Revenants Guide

Posted by: amber  //  Category: monster hunting, runescape hunting guide

What are the Revenants?
These tormented souls are the guardians of the wilderness, which was one of the sites of the great God Wars of the Third Age. They are significantly more powerful than other monsters, simulating players of the old wilderness more than NPCs. They are aggressive to all players, but use a wilderness level system to determine which players they are able to engage. There are many different kinds of Revenants, with a combat level range of 7-135. Their order is as follows: Imp (level 7), Goblins (levels 37, 30, 22, and 15), Icefiend (level 45), Pyrefiend (level 52), Hobgoblin (level 60), Vampire (level 68), Werewolf (level 75), Cyclops (level 82), Hellhound (level 90), Demon (level 98), Ork (level 105), Dark Beast (level 120), Knight (level 126), and Dragon (level 135).

Monster Profile
Revenant Basic Facts (Bestiary Profile)
Combat Level: 7-135 Life points: 100-1550 Maximum Hit: 100-350 Attack Style(s): All
Experience Summary
Compared to other monsters, Revenants offer little in the way of experience. You will receive only one combat XP per damage dealt. In addition, their high defence and difficulty level make training highly inefficient.
Drops Summary
Revenants usually drop small amounts of coins for your hard efforts, but sometimes they will drop more high value items such as Obsidian Capes, Dragon Daggers, and Glory Amulets. Wearing Jennica’s Ring, a reward from the Spirit of Summer quest, will double the chances of receiving one of these unique items.
Special Notes
Revenants have the ability to poison, teleblock, and freeze you for a short time. Their wander range is extremely big, sometimes as large as half of the wilderness.
Notable Drops
Amulets of Glory, Dragon weapons, Sharks, Clue Scrolls

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Revenant AI and Behaviour
The normal monsters of RuneScape are generally very predictable and limited in their abilities. The Revenants are a little different, and it is important that you are fully aware of what they can do.

Revenants are similar to NPCs in that they have spawn points and wander radii. They cannot run, and can be trapped on obstacles. Unlike most NPCs, They have set patrol routes (shown later) that cover most of the popular spots in the Wilderness (Green Dragons, King Black Dragon Entrance, Wilderness Portals, Mage Arena, Agility Course, etc.). Knowing these patrol routes can be a crucial advantage when venturing into the wild.

Revenants use all three attack styles, and, unlike most other NPCs, will use the style you are not praying against. Their magical attack, which also teleblocks the target, is a skull-like projectile. Their ranged attack is an icy dart that can freeze players for five seconds. The melee attack is specific to the individual Revenant, ranging from the slash of a claw to the swing of a sword.

Revenant Attack Styles
Magic Ranged Melee

When in combat, Revenants have a little more advanced tactics than the average monster. They can heal themselves and cure poison a limited number of times. In addition, they are less prone to being trapped on objects (although it is still quite easy to do so), as they will strafe in one direction when unable to reach a target. They also have a unique ability to pass through fences and doors. However, they can only do so when NOT engaged in combat. Once a Revenant is targeting you, they lose this ability, and you can trap with ease. However, do not assume that you are safe if you have simply run off screen. Revenants will follow you for an extremely long distance before giving up (usually around half the size of the wilderness).

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Survival - Easy When Prepared
Many players go into the wilderness for treasure trails and quests and activities. For any of these things, survival is the sole objective. Below is the recommended setup for resisting Revenant attacks.

Survival Setup

Take an antipoison potion if you plan to go beyond level 50 wilderness.

In this setup, there is an obvious emphasis on Magic defence. This is because you will be tanking any magic attacks, while protecting from Range attacks with prayer. If you cannot use some of these items due to level or activity, wear any item that gives corresponding defence bonuses.

