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.

Shooting Star

Posted by: cow  //  Category: Minigame Guides

Description: With the expanding of its borders, the land of RuneScape is interfering with all the other events in the universe. As strange as may it sound, the shooting stars crashing into the land of RuneScape are part of a new Distractions And Diversions mini-game. This mini-game offers a new way of training your mining skill. Check your telescopes to predict where the next star might land.

Safety: This mini-game can dangerous depending on which areas and worlds you visit.

Contents:
- Requirements
- Recommendations
- Start Point
- To Start
- Getting Started
- Locating The Star
- Mining The Star
- Rewards

Requirements:
Levels:
10 Mining

Items: A Pickaxe (any kind).

Recommendations:
Levels:
A high Mining level

Items: A Dramen staff OR Lunar staff, Amulet of glory (4), Boots of lightness, Spotted/Spottier cape, and Penance gloves. (Super) Energy potions (4), Strange fruit, Explorer’s ring, Spirit terrorbird pouch with Tireless run scrolls, or anything that restores run energy.

Other: A group of people.

Start Point: Someone’s Player Owned House.

To Start: Look through a telescope.

Getting Started:

You first need to identify where and when a shooting star is going to fall. This can be done by looking through a telescope in the study of a player owned house. However, telescopes only offer a ‘best guess’, so you will find that different telescopes and different people will get different results. The better your telescope is, the more precise the time window will be. The information will become more accurate, the closer to the time for the star to land nears. Unfortunately it will only tell you the region where a star is going to land, rather than the exact location. Stars fall approximately every two hours. They are specific to the world you are in, and will fall in a different spot in a different world. However, stars will only land near mines and banks.

Telescope Construction Required
To Make Time Range
Wooden 44 24 minutes
Teak 64 9 minutes
Mahogany 84 2 minutes

The Observatory, south of Ardougne, maintains a noticeboard, indicating recently arrived stars and who was first on site.

Locating The Star:

We recommend to do this in a clan chat with a group. Have teleports available to the other locations and each person cover one location in the potential area. Have one person in their Player Owned House checking with the best telescope available. When the star has landed, either quickly check the area you are in or move to where the star has landed. If you are trying to cover an area by yourself then have a route planned and all items needed to get there at hand. Do not forget your pickaxe and any stardust you may have in the bank. Many areas need quests or items to access, so be sure you can go to where the star lands before you decide to star hunt.

Kingdom of Asgarnia:

Items Needed/Recommended: A Falador teleport, Brown apron, and a Skills necklace.

Crafting guild mine (40 Crafting and a Brown apron required to access)
Mine west of Falador, near the crumbled wall
Rimmington mine
Southeast of Falador’s eastern bank, near the mining guild

Kingdom of Kandarin:

Items Needed/Recommended: A Watchtower teleport, Ardougne teleport, Camelot teleport, Combat bracelet(4) OR a Skills necklace.

Fairy Rings: BLR (near Legends’ Guild mine), and CLS (Hazelmere’s peninsula, near Yanille).

Coal Trucks mine
Monastery mine, south of Ardougne
Mine northeast of Ardougne, by the Legend’s Guild
Port Khazard mining spot, north of Yanille
Yanille, slightly south west of the bank

Kingdom of Misthalin:

Items Needed/Recommended: A Varrock teleport, Lumbridge teleport, Home teleport, Water altar teleport, and Combat bracelet(4).

East Lumbridge Swamp mine
South of Varrock’s east bank
South-East Varrock mine
South-West Varrock mine

Crandor-Karamja:

Items Needed/Recommended: A Ardougne teleport, 30 coins for the boat ride (use a Ring of charos (a) and pay less), Karamja gloves, Spirit graahk pouch, Nature altar teleport, and a Amulet of glory (4).

Fairy Rings: CKR (near Shilo Village).

Brimhaven northern gold mine, the horseshoe mine
Brimhaven southern gold mine, south of the Brimhaven Dungeon entrance.
Crandor, southwestern mining area (Dragon Slayer quest required to access)
Shilo Village gem mine (Shilo Village quest required to access)
Shilo mining area, near the Nature Rune Altar.

Fremennik-Lunar:

Items Needed/Recommended: Armor, weapon, food, Dramen staff OR Lunar staff, Enchanted lyre, Seal of passage, and Lunar spells.


Fairy Rings: Fairy Ring CIP (Miscellania), DKS (above Keldagrim mine), and AJR (south of Keldagrim mine).

Jatizso, next to the entrance to the mine (The Fremennik Isles quest required to access)
Rellekka’s eastern mine, near the entrance to Keldagrim
Lunar Island, northeast by the entrance to the underground mine (Lunar Diplomacy quest required to access, beware for Suqahs’ attacks)
Miscellania mining area (The Fremennik Trials quest required to access)
Neitiznot, just south of bridge to island with Runite rocks (The Fremennik Isles quest required to access, beware for very aggressive Trolls’ attacks)
Rellekka’s mining area

Kharidian Desert:

Items Needed/Recommended: Coins for carpet rides Waterskins OR Enchanted water tiara, Camulet, Pharaoh’s sceptre, Shantay pass, Ring of duelling (8), Amulet of glory (4), Enchanted Broomstick, and a Ring of slaying (8).

Fairy Rings: DLQ (south of the Ruins of Uzer mine).

Al-Kharid mine
East of Al Kharid’s bank
Duel Arena, at the hospital area
Nardah’s mining area, west of the Vultures
Nardah, southeast of the bank
Quarry, near the Desert Treasure pyramid
Uzer Clay mine, north of Uzer

Morytania-Mos Le’Harmless:

Items Needed/Recommended: Ectophial, House teleport, POH with a portal to Canifis OR Kharyrll teleport.

Fairy Rings: CKS (Canifis).

Burgh De Rott bank (Priest in Peril required to access)
Canifis bank (Priest in Peril required to access)
Mos Le’Harmless, between ship and bank (Cabin Fever quest required to access)

Tirannwn-Piscatoris-Gnome Stronghold:

Items Needed/Recommended: Teleport crystal(4), money for the boat to the Piscatoris Fishing Colony (use Ring of charos (a) for a free boat ride), Spirit kyatt pouch, and a Spirit tree teleport to the Tree Gnome Stronghold.

Fairy Rings: AKQ (Piscatoris hunting area).

Lleyta, near the teleport spot (Mourning’s Ends Part I required to access)
Gnome Stronghold bank, near the southern farming patch
Piscatoris mine, just south of the gates

The Wilderness:

Items Needed/Recommended: A Teleport option (if below level 20), Food, Antipoison (4), Forinthry bracelet (5), Games necklace (8) and a Lava titan pouch with Ebon thunder scrolls.

Level 7, the mine north of Edgeville, near the Zamorak Mage
Level 10, Skeleton mine
Level 20, Bounty Hunter bank
Level 35, Hobgoblin mines
Level 46, the runite rocks, north of the Lava Maze
Level 53, the mining spot east of the pirates hideout, between the Mage Arena and the Agility Arena
Level 56, Mage Arena bank

Mining The Star:

When you have found a star, you can start mining it down to its core. Shooting stars can have as many as nine layers. You can find out what level star it is by simply examining it. By prospecting it, you can find out the level, and how much of the current layer has been mined. Each layer of a star requires of you to have a certain Mining level before you will be able to mine it. Getting through the layers of a large star will take a lot of time, so it is best if several people work on it at once.

The level requirement for a certain layer can easily be calculated by multiplying the layer by 10. E.g. Level for layer 5 = 5 x 10 = 50.

While mining the star, you will receive a certain number of Stardust. Once a star has been mined, a Star sprite will be released. Talk to this creature to exchange your stardust for a reward. Star sprites can only reward you once per day, and you can only carry or have in the bank a maximum of 200 stardust at any time.

Rewards:

Stardust:

The stardust, obtained while mining a star, can be exchanged for a reward. To claim your reward, talk to the Star sprite, who appears when a star has been minded. Star sprites can only reward you once per day, and you can only carry or have in the bank, a maximum of 200 stardust at any time. For each stardust, you will receive a certain amount of Coins, Astral runes, Cosmic runes, and Gold ore. 200 stardust will yield you, 50002 coins, 52 Astral runes, 152 Cosmic runes, and 20 Gold ores.

