raged, hitting each other with all that they had. Time and again, I thought that Zach was dying, but he'd eat and release another volley of fire spells, until it seemed that Kamil could not survive. Before my eyes, both of them seemed on the verge of instant death, but Zach's life-line still contained the barest slither of green, while Kamil's was entirely red. Then they disappeared. Zach's ring of life acting unwelcomely this time, taking him to safety just as he had been about to deliver the killing shot. Round four contained no post-match analysis. There had been nothing wrong with last time, other than an unexpected teleport by Kamil and one fish too few for Zach. The downside of this round was that food was at a premium. I had been returning to Edgeville between each match and my food was practically gone. Zach was eating mine, because his had also run out. I'd got to the point where, spotting a triangle sandwich on the floor of the bank, I'd scooped it up, brushed off the dirt and shoved it in my bag for later. Meanwhile, Zach had been to the GE and bought a load of cooked monkfish. He appeared in his cooking cape announcing that he had bought food. LOL We returned to the site and this time the battle was fairly unremarkable, but for the fact that Zach won. Kamil was no more. Woot! Only now, of course, was that trek up the mountain, in ever deepening snowdrifts, in tracks which seemed to have been forged in the last Ice Age. I'd never done it directly. The time I was up there, Kitt was leading and we got lost, so I had no clear picture in my head of where we were going, just what the place we needed to find looked like. For ages, we risked frostbite up there, searching for the path, until I had the brainwave to put on the spiky boots, which allowed access further up the mountain, while Zach found the track we'd been looking for. Yes! If I thought that it would be plain sailing hereon, in the home stretch, I was badly mistaken. The freezing air and murderous blizzard were taking their toll on our life-lines and statistics. I knew we were close, but I couldn't find the start of the icy path. On that walk alone, I drank two four-dose prayer potions, just to keep my levels above the 70 needed to bless Zach's grave should he die. My hitpoints, and Zach's, were a different story. I was down to only 28hp and just a single, grimy, triangle sandwich in my bag, when I suggested that we logged out before we died and studied maps to find some clues as to the way to go. I watched him log, then followed suit. Without the constant struggle for survival, the map in the guide could stand much closer scrutiny and so it was only half a minute later before I was IMing Zach on Sal's to say that I thought I knew the way now. Whether he got it or not, he logged on just a heartbeat after I did and we walked on into the blinding whiteness. I saw the ice path! Woot! But I'd lost Zach. OMG! I turned, calling out into the blizzard, then spotted his green dot on the mini-map crawling towards me. We were good to go, slipping, sliding and crashing to the ground in our bid to traverse that ice-rink towards the gates and the troll child's parents. But we made it. Zach freed them with another fire spell and disappeared to collect his diamond. Thereon, it was a simple glory to Edgeville, where I used a Sara Brew sip to at least get above 40hp (out of a potential 77) and to change to meet him in the desert. From the freeze of the North to the heatwave of the South, I'm amazed we weren't horrifically ill, but we met in high spirits at Eblis's mirror tor and made our way to the pyramid. On the third attempt, Zach made it through the maze and into the inner sanctum, now a confirmed master of Ancient Magicks. We did dance.
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I'd heard rumblings of problems down Witchhaven way, concerning my old friend, Kennith, but I wasn't in a rush to see if I could help. Eman, in particular, was anxious for me to reclaim my quest cape, pleading with me to help a young child named Kimberley, who was in big trouble. I would, of course, dropped everything to rescue her, but for the fact that further enquiries led me to believe that Eman had already been down there and sorted it out. From what I could gather, due to Eman's intervention, peace had now broken out and Kimberley was quite safe. I therefore continued on with my tasks around Gielinor, never stepping foot in that quaint, seaside vilage. I should have been suspicious when Zach announced that he was in the tunnels under Witchaven, dodging baddies to save.. you got it, Kimberley. I should have been even more alarmed when the like of Pen, Josh and CJ appeared wearing their quest capes. After all, you don't get those for just nipping down to visit Kent and Caroline for a cup of tea. Having been down there now, I'm not quite sure what they did, precisely, to get them back, but it wasn't sorting out the mess. No wonder Eman was so insistent on me visiting Witchaven! What he, Zach, CJ, Pen, Josh or anyone wandering around with quest capes had all singly failed to mention was the fact that the village was still possessed; a small girl was in mortal danger, cowering terrified and alone in her small home; and that several people, including that child's parents, had disappeared. *sigh* If you want a job doing... I used Neo's very excellent guide, which saw me through from start to finish without too much hassle. Though why Neo couldn't have just rescued the child instead of making a guide, I don't know. I sometimes swear we're all living in parallel worlds, with a veil so thin that we can interact, that's the only other explanation than my quest nub friends are downright incompetent. Nontheless, I used the guide, packing a pickaxe, then, because it didn't seem right only packing one thing for a quest, packed two strange fruits, three four dose super energy pots and five monkfish. Of course, I only used the pickaxe, returning everything else untouched to the bank afterwards. Everything passed easily until the part where I was sneaking around the mines. Even then, I passed the first room only getting thrown out once for over-reaching myself in a run; room two, I managed first time; room three gave me some trouble though. It took several attempts to do that one. However, these mines made the quest for me. I've learned to love things like this, probably from all the fun I had in the Sorceress's Garden minigame. Having Neo's guidance helped a lot, of course, but even armed with that knowledge, you still have to work timings out for yourself. After about the sixth or seventh attempt, I was finally through the third room and ready for the coda sequence. Is it me or is Ezekiel not as trustworthy as he seems? I was suspicious when he made me be the one to disable all of the rooms, while he stayed in safety in each middle room. He seems to know a lot about what's going on too, able to explain away all of the confusing, irrational bits. Moreover, how come he remains not possessed by the sea slugs? Most other villagers have succumb, while both sets of parents have partially fallen under the spell, though presumably concern about their children have kept for them a nugget of sanity. Only three people emerge from this invasion seemingly not possessed: Kennith, Kimberley and Ezekiel. I'm not so sure about Kennith either, as certain clues (like the capacity for powerful magic) suggest that he's in thrall to the Sea Slug Queen in a different way. The possession however might not work on children, for whatever reason, but what is Ezekiel's excuse?
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rum deal,family crest maybe contact and even roving elves (thats definately for roving elves) All of them have a high level boss and for the first two I need to train some skills for family crest i need to train mage to lvl 56 and then use a wizards mind bomb and for rum deal farming and prayer.And all of them have a boss witha lvl over 149 :D *gulp*
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Royal trouble final battle the sea snake three monsters lvl 65 or about that much lvl 90 and lvl 149 I wasnt scared when I was going to fight the lvl 65 (lvl 65 realy easy(I tought)) so I started stabbing away at it with a dragon dagger at first i was hitting pretty well and then i started hitting 0s but it was still a very easy fight I didnt eat tough wanted to save everyhting for the deadly fight at the end. the lvl 90 was much easier few seconds and i finished it off. the last one was next lvl 149 highest lvl I had ever fought(except for those monkey guards) (call me a noob if you must) I rushed in the room and stood there like an idiot while it spawned, as soon as it did it used a magic attack and hit a 3 on me i switched on protect from melee and rushed at it using what was left of my dragon dagger special then used my scimmy on it i was hitting 0 but not so many and since I was next to it it was only using melee so my prayer kept me from getting damaged. I finished it without using any prayer pots (I got 3 just in case ) 1 antipoison and 1 lobster because of falling rocks near the steam vents. I think im bieng a scardey cat I really should try something harder like desert treasure (or not dont eat me damis :) )ye but definately something harder in the future.