Mole Hunting Guide

Posted by: amber  //  Category: Minigame Guides, runescape hunting guide

Overview
The giant mole resides below Falador park. With a level of 230 and 200 hitpoints, she is not a target to be under-estimated. At random points during the battle, she may burrow away in an attempt to escape to another part of the lair. The Giant Mole is often hunted because its skins and claws can be traded with Wyson the Gardener for birds nests, which are used in the herblore skill. Also, the seeds in the nests are very useful for farming.

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Preparing for Battle
A light source is a must at all times while in the lair.

What To Bring:
Spade - To enter the lair.
A Light source - You don’t want the bugs getting you.
Dragon halberd - Great for high hitting special attacks.
Dragon Dagger(p++) and Rune Defender - The poison damage really adds up.
Teleport Tabs - For quicker journeys to altars(can also use your home teleport).
Super Attack and Strength - Make each hit count.
Prayer Potions - You don’t want to run out.

Equipment
Melee Method

Using this method, you will be praying “Protect from Melee” or “Deflect Melee”the whole time. This makes it very easy to kill the Giant mole assuming you don’t run out of prayer. The godsword can be replace with Abyssal Whip with a rune defender or shield of you choosing.

Range Method

Using this method, you will be praying “Protect from Melee” or “Deflect Melee”the whole time. You will run out of prayer potions faster this way because you are not using prayer bonus armor. The mole tends to be weaker to ranged attacks then melee.

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Getting to the Giant Mole
To get to the Giant Mole lair dig with a spade on any of the many mole mounds in the Falador park. Once in the lair, you must make your way to the Giant Mole at the centre of the lair. The green dots on the map show where the Mole may appear if it burrows in an attempt to flee your slaying.

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Strategy
Note: Using a Spirit Terrorbird while your killing the Giant Mole is a great way to make sure your running energy dose not drop to zero. Also a combat summoning familiar can be helpful for fighting the Giant Mole, especially while fighting it solo. If you are attacking the Mole and it is attacking you, when the Mole digs away your summoning familiar will follow it for a few steps allowing you to determine the general direction to the Mole.

Melee Method
1. Drink your potions(super attack and super strength).
2. Once at the mole, immediately turn on the Protect from Melee prayer.
3. Unleash your Dragon Dagger P++ or Dragon Halberd special attacks.
4. Swap to your Godsword/whip.
5. If the Giant Mole digs away, search the lair for where it has gone and finish off the kill.
Note: Make sure you don’t run out of prayer.

Range Method
1. Drink your potion(ranging).
2. Once at the mole, immediately turn on the Protect from Melee prayer.
4. If the Giant mole digs away, search the lair until you find it and continue your attack.
Note: Make sure you don’t run out of prayer.

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Rewards
Visit Wyson the Gardener and trade your mole skins or claws for a bird’s nest. These nests can contain:

Nothing
An unenchanted ring
Vegetable seeds
Herb seeds
A tree seed
On top of those, you can get a variety of drops ranging from a dragon medium to an uncut gem. For a full list of drops, view the Giant Mole Bestiary profile.

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Tips and Tricks
Bring your friends. With more people you’ll kill it faster and more effectively.
Bring a Teleport of your choice along with you just incase you happen to get in a sticky situation.
Watch your prayer. The consequences of not doing so could be fatal.
Don’t waste your prayer. You don’t want to have to teleport when it’s almost dead.
Use busy servers so the Giant Mole will respawn quicker.
Change your respawn point to Falador. If you die, you will be able to quickly retrieve your items.

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Get Runescape Fire Cape

Posted by: cow  //  Category: Minigame Guides

The Runescape Fire Cape is a precious trophy handed to those who beat the TzHaar cave mini-game. The TzHaar fight cave is the hardest Runescape mini-game with a final boss monster by the name Tztok Jad who weighs in at an astounding level of 702. Before you get to face Tztok Jad you must make it through a hell of trials that will push you to your limits and beyond. You need spot on hand-eye coordination, godlike patience, experience and expensive equipment and items to go with that. It is no small undertaking and it certainly is not for those who want fast results. You must be a professional to pull it off and that is not something a casual Runescape player has time to pursue. We are professionals and we have been doing this for years. Let us do the hard work while you reap the benefits. The whole point with the fire cape is to possess it because it looks awesome and attracts the eyes of your fellow players. The process of getting it is a nuisance that you would do better without. Here at RPGStash the Runescape Fire Cape is only a purchase away. It can be yours if you want to. We will collect your Runescape account name and password during checkout and then login to your account to perform the Fire Cape service. A cape that burns and flows through the air, wreathing you in flames, making you the stuff of legends. We will be keeping our Fire Cape skills sharp while you make up your mind.

Pls visit more http://www.runescapecoin.net/runescape-mini-game.html

Runescape Wilderness

Posted by: cool  //  Category: Minigame Guides

Over the years, I have heard hundreds upon hundreds of Runescape Wilderness tips. A lot of them have just been repeated over and over until the information is just common knowledge. So first I will share what I do when I plan to PK, then I will move on to some other Runescape Wilderness tips.

When I am preparing to go to the wilderness I first will put on a Rune platebody, some Rune Platelegs, and a Rune Scimitar. These are my “three things” that you cannot loose unless you’re skulled. Then I head over to the Grand Exchange and buy about 100 Tuna Fish. They are cheap, and heal a fair amount of health. I will grab any other items I may need and then fill the rest of the inventory with the Tuna. Normally I am venturing out there to kill Greater Demons, and the rules pretty much are the same for when I am PKing. I almost never attack someone. That will get you skulled and then you risk it all. However, if you can find someone, normally they will attack you. If they do not attack you right off, brag about how nooby they are and tell them to prove their power. Anything you can to get them skulled and not you. Now, if you see a guy with about half of his health bar down, and you know you can beat him, go ahead and attack. But be weary, you never know who is lurking in the shadows.

Now let me give you some tips I have heard through the ages.

Back when I was a lower level, I said I was going to go PKing, and they told me to wait and get level 25 prayer. This will allow you to keep one extra item. I really don’t use this prayer anyways, but it’s a good skill to have just in case. I have also heard that even if you have a skull on your head it will protect an item. I will have to look into this; maybe I could have been saving all those rune scimitars I lost, Haha.

I would recommend getting about 45 prayer so that you will be able to use protection spells incase of an attack. Once they see that little symbol pop up, they will know they are doomed.

If you can get a group of friends that you can trust, group PK’s are definitely the best. I remember once I was out in the wilderness and all of a sudden on my map a flood of people, probably at least 70 of them were rushing at me. They were all in pink skirts and I was dead so fast that they all didn’t even get there yet.

Another good idea would be to wear ranger’s armor if you’re a meelee. You would be safe from Mages, and a lot of PKers are mages now. But you might want to keep a spare plate body, just incase some ranger came out of the darkness.

If you have ever heard of the Muddy Chest and you are wondering where it is in the Runescape Wilderness, then you have come to the right place. The Muddy Chest can be located in the Lava Maze right in the center. Watch out for the Lesser Demons that prowl around there. The chest can be opened by one key, and only one key. The key is called the Muddy Key. You can obtain one from killing the Chaos Dwarfs. The chest will contain random items such as an anchovy pizza, an uncut gem, so on so fourth.

Now, that you know some tips about the Runescape Wilderness, why not get out there and try them? Never know what you will find out there.
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Vyrewatch Corpse Burning

Posted by: cow  //  Category: Minigame Guides

Description: An addendum to Mort’ton Shade Burning mini-game. Upon completing the Legacy of Seergaze you unlock the ability to kill and burn the mysterious Vyrewatch. The burning of these creatures may bring in a valuable reward.

Safety: This mini-game is dangerous because it requires battling Vyrewatches.

Contents:
- Requirements
- Recommendations
- Start Point
- Vyrewatch Locations
- Ivandis Flail
- Strategy For Killing Vyrewatch
- Burning The Corpses
- Rewards

Requirements:
Levels:
40 Firemaking

Quests:
Legacy of Seergaze

Items:
Pyre logs (Teak or higher), Tinderbox, Food, Armor and an Ivandis flail.

Recommendations:
Levels:
A high Firemaking level A high combat level since the Vyrewatch can hit very hard.

Items:
A Salve amulet OR Salve amulet (e), and a Guthix balance potions.

Start Point: Meiyerditch, east of Burgh de Rott.

Vyrewatch Locations:

These creatures are located east of Burgh de Rott and within the city of Meiryerditch. Vyrewatch can also be encountered during the Temple Trekking/Burgh de Rott Ramble mini-game. There are 4 variations of these creatures, each of a different combat level.

Types of Vyrewatch:

Vyrewatch (level 110)
Vyrewatch (level 120)
Vyrewatch (level 130)
Vyrewatch (level 140)

All drop only one item, the Vyre corpse.

Ivandis Flail:

Vyrewatch can only be attacked with the Ivandis flail as a weapon. Any other weapon will do no damage. An Ivandis flail is made during the Legacy of Seergaze quest. When the Vyrewatch are down to less than half of their health you can use the flail’s special attack on the Vyrewatch. This causes the Vyrewatch to be suspended frozen in mid-air and allows you to attack then without retaliation. When wielding the Ivandis flail, a charge is used up each time you activate the special attack. The flail turns to Flail dust after all 30 of its charges are used.