Mining Experience:

If you are the first person to attempt to mine the star once it lands, you will be rewarded for finding the star. The reward is: 75 XP x your Mining level. E.g. level 50 miner gets 75 x 50 = 3750 experience. A pickaxe or required Mining level is not needed to claim this bonus. While mining you will be rewarded a certain amount of experience for each stardust received, depending on the layer mined.

Star Size Mining Required Mining Experience
Per Stardust
9 90 210
8 80 145
7 70 114
6 60 71
5 50 47
4 40 32
3 30 29
2 20 24
1 10 14

Mining Boost:

As part of the reward, you have the chance to mine an extra ore from a rock for 15 minutes. This bonus stacks with the Varrock armour, making it possible to mine 3 ores from 1 rock.

Uncut Gems:

Uncut gems such as, Sapphire, Emerald, Ruby, and Diamond, are found in the various layers of the star. Wearing an Amulet of glory will increase the chance of mining a gem.
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wow gold

Rogue’s Den

Posted by: cow  //  Category: Minigame Guides

Description: The Rogue’s Den is the home of the ultimate test for the master thief. A maze filled with traps and obstacles, with some new armor to be won. Can you make it to the middle?

Safe?: If you die during this mini-game, you will not lose any items.

Contents:
- Requirements
- Recommendations
- Start Point
- Playing The Game
- Rewards

Requirements:
Levels:
50 Agility
50 Thieving

Recommendations:
Levels:
80 Thieving

Start Point: The basement of the Toad and Chicken pub in Burthorpe.

The easiest way to get to Burthorpe is to either use a Games necklace or Combat bracelet to teleport to either the Games Room or the Warrior’s Guild. Once in Burthorpe, head to the pub and go down the trapdoor, leading to the Rogue’s Den.

In the middle of the Den, there are Wall safes. These can be cracked to reveal gems up to diamond or coins. Successfully opening a save will yield you 70 Thieving XP. Using a Stethoscope increases your chance of success. Near Brian O’Richard are some everlasting fires. Many people come here to train their Cooking skill, as these fires are the closest to a bank.

There are few NPC’s at the Rogue’s Den, who offer various services:

Brian O’Richard – He is the keeper of the maze. Talk to him to get a Mystic jewel.
Emerald Benedict – The banker. You may also collect your Grand Exchange offers, and reclaim lent items.
Martin Thwait – The shopkeeper. You will need 50 thieving before you can trade with him. He sells all of your basic thieving needs for a cheap price. He is also the person to go to for the Thieving skillcape.

Playing The Game:

To start the this mini-game, bank all your items and armor. Speak to Brian O’Richard and he will give you a Mystic jewel, used inside of the maze to teleport out if you get lost.No items are allowed to be brought into the maze, except the Mystic Jewel. You may however pick up items inside the maze as required. Your prayer gets drained upon entering to make sure you don’t use the Rapid Restore prayer.

By disarming traps or dodging agility obstacles will temporarily lower your Thieving or Agility skill. Therefore, you should always try to take as little obstacles as possible to save your points. You need as many thieving points as possible to open the final safe. If you get hit by a trap or fail an agility obstacle, you get teleported out of the maze and will have to start over.

Once you have the Mystic jewel, you may enter the maze through the doorway, looking like a grill.

Right in front of you are 3 floor traps. Right-click and select “Search Floor” to attempt to disarm one, then quickly walk over the disarmed trap. Do not get too close to the Spinning blades, or you will get hit and fail the mini-game.

Head west, and make your way through the contortion bars. You will come to a huge pendulum. Simpy click on the other side to attempt to dodge it.

Large amounts of floor traps are scattered about the next room. These can be easily avoided by walking on the edge. Exit the room through the grill, near a pile of skulls.

Walk on until you see a corpse. A little further, you will noticed a wall trap. Dodge this trap by right-clicking and selecting “Search Wall”.

In the next room, you will find a bunch of floor traps. Search the first floor trap, then quickly run past the others towards the red flag shown on the mini-map. This way, you will pass all the traps along that path without using any of your thieving points.

A little further, you have a choice: cross the gap using the ledge, or search the walls for traps.

Follow the path until you reach a crossing. The easiest path is the one to the north. If you take the western path, you will have to dodge 2 Rogue guards.

After the bend, you will come across some spinning blades. Simply walk on them and your character will attempt to jump over them.

Head northwest, and jump past the pendulums like you did before. Once on the other side, you must cross the ledge.

Follow the path until you see some more floor traps. Do not try to avoid them by walking near the wall as the walls are covered with traps. Search the first trap and run past the next few. Make sure you do not stop on a trap.

At this point, you will have to make a choice. There are two ways of completing the next section of the maze. If you do not have 80 Thieving, proceed to 80- Thieving section of the guide. If you do have 80 Thieving or higher, proceed to the 80+ Thieving section. Do not go through the door directly on your west, or you will forfeit the maze

80- Thieving Path:

If you do not have 80 Thieving, you must enter the passageway to the northwest.

In the next room you will find a few spinning blades. Simply click on the other side to pass them. Keep running north until you come to another passageway.

Go trough the passageway, and head east until you reach a central pillar. At the pillar, go south. This is the easiest and shortest route, using the least of your Thieving and Agility points.

As you enter this path, you will notice the spikes coming out of the wall. These, of course, are traps. Right-click and select “Search Wall” to attempt to disable them and walk past. There are a few more further ahead, so watch your step. The last 2 traps can be avoided by walking next to them, then stepping diagonally in front of it (1 square in between you and the trap). This saves you precious thieving points.

Go through the Passageway and open the grills. Head towards the ledge, but make sure that you do not touch or come near the spinning blades. There is no way to avoid them but to go around. Once you have made it passed the spinning blades, cross the ledge.

You will be in a room filled with spinning blades. Cross the room, but try to evade only 1 spinning blade, as they greatly drain your agility. If you try to go past the wall, you will have to dive for some more blades. Therefore, it is advised to take on that single blade in the middle of the room.

In the next room there are no traps, just a puzzle for you to solve. Pick up one of the picture to start the puzzle. It is advised that you pick up the picture shown in the images below, because this the easiest and shortest way to solve the puzzle.

Click “Open Door”, and you will get the puzzle screen showing the door and the picture(s) you have picked up. If you picked up the one shown above, there will be only one piece to fit in the puzzle, making it very easy. As soon as you have solved the puzzle, the door will open. Walk into the next room.

Next up, is a small grill maze. Just follow the map below to get through it. No points are lost here. If you get lost, there is always a grill that will open to show you to the start.

Once you made it trough the maze, simply follow the path. After the bend, there are a few wall traps. Disable the first one, and run past the next few wall traps.

Go through the doorway, and search the first floor trap. If you have “run” on, simply click on the next doorway and your character will run over the next 2 traps without getting harmed.

Repeat the same process in the next room.

As you head into the next room, you will spot another pendulum. Click on the other side to dodge it.

Continue along this path, but watch out for the floor trap in the doorway. It is practically invisible!

The next room you enter is filled with floor and wall traps (only the western path has wall traps). Do not try to run past these traps, as they have only one square in between them. There is a chance that it will work, but you will probably trigger a trap and be sent back to the beginning.

At this points both the -80 and +80 Thieving paths converge into one single path, so please proceed to the Wrap Up section of the walkthrough.

80+ Thieving Path:

In order to follow the 80+ Thieving path, you must pick the lock of one of the doors to your east.

Make your way through the contortion bars at the other end of the room. There are some floor traps too, but you should not even go near them.

You will be in a large room filled with spinning blades. Do not cross the room, just stay close to the wall and head east. Then, go north until you have made it to the other side..

You will come across a few grills. Simply open them and you will have cut off a large part of route.

At this points both the -80 and +80 Thieving paths converge into one single path, so please proceed to the Wrap Up section of the walkthrough.

Wrap Up:

In the next room, you will find 4 spinning blades. Search the floor to disarm the traps, or go by the walls where you will meet only 2 traps.

Follow the path until it opens up into a bigger room. Wait there for a minute, let your run energy restore.

Head into the next room and pick up the Flash powder. Wait until a guard comes into view, then quickly use the powder on the guard. You will throw some of the powder at him, which will stun him allowing you to run past him.


Dogde the 2 pendulums in the next room, and … Congratulations! You have made it to the centre of the maze.

Now crack a Wall safe for your reward. Then, you will be teleported out of the maze with your reward. The further you get into the maze, the higher your Agility and Theiving experience reward will be.

