Firemaking P2P

Posted by: runescape  //  Category: Beginners' Guide

Effectiveness  Requirements  Details
 
0*****
VariableVariable
 Level 5
40 combat
Shades of Mort’ton quest
 Cremating shades in the Shades of Mort’ton minigame not only gives Firemaking experience, but may also yield keys that can be used to get access to many valuable items. These include fine cloth, which sells for 1581 coins and is used in making splitbark armour. Players with higher level Firemaking can make better profit from this as the higher level shades and pyre logs yield better rewards. Fiyr shades yield rune armour and weapons as well as occasional Level 3 clue scrolls. 
0*****
VariableVariable
 Level 40
High combat
Legacy of Seergaze quest
 Kill vyrewatches and cremate their corpses (see the Shades of Mort’ton article to learn how to do so). They can only be cremated with teak pyre logs or higher, but cremating vyre corpses yields a Columbarium key, which can be used to get access to many valuable items in the Columbarium, including trimmed rune armour, snapdragon seeds and clue items. 
*****
120,000 Level 45 Buy Maple Logs from the Grand Exchange for 20 Gp or cut them, light them then proceed to repeat the process as the first load of logs “burns out” and turns to Ashes collect the ashes and either bank or sell them on the GE for 143 Gp this is advisable only if very money concious as it may become tedious however the cost/profit margin is fairly decent. Profit is calculated at an average of 1000 Ashes collected per hour. 

Firemaking Money making guide

Posted by: runescape  //  Category: Beginners' Guide

Effectiveness  Requirements  Details 
1*****
&0000000000080000000000  80,000 coins per hour80000
 None  Players who train Firemaking near banks or at the Grand Exchange will often leave the ashes behind. Gather the ashes of other players’ fires, or just pick up your own ashes after you burn logs. This may not sound profitable but members use the ashes to make Serum 207. Ashes sell for 143 coins each, but this will not give you a profit if you buy the logs you burn (except if using willow logs).
{{mmg entry|profit=450*(143-10)|level=Level 30|details=Willow logs can be purchased at the Grand Exchange for 10 coins (or chopped with 30 woodcutting), and used with a tinderbox to start a fire which eventually turns into ashes, which sell for 143 coins. Downsides: you have to wait for the fires to burn out, other players using the tip above will often steal your ashes, but at current prices, you could lose 4 ashes for every 5 fires before you start losing money.

Due to constantly changing prices for items on the Grand Exchange, some information in this article may or may not be current.
If a money making method is out of date, you can edit this page to improve it.
 

 

Chaos Tunnels

Posted by: runescape  //  Category: Beginners' Guide

The Chaos Tunnels are a dangerous place, filled with aggressive and powerful creatures with a taste for the flesh of adventurers. Please only take items with you that you are willing to lose. This is especially true because the Tunnels are a multicombat area, so you can be attacked by many foes at once.

Be aware that it is easy to get lost among the caves and portals, so you should remember to bring an item or runes to teleport out with.

Introduction

 

Fighting inside the Chaos Tunnels

Beneath the southern areas of the Wilderness is a warren of caves, linked by mysterious portals. Delved from the rock by the power of chaotic magic, a strange enchantment holds sway over its tunnels and passages, drawing evil to it like a moth to a flame. For this reason, perhaps, the range of creatures within the Chaos Tunnels is far greater than you might expect.

Whatever its origin, it is certain that the caves are tainted by the dark hands of Zamorakian magic…

Location

 

Location of the Chaos Tunnels

The Chaos Tunnels can be accessed through a number of rifts in the Wilderness. They are relatively simple – all the better for the monsters of the Wilderness to find their way into the caves below.

If you have reached a certain stage in What Lies Below, the chances are that you have discovered the entrance to a Chaos Tunnel near Varrock. Those especially inquisitive adventurers may even be shocked to glimpse a familiar rogue – follow him at your peril, though: he is old, evil and sure to have a few vicious tricks up his voluminous sleeves.

Points of Interest

 

Interesting areas of the Chaos Tunnels

As you can see from the map to the right, the Chaos Tunnels consist of dozens of small caves, all apparently separate from one another. Within each cave are portals of glowing light, which lead to other portals throughout the dungeon. These portals are stained with dark magic, though, and may not always work reliably – you may find yourself unable to use some portals, and occasionally they may lead you to an unexpected chamber.

The Chaos Tunnels are multicombat areas filled with aggressive monsters, so you will find that it is an excellent location for training your Summoning skill alongside your combat skills. In addition, there is large population of Slayer monsters, so make sure you bring the appropriate supplies!

Personalities

There are no personalities of note within the Chaos Tunnels.

Quests

There are no quests to start in the Chaos Tunnels.

The Creatures brought by Chaos

 

Cave bug (Level 6)
Cave bugs are strange creatures confined to the darkness of the caves. They are very simple opponents, and anyone bold enough to enter the dungeon should have little difficulty killing them. You must have a Slayer level of 7 to kill cave bugs.
 
Fire elemental (Level 35)
With bodies made solely of flame, the fire elemental makes a terrifying prospect for inexperienced explorers. Mercifully for their enemies, fire elementals look far more dangerous than their actual abilities can manage.
Giant ant worker (Level 40)
Traditionally living among the tendrils of the massive Jade Vine in Karamja, giant ants are lost in the Chaos Tunnels. The workers are generally quite passive, though, relying upon the strength of the giant ant soldiers to keep them safe in this strange place.
 
