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

The Fishing Trawler

Posted by: cow  //  Category: Minigame Guides

Introduction

Trawler fishing is a fishing styled mini-game, which can be fun either solo or with team mates. It can be found in Port Khazard, north of Yanille and south of Ardougne.

To start the mini-game, you should talk to Murphy at the docks. Please note that a Fishing level of 15 is required to do Trawler Fishing.

In this mini-game you can catch any sea water fish up to your level, and it is the only way for high-level fishermen to catch Sea Turtles and Manta Rays.

What You’ll Need

You should bring the following things when Trawler Fishing:

50 to 60 Swamp Paste. This can be made by collecting Swamp Tar at a swamp like Lumbridge Swamp, using it with flour, and then cooking the uncooked Swamp Tar over a fire. It can also be bought from the General Store at Port Khazard. Swamp Paste is used to repair leaks in the boat.

One Bailing Bucket (Or more). This can be bought at the Port Khazard General Store. It is used to bail water out of the bottom of the boat.

6 to 10 Ropes. These can also be bought at the Port Khazard General Store, as well as a number of other places. These are used to fix the fishing net.

NOTE: Bring friends, alone it is almost impossible!

Trawler Fishing

To start the mini-game, speak to Murphy at the Port Khazard docks and agree to help him. He will make sure a number of times, and then allow you to get onto the boat.

Once the first person gets on the boat, other team members will have one minute to get on as well.

Once you are aboard, you will need to start almost immediately. If the boat starts to leak, try and fill it immediately by clicking on it. Each time you fill a leak you will use one Swamp Paste. When there is a leak, the boat will begin to fill with water. You can tell how much water is in the boat by the bar at the top of your screen. Keep bailing to keep the bar down.

At the top of the screen, you will also be able to see the status of the net. If it is ripped you will need to go to the rear of the boat and climb up the ladder. Click on the net and you’ll fix it, and one rope will disappear from your inventory.

To bail water out of the boat, click on the bailing bucket to fill it up, and then click again to get rid of the water. If the boat gets full of water, you will sink and end up in the water. To get out of the water, click on a floating barrel and you will end up at Port Sarim, and the boat will again be waiting for you at Port Khazard.

Once ten minutes have elapsed, the mini-game is over. When you get back, inspect the net. Here you can choose what you would like to keep, and leave the rest.

Temple Trekking/Burgh de Rott Ramble

Posted by: cow  //  Category: Minigame Guides

Introduction: Temple Trekking and Burgh de Rott Ramble is a miniature adventure with various rewards in stock. Your goal is to escort an adventurer or a villager through Morytania and make sure they are alive and well upon reaching their destination. In doing so, they will reward you and, depending on your success, the rewards will be something to look forward to. How about tomes of learning?! Or maybe a nice looking Lumberjack set…

Table of Contents

Requirements
How to play
- - Routes
- - Evade
- - Escape
Travellers
- - The Adventurers (Paterdomus)
- - The Villagers (Burgh de Rott)
The events
The monsters
Food for the traveller
Rewards
- - Tomes
- - Additional rewards

Requirements: Completed Priest In Peril, Nature Spirit, In Search of the Myreque and In Aid of the Myreque. It’s recommended to complete Darkness of Hallovale to be able to play Burgh de Rott Ramble, thus make the game a round trip.

Items Needed: Good armour, Druid pouches and one of the following: Rod of Ivandis, Silver sickle (b), Wolfbane, or Darklight.

Items found during events: Bronze axe (dropped by Zombie), Knife (hidden in backpack), Plank (dropped by Undead Lumberjack), Tinderbox.

Recommended combat level: 80+. This is a hard mini-game and should not be taken lightly.

Temple Trekking starting point: At the gate of Burgh de Rott. Talk to one of the Villagers to escort them.

Burgh de Rott Ramble starting point: Outside of Paterdomus on the east side of River Salve. Talk to one of the Adventurers to escort them.

How to play

To successfully play this game you should have completed Darkness of Hallovale. It will make gaming so much easier. This guide assumes that you start at Paterdomus. Trekking works the same way no matter at what starting point you use. The only difference is where to cash in tokens (check The Rewards for more info).

First you need to equip yourself with the appropriate items. Head over to Canifis bank and withdraw the following items. Remember, if you die during this mini-game you WILL lose your items. This is no different from dying in the rest of Runescape.

Armour: Full rune or better.
Weapon: Rune longsword or better.
Food: 5-10 Monkfish or better.
A Snelm: HIGHLY recommended against the Giant snails range attacks. This no joke! It greatly reduces damage. A player with high combat will find this saves Prayer potions when fighting the low level snails.
1-2 Prayer potions: If you attempt the tougher routes and “red” travellers. If you have low combat level you might want to bring 1 more. These also come in handy if you use your Silver sickle (b) Cast-Bloom option during the events. Cast-Bloom drains your prayer for each spell.
20+ Druid pouches: These will allow you to kill Ghasts.
Rod of Ivandis, Wolfbane, Silver sickle (b), or Darklight: All of these will allow you to defeat Juvinates. A crossbow (Steel or better) with silver bolts can also be used but it’s not recommended as it’s a total waste of time on the harder routes (even for a level 80+ ranger without armour). Silver sickle can also be used though Silver sickle (b) is better since you can use Cast-Bloom in the swamp to get Mort Myre Fungi, Twigs or even Mort Myre pear, which you can fill your pouches with. It can also be used to cut branches from the spiky bush.
Ring of Life: In case you consider the harder routes in combination with a “red” traveller.