Rewards:

Rogue Armor:

On top of the experience, there is a chance that you find a piece of rogue armor in one of the wall safes. Made by and for thiefs! However, this armor does not yield you any Theiving bonus. It may take a while before you get a complete set of Rogue armor, or even one single piece. It is also possible that you trigger a trap while opening the safe. When this happens, you will be teleported out of the maze without an item reward.

Rogue Kit:

Another possible reward is the Rogue kit, a stackable item that can be built into a spade, rope, chisel or tinderbox. It is very handy if you need to save on inventory slots, but still need many tools (e.g. during a quest). However, these tools can only be used once before they disappear.

Rogue Trader

Posted by: cow  //  Category: Minigame Guides

Description: Ali Morrisane is looking to expand his business and increase his stock to include a selection of runes, new clothes and blackjacks. You have to help him by traveling to three different people around RuneScape and persuading them to let Ali buy some of there stock, to sell from his location.

Table of Contents:

Part 1 – Runes
Part 2 – Blackjacks
Part 3 – Clothing

Part 1 – Runes

Description: This part of the game takes place from Ali’s stall in the Al Kharid desert, to Aubury’s Magic shop in Varrock.

Requirements:
Must have completed the Rune Mysteries Quest

Items Needed: None, but teleport runes to Varrock and Ring of Dueling or Amulet of Glory are recommended.

Reward: Ability to solve Sudoku puzzles to purchase runes from Ali Morrisane’s caskets at a discount.

Start Point: Al Kharid, a little south of the Dueling Arena.

To Start: Speak to Ali Morrisane.

He will ask you to speak with Aubury in Varrock about a runes business deal. Head to Varrock’s rune shop and talk to Aubury. He will agree to Ali Morrisane’s business proposition.

Now go back to Ali Morrisane and he will thank you for sorting out the rune deal, but will say that there is an odd locking mechanism on the runes. Say you would like to see his selection of runes and he will ask you if you want to try opening a small or large casket. Once you have chosen that, you can either choose “Force box”, “Pick lock”, or “Examine lock”.

Force box sometimes works, but to try and solve the puzzle, choose “Examine lock”.

Now you must play “Rune Sudoku” and solve the puzzle. The smaller boxes are easy enough, you just have to make sure no two runes are in the same row, box or column.

Now if you choose to do a large casket, then you will get something like this.

As you solve the puzzle, this grid will serve as your template.

First, we will number the runes like this.

Next, we will take our grid and number it, using the numbers we assigned to the runes, according to the puzzle we are given. 1 is Mind, 2 is Fire, and so on. Here is an example of how we numbered our grid according to one of the puzzles.

Now every row must contain 1 through 9, every column must contain 1 through 9, and every box of 3 by 3 must contain 1 through 9, but no row, column, or box may have the same number, or rune, twice. To solve this puzzle, we must start by choosing just one number. Lets say we chose 4, the water rune.

Now lets look at one “box”, the orange one in the bottom left corner. There is no 4 in it yet, so we know that a 4, or water rune, will go in one of the remaining squares. To determine which one it goes in, we can look at the other 4′s on the board. Whenever you see a 4, you can cross out all the empty spaces in that 4′s row, column, and square temporarily, as you will not be able to put another 4 in them. By doing this for every 4 in the puzzle, you will be able to place a 4 in the remaining empty space. In the below picture, I crossed out the empty spaces of one row containing a 4.

Using process of elimination, we can continue to cross out the empty boxes that are in the same column, row, or 3 by 3 box as other 4′s. When we have crossed out all the boxes the 4 can not go in, we can place 4′s, or water runes, in the remaining empty boxes.

After the 4′s have been placed, you can remove the x’s and then choose another number/rune and repeat the process until the whole board has been filled out, where you can then open the lock.

Now you get the choice to either buy all of the runes for a certain price, without knowing what they are, or to see what runes are in the box, at the cost of a slightly higher price.

After finishing the boxes, you can access the shop at which you can buy cheaper runes. Finishing a small box opens a shop only for elemental runes, which sell for 4gp each. The large box opens a shop with all runes in it, exept for the elemental runes, also discounted.

Once you opened the Large and small box at least once, you can access his shop without opening chests. Stock seems to depend on how many people there are opening the chests and not buying those runes.

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Part 2 – Blackjacks

Description: This part of the game takes place from Ali’s stall in the Al Kharid desert and to the Blackjack seller in Pollinivneach.

Items Needed: Some Shantay Passes, about 2000 coins will do (for flying transportation and paying urchin), Ring of Dueling or Amulet of glory (Recommended).

Requirements:
Must have completed The Feud Quest

Reward: The ability to purchase a new range of blackjacks from Ali Morrisane, as well as 100gp for travel on Flying Carpets instead of 200gp.

Start Point: Al Kharid, a little south of the Dueling Arena.

To Start: Speak to Ali Morrisane.

Ali wants to get into the Blackjack business. He will mention someone in Pollnivneach and want you to go there.


Head over to Shantay Pass and buy a Shantay Pass. Now venture into the desert. You can either walk to Pollnivneach or you can take the flying carpet.

Once getting there, head just a tad south of the kebab stand and you’ll find a Blackjack Seller.

Talk to him. Ask him about agreeing to being business partners with Ali. He’ll agree. Go back to Ali and talk to him. Nice work, Ali now sells some blackjacks.

Ali isn’t satisfied, he wants you to go back and try to get a new line of blackjacks.

Go back to the BlackJack Seller. Talk to him, he isn’t convinced he needs to make more. Pick the option “Think of a cunning plan”. A nearby Street Urchin will hear and ask you to come over.

Agree with him that he will steal one so you can convince the Blackjack Seller to upgrade his product to defend himself. It will cost you 100gp for the Urchin’s service.

The Urchin will steal a blackjack and then the Seller will get angry and whack the Urchin. But the Urchin is still fine. You suggest that you need to make a product with better defense properties. He agrees and will supply Ali. You now have (d) blackjacks.

Ali is concerned once again with sales. He needs you to go back. Head back to the BlackJack Seller.

Talk to him. He isn’t satisfied that he needs to upgrade. So bet the Seller that even if he hits you with a BlackJack twice, you won’t be knocked out. Accept this challenge and follow through for two whacks. He is now convinced that he needs better attack properties for the blackjacks. He will send the new ones to Ali. You now have (a) blackjacks.

Talk to him. Ask him about agreeing to being business partners with Ali. He’ll agree. Go back to Ali and talk to him. Nice work, Ali now sells some blackjacks.

You can keep doing this to switch between agressive (a) and defensive (d) blackjacks, it is an ever repeating circle of switching back and forth.
This is the shop stock for the Blackjacks:

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Part 3 – Clothing

Description: This part of the game takes place from Ali’s stall in the Al Kharid desert and to Siamun’s Clothes Shop in Sophanem.

Items Needed: 3 Dyes of the same color (Recommended) OR 3 Cowhides OR 3 Snake Skins OR 3 Wolf Fur OR 3 Sheep Shearings (wool), Some Shantay Passes, about 2000 coins will do (for flying transportation), Ring of Dueling or Amulet of Glory (Recommended).

Requirements:
Must have completed the Icthlarin’s Little Helper Quest

Reward:The ability to purchase a new range of clothing from Ali Morrisane, as well as 100gp for travel on Flying Carpets instead of 200gp.

Start Point: Al Kharid, a little south of the Dueling Arena.

To Start: Speak to Ali Morrisane.

Talk to Ali Morrisane, he will ask you to travel to Sophanem and talk to Siamun, travel to Sophanem via Flying Carpets(quickest way) and talk to Siamun who is located with the spinning wheel on the north east side of the city.

He will tell you to get either: 3 Pots of the SAME coloured dye OR 3 cowhides OR 3 snake skins OR 3 wolf fur OR 3 sheep shearings. Either give him the items if you have them with you or either fly back to Al-Kharid or teleport to Al-Kharid with your Glory Ammy or Ring of Duelling, run across to Lumbridge and kill 3 cows.

After giving the items to Siamun, he will tell you that he will help Ali M, now return to Al-Kharid and talk to Ali M.

But Ali M says that demand is going down and he needs Siamun to make a new product. Before heading back to Siamun, bring the cowhides or dyes or wolf fur or snake skins or sheep shearings. It does not have to be the same item as the last time.

In Sophanem talk to Siamun again and give him the items. He will now have a new range of clothes for Ali M.