How To Make A Ivandis Flail:

Item Needed Step Materials Action Outcome

Rod of ivandis 1 Silver bar, Sapphire, Mithril bar, and Rod clay mould Use a Silver bar on a furnace Silvthrill rod
2 Silvthrill rod, Cosmic rune, and Water rune Cast a Level 1 enchant spell Silvthrill rod (enchanted)
3 Silvthrill rod, and Rope Use the Silvtrill rod on the well under
the Paterdomus Temple Rod of ivandis

Enchanted sickle
emerald (b) 1 Silver bar, and Sickle mould Use a Silver bar on a furnace Silver sickle
2 Silver sickle Use the silver sickle on the Nature Altar (Mort
Myre Swamp) from The Nature Spirit quest Silver sickle(b)
3 Silver sickle(b), Emerald, and Chisel Use the Emerald with the Silver sickle (b) Silver sickle emerald(b)
4 Silver sickle emerald(b), Cosmic rune, and 3 Air runes Cast a Level 2 enchant spell Enchanted sickle emerald (b)

Silvthril chain 1 Silver bar, Mithril bar, and Chain link mould Use a Silver bar on a furnace Silvthril chain
+ + +
Rod of ivandis , Enchanted sickle emerald (b) , Silvthril chain , and Chisel Use each item on the other
Ivandis flail

Hint: Take several Silver sickles, Emeralds, Enchantment runes and a Chisel to the nature altar and make several Enchanted sickle emerald (b) as you bless each Sickle. This will save you a substantial amount of time when making new Ivandis flails.

Strategy For Killing Vyrewatch:

Wear highest level melee armor possible. A Bunyip pouch (level 68 Summoning) can be used for healing. Full Guthans may also be used for healing. Although you will do no damage to the Vyrewatch with Guthans, you will be healed by the amount of damage you might have dealt when its special effect is activated. When the Vyrewatch get to less than half of their health use the attack special of the Ivandis flail. Using a Guthix balance potion on the frozen suspended vyrewatch can do up to 19 damage to them, but will not necessarily kill them.

The Salve amulet comes in handy at killing Vyrewatch. You can obtain it by using the Salve shard, from the Haunted Mine quest, with a Ball of wool When worn, it will give you will +15% Strength and Attack against the undead, such as Vyrewatch. You can compare it to fighting Vyrewatches with a Strength and Attack potion, but this lasts forever. It also adds +3 to Prayer. You may also use a Salve amulet (e), which you can get after doing the The Lair of Tarn Razorlor mini-quest. The Salve amulet (e) is made by using Tarn’s diary with a Salve Amulet. The diary is available in a Player owned House once the mini-quest has been completed. It will give you +20% strength and attack against undead.

Burning The Corpses:

Items Needed: Pyre log, Vyre corpse, and a Tinderbox

Take an inventory full of Corpses, Pyre logs and a Tinderbox down into the basement of the Paterdomus Temple, west of Canifis. There, go down the stairway to access the Columbarium.

Once inside the Columbarium, use your Pyre logs on a funeral pyre, followed by the corpse. Then, light it to obtain a Columbarium key and 79 Prayer XP. The Firemaking XP will depend on the type of pyre log used. For more information on how to make Pyre logs, refer to the Mort’ton Shade Burning mini-game guide.

Hint: Maple pyre logs are the easiest to make due to the readily availability of Maple logs on the Grand Exchange.

Use the Columbarium key on the wooden recess to receive a reward, in the form of an item.

Rewards:

Prayer Experience:

For each Vyre corpse you burn you will receive 79 Prayer experience, independent of which pyre logs you used.

Firemaking Experience:

For each Vyre corpse you burn you will receive Firemaking experience, depending on which pyre logs you used.

Pyre Logs Firemaking
Required Firemaking XP
Per Log
Teak 40 120
Arctic pine 35 158
Maple 50 175
Mahogany 55 210
Eucalyptus 63 246
Yew 65 255
Magic 80 404.5

Ivandis Flail Improvement:

For every 50 Vyre corpses burned, you receive an improvement to your Ivandis flail, which allows you to hit harder and more accurately. You get this improvement a maximum of 10 times. Once you have burned 500 corpses, you will receive a message that you have mastered the flail.

Key Loot:

Key Loot

Columbarium Adam full helm (g), Adam full helm (t), Adam kiteshield (g), Adam kiteshield (t), Adam platebody (g), Adam platebody (t), Adam platelegs (g), Adam platelegs (t), Adam plateskirt (g), Adam plateskirt (t), Adamant arrow (19-29), Adamant full helm, Adamant javelin (13-31), Adamant platelegs, Adamantite ore, Black full helm (g), Black full helm (t), Black dragonhide set, Black kiteshield (g), Black kiteshield (t), Black platebody (t), Black platebody (g), Black platelegs (g), Black platelegs (t), Black plateskirt (g), Black plateskirt (t), Blood rune (7-9, 19), Blood talisman, Blue charm, Cactus seed, Chaos rune (12-19), Coins (923-1745), Crimson charm, Death rune (12-15), Dragon spear, Dwarf weed seed, Earth rune (81-117), Gold bar (9-13, noted), Gold charm, Green charm, Grimy avantoe, Grimy cadantine, Grimy dwarf weed, Grimy harralander (1-3), Grimy irit, Grimy kwuarm, Grimy lantadyme, Grimy ranarr, Grimy snapdragon, Grimy toadflax, Grimy torstol, Guthix full helm, Guthix kiteshield, Guthix page 1, Guthix page 2, Guthix page 3, Guthix page 4, Guthix platebody, Guthix platelegs, Guthix plateskirt, Irit seed, Kwuarm seed, Law rune (8-13), Limpwurt seed, Loop half of a key, Mithril axe (hatchet), Nature rune (8-14), Nature talisman, Rune arrow (6-11), Rune dagger, Rune full helm (g), Rune full helm (t), Rune javelin (8-11), Rune kiteshield (g), Rune kiteshield (t), Rune med helm, Rune platebody (g), Rune platebody (t), Rune platelegs, Rune platelegs (g), Rune platelegs (t), Rune plateskirt (g), Rune plateskirt (t), Rune spear, Runite bar, Saradomin full helm, Saradomin kiteshield, Saradomin page 1, Saradomin page 2, Saradomin page 3, Saradomin page 4, Saradomin platebody, Saradomin platelegs, Saradomin plateskirt, Snapdragon seed, Steel arrow (66-123), Tooth half of a key, Uncut diamond, Uncut emerald, Uncut ruby, Uncut sapphire, Zamorak full helm, Zamorak kiteshield, Zamorak page 1, Zamorak page 2, Zamorak page 3, Zamorak page 4, Zamorak platebody, Zamorak platelegs, Zamorak plateskirt

Vinesweeper

Posted by: cow  //  Category: Minigame Guides

Introduction:

Farmer Blinkin is in a bit of an predicament. His farm has turned into a fluffy-tailed nightmare, with endless numbers of rabbits munching away at his most prized crops. He needs you to help him clear out the bunnies and collect the crops for him! This mini-game is safe unless you have been poisoned.

Note: You can NOT bring pets or familiars into this area!

Quest Requirements (Optional):

Must have completed Garden of Tranquility to buy the Super compost potion from Mrs Winkin.

Items:

Item Image Use
Spade Used to dig up the holes. If you have forgotten yours, you can buy one from Mrs Winkin for 5 gp.
Coins N/A A minimum of 30k is advised due to the prices of flags. Varies if you’re good at using your flags.
Flag Used to send a message to the farmer that you think there is a seed in that spot. Be wary though, when you put this up, rabbits will come too. You obtain 10 of these for free when you start the mini-game, but Mrs Winkin or Farmer Blinkin will sell you 10 for 500 gp each after that. You can also buy some from the Reward shop for 50 points each. You can only have 10 of these up at once. You will obtain these back for free each time a farmer digs up a seed when you placed a flag on a hole. When you leave the mini-game area, your flags will be saved and given back to you by Blinkin or Winkin when you buy more for free.
Ogleroot You may come across these when you’re digging up holes or buy from Blinkin for 10 gp each. These are used to fend off the rabbits for a short period of time when you set up a flag. You gain 30 Hunter experience when used.

Recommended Items:

Boots of lightness
Spotted/Spottier cape
Energy (super/not) potions
Penance gloves
What to do:

To get to Farmer Blinkin’s farm, you must talk to a Tool Leprechaun at any of the Farming patches to get there (or just right-click him and click ‘Teleport’). Once inside, you can go talk to Mrs Winkin for a detailed introduction of the mini-game or by looking at the Signposts nearby for information on what to do.

Your points will be recorded and shown to you in the top-right portion of your game screen:

Next you must get your flags so you can flag the seed spots. You can obtain them from Mrs Winkin if you talk to her about what to do outside in the farm or you can talk to Farmer Blinkin and get them from him. Your first set of 10 are free, but after that they are 1k each if you lose them. If you leave the mini-game through the portal, you will get money in return for however many flags and ogleroots you have on you. Flags are 1k each in return and Ogleroots are 10 gp each.

Once you have your flags and spade, head out into the farm by climbing over the stiles. Now you have three options from these holes: Dig, Flag, and Inspect. A good way to limit your loss of flags and make sure before you flag or dig, inspect the hole. We ADVISE you to inspect first to be very sure what your next option will be. Only dig in spots where you are certain that there are no seeds. This is the best strategy. When you inspect a hole, a thing will pop on and off underneath your Points amount on the top-right corner of your screen.

When you dig a hole, there are three things that can happen. One: A number pops up where you dug, two: A bunch of numbers and a large space appears, or three: Seeds show up from the ground.

When you dig and a number shows up, you get a point equal to the amount the number is (1-8). This is where we advise you to Inspect the holes first before digging just in case you dig up some seeds on accident.

When you dig and a bunch of numbers and a large space is shown, you have unlocked a patch that tells you that there is no seed in that area. When this happens, you get points equal to the number of points that show up. If you dig up a seed, you will lose 10 points.