The following items are to consider:
Dragon dagger: A good choice for the harder treks, if your traveller reaches critical health.
Gadderhammer: This is said to be efficient against Shadows, though the Abyssal whip was found to be better. In combination with Salve amulet (e) it may be as good as Abyssal whip.
Salve amulet (e): This gives a 20% increase of strength and accuracy when fighting the undead (Shadows among others).

This is an example of a good inventory:

You are now ready to start trekking and rambling.

Routes

Head over to the Adventurers and talk to one of them. (Please check The Travellers for more information before you start trekking. It could mean the life or death of you and your traveller if you don’t.) The adventurer will ask you to take him or her to Burgh de Rott. Tell them that you are the right person to do so. You can give your traveller some food before you start trekking. This is recommended for the dangerous treks. For more information, read Food for the traveller.

After that, you have to chose a route. There are three different types:

Route One - the blue route - 0-2 events - Long but easy.
Route Two - the yellow route - 2-5 events - Medium but harder.
Route Three - the red route - 2-4 events - Short and very dangerous.

If you are a beginner, choose Route One.

When travelling, you will see pawns move on the map. This is you and your companion. Whenever you see a big exclamation mark (!) on the map, it means you have run into an event.

When an event takes place, you will have the choice of Complete, Evade or Escaping the event. In order to Complete the event, you will have to kill all monsters or solve the puzzle you are facing. When you have done that, look for a few squares of light green leaf-like rocks on the ground opposite of where you entered. Choose Continue-Trek.

If you feel that the event is too difficult, you have the option of Evading or Escaping.

Evade can only be chosen during Route One or Two and only when you bump into monsters. There is less chance of evading an event during Route Two. You need to defeat 50% of the monsters on Route Two before you can Evade the event. If you have three monsters then you have to kill two. If you have five monsters then kill three. There is no way to Evade an event during Route Three. You have to choose Escape.
When you Evade, you will still be able to continue the trek.
You will find the Evade exit on the left hand side of the “entrance”.

Escaping an event can be chosen on all three routes, and during all monster events. When you Escape you will no longer be able to finish the trek. Instead you end up in the relevant area of Morytania and have to start over. You will find the Escape exit on the right hand side of the “entrance”.

In order to successfully end a monster event, make sure they have set their eyes on you first and not the traveller. Then all you have to do is make sure YOU don’t die.

Once you have finished the trek you will be handed a token from the person you escorted. In order to cash it in you have to return to the starting point which, if you followed this guide, is Paterdomus. Talk to Hiylik Myna to get your reward.
When you get tokens from the Burgh de Rott Villagers, go to Burgh de Rott bank to cash them in. You can keep your tokens and cash them in later if you want but since they cannot be stacked, not even in the bank, this is a bad idea.

Note: Make sure you have at least one inventory space available. Otherwise your token will be dropped on the ground. Don’t worry too much though. You can’t miss the flashing yellow arrow indicating the drop.

Paterdomus tokens

Burgh de Rott tokens

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The travellers

There are three types of travellers, each with their own difficulty level and rewards. They are dressed in over all Blue, Yellow or Red, or wear capes in these colours, which are an indicator of how difficult it is to escort them. Blue being easy to red being quite, if not very difficult.

A blue traveller causes 3 monsters to attack during an Event.
A yellow traveller causes 4 monsters to attack during an Event.
A red traveller causes 5 monsters to attack during an Event.

As a first-time player, choose a blue traveller.


The Adventurers (Paterdomus)

Name Image Description
The Adventurer He’s one of the easier travellers to escort. He will defend himself against the monsters, but still need help against the more difficult ones. His reward is small.
The Mage She is more than capable of taking care of herself. But like the Adventurer, she still needs to be looked after during the more difficult monsters. Her reward is also a small one.
The Apprentice He’s a learning mage still in need to be looked after. Especially on the more difficult routes. His reward is one of the medium ones.
The Ranger She’s a somewhat experienced ranger you should be able to make it on her own during the two easier routes. It is recommended to give her some food, should you bring her on the third route. She will give you a medium reward at the end.
The Forester The Forester is weaker than he looks, so be sure to give him food before you head out on a trek with him. His reward is one of the greatest.
The Woman-at-arms Though she looks like she could take on any guard in Varrock, the woman-at-arms is a very difficult traveller to escort. Her hitpoints level is quite low so it is highly recommended to give her food at the start. If she survives she will give you one of the greater rewards.

The Villagers (Burgh de Rott)

Name Image Description
Dalcian Fang Dalcian is an easy man to escort. He is capable of fighting and surviving most monsters, but should still be kept an eye on when you encounter the Giant snails or Giant Snakes. His reward is however small.
Fyiona Fray Just like Dalcian, Fyiona is one of the easier villagers to escort. She can defend herself in battle though you still need to keep an eye on her when you encounter the more difficult monsters. Her reward is however small.
Jayene Kliyn Jayene is capable of fighting on her own, but it’s still recommended to give her food at the start. She gives you a medium reward.
Valantay Eppel Valantay, just like Jayene, is somewhat capable fighter and will be able to fend off monsters in battle. You should still do your best to protect him. His reward is a medium one.
Rolayne Twickit Rolayne is an old man who will try to defend himself during battle. You still need to keep an eye on him and do your best in defeating the monsters. It’s recommended to hand him some food at the beginning. If he survives the trek he will will give you the greater rewards.
Smiddi Ryak Smiddi is but a small girl with little hitpoints. Escorting her is quite difficult as she cannot fight for herself. You should hand her some food at the start no matter what route you choose. She will reward you with the greatest rewards.
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The events

In order to cross the bog you need to feel your way through. Use a Knife or Silver sickle on a spiky bush to get spiny sticks. Cut off as many as you can. Next you need to Use the stick on the bog and keep an eye on the messages that appear in the chat menu. If it says something like “Euw, it’s too soft” then you cannot walk on it. You need to find the Firm areas and walk on them. Try to remember where you have walked because sometimes the firm path leads to a dead end.
It’s also possible that your stick will get sucked into the bog.
You will not keep the sticks after you complete the event.

