Search the Community
Showing results for tags 'guide rewrite'.
-
Pest Control Written by: TakerMayFire (Twist of Fate), Neo Avatars Original Guide by: Neo Avatars Special Thanks to: Pest Control is a multi-player game that involves teamwork and co-operation between players. It can be accessed from the Void Knights Outpost. The only requirement that you need to be able to play the game is 50 combat, but if you are a higher level then you will be able to get better rewards if you win and use the higher level landers. This is a safe game so if you die you won't lose any items other than the Runes and Arrows that you have used to attack your enemies. Requirements Skills: 50 Combat for the novice lander, 100 for intermediate, and 150 for veteran. Table of Contents Getting Started Location Pest Control Map The Basics Scenery Monsters Rewards Getting Started This game is within close proximity to the Port Sarim lodestone, Draynor Village, and Falador. It may be a slight walk if you haven't unlocked the lodestone network but using Charter Ships can be a nice alternative if you can afford it. You should make your way to the Void Knights Outpost with minimal weight then get your equipment once you have arrived since there is a bank on the island. You won't lose anything if you die so it is worth taking your best equipment to be able to help your team more. Dwarf multi-cannons and Summoning familiars or pets are not allowed on the island. All of these lists are just ideas and you may alter them as you wish, but the better the equipment you take the more you will get out of the game. Melee Equipment Dragon Weapon, Barrows Weapon, Godsword, or Whip Dragon, Barrows or Rune Armour Amulet of Glory or Fury Legends, Obsidian or Fire Cape Ganodermic Gloves, Gauntlets, or Gloves that you can buy during/after the Recipe for Disaster Quest Ganodermic, Dragon Boots If you are using Melee then it is suggested by some people to use special Prayers to increase your Attack and Strength levels when trying to kill the portals. This is so you hit more often with more damage and can get more experience. Some examples are Piety, Turmoil, Chivalry, or Augury. Magic Equipment Ganodermic Armour; Ahrims, Batwing, or Enchanted Robes Amulet of Magic, Glory, or Fury Elemental or Anti-Dragon Shield or God Book Mage Arena, Legends, Obsidian, or Fire Cape Polypore Staff, Staff of Light, Wand of Treachery If you are Maging then it is suggested that you use a high level spell. The sort of spells that are commonly used are Ancient Magics, God Spells and the high level Surge or Wave Spells that require Blood Runes. The reason it is suggested that high level spells are used is that none of the monsters in the game are particularly low leveled and since the game is rather fast you want to be able to cast damage quickly rather than slowly. Using magic here can be very costly. Ranged Equipment Archer Helm, Dragon Helm, Helm of Neitiznot The best Dragonhide Armour you can wear The best Bow you can wield Mithril, Adamant or Rune arrows. Bolt Racks if you are using Karils Crossbow and nothing if you are using a Crystal Bow. Royal bolts are effective as well Amulet of Accuracy, Glory, or Fury Legends, Obsidian or Fire Cape It is once again suggested that you use the best equipment that you can afford to use. Crystal Bows are very effective here so if you have just completed Roving Elves and can't decide where to use your 500 shots this game is a very good place to use them. A hammer and hatchet are available in your toolbelt for repairing your defenses. Location You can get to this island in the southern realms of Runescape by catching a ship from the docks of Port Sarim as shown on this map below. Once at the boat you must speak to the Squire and chose the option that says "I'd like to go to your outpost." You will then appear on an island with a Bank, Archery Shop, Magic Store, Smithing Workshop and General Store along with the Activity. Head to the south of the island where you will find a pier. Walk along it until you get to a Gangplank. Cross it and you will get a message in your chatbox, "You board the lander", and your next stop will be the island! There are three different landers: Novice if you are at least level 50, intermediate if you are at least level 100, and veteran if your combat level is at least 150. If you are a higher level it is recommended to use the highest boat you can as the reward is greater and the games are usually much faster. An average amount of time for veteran games would be 2-3 minutes. **It is suggested that you play on a world with as many people on it as you can find so you aren't waiting around a long time between games. The official Pest Control worlds are 53, 115, and 69. Once there are 25 people in the boat (or at least 5 people and you have been waiting 5 minutes), you will be off to another island to play the game. Sometimes many people will enter at the same time and you will miss a game. Don't worry, you have priority and should get to go to the next game. The higher your priority level, the higher the chance of getting into the next game. Pest Control Map The Basics Once the lander arrives on the north side of the island you will get a message from the Squire signaling the attack. There are two ways to win the game: -Keep the Void Knight alive for 20 minutes -Destroy all 4 of the portals This may sound easy, but the difficulty comes from the fact there are monsters ranging from levels 33 to 129 trying to kill Void Knight and making sure the portals are always healed. The more people there are playing the game, the more monsters there will be. This means that it is possible to win whether there are 5 players or 25 players. If you die you will just appear back in the lander where you appeared when you arrived on the island. Game Interfaces When on the boat to get to the island, or playing the game itself, there will be extra displays of data. Boat When you are on the boat there will be information in the top-left corner of the screen. The top line tells you how long it will be until the next game starts if 25 people don't turn up. The second line tells you how many players there are in the lander (this can be more than 25 if people board the boat quick enough because games won't start less than 2 seconds apart). The third line tells you that you need between 5 and 25 players for the game to start. The bottom line tells you how many Pest Points you have. Pest Points can be exchanged for rewards, and the more you have, the more rewards you can get. In-Game The interface when you enter the game gets slightly more complicated. One the left side of the screen the top symbol says how many Life Points the Void Knight has left (he starts with 20,000). The middle symbol tells you how much damage you have hit, and the bottom piece of text says how much time is remaining if the Void Knight doesn't die. One the top left side of the screen it tells you how many Life Points each of the portals has left. The one on the left is the west portal, the next one is the east portal, the next is the south-east portal, and the one on the right is the south-west portal. More Detailed Techniques If you want to be able to make the most out of this game you will need to know what to do. There are two main jobs: Attacking and Defending. This isn't quite as easy as it seems and you will need to have developed tactics to be able to win every time make those trying to make you lose obsolete. Attacking The role of the Attackers is to destroy the 4 Portals situated around the island. These are located through the gates that exist to stop monsters getting through and able to cast damage on the Void Knight. Once the lander arrives you will most likely head towards either the east or the west gate. The first person to get to the gate should open it and wait until everybody else who is running towards that gate has gone through then shut it to stop and monsters getting through. When running through the gate you will notice that ahead of you are the portals you are assigned to destroy. On the novice lander, portals start with 20,000 life points and 25,000 on the intermediate and veteran landers. Each portal is weak against a certain type of attack: East (Blue) - Crossbow fire Southeast (Yellow) - Crush Southwest (Pink) - Arrows West (Purple) - Fire spells With around 5 or 6 people attempting to kill the portal together it should go down fairly quickly, but if there are any Spinners around then they need to be killed before trying to take down the portal. This is because they heal the portals and do it with reasonable speed. Once the portal has been destroyed no more monsters will be able to enter the game through it and you can walk across it. The Void Knight will also heal 2.000 Life Points when a portal gets destroyed. Now that you have destroyed your first portal you will have to move on and kill another. These can be found on the south side of the island. Since it will now be further into the game, there will be more monsters around it. Since you can't walk through some of them, like the brawlers, you may have to kill something before being able to get to the portal. If killing your first portal took a lot of time, the people who went to the other side first may have already killed the portals on their side and come and help. This makes the portal easier to kill, but there will also be more monsters around making it even harder to stay alive. If you manage to destroy all 4 portals before the Void Knight has died then you have won the game and should be pleased with yourself and your team. Defending While part of the team is attacking the portals, the others will be defending the Void Knight. He can be found just south of the landing craft on a raised platform that looks a bit like a pyramid with the top cut off. If you keep him alive until all the portals have been destroyed or the 20 minutes are up you will win the game so it is important you know how to defend well. There are 3 main places you will be defending from: In the towers Around the Void Knight Beside the gates on the side away from the Void Knight The Towers The towers can be found either side of the three gates. This is useful for rangers and mages. If you are Meleeing then it isn't very effective to use the towers except for a Shifter that may teleport there. Rangers and Mages can get great views from the towers which means that you can hit monsters that are attacking Meleers down on the ground below. The only problem is that the Defilers and Torchers can Range and Mage you from down on the ground. Around the Void Knight Many people will defend from the center platform, attacking the Shifters and other enemies up close directly attacking the knight. There are several jobs that you may have to complete if you chose the station yourself here. -Kill the Shifters attacking the Void Knight -Shut any gates that are left open -Repair the gates -Kill anything that has made it's way past the gates The main threat here should be the Shifters that attack the Void Knight. They won't cause too much damage each, but over time it all adds up so it's best to kill all but the one that appears in a certain position. As long as the gates are closed, it is best to leave the Torchers and Defilers standing directly in front of the gates alone until you have killed the ones further out. This is because the only chance the closer ones have of attacking the Void Knight is if another player opens the gate. Sometimes a gate may be left open by a forgetful or deliberately annoying member of your team. If you see this then you should shut the gate as quickly as possible and check if any monsters escaped through it. If something did get through then you should try to kill it/them as quickly as possible. If 1 person tries to kill the front monster in the line and another distracts any behind it in the queue, then starts killing them from the front backwards, making sure that as one dies, somebody is attacking the one behind they should die without dealing too much damage to the Void Knight. If the Void Knight gets low on health then people may give up to just end the game with no chance of winning. If you carry on right until the end you will get the most experience possible and maybe give enough time