Return to Ali M and Congratulations! Part Three of the Rogue Trader is complete!
Note: By doing steps 5 and 6, you don’t get the first shop, you get the second shop, you can repeat steps 5 and 6 as many times as you want to change between the 2 clothes shops.

This is the shop stock for the Clothes:

The clothes are the same as the ones worn by the two gangs in Pollnivneach. They cost the exact same price and give off a new type of world fashion! The second set is a weird new desert travel gear.

Rat Pits

Posted by: cow  //  Category: Minigame Guides

Do you have a Cat and aren’t quite sure what to do with it? Come to the Rat Pits to test your Cat’s might against other players’ Cats!

Requirements

Must have a cat that is not lazy. Lazy cats can not fight in any of the pits.
Must have completed the following quests.
Gertrude’s Cat
Icthlarin’s Little Helper
A Tail of Two Cats
Ratcatchers

Click here for our great Cat Care Guide

Disclaimer/Warning
Rat Pit fighting is dangerous for the ill prepared. Lots of cats have died taking part in the past and many more will surely die in the future. This needless death can be avoided completely by adopting the correct precautions.

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Objective

The aim of rat pit fighting is to train your cat in a fun and profitable manner. Rules vary from pit to pit.
Each pit allows a certain type of cat to fight there. You can talk to the NPCs around each of the pits to learn more about the Rat Pits.

Jimmy Dazzler can be found in East Ardougne, west of the river. He is in the back of the house that is just west of the pub.

These pits are for kittens only.

Hooknosed Jack can be found in southeast Varrock near the start of the Family Crest quest.

These pits are for regular cats only.

Smokin’ Joe can be found on the east side of Keldagrim, just north of the Blast Furnace.

These pits are for overgrown cats only. The entrance to the pits is just southwest of Smokin’ Joe, in the basement of the Laughing Miner pub.

Felkrash can be found inside the pits in Port Sarim.

These pits are only for Wily Cats.

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How to challenge

To compete you must have the correct type of cat for the pit and have some spare change. If you have both of these, you can challenge another cat trainer. The player you challenge must also posses the correct type of cat and some money.

Before you proceed to the bidding stage, tactics should be discussed with your cat.

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Tactics

A player should tell his cat what sort of strategy he should adopt. To do this competitors must wear an Amulet of Catspeak when initiating a fight and accepting a challenge. If you do not have your Amulet, you will not be given these options and your cat will fight to the death.

Cautious tactics should be adopted by those who are unwilling to part with their cat.

Using these tactics will aid the cat in terms of increased defence bonuses but penalize them as their cats will get out of the pits rather than risking death. Using no tactics or aggressive tactics will result in your cat fighting to the death. Aggressive tactics increase your cat’s attack levels.

Just take care of yourself
This option give your cat the highest defence and the lowest attack. Your cat won’t get hit as much but it wont kill as many rats either. Your cat will not die when you use this option, and will get tired and quit after using about half its hitpoints.

Stay in there as long as you can
This makes your cat fight to the brink of death and will usually quit before it is killed. Defence and attack are midrange.


No guts, No glory
This option has roughly the same attack and defence as the previous option, but your cat will fight to the death. You will lose your cat if it dies during battle.

Go berserk!
This option gives your cat the highest attack and lowest defence and your cat will fight to the death. Only experienced cats should use this option.

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Bidding

Once a challenge has been accepted and both cats advised on tactics, the bidding takes place.

Both owners can place a small wager on the outcome of the match. This wager must be the same for both sides.

There is a confirmation afterwards. Check it carefully.

Winning and losing

Rules differ for each pit, in the kitten pits of Ardougne, the first cat to kill 5 rats is declared the winner. This number varies throughout the other pits.

During the fight, you can right-click the rat wall and choose “Spectate Rat Wall”. This will cause your view to zoom out so you can see the entire pit. Your cat will have a flashing yellow arrow above it’s head so you can keep an eye on it.

If your cat dies during a fight or runs away, your opponent is declared the winner.

Cats tire quickly and after a certain period of time they become too exhausted to continue fighting. In this case, the cat with the highest number of kills is declared the winner. If both cats have killed the same number of rats, the match is declared a draw.

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Benefits

Winning a rat pit fight increases cats’ happiness, matures them faster, improves their hunting skills and keeps them more active.

Even losing in a fight will benefit your cat (provided he doesn’t die). As with everything in life, it’s the taking part that matters.

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Ranging Mini Game

Posted by: cow  //  Category: Minigame Guides

Description: If you have ever fancied following in the footsteps of Robin Hood or training ranged in a more amusing way than this mini-game is the place to be.

Safe?: Yes

Requirements: 200 coins, and 40 Ranged to enter the Ranging Guild.

Recommendations: A high Ranged level.

Rewards: A variety of Ranging equipment.

Start point: Ranging Guild, southwest of Seers Village.

To start talk to the Competition Judge, he is located in the eastern part of the Ranged Guild, and pay him 200 coins.

After you have the fee, the judge gives you 10 bronze arrows. You are allowed 10 shots and for each shot, you get some points. The closer it is to the middle, the more points you get. To shoot at the targets, simply click the target. After you have shot an arrow, it shows you whether you hit the black, blue, red, yellow or you got a bulls-eye.

Left: How many Shots Remain
Center: Where you hit on the board
Right: Your Score

Color Points Experience
Black 10 5
Blue 20 10
Red 30 15
Yellow 50 25
Bulls-eye 100 50

Rewards:

After your 10 shots are up talk to the jude again. You will be rewarded 1 Archery ticket for every 10 points. These tickets can then be exchanged at Ticket Merchant’s store in the Ranging Guild You can earn a maximum of 100 tickets a game. For every 2 points will get you 1 exp , meaning that you can gain of 500 experience at max in a game.

Tips

One way to make it go faster is to position the “Close Window” right on the target you are shooting at, all you have to do is double click.
Another trick is right after you click the target, click it again right before your first arrow hits.
Bring large amounts of money if you know you tend on staying there for a while.
The best deal for your tickets is Rune Arrows, as 50 rune arrows are worth around 25k gp. None of the other prizes are worth anything near 10k gp.
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runescape money
rs gold
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Pest Control

Posted by: cow  //  Category: Minigame Guides

Description: The Void Knights are a military order who have helped serve Guthix and his penchant for balance since the early Fourth Age. It is their job to ensure that the flux of good and evil coming through to RuneScape each day remains constant, but there are some beasts they find more difficult to accept than others.
On a series of islands in the far south of the world they have found some portals that are nothing but pure evil, which must be shut down at any cost.

Requirements: 40+ Combat for Novice, 70+ Combat for Intermediate, and 100+ Combat for Veteran boats

Items Recommended: For players using melee, some decent armor and a weapon, for mages some runes, and for rangers a bow and some arrows. Food is not needed since when you are killed you respawn at the landing boat. An axe and a hammer are also recommended to repair gates and barricades. Cannons can’t be taken to the island.

Note: When you die during this mini-game, you will not be teleported to Lumbridge/Falador and won’t lose any stuff, so don’t worry about losing your valuables.

This mini game is located at the Void Knights’ outpost. To get there, talk to the Squire located on the most southern dock in Port Sarim. When you are on the island, head south. You will be at a fork or docks. You can go on all the docks but you can not enter all the boats.

From the second fork, go right and follow that dock to the Veteran boat. You must be level 100 or higher to get on this boat.
From where you started at the fork, if you go west you will come to another fork. Take the left side. That is the intermediate dock. You need level 70 or higher to get on this boat.
From where you started at the fork, if you go straight, you will be at the novice dock. You need level 40 or higher to get on this boat.
When you enter the city, head south and cross the gangplank. You will now be in the landing boat waiting area. You will depart after 5 minutes after the last departure or when you have 25 people in the boat at once.

The point of this mini-game is to destroy all the portals before the Void Knight in the middle is killed.

This may sound easy, but there are a lot of monsters invading the island, eager to kill the Void Knight. Here are the monsters:

Note: All of the monsters can teleport, not just the shifters!