The Broken Bridge comes in three different versions. The ‘Tree event’, the ‘Undead Lumberjack’ and the ‘Mixed event’.

In the Tree event, cut down the three trees nearby. If you don’t have an axe with you, kill the Zombie to get a bronze axe. Wield the axe (not required if you have a hammer) and use each log on the gap of the bridge.

If you have the Undead Lumberjack event, kill them when they come out of the river. One WILL drop a piece of Lumberjack clothing. Wield your axe (not required if you have a hammer) and use the planks on the gap of the bridge. If you don’t have an axe with you, kill the Zombie to get a bronze axe.
You may keep any additional planks that you get.

In order to cross the river you need something you can swing across with. If you don’t have a knife with you, Search the backpack on the ground. Then use the knife on the nearby tree to cut off a Short vine. Do this three times, then use the Short vine on one of the others to get a Long vine. Use it on the branch of the larger tree and choose swing across.

This is a tricky one. You need to feed the sick people before they turn into Ghasts. There are five stages: Sick, Sick!, Very Sick, Ghastly, and lastly they become Ghasts.
Best option is to give them some of the food from your inventory. If you didn’t bring any you need to kill snails and cook them on a fire and feed the people. There’s a tinderbox on the ground and a tree to get a log from. The people will be at different sickness stages at the start of the event so make sure you feed the most sick ones first. This is however a slow procedure and one or more people are guaranteed to transform on the harder routes.

Sometimes you’ll bump into Abidor Crank. He looks suspicious but all he wants to do is help. He will raise you and your companions hitpoints and defence levels, even above your maximum level, and turn any rotten food into stew.
The monsters

A query to Jagex says that monster level depend not only on the difficulty of a route but also the combat level of the player. So there may be lower levels to encounter. The higher levels were encountered by several 100+ players.

Name Image Combat Level Route Info
Ghast 79, 109, 139 All routes The only difference with the Ghasts are their combat level, which increase depending on the route you choose.
You need Druid pouches to defeat these. One pouch per Ghast. Then kill them with the weapon of your choice.
Giant snail 79, 80, 109, 139 All routes The only difference with the snails are their combat level, which increase depending on the route you choose. These are tough, even on the easy route. It is HIGHLY recommended that you wear a snelm when you fight these on the more easier route combinations. It will save you some prayer potions. But when you get to the more harder choices (Route Two and “red” traveller or Route Three) then you should have the prayer potions ready.
When you have killed it, collect the shell. You will get 600gp for a normal shell, and 600gp plus 500 crafting experience for Perfect shell from Barlak in Dorgesh-Kaan when you trade with him.
Juvinate 59, 89, 90, 119 All routes All Juvinates look the same and behave the same.
Defeat it with either Rod of Ivandis, Silver sickle, Silver sickle (b), or Wolbane. On the harder routes don’t use crossbow with silver bolts as it’s a total waste of time and bolts.
Nail beast 69, 98, 141 All routes This can be quite the opponant. When you get attacked you will get hit three consecutive times. Make sure you bring food!
Nail beast drop nails which is the second ingredient for making Sanfew serum cure all potion.
Shadow/Shade 80, 110, 140 All routes There are three types of shadows – Riyl (route 1), Asyn (route 2) and Shade (route 3).
Gadderhammer is said to be a good choice to dispose of these threats, though when tested Abyssal whip worked best. You have to make sure they all target you because they will easily dispose of your companion if you don’t.
Swamp snake 79, 80, 109, 139 All routes The only difference with the snakes are their combat level, which increase depending on the route you choose.
When you have killed it, use your knife on the snakes to get Snake hide. You get 2 to 5 hides per snake.
Tentacle monster 99, 140 Route three The Tentacle monster only appears on Route three while you’re floating on the stream. It’s head is level 140 and it’s four tentacles are level 99 each. You need to make sure the Tentacles are targeting you because they will do lots of damage to the traveller. Kill those first and then go after the head. If you kill the head before you have defeated the tentacles it will regenerate. Despite being lvl 140, the head doesn’t do a whole lot of damage.
Undead Lumberjack 30, 35, 40, 45, 60, 70 All routes An easy monster to kill. It drops planks to be used in one of the Broken Bridge events.
One of them will drop a piece of Lumberjack clothing which could be worth saving. They do not drop clothing if you encounter them when there are trees nearby.
Zombie 23 All routes All Zombies have level 23 no matter which route you’re on. A very easy opponant to deal with. It drops a bronze axe during the Broken Bridge event.
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Food for the traveller

You have a choice of giving your traveller some food at the start. This is not necessary for Route One, but is recommended for the other two routes. Food will allow them to heal themselves. You cannot do it during an event. All you will get is ‘Nothing interesting happens.’ and you may have lost valuable hits to the monster. To give food, Use the food on the traveller. You’ll get a menu with different meals listed and how much the traveller has. You may only give the traveller a total of 15 units. 1 unit will be spent for every 10 or so hitpoints the traveller loses. The food is shared between all travelers so there’s no need to try serve them all.