for the final portal to be destroyed. If a Ravager happens to destroy a gate then you're in a small bit of trouble because the gate will be open for other enemies to climb through. To repair it you must chop down a couple of the trees located around the island, right-click on the damaged gate and select "Repair". To do this you will need a Hammer which is conveniently located in your toolbelt. You will only be able to repair one gate at a time, but once a gate is fixed you can just stand in the way of the monsters trying to get through and kill them one by one. Defending Beyond the Walls Defending beyond the walls can be a source of great combat experience, but there is also a higher chance of death. You can also get trapped in by having monsters that you cannot walk through on all sides of you. The best place to go to defend beyond the wall is through the south gate. At the start of the game from the boat there are 3 trees just to the south of you. If you manage to run past the east of the middle tree you will get the the gate easily, but if you run past the the west you will get stuck to the north of the Void Knight and have to maneuver around it. Once through the south gate there will be a lot to kill. If you have completed the Desert Treasure Questand have got Ancient Magicks then this is a great place to use the multi-target spells due to the high density of monsters. Meleeing is just as useful here because you always have something to kill. If you are low on health then using the Protection Prayer that the most monsters are hitting you with will increase the amount of time you will survive and make the time you spent there worthwhile. The protection prayers will only reduce the damage by 50%, but using "Soul Split", a healing ancient curse, or Turmoil or Piety will increase your melee stats. Attacking the Portals It is recommended that you attack the portals while using strength and attack boosting prayers or curses. In addition, try to stay behind or on the sides of the portals to prevent the monsters from attacking you easily. DO NOT try to kill the spinners. There are many monsters surrounding the spinners that can easily one-hit you, causing you to die because of your low Life Points. If it happens that some of the monsters get to you, take off your boost prayers and switch to a protection prayer and the kill the monster that is attacking you. Then, take your protection prayer off, turn on the boost prayers, and attack the portal again. The most dangerous part in this method is when you move from portal to portal because then there are multiple monsters that can attack you. Defending the Knight This method is better for experience since you're going to be killing many low-leveled Defence monsters. Get to the Void Knight in the center and attack the shifters that are attacking the knight. The shifters will be focusing on the knight, so they will not attack you. Of course, you can kill the lower level shifters without praying. This might be more fun that attacking the portals, since you will hit high often, but other players might need your help at the portals. Scenery There are many things that give you the advantage over the monsters if you know how to use them properly. If not, they could be a weakness. -Barricades -Gates -Towers -Trees -The Void Knight is on a hill -Squire Barricades The Barricades are the first defence to stop the void Knight from getting damaged. They will stop any monsters other than Ravagers or Splatters when they explode. Ravagers and Splatters will cut through or explode the barricades. The Barricades may be only partly destroyed or if you were really unlucky there will be nothing left of it at all. They can be repaired in the same way as was described to repair gates earlier in the guide, but it isn't really worth wasting logs to repair them other than a last resort. If you repair a barricade it counts as 500 Life Points towards the 5,000 Life Point damage you need to hit to be able to get a reward if you win. Gates Gates are a great Defence. They can stop large numbers of monsters wandering up to the Void Knight and at the same time preventing them from casting damage on it. As long as they are shut they are of use and can only be destroyed by Ravagers. Earlier in the guide it was explained how to repair them. Trees Trees are used to repair the Gates and Barricades There are only a limited number on the island and they re-appear slowly so don't waste them or chop them all down by yourself and leave none for other people to use, as this is a team game. Void Knight platform Because the Void Knight is on a hill, when you are standing on the top you get a larger view of the surrounding area then when you are on normal ground. When defending being on this hill is an advantage because you can see when gates have been left open and monsters have managed to get though. Squire Next to the Landing Craft is a Squire that you can talk to. He will tell you how to repair gates or barriacdes and will provide information on other important things about the game if you happen to have forgotten them. He will also take you back if you wish to leave. Monsters There are 7 different types of monsters in the game. Each monster comes in 5 different levels. Each level has a slightly different color so if you can learn the colors, you can also learn how difficult the monster is and what it's abilities are. Here is a description of each of the monsters. Brawler Brawlers take up more than one square and you cannot walk through them. Their purpose is to get in your way so you'll have to get around them. They attack with melee and normally won't travel far from the Portals. They range from level 50 to 129 combat so some will take multiple people to kill effectively. Sometimes they get up onto their back legs and beat their chest. They aren't a huge problem in the whole game so they aren't important to kill unless they get in your way. Defiler These use a Range attack that can hit high constantly. They are a real threat and can cost you the game if you don't kill them quickly, especially since they can fire over walls. They could be anywhere around the island so if you see one and aren't attacking a portal it's worth killing it. These are third priority to kill. Ravager These take up more than one square and you can walk through them. They use a strong Melee attack compared to their level and can destroy Barricades and Gates. They don't hit very high, but due to their abilities, these are the top priority to kill. If you see one, make sure it's dead before it reaches a gate or barricade. Shifter These take up one square and you cannot walk through them. They use a Melee attack and can teleport around the island. If one is attacking you, you cannot run away. They can teleport up into the towers and across walls. These can be found mainly in the center area around the Void Knight, trying to attack it. They are fairly easy to kill and don't hit very often. These are a low priority to kill. Spinner Spinners take up one square and you can walk through them. They use a Melee attack and will heal the portals if you don't distract or kill them. They have a very low attack level so they will not hit often. Because they can heal the portals they are second priority to be killed after the Ravagers. Most of the time, more than 1 player will be attacking it. Splatter These take up one square and when they die will deal large amounts of damage to surrounding monsters and people. They are only worth killing if they are in the middle of a group of monsters and it will hit damage to all of them. You can walk through them and they cast a shadow on the ground. They can explode and damage Barricades so the best idea is just to leave them and let them do what they want. They don't help you, but aren't a large hindrance either. Those using Dharoks may want to kill them to lower their lifepoints, making their max hit higher due to the armor's effect. Torcher These take up one square and you cannot walk through them. They use a Magic attack which can cover large distances. They hit fairly often with reasonable power, so they are fourth priority to kill. Rewards With all minigames, winning will yield a reward. Failure to protect the knight or maintain your zeal will not provide a reward. Losing If you lose, you will appear beside the landing craft and get this message in your chat screen. You will get no points and you'll just need more determination to go in again and win. Expect some losses every now and then. Winning Successful defense of the void knight and meeting your damage quota will result in reward. You will be given Void Knight Commendation Points depending on the boat you use. 2 points if on novice, 3 on intermediate, and 4 for veteran. If you won by destroying all the portals you will also get money calculated to the formula "Combat Level*10". This means that for each combat level you are, you get 10gp. Pest Control points These points can be cashed in for rewards which may be very useful to you. They can provide experience in combat skills, herb or mineral packs, or even Void armor! Here is the screen showing what you can buy and their cost. To select a reward, click on the point value below an item. This will make the item name turn white and you will have to confirm your purchase by clicking on the "Confirm" button. Below this bottom can be found the number of points you have. You can only buy items up to, or less than this point value. When you exchange a point for experience you will be told how many points you have left and what you just trained up. You can see how many points you have on the top right of the screen next to "Commendations". **The most commendation points you can carry are 500. After 500 you will receive a warning before boarding the boat and should you choose to continue playing with 500 points, you will not gain any more until you cash in. Combat Experience One of the main reasons people play Pest Control is for the great combat experience you can gain. There is a simple way that the experience that you get is calculated. It can be shown with a not very complicated formula: Any Skill Except Prayer: (Skill Level)2 / 6 Prayer: (Skill Level)2 / 12 However, the Void Knight will only train you in skills that you are level 25 and up. If you trade in 100 or more points at the same time, you will get an extra 10% added. For example, if you had 84 Defence and wanted to gain experience in it then you would multiply 84 by 84 (7056), and then divide the answer by 6, giving you 1176 exp. If you cash in 100 points at a time then you would get 10% extra exp, making you get 1293 exp per point if you were training from 84 Defence. If when you divide by 6 or 12 there is a decimal left over, the amount of experience you gain won't follow the rules of mathematics and will round down whatever the decimal. Void Knight Armor The Void Knights have been kind enough to let you buy some of their armor. It requires 42 Attack, Strength, Defence, Constitution, Magic and Ranged along with 22 Prayer to be able to buy them. The set consists of: Mace Top Robe bottoms Gloves Deflector Seal These are all great looking pieces of equipment with not so wonderful stats. Even though the stats aren't wonderful, the Mace inflicts an additional 10% Magic damage on opponents. Here is a table of their stats: Here are the stats for the Void Knight Mace Also available for your set are Void Knight helms, corresponding to Magic, Melee, and Ranged. The Void Knight Ranger helm grants a 10% bonus to your Ranged level and max hit when wearing the full set of void armor (Excluding the seal) The Void Knight Melee helm grants a 10% bonus to your Attack level and max hit when wearing the full set of void armor (Excluding the seal) The Void Knight Mage helm grants a 10% bonus to your Magic level and max hit when wearing the full set of void armor (Excluding the seal) Resources Herb packs- A random assortment of herbs rewarded based on commendation points. Mineral Packs- 25 coal and 18 iron ore (Noted) Seed packs- 3 Sweetcorn seeds, 6 tomato seeds, 2 Limpwurt seeds. It is rare but you may obtain a Yew or Magic seed. Charms- You may buy Spinner, Ravager, Shifter or Torcher charms for 2 points each to be used in the Summoning skill.