Zombie (Level 40)
The zombies of the Chaos Tunnels are drawn from the hordes of reanimated corpses that can be found in the tragic places of RuneScape. Unsurprisingly, they are hideous and malformed creatures that all sane people try to avoid.
Moss giant (Level 42)
Moss giants are more commonly seen on the surface of RuneScape, but a fair amount have found their way into the Chaos Tunnels, where they and their beards wait for adventurers to disturb them. They are quite strong, and will put up a good fight against unprepared warriors.
 
Monk of Zamorak (Level 45)
Monks that follow Zamorak must always be considered dangerous, which probably comes from following the nefarious god of evil. They will use melee attacks against you if you wander into their area of worship.
Animated spade (Level 50)
Quite mysteriously, the chaotic powers of particularly evil magic are able to penetrate even the most mundane of tools, like the humble spade. As you might expect, the spade can make a formidable weapon when enchanted in this way, but luckily it is also quite passive.
 
Possessed pickaxe (Level 50)
Like animated spades, possessed pickaxes are the result of strange enchantments and curses, all of which bring the humble pickaxe to life. Unlike the spade, however, the pickaxe’s personality is temperamental, making it a much more aggressive foe.
Earth warrior (Level 51)
Made from the hardest clay to be found in RuneScape, earth warriors are like golems that require no instructions: their dastardly minds drive them to attack their enemies with weapons made from the same material as their bodies.
 
Bloodworm (Level 52)
Originating in the Barrows deep within Morytania, bloodworms live in the darkness, feeding on treasure hunters’ blood. Moving to the Chaos Tunnels has meant little to them, for there is still a constant flow of explorers and their feeble eyesight is incapable of telling the difference between their native Barrows and the convolutions of the Chaos Tunnels.
Leech (Level 52)
Ordinary leeches are a minor irritation to jungle explorers and adventurers wandering through swamps. The leeches of the Chaos Tunnels, however, are bloated blood-hungry creatures more than capable of shrugging off the salt you might use on their lesser cousins. Beware also that leeches will drain your skill levels temporarily.
 
Shadow spider (Level 52)
These spiders can be troublesome for people looking to train. The power of the shadow spider is that they are extremely good at draining Prayer. If you are venturing down here, it may be wise to bring a Prayer restore potion.
Ice giant (Level 53)
Though his blades may be sharp, his mind certainly is not. Once confronted, however, this surly and none-too-clever oaf will make short work of you with his sword, slashing and blindly pummeling. This lofty foe is prone to fire, Ranged and Magic attacks.
 
Crypt spider (Level 56)
Tiny though the crypt spider is, its life has been spent among the horrors of the Barrows, where it must be strong to survive. For such a tiny creature, it can take a large amount of damage, but, like most spiders, a good crushing weapon (perhaps something heftier than your shoe, though) should see it off.
Ice warrior (Level 57)
A spirit of elemental magic, the ice warrior feels compelled to patrol its territory and slay intruders. This melee fighter is composed of ice and as such is vulnerable to fire and shattering crush attacks. Also weak to Magic attacks, the warrior will often leave runestone drops as his elemental spirit evaporates.
 
Giant ant soldier (Level 58)
Devoted to defending the giant ant workers it shares its home with, being in a new environment away from the Jade Vine has done nothing to diminish its spirit. They are fierce fighters and will do everything in their power to bite you to death using its vicious mandibles.
Shadow hound (Level 63)
Shadow hounds are predators from the darkest regions of RuneScape, where their smokey colouring, excellent eyesight and silent footstep can be best put to use. They are opportunistic and have more in common with jackals than other varieties of dog or wolf.
 
Poison spider (Level 64)
These spiders are appropriately coloured to warn you off, and can cause concern regardless of how strong you are. It is lucky if you escape them and are not poisoned, as they are very good at hunting and damaging their prey.
Infernal mage (Level 66)
As you might expect, an infernal mage uses his powerful spells to eliminate his enemies. By themselves they aren’t too much of a concern, but should you be attacked by a number of them when your Prayer is running low…
 
Big wolf (Level 73)
Big wolves, much as their name suggest, are quite large specimens of the canine species. They are pack leaders or solitary hunters, and much more dangerous than most wolves you will find above ground. When met in groups, adventurers should beware of their sharp teeth and brutish, talon-tipped paws.
Giant crypt rat (Level 76)
With massive fangs and claws, a nasty attitude and probably more than a few diseases, giant crypt rats are a bit of a surprise to most adventurers. Unlike the sort of giant rats you might expect to see around Lumbridge, giant crypt rats know how to handle themselves in combat. They’re also excellent at scurrying about in a sinister manner.
 
Skeleton (Level 77)
Skeletons may look harmless and weak, but their lack of muscles is more than made up for by the potent magic that holds them together. If you choose to fight skeletons, you may notice the skeleton’s bones will give way when crushing attacks are used.
Jelly (Level 78)
Gelatinous creatures of pure wickedness, the jelly is little more than a stomach that enjoys the taste of almost everything. Though they look harmless – even a little comical – jellies are dangerous foes.
 
Giant crypt spider (Level 79)
The most dangerous of all the spiders you could run into in the Chaos Tunnels, giant crypt spiders get their strange colouring from their usual diet of adventurers and other, smaller giant crypt spiders. As for killing them, bring a nice big mace, or other crushing weapon, and watch their bodies squish (hopefully quickly).
Green dragon (Level 79)
These mighty lizards are a distant relative of the mighty Elvarg of Crandor, although far more agreeable. Less well defended against stab and Ranged attacks, the green dragon is a pale green shadow of Elvarg’s might. Luckily.
 