If the traveller has food left at the end of a trek it will be stored (though the number of units of that/those particular food is not displayed). The menu will however show how much free space the traveller has. The food will remain even if you log out.

Tears of Guthix

Posted by: cow  //  Category: Minigame Guides

Description: Deep in the Lumbridge Swamp Dungeon lies a magical cave, blessed by Guthix. The legends tell about tears pouring down its walls, which influence your weakest skill in a positive or negative manner.

Safe?: Yes.

Requirements:
Quests:
Tears of Guthix quest.

Items:
Spiny helmet and an air tight light source.

Recommendations: Bullseye lantern.

Rewards: A certain amount of experience in your lowest skill.

Start Point: Lumbridge Swamp Dungeon

To Start: Speak to Juna

NOTE: You may only play this Mini-Game once a week and must have at least gained 1 quest point or 100000 exp that week. Checking your quest history for the Tears of Guthix quest will tell you how long it will be before you are granted the access to the mini game once again.

Talk to Juna and tell her a Story. She will hand you a Stone bowl and give you access to the cave. Enter the cave to start the mini-game.

Note: Make sure you have both of your hands are free, before you talk to her.


Your goal is to collect as many Blue Tears as can with Stone bowl given, collecting 1 Tear per second. You will receive 1 tear per second when collecting tears from from the blue stream and you will lose 1 tear per second from a green stream. The streams will move around from place to place.

The amount of time you are allowed to spend in the cave is determined by your quests points total. Per quests point you are allowed to spend 1 second in the cave.

Once the time has elapsed, you will automatically leave the cave and receive your reward.

Rewards:

For each tear collected you will receive a certain amount of experience depending on whether you achieved level 30 in your lowest skill. If your lowest skill level is 30 or above, then you will receive 60 experience per tear. Otherwise, you will receive 10xp per tear collected.

Shortcut Route:

There exists a shorter route to the Tears of Guthix cave.

Requirements: Partial or full completion of the Lost Tribe quest and an air tight light source (preferably a Bullseye lantern).

Note: A pickaxe is also required the first time you use this shortcut route.

Walk or teleport to Lumbridge, then take the trapdoor in the Lumbridge kitchen down into the basement.

Enter the Lost Tribe cave walk until you come across a hole. Use your pickaxe on the hole if this is the first time you are using this route. If you have used it before, simply squeeze through the hole. Once you made on to the other side, continue the path to the south.

As you are walking south along the path, you will encounter a rock that you will have to jump on to get across a small puddle. Simply jump on the rock to get to the other side

Once you have reached the Giant Frogs, go further south and enter the cavern. As you walk east down the rock slide, you will see the mini-game symbol on your mini-map.

To get out of the Dungeon, simply walk back to the shortcut and squeeze through the hole. Then, walk a bit north and enter the Lumbridge Cellar.

Benefits of this route:

Located close to the Lumbridge Teleport.
Much shorter than the Lumbridge Swamp Entrance.
Much safer (no need to bring a Spiny helmet)

Tai Bwo Wannai Clean Up

Posted by: cow  //  Category: Minigame Guides

Description: The villagers of Tai Bwo Wannai have returned since some brave adventurers resolved the Jungle Potion Quest, but they’re not happy about the jungle encroaching back into the village or the run-down rotten fencing. If you happen to be passing through Tai Bwo Wannai, would you mind giving the local villagers a hand? You can train your woodcutting skill and who knows what you might find as you’re hacking away with your machete? And the locals are always grateful, rewarding you for the favours you perform so you can really enjoy what the village has to offer.

Starting point: Tai Bwo Wannai Village.

Requirements: Finished Jungle Potion, 10 Woodcutting (Light), 20 Woodcutting (Medium), and 35 Woodcutting (Dense). Level 16 Cooking is optional for the Spider on a stick.

Items Needed: Machete (Any), Food, Armor, Weapon, Antipoison, Money, and Relicym’s balm.

Recommended Items: Spade, Pickaxe, Karamja gloves 3 (For teleporting to Shilo Village), Prayer potions (If you haven’t completed the Tai Bwo Wannai Trio quest), Holy wrench, Holy symbol, and a Prayer Book.

Rewards: New clothing, food, and trees.

Table of Contents

The basics
Villagers
Machetes
Enemies during the mini-game
Villager clothing
Gabooty’s shops
Snakeskin armor
Other

The basics:

You must talk to Murcaily, who is found next to the Mahogany and Teak tree area. He will explain the things you can do here. After you have talked with him, you will need to get a machete. You can buy normal ones from the shop north west of Tai Bwo Wannai. Machetes will allow you to cut three different types of jungle. The woodcutting levels needed to cut them are 10 for light, 20 for medium, and 35 for dense. The easiest to cut is the light jungle, then the medium, then the dense. The different types of jungle can be determined by the colors.

Light Jungle (32 experience):

Thatch spar light:

Medium Jungle (55 experience):

Thatch spar med:

Dense Jungle (80 experience):

Thatch spar dense:

As you’re cutting the jungle back, you’ll start to earn Favour. Favour is shown to villagers around the village to earn Trading sticks. Your favour can be found in the top right hand corner of the screen.
This is what your Favour meter should look like:

While you’re repairing the fence, you will also gain some Favour, but not much. This is one of the ways you can use your Thatch spar’s instead of dropping them or making them into skewers. You will gain some woodcutting experience from repairing the fence. The experience is listed below:
*Light: 28 experience
*Medium: 42 experience
*Dense: 65 exeperience

Trading sticks are used in Gabooty’s shop to buy the Villager clothing, gem machetes, gems (Doesn’t restock), Gout tuber (Doesn’t restock), and drinks (Doesn’t restock).