-
The current Lesser Demon Hunting guide is currently seven years old (It was posted on the site exactly seven years ago today on December 23 2005 :o) and it looks like it hasn't been updated much since then. I thought I'd rewrite it to match it up with the newer combat system and urns. You can go ahead and yell at me and my sucky guide if you see any problems. Only positive positive/negative feedback is appreciated. 2/17- I just noticed Lesser Demon graphics got changed since I wrote this guide. Jagex always seems to be changing things on me. First item bonuses, now this! C'mon! I fixed the general Lesser Demon picture, if you (Salmoneus) wants me to fix other pictures as well let me know. I personally do not think it is necessary as the graphics just got changed and everybody knows that. Wish list (I will give you credit for material): If a member could do monster spy on a lesser demon to find max hit and lifepoints that would be great. Can't get this guide onto the site without that information. A members location would be helpful. Just give me a picture and a brief description of the area. Thanks Taker An animated gif of someone teleporting off an urn would be great. Not necessary but who cares it would look cool Moral support! Lesser Demon Hunting By: Sobend Original Guide by: Neo Avatars Special Thanks to: grauer4life, Roy, Sk8skull, Azarath, Micael Fatia, TakerMayFire Table of Contents Monster Details Locations Preparation Killing the demons Urns Monster Details The Lesser Demon Level: 100 Life points: 5000 Attacks with Magic Weakness: Bolts Maximum Hit: 200 Notable drops : Accursed Ashes (100%), Coins, Charms, Gems, Rune Helm, Half key, Dragon Half Shield Why Kill Lesser Demons: Lesser Demons are a great place to train combat. They are arguably one of the best monsters to train magic and range with in freeplay and are good monsters to train those skills in members aswell. Their drops entice many players and can be used to offset any runes, arrows, and food costs. They also drop accursed ashes and charms which can be used to advance your prayer and summoning levels respectively. Lesser Demons also happen to be common slayer tasks, so you may end up having to kill them anyway. Locations: Karamaja Locations: Karamja locations are by far the most popular places to kill Lesser Demons. These locations are especially useful because they are near the Karamja lobster and swordfish fishing areas and because they are near the TzHarr bank. The four locations are as follows. Karamja Volcano This location under the Karamja volcano is the most populated. It contains five demons. The crowdedness of the area may affect the speed of your kills. It is the only Karamja location that involves no requirements whatsoever. Karamja Dungeoneering Location This location contains twelve demons and can be accessed by entering the dungeon entrance from the aforementioned Karamja region. It is moderately populated though the large number of demons will make any crowd a non-issue. There are also many imps here to satisfy your random imp killing fetishes. Requires 25 dungeoneering to access. Underground Crandor This location can be accessed by pushing the wall through the Karamja Volcano. It contains four lesser demons in the immediate area and one more a bit to the north. It is usually populated. The main advantage to this area is the fact that the four demons are very concentrated. To access this area you must have sailed to Crandor in the Dragon Slayer quest. Crandor This location contains two lesser demons and can be accessed by climbing the rope from the underground Crandor region. It contains two lesser demons so the spot will only hold one hunter. Other Locations: Wilderness Volcano This location is located around level 30 wilderness in the wilderness volcano. It is usually only inhabited by one or two people, so competition for kills in not going to be an issue here. It is in the wilderness, so do not bring anything you aren’t ready to lose. Other than being in the wilderness, the disadvantage is that the demons are distributed fairly well in the area. You cannot teleport from this location. Forinthry Dungeon This location contains eight demons is in the Forinthry Dungeon in the mid-30s wilderness range. It is almost never inhabited by any hunters because most people think it’s too far out of the way, they don’t know it exists, or they forget it exists. Again, it is in the wilderness so don’t bring anything you aren’t ready to lose. You cannot teleport from this location. Taverly Dungeon This location contains five Lesser Demons and is located in the Taverly Dungeon right before the Blue Dragon area. It is rarely crowded but members only so not an option for freeplayers. The locale is good if you're in the area and need to knock out a slayer assignment. Preparation Range Recommended that your range and defence levels add up to 100+ Gear Best Range armor you can use Shortbow/Shieldbow/Crossbow Amulet of Power/Glory/Fury Arrows Explorer’s Ring/Ring of Wealth Inventory Nature/Fire Runes (for alchemy purposes) Shield (for optional healing purposes) Urns An empty inventory spot for picking up arrows/bolts Food As Lesser Demons attack with magic, ranging will be the best bet. Although the Lesser Demon's weakness is to bolts, you do not necessarily have to use a crossbow and bolts. They are fairly weak to all types of range. If you are freeplay you should not use a crossbow due to limited choices and if you are a member it is a recommended, but not the only, option. You should not feel the need to buy a good crossbow if you do not have one present, particularly if you only need to finish a slayer assignment. However, if you were going to spend a lot of time at Lesser Demons, then obtaining a good crossbow would be a good idea. An explorer’s ring can be used as a substitute for nature runes, vice versa. Magic Recommended that your magic and defence levels add up to 120+. Gear Best Magic armor you can afford/use Staff/Wand Amulet of Magic/Glory/Fury Explorers Ring/Ring of Wealth Inventory Nature/Fire Runes (for alchemy purposes) Elemental Runes Urns (optional) Food When it comes to Staff vs. wand, a staff would more likely be a better option at least for training purposes. A staff uses less runes than a wand would and abilities are not affected by slow speed. If you want to use wind spells with an air staff, no runes are necessary for attack. An explorer’s ring can be used as a substitute for nature runes, vice versa. Urns will be touched upon in a later section. Melee Before jumping into the gear, it is not recommended that you do this. Attacking a magic monster using melee is not going to be effective in the current combat system. If you must attack Lesser Demons using melee it is suggested that you have 70+ Attack, 70+ Strength and 70+ Defence Gear Best Melee armor you can afford/use Strong melee weapon Amulet of Strength/Glory/Fury Explorer’s Ring/Ring of Wealth Inventory Nature/Fire Runes Shield (for optional healing purposes) Urns (optional) Food If your defence level is much lower than your attack/strength levels, you may want to think about using dragonhide armor instead of rune. This will decrease your attack but greatly increase your defence. An explorer’s ring can be used as a substitute for nature runes, vice versa. Killing the Demons Killing the demons should not be too difficult. If you have the above gear and recommended levels you should be fine. However, there are ways to get an edge. There are certain abilities that you should use and others you should avoid. For example, you should avoid any multi-target abilities such as chain or ricochet. These will just get more than one demon to unnecessarily attack you. If you are using a dwarf cannon you may want to take exception to this rule because you will be attacked by more than one demon anyway. Along with this, you may want to use the healing abilites. The two main healing abilites are regenerate and rejuvenate. Regenerate is an ability that requires 10 hitpoints (which you should have from the get-go) and restores up to 25% of your life points. The main drawback to this is that you cannot use regenerate in combat and it is members-only. The other ability is rejuvenate. It heals 40% of your lifepoints. Rejuvenate requires 52 defence and any type of shield (including a shieldbow). The shield requirement and the defence requirement (for those who do not have 52 defence) are the biggest issues with rejuvenate, along with the fact that you need 100% adrenaline to use rejuvenate. The shield requirement does not require you to consistently use a shield in combat, only to have a shield wielded when you perform the ability. Thus you can easily circumvent the shield requirement by using two handed weapons and then switcing to