Name Image Combat Levels Description
Brawler 50, 76, 101, 129, 157 These guys look quite intimidating, but they aren’t that hard to kill. They take up more than one space which makes them a pain to get around. They attack with melee and they can’t be walked through.
Defiler 33, 50, 67, 80, 97 These are not that difficult and only take up one space. These are range based monsters.
Ravager 36, 53, 71, 89, 106 These can inflict heavy damage to the gates, but they aren’t that strong against players. This is another melee based monster.
Shifter 38, 57, 76, 90, 104 These are probably the most dangerous ones since they can teleport a short distance and easily reach the Void Knight. They attack with melee as well.
Spinner 36, 55, 74, 88, 92 These are the most annoying since they can heal the portals. Attack them as soon as they appear. When you’ve attacked them, keep going because these will not counter-attack. They are quite easy to kill. These will explode and poison anyone around them if a portal is destroyed near them.
Splatter 22, 33, 44, 54, 65 These look quite silly, but when you kill them they will explode dealing up to 24 damage! It is best to leave them alone unless they are on a suicide run towards your gates. Upon death, Splatters will injure surrounding monsters and players, such as retribution does.
Torcher 33, 49, 66, 79, 91 These can attack players and the Void Knight over the gates and from a long distance. These are magic based monsters.

Note: Some people say your attacking style or using special attacks affects the monster coming through the portal. This is NOT true! When and where a monster appears is completely random.
Also, when a monster can’t be walked through, this also means you can’t range, magic, or use a halberd over them.

Once the boat arrives on the monster-infested island, you have 3 options:

Go and destroy the portals
Stay and protect the Void Knight in the middle
Climb up one of the ladders to defend the Void Knight there (Using Magic and Ranged)

There will also be a couple of icons in the upper left corner of your screen. (Shown Below)

This is located in the upper left corner of your screen when you reach the island. The squigly line inside a box shows the void knights health, the sword shows the total amount of damage that you have dealt, and the minutes show how long is left in the game.

This is located in the upper right corner of the screen when you reach the island. It shows the health, location and if the shield is enabled or has been disabled.

There are 4 portals total:

Blue Portal: West of the camp
Purple Portal: East of the camp
Yellow Portal: South-East of the camp
Red Portal: South-West of the camp
Blue Portal:

Purple Portal:

Yellow Portal:

Red Portal:

When you attack the portals, monsters will attack you to try and defend them. The monster that you have to worry about the most is the Spinner. It has the ability to heal the portals’ health very fast, so when one appears, make sure you kill it quickly.

Portals have a fair amount of hit points, but are easy to destroy with a large group of people. It is very useful to split into two or three groups. One or two groups should go attack portals, and the other should stay and protect the Void Knight. If you have brought along a team that you gathered yourself, place jobs for each person, or stick them with groups.

When you attack the portal from behind, the creatures (except for shifters who will teleport next to you) can’t attack you, though you should go attack a spinner when it appears.

The portals have indestructible magic shields protecting them when you start out the game. However, after a short amount of time, one of the shields will break down and the portal will become vulnerable to attacks. After a little while longer, another will become vulnerable, then another, then another. The order that they become vulnerable is completely random each game.

Note: When going through the gates, make sure you close them. Otherwise, the creatures can easily enter and swarm the Void Knight to death!

Defending the Void Knight

If you decide that you don’t want to attack the portals, you may also try to defend the Void Knight. He/she has a decent amount of hit points, but if no one defends him/her or the gates, they will be dead in minutes. A good way of defending them is to attack the Shifters that appear by the Void Knight first.

After that you may want to go through the gate and kill some Torchers and Defilers, since there are a lot of these and they can deal a lot of damage to the Void Knight over the gates.

Note: Whenever a portal is destroyed, the Void Knight will heal 50 hp.

Another way to defend the Void Knight is to chop down nearby trees and then use them to repair the broken gates. This requires a hammer and an axe. Kill any Ravagers to prevent them from destroying the gates again.

There are four towers located at the walls. You can climb one of the ladders and use them to attack creatures on the ground from there. Shifters can still teleport up the towers, so watch out! It is highly recommended to mage or range at one of the two towers near the southern gate, as that one is most heavily attacked. Using Ancient Magicks at these really helps to protect the Void Knight and gives great magic experience.

Failing

You may fail in destroying the portals before the Void Knight is killed. This isn’t that bad, just try again!

Rewards

When all the portals are destroyed, you will get a coin reward depending on your combat level along with Void Commendation points, 2 in the Novice boat, 3 in the Intermediate boat, and 4 in the Veteran boat. With these points you can buy a variety of different items. The full list is shown in the image below.
To buy the armor, the Mace, or the helms you need 42 in Attack, Strength, Defence, Hitpoints, Ranged and Magic, as well as having 22 Prayer or more.

Please note: In order to get the reward you need to deal at least 50 points of damage. So even if your team wins, but you haven’t dealt 50 points of damage, you will not receive any rewards.

Note: When you have 250 points, you won’t get anymore from playing the game until you trade them in for experience.

The amount of coins you will receive is determined by adding a 0 on the last number of your combat level.

Example: A level 108 would receive 1080 coins per win.

Note: If you work hard enough and collect 100 points and cash them in all at once using the 100 pt option, you will receive an extra 10% experience.
You can also use the 10 pt option to get a 1% experience bonus.

Weapon and Armour reward info

Item name Image Stats Cost Other info
Void knight mace Attack: Stab +19, Slash -2, Crush +37, Magic +8, Range +0
Defence: Stab +0, Slash +0, Crush +0, Magic +0, Range +0
Other: Strength +34, Prayer +3 250 Void Knight points The mace can autocast Claws of guthix, crumble undead, and the four elemental wave spells.
Void knight top Attack: Stab +0, Slash +0, Crush +0, Magic +0, Range +0
Defence: Stab +45, Slash +45, Crush +45, Magic +45, Range +45
Other: Strength +0, Prayer +0 250 Void Knight points This piece of the armor has the highest defence of all of them.
Void knight robe Attack: Stab +0, Slash +0, Crush +0, Magic +0, Range +0
Defence: Stab +30, Slash +30, Crush +30, Magic +30, Range +30
Other: Strength +0, Prayer +0 250 Void Knight points When you wear this you cannot see what boots you have on.
Void knight gloves Attack: Stab +0, Slash +0, Crush +0, Magic +0, Range +0
Defence: Stab +6, Slash +6, Crush +6, Magic +4, Range +6
Other: Strength +0, Prayer +0 150 Void Knight points None.
Void mage helm Attack: Stab +0, Slash +0, Crush +0, Magic +0, Range +0
Defence: Stab +6, Slash +6, Crush +6, Magic +6, Range +6
Other: Strength +0, Prayer +0 200 Void Knight points You will get a +30% mage bonus if you wear this helmet with the full Void outfit.
Void melee helm Attack: Stab +0, Slash +0, Crush +0, Magic +0, Range +0
Defence: Stab +6, Slash +6, Crush +6, Magic +6, Range +6
Other: Strength +0, Prayer +0 200 Void Knight points You will get a +10% attack bonus if you wear this helmet with the full Void outfit.
Void ranger helm Attack: Stab +0, Slash +0, Crush +0, Magic +0, Range +0
Defence: Stab +6, Slash +6, Crush +6, Magic +6, Range +6
Other: Strength +0, Prayer +0 200 Void Knight points You will get a +10% range bonus if you wear this helmet with the full Void outfit.
Void seal Attack: Stab +0, Slash +0, Crush +0, Magic +0, Range +0
Defence: Stab +1, Slash +1, Crush +1, Magic +1, Range +1
Other: Strength +0, Prayer +0 10 Void Knight points When operated or rubbed, it unleashes the Void Knight’s power.

Penguin Hide And Seek

Posted by: cow  //  Category: Minigame Guides

Description: Larry, the zookeeper at Ardougne Zoo, is in charge of the penguins. He knows that penguins are a dangerous species, bent on conquering the whole of RuneScape. Now is your chance to help Larry.

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

Contents:
- Requirements
- Recommendations
- Start Point
- To Start
- Getting Started
- Spying for Penguins
- Penguins Disguises
- Rewards

Requirements: None.

Recommendations:
Quests:
Cabin Fever, access to Mos Le’Harmless.
Icthlarin’s Little Helper, access to Sophanem.
Ghosts Ahoy, access to Dragontooth Island.
Mourning’s Ends Part I, access to Lletya.
Regicide, access to Tirannwn area.
The Fremennik Trials, access to Miscellania and Etceteria.
The Fremennik Isles, access to Jatizso and Neitiznot.
Monkey Madness, access to Ape Atoll.
Priest in Peril, access to the Mort Myre area.

Other:
A group of people.

Start Point: Ardougne Zoo.

To Start: Talk to Larry the Zookeeper.