Helmet: Armadyl Helmet > Helm of Neitiznot > Berserker Helm
Necklace: Amulet of Fury > Amulet of Glory > Amulet of Magic
Cape: Fire Cape > God Cape
Chest: Armadyl Chestplate > Karil’s Leathertop > Black Dragonhide Body
Legs: Armadyl Plateskirt > Karil’s Leatherskirt > Black Dragonhide Chaps
Weapon: Depends on your activity
Shield: Spectral Spirit Shield > Mind Shield > Holy Book
Gloves: Forinthry Bracelet > Barrows Gloves > Black Dragonhide Vambraces
Boots: Ranger Boots > Snakeskin Boots
Ring: Jennica’s Ring > Ring of Life

Note the use of the Forinthry bracelet. This is a crucial item for escaping Revenants, as this PREVENTS you from being teleblocked. Also note that Jennica’s ring is very helpful, as it enables access to several safe zones all around the wilderness. The Spirit Wolf is very handy, as its special ability will force Revenants to retreat from you. Substitute this for the Spirit Terrorbird if you like. The downside is that the wolf only lasts around 6 minutes per pouch, and its special ability can only be used in multi-combat. You should summon the wolf when you are attacked.

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Patrol Routes and Spawn Points
Revenants have a weakness in that they are very predictable. They follow set paths and have many spawn locations scattered around the wilderness. Some spawn points and hotspots include:

Zamorak Mage near Edgeville
Chaos Elemental, Rogue’s Castle
Forgotten Cemetery
Mage Arena
Green Dragon locations
Dark Warriors’ Fortress
Agility Course
Mining Sites, especially Rune Rocks
Below is a map based on several months of observation that shows the general paths Revenants follow when wandering the wild. When a player is sighted, however, they will break from these predetermined paths and engage freely. However, Revenants patrolling a set hotzone area, such as the Zamorak Mage near Edgeville, will not chase players too great a distance.

As you can see, their patrol routes effectively cover the entire wilderness, which may make you ask, “Why is this helpful?” This map will help you to understand the different “hotzones” that they patrol through, and what places they can suddenly appear and attack. Revenants will spawn and “latch on” to a patrol route. They will follow this route until they reach a dead end or have been in the game for a certain amount of time.

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Survival Tactics and Strategies
If you run into a Revenant during your activities in the wilderness, and you are not intending to fight them, here is the general process you should go through:

Activate Protect from Ranged (magic if wearing melee gear), and Protect Items. Turn off Auto-Retaliate. If in over level 50 wilderness, drink an antipoison potion.
Attempt to trap the Revenant, and log out if successful.
If you cannot trap the Revenant, run towards the nearest Safe Zone or use one of the escape routes (discussed below).
If you are being engaged by multiple Revenants in multi-combat style, activate Steel Skin and drink a super defence potion and run to the nearest safezone.
Trapping
Trapping pursuing Revenants is an alternative to fleeing, and it can be very easy, even with a multiple Revenant attack. While they will try to strafe in order to prevent this, with enough practice you can learn to use the landscape to your advantage. As shown below, you can use trees, rocks, and other objects to keep away from harm.
It should be noted that Revenants are NOT trapped by doors and fences if another Revenant is attacking you in single combat. Remember, if the Revenant is not “on” you, it can pass through obstacles!

Here’s a basic plan to remember: Pray, Trap, and Run!

Death
If you die during a Revenant attack, there are multiple easy ways to recover your items. If your grave is blessed, then withdraw Saradomin Brews for healing, a slash weapon, a Forinthry bracelet, and a teleport. Also bring a Terrorbird + Tireless Run Scrolls if you had a familiar, or the equivalent Beast of Burden Familiar and 2 Super Energy potions. You can carry a full load or half load of Sharks in the beast of burden in case you do need them. If your grave is not blessed, it is still worth trying to use the Wilderness Portals or other quick wilderness teleports to get to your gravestone. The 500,000gp investment in an Angel gravestone is entirely worth it!

