Runescape WITCH’S HOUSE QUEST STRATEGY GUIDE

Posted by: cow  //  Category: Runescape Quests

Starting location: Talk to the little boy at Taverly.
Quest difficulty level: Medium.
Reward: 6325 Hits xp.
Quest points gained: 4.
Required Items: Gloves (spawn south of Edgeville bank, or in the quest it is possible to search the boxes for one), Cheese (spawn at the house in Draynor).
Monsters: Witches Experiment (levels 19, 30, 42 & 53)
NPC: Nora T. Hagg, Boy.

WITCH’S HOUSE QUEST WALKTHROUGH
First of all you need to make your way to the gate entrance of Taverly. Just past it you will see a little boy standing by the hedge. Talk to him and he will ask you if you can get his ball back for him. Go around the hedge and you will come to the door of the house. You will find that the door is locked and you will find the key under the first pot to your left. Go in the door and go upstairs and look around for the diary and read it. Go back downstairs and into the basement. Wear your leather gloves, if you do not have the gloves yet, search crates until you get a pair. Go through the gate and search the cupboard for the magnet. Go back upstairs and into the little room with the door that leads to the garden and drop your cheese and a mouse will come out. Attach the magnet to the mouse and it will unlock the door. Be cautious: the mouse goes away in about 20 seconds and you lose your cheese if you fail to attach the magnet in time. Now you are in the garden you will see the witch patrolling. The trick here is not to let her see you. If she does she will teleport you outside of the house, take away the magnet from the mouse and you will have to go in again. Go all the way round until you reach the fountain. Search around the sides of the fountain, you will find the key to the shed. It may take several attempts to find the key, but it is there. Please note: You have to read the whole of the diary to find the key. Go to the shed and use the key on it. Try to take the ball and a shape shifter or ‘Witches Experiment’ will appear and turn into 4 different monsters, each one harder than the other: Its original form, a spider, a bear and a wolf. Once you beat the Shape Shifter, collect the ball. Be careful not to get caught on your way out. When you have the ball, you may still not be seen by the witch. If she sees you, you鈥檒l be teleported out, and you will lose the key to the shed, and the ball. Give the ball to the boy. This completes the quest and you will never be able to re-enter the witch’s house again.
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Runescape Mobilising Armies

Posted by: cow  //  Category: runescape news

When developing a piece of content, how long it takes to develop is generally a combination of two factors.

How big the piece of content is.
How different the content is to anything we鈥檝e done previously.

This post takes a look at the trade-off we have to make between these two factors when designing a piece of content.

There are some pretty massive pros and cons of doing something very new VS doing something big and polished using techniques we have already perfected.

The advantages of doing something totally new and innovative include:

It leads to whole new features and new techniques, which can then be re-used (and further refined) in future content.
It keeps the game fresh and varied, rather than just doing more of the same.
It鈥檚 essential to keeping the game cutting edge and keeping ahead of the competition.
All this means it鈥檚 very good for the long-term of the game.

The disadvantages of doing something new and innovative include:

It鈥檚 high risk - because we haven鈥檛 done it before, we don鈥檛 know so clearly how well it work or how long it will take.
It takes a lot more time. We have to add in whole new systems to support the new things we are doing. It is also quite likely to need repeated attempts and redesigns before getting something that works well.
It results in a smaller piece of content, because a lot of the time instead goes into trying new techniques.
Its often not quite as polished as content made using tried and tested methods, because it鈥檚 pioneering new systems.
It can result in unrealistic player expectations, because many players assume that long development time = huge, very polished content.
All this means it鈥檚 not so great for the immediate short-term.

As you can see, it鈥檚 a very difficult balancing act when deciding how adventurous to be when trying new ideas and new techniques! Because we expect to be running RuneScape for years to come, we tend to take a more long-term approach with content design, which means we try quite a lot of new and innovative content.

Sometimes we come up with something so useful it鈥檚 hard to imagine how we ever did without it. I still fondly remember the first quest we did that permanently changed the appearance of the world to the player, rather than everything just resetting back again a few minutes later. At the time, it was massively difficult to do, because we had to rethink the way we did a lot of things. These days it鈥檚 completely standard, is used everywhere, and it鈥檚 hard to imagine doing without it!

Mobilising Armies is a great example of something quite experimental, which is very different to anything we鈥檝e done before. I鈥檓 sure you鈥檝e noticed how that has impacted on its development time. As you know, Mobilising Armies has been in development for many months, and has been quite delayed. This ISN鈥橳 because it鈥檚 the most epic, mammoth, huge, polished piece of content you鈥檝e ever seen, but rather because we鈥檝e really tried to do something very new and different.

Just some of the new things we鈥檝e tried for the first time in Mobilising Armies are:

It has a totally different camera view and controls to previous content.
It adds the ability to select and control multiple units at once, rather than just moving a single avatar around the map.
To cope with the fact that there are more things going on at once than usual, and so there is a lot more information to convey simultaneously than we are used to, we developed a variety of new information display features. These include NPC stack icons, timer bars and dynamic mouse cursors.
It has a very different graphical scale to content we have designed previously. Everything is much more zoomed out.

So, when playing Mobilising Armies, as well as enjoying the game itself, take a look at all the things it does that you鈥檝e never seen done in RuneScape before. This is just the very first pioneering attempt at a whole load of new features added to the engine. Over time, the best of those new features will be refined and used elsewhere, which, when you start imagining the possibilities, is quite exciting.

Mobilising Armies should be with you in the next few weeks. Thank you for reading and we hope to see you on the battlefield!

Source: Mobilising Armies
by Andrew 26-Jun-2009