Zamorak ranger (Level 81)
Armed with evil bows and wicked arrows, Zamorak’s rangers enjoy skewering things from a distance and can often be found picking on anything smaller than themselves – and if there are a few Zamorak rangers, they’ll happily go after larger targets.
Ice troll (Level 82)
Ice trolls are, like all other trolls, remarkably aggressive and quite strong. In the far north of RuneScape, where the trolls cluster in greater numbers, the ice trolls are in such numbers that only the very bold and the very stupid will dare trespass.
 
Zamorak mage (Level 82/84)
Evil to the core from years of bullying at school, Zamorak mages now wield potent magic with which to smite the smug sporting types that made their younger days difficult. Having said that, they’re unlikely to run into them in the Chaos Tunnels – but just give them the opportunity…
Baby black dragon (Level 83)
Though they may be cute, and not appear much of a threat, even the smallest of dragons is a dangerous opponent. Baby dragons are best attacked with stabbing or Ranged weapons, as these are capable of punching through their tough scales.
 
Turoth (Level 83/89)
Turoth are strange, three-legged creatures that defy logic. It is rare to see them outside of the Slayer Dungeon in the Fremennik Province, and the turoth in the Chaos Tunnels have been driven mad (well, madder) by their movement to this strange new area. They are tough beasts that only those with the correct equipment can defeat. You need a Slayer level of 55 to kill turoth.
Zamorak warrior (Level 84/85)
The followers of Zamorak that prefer the intimacy of close combat are armed with nasty blades and imposing armour. They gladly attack adventurers that cross their path, but that’s more from a love of combat than any sense of rage.
 
Fire giant (Level 86)
Fire giants are powerful creatures, but wear little armour. What natural toughness they have is a defence against slashing weapons, so those adventurers uncertain of their abilities should try something else.
Dagannoth (Level 88)
No one can get through Waterbirth Island Dungeon without seeing a dagannoth, but you might be lucky enough to get through the Chaos Tunnels without seeing one. Their talons are long and their teeth are sharp, honed over decades of chewing on the rocks of their caves – and sometimes on the bones and armour of misguided adventurers.
 
Dire wolf (Level 88)
Few citizens of RuneScape ever wish to deal with this kind of wolf: dire wolves are massive, violent beasts well suited to their name. They merrily tear chunks of meat from foolish adventurers, then sit back and wait for more to come along.
Dust devil (Level 93)
Dust devils are odd, bouncing creatures unused to living outside of the smoke well in the Kharidian Desert, but apparently they are more than capable of surviving in the Chaos Tunnels. They can be dangerous creatures to face if you are inexperienced or lack the correct equipment. You need a Slayer level of 65 to kill dust devils.
 
Giant cave bug (Level 96)
Grown to monstrous proportions, these beasts are near unrecognisable from their smaller brethren, the lesser cave bugs. It almost seems as if the kalphites have had an influence on these enlarged creatures…
Mummy (Level 103)
Mummies are the embalmed bodies of long-dead nobles. Of course, in RuneScape the dead do not rest easy, and now they are cursed to wander aimlessly. They have been driven mad by their long and joyless undeath. They are extremely strong and should be avoided by all but the strongest adventurers.
 
Gargoyle (Level 111)
Gargoyles are flying creatures made of solid rock. Quite how they keep themselves in the air is a mystery, but their resilience is not. If you expect to fight gargoyles, you should bring the correct equipment. You need a Slayer level of 75 to kill gargoyles.
Nechryael (Level 115)
Nechryael are tall and powerful, and quite inclined to kill you. They are as evil as anything you are likely to encounter in all your travels across RuneScape, and should never be underestimated. You must have a Slayer level of 80 to kill nechryael.
 
Waterfiend (Level 115)
Waterfiends are the physical manifestation of the essence of water. Oh yes, and they’re terribly evil. They will eagerly hurl arrows made of water at anyone within range, making them quite an irritation.
Bronze dragon (Level 131)
Like other metal dragons, bronze dragons are covered in hard scales that make them particularly difficult to harm. They are a strange sight in the dungeon, glittering reflections of whatever light source is around them. Because they are covered in these scales, though, they are quite vulnerable to Magic.
 
Giant rock crab (Level 137)
A few beasts around RuneScape take advantage of the good reputation of the pet rock to deceive their prey. The rock crab is possibly the best known of these, and any good rock aficionado should be able to tell the difference between the humble and generous pet rock and the vicious and deceitful rock crab.
Black demon (Level 172)
Black demons are vast and powerful demons. Towering over adventurers and most other monsters, they stalk the lower reaches of RuneScape, hoping for a tasty meal.

Bork sure is one big ork

Being followers of Zamorak, chaos is naturally something that members of the Dagon’Hai order appreciate, not least their leader, Surok. Players who have tracked Surok through the Chaos Tunnels will have to face one of his minions, in the form of a big ork called, er, Bork (orks aren’t known for their creativity).

Bork (level 267) hits hard with his melee attacks – very hard – but praying against that won’t help you out too much, as there will also be a Dagon’Hai monk in there with him firing nasty spells at you. Bork also often calls his ork legions to aid him in combat. These legions may be at the other end of the height scale from Bork, but they hit fast and their attacks can also soon overwhelm those who go unprepared. If you manage to defeat Bork, the cavern will begin to collapse, so make sure to pick up his drops and get out of there as quick as you can. Defeating him also earns you Slayer experience (5,000 for the first time you beat him; 250 for each subsequent victory). Wearing the ring of wealth when killing Bork will improve the drops you receive.

Bork resides in the chamber to the far north-west of the Chaos Tunnels. He can be fought once per day after you complete the What Lies Below quest and the Hunt for Surok miniquest.

Dorgesh-Kaan South Dungeon (Members)

Posted by: runescape  //  Category: Beginners' Guide

As some creatures in the dungeon have a poisonous bite, it’s a good idea to bring an anti-poison potion with you.