a shield for the five or so seconds you need to heal. Both rejuvenate and regenerate have similar healing power. When your health is low, you may want to refrain from using adrenaline reducing abilities (particularly the ultimate abilities) so you will be ready to heal when necessary. With the two healing abilities and a decent defence level, you should be able to last indefinitely at the Lesser Demon area. By no means however remove food from your inventory as you still may need it for emergency situations. Urns and Demon Slaying This section can go for any demon slayer. The prayer experience gotten from Lesser Demon slaying can be increased using urns. Urns are devices made from clay that hold ashes killed from Lesser Demons. To make the urns, you will need to mine clay, wet the clay, mould the clay into an urn and finally heat it. It is suggested you go to Barbarian Village to do this as you can do all four of these things there. Mine clay at the clay mine just south of the Village, then head to the well near the center of town to wet the clay. Next, head to the southernmost building in the village and use the potter's wheel to craft the wet clay into an urn. Then use the pottery oven in the same building to heat the urns. Finally add an air rune to the urn to finish the deal. There are two types of urns you can use with Lesser Demons: Accursed Urns and Infernal Urns. Accursed Urns require 26 crafting and can hold 25 Lesser Demon ashes. Infernal Urns require 62 crafting, are members-only, and hold 125 Lesser Demon ashes. If possible, use Infernal Urns as they hold more ashes and you will not need to create new urns as often. If you are going to stay at a Lesser Demon area for a long time, you may want to bring 10+ urns with you so you can stay at the area for a long period of time without having to go back for urns. When an urn is full you can teleport it away for experience. You can only hold 10 full urns at a time, so don't wait until your inventory is full of full urns before you teleport them off. Why use urns? There are two reasons. One is for convenience. The urn acts somewhat as a bonecrusher. Instead of picking up the ashes, the urn will automatically collect the ashes from the drop, saving you the time of picking up the ashes. Another reason is that urns increase the experience recieved from the ashes. For example, spreading 25 accursed ashes would get you 312.5 prayer experience. However, teleporting 25 accursed ashes using an accursed urn would get you 375 prayer experience. This is an increase from 12.5 experience per demon to 15 experience per demon, an increase of 20 percent. This will help greatly in the long run. Conclusion Lesser Demons are good monsters to kill for both freeplayers and members because of their drops and experience. Using urns will increase the prayer experience recieved from killing Lesser Demons. Random Tidbits The sword silverlight (which is obtained during Demon Slayer) can be used against the Lesser Demons. Though almost useless against other monsters, it has the effectiveness of a rune longsword when fighting demons. ---------------------Yeah, I just tested this and in the new combat system this does not seem to be the case. There is a Lesser Demon at the Wizard's Tower you can talk to and taunt. He is imprisoned by some magical force. When you ask Wizard Grayzag why the demon is there, he says it was summoned long ago and they cannot get rid of it. You can attack the Lesser Demon but you cannot pick up any arrows or drops unless you use telekinetic grab. You may think all urns teleported go to offerings to the gods or to put those Lesser Demons in a better place. However this is not the case. Instead, all of the urns teleported go to an urn obsessed man name Ernie who lives in the upstairs of a building in Varrock. You can also personally bring your urns to Ernie. When you ask why Ernie needs all of these urns, he refuses to tell you, saying it is a "secret, tasty experiment." When Lesser Demons used to attack you, they looked like they were waving at you. Thanks for reading! _______________ The last lesser demon image was taken from the old guide.
-
HD pictures and content update on the HUGE guide to adapt to the EOC update including recent updates that may otherwise affect the way players get around in the game.
-
New Getting There section, expanded on info, HD pictures, and updates. Lumbridge Swamp Caves By TakerMayFire (Twist of Fate) Original guide by: Flummoxer Special thanks to: Introduction Beneath the stagnant swamps of Lumbridge are hidden caverns waiting to be explored, monsters waiting to be slayed, and experience waiting to be given! Take caution: Certain gear is required to kill some of these and many dangers lurk. Just before the entrance of the dungeon is a Candle Seller who will sell you candles for 1,000 gp each, as you will need some type of light source. Table of Contents Essential Info and Travel Map of the Dungeon Attractions Inhabitants Essential Info and Travel Required Skills: None. Quests: None. Items: 1x Light source, 1x Rope Recommended Skills: None. Quests: Tears of Guthix, The Lost Tribe Items: None. Getting There You have a few options in getting here. Method 1 - Lodestone Teleport Using the home teleport spell, you can teleport to Lumbridge, walk south past the church and cemetery and outside of town into the swamp. From there, follow the path southwest to the dungeon entrance. The Lumbridge city teleport at level 31 Magic can also work if you have the level and are willing to use 1 law, earth, and 3 air runes. Method 2 - Amulet of Glory An Amulet of Glory has the option of teleporting you to Draynor Village. From there, walk east and a little south through the swamp, following the path until you reach the dungeon entrance. Method 3 - From Zanaris All Fairy Rings can take you to Zanaris. From that fairy ring, walk northeast in Zanaris toward the other fairy ring near the entrance. Use it, exit the shack, and walk west to the dungeon entrance. This is the entrance to the swamp caves If you have started The Lost Tribe quest, you can enter through the hole in the basement of Lumbridge Castle. Use a rope with the Dark Hole to enter the caves (note you only need to use a rope with it once). If you wish to navigate the cave you will need a lightsource. The better the lightsource the more light it gives off and the less likely it will ignite the swamp gas. The swamp gas, if ignited, can explode and cause your character a lot of recurring damage which may even kill you. Sources of Light Candle: Candles are the worst form of light. They easily ignite the swamp gas, can become extinguished, and provide little light. You will need level 1 firemaking to light a candle. Torch: Provides more light than a candle, lit at level 1 Firemaking, but has the same risks. Candle Lantern: Candle Lanterns are a step up from the basic candle. They provide a little more light and are less likely to ignite the swamp gas. Candle Lanterns require level 4 firemaking to light. Oil Lamp: Oil lamps are an average form of the light. They are brighter than Candle Lanterns, but the open flame makes them more vulnerable to the swamp gas. Level 12 firemaking is needed to light this lamp. Oil Lantern: Oil Lanterns are brighter than Oil Lamps and are less likely to cause an explosion. You will need level 26 firemaking to like these. Bullseye Lantern: Bullseye Lanterns are the best type available. The light up the entire cave and very rarely, if ever, cause swamp gas explosions. 