When you determine the position of a hole with a seed or are very sure, flag the hole with one of your flags. This will summon the Farmer to come and dig the seed up. If you are successful and a seed is dug up the Farmer will reward you and those around you with a random amount of points, dependent on your Farming level. Playing this mini-game with a large number of people will allow each player to get bonus rewards for other’s success. Rabbits, however, will also be summoned when you place a flag. Ogleroots, when used with the rabbits will fend them off and you obtain 30 Hunter experience.

Hints:

When you are in a predicament where you have a mass area found and you can’t find the right hole because you’ve inspected them all, here’s a hint. When you have this completed, you can search for the holes that are in between areas that are filled with numbers and only a few holes remain in the middle of it, you can flag a spot in there. In the picture below shows an example of what we mean. Note: It’s not 100% that it’s a seed, but it’s a hint that’s helpful and saves some time.

When you are done, you may leave the farms through the port on the north-east corner of her housing area. You will be returned to the area where you teleported via the Leprechaun.

Rewards:

You now have points and you want to spend them. Where do you go? You head over to the Rewards shop run by Mrs Winkin! In this trading screen, you can buy seeds, super compost potions, experience and more flags. To get Super compost potions, you must have completed the Garden of Tranquility Quest. In the table below, there will be the list of prices for each thing on the screen. If you choose to use your points on experience, you get one XP per point.

Costs of Rewards
Item Price (In points)
Tomato seed 10
Sweetcorn seed 150
Strawberry seed 165
Watermelon seed 680
Guam seed 10
Marrentill seed 10
Ranarr seed 4000
Kwuarm seed 1000
Tarromin seed 10
Nasturtium seed 10
Woad seed 30
Limpwurt seed 70
Asgarnian seed 5
Krandorian seed 20
Redberry seed 5
Cadavaberry seed 5
Dwelberry seed 5
Jangerberry seed 10
Whiteberry seed 25
Poison Ivy seed 30
Acorn 100
Willow seed 1800
Maple seed 12000
Pineapple seed 10000
Yew seed 29000
Palm tree seed 35000
Spirit seed 55000
Super compost potion 5000
Flag 50

TzHaar Fight Pit

Posted by: cow  //  Category: Minigame Guides

Welcome to the fight pits!!! Kill as much as you can and become the champion!!! It’s not so hard, just try it.

Requirements:

Nothing, but a weapon, armor and food/prayer potions are strongly recommended.

How to get there:

Take the boat to Karamja (or use an Amulet of Glory charge) and walk to the volcano. Enter the cave (with Lesser Demons and Deadly red spiders) and then enter another cave to you right. You’ll be in the area called ‘TzHaar’. Keep walking and every time take the right path. Walk past the bank or use it if you want to deposit/withdraw stuff and keep walking till you see the minigame-icon. Enter past the barrage and wait.

The Game:

It might take a while before it starts. It could be possible that there is a tournament going on. You can look through the viewing orb to the game or you can chat with others. There are a few viewing orbs in the arena, so pick your favorite. When the other tournament stops (you will know when the player with the red skull exits the pit), you’ll join automatically. You have to wait about 1 minute or so before you can start attacking. After that minute, you will be informed that you can start. You can kill everyone there (well, at least try). If you die, don’t panic; you won’t lose anything and you will return to the room you started in (the waiting room). If you are the only standing player, you have won and you can call yourself the champion for that round. You get some TzHaar-money (so called Tokkul’s). The amount depends on how many people you’ve killed, their levels, and how many times you’ve been the champion. The total of Tokkul earned when you win the fight pit mini-game is equal to the combat levels of all opponents who participated (whether you or another person killed them) added together.

Threats:

There are some threats in there. I will list them all.

Teams are one of the biggest threats. They are about 3-8 people and kill other people. How to beat them? Simple, bring your own team. If you don’t have one, you get owned by them.

Now the monsters in there. They show up after 5 minutes after each other. First are the fire bats, Tz-Kih. They are level 22, and not very hard, but they drain prayer every shot (one more than the damage they hit you). Then you get the Tz-Keks. These are lava level 45 monsters, not very hard either, but they do recoil damage to melee (1). The last one you’ll get is the Tok-Xil. These are level 90 ranging guys. A bit harder. After another 5 minutes you’ll get the deadliest threat. This is like sitting in Lumbridge cave without a lamp or candle. You’ll get hit a lot of 1’s, very quickly.

The Screen:

The current champion. (S)He won the last game.
How many foes are alive. 28 in this example.
It’s a multi-combat area here.
The Weapons

With the Tokkul, you can buy the new weapons. These are also dropped by the monsters in the town, or received from attempts at the Fight Caves.

Toktz-xil-ul (Obsidian throwing rings) (ranging)
Price: 375 TokKul a piece

Toktz-xil-ak (Obsidian sword) (melee)
Price: 60000 TokKul

Toktz-ket-xil (Obsidian shield) (melee)
Price: 67500 TokKul

Toktz-xil-ek (Obsidian knife) (melee)
Price: 37500 Tokkul

Toktz-mej-tel (Obsidian staff) (mage)
Price: 52500 TokKul

Toktz-xil-em (Obsidian mace) (melee)
Price: 45000 TokKul

Toktz-xil-om (Obsidian maul) (melee)
Price: 75000 TokKul

TzHaar Fight Cave

Posted by: cow  //  Category: Minigame Guides

Table of Contents

Basic Information
- - Requirements
- - Fight Cave Information
- - Reward
Monsters
Recommended Gear
Guide
- - Killing Order
- - The Italy Rock
- - - - Approaching the TzTok-Jad
- - - - Killing the TzTok-Jad
- - Tips and Tricks
Final Word

Basic Information:

On the 3rd of October 2005, Jagex released an addition to the new TzHaar Volcano District of Karamja.

The Fight Cave Entrance:

What is the Fight Cave?

Where is the Fight Cave?

Map of The Fight Cave:

Requirements:

Just a RuneScape account with Membership on it and a weapon. It is recommended that you bring food and prayer pots if you wish to last long in the cave. Obviously armour wouldn’t hurt!

Having 108+ Combat, 80+ Range, and 60+ Prayer as well as a set of Guthan armor is definitely recommended.

Fight Cave Information:

The fight cave is where you try to last as long as you can inside the cave. You will start off by being attacked by a small group of bats (Tz-Kih), which are level 22. Eventually as you continue to progress in your killing spree, you’re foes get harder. The last foe you will fight will be a Level 702 monster (TzTok-Jad), which is the boss. There are 63 waves of enemies in all and the game averages 2-3 hours.

The cave is a multi-combat area and if you happen to die (you most likely), you will not be sent to Lumbridge (or Falador) or lose any items. This mini-game is like the Fight Pits. You have nothing to lose!

NOTE: You are not allowed to use Dwarf Multi-Cannons in the Fight Cave!

Note: Logging out
When you log out while doing the Fight Caves, it saves your progress for when you log back in, and you continue on the next wave of monsters. When you press log out, a message comes up that says if you log out before you have finished the wave of monsters, your progress will not be saved, but if you log out after the wave of monsters, it will. To save your progress, kill all the monsters in the cave, and it will come up with “You cannot log out until 10 seconds after combat”. This makes you sure that you have killed every monster, and it is safe to log out. It is not advised to log out during the waves of level 360’s onwards, as you may not be able to switch your prayer on in time, and get hit for up to 50 damage.

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Reward:

Of course there is a reward, and what better than Tokkul? The longer you last the more Tokkul will you receive. After killing the boss, the tzhaar outside will reward with a new Fire Cape and 8032 Tokkul.

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Monsters:

Tz-Kih - Level 22

HP: 10
Attacks: Melee
Threat Level: High
Notes: Every time a Tz-Kih attacks you, your prayer will be lowered by the damage it hits plus one.

Tz-Kek - Level 45

HP: 20
Attacks: Melee
Threat Level: Low
Notes: Whenever you damage a level 45 Tz-Kek with melee, you will be hit for 1 HP damage in return. This does not count for range or mage attacks.

Tz-Kek - Level 22

HP: 10
Attacks: Melee
Threat Level: Low
Notes: Two of these spawn when you kill a level 45 Tz-Kek.

Tok-Xil - Level 90

HP: 40
Attacks: Melee, Range
Threat Level: Medium
Notes: These pose little threat unless attacking in the same group as a Ket-Zek.

Yt-Mejkot - Level 180

HP: 80
Attacks: Melee
Threat Level: Medium - High
Notes: Yt-Mejkots can heal themselves and other monsters for 10 HP at a time, but only if you are standing in a position where they can attack you. They are only dangerous if you let them be.

Ket-Zek - Level 360

HP: Estimated 160
Attacks: Melee, Magic
Threat Level: High
Notes: Ket-Zek is harmless if you stand where it can’t melee you and have Protect From Magic on.

TzTok-Jad - Level 702

HP: Estimated 360
Attacks: Melee, Magic, Range
Threat Level: Extremely High
Notes: At half health, 4 Level 108 healers will come. For strategies, go to the section deticated to the beast. Contrary to popular belief, the Ring of Stone is USELESS in this fight.

Yt-HurKot - Level 108

HP: 60
Attacks: Melee
Threat Level: High
Notes: These little pests come out whenever the TzTok-Jad reaches half health. If you kill them, they will respawn when TzTok-Jad reaches half health again.


Recommended Gear:

Note: you must have atleast level 70 ranged and defence to wear this armor set.