A trading stick:

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Villagers

The villagers that give you the sticks are the ones that have sticks in their hands. Once you tell them that you’ve been doing work around the village, they will not give you more sticks for another 10-20 minutes.

Mucaily

You talk to him start the mini-game. You also talk to him to get into the woods.

Sharimika

He gives you the information on events and monsters in jungle.

Mamma Bufetta

She tells you about Spider on a stick.

Safta Doc

He can make you machetes. The machete costs:
Opal machete: 3 cut/uncut Opal gems + 1 Gout tuber + 300 Trading sticks.
Jade machete: 3 cut/uncut Jade gems + 1 Gout tuber + 600 Trading sticks.
Red topaz Machete: 3 cut/uncut Red topaz gems + 1 Gout tuber + 1.2k Trading sticks.

Rionasta


Rionasta, the local postmaster. First, ask him “What do you…” and then he’ll tell you what he does. It costs 10 Trading sticks per item that you wish to send.

Gabooty

He runs the village shop, which will be explained later in this guide.

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Machetes

To help speed up the time spent cutting at one jungle, Safta Doc has constructed Gemmed machetes. Each one is a little stronger and faster as the gem gets higher.

Opal machete:

This is the beginner gem machete.

Jade machete:

This is the moderate gem machete.

Red topaz machete:

This is the expert gem machete.

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Enemies during the mini-game

While you’re cutting the jungle, you may disturb enemies in the process. These enemies include Mosquitoes, Tribesman, Broodoo Victims, Bush Snakes, and Jungle Spiders.

Broodoo Victims

There are three types of Broodoo’s: Blue, Green, and Yellow. All three colors are level 60, have high defense, and use weakening spells to harm you, not physical attacks. Using their weaknesses saves you lots of time and not so much moving. Once you defeat one of the Broodoo’s, they will drop a Broodoo mask. These can be used with 2 Snake skins and 8 nails to make into a shield, or just worn as a mask. Below is the image, weakness, and the mask it drops.

Color Weakness Mask Image Broodoo Image
Blue Food
Green Antipoison
Yellow Relicym’s balm

Mosquitoes

These can show up in groups of one, three, or five. One mosquito is level 13, three mosquitoes are level 17, and five mosquitoes are level 20. The amount of agility and proboscises depends on the number of mosquitoes that are in the group. The proboscis is used during A Fairy Tale Part I - Growing Pains quest and used to make a Spirit mosquito pouch.

Proboscis:

Tribesman

These will show up a little more than the others, but these are a little more dangerous. If you are damaged by these, they may poison you. The poison can hit up to 11 for the first few rounds, so it’s pretty dangerous. Antipoisons are very recommended when fighting these, just for precautions.

Bush snakes

These are a semi-rare foe to face in this mini-game. These are more wanted than the others because these drop Snake hides. Snake hides can be made into Snakeskin armor, which will be explained later in the guide. These are level 35 and can poison, so watch out.

Jungle spider

Last but not least, we have the Jungle spider. These level 44 monsters are notorious for being a pain. When you kill these, they will shrivel up into a Spider carcass. Spider carcasses can be used with skewers and cooked to make a Spider on a stick. It takes 16 cooking to cook these food item, but it’s delicious. To get the skewer, you take a thatch spar and use your machete on it. Spider carcasses are also used in the infusing of Spirit spider pouches.

Spider on a stick:

+ =

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Villager clothing

To get these clothing, you must buy them from Gabooty’s Cooperative shop in the middle of the village. You can also buy them from other players. All the clothing has no stat gain, but if you wear pieces or the full set, you will get a larger amount of Trading sticks from talking to the villagers.

Tribal tops:

Villager armbands:

Villager robes:

Villager hats:

Villager sandals:

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Gabooty’s shops

This is the shop that uses the Trading sticks as a currency, regular coins will not work here! The shop ranges from clothing to gems. The gems and Gout tuber do not restock.

Gabooty’s Tai Bwo Wannai Cooperative:

Gabooty’s Tai Bwo Wannai Drinky Store:

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Snakeskin armor

Snakeskin bandana

Skins: 5
Level to make: 48
Range/Defence level to wear: 30
Stats:
Attack: Stab +0, Slash +0, Crush +0, Magic -5, Range +4
Defence: Stab +2, Slash +4, Crush +4, Magic +2, Range +2
Other: Strength +0, Prayer +0

Snakeskin body

Skins: 15
Level to make: 53
Range/Defence level to wear: 30
Stats:
Attack: Stab +0, Slash +0, Crush +0, Magic -5, Range +12
Defence: Stab +25, Slash +28, Crush +32, Magic +15, Range +35
Other: Strength +0, Prayer +0

Snakeskin chaps

Skins: 12
Level to make: 51
Range/Defence level to wear: 30
Stats:
Attack: Stab +0, Slash +0, Crush +0, Magic -5, Range +6
Defence: Stab +8, Slash +8, Crush +10, Magic +4, Range +10
Other: Strength +0, Prayer+0

Snakeskin v’brace

Skins: 8
Level to make: 47
Range/Defence level to wear: 30
Stats:
Attack: Stab +0, Slash +0, Crush +0, Magic -5, Range +6
Defence: Stab +2, Slash +2, Crush +2, Magic +1, Range +0
Other: Strength +0, Prayer +0

Snakeskin boots

Skins: 6
Level to make: 45
Range/Defence level to wear: 30
Stats:
Attack: Stab +0, Slash +0, Crush +0, Magic -10, Range +3
Defence: Stab +1, Slash +1, Crush +2, Magic +1, Range +0
Other: Strenght +0, Prayer +0

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Other

For paying a fee of 100 Trading sticks, Mucaily will let you enter the woods where the Teak and Mahogany trees are. You can talk to him to pay or you can use the quick-pay option by right clicking the door. The logs are used to make planks for POH’s or just to light up. There are Jungle Snakes in here and they can poison. There are two iron axe respawns in here, just in case you forgot yours.