49 Firemaking is required to light these lanterns. Mining Helmet: Lit at level 65 Firemaking, will not go out if you fall in the water in this dungeon. Seer's Headband: A reward from completing any level of the Seers Village tasks. They also rarely, if ever, cause explosions. For more information on making lanterns, please visit our Crafting Guide. Map of the Dungeon Attractions Tears of Guthix The Tears of Guthix Activity is a common reason many people visit the Lumbridge Swamp Caves. It can be played once a week and provides experience in your lowest skill, available after the Tears of Guthix quest. Follow the map to the south end of the caves and enter the tunnel. Pass the light creatures and walk down the stairs until you reach Juna. Tell her a story and enjoy your weekly experience! You must have gained 100,000 experience in total or 1 quest point in that past week to play. For more information about this Activity, please see the Tears of Guthix Activity guide. Fishing Spots The cave also has several places to fish with a small net or fishing rod. All bait fish and small net fish can be caught here. You can net fish for Frog spawn at level 33 Fishing, or Slimy Eels (Level 28 fishing) and cave Eels (Level 38 Fishing). Eel fishing requires a Fishing rod and bait. Dorgeshuun Mines The Dorgeshuun Mines are accessible after completing the Lost Tribe Quest. There are 9 iron rocks and 12 silver rocks here. You can also sell your ores to Mistag for 13gp each iron ore and 60gp each silver ore. Near the Dorgeshuun Mines, you will find the entrance to Dorgesh-Kaan to the south. Inhabitants NPCs Kazgar Kazgar is found just outside the Lumbridge Castle cellar and will lead you to the Dorgeshuun mines after you have completed the Lost Tribe quest so that you don't have to venture through the twisting caves. After the Death to the Dorgeshuun quest, he can also take you to the Lumbridge Watermill dungeon. Light Creatures In the deepest and darkest regions of the cave toward Tears of Guthix, the mysterious light creatures thrive. They can not be killed and will ferry you to the other side of the chasm if you shine a lantern with a sapphire lens at them. Mistag Mistag is a friendly, one-armed Cave Goblin. He will buy ores off you, teach you some goblin history, and lead you back to the Lumbridge Castle cellar. Before the Lost Tribe quest, he is near the entrance to Lumbridge Castle cellar. Juna Juna is the guardian of the Tears of Guthix. She is a snake that you must talk to to start the Tears of Guthix quest, and the one to talk to whenever you want to enter the Tears of Guthix chamber to gain your weekly experience. Monsters Wall Beasts- Level 68 Wall Beasts are one of the first creatures you encounter. Wear your Spiny Helmet at all times because without it the Wall Beasts can inflict up to 440 damage on you. You need 35 slayer to kill them and level 5 Defense is needed to wear the helmet. A Slayer Helmet for higher levels will provide the same protection. Spiked helmets also work. Cave Bugs-Level 12 Cave bugs are one of the most abundant critters in the cave. They are weak yet still require 7 slayer to kill. They also regenerate their health at a fast rate. If you are a lower level, bring some food. Cave Slime-Level 38 These gelatinous blobs of slime are found through out the cavern and require 17 slayer to kill. Remember to bring Antipoison potions if you are going to kill them. Their potent poison can hit up to 32 Life Points. Cave Crawlers- Level 106 Cave Crawlers crawl around the cave and only people with 10 slayer can kill them. Like Cave Slime, these creatures are also very poisonous, so bring lots of Antipoison. Rock Slugs - Levels 60, 70 Rock slugs have really hard shells. You need 20 slayer and some bags of Rock Salt to finish them off once they reach low health. Big Frogs- Level 52 Big frogs hop around the cave, mainly to the south. They drop big frog legs, a popular Gnome delicacy. Giant Frog - Level 64 Several Giant frogs make their home in the Lumbridge Swamp Caves. They are fairly strong. Occasionally they drop Giant frog legs which can "feed a Gnome family for a week." Cave Goblins- Level 2 The docile Cave Goblins are afraid of outsiders and don't put up much of a fight. They will be more willing to talk to you once you've done the Lost Tribe quest. Cave Goblin Miners- Level 10 Cave Goblin miners mine the iron and silver rocks in the Dorgeshuun mines. They don't like combat and can drop Mining Helmets when killed. Cave Goblin Guards- Level 30 The Cave Goblin guards protect the Cave Goblins from outsiders. They are fairly weak and drop bone spears and clubs.
-
Original guide Kalphite Hive By TakerMayFire (Twist of Fate) Original guide by: Neo Avatars Special thanks to: Introduction The Kalphite Hive is used mainly for training Slayer or killing the Kalphite Queen. This dungeon is also one of the few locations in Runescape that you can obtain a Potato Cactus (a secondary ingredient used in Herblore to make a Magic Potion). It is located in the desert South of Al Kharid directly West of the Shantay Pass. You need a rope to get down to the first level of the dungeon and another rope to get to the Kalphite Queen's Hive. Table of Contents The Basics and Getting There Map of the Dungeon Attractions Inhabitants The Basics and Getting There Required Skills: None. Quests: None. Items: 2x Rope To climb down into the hive Recommended Skills: High combat stats if planning to hunt the Kalphite Queen Quests: Do No Evil Items: Food, antipoison, good armor The hive is located to the west of the Shantay Pass. You don't really need any desert robes, as you'll be spending very little time exposed to the heat. To get to the Shantay Pass, you can use a Ring of Dueling to teleport to the Duel Arena and then walk south. An Amulet of Glory will teleport you to Al Kharid Palace, to which you would walk out of the palace and follow the same red path south. If you have unlocked the Al Kharid location on the Lodestone network, you may use the home teleport to arrive at this Lodestone and then walk south. If you've gotten far enough in the Fairy Tale Part II: Cure a Queen quest, Fairy Ring code BIQ will take you near the entrance. Just walk northwest. You can also use a fairy ring to reach the alternative Dorgesh-Kaan South Dungeon entrance to the hive. The code is AJQ. This route requires a light source. After the Tree Gnome Village quest, you can travel to northwest Al Kharid via the Gnome Glider network. Either walk straight south or walk to the red path and then south as shown on the map. (You'll eventually have to walk a little east anyway) You will find a hole in the ground, which is the entrance to the dungeon. To be able to get down to each of the levels you need to first use a Rope with the tunnel entrance then select to climb down. This rope will permanently stay there. Once inside you can climb out again by selecting to climb the rope. An entrance to the south (marked on the map by a !) is available after the Do No Evil quest, but you have to exit from it at least once from inside before you can use it as an entrance. This room is the third level of the hive, contains Potato Cactus spawns and a quick entrance to the Kalphite Queen's lair. Map of the Dungeon Attractions The first attraction of the dungeon is a room filled with level 84 Kalphite Workers that are killed for Slayer assignments. Players will frequently set up a cannon here to quickly get done with their task, so it may take some world hopping to find a clear world if you're on a task as well. The cave to the east in this room is the shortcut to Dorgesh-Kaan. You will need a light source to travel through the tunnel. Further on is another room off to the side of the path. This room is full of level 94 Kalphite Soldiers that can poison you. The poison can hit up to 48 damage. These are popular with people using full Guthans, as you can heal more than they hit. Higher level slayers may also choose to kill these instead of the Kalphite Workers because of their higher experience reward. Keep going and you will come to a place where you can attack level 104 Kalphite Guardians (location 3). These are also poisonous. It is possible to use range, magic, or melee with Halberds. To get them to the spot you must go into the next room (location 4) and attack one of the two spawns. Now run back to location 3. If the Kalphite Guardian gets stuck on one of the corners just run into it's path and let it follow you. In the room with the two Kalphite Guardian spawns there is also the tunnel to get down into the Kalphite Queen's Hive. As with entering the dungeon you must first use a rope on the tunnel, then climb down it. Be prepared for a fight. Kalphite Queen Room This is a multi-combat area. Inside the Kalphite Queen's Hive there are two Kalphite Guardians and a number of Kalphite Workers. This is also the home of the level 200 Kalphite Queen, killed for her Dragon Chain drop. When you enter the room, as long as the Queen is on the western side of the dungeon then there is a safe spot standing beside the entrance rope where you will be safe from the guardians. All the monsters in this room are aggressive and will attack you even if you don't attack them first. If you watch the number of Kalphite workers carefully you can tell how long it will be before the Kalphite Queen appears. The more Kalphite Workers there are the longer it will be before the Kalphite Queen appears. If there are about 15 or more Workers then there is over 30 seconds before the Queen will appear. If there are about 7 then you should put on Protect from Magic as the Queen may appear at any moment. When attacking the queen, Turmoil (Level 95 Prayer) is very useful. This combined with a protection prayer will cause prayer to drain quickly, so make sure you've brought your prayer potions. The Queen has two forms. The first being a giant Stag Beetle and the other a Dragonfly. Both forms can hit up to 980 damage with all forms of attack. The first form has a Protect from Mage and Ranged prayer so you must Melee it while the second form has a Protect from Melee prayer so you must Mage or Range it. You can use Verac's to kill both forms as it hits through the Queen's prayer. Karil's is recommended during her second form. With two people wearing Verac's each with at least level 110-120 Combat you can kill the Queen in one trip otherwise you will need a group of about 5-8 people minimum with both Melee and Mage/Ranged equipment to even kill her once quickly. When fighting her it is recommended to use the Protect from Magic prayer. After the Do No Evil quest, you will gain a quick exit from the lair located to the north. You will be brought to another chamber with Potato Cactus spawns and come out just south of the entrance. Inhabitants Monsters Kalphite Queen Level: 200 First form Second form Kalphite Guardian Level: 104 Kalphite Soldier Level: 94 Kalphite Worker Level: 84