Equipment:

Full Guthan (helm, chest, skirt, spear).
Barrows Gloves or Black Dragon Vambraces.
Ranger or snakeskin boots.
Rune Arrows or Bolt Racks (at least 3k, only if you take the appropriate ranged weapon).
Amulet of Fury, Glory Amulet, or Un/Holy symbol.
Obsidian cape, Legends cape or God cape.
Archers Ring or Ring of Recoil.
Inventory:

16 Super Restore or Prayer Potions (4 dose for each).
Verac’s helm or Initiate Helmet .
Black Dragonhide Body.
Verac’s Plateskirt or Initiate Legs.
One of the following ranged weapon combinations:

- Two full Crystal Bows.
- One full Crystal Bow and one Magic Shortbow with rune arrows.
- Karil’s Crossbow with bolts.
Food (7 or 8 slots):

A combination of the following:

Saradomin Brews (4) heal 15% per dose and raise defense, but must be used with Super Restores because they also lower your attack stats.
Wild Pies heal 22hp in two bites and also raise ranged attack.
Tuna Potatoes heal 22hp in one bite.
Sharks heal 20hp and are the cheapest option.
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Guide:

Until you reach the level 180 Yt-Mejkot, stick to your Guthan set. You can use your Guthan on Yt-Mejkot, but ranging it is alot safer and prevents it from healing. It is possible to use a Halberd in the fight caves against the level 180 Yt-MejKots. This allows players to fight them next to the Italy Rock without getting hurt. It provides other advantages such as saving your bolt racks saving wear and tear on the Guthan armour and saving both food and prayer potions which may be used by some players when using base-to-base melee attacks with this monster.Once you reach the level 360 Ket-Zek, you must use Range to stand any chance. There is a full section dedicated to the killing of the final enemy, the mighty level TzTok-Jad.

When you get to the round with two 360s (one orange, the other the standard red), the 702 is next.

Killing Order:

In the levels leading up to the boss fight, you will be swarmed by many types of monsters all at once. This can be overwhelming if you don’t know what your doing, but luckily, you have this guide!

Start off by killing any and all Tiz-Kih (level 22). Though they aren’t particularly dangerous, their prayer draining can really take a toll on your overall effort.
Next kill any Tok-Xil (level 90) in the area. These are most dangerous when there are Ket-Zeks (level 360) in the same wave, but are still dangerous alone.
Kill Ket-Zek (level 360) if there is one. If any other monsters are around, get them trapped against a rock face or on the opposite side of Ket-Zek so you can deal with them later. You want to be able to kill with as little interruption as possible.
Trap Yt-Mejkot (level 180) against a rock face and kill it with range.
Kill Tz-Kek (levels 45 and 22), it should be all thats left to kill.
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The Italy Rock:

This rock formation (shaped like Italy and thus named) is perhaps the most useful terainial advantage you have. Enemies can be stuck on both the Northern and Southern sides and become free to range. It is especially useful for dealing with those pesky Yt-Mejkots. It will later be a huge part of your final battle with TzTok-Jad.

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Approaching the TzTok-Jad:

On October 17th, 2005… a mere two weeks after the release of the fight caves, Jagex increased the attack range of TzTok-Jad. With a little luck, Players were able to render TzTok-Jad harmless and helpless, Jagex wouldn’t allow this.

With his new attack range, TzTok-Jad could kill you before he even appeared on the mini-map. This was discouraging to many Fire Cape hunters, but a few die hards stuck with it, and eventually found a solution.

InuYasha3336 found a way to approach the beast so it could be fought fairly.

If you stand on the Northern side of the Italy Rock, against the eastern wall, TzTok-Jad will usually spawn and get stuck along the Southern side of the Italy Rock. By simply running Southwest along the side of the rock formation, you can engage TzTok-Jad without the threat of being killed long range.

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Killing the TzTok-Jad:

TzTok-Jad has three attacks, a range attack, a magic attack, and a melee attack. Any one of them can kill you with one hit. The goal is to range him while carefully watching his movements, predicting his attack, and activating the correct protection prayer. Apparently he will not approach you so as long as you stay a few steps from him you can disregard his melee attacks. His movements will indicate wether he is going to range or mage and you must react EXTREMELY QUICKLY by switching to the correct protection prayer before the attack launches.

Mage attack: TzTok-Jad stands on his hind legs for a few seconds before shooting fire at you, Protect From Magic must be activated in the time he is on his hind legs, before he shoots the attack, or it will still hit.

Range attack: TzTok-Jad stands on his hind legs and comes down, slamming the ground with his front legs, you have a few seconds between the impact of his legs hitting the ground before the attack hits, Protect From Range must be activated during that time.

If you manage to get him to the half way marker 4 level Yt-HurKots (level 108) will appear. They do nothing but heal the 702 unless you attack them. Killing them is pointless; they will only respawn again as soon as you bring TzTok-Jad back to half health. You have to shoot them all once, they will stop healing TzTok-Jad and try to attack you. If you manage to get them stuck behind TzTok-Jad, they will sit there for the rest of the fight. Any who are free will attack you, but they dont hit very high and it is a much better choice than trying to kill the boss with them on healing patrol.

Once the Yt-HurKots are distracted, continue fighting TzTok-Jad as normal and the fire cape will be yours!

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Tips and Tricks:

Fight 30
Enemies: Yt-Mejkot (180) x 2
Importance: If you are low on health and opted to bring the Guthan set, you can use this fight to heal yourself. Simply turn on protect from melee, equip your Guthan, and stand where they both can attack you. Once one of the Yt-Mejkots reach half HP, they will both begin healing it, so nothing stops you from recovering your health to full. Take advantage of this trick, it can only be done in 2 fights.

Fights 31-62
Enemies: Ket-Zek (360), Various Others
Importance: These fight feature the second most fearsome creature in the pits, Ket-Zek. As soon as you hear the intro to the next level theme music, turn on Protect From Magic, if you dont, you can be hit up to 47! Don’t turn off Protect From Magic until Ket-Zek falls, and be prepared to turn it on when the last enemy falls.

Fights 38-45 and 53-60
Enemies: Tok-Xil (90) x 1 or 2, Ket-Zek (360), Various Others
Importance: These fights pit you against Tok-Xil and Ket-Zek monsters at the same time, the combination of Range and Magic can be quite devestating if you let it. One of the first things you should do once these fights start is seek out Tok-Xil and kill it. Tok-Xil is the weaker of the two and should be taken out quickly to prevent damage from building up.

Fight 61:
Enemies: Yt-Mejkot (180) x 2, Ket-Zek (360)
Importance: Like in Fight 30, the dual Yt-Mejkots can provide excellent health restoration if you brought Guthan. Simply get the two healers stuck behind Ket-Zek and dispose of it with protect from magic and arrows. Once Ket-Zek is out of the way, turn on protect from melee and equip your Guthan. The chances of killing either Yt-Mejkot is slim as when one reaches half health, they will both heal it. As long as they live and you have protect from melee on, you can continue beating on them and stealing their life with no threat. This is quite useful for the oncoming boss fight and it is suggested that you do not kill them unless you have full health, youll want it.

Fight 63:
Enemies: TzTok-Jad (702), Lvl 108 Healers x 4
Importance: This is the final fight, It can be nerve racking, but if you keep a level head and follow the strategy, you’ll have your very own fire cape soon enough.

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Final Word:

Well that sums it up. It may not be the best way, but everything up to the 702 works from experience. All the strategies from the 702 are based on discussions with high-level players who have actually fought him, no vague rumors. Hope that helps you all, and good luck.

Trouble Brewing Mini-Game

Posted by: cow  //  Category: Minigame Guides

ARRR! Shiver me timbers matey’s. Playin this game is a mighty good time and good way to earn some leggins! San Fan and Fancy Dan be wantin ya for a brewin’ crew!

Requirements: Completed the Cabin fever quest.

Location: Mos Le’Harmless.

Recommended Items: Boots of Lightness, Rune axe, Amulet of Monkeyspeak, and the less weight the better.

You will not die in here unless you are poisoned when you enter.

Trouble Brewing is in many aspects like Castle Wars, but with no combat. It consists of two team trying to get ingredients then combine them all to brew “The Rum”. In order to get there Board the boat in Port Phasmatys and speak to Bill Teach. Go north through the gates and then head east past the Jungle horrors. There is no real plan for winning, except for teamwork. This guide explains how to do things rather than how to have a plan.

Before going into the game it might be helpful to know where to get the items.

Name Picture How to make
Coloured Water Coloured water is made by getting your team color flowers from the other side of the base and using them with the kettle at your base. Used itself for brewing and to color monkeys.
Bitternuts Once you find a Bitternut tree, catch a nearby monkey and use a bowl of colored water on it. Then use the monkey on the Bitternut tree and it will throw a nut down at you!
Sweetgrub Get some raw rat meat from the workbench and use it on a grub mound scattered throughout the game. Sometime you will get sweetflies, RUN its just a nicer name for the swarm.
Scrapey tree bark Chop down a Scrapey tree with the axe your brought (if you forgot there are bronze axes in the workbench) and get some logs. Back to the workbench for your knife, use it with the logs to get the bark. Note: Sometimes you will get diseased this is nothing to worry about as it will not lower your HP. It will wear off soon.
Buckets of water Fill it up at the lake or the water pump at your base.

Choose a Team, just like in Castle Wars. Games last for 20 minutes, however at the 10 minute mark you will be added. Theres a handy book to read inside the waiting room.

Once the game has started, head to the workbench and get your tools!

Bucket - putting out fires.
Bowl - holding colored water.
Bamboo pipe - repairing burned pipes.
Lumber patch - repairing burned boilers.
Bridge section - repairing burned sections of bridge.
Knife - scraping bark off the Scrapey Logs.
Bronze Axe - chopping Scrapey trees, or normal logs.
Raw Rat meat - collecting sweetgrubs.
Torch - burning the enemy base.
Tinderbox - lighting your torches.