Introduction

 

Inside the Dorgesh-Kaan South Dungeon

At the unlikely confluence of Dorgesh-Kaan and the Kalphite Hive lies the Dorgesh-Kaan South Dungeon, a murky cavern that recalls the Lumbridge Swamp Dungeon in many ways: cave bugs scamper amongst giant frogs, cave slimes lurk in corners and swampy pools bubble. Subtle, but potent differences mar this comparison: the cave bugs have grown to warrior-worrying proportions and the molanisk, a strange cross between a mole and a basilisk, has taken up residence.

Location

 

Location of the dungeon

Dorgesh-Kaan South Dungeon can be accessed by two separate entrances. The first, and more widely trodden path, is through Dorgesh-Kaan, down from the Agility Course. At the southernmost point of the city, an adventurer should find the entrance up some rock stairs.

Another, far more treacherous path, could be through the Kalphite Hive. Previously sealed off by the Dorgeshuun, the Kalphite Hive entrance has been opened so that more curious humans can access their city. This means that those within the earlier reaches of the Hive can enter the Dorgesh-Kaan South Dungeon on their way to the Dorgeshuun city.

Points of Interest

 

Interesting areas of the dungeon

The dungeon, aside from providing a valuable means to the Kalphite Hive for those in Misthalin, has a few notable features. Most importantly, the area is rife with Slayer targets, including some rarer, high-level combatants.

There are two Fishing spots, where frog spawn and slimy eels can be caught.

There is a fairy ring in the centre of the Dungeon.

An Agility Course ranges overhead for those who like to mix swinging over crevasses with their slaying.

The cave is a valuable source of swamp weed, with several creatures dropping clumps of it.

Personalities

There are no personalities of note in this Dungeon.

Quests

No quests can be started in the Dorgesh-Kaan South Dungeon.

Beasts of the Dungeon

 

Cave Bug (Level 6)
Cave bugs are strange creatures confined to the darkness of the caves. They are very simple opponents, and anyone bold enough to enter the dungeon should have little difficulty killing them.
 
Cave Crawler (Level 23)
Cave crawlers are long, lizard-like creatures with six legs and a series of green stripes down their backs. Their bite is poisonous, but they are less resilient in the face of crushing or Magic attacks.
Cave bugs can be found throughout the dungeon; you must have a Slayer level of 7 to kill them.   You must have a Slayer level of 10 to kill cave crawlers.
Cave Slime (Level 23)
Cave slimes are shapeless creatures that live by digesting anything around them, including adventurers that are overcome by the dangers of the dungeon. Their attacks, like the cave crawler, are poisonous.
 
Big Frog (Level 24)
Big frogs are considerably larger than you’d ever expect a frog to grow to, and they’re certainly not for new adventurers. Thankfully, they never stray far from water.
You must have a Slayer level of 17 to kill cave slime.    
Molanisk (Level 51)
The molanisk is a sedate and passive creature, gripping to the walls and flicking out its tongue whenever prey crawls past. It takes one ring, however, from a Slayer bell for the molanisk’s bile to rise, charging at you with its horn!
 
Cave Bug (Level 96)
Grown to monstrous proportions, these beasts are near unrecognisable from their smaller brethren, the lesser cave bugs. It almost seems as if the nearby kalphites have had an influence on these enlarged creatures…
You must have a Slayer level of 39 and a Slayer bell to kill a molanisk. The molanisk often drops mole claws.   The larger cave bugs can be found throughout the dungeon; you must have a Slayer level of 7 to kill them. They can drop a water battlestaff.
Giant Frog (Level 99)
Giant frogs have fed on the smaller creatures around them for years to grow into monstrous beasts capable of slaying all but the toughest of adventurers.
The giant frogs are found in the south-east areas of the dungeon, while some others have wandered farther afield.

Sepulchre of Death In Runescape

Posted by: runescape  //  Category: Beginners' Guide

Inside the Sepulchre of Death Tremble, Mortal, for I am the lord of the Sepulchre of Death. I have made this place to be void of life, and only the most powerful or determined mortals should come here. Be ready to answer my questions and I will allow you to move closer to my heart, if you answer them correctly.

It is dark and cold down here at the base of the Stronghold of Security and my creatures are hungry for a little warmth. So come into my embrace, Mortal, and see what treasures await you.

Map

 

Map of the Sepulchre of Death

 

    Exits   Portal   Reward

 

This final level of the Stronghold of Security is not for the weak and certainly not for those that fear me. Those that have lost their way or failed to escape now serve to block your way.

The way through the Sepulchre of Death is not simple, nor is there any way through that will allow you to avoid facing my guardians. There are bone ropes, however, which are set in place for the fearful to use and return to the start of my Sepulchre.

Those whose desire to live is great enough will arrive at my central chamber where I preserve the faintest seed of life. This will grant you the final prize of the Stronghold of Security, proof that you have bested me and my brothers: no small feat, I assure you, Mortal.

Minions of Death

 

Skeleton (Level 60/68/85)
Skeletons are the typical servant of Death, such that superstitious mortals describe Death in that form. They are not the most horrifying of creatures, but skeletons serve as excellent guards and warriors.
 
Ghost (Level 76/77)
Those mortals who fail to arrive at my chamber to collect the Gift of Life, but whose will is strong nonetheless, I choose to keep as fragmentary remnants of themselves. Ghosts are wrathful beings, but magic can still cause them pain.
Ankou (Level 75/82/86)
An Ankou’s touch is as cold as the void, and drains life with the merest graze of its fingertips. They are skinless creatures that are the most recently dead of my minions.
 