Getting Started:

Speak to Larry at Ardougne Zoo. He is located at the south west part of the Zoo and is marked by a gold Distractions and Diversions game icon. He will give you a Blue notebook in which to record your sightings. You do not need to carry it in your inventory, either when spying penguins or reporting the sightings back to Larry. The location of the penguins reset each Wednesday. You can check your notebook to see if it has been reset. If it states ‘you have recently spotted 0 penguins’, then it has been reset.

Spying For Penguins:

The penguins are constantly on the move. Therefore, it is best to work with a team to find out where they are, because hunting for them on your own is a challenging task. There are no requirements to start looking for penguins but they can be found almost anywhere in RuneScape. This means that you may need to have completed some quests to reach areas they may have infiltrated. When you have spotted a penguin, simply right-click on it and select ‘Spy-on’. This will take note of the location of the spy so that you can report it to Larry.

To help you on your search, you may ask Larry for a hint or you may even use the NPC Contact spell from the Lunar spell book to get a hint.

Hints from Larry include:

Somewhere in the Kingdom of Kandarin
Located Southern desert
Near pointy eared ones
Kingdom of Asgarnia
Located Northern desert
Near the ghost town
South of Ardougne
Located Around Ardougne
North of Ardougne
Kingdom of Misthalin
Located In the Wilderness
Located Deep Jungle
Located on an island, Etc.
Where bloodsuckers rule
Where brothers quarrel
Located Port Sarim

Penguins Disguises:

There are 10 penguins hidden throughout Runescape. They have chosen their disguise carefully to blend in with their environment, making it hard for you to spot them. Below you can find a list of all the disguises.

Disguise Image
Barrel
Bush
Cactus
Crate
Rock
Toadstool

During the Holiday events the penguins can be disguised to suit the occasion.

Disguise Image
Halloween

Rewards:

If you have completed the Cold War quest to gain Larry’s trust, certain penguins you spy on, will grant you 2 points each. Half of the penguin spies are in relatively easy locations to access, and will only reward you with 1 point for each. The harder penguins to find are also worth 1 Penguin point, unless Larry trusts you, in which case they will be worth 2. Without having completed the Cold War quest, you will receive a maximum of 10 points. If you have done the quest you will receive a maximum of 15 points. Larry will hold your points up to 50, then you must trade them for coins or experience.

For each point, experience is given to any skill of your choice:

The formula for experience: Amount of points X the level of your chosen skill x 25 = XP Reward For example, If you have 67 Runecrafting; 67 x 25 = 1675, so you will receive 1675 experience per point. A maximum of 50 points will yield 83,750 experience in the skill of your choice.

For each point, you will receive 6.5k coins.

Mort’ton Shade Burning

Posted by: cow  //  Category: Minigame Guides

Requirements:
Levels:
5 Firemaking

Quests:
Shades Of Mort’ton

Items: A Hammer or Flamtaer hammer, Olive oil, Swamp paste, Limestone, Limestone bricks, Beams, Logs (any kind), a Tinderbox, Food, Armor and a Weapon.

Recommendations:
Levels:
A high Firemaking level

Quests:
In Search of the Myreque for an easier route.
In Aid of the Myreque more convenient bank.

Items: Serum 208

Start Point: Mort’ton

Pyre Logs:

To burn the different-leveled shades, you need different types of pyre logs. To make pyre logs, buy olive oil from Razmire’s General Store and use it on the flaming fire altar in the temple. Lighting the Sacred Fire will use up 3 of your logs and a 3 dose olive oil. For lighting the fire you receive 100 Firemaking experience. Now use your bottles of olive oil on the fire to turn them into bottles of Sacred oil. Add scared oil to a log to create pyre logs. Different logs require different doses of sacred oil. Adding sacred oil to a log yields you 100 Firemaking experience.

Note: At least 10% sanctity is required to make pyre logs. You can improve your sanctity by rebuilding the temple or killing the Loar shades (level 40) that are attacking the temple.

Pyre Logs Firemaking
Required Doses Of Sacred
Oil Required Used To Burn Firemaking XP
Per Log
Regular 5 2 Loar shades 50
Oak 20 2 Phrin shades 70
Willow 35 3 Loar, Phrin, and Riyl shades 100
Teak 40 3 Loar, Phrin and, Riyl shades 120
Arctic pine 47 3 Loar, Phrin, and Riyl shades 158
Maple 50 3 Loar, Phrin, and Riyl shades 175
Mahogany 55 3 Loar, Phrin, and Riyl shades 210
Eucalyptus 63 4 Loar, Phrin, Riyl, and Asyn shades 246
Yew 65 4 Loar, Phrin, Riyl, and Asyn shades 255
Magic 80 4 Loar, Phrin, Riyl, Asyn and Fiyr shades 404.5

Shade Locations:

In total there are 5 types of Shades in Mort’ton. Each one differs in level and name. Loar shades (level 40) wander about in the city of Mort’ton. All the other shades can be found in the tomb. To enter the tomb, you need at least a bronze key, which can be obtained by burning a level 40 shade.

Note: Any door may be opened with a key of its metal and higher. Therefore, a silver key will work on any door.

Shade Combat Level Remains
Loar 40
Phrin 60
Riyl 80
Asyn 100
Fiyr 120

Burning Shades:

In order to burn shades you must first obtain their remains. Each type of shade drops specific remains. Once you have obtained shade remains, you will have to burn them at a funeral pyre; these are located around the city of Mort’ton. Use your required type of pyre log on the funeral pyre, add the shade remains to that, and light the pyre. Doing this will get you firemaking experience, prayer experience and a reward. Theses rewards, a shade key or coins, will spawn on the little table next to the funeral pyre.

Strategy:

If you have done the In Aid of the Myreque quest:

First off, it is best to gather all the olive oil you need to sanctify. You can buy it all from Razmire in Mort’ton and bank it in the Mort’ton bank south of the General Store. Make all your oils into 4 doses by using them on each other. When you have gathered all your oils banked, switch to World 77, the official Shade Burning world. Make sure you have a hammer or a Flamtaer hammer in your inventory. It is also recommended to bring a tinderbox, so you can light the sacred fire and get more Firemaking experience, but it is not necessary. Also, grab your 4 dose sacred oils and head over to the temple. Click to Repair or Reinforce the temple (gives you crafting experience), and you will see a picture that comes up that looks like this.

Repair state: shows how the temple is doing. You need it to be at 100% to make Sacred Oils. If it is not at its maximum, you will need to repair the temple’s walls.
Resources: shows how many resources you have stored to Reinforce the temple. Every 5 resources equals 5 swamp paste, 1 timber beam, and 1 limestone brick.
Sanctity: allows you to know when you can make Sacred Oils. You need at least 10% to be able to make them.
Once you have finished making and banking all of your Sacred Oils, use them on your logs to make pyre logs. This will give you a bit of firemaking experience. Now it is time to get and burn your Shades. If you need a key to get into the tomb: get your tinderbox, a couple of pyre logs, and go and kill a Loar shade. Use your pyre log on the funeral pyre, then the shade remains, and finally use the tinderbox to burn the remains. This will set the shade free and allow you to get a reward. What you are looking for is a key that will allow you to enter the tomb so that you can obtain the correct shade remains for your logs. Kill shades and gather an inventory full of your shade remains. To enter the tomb again follow the process that you did to obtain the key before. We recommend that you keep one key so you can continue to collect your remains without the hassle of killing Loar shades.

If you have not done the In Aid of the Myreque quest:

First off, you will need olive oil to sanctify. Buy all the oil you need at Razmire in Mort’ton. Do not forget to make 4 doses at the shop if you are going to make yew or magic pyres. Then, bring all the oils to Canifis bank by using the “In search of the Myreque” quest shortcut. When you have enough oils banked, swap to World 77, the official Shade Burning world. Once you have achieved enough sanctity from rebuilding the temple (gives you Crafting experience), use the olive oil on the flaming fire altar to make sacred oil. After that, return to Canifis bank. When you have sanctified all your oils, use them on your logs to make pyre logs. This also gives firemaking experience. Now, you are ready to fight the shades. The items you will have to bring are as follows:

20K coins
Tinderbox
A key to each of the shades of your choice (None for 40, bronze for 60, steel for 80, black for 100 and silver for 120.)
noted pyre logs
Good armor and a weapon
At this point, you have to decide whether you will hi-alch your reward or sell it to the shop. The first option gives you magic experience; if you choose this bring fire runes (or a mystic/battle/staff of fire) and nature runes. The second option gives you more space for shade remains and rewards. The second choice you have to make is how you will protect yourself. The choices are food or the protect from melee prayer. The first option is good for low to medium level shades (lvl 60, 80), while prayer is better for higher levels (lvl 100, 120), as they can hit pretty hard. Now, make you way to Mort’ton general store with all your items. Un-note (sell/buy) the needed food and enter the tomb. Inside, find your preferred shade and kill a bunch of them, picking up their remains afterwards. We suggest you get between 10 and 15 shade remains before you leave the tomb. Un-note as many pyre logs as you can carry, then burn the remains on a funeral pyre. Do not forget to pick up the reward! Repeat this until all remains are burned. Make sure you keep 1 key to make sure you can return to your shades.