Teak logs:

Mahogany logs:

As you are cutting down the jungle, you might come across a Gem rock or a Gout tuber plant.

Gem rock:

You will need the pickaxe you brought with you to mine this. If you forgot your pickaxe, you can purchase a bronze one from the general store nearby.

Gout tuber plant:

You will need the spade you brought with you to dig this up. If you do not have one, you can purchase one from the general store nearby.

Gout tuber:
Gout tubers are used during the Karamja section of the Achievement Diary, planted to grow Goutweed, eaten for a few hitpoints and energy gain, or traded to Jatix for unidentified herbs.

Stealing Creation

Posted by: cow  //  Category: Minigame Guides

Introduction: Deep in the wilderness there is a holy encampment where six mystics live. The head mystic in this encampment received a message from the sacred beings of the wilderness and they told him to build the encampment and showed him how to open a portal to another world. Venture into this new world and help the mystics collect as much Sacred clay as you can!

Safety: This mini-game is safe because you cannot take any items into the game.

Contents:
Requirements
Recommendations
Start Point
To Start
Getting Started
Playing The Game
- Gathering Sacred Clay
- Making Sacred Clay Items
- Crossing To The Other Team’s Base
Strategies
Items Obtained During The Game
Rewards

Requirements: None.

Recommendations:
Levels:
Level 80 in the relevant skills (see below).

Start Point: Mystic Encampment just south of Bounty Hunter.

To Start: Speak to the Head mystic.

Getting Started
Stealing Creation is a team-based game. To join a team, you must first need to speak to the Head mystic, who will teach you about the game.

After he has taught you all the basics of the game, you may either talk to one of the mystics and ask them to put you on a team, or you may simply climb over one of the stiles into the fenced area. Once you enter the game, you will be placed in a room with tables on which you or your team members can deposit the Sacred clay items they have made. Pass through the barrier in your team’s base to join in the game.

Playing The Game:

Gathering Sacred Clay:

There are many ways of gathering Sacred clay for your team. When gathering, you will need a specific level depending on what class the Sacred clay is. For class 1 Sacred clay, there are no requirements to gather it. Class 2 requires level 20 in the relative skill to gather it. Class 3 requires level 40 in the relative skill to gather it. Class 4 requires level 60 in the relative skill to gather it. Class 5 requires level 80 in the relative skill to gather it. For whatever class you are gathering, you receive a number of points equal to 15 times the class you are collecting. For example: Gathering class 5 Sacred clay from a class 5 rock requires 80 Mining to gather and gives 75 points (5 *15) for gathering one shard of Sacred clay.

All of the methods for gathering sacred clay are:

Gathering it straight off the ground. (No skill required)

Harpooning for it via the Fishing skill. (A Fishing level corresponding to the class of the clay is required to gather this)

Mining it from a rock via the Mining skill. (A Mining level corresponding to the class of the clay is required to gather this)

Chopping it down via the Woodcutting skill. (A Woodcutting level corresponding to the class of the clay is required to gather this)

Catching swarms of sacred clay via the Hunter skill. (A Hunter level corresponding to the class of the clay is required to gather this)

Making Sacred Clay Items:

When collecting all of that Sacred clay of course, you would need a way to use it somehow. You will find a need to make your own Sacred clay items. To do this you can go to an oven looking structure called a “Creation Kiln”. When you click on it, the following menu will show up.


In this kiln you can make Sacred clay items. The items have specific bonuses and are taken away if you die or the game ends. This means that you will have to start all over every game. You can make a wide range of items using this kiln. All of those items require a certain level in a certain skill. For class 1 Sacred clay, there are no requirements to use or make a sacred clay item. Class 2 requires level 20 in the relative skill use or make a sacred clay item. Class 3 requires level 40 in the relative skill, Class 4 requires level 60 in the relative skill, and Class 5 requires level 80 in the relative skill to use or make a sacred clay item. For whatever class it is you gain points equal to 15 times the class you are using to make an item. For example: Making a class 2 Warhammer requires 20 Smithing to make, and gives 30 (2 * 15) points.

Note: For more info on this see the Obtained During The Game section below.

Crossing To The Other Team’s Base:

You may run to the other team’s territory during the game. You may do this because you want to go venture out and find better classes of clay to gather, or maybe you want to go pickpocketing the other team’s players. No matter what you wish to do, on the way there you may run into a number of obstacles. One of the obstacles might be the one of the other players.

If you want to hide from an enemy you could run into a Patch of fog. A patch of fog hides you and keeps you off of the mini-map. The only downside about hiding in a fog patch is that when you are in it you cannot tell who is on your team by looking at the mini-map.

Another obstacle might be a rift blocking the way. To get around this you just have to jump over it.

The third and final obstacle you may encounter is a wall. To get around this you just have to jump over it, similar to the rift.