Shade (Level 83)
Shades are among the eldest of my victims, and have long since lost any recollection of their former lives. They are an admirable symbol of my victory over life.

Varrock Sewers

Posted by: runescape  //  Category: Beginners' Guide

These sewers contain a variety of monsters, up to level 42 Moss Giants. If you do not think you can take on these monsters, only bring armour/items you are prepared to lose.

Introduction

 

Fighting Moss Giants in the Varrock Sewers

Beneath the busy city of Varrock resides the long, dark, damp and monster-infested sewers.

The deeper warriors venture into Varrock sewers, the greater the challenge becomes, with fights varying from rats to red spiders.

Location

 

Location of the Varrock Sewers

Varrock Sewers is located beneath the bustling city of Varrock.

Varrock is a key city in RuneScape, located in the north-eastern area of Misthalin.

When looking to access the Varrock Sewers, you’ll need to look for an open manhole cover!

Points of Interest

 

Interesting areas of the Varrock Sewer

As you can see from the map above, the area is a labyrinth of corridors and rooms. The deeper you go into the sewers, the harder the monsters will become.

Members will find the monsters in here useful as some drop items such as herbs (zombies), and seeds for your Farming skill (moss giants).

At the very end of the sewers, in the northern-most room containing moss giants, there is a pipe. If you are on a members’ server, you can crawl through this pipe and gain access to Edgeville Dungeon, just near Vannaka.

Also in this final room, there is a spawn point for red spiders’ eggs, used as a secondary ingredient in Herblore.

Personalities

 

Grimesquit
The other of the two ratcatching sisters that reside in Varrock Sewers, Grimesquit is also an expert in getting fuzzies to chase and splat ratsies, so they can display their kills proudly on her rather grotesque ratpole.
 
Phingspet
One of the two ratcatching sisters that reside in Varrock Sewers, Phingspet enjoys nothing more than chasing ratsies around the sewers, and occasionally helping out cat owners with advice on how to splats and squasherise rats.
Grimesquit can be found with her sister, in the entrance area of the sewers.   Phingspet can be found with her sister, in the entrance area of the sewers.
Quests

There are no quest start points in Varrock Sewers.

Monsters of the Sewers

 

Giant Rat (Level 3)
Just like giant spiders and goblins, giant rats are a common sight. They are slightly tougher than goblins and giant spiders, but this still doesn’t say much.
 
Skeleton (Level 22)
Skeletons may look harmless and weak, but their lack of muscle is more than made up for by the potent magic that holds them together. If you choose to fight skeletons, you may notice the skeleton’s bones will give way when crushing attacks are used.
Giant rats can be found in the entrance area of Varrock Sewers.   Skeletons are found in the north east area of the sewers, past the giant rats.
Ghost (Level 19)
No spooky dungeon or sewers would be complete without a ghost or two, so when you venture deeper into the sewers, don’t be surprised if you bump into them. They can be dangerous, but Magic is quite effective against enemies that have no bodies.
 
Scorpion (Level 14)
Scorpions in RuneScape are always to be watched out for, using their dangerous tails for vicious melee attacks.
Ghosts can be found past the skeletons.   Scorpions are found in between the rats and skeletons.
Zombie (Level 24)
Zombies are usually found in the dark, damp areas of the RuneScape world, so it is not surprising that a few wander the central damp area of the sewers. Separated by a river from one side, it is a good place to use Magic attacks such as ‘Crumble Undead’ from a safe distance.
 
Deadly Red Spider (Level 34)
Tougher than the giant spiders by far, deadly red spiders haven’t earned their name letting adventurers walk by: they will give you a tough fight if you are unprepared. As this is a multicombat area, be careful you don’t get outnumbered quickly!
Zombies are found in the central area, past the ghosts.   Deadly Red Spiders can be found in the final area of Varrock Sewers.
Moss Giant (Level 42)
Moss giants are more commonly seen on the surface of RuneScape, but a fair amount have found their way into the final section of Varrock Sewers, where they and their beards wait for adventurers to disturb them. They are quite strong, and will put up a good fight against unprepared warriors.

Asgarnian Ice Dungeon

Posted by: runescape  //  Category: Beginners' Guide

For those less-experienced adventurers looking to rush into the Ice Dungeon for blurite ore comes a small disclaimer: Aggressive beasts will attack on sight, and some of these are of a sufficiently high level to cause critical damage.

Stock food and Prayer up to optimum levels: an altar lies to the north of the dungeon entrance, while herrings and anchovies can be caught from nearby Fishing spots. Those players who are members can confront the skeletal wyvern for Slayer reasons, though this will require some form of elemental protection.

Introduction

 

Fighting inside the Asgarnian Ice Dungeon

As deadly dungeons go, the Asgarnian Ice Dungeon is one of the most picturesque. That is, once you get past the dank and shabby enclaves of muggers and pirates. Beyond these low-lives resides the centrepiece of the Ice Dungeon – the ice cavern – where dazzling blurite throws beams of light across smooth outcrops of ice. This curiously beautiful frozen area lies far from the poles, leading adventurers to wonder what really could be the cause of such an unnatural grotto.

Prolonged contemplation of the scene will be interrupted by a swift blow to the head, though. Looming ice giants and elemental warriors await those who wish to pilfer, while the shattering cries of the skeletal wyvern will send chills into wandering souls.

Location

 

Location of the Asgarnian Ice Dungeon

The Ice Dungeon can be entered through a trapdoor in Asgarnia’s southern peninsula. No light sources are needed for the dungeon – smugglers’ lanterns and the natural luminescence of the blurite provide enough light to go by.