For high-alchers: un-note the needed food at the store and return to the tomb. Open the chests with your keys and high-alch your reward. Now you can kill shades for more remains. Keep repeating this process.
For shop-sellers: enter the tomb and open the chests with your keys. Leave the tomb and sell your rewards to the general store. Un-note your needed food, enter the tomb and you can kill some more shades. Keep repeating this process.
Salve Amulet:

The Salve amulet comes in handy at killing shades. You can get it by using the crystal from the Haunted Mine quest with a ball of wool. When you wear the salve amulet, you will have +15% strength and attack against undead (shades). You can compare it to fighting shades with a strength and attack potion, but this lasts forever. It also adds +3 to prayer. You may also use a Salve Amulet (e) which you can get after doing the mini-quest The Lair of Tarn Razorlor. It will give you +20% strength and attack against undead.

Rewards:

Keys:

There are 20 different keys you can get from shades. They vary in base metal and color coding. The different kinds of metal bases will allow you to open doors of the same or lower metals. The color and metal together shows what chest you can open with the key. The reward you get from a chest mostly depends on the metal. The metals are, from bottom to top: bronze, steel, black and silver. The 5 different colors are from low to high are brown, red, crimson, black and purple. Once you have opened a chest, a key matching the color code of that chest will dissolve from your inventory. Burning Shades also gets you prayer experience based on which remains you burn.

Note: If you would like to obtain keys without killing and burning shades, you can use 208 serum on afflicted locals. If you are lucky you will sometimes be offered a bronze key.

Shade Key Possibilities
Loar Bronze Key red, brown, and crimson
Phrin Bronze Key purple and black
Steel Key red, brown, and crimson
Riyl Steel Key purple and black
Black Key red, brown, and crimson
Asyn Black Key crimson, purple, and black
Silver Key brown and red
Fiyr Black Key purple
Silver Key red, brown, crimson, purple, and black.

Prayer Experience:

For each remains you burn you will receive a certain amount of Prayer experience, depending on which pyre logs you used.

Pyre log XP per
Loar remains XP per
Phrin remains XP per
Riyl remains XP per
Asyn remains XP per
Fiyr remains
Regular 25 37.5 N/A N/A N/A
Oak 33 45.5 N/A N/A N/A
Willow 33.5 46 61 N/A N/A
Teak 33.7 46.2 61.2 N/A N/A
Arctic pine 33.9 46.4 61.4 N/A N/A
Maple 34 46.5 61.5 N/A N/A
Mahogany 34.3 46.8 61.8 N/A N/A
Eucalyptus 34.4 46.9 61.9 79.4 N/A
Yew 34.5 47 62 79.5 N/A
Magic 35 47.5 62.5 80 100

Crafting Experience:

For reparing the temple you recieve a certain amount of Crafting experience.

Using a regular Hammer you receive approximately 12k per hour (no interruptions).
Using a Flamtaer hammer you receive approximately 18k per hour (no interruptions).
Chest Loots:

Key Loot
Bronze Amulet of defence, Black axe, Black dagger, Black dagger(p), Black mace, Black spear, Chaos rune (25), Clue scroll (level 1), Coins (1-495), Gold bar, Magic staff, Mithril bar, Mithril dagger, Mithril dagger(p), Sapphire ring, Silver bar, Steel axe, Steel longsword, Steel mace, Steel med helm, Steel scimitar, Steel spear, Steel spear(p), Steel sword, Swamp paste (6-9)
Steel Adamantite bar (1-3), Adamant dagger, Adamant dagger (p), Amulet of strength, Black longsword, Black med helm, Black scimitar, Black spear, Black sword, Black warhammer, Chaos rune (10-29), Clue scroll (level 2), Coins (2-338), Emerald ring, Fine cloth, Mithril mace, Mithril med helm, Mithril spear, Mithril spear(p), Mithril sword, Nature rune (10-29), Steel 2h sword, Steel battleaxe, Steel chainbody, Steel kiteshield, Steel warhammer, Studded chaps, Swamp paste (15-25), Willow logs (5-15) (Noted)
Black Adamant axe, Adamant mace, Adamant med helm, Adamant scimitar, Adamant sword, Amulet of magic, Black 2h sword, Black battleaxe, Black chainbody, Black full helm, Black kiteshield, Black platelegs, Black plateskirt, Black spear, Black sq shield, Clue scroll (level 2), Coins (1-665), Death rune (10-29), Fine cloth, Flamtaer hammer, Mithril 2h sword, Mithril battleaxe, Mithril chainbody, Mithril full helm, Mithril kiteshield, Mithril longsword, Mithril mace, Mithril platelegs, Mithril scimitar, Mithril sq shield, Mithril warhammer, Nature rune (10-29), Ruby ring, Staff of air, Staff of earth, Staff of fire, Staff of water, Steel platebody, Steel plateskirt, Swamp paste (20-35), Willow logs (5-14) (Noted), Yew logs (5-14) (Noted)
Silver Adamant 2h sword, Adamant battleaxe, Adamant chainbody, Adamant full helm, Adamant kiteshield, Adamant longsword, Adamant platebody, Adamant platelegs, Adamant plateskirt, Adamant spear, Adamant spear (p), Adamant sq shield, Adamant warhammer, Amulet of power, Battlestaff, Black platebody, Black spear, Blood rune (11, 21, 26), Clue scroll (level 3), Coins (68-2080), Death rune (14-28), Diamond ring, Fine cloth, Flamtaer hammer, Magic logs (4-7) (Noted), Mithril platebody, Mithril plateskirt, Rune chainbody, Rune longsword, Rune med helm, Rune scimitar, Rune sword, Swamp paste (32-50), Yew logs (7) (Noted)

Fine cloth and Splitbark Armor:

Occasionally you will receive a piece of Fine cloth from a chest. To make Splitbark Armor, simply take the Fine cloth, money and Bark to the Splitbark wizard. The requirements to wear this type of magic armor are 40 Defence and 40 Magic.

Piece Of
Armor Cost To
Make Cloth
Needed Bark
Needed Attack Stats Defence Stats
Stab Slash Crush Magic Range Stab Slash Crush Magic Range Summoning

Helm 6,000 2 2 0 0 0 +2 -2 +10 +9 +11 +3 0 +7

Body 37,000 4 4 0 0 0 +8 -10 +35 +25 +42 +15 0 +40

Legs 32,000 3 3 0 0 0 +6 -7 +22 +20 +24 +10 0 +15

Gauntlets 1,000 1 1 0 0 0 +1 -1 +3 +2 +4 +2 0 +3

Boots 1,000 1 1 0 0 0 +1 -1 +3 +2 +4 +2 0 +9

Mage Training Arena

Posted by: cow  //  Category: Minigame Guides

Where:

Above the Duel Arena, Al Kharid. To get there, you have to go inside the gates of the Duel Arena, it’s then north of the hospital/prayer altar.

Item Suggestions:

Lava Or Mud Staff (Provided you have enough money, if not, any of the basic elemental staves would work.)
LOADS of Nature Runes (around 750+ will do)
LOADS of Cosmic Runes (around 750+ will do)
LOADS of Law Runes (around 500+ will do)
Introduction:

A new arena has been uncovered known as the Mage Training Arena. It is in this place that you build up points through the different areas within the arena – The Telekinetic Theatre, The Alchemists’ Playground, The Enchanting Chamber and The Monster Graveyard.
Each area will test your ability to use certain spells. Succeed, and you will receive new rewards to further aid your magic training outside of the arena.
The magic in the Arena is incredibly powerful, but don’t worry – should you happen to die, you’ll respawn by the Arena without losing your possessions.