The number one rule is TEAMWORK, think of the we not the me. Most people start off getting buckets of water, bark, and sweetgrubs. Grab some bitternuts, colored water, or logs to get brewing even faster. Once you have your supplies for the “Rum”, run up the ladder at your base and deposit it in the corresponding hopper. Notice on the wall there are posters next to the hopper that tell you what goes where.

Grab a torch and a tinderbox and head to the enemy base! Use it with the bamboo pipes, water pump or boilers upstairs. Setting their waterpump ablaze will make putting out their fires much more time consuming. Doing this will disable their brewing for a short while. The regulartrees can also be set on fire, to keep people from getting and wood from them. To keep them out of action longer, go in small groups. Your torch will burn out after some time and you will need to run back to your base and grab a new one. On the way back from the other teams base, grab 5 flowers to add to your kettle. Watch out when burning bridges, they will also block your team from using them!

If someone sets the Boiler pipes on fire, you have the option of “venting” the steam to put out the fire and deal some damage to them. In order to vent the pipes you must first pump to build up pressure. The pump is located near the first boilers. Doing this will give you 10 strength EXP. Then while the pipes are on fire, select the vent option. It will put out the pipes and leave the torcher scalded with steam.

Defend your base! Always make sure that your pipes, pump, and boiler are in perfect shape. Use parts from the workbench or chop logs then use with the workbench to the right of the one which has tools. Putting fires out sooner will result in less materials needed for a repair. Always carry around at least one bucket full of water and a bamboo pipe, just in case you see anything on fire.

A full boiler is a happy boiler! Keep them full at all times. Wood can be found in the wood store located near the kettle and the third boiler. However, wood is not always available so you may end up chopping it yourself. There are jungle trees around the island and directly to the East and West of your base.

Doing these tasks will earn you “pieces of eight”. Which can be exchanged at Honest Jimmy’s shop near the waiting area.

All Tricorn Hats - 500 Pieces of Eight
All Naval Shirts - 1k Pieces of Eight
All Naval Slacks - 1k Pieces of Eight
Cutthroat flag - 2k Pieces of Eight
Guilded smile flag - 2k Pieces of Eight
Bronze fist flag - 3k Pieces of Eight
Lucky shot flag - 4k Pieces of Eight
Treasure flag - 5k Pieces of Eight
Phasmatys flag - 6k Pieces of Eight
The stuff - 50 Pieces of Eight
Level 2 Treasure Trail clue - 10k pieces of Eight
The Naval Gear does not give stats. “The stuff” when added to the brewing process will decrease the time needed for brewing to take place. It also increases the chance of any ale becoming mature.

Now you can walk Around RuneScape dressed as a legendary pirate!

Treasure Trails

Posted by: cow  //  Category: Minigame Guides

Description

When you kill monsters, you have a chance of getting a clue. This clue could lead to a grand treasure! The only way to find out is to follow it to the end. This mini-game is DANGEROUS. This means you can die and lose items while completing this mini-game. This is a MEMBERS ONLY feature.

Table of Contents

- Introduction
- How to use this guide
- Requirements
- Recommendations
- Getting Started
- Anagrams Clues
- Speak To Clues
- Riddle (Challenge) Clues
- Look/Search Clues
- Map Clues
- Puzzle Clues
- Coordinate Clues
- Emote Clues
- Clue droppers
- Possible Rewards

Introduction

Deciding to embark upon a Treasure trail clue can take you minutes or hours to finish depending on the type of clue you get and your own abilities. Some will require you to venture into the Wilderness, so be prepared! Some will require you to search out specific items to equip. In the end, the lure of rare treasure has drawn many players to scout the lands of Runescape for that hidden casket containing untold wealth.

All clues are received from a RANDOM monster drop.

There are three levels of difficulties of clues:

Level 1 = Easy
Level 2 = Medium
Level 3 = Difficult

Some monsters will drop specific levels of clues. (NOTE: Even though a monster is listed to drop a clue in the Monsters Database, it may take thousands of kills before you get one.) To increase your chances of getting a clue, you may try wearing a Ring of wealth. Usually, just having patience and a little luck is all you need. Along with the different levels, there are specific types of clues:

Anagrams Clues
Speak To Clues
Riddle (Challenge) Clues
Look/Search Clues
Map Clues
Puzzle Clues
Coordinate Clues
Emote Clues
How To Use This Guide

This guide provides complete solutions to the clues, so please be aware that it may contain spoilers. It can be difficult to search for the clue you are working on manually, most browsers will have a “Find” function, where you can type in words or phrases to help you find the clue you are working on. Simply use the “CTRL + F” feature and search for keywords or phrases. There are also many links coded into this guide that lead you to the RuneHQ Databases or Guides to give you more details on how to find the place or person you are seeking. Getting as much information before you start, can save you a lot time.

Requirements

Levels/Quests:

There are no level requirements to start this mini-game. However, some clues may require you to start/finish certain quests, which may have skill level or other quest requirements, to gain access to new areas. Please refer to each specific clue for more detailed information. Also, if you have a high combat level, then it will be easier to attack higher level monsters to get higher level clues, which give you higher level rewards.

Items:

For any type of Treasure Trail mini-game, you will need to carry the Clue scroll. If you die and lose the clue, then you cannot get it back. You will have to try to get another one. You can only have one clue at a time, either in your bank or inventory.

For Coordinate clues, the following is necessary: a Watch, a Sextant, a Chart, and a Spade.
For Emote clues, each clue will specify what items are needed to be equipped.

Recommendations

The follow levels and quests are NOT required, but are very helpful in your treasure hunting journey. For more detailed information, see the individual the skill guides.

Levels:

60 - 70 Agility - To be able to use many of the shortcuts
64 Magic - To be able to use all regular teleport spells.
43 Prayer - To be able to use Protect from magic, missiles, and melee.
54 Runecrafting - To be able to craft your own laws.
Quests:

Contact! - Allows access to bank in Sophanem
Desert Treasure - Allows ability to use Ancient Magicks
Eagles’ Peak - Allows ability to use eagle transportation
Enlightened Journey - Allows ability to use hot air balloon transportation
A Fairy Tale Part II - Cure a Queen - Allows ability to use fairy ring teleports
Ghosts Ahoy - Allows ability to use Ectophial
The Grand Tree - Allows ability to use Spirit trees and Gnome Gliders
Lost City - Allows access to Zanaris, the lost city
Plague City - Allows ability to cast Ardougne teleport
Underground Pass - Allows ability to access elven lands
Wolf Whistle - Allows access to Summoning skill
Items

Other than what is listed in the above requirements section, the following is a list of other helpful items to carry with you, in order to minimize the time it would take to solve your Treasure Trail Clues.

Rope
Coins (5K for any transportation costs)
Runes or Tablets to teleport
Teleportation jewelry (a Ring of dueling; Amulet of glory (4), and a Games necklace (8))
Food (For some high level clues, you may need to fight a Saradomin wizard, Zamorak wizard or Double agent.)
Anti-poison (For fighting some Saradomin wizard, Zamorak wizard, and to ward off revenants)
Armor
Weapon (Necessary for fighting a Saradomin wizard or Double agent.)
A Prayer potion
Weight-reducing items: Boots of lightness, Spotted cape or Spottier cape, and Penance gloves
Forinthry bracelet - helps to counteract the teleblock spell from revenants, when in the low level wilderness
Getting started

Anytime you want to start doing a treasure trail, all you have to do is kill monsters until you get a clue drop. When you get a clue drop, it is recommended that you go to your bank and deposit it right away. If you get a clue drop during a slayer task, it may be best to complete the clue before finishing the task, as you have a chance of getting more clues before you complete your task.

First read the clue, so that you know what type of clue it is. Remember that even though this guide tells you where to go specifically for coordinate clues, you still need to carry your Watch, Sextant, and Chart in your inventory. Gather the items you need. Then head to the spot indicated by the clue. When you get to the spot specified by the clue you will get a casket. This casket will either contain treasure or another clue. So basically, follow each clue you get until you get a treasure. It’s that simple!

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Anagram Clues

To figure out these clues, you will have to rearrange the letters to find the name of the person you need to speak to.