The entrance to the dungeon is only a few paces eastward from Thurgo, the reclusive Imcando dwarf, and his shack on the peninsula.

Almost directly north lies Port Sarim jail.

Points of Interest

 

Interesting areas of the Asgarnian Ice Dungeon

The Asgarnian Ice Dungeon, however pretty, has a fearsome array of combat training options for the intrepid explorer. For those looking to mine blurite, achievable with level 10 Mining, there is a small cache in the main ice cave. This may be useful to those currently grappling with the Knight’s Sword quest, and any members who wish to build certain types of crossbows and bolts.

Aside from this, the cave has a large number of beasties that may be the target of Slayer assignments. One of these, the skeletal wyvern, is reachable only by Members.

Personalities

There are no personalities of note in the Asgarnian Ice Dungeon.

Quests

There are no quests to start in the Asgarnian Ice Dungeon.

The Lawless and Ruthless of the Ice Dungeon

 

Mugger (Level 6)
Too unskilled to be a pickpocket, this unsubtle character has chosen the more physical route to gleaning your belongings. Too poor to afford any strong weapons, armour or even combat training, the mugger is more likely to be left penniless and bleeding than his target.
 
Pirate (Level 26)
Arr, so here be pirates! Avast ye, landlubber, as we be stronger than yer common pirate. Not by much, my lad, but enough to get yer brew stewing. We just be here storin’ our cargo, ye see. So there be nothin’ fer ye to see here, Jim lad, just shimmy along to whatever ye be doin’. Arr, I say. Arr!
The mugger is hiding from the law in the opening caves of the Ice Dungeon.   Pirates are up to no good in the second cave you encounter in the Ice Dungeon.
Hobgoblin (Level 28/42)
A tougher hybrid of the goblin, these common spear-wielding creatures are as comfortable above ground as below it. Strikingly ugly, this particular group of dungeon-dwelling hobgoblins are ramshackedly led by a stronger hobgoblin, who should be no real challenge to the experienced adventurer.
 
Ice Warrior (Level 57)
A spirit of elemental magic, the ice warrior feels compelled to patrol the ice cavern and defend the blurite. This melee fighter is composed of ice and as such is vulnerable to fire and shattering crush attacks. Also weak to Magic attacks, the warrior will often leave runestone drops as his elemental spirit evaporates.
Hobgoblins swarm around the entrance to the Ice Dungeon, too scared to stray in.   The Ice warrior is drawn to the blurite in the ice cavern.
Ice Giant (Level 53)
Though his blades may be sharp, his mind certainly is not. The Ice Giant, tall and thunderous with icicles for a beard, is quite easy to bypass on a quest for blurite. Once confronted, however, this surly and none-too-clever oaf will make short work of you with his sword, slashing and blindly pummeling. This lofty foe is prone to fire, Ranged and Magic attacks.
 
Skeletal Wyvern (Level 140 – Members only)
Drawn to its unnatural chill, the skeletal wyverns have settled within the Asgarnian Ice Dungeon in an effort to escape human interference. Once the servants of the dragons, these serpent recluses will fight hard to protect the cave in which they have chosen to dwell, attacking with gouging kicks and, more frequently, devastating blue ice-breath. Its wyvern-breath cannot be defended by anti-dragonbreath shields, instead requiring elemental protection or a dragonfire shield. High-level Slayer and combat skills are a must.
The Ice Giant’s favoured stomping ground is the ice cave.   The skeletal wyverns prowl beyond the ice cave tunnel.

Crandor and Karamja Dungeon

Posted by: runescape  //  Category: Beginners' Guide

Though Crandor and Karamja are quite separate islands with very different appearances, they both lie on the same geological faultline that created the Karamja Volcano. Because of this, there is a tunnel between the two islands that goes beneath the sea and connects the peak of Crandor Island to the top of Karamja Volcano.

Like most underground warrens, the nastier beasts of RuneScape are naturally attracted to it, and the mighty dragon Elvarg has even deigned to establish her home there.

Location

 

Location of the dungeons

Crandor and Karamja Dungeon can be entered both on the top of Crandor and the top of Karamja Volcano.

To the west of the Karamja Volcano entrance is the piratical town of Brimhaven.

Points of Interest

 

Interesting areas of the dungeon

The most obvious feature of Crandor and Karamja Dungeon is the entrance to the TzHaar city (members only), which is located close to the rope that leads to Karamja.

There is a gold mine, protected only by skeletons and giant bats, which is useful for gathering that valuable ore.

Elvarg’s den is in the northern part of the dungeon, but only those sent to battle her in the Dragon Slayer quest may enter her domain. The door that splits the two halves of the dungeon can only be used once you have progressed far enough through this quest to need it.

Personalities

 

Elvarg
Elvarg is a mighty beast and bane of many, especially Oziach of Edgeville. Though some adventurers may go on to fight more powerful and more terrifying beasts, Elvarg is the only dragon that non-members will have the opportunity to fight. She is old beyond reckoning and has caused a great deal of devastation in this life time.
Elvarg can be found stalking her lair in the northern part of the dungeon.
Quests

There are no quests to start in Crandor and Karamja Dungeon.

Denizens of the Dungeon

 

Skeleton (Level 22/25)
Skeletons may look harmless and weak, but their lack of muscle is more than made up for by the potent magic that holds them together. If you choose to fight skeletons, you may notice the skeleton’s bones will give way when crushing attacks are used.
 