-
Original guide: http://runescape.sal...on-dungeon.html King Black Dragon's Lair By TakerMayFire (Twist of Fate) Original guide by: Sgt. Pepper Special thanks to: Hunter, Wartoc1 Introduction This dungeon is located in Level 42 of the Wilderness and is home to one of the meanest, strongest dragons around... the King Black Dragon! Despite the dangers, many players find hunting the "KBD" worthwhile and profitable. It is normally killed as there is a rare chance it can drop a Draconic Visage or Dragon Rider boots and gloves. If you are assigned a Black Dragon task for Slayer, higher levels may want to consider killing the King Black Dragon for the task, due to its charm drops and money per kill potential. Table of Contents Getting There Map of the Dungeon Attractions Inhabitants Getting There There are Wilderness and non-Wilderness methods to reaching the lair. If you do enter through the Wilderness, you will be rewarded with a 10% damage boost for your whole trip! Route 1 - Non Wilderness Northwest of the Edgeville Lodestone, you will find an artifact When you activate it, you will be teleported directly to the lair without having to travel through the Wilderness and risk losing your combat gear! The only downside is that you will not receive the 10% bonus that you could have, had you used the Wilderness. Route 2 - Deserted Keep Another way to reach the KBD is using a lever near the border of East and West Ardougne (often used in the Mage Arena Activity) which teleports you to the Deserted Keep. There will be a spider web in the way, but the knife on your toolbelt will take care of that. From there, you can walk to the dungeon following the map. Route 3 - Obelisks Another way to get to the KBD is by using the ever so useful Obelisks that are scattered throughout the Wilderness. There is one located northeast of Edgeville, which can teleport you to another Obelisk which is located west of the KBD. Be aware that player killers may also be using the Obelisk network and can come out of nowhere. Make sure your auto-retaliate is off. Whenever using the Obelisk near Edgeville, click the northwest tower on it. As you reach the reach the dungeon, you will come across some level 100 Lesser Demons guarding the ladder: Map of the Dungeon Attractions Run past the Lesser Demons, go down the ladder, and you will find yourself in a small room filled with Poison Spiders (level 90). Now, to avoid being poisoned, don't bother killing them, just quickly run and pull the lever located on the wall adjacent to you. You may want to bring an antipoison just in case, also considering the King Black Dragon can poison you later on. fter pulling the lever, you will then be teleported into the dragon's lair. Be careful! If the KBD sees you, he will attack you with a variety of magical attacks, such as his deadly fire blast, or a blast that will poison you. He can hit for very high damage, so I suggest you bring food (lobsters and up are a must), maybe some Prayer Potions, an Antipoison, Antifire or Super Antifire potion, and a method of teleportation. Don't forget to bring an Anti-Dragon Shield or Dragonfire Shield either! The main feature of the dungeon is of course, the King Black Dragon. He spawns toward the northern side of the dungeon, near the middle. To the east of him, there are several chests containing a variety of items. Inhabitants Monsters King Black Dragon Level: 120
-
Original guide: http://runescape.sal...icken-lair.html Evil Chicken's Lair Written by: TakerMayFire (Twist of Fate), Simple013 Original guide by: Simple013 Special thanks to: Introduced in the Recipe for Disaster quest, this Dungeon plays a major role in that Quest. In part 8 you need to get the Evil Chickens' Egg. Well, this is his home. Table of Contents Essential Info Getting There Map of the Dungeon Attractions Essential Info Required Skills: None. Quests: Must have spoken with the Wise Old Man, Lost City, Started Recipe for Disaster: Part 8 Items: Dramen Staff, Raw Chicken, Rope Recommended Skills: High enough defense level to defend against higher leveled dragons Quests: None. Items: Protection from dragon fire. (Dragonfire shield, anti-dragon shield) Getting There There are quite a few options for getting here. The most versatile being the Fairy Ring network available after getting to a certain point in the Fairy Tale Part II: Cure a Queen quest. After you can use Fairy Rings, you can use any of them to go to Zanaris. From the main ring, walk northeast to the other Fairy Ring in front of the chicken statue. If you have not completed the Fairy Tale Part III quest, you will need a Dramen or Lunar staff to use fairy rings and to enter Zanaris via the hut in Lumbridge Swamp. After the quest, you will not need those. The other methods can be found using this map Method 1 - Amulet of Glory Using this enchanted Dragonstone amulet, you have the option of teleporting to Draynor Village. From the landing spot, walk south past the jail then east on the south side of the gate dividing Lumbridge and the swamp until you reach the hut. Method 2 - Lodestone Teleport The Lumbridge Lodestone is automatically unlocked, but you may choose to use the Draynor one if you have it unlocked and find it more convenient. From Lumbridge, walk south past the cemetery and through the gates. Once in the swamp, walk slightly southwest past a small pond. From Draynor, walk south through the city, past the jail, and then east through the swamp past the water altar. Method 3 - The Abyss If you have unlocked the use of the Abyss, you can use the abyssal entrance to the water altar. Exit the altar and walk a little east to find the hut. Upon entering Zanaris you will see the Shrine to Evil Chicken: To enter the Dungeon use your Raw Chicken with it. If you forgot to bring your raw chicken, there are a few live chickens running around the fairy ring by the shrine that you can kill for their meat. Before entering it is advised to turn on Protect from Melee, wield your anti-dragon shield or Dragonfire shield, and take a sip of anti-fire potion. Map of the Dungeon Attractions When you first enter the dungeon, you will be met with level 144 Black Dragons. There are four of these here and if you are a ranger or mage, you'll be pleased to find you can use the rocks and narrow passageways as safespots. Remember that you will still need protection from dragon fire. Black Dragons Level: 144 Life Points: 10,800 Possible Loot: Always Dragon Bones and Black Dragon Hide. Air, Fire, Death, Blood and Law runes, Steel and Rune arrows, Hard clue scrolls, Left Half Shield, Runite Bar, Draconic Visage, Starved Ancient Effigy. The Mine Heading east from the entrance, a path leads to a mining area. Stocked with three gold rocks, three silver rocks, four iron rocks, four coal rocks and finally two mithril rocks. Evil Chicken's Lair Walking or running back to the central chamber and heading north you enter Evil Chickens' Lair. When finished with Recipe for Disaster the only thing you will find is Evil Chickens' empty nest. The only thing you can do with it is examine it: "A nest of Evil." Baby Black Dragons Turn back south again and you will find an entrance to the next part of the dungeon. It looks similar to the Kalphite entrance and you will need to use a rope to climb down. Unfortunately you will lose the rope after climbing back out again. If you ever plan on using it, make sure you have a rope every time you enter. A single Baby Black Dragon is the only creature in here. Baby Black Dragon Level: 100 Life Points: 2500 Possible Loot: Always Baby Dragonbones, rare Starved Ancient Effigy drop, perfect dragon scales, super attack potions (3) Unless you want to do some mining or Dragon Slaying, in which case the closest bank is in Zanaris, it now is time to climb the rope and head south to the fancy purple portal you entered. Step through it and you will enter the wondrous world of Zanaris. Have fun!