Getting started:

Before doing anything, you have to talk to the Entrance Guardian to receive a Progress Hat, with which you can enter the four different training areas.

Talking to the Progress Hat will tell you how many points you have in the different areas. In each of the areas you will gain so called “Pizazz points”, which are categorized in four kinds, each corresponding with the arena where you gained them.
For all those who love to cut down Magic Trees, there are 2 outside the Arena! Also, random events do NOT occur while in the arenas!

Alchemists’ Playground:

Requirements:

Fire and Nature runes, Level 21 Magic

Recommended:

Fire staff/battlestaff/mystic staff, at least 100 Natures

The goal is to get items and alch them for money and Pizazz points. In the top right corner it shows a small menu with the current values of the items.

NOTE: These change constantly! Search the eight cupboards for items. The items are in order as stated in the list on the right side of your screen. The items in the cabinets are going clockwise. They just change their starting spot. The three “empty’s” are clumped together. So, once you find an item, you can quickly determine where the 30 gp item is:

If you’re not using a fire/lava staff, I recommend low alchemy, since you get the same GP anyway, although this will reduce your experience gain.

Now alch the item indicated by the arrow or is worth 30 gp. You will then receive coins.

The number of coins you get is indicated in the small list in the corner.

So items don’t give their normal high alch value.

Try to alch the items which are indicated by the arrow or are worth 30 coins.

For every 100 coins you will receive 1 Alchemy Pizazz point and 200 magic Exp.

Try to deposit in sets of 100 coins, otherwise you’ll lose out. E.G. 1st time you deposit 199 coins, you’ll get 1 point and 398 Magic Exp. 2nd time you deposit 1 coin. Now you don’t get any points, although you have deposited 200 coins in total, the game counts only sets of 100! So deposit your money often. If you log out with gp in your inventory, you will lose it.

Be a sport and call out “HERE!” if you find the cabinet worth 30 or has green arrow. Encourages teamwork.
Strategy:

Bring in 4 or 5 natures (So if you mess up you have 4 extra chances) and stash a load of about everything inside the cupboards. Stand by the alchemy guardian and wait for him to say “X can now be converted for free”.

NOTE: The item indicated by an arrow can be alched for free! High alch DOESN’T give more coins than Low alch. I hear some of you think: “Oh, I’ll just take a few k into the arena then! Easy points!” Your problem is, you can’t take money into the arenas.

Telekinetic Theatre:

Requirements:

Law and Air runes, Level 33 Magic

Recommended:

Air staff/battlestaff/mystic staff, at least 100 Laws

The goal is to move the statue through several mazes with Telekinetic Grab. The statue moves according to the angle you stand with it. E.G.: If you want to get the statue to move left. Go to his left side wall then use telekinetic grab on him. The statue moves until it hits a wall. If you press observe statue you will get an overview on the arena.
Each maze uses 7-10 law runes. After completing a maze, talk to the Maze Master, and he shall teleport you to the next one. Completing one maze will earn you 2 Telekinetic Pizazz points. Completing five mazes in a row will conclude in gaining an extra 1k Magic Exp, a bonus 8 Telekinetic Pizazz points and 10 extra Law Runes.

Enchanting Chamber:

Requirements:

Cosmic runes + runes to cast any of the Enchant Jewelry spells.

Recommended:

Staff/battlestaff/mystic staff of the type of the highest enchant spell you can do, at least 100 Cosmic Runes.

The goal here is to get shapes from each of the corners and convert them into orbs with the Enchant Jewelry spell. For enchanting the shape indicated in the bottom right corner and for every 10 shapes converted (dragonstone not included) you receive extra points equal to the level of enchantment you used, (sapphire enchantment = 1 extra point, emerald = 2, and so on). After ten enchantments, deposit the orbs in the hole in the center of the chamber.

Locations:

Cube: north-west (1 iscosahedron pile)
Cylinder: north-east (1 pentamid pile)
Iscosahedron: south-east (1 cube pile)
Pentamid: south-west (1 cylinder pile)

Enchant lvl Type of gem Points rewared for casting
1 Sapphire 2
2 Emerald 4
3 Ruby 6
4 Diamond 8
5 Dragonstone 10
6 Onyx 12

The dragonstones CANNOT be alched and cannot leave the arena. For enchanting you do gain extra Enchantment Pizazz points, depending on the spell used:

NOTE: All experience gained in the Enchantment room is been decreased by 25%.

A Strategy:

Some rooms have 2 shapes by each other. Stand in between and wait for one of the two bonus shapes to show up. Best way is get 13 of each item if you have inventory and wait for bonus to show up. You save 50% of your time doing this, if not more.

Another Strategy:

Switch between the two northern spots. So, what I do usually is pick up 9 red, 9 yellow, and 9 blue (Substitute green in there.) and wait for the bonus to show up.

NOTE: If you log out while INSIDE the arena, you only get your bonus points, not any other points you have earned by making orbs! So always exit the arena before logging out or answering the phone or anything!

Monster Graveyard:

Requirements:

Nature, Water and earth runes, Level 15 Magic.

Recommended:

Mud battlestaff/mystic staff, 100 Natures.

Your goal is to convert the constant appearing bones into, yes finally a use for it, bananas! Converting bones will earn you Graveyard Pizazz points.
Different levels of bones give different numbers of bananas. The bones are on the side of your screen, each numbered 1-4. Level 1 bones give 1 banana, Level 2 gives 2 bananas, etc etc. Try to get a spot near both a deposit and a bone spawn.
After aquiring the Bones to Peaches spell, they heal more health, and give more points than bananas do.
You sometimes get hit by the bones, so you may wish to eat some bananas yourself! The remaining bananas can be deposited in the Food Chutes around the chamber.
NOTE: If you die, the ONLY thing you will lose is 10 Graveyard Pizazz points, not anything else!

A Strategy:

Don’t look for good bones, just pick up 12 bones, cast and deposit. Go fast, and use nurses at Duel arena to heal you back.

Another Strategy:

Pretty easy. I bring 5 lobbys in, and go to a bonepile near the deposit. I found out if you can register math pretty quickly, and recognize the bone stacks that you can actually do this REALLY fast. Bones give 1, 2, 3, and 4 bananas. If you get a 4 color bone, thing 4 in your head, another = 8, another = 12, then 4 normal bones = 16. Think about it and you will usually get REALLY close. Bone level is probably the easiest level. DONT EAT the arena bananas though, eat your own good fish. Cakes work too.

Shop and Prices

With the earned Pizazz points you can go upstairs and exchange them for items. There is a Maximum on the points you can have:
Telekinetic Pizazz Points – 4,000
Enchantment Pizazz Points – 16,000
Alchemist Pizazz Points – 8,000
Graveyard Pizazz Points – 4,000

The cost is Telekinetic + Alchemy + Enchant + Graveyard Pizazz points:

Item Cost in Telekinetic Points Cost in Alchemy Points Cost in Enchant Points Cost in Graveyard
Beginner wand 30 30 300 30
Apprentice wand* 60 60 600 60
Teacher wand* 150 200 1500 150
Master wand* 240 240 2400 240
Infinity Top 400 450 4000 450
Infinity Hat 350 400 3000 350
Infinity Gloves 175 225 1500 175
Infinity Boots 120 120 1200 120
Infinity Bottoms 450 500 5000 450
Mage’s Book 500 550 6000 500
Bones to Peaches (new spell) 200 300 2000 200
Mist Rune 1 1 15 1
Dust Rune 1 1 15 1
Mud Rune 1 1 15 1
Smoke Rune 1 1 15 1
Steam Rune 1 1 15 1
Lava Rune 1 1 15 1
Cosmic Rune 0 0 5 0
Chaos Rune 0 1 5 1
Nature Rune 0 1 0 1
Death Rune 2 1 20 1
Law Rune 2 0 0 0
Soul Rune 2 2 25 2
Blood Rune 2 2 25 2

*NOTE: Each new wand is an upgrade for it’s predecessor, so you need to have an Apprentice wand to get a Teacher wand.

Stats of items:

Item Magic attack increase/decrease Magic Defence increase/decrease
Infinity Hat +6 +6
Infinity Gloves +5 +5
Infinity Boots +5 +5
Infinity Robe top +22 +22
Infinity Robe bottom +17 +17
Beginner’s wand** +5 +5
Apprentice’s wand** +10 +10
Teacher’s wand** +15 +15
Master’s wand** +20 +20
Mage’s Book +15 +15