Anagram Person Location
A BAS Saba A cave in Burthorpe, North of the Warriors Guild.
ACE MATCH ELM Cam the Camel West of the Duel Arena entrance, at Al Kharid. (No Camulet needed.)
AHA JAR Jaraah Duel Arena Hospital, in Al Kharid.
AN PAINT TONIC Captain Ninto Tavern, in Gnome tunnel under White Wolf Mountain.
ARC O LINE Caroline North of the church, in Witchaven or upstairs of the house, west of the Church, in Witchaven, if you have completed the Kennith’s Concerns quest.
ARE COL Oracle East of the Monastery (Prayer Guild), on top of Ice Mountain.
ARR! SO I AM A CRUST, AND? Ramara du Croissant Furnace, in Piscatoris Fishing Colony. (Must have started Swan Song Quest.)
A ZEN SHE Zenesha Southwest corner of market square, in East Ardougne.
BAIL TRIMS Brimstail Enter the ‘Cave Entrance’, in the southwest corner of the Tree Gnome Stronghold.
BY LOOK Bolkoy General store (use ladder), in the Tree Gnome Village.
C ON GAME HOC Gnome Coach Usually at south side of the Gnome ball field, in the Tree Gnome Stronghold.
DT RUN B Brundt Longhall, in the center of Rellekka.
EEK ZERO OP Zoo Keeper Southwest corner of the Zoo, at East Ardougne.
EL OW Lowe Archery Store, in Varrock.
ERR CURE IT Recruiter Main square, in West Ardougne.
GOBLIN KERN King Bolren West of the Spirit Tree, in the Tree Gnome Village.
GOT A BOY Gabooty South of the house with an anvil, in Tai Bwo Wannai.
GULAG RUN Uglug Nar East of Jiggig and south of Castle Wars.
HALT US Luthas Hut on the east side of the banana plantation, at Musa Point.
HE DO POSE. IT IS CULTRRL, MK? Riki the sculptor’s model Blasidar the sculptor’s house, in Keldagrim.
ICY FE Fycie Cave north of Rantz, at Feldip Hills.
I EAT ITS CHART HINTS DO U Shiratti the Custodian North of the fountain, at Nardah.
I FAFFY RUN Fairy Nuff Fairy hospital (north of the bank), at the Lost City (Zanaris). (You must have completed the Lost City Quest. If you have started A Fairy Tale Part II - Cure a Queen, you need to find the certificate at the Fairy Hospital and then use the Fairy Ring codes, in this order: AIR, DLR, DJQ, AJS.)
LAND DOOMD Odd old man North of Limestone mine, northeast of Varrock.
LARK IN DOG King Roald Ground floor, at Varrock Palace.
ME AM THE CALC Cam the Camel West of the Duel Arena entrance, at Al Kharid. (Must have started Enakhra’s Lament Quest, no Camulet needed.)
ME IF Femi Entrance to Tree Gnome Stronghold.
NOD MED Edmond Northwest corner of East Ardougne.
O BIRDZ A ZANY EN PC Cap’n Izzy No Beard Agility Arena, at Brimhaven.
OK CO Cook Kitchen, at Lumbridge Castle.
OR ZINC FUMES WARD Wizard Frumscone Basement of theWizards’ Guild at Yanille. (66 Magic needed, can use potions).
PEATY PERT Party Pete Party Room, in Northeast Falador.
PROFS LOSE WRONG PIE Professor Onglewhip Wizards’ Tower, south of Draynor Village.
R AK MI Karim Kebab store, north of Bank, at Al Kharid.
RED ART TANS Trader Stan Southern dock, at Port Sarim.
SEQUIN DIRGE Queen Sigrid Castle, at Etceteria in Kingdom of Miscellania.

Speak To Clues

These clues will direct you to find a specific Person to speak to. Please remember that if you don’t find the Person in the exact area, he/she may have just wandered somewhere nearby. Just look around!

Speak to… Image Location
Arhein On the dock south of the bank, at Catherby.
Bartender Blue Moon Inn, east of the Sword shop, at Varrock.
Bartender Rusty Anchor Bar, at Port Sarim.
Black Heather Bandit Camp, in the Wilderness.
Brimstail Enter the ‘Cave Entrance’, in the southwest corner of the Tree Gnome Stronghold.
Citric Cellar Heckel Funch, second floor of the Grand Tree, at the Tree Gnome Stronghold.
Donovan Second floor of Sinclair Mansion, north of Camelot and Seers’ Village.
Doric House with anvils, east of the gate to Taverley.
Ellis Tannery, at Al Kharid.
Gaius Sword shop, northwest of the Herbalist, at Taverley.
General Bentnoze Northern-most house at the Goblin Village north of Falador.
Hajedy East of the fruit tree patch, at Brimhaven.
Hans Courtyard of Lumbridge Castle, in Lumbridge.
Hazelmere Second floor of the house on the Island, east of Yanille.
Kangai Mau The Shrimp and Parrot Tavern, in Brimhaven.
Kebab Seller Karim, in the Kebab Store in Al Kharid - South of the furnace.
Keeper of Melzar’s Oziach, the rune plate seller, in Edgeville.
King Bolren West of the Spirit Tree, in the Tree Gnome Village.
Lowe Lowe’s Archery Store in Varrock, west of Varrock’s east bank.
Luthas Hut on the east side of the banana plantation, at Musa Point.
Murphy At the pier in Port Khazard.
Monk Brother Kojo, at the Clock Tower south of East Ardougne
Ned Draynor Village, near his house northeast of the bank.
Oracle East of the Monastery (Prayer Guild), on top of Ice Mountain.
Party Pete Party Room, in Northeast Falador.
Referee Gnome ball referee at the Gnome ball course, in the Tree Gnome Stronghold.
Roavar At the bar, in Canifis.
Sir Kay Camelot Castle - Usually walking outside the castle by the door.
Squire White Knights Castle in Falador.
Staff in the
Sinclair Mansion Speak to Louisa, in the Sinclair Manson north of Seers’ Village.
Ulizius The monk at the gate to the Mort Myre swamp, west of Canifis.
Zeke Scimitar shop north of the palace, in Al Kharid.
Zoo Keeper Ardougne Zoo.
Riddle (Challenge) Clues

For some clues, when you are told to find a specific person, they will present you with a challenge before you get the next clue. The answer is found in the area where the challenger is located. When you get the answer, just talk to them again to give them the answer.

Challenge Clues Solution
19 to the power of 3 6859
How many banana trees are in the plantation? 33
How many bookcases are there in the palace library? 24
How many buildings are there in the village? 11
How many cannons in Lumbridge Castle? 9
How many fisherman are on the fishing platform? 11
How many flowers are there in the clearing below this platform? 13
How many gnome players have red patches? 6
How many houses have a cross on the door? 20
How many people are waiting for the next bard to perform? 4
How many pigeon cages are behind Jerrico’s house? 3
If x is 15 and y is 3, what is 3x + y? 48
I have 16 kebabs, I eat one myself and share the rest equally
between 3 friends. How many do they have each? 5
What is 57 x 89 + 23? 5096
How many animals in the Ardougne Zoo? 40 or 41*
What is five times five plus three? 28

*If you have finished the Eagles’ Peak Quest, then the answer is 41.

Look/Search Clues

These clues will provide you a hint of where to look and what to search. Please note there are a few that require starting specific quests.