-
Original guide: http://runescape.sal...ice-cavern.html Ice Cavern By TakerMayFire (Twist of Fate) Original guide by: Neo Avatars Special thanks to: Bwauder, Wartoc1, O hai im KAMIL Introduction This underground ice cave, located near Port Sarim, is mainly used for the Knights Sword Quest and Defender of Varrock, but there are also some higher level Slayer Monsters in the Dungeon requiring 72 Slayer to kill. This is the only location in the game where you can mine Blurite ore. Table of Contents Getting There Attractions Skeletal Wyverns Inhabitants Getting There The Ice Cavern is quite easy to find. It's located just south of Port Sarim, on Thurgo's peninsula north of Mudskipper Point. Simply climb down the ladder to enter the Ice Cavern. There are a few ways to get here: Lodestone If you have unlocked the Port Sarim location on the Lodestone network, simply teleport to the lodestone and walk south through the town to the peninsula. Explorer's Ring Once you have completed the beginner, easy, and medium tasks of the Lumbridge/Draynor task system, you will have an Explorer's Ring (3). When operated, this can teleport you to the cabbage patch north of Port Sarim. Walk south past Port Sarim, following the docks. Amulet of Glory This enchanted Dragonstone amulet can teleport you to Draynor Village, just east of Port Sarim. Walk north and through Port Sarim following the docks south toward the dungeon entrance near Thurgo's house. Charter Ships Charter ships are located in most of Runescape's ports. For a small fee, (reduced by the Ring of Charos (a), enchanted after the Garden of Tranquility quest) you have the option of taking these boats to Port Sarim. From there, follow the docks south. Clan Vexillum If your clan has a vexillum, it can be used to teleport you to the Clan Camp northwest of Port Sarim. Walk straight south and follow the shoreline to Thurgo's house. Fairy Ring After getting past a certain point in A Fairy Tale Part II, you may use fairy ring code AIQ which will take you to Mudskipper point. Walk north past Thurgo's house and around the little rock platform. Teleport to House If your player-owned house is located in Rimmington, teleport there and walk toward Port Sarim, but turning south before reaching town. This spell requires level 40 Magic and one earth, air, and law rune. If you do not meet these requirements, you can use a house teleport tablet. Attractions If you are a lower level running through the dungeon doing the Knights Sword Quest and find that your energy is running low, there are two places in the dungeon that you can sit and rest safely to let your energy restore without getting attacked. There are a couple of things in the dungeon other than combat. The first thing is that there are three spawns of 1gp by the Pirates. The other things are Blurite Rocks used to get Blurite Ore during the Knights Sword Quest. They also play a part in the Defender of Varrock quest. Aside from questing, they are used to make Blurite crossbows and bolts. Resource Dungeon If your Dungeoneering level is 85 or above, you may find a resource dungeon here. There are 12 Frost Dragons inside which drop valuable Frost Dragon bones. Killing them may be a very worthy option to consider if you are a higher combat level and want to increase your wealth. Charms If you are training Summoning at a lower level, Ice Warriors and Ice Giants have a high drop rate of gold charms. Their combat levels are 78 and 74 respectively. ]Skeletal Wyverns[/b] While most of the dungeon is accessible to free players, there are some members only features. The resource dungeon being the first, and the Skeletal Wyvern cavern being the second. Skeletal Wyverns are level 198 dragon related creatures that require level 72 Slayer and a relatively higher level combat to kill. They are known for having the very rare chance of dropping the Draconic Visage. You MUST have an Elemental, mind, body, cosmic, chaos, or Dragonfire shield to enter. Normal Anti-dragon shields WILL NOT WORK. If you do not have any of these, you will take heavy damage from these creatures and die quickly. Super Antifire potions will not provide protection. When you enter this dungeon, you will receive a message: Skeletal Wyverns attack with melee and ranged. They have an ice breath attack which can freeze players. Inhabitants Mugger, level 22 Muggers are aggressive to players under level 45 combat. They are found toward the beginning of the caves. If you are not paying attention, they can deal some heavy damage. If you are a lower leveled player, perhaps bring some extra pieces of food when you run past them. Hobgoblin, level 40 and 46 Hobgoblins are also aggressive to lower leveled players and can be found just past the muggers. Pirate, level 46 Pirates are aggressive to players under level 83 combat. They hit accurately and quickly. Ice Giant, level 74 These are sometimes used for training, but this location only offers three spawns. They are aggressive to players under level 149 combat. If you are trying to avoid fighting them, be prepared as they can hit up to 185 damage. Ice Warrior, level 78 Ice Warriors are aggressive to players under level 156 combat and even though they do not hit as high as the Ice Giants, they attack fairly quicker than Ice Giants. Medium leveled players may train on these to obtain gold charms and common rune drops. They also drop medium leveled clue scrolls and have a rare chance of dropping Starved Ancient Effigies, just like Ice Giants. Frost Dragon, Level 170 Frost Dragons are accessible here for players who can enter the Resource Dungeon at level 85 Dungeoneering. Killing these is highly profitable and can also be useful for prayer training, or obtaining money to train prayer. Dragon fire protection is necessary. Skeletal Wyvern, level 198 Skeletal Wyverns are very dangerous to unprepared players. While fighting them, an elemental, mind, body, cosmic, chaos, or Dragonfire shield is necessary to avoid a quick death. You will receive a warning message before entering their cavern to prevent accidents.
-
Updates: Graphics and pictures from the two sides of the quest. Reworked the text slightly. Thanks to the original writers and "pollitaawesom" for the help. -------------------- > Essential Info Start Point By speaking to Reldo, the librarian of Varrock Castle or Charlie the Tramp, located next to the Varrock Weapon Store. Required Skills: Ability to defeat a level level 2 or level 30 monster (depends on your gang choice). Quests: None. Items: 1x A friend who has not started the quest, 20x Coins. Recommended Skills: None. Quests: None. Items: None. Ratings Difficulty: Novice Length: Medium () Map of quest areas () Getting Started Before beginning this quest it is highly advisable that you get a friend that has not completed it yet. Once you have found a friend, make your way to the Library at the northern end of Varrock Castle. Speak to Reldo and ask him for a quest. At first he will be unsure if he has any, but after a bit of thought he asks you to look for a book. He mentions the book is nearby in one of the shelves. This book can be seen by the blue and white shield on a top shelf, facing away from the desk. Take it and read it. After reading the book talk to Reldo and he will tell you to talk to Baraek. Now that both of you have started the quest, decide on the gang that each of you will join. Apparently the Shield was broken in half, and each gang has 1 piece. You'll each have to join a different gang to get both halves.If you plan on joining the Black Arm Gang do not talk to Baraek! () Phoenix Gang Baraek can be found outside Varrock Castle in the marketplace, near the fur stall. Ask him about the gang, but before he gives out the location, he wants 20gp. After he tells you about the location of the gang, head along the south wall of the city, walking east until you see a small building with a dungeon symbol. Climb down the ladder, Once down talk to Straven. At first he will pretend that he does not know what you are talking about, but you continue to press your point. He still continues to deny everything but he mentions Jonny the Beard, a member of their rival gang who is supposed to have an intel report on his person. He hints that the removal of such a person as well as the acquisition of such a report could prove useful to anyone joining the said Phoenix Gang. Jonny the Beard is found in the Bar not far northwest from the hideout. You could attempt to talk to him, but in the end you must kill him, Jonny the Beard is a level 2. With him dead pick up the intel report. Take the report back to Straven and he will give you a key. This key is used to open both the hideout and the weapons' storage building. Enter the hideout and head southwest until you see a chest. Open and search it. You should obtain a left-half shield. As soon as you get the left-half shield, climb the ladder and meet your partner outside. Trade him the Weapon Store Key, and send him to the weapon store room. Once he is inside, he should kill the level 30 Weapons' Master and pick up the two phoenix crossbows. Afterwards, he will take them to his own gang's headquarters and obtain his own half of the shield. Then make your way to the Museum. () Black Arm Gang After talking to Reldo, talk to Charlie the Tramp at the southern entrance to Varrock. Ask him about what is down the alley. After he tells you that that is the alley to the Black Arm Gang's headquarters, ask him if you would be allowed in. He responds that he doesn't know and that you should try talking with Katrine. Katrine should be in the second room north of the end of the alley. At first she is unsure of your intentions, but in the end she mentions she may have a job for you to do. Accept the offer and she will give you point you in the direction of the Weapons Room. The Weapons Room is just east of the ladder to the Phoenix Gang's hideout. It is now that your Phoenix accomplice should trade you their key. Enter the building to the east with the ladder going up and go up the ladder. Once at the top you can pick up the Phoenix crossbows but not until you have disposed of the Weapons Master. Then go back to Katrine and give her the crossbows. Go upstairs and search the cupboard on the east wall for a right-half shield. () Final Steps Once you have your half of the shield go to the museum and use it on the Curator. He will be immensely surprised but then he will take it from you and give you two certificates of your appropriate shield half. He will let you know that you cannot complete the quest with just one half of the certificate. But fortunately for you, you have a friend who can give you their second certificate! Put the two pieces together. You should get a warning telling you that the paper will become untradable once you put it together. Put it together anyways. Once you have the full certificate take it to the King in Varrock Castle. Needless to say, he will be surprised as well and after a bit of talking he will give you your reward! Quest Complete! Rewards 1 Quest Point 600 coins Two extra spins on the Squeal of Fortune