Giant Bat (Level 27)
Bats are nocturnal creatures that rely on their sense of hearing to find their prey. For this reason they tend to prefer living in caves, where they can hear echoes of footsteps and their own cries to pinpoint precisely where their prey is. Their wings are their weakness, and arrows are excellent at puncturing them.
Skeletons are found at the two entrances to Crandor and Karamja Dungeon.   Giant bats can be found in the south of the dungeon.
Deadly Red Spider (Level 34)
Tougher than the giant spiders by far, deadly red spiders haven’t earned their name letting adventurers walk by: they will give you a tough fight if you are unprepared. They sometimes leave their eggs out in the open though, and they are a prized ingredient in restore potions.
 
Giant Skeleton (Level 45)
Giant skeletons are a true menace of the Crandor and Karamja Dungeon, and guard the entrance to Elvarg’s lair. They are intimidating enemies that tower over you with their massive scimitars at the ready. They are prone to the same weaknesses as normal skeletons, though, which cunning adventurers will use to their advantage.
Deadly red spiders can be found in the southern half of the dungeon.   Giant skeletons can be found outside Elvarg’s den.

The Dwarven Mine

Posted by: runescape  //  Category: Beginners' Guide

Dwarves are legendary throughout RuneScape for their mining prowess, so where better to hone your Mining skills than in the Dwarven Mine itself? The Dwarven Mine was created long ago after dwarven prospectors discovered an abundance of essential resources running through the rock. The dwarves are fiercely proud of the cavernous tunnels, and they are still working hard to harvest the ores that remain trapped within the rocks.

Be careful not to get lost in this subterranean labyrinth; there are plenty of creatures in here that are waiting for the chance to catch an unsuspecting adventurer. The mine is populated by dwarf miners that will put up quite a fight if you decide to attack them. The mine is also home to overgrown scorpions that skitter about amongst the mining rocks.

Location

 

Location of the Dwarven Mine

The Dwarven Mine is situated deep in the ground between Falador and Ice Mountain. There are several entrances to the Dwarven Mine. The mine can be accessed from the north by climbing down the ladder in the southern foothills of Ice Mountain. There are two entrances in Falador; one south of the bank and one east of the Party Room. The other entrance can only be used by those with access to the Mining Guild. Entrance to the guild requires a Mining level of 60.

Points of Interest

 

Interesting areas of the Dwarven Mine

In the Dwarven Mine, novice miners can train their skills on the tin and copper rocks; crafters can mine clay; more experienced miners can gather iron and coal; while advanced miners can chip away at gold, mithril and adamantite.

In addition to lots and lots of lovely mining rocks, the Dwarven Mine is home to a number of traders that can provide you with essential tools or brutal weapons.

Once you have smelted the ores that you have gathered, you can take them to the Smithing anvil that can be found near the centre of the mine. Simply bring a hammer and your bars and you’re ready to go.

Advanced miners can access the Mining Guild. If you have a Mining level of 60 or above, head down to the most southern part of the mine and enter the guild. The guild gives you access to a host of coal and mithril rocks, with the added bonus of scorpion-free mining. The red dot on the map shows the location of the Mining Guild door, while the green, yellow and blue dots mark the main entrances to the mine itself.

A series of caverns has recently been discovered towards the northern end of the mine – there is a rope climb down to it near to the mine cart tracks. Running ice water from the melting peaks of Ice Mountain has opened up these caverns, which have been closed off for so long that a strange species of living rocks has evolved down there. The caverns offer excellent opportunities for experienced miners (and fishers). Be warned, however, that the living rocks are tough, aggresive and not fond of visitors from above.

Personalities

 

Nurmof
Nurmof is a purveyor of high quality pickaxes. He can sell you a shiny new pickaxe, from bronze up to rune, and he will also buy any that you no longer require. Nurmof can also repair broken pickaxes, for a fee.
 
Drogo
Drogo runs the Dwarven Mine’s Mining Emporium. He does a great trade in ores and metal bars, but make sure you treat him with respect. Drogo doesn’t take too kindly to anyone calling him ‘shorty’.
Nurmof can be found in the north-west of the mine,north of the general store dwarf.   Drogo can be found in the north of the mine, in the cave to the east of the Ice Mountain entrance.
Hammerspike Stoutbeard
You don’t want to get on the wrong side of Hammerspike and his gang members. Hammerspike is a ruthless gangster, and has terrible manners.
 
Boot
Boot received his name due to a childhood habit of sleeping in a large item of footwear. Unsurprisingly for a dwarf, he knows a lot about gold.
Hammerspike can be found in the far west of the mine.   Boot can be found in the west of the mine, in a cave to the west of Hura’s crossbow shop.
Hura
A master crossbow craftsman, Hura is a useful source of knowledge for those who are looking to produce their own crossbow and ammunition. Hura can also sell you some crossbow components to start you on your way.
 
Cart Conductor
The Cart Conductor is an employee of Keldagrim Carts and he will happily sell you a cart ticket to Keldagrim.
Hura can be found in the west of the mine, in a cave to the south-west of the smithing anvil.   The Cart Conductor can be found in the north-west of the mine, north of the general store.
Quests

There are no quests to start in the Dwarven Mine.

Dangers in the Dark

 

Scorpion (Level 14)
These over-sized hunters thrive in dark, damp spaces, making the Dwarven Mine an ideal habitat. Low-level players should treat these scorpions with caution. Be sure to bring a weapon with you when you mine.
 