Clue Solution
46 is its number, it is burnt orange body, things with 8 crawl on it, it has 3 mouths that can’t eat and it has a blue eye hiding it’s grave. The blue eye is the sapphire in the spider nest in Level 46 Wilderness. Try to dig below it with a Spade.
A bag belt only? He asked his balding brothers. Abbott Langley in the Monastery, west of Edgeville.
A crate in the tower of the church is your next location. The church in East Ardougne, east of the furnace. Go up the ladder in the southwest corner.
A great view - watch the rapidly drying hides get splashed. Check the box you sat on. The house near Baxtorian Falls, south of the Barbarian Outpost. Go upstairs and search the boxes.
A town with a different sort of night life is your destination. Search for some crates in one of the houses. Search the crates in Canifis’ Clothes Shop.
After a hard slays spraying back the vegetation, why not pop off to the nearby forge and search the crates? Search the crates near the furnace in Zanaris.
After trawling for bars, go to the nearest place to smith them and dig by the door. In Port Khazard, dig outside the building with the anvil.
Aggie I see, southern I feel. Neither inside nor outside, no house is complete without me. Treasure lies beneath me. At Aggie the Witch’s house in Draynor Village, dig under the window in the south side of the house, south of cauldron.
And so on, and so on, and so on. Walking from the land of many unimportant things leads to a choice of paths. On Etceteria, dig on the crossroad.
As you desert this town, keep an eye out for a set of spines that could ruin nearby rugs: dig carefully around the greenery. In Nardah in the Kharidian Desert, dig near the cactus west of the Rug Merchant.
Being this far north has meant that these crates have escaped being battled over. On the Khazard Battlefield south of West Ardougne, search the crates outside of the most northeastern building, near the Small obelisk.
Beware of the dog Run over to the mansion in East Ardougne and kill a Guard dog to get the key.
Brush off the sand and then dig in the quarry. There is a wheely handy barrow to the east. Don’t worry, it’s coal to dig there - in fact, it’s all oclay. In (Enakhra’s) Quarry, south of the Bandit Camp (Desert) in the Kharidian Desert, dig south of the eastern rock with clay.
By the town of the dead, walk south down a rickety bridge, then dig near the slimecovered tree. Go to the bridge that is just outside Port Phasmatys, on the northwest side. Dig near the dead tree south of the bridge.
Come to the evil ledge, Yew know you want to. Try not to get stung. One step east of the southern Yew tree in Edgeville.
Covered in shadows, the centre of the circle is where you will find the answer. Mort’ton, where all the roads meet in front of the general store.
Dig near some giant mushrooms, behind the Grand Tree. Dig behind the large mushroom behind the Grand Tree in the Tree Gnome Stronghold.
Dig here if you are not feeling well after travelling through the desert. Ali heartily recommends it. In, Pollnivneach dig near the well (not the fountain).
Don’t forget to feed the chickens Just kill any Chicken to get the drawer key.
Don’t skip here, it’s too muddy. You’ll feel like a star if you dig here, though. Go to Mudskipper Point. Dig at the starfish south of the fairy ring.
Find a crate close to the monk’s that like to paaarty! Search the crates in the building with monks south of East Ardougne.
For any aspiring mage, I’m sure searching this bookcase will be a rewarding experience. Go to the Mage Training Arena, north of the Duel Arena. Search the northeast bookcase on the second floor.
Generally speaking, his nose was very bent. General Bentnoze in the Goblin Village, north of Falador.
Go to a village being attacked by trolls, search the drawers in one of the houses. Go to the northern part of Burthorpe, to the house with anvils. When you try to open the drawers it says “wait til I get my hands on Penda, he’s nicked the key again.” Head to pub in Burthorpe and kill Penda for key. Use the key on the drawers.
Go to this building to be illuminated, and check the drawers while you are there. The drawers near the bed on the 2nd floor of the Lighthouse. To open them you need a key dropped by a Market Guard (Rellekka).
Hay! Stop for a bit and admire the scenery, just like the tourism promoter says. In the circular building west of the Fishing Guild and south of the Baxtorian Falls, search the hay bales.
His head might be hollow, but the crates nearby are full of surprises. The boxes west of The Golem quest start point at the Ruins of Uzer.
I am a token of the greatest love. I have no beginning or end. My eye is red, I can fit like a glove. Go to the place where it’s money they lend, and dig by the gate to be my friend. Refers to the Ruby ring in the Varrock West bank basement, dig next to the gates.
I lie lonely and forgotten in mid wilderness, Where the dead rise from their beds. Feel free to quarrel and wind me up and dig while you shoot their heads. Under the crossbow in Graveyard of Shadows in the Level 18 Wilderness. Pick up crossbow and dig under it.
I’m sure they will let you buy some things here, as long as you are in good ‘ealth.” In Lletya in Tirannwn, search the crate in the General store. NOTE: Must have started Mourning’s End Part I.
Identify the back of this over-acting brother. (He’s a long way from home.) Hamid the monk by the Duel Arena altar
If a man carried my burden he would break his back. I am not rich but leave silver in my track, speak to the keeper of this trail. Talk to Gerrant the Fish Shop owner in Port Sarim. The answer is a snail.
If you don’t want to be here and in danger, you should lever things well enough along. In Level 51 Wilderness, dig under the lever that teleports you to East Ardougne.
If you look closely enough, it seems that the archers have lost more than their needles. Search the big haystack in the Ranging guild.
In a town where everyone has perfect vision, seek some locked drawers in a house that sits opposite a workshop. Go to the house in Seers’ Village south of the house with the anvils. The drawers will be locked, follow the road just north of this house to the west, until you reach a group of chickens. Kill a chicken to get the key for the drawer.
In a town where thieves steal from stalls search for some drawers in the upstairs of a house near the bank East side of the river in East Ardougne, Jerico’s house on the 2nd floor. You will need to kill a guard to get a key.
In a town where wizards are known to gather search upstairs of the large house to the north. Second floor of a house in Yanille - North of Magic Guild. You will need to kill a man to get a key for the chest.
In a town with guards armed with maces, search the upstairs room of the public house. Search the drawers in Ardougne’s Tavern on the west side of the river. Kill a Guard dog for the key.
In a village made of bamboo, look for some crates under one of the houses. Karamja, in Tai Bwo Wannai, south of Brimhaven
It seems to have reached the end of the line, and its still empty. Go down the ladder into the Dwarven Mines and follow the tracks south. At the fork, turn east and follow the track until you get to the end that has the double mine cars. Search the northern car.
Search the drawers found upstairs in East Ardougne’s houses. Go across the river. It’s the first house there.
Look in the ground floor crates of houses in Falador The house East of Falador East bank. First crate on right.
Mine was the strangest birth under the sun. I left the crimson sack, yet life had not begun. Entered the world, and yet was seen by none. Lesser cave, Karamja volcano - pick up red spider eggs and dig.
Must have lots of railings.
or
Must be full of railings. Search the boxes outside the house with the broken multicannon (near where you start the Dwarf Cannon quest)
My Giant guardians below the market streets would be fans of rock and roll, if only they could grab hold of it. Dig near my green bubbles! Dig next to the cauldron with green bubbling liquid in the Varrock sewers by the Moss giants.
My home is gray and made of stone - A castle with a search for a meal Hidden in some drawers I am Across from a wooden wheel Search the drawers on the second floor of Lumbridge Castle - Inside the room with a spinning wheel.
My name is like a tree, yet it is spelt with a “g”, come see the fur, which is right near me Speak to the child Wilough (”Willow”) in the Varrock Market - Next to the fur merchant.
Navigating to this crate will be a trial. In Rellekka, go to Swensen the Navigator’s house. Search the crate in there.
North of the best monkey restaurant on Karamja, look for the centre of the triangle of boats and search there. Go to north of Musa Point (Karamja), on the dock with three row boats. Search the middle crate.
Observe: in the crate just north of the stairs leading down, you will find the answer. In the Observatory, search the box next to the stairs on the ground floor.
Often sought out by scholars of histories past, find me where words of wisdom speak volumes. Speak to the Examiner at the Digsite. He always gives you a puzzle box.
One of the sailors in Port Sarim is your next destination. Talk to Captain Tobias in Port Sarim.
Probably filled with books on magic. Search the bookcase in the basement of the Wizard’s Tower, in Sedridor’s room.
Probably filled with wizard socks. The chest on the bottom floor of the Wizard Tower. Search the drawer closest the to fence in the eastern most room. Kill a wizard for the key.
Property of Black Heather Kill Black Heather in the Bandit Camp in the Wilderness.
Read “How to breed scorpions” by O.W. Thathurt. Go to the second floor of the wizards tower south-southwest of the Seer’s Village, search the bookcase on the northern wall.
Search the boxes in one of the tents in Al Kharid. Head east from the Silk trader into a tent.
Search the boxes of Falador’s General Store. Look in the crates in the general store just north-northeast of Falador’s west bank.
Search for a crate in a building in Hemenster. Search the northern most house in Hemenster, east of the Fishing Guild.
Search the crates in Canifis. The crate is in Rufus’s Meat Emporium (just north of bank) in Canifis.
Search for a crate in Varrock Castle. It’s one of the crates in the kitchen.
Search for some drawers in the upstairs of a house in Rimmington. Search drawers upstairs in the house just north of the one with a range in Rimmington.
Search the boxes in a shop in Taverley. Go to the Two-handed sword shop.
Search the boxes in the Goblin House near Lumbridge. Go to the Goblin house, on the East side of the Riber Lum, near the fishing spots.
Search the boxes in the house near the South entrance to Varrock. It’s the crates inside the big grey building with nothing else inside except for a ladder.
Search the boxes just outside the Armour Shop in East Ardougne. The boxes lie between the plate body shop and the silk stall in the Ardougne Market.
Search the chests upstairs in Al Kharid Palace. Go to the Palace, go upstairs. It is the first one from the East side.
Search the chest upstairs of houses in the east part of Falador. The chest is upstairs in the north building in the circle in east Falador.
Search the chests found in the upstairs of shops in Port Sarim. Search the eastern chest upstairs in the Port Sarim Food Store.
Search the chest in the left hand tower of Camelot Castle. Look in the chest at the very top of the western tower.
Search the crates in the Port Sarim Fishing shop. It’s the northern-most crate in the shop.
Search the crate in the left hand tower of Lumbridge castle. Look upstairs in the guard tower in front of the castle.
Search the crate near a cart in Port Khazard. Search the crate south of where the Trawler starts.
Search the crates in a house in Yanille that has a piano. As you enter Yanille, it should be the first building you come to that’s adjacent to the north wall.
Search the crates in Draynor Manor Search all possible crates and boxes on the third floor in the room to the left of the professor and machine, north end of room, in Draynor Manor.
Search the crates in Horvik’s Armoury. North East of Varrock center there is an armoury , search the crates there.
Search the crates in the Guard House of the Northern Gate of East Ardougne. Just north-west of the Market Square in the building in front of the field. There are guards milling around west of it.
Search the crates in the Northwest most house in Al Kharid. Located in the house south of gem trader in the most south west crate.
Search the crates in the Barbarian Village Helmet Shop. Look in the southern-most crate in the shop.
Search the crates in the shed just north of east Ardougne. North of the North bank by the diseased sheep - Inside the building that the wood cutter used to be in.
Search the crates near a cart in Varrock. This cart is NOT the one at the inner courtyard of Varrock Castle. South of the inner courtyard (and north of Varrock’s central square), there is a double-loop path. Northeast of this intersection is a small cart, and the crates are nearby.
Search the drawers above shops in Varrock. Drawers in room above Clothes shop.
Search the drawers in the ground floor of a shop in Yanille. Go to the Hunter store in Yanille, search the drawers inside.
Search the drawers in the upstairs of a house in Catherby . In the house north of the bank in Catherby, search the drawers on the second floor.
Search the drawers in Catherby’s Archery Shop. Drawers are on the ground floor of said shop.
Search through some drawers found in Taverley’s houses. Look for three small houses in the southeast corner of Taverley. The drawers are in the eastern house.
Search the drawers, upstairs of the Bank to the East of Varrock. Go to the Varrock East bank and go up the the stairs.
Search the drawers of houses in Burthorpe. Drawers in the house that is south east of the house with an anvil.
Search the drawers on the first floor of a building overlooking the Ardougne’s Market. House north of Ardougne market; look upstairs (British 1st floor is upstairs; the bottom is the “ground floor”).
Search the upstairs drawers of a house in a village where pirates are known to have a good time. Brimhaven, the house with the range in it. (Kill a pirate in the nearby bar to get the key.)
Search the drawers in a house in Draynor Village. The drawers are in the northern-most building in Draynor Village.
Search the drawers upstairs in Falador’s shield shop. Go to the shop, located North of the Falador furnace, and go upstairs to search the drawers.
Search the upstairs of houses in Seers’ Village for some drawers. Go to the house with the spinning wheel in Seers’ Village.
Search for a crate on the ground floor of a house in Seer’s Village. Look in the house south-southeast of the Seer’s pub and north of the church.
Search the chest in the Duke of Lumbridge’s bedroom. Go to the second floor of Lumbridge Castle.
Search the chests in the Dwarven Mines. The westernmost chest in the Ranged shop in the Dwarven Mines.
Search the drawers found upstairs in East Ardougne’s houses. Search the drawers in the upstairs of the pub, North of the castle, in East Ardougne.
Search the drawers in Falador’s Chain Mail Shop. The chain mail shop is directly south of the castle. Search the southernmost drawers inside.
Search the drawers in one of Gertrude’s bedrooms. Search the drawers in the Southeast room of Gertrude’s house, located West of Varrock.
Search the tents in the Imperial Guard camp in Burthorpe for some boxes. Go to Burthorpe, south of the Games room castle. Search the boxes between the two beds in the northwest tent.