Teleblocks and the Forinthry Bracelet
With the Forinthry bracelet, even if you do get teleblocked, it’ll use a charge for a self-teleport if you attempt to do so. This doesn’t count using the Pillars nor the Mage Arena Bank levers, as well as the Lever to Ardougne. If you get teleblocked without the Bracelet on, you can still equip one to teleport. A good hint if you get teleblocked is to wear your Forinthry and enter a non-wilderness area, as a Teleblock will instantly wear off this way. Non-wilderness areas include the banking area by the Wilderness Volcano and the Stealing Creation pre-game area. If you are in the deep wilderness, then the aforementioned techniques of the Ardougne Lever and the Mage Arena Bank Lever are your best choices. Entering the Chaos Tunnels may also be a way to exit to a “non-wilderness” coded area, and perhaps also using Jennica’s Ring near a Portal. Another area, but not recommended unless you have a quick reaction and a shield that would protect you from dragonfire, would be entering the King Black Dragon lair and tabbing out before it has a chance to hurt you.

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Safe Zones and Escape Methods
Use the many quest rewards, ladders and teleport features of the wilderness to your advantage. Whether you are looking to survive or kill, you should know all of these escape routes, as they could save your life.

Safe Zones (Non-Revenant Areas)

Clan Wars
Fist of Guthix Cave
Stealing Creation
Wilderness Volcano Bank
Escape Teleports (can be teleblocked)

Wilderness Portals
Mage Arena Bank Lever
Ardougne Teleport Lever
Spirit World Portals (requires Jennica’s Ring from Spirit of Summer quest)
Zamorak Mage (must have completed Zamorak Mage miniquest)
Escape Ladders

Agility Course Ladder (need 52 Agility)
Chaos Altar Ladder (must start Defender of Varrock)
Chaos Tunnels Entrances
As you can see, there are numerous ways to safety from an attack. However, for many of these safe zones, it is CRUCIAL that you are wearing a Forinthry bracelet. Without it, you will be teleblocked and unable to use about 75% of these areas for 5 minutes. That is actually a long time when it comes to trying to survive an attack.

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Combat - Taking Revenge
Revenant hunting is a somewhat popular activity among those seeking a combat challenge. Members have several advantages over Revenants when compared to free players, and thus free players should be very careful when attempting to hunt Revenants. Engage at your own risk!

Combat Setup

Take an antipoison potion if you plan to go beyond level 50 wilderness.

This setup works wonders for any Revenant encounter. The Salve(e) amulet provides a 20% attack and strength boost, and the Whip/defender combination cuts through their high defence. Alternatively, you can use a Slayer Helm/Black Mask and Fury Amulet if you have a Ghost Slayer Task. Keep a Forinthry bracelet handy, as it can help immensely if you are done fighting, but get attacked anyway.

As shown in the picture, for added defence, you can use the Dragonfire Shield instead of a defender. If you intend to go anywhere near Dragons when hunting, such as the middle wilderness portal, where there are green dragon spawns both to the east and west, an Antifire type shield will be infinitely helpful, as the revenant may run, or let a Dragon fight you.

Helmet: Helm of Neitiznot > Berserker Helm
Necklace: Salve Amulet(e) > Salve Amulet >Amulet of Fury > Amulet of Glory
Cape: Fire Cape > Skillcape(t) > Soul Wars Cape >
Chest: Torag’s Platebody > Any high defence platebody
Legs: Torag’s Platelegs > Any high defence platelegs
Weapon: Godsword or Abyssal Whip
Shield: Rune Defender or Dragonfire Shield
Gloves: Barrows gloves > Dragon gloves > Rune gloves > Regen bracelet
Boots: Dragon Boots > Rune Boots
Ring: Jennica’s Ring > Ring of Life

Finding a Revenant can be tough. Sometimes, they are grouped together, wandering the very place you just looked. This is why it is generally a good idea to refer to the patrol route map. Walk on the route yourself, and eventually you will find one. Follow this plan of attack:

Drink Super Set, and make sure you are ready for the fight. If you are under attack, do this anyway.
Activate Piety + Protection Prayer (your