-
Prayer By: Salmoneus, TakerMayFire (Twist of Fate) Special Thanks to: Thenewguy1 Original guide by: Salmoneus Prayer can give you a huge advantage when facing even the meanest of enemies during combat. It can come in handy if you need an extra burst of strength, a moment of being almost invincible to magic, or even a faster healing time! Since there are so many things it can help with, Prayer is a skill worth getting better at, even though it can be quite tedious at times. ________________________________________________________________ Under "The Basics" When you pray to the Gods of RuneScape, they will help you by making you instantly stronger, or more resistant to a foes' attack, depending on the prayer that you use. To use more prayers and to make them last longer, you should start off by burying bones which are dropped by many monsters throughout RuneScape. You can find a graphical prayer list by clicking on the silver-colored symbol located to the right of the game screen. It will tell you which prayers you are using, the ones that you can use, and any ones that you can't use yet. To activate a prayer just click on the one you wish to use, and to de-activate it just click on it again. Colored-in Icon: This means that you have enough experience and are a high enough level in order to use the prayer. Lit-up circle around Icon: The prayer is in use and will continue to drain your prayer points until you stop praying. *gif3 NEEDED* Blacked-out Icon: You're unable to use the prayer until you fulfill the requirements. To see what level is required for a certain prayer and what it does exactly, hover over the icon. You will sometimes be able to use more than one prayer at a time, but your prayer points will drain faster if you do. When your points drain down to zero, you will be unable to use any prayers until you recharge at an altar. Altars can be found in many churches around RuneScape. They can also be built in the Chapels of Player Owned Houses. Stat-Boosting Altars Some Altars will provide you with extra Prayer Points if you pray at it while you have full prayer points (ie: 300/300). These are the altars that are known to possess this quality. -The Altar upstairs in the Prayer Guild adds two Prayer Points. -The Nature Shrine in Mort Myre Swamp, which you gain access to after completing the Nature Spirit Quest, adds two Prayer points. -The Altar in Seer's Village adds two Prayer Points if you are wearing your Seer's Headband 3 from the Seer's Village tasks. -After the Temple at Senntisten quest, praying at the Altar of Zaros under The Digsite to switch to ancient curses will boost your Prayer by 15%. -If you are wearing a god item while in that particular god's general's chamber at God Wars, you can pray at the altar every 10 minutes and receive a +10 point bonus per item you are wearing. ___________________________________________________________ (Under "Ghasts") Another good way for Members to gain Prayer experience is by killing Ghasts in the Mort Myre Swamp. You are able to enter the swamp after starting the Nature Spirit Quest, but you should first complete the quest and receive a Druid Pouch to fill with 'Natures Harvests.' This will cause any Ghasts that attack to become visible so that you can kill it. Defeating a Ghast will give 30 experience to Prayer. ___________________________________________________________ The Prayers/Curses (I will make a separate table for the curses but for the regular prayers I will list the update pic, the prayer name, and any edits that are needed) If the prayer is in bolt, it means it's a new prayer that hasn't yet made it to the graph and I will add full info on those. All changes are in bold. Specifically it should be noted that the protection prayers no longer provide 100% protection, but 50% reduced damage. I also included drain rates. Thick Skin - 1 prayer point per 1.2 seconds Burst of Strength - 1 prayer point per 1.2 seconds Clarity of Thought - 1 prayer point per 1.2 seconds Sharp eye - 1 prayer point per 1.2 seconds Unstoppable Force - Level 8 - +5% Ranged Strength - 1 prayer point per 1.2 seconds Mystic Will - 1 prayer point per 1.2 seconds Charge - Level 9 - +5% Magical Strength - 1 prayer point per 1.2 seconds Rock skin - 1 prayer point per 0.6 seconds Superhuman strength - 1 prayer point per 0.6 seconds Improved reflexes - 1 prayer point per 0.6 seconds Rapid restore - 1 prayer point per 3.6 seconds Rapid heal - 1 prayer point per 1.8 seconds Protect item - 1 prayer point per 1.8 seconds Hawk eye - 1 prayer point per 0.6 seconds Unrelenting force - Level 26 - +1 Ranged Strength or +10% Ranged Strength - 1 prayer point per 1.2 seconds Mystic lore - 1 prayer point per 0.6 seconds Supercharge - Level 27 - +1 Magical Strength or +10% Magical Strength - 1 prayer point per 1.2 seconds Steel skin - 1 prayer point per 0.3 seconds Ultimate strength - 1 prayer point per 0.3 seconds Incredible reflexes - 1 prayer point per 0.3 seconds Protect from Summoning- -Provides 50% reduced damage from Summoning familiars. - 1 prayer point per 0.3 seconds Protect from Magic -Provides 50% reduced damage from magic attacks and cuts the duration of bind/teleblock spells in half. - 1 prayer point per 0.3 seconds Protect from Missiles- -Provides 50% reduced damage from ranged attacks and cuts the duration of Bolas snaring in half. - 1 prayer point per 0.3 seconds Protect from Melee- -Provides 50% reduced damage from melee attacks. - 1 prayer point per 0.3 seconds Eagle eye - 1 prayer point per 0.3 seconds Overpowering force - Level 44 - +2 Ranged Strength or +15% Ranged strength - 1 prayer point per 1.2 seconds Mystic might - 1 prayer point per 0.3 seconds Overcharge - Level 45 - +2 Magical Strength or +15% Magical Strength - 1 prayer point per 1.2 seconds Retribution - 1 prayer point per 1.2 seconds - 1 prayer point per 1.2 seconds Redemption - 1 prayer point per 0.6 seconds Smite - 1 prayer point per 0.18 seconds Chivalry - 1 prayer point per 0.18 seconds Rapid Renewal - Level 65 - Restores lifepoints 5x faster - 1 prayer point per 0.24 seconds Piety - 1 prayer point per 0.15 seconds (0.225 seconds if using Castle Wars halo) Rigour - Level 70 - 20% Ranged and 25% Defense - 1 prayer point per 0.2 seconds Augury - Level 70 - +20% Magic and 25% Defense - 1 prayer point per 0.18 seconds Multiple Prayers You have the ability to use multiple prayers at once, although there are some exceptions to this: These prayer effects don't "stack" with each other. So you can't use, for example, Thick Skin and Rock Skin to gain an additional Defence bonus. These prayers of the same type can't be used at the same time as each other. Protection Prayers These prayers will reduce damage from any monster or NPC attacks by 50%when in use. However, Verac in the Barrows has the ability to ignore the Protect from Melee prayer. These prayers also have a 40% chance of protecting you from attacks from other players in places such as the, Duel Arena, Bounty Hunter, Clan Wars, and Player Owned Houses in Combat Rings or Dungeons with PvP Combat on. When you have a Protect Prayer active, you can also use stat-boosting prayers, but you are limited to using one of the following combinations: One of each melee prayer (Attack and Strength). A Magic prayer. A Ranged prayer. Protect From Summoning. You can use Protect from Summoning with any one other protection prayer. Protect from Melee will not protect against poison, failing at Thieving, or being attacked by a swarm of insects when your light source is extinguished. The Curses The Ancient Curses are unlocked by completing the Temple at Senntisten Quest. After the quest, you can pray at the Altar of Zaros under the digsite to switch prayers. Here is a table listing the curses on the list from left to right and down each row. Gravestones When you die, in most situations, a gravestone will appear holding your items for a set time. The time varies depending on what grave you buy, and the default is a signpost which does not last very long. However, if you are lucky, another player whose prayer level is at least 70 may be willing to repair your gravestone to make it survive for an hour at the cost of a few prayer points. This is especially useful in the God Wars dungeon. If the grave starts crumbling, players who have at least level 2 Prayer are able to repair it. _________________________________________________________________ Prayer books (Under the helpful items section) Pictures of the pages for the book of law, book of war, and ancient book were missing so here they are. Ancient Book - Book of Law- Book of War - ________________________________________________________ (Add to the complete end of the guide) Skill Mastery When you have achieved level 99 in the skill, you will be able to purchase the Prayer cape and hood from Brother Jered at the Monastery west of Edgeville for 99,000 gp.
-
Hi all! Our Making History quest guide has been completely rewritten to be more detailed and also to be brought up-to-date with RuneScape since the last guide was written ages ago. I'm sure it will be a big help to every quester looking for a walkthrough on this quest! Many thanks to Mith for sharing this excellent guide with us! :)
- 2 replies
-
- site update
- guide rewrite
-
(and 2 more)
Tagged with:
-
Hey all! Just to let you know, our Watchtower quest guide has been completely rewritten to include all sorts of updated information which was previously missing from our old guide. If you're in need of a helpful guide to assist you in getting through the quest, be sure to have a read through our brand-new guide! A huge thank you goes to Mith for writing this much-needed quest guide for us!
- 2 replies
-
- site update
- quest
-
(and 2 more)
Tagged with:
-
Hi everyone! I thought you'd like to know that we have a new Void Knights' Outpost guide on the website, which has been completely rewritten to include information that was previously missing from the old guide, and to be updated with changes to RuneScape. A great big thanks goes to Samsara for sharing this awesome guide with us!