The Great Orb Project

Posted by: cow  //  Category: Minigame Guides

Description: Ever wondered how runes are actually created when you turned essence into runes? In another dimension wizards have conducted a thorough investigation in the process of crafting runes. They have come to the point that none of them can agree on whether the green or yellow orbs are more important in the process. The ongoing dispute has lead to this team base mini-game.

Safety: This mini-game is safe because you do not have to battle creatures or players.

Contents:
- Requirements
- Recommendations
- Start Point
- To Start
- Getting Started
- Playing The Game
- Strategy
- Hints and Tips
- Rewards

Requirements:
Levels:
50 Runecrafting

Quests:
Rune Mysteries

Recommendations:
Levels:
A high Runecrafting level.

Items: Explorer’s ring, Abyssal pouches

Start Point: Runecrafting Guild.

To Start: Speak to Wizard Acantha or Wizard Vief.

Getting Started:

The Great Orb Project is a team game, consisting of a Yellow and a Green Team. To join a team, right click a team leader and select “Join”. If this is your first time playing, you will be told the basics of the mini-game. If there is already another game taking place, you will not be able to join until it has finished. You will be told to go try the other team, when one of the teams is full.

Wizard Acantha is the leader of the Green Team.

Wizard Vief is the leader of the Yellow Team.

Once you have joined a team, you will be given 4 items to be used in the mini-game.

Image Item Name Use
Runecrafter hat Indicates what team a player is on
Attractor Used to attract orbs
Repeller Used to repel orbs
Barrier Generator Creates barriers to stop orbs

When both teams are ready to start, proceed through the portal that appears on the northern edge of the room. The game has now started. If you do not go through the portal while you are on a team or exit during the game, you will have to wait 15 minutes until you can join another game.

The Mini-game consists of 6 rounds for F2P and 8 for P2P, each lasting 2 minutes. The rounds take place at the following Runecrafting altars.

Air
Mind
Water
Earth
Fire
Body
Chaos (Members Only)
Nature (Members Only)
Playing The Game:

Once you have entered the portal, you will find yourself at the Air Altar. There will be green and yellow coloured orbs around the edge of the alter.

During the game, your interface will indicate you the following information about the game:

At the bottom right of the screen, there is a circle that shows you how much time is left until the end of the round, and how many orbs each team has directed to the altar.

At the top, the screen shows which altars the teams have been to and who won. The green team won the first round, the second round was a tie, the yellow team won the third round and they are currently playing the fourth round.
The aim of the game is to get as many of your colored orbs to the altar by using the given wands. The attractor-wand will pull orbs towards yourself, whilst the Repeller-wand will push them away. Use the Barrier Generator to create temporary barriers, which stop orbs from passing. One can destroy barriers by selecting their “Destroy”-option.
During the last 30 seconds of each round, you will not be able to use your wands on the orbs of your opponents. Once a round has ended a portal will appear, which will take you to the next altar. Between each round you have a short period of time at your disposal to use the randomly awarded essence to craft runes. When the final altar has been fought for, a portal will take you back to the Runecrafting Guild, where you will be granted your reward in the form of tokens.

Strategy:

This mini-game requires teamwork.

The best strategy is switch between the Attractor and Repeller wands to get orbs past obstacles and towards the altar faster. An alternate way of using the same strategy is to have one team member using a Attractor, whilst the other one uses a Repeller. To pull orbs at a certain angle have team members pulling or pushing from different angles. Having several members pulling one orb will save you a fair amount of time.

To give the opposite team a hard time getting the orbs towards the altar you may your Repeller wand to push their orbs further away from the altar. Barriers can also be set up to prevent orbs from passing. It is best to place barriers in between the standing stones. Some teams tend to set up barriers near the edges of the arena, where the orbs respawn, to block them from being pulled towards the center of the arena. These barriers will, however, not stop orbs from moving when they are already being pushed or pulled.

Because orbs need to touch the altar in order to be counted in the score, it is advised to stand on the other side of the altar when pulling the orb. Otherwise, you might block the orb from touching the altar.

Hints and Tips:

If you do not care which team you will be one, you may sign up with any of the wizard apprentices. They will randomly assign you to either the green or yellow team.

The velocity at which you can push or pull an orb depends on your Runecrafting level. Player with a high Runecrafting level will be able move orbs much faster than others.

Remember not to use the portals represented by the transportation icon to access the next altar, as they will teleport you out of the game. You may use these portal if you want to leave a game.

If a person leaves by using the exit portal, the game fill automatically come to an end.

For the runes crafted during the game, you will receive double the amount Runecrafting experience. Member are therefore advised to take pouches with them and save up their essence for the Chaos or Nature altar.



Rewards:

For each altar that a team wins, each player on that team receives 100 tokens with an additional 200 for the team that won the most altars overall. If both teams won the same number of altars overall, each player receives 25 additional tokens. Even if your team lost, you will be giving 10 tokens for the effort. Additionally, each player will be rewarded an extra amount of tokens based on the quality of their play, whether their team won the game or not.

These token can be used to claim the following items from the wizard Elriss.

Essence:

After each round has ended, whether you lost or won it, you will be awarded a random number of essence (Rune for F2P, Pure for P2P). You can use this essence to craft runes in between rounds. Additionally you may buy more essence from Elriss, each for the price of 1 token.

Runecrafter Robes:

Runecrafter robes yield you a bonus to your Runecrafting whilst playing The Great Orb Project mini-game. These clothes can be stored in the Costume Room of your Player Owned House).

Item Name Image Token Cost Stats
Runecrafter hat 1000 Attack: Stab +0, Slash +0, Crush +0, Magic +3, Range +0
Defence: Stab +3, Slash +3, Crush +3, Magic +3, Range +, Summoning +0
Other: Strength +0, Prayer +0
Runecrafter robe 1000 Attack: Stab +0, Slash +0, Crush +0, Magic +5, Range +0
Defence: Stab +5, Slash +5, Crush +5, Magic +5, Range +5, Summoning +0
Other: Strength +0, Prayer +0
Runecrafter skirt 1000 Attack: Stab +0, Slash +0, Crush +0, Magic +4, Range +0
Defence: Stab +4, Slash +4, Crush +4, Magic +4, Range +4, Summoning +0
Other: Strength +0, Prayer +0
Runecrafter gloves 1000 Attack: Stab +0, Slash +0, Crush +0, Magic +2, Range +0
Defence: Stab +2, Slash +2, Crush +2, Magic +2, Range +2, Summoning +0
Other: Strength +0, Prayer +0

Staffs:

Talisman staves are used in the creation of Runecrafting staves and the Omni-talisman staff. Both type of staves act as Runecrafting talismans/tiaras. They also make it easier to distract the eyes in the Abyss. To attach a talisman to the staff, simply the use the staff or talisman on the corresponding altar.

Note: The law staff has no combat bonuses, and can therefore be taken onto the island of Entrana. Staves which have not been assigned to an altar cannot be wielded.

Item Name Image Token Cost Stats
Talisman staff 10,000 Cannot be wielded
Runecrafting staff N/A Attack: Stab +0, Slash -1, Crush +7, Magic +5, Range +0
Defence: Stab +2, Slash +3, Crush +1, Magic +15, Range +4, Summoning +0
Other: Strength +33, Prayer +0

Runecrafting Teleport Tablets:

Runecrafting teleport tablets are similar to the teleport tablets made in Player Owned Houses. These tablets will teleport a user directly to the entrance of the altar. You may only access those altars for which you have the Runecrafting level and the corresponding talisman, tiara, or runecrafting staff.

*Members-only

Item Name Image Token Cost Requirements To Use
Air altar teleport 30 1 Runecrafting
Mind altar teleport 32 2 Runecrafting
Water altar teleport 34 5 Runecrafting
Earth altar teleport 36 9 Runecrafting
Fire altar teleport 37 14 Runecrafting
Body altar teleport 38 20 Runecrafting
Cosmic altar teleport* 39 27 Runecrafting
Chaos altar teleport* 40 35 Runecrafting
Astral altar teleport* 41 40 Runecrafting,
Lunar Diplomacy quest
Nature altar teleport* 42 44 Runecrafting
Law altar teleport* 43 54 Runecrafting
Death altar teleport* 44 65 Runecrafting,
Mourning’s Ends Part II quest
Blood altar teleport* 45 77 Runecrafting,
Legacy of Seergaze quest
Runecrafting guild teleport* 15 50 Runcrafting

Talismans:

*Members-only

Item Name Image Token Cost Requirements To Use
Air talisman 50 1 Runecrafting
Mind talisman 50 2 Runecrafting
Water talisman 50 5 Runecrafting
Earth talisman 50 9 Runecrafting
Fire talisman 50 14 Runecrafting
Body talisman 50 20 Runecrafting
Cosmic talisman* 125 27 Runecrafting
Chaos talisman* 125 35 Runecrafting
Nature talisman* 125 44 Runecrafting
Law talisman* 125 54 Runecrafting