Strategies

Skilling:

One of the most popular strategies is skilling. This strategy involves gathering sacred clay, making any item out of it, then depositing it at your team’s base for other teammates to use. You can start this by collecting some regular class 1 clay from the ground. Then, you can go make a piece of equipment of your choice (depending on what you are going to collect your clay from). Now, you head to whatever you are going to collect your clay from and start collecting. After you have gotten a shard of clay from that collecting spot go back to a creation kiln and make the same piece of equipment you just made (but in a higher class). Go back to what you were collecting from and keep collecting. Once your inventory is full, visit the creation kiln once again. Make any item of your choice and deposit it in your team’s headquarters. Players with a decent summoning level may also use their familiar’s special ability to deposit clay or items. This is recommended when you are gathering and processing clay far way from your base. It is wise to also make a couple of barriers with the clay you collect and keep them with you at all time. Barriers are used to keep your enemies from accessing some of the areas. Remember to keep repairing the barriers, as they will otherwise disappear after a while. Keep collecting and processing until about a minute until the game ends and then run back to your base and deposit every item you can, this will hopefully maximize your teams points. To maximize points, it is recommended to make runes, arrows or other stackable items.

*Note: If you have 0 points or fewer, you will not be able to withdraw any items.

Killing and Thievery:

Another of the most popular strategies is is killing and thievery. You can start this by getting the highest class of armor, weapon, and food you can use. Then, once you have these equipped, you could either head to the other team’s area in a “pack” of your teammates, or just go alone. Whichever way you go, the idea is to deal as much damage to your opponents as you can. You can eat when needed. If it so happens that you run into a player that you can absolutely not defeat, just run into a patch of fog until you see your opponent(s) leave. You can also use prayer when needed and recharge your prayer at altars. The other option is to pickpocket your enemies. To steal from an opponent, your Thieving level must no less than 20 levels below your opponent’s Thieving level.

Items Obtained During The Game:

Item Name Image
(Class 1 to 5) Relative Skill
To Make Relative Skill
To Wield/Use/Wear Use(s)
Sacred clay None None Can be used to make various Sacred clay items.
Dagger Smithing Attack Can be wielded as a weapon.
Scimitar Smithing Attack Can be wielded as a weapon.
Warhammer Smithing Attack Can be wielded as a weapon.
Bow Fletching Ranged Can be wielded as a weapon.
Arrows Fletching Ranged Can be wielded as a weapon.
Staff Crafting Magic, Attack Can be wielded as a weapon.
Elemental rune Runecrafting Magic Can be used for casting spells.
Catalytic rune Runecrafting Magic Can be used for casting spells.
Summoning pouch Summoning Summoning Can be used to summon a clay familiar. A class 1 familiar (level 25) will store and deposit 1 item. Class 2 familiars (level 37) will store and deposit 6 items, Class 3 familiar (level 58) 12 items and Class 4 familiars (level 93) 18 items. A class 5 familiar (level 139) will store and deposit 24 items). Each familiar will also assist you in battle.
Clay deposit scroll Summoning Summoning Can be used for a clay familiar special move.
Helm Smithing Defence Can be worn for protection.
Platelegs Smithing Defence Can be worn for protection.
Platebody Smithing Defence Can be worn for protection.
Coif Crafting Ranged, Defence Can be worn for protection.
Chaps Crafting Ranged, Defence Can be worn for protection.
Leather body Crafting Ranged, Defence Can be worn for protection.
Hat Crafting Magic, Defence Can be worn for protection.
Robe bottom Crafting Magic, Defence Can be worn for protection.
Robe top Crafting Magic, Defence Can be worn for protection.
Hatchet Smithing Attack, Woodcutting Can be wielded as a weapon and be used to gather Sacred clay.
Pickaxe Smithing Attack, Mining Can be wielded as a weapon and be used to gather Sacred clay.
Harpoon Smithing Attack, Fishing Can be wielded as a weapon and be used to gather Sacred clay.
Butterfly net Crafting Attack, Crafting Can be wielded as a weapon and be used to gather Sacred clay.
Barrier Construction Construction Can be used to build barriers around certain areas during the game.
Food Cooking None Can be used to heal Hitpoints. A Class 1 food will heal 4 Hitpoints. Class 2 food will heal 8 Hitpoints, Class 3 food 12 Hitpoints, Class 4 food 16 Hitpoints. A class 5 food will heal 20 Hitpoints.
Prayer potion Herblore None Can be drunk to restore your Prayer.
Energy potion Herblore None Can be drunk to restore/boost your run energy.
Attack potion Herblore None Can be drunk to restore/boost your Attack.
Strength potion Herblore None Can be drunk to restore/boost your Strength.
Ranging potion Herblore None Can be drunk to restore/boost your Ranged.
Defence potion Herblore None Can be drunk to restore/boost your Defence.
Magic Potion Herblore None Can be drunk to restore/boost your Magic.
Summoning potion Herblore None Can be drunk to restore/boost your Summoning.

Rewards:

For the gathering, processing and depositing of Sacred clay and items you receive a certain amount of points during the game. For example: Gathering class 5 Sacred clay from a class 5 rock requires 80 Mining to gather and gives 75 points (5 *15) for gathering one shard of Sacred clay. See the table below to find out how many points each activity yields.