King Scorpion (Level 32)
King scorpions love nothing more than attacking unsuspecting miners as they attempt to gather precious ore. These super stingers are very aggressive, and guard the higher-level rocks.
The scorpions’ territory covers the area north of the Mining Guild, right up to the most northern coal rocks.   The king scorpions patrol the iron, mithril and adamantite rocks in the area north of the Mining Guild door; and the coal and tin rocks west of the Falador house stairs.
Miscellaneous

 

  • You can use the carts in Keldagrim to travel to the Dwarven Mine. Buy a ticket from a cart conductor in Keldagrim and select Ice Mountain as your destination.
  • If you have an Agility level of 42, you can take advantage of the shortcut between the two main chambers of the Dwarven Mine.
  • Players with level 15 or 45 Dungeoneering will be able to find mysterious entrances in the Dwarven Mines.

Tai Bwo Wannai (Members)

Posted by: runescape  //  Category: Beginners' Guide

Tai Bwo Wannai is the main enclave of the native culture of Karamja. The people are remarkably friendly, and still greet strangers with the term ‘bwana’, meaning ‘friend’. While they may seem quite civilised (and are certainly more civilised than the tribesmen that wander the jungle), they still use sticks as currency – there is an excellent reason for this, though. Gold is relatively common on Karamja, and so it has no particular value to the natives; certain plants, on the other hand, are valued for their rarity and special properties.

The village itself is a collection of huts, most of which have a second level above the ground. They also have some advanced Farming techniques that allow them to grow excellent trees. Being a relaxed and fun-loving people, they don’t worry too much about things, for example the rather unkempt state of the encroaching jungle or the dilapidated fencing. To save themselves the trouble, they’re more than happy to reward enterprising adventurers who help out around the village.

Location

 

A map of Tai Bwo Wannai

Tai Bwo Wannai lies in the north-west corner of the southern mass of land that makes up Karamja. To the west is the sea and, across those waters, the town of Yanille.

North of the village is the piratical town of Brimhaven, and east of there is the volcano that rises above the TzHaar city.

South through the jungles is the undead-beset Shilo Village.

Points of Interest

 

Tai Bwo Wannai’s points of interest

Tai Bwo Wannai is becoming rapidly more concerned with trade, so despite being essentially a native village, they have an excellent range of items for sale. The authentic clothes available at Gabooty’s Tai Bwo Wannai Cooperative will make any adventurer feel right at home there, or look exotic at almost any other port of call.

Teak and mahogany grow in the enclosure east of the village, and the Farming patch is good for growing a calquat tree.

If you want to earn enough trading sticks to afford their clothes or to pay for access to the teak and mahogany, though, you might like to consider helping them repair and reinforce their fences. To help in the Tai Bwo Wannai Cleanup, you’d best go and have a chat with Murcaily.

Though Tai Bwo Wannai has no bank itself, it does have the Tai Bwo Wannai Parcel Service, run by Rionasta, which will take your items to a bank on the mainland for a small fee (in trading sticks, naturally).

South-east of the village is the Nature Altar, which also allows visitors to arrive from the Abyss. Conveniently, Jiminua, who runs the general store just north-west of the village, will un-note any noted rune essence you might have, to save you running to and from banks all the time.

Personalities

 

Timfraku
Timfraku is the village chief and should be happy with his job. Sadly for him, he has not seen his sons for quite a while, as they have been wandering the island on their personal quests to prove themselves worthy of manhood.
 
Trufitus
Trufitus is the village’s wise man, and a wiser old man would be difficult to find (with the obvious exception of the Wise old Man). He is particularly knowledgeable about the history and legends of Karamja, so if you need some specialist information, he may be just the man you’re looking for.
Timfraku can be found in his hut in the west of the village.   Trufitus can be found in his hut in the east of the village.
Murcaily
Murcaily tends the hardwood grove in the east of the village, but is also responsible for the fence to keep the jungle at bay. He obviously can’t manage both jobs himself, though, and is always grateful to see adventurers looking for something to do.
Murcaily can be found by the gates to the hardwood grove.
Quests

The following quests can be started in Tai Bwo Wannai:

  • Jungle Potion (Members)
  • Tai Bwo Wannai Trio (Members)
Jungle Creatures

 

Snake (Level 5)
Snakes are drawn to the warmth and moisture of jungles, so it’s no surprise that Tai Bwo Wannai has a good few thereabouts. The snakes there are no real threat, and are not poisonous, so they make easy fodder for young adventurers.
 
Tribesman (Level 32)
The tribesmen of Karamja are much less civilised than the Tai Bwo Wannai, and some are little more than thieves and raiders. One or two are considered harmless enough to wander the village, but most are forced to hide, waiting for the right time to leap out and attack. Beware, some of them poison their weapons.
Snakes can be found in the jungle around and inside the village.   Tribesmen can be found in the south of the village.
Jungle spider (Level 44)
The native creatures of Karamja are at least as dangerous as the people of the village, and jungle spiders are an excellent example of this. They won’t crunch under your boot, and they won’t flee in terror from a flame, but they will try to sink their poisonous fangs into you and carry you away for a later snack.
Jungle spiders can be found around the village.
Miscellaneous

 

  • After completing the Tai Bwo Wannai Trio quest, Tamayu will sell you poisoned spears and cleaning cloths, while Tiadeche will sell karambwan and karambwan vessels.
  • If you kill a broodoo victim in the Tai Bwo Wannai Cleanup and wear the mask, no one in the village will talk to you – after all, you look like a cursed spirit of the dead.
  • Gabooty doesn’t just run the Tai Bwo Wannai Cooperative, he also has a drinks business – Gabooty’s Tai Bwo Wannai Drinky Store – which sometimes stocks a nice range of gnome drinks. This, of course, means that he might just buy your spare drinks from you, though he’ll pay in trade sticks.
  • Once you have completed the Skrach Uglogwee subquest of Recipe for Disaster you wil unlock a boat ride shortcut from the Feldip Hills to the coast near Tai Bwo Wannai.