Activity Done In Game Points Gained/Lost
Gathering sacred clay 15 per class
Processing sacred clay 15 per class
Depositing sacred clay 15 per class
Depositing clay items 30 per class
Withdrawing items from your base Lose the points you would earn for depositing it
Combat 5 per Hitpoints damage done to enemy

The score you gain while playing a game of Stealing Creation will be converted into Reward Points according to the following table:

In Game Points Points Rewarded
0 - 19,999 1 per 1,000
In-game points
20,000 - 21,999 20
22,000 - 25,999 21
26,000 - 33,999 22
34,000 - 49,999 23
50,000 - 81,999 24
82,000 - 145,999 25
146,000+ 26

With the earned points you may buy a variety of items which will give you twice the normal experience when training a certain skill. However, these items can only be used for a limited amount of skills. To exchange your points for rewards or to recharge some of your rewards, speak with the Rewards mystic.

Note: Each of the weapons and armors allow you to transform themselves into another type of weapon or armor of the combat triangle. After 10 transformations, they must be recharged to be used once again. For example: You may change a Sacred clay helm into a Sacred clay coif.

Item Name Image Points Required
To Buy Points Required
To Recharge Uses
Proto-tool 20 N/A Can be transformed into one of seven various items of your choice. After a certain period of time, it will disappear.
Volatile clay tool 20 N/A Can be transformed into one of seven various random items. After a certain period of time, it will disappear. However, it will last slightly longer than the Proto-tool
Sacred clay helm 24 20 Can be worn for protection.
Sacred clay platebody 30 20 Can be worn for protection.
Sacred clay platelegs 28 20 Can be worn for protection.
Sacred clay scimitar 26 20 Can be wielded as a weapon.
Sacred clay coif 24 20 Can be worn for protection.
Sacred clay body 30 20 Can be worn for protection.
Sacred clay chaps 28 20 Can be worn for protection.
Sacred clay bow 26 20 Can be wielded as a weapon.
Sacred clay hat 24 20 Can be worn for protection.
Sacred clay robe top 30 20 Can be worn for protection.
Sacred clay robe bottom 28 20 Can be worn for protection.
Sacred clay staff 26 20 Can be wielded as a weapon.
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Sorceress’s Garden

Posted by: cow  //  Category: Minigame Guides

Description: Osman is thirsty and he wants you to get him some sq’irk juice. His friend, who he recently fell out with, has a garden full of it. But she won’t give any to so you will have to sneak across the garden and get some yourself.

Please note, this is a ‘Safe’ minigame because there is nothing to kill you here. If you have been poisoned before you enter the mini-game area, then you can STILL die and lose items. This is a Member’s Only Mini-game.

Difficulty: Easy/Medium depending on your running energy and how fast you can hide.

Requirements:
Must have completed the Prince Ali Rescue Quest,
Level 65 Thieving for the Summer garden,
Level 45 Thieving for the Autumn garden,
Level 25 Thieving for the Spring garden,
Level 1 Thieving for the Winter garden.

Items needed: Pestle and mortar and some empty beer glasses to store the juice. Boots of lightness, Spotted/Spottier cape, and Energy potions are also recommended.

Start Point: Just outside Al-Kharid Palace

To Start: Speak to Osman

Talk to Osman and he will tell you that he wants some Sq’irk juice, which has to be squeezed from sq’irks. They can be found in the Sorceress’ garden on the southeastern side of Al-Kharid near the Shantay Pass.

Go to the house (with a transportation symbol on it) and talk to the Apprentice. She will tell you that all she does is clean the house and that she is not allowed to use magic to do it.

When talking to her, choose the options that shows you are listening (not the ones that say she is mumbling or that you are not interested).

Eventually you get to the point where you can ask her to use her magic on you. She will then teleport you to the Sorceress’ garden. The next time you want to go to the garden, you can skip all the speech by right-clicking her and choosing Teleport Apprentice.

The Garden


If you enter the Garden, you will first notice a big fountain in the middle. If you drink from this you will get teleported back to the house in Al-Kharid. Also you will notice 4 areas surrounding the middle area. The Autumn Garden is located to the south, the Winter Garden is to the west, the Summer Garden is to the north, and to the east is the Spring Garden. Opening the gates of any of the gardens will start the game.

The Game

The game is very easy once you get the hang of it. You will have to sneak past all the elementals without getting caught. You can hide in alcoves or any area where you are not in front of the elementals. You can be right next to one and it won’t see you unless you are directly in front of it.

Make your way through the garden to either the patch of herbs or the sq’irk tree. You can pick one sq’irk or two herbs before you will be teleported back to the fountain. The chance of getting a higher level herb is lower than that of getting a lower level herb.

Here is a map of the routes the elementals follow.

Elementals

Elemental Image
Winter
Spring
Autumn
Summer

Sq’irk Trees

Sq’irk Tree Image
Winter
Spring
Autumn
Summer

Making Sq’irk Juice

Sq’irk Juice Image Thieving Level Required Sq’irks Required
Winter 1 5
Spring 25 4
Autumn 45 3
Summer 65 2

Once you have enough sq’irks for the corresponding juice, use your pestle and mortar on the sq’irks while having an empty beer glass in your inventory. If you don’t have an empty beer glass in your inventory, you can get some from the shelves in the house with the Apprentice.

Rewards

Bring the finished Sq’irk juices to Osman to receive Thieving XP, or keep them for yourself.

Sq’irk Juice Thieving XP Awarded
Winter 350
Spring 1350
Autumn 2350
Summer 3000

When drunk, the juices give these stat bonuses:

Sq’irk Juice Thieving Stat Bonus Energy Stat Bonus
Winter +0 +5%
Spring +1 +10%
Autumn +2 +15%
Summer +3 +20%

Picking the sq’irks gives this amount of farming xp:

Sq’irk Juice Farming XP
Winter 30
Spring 40
Autumn 50
Summer 60

Picking the herbs from each garden gives you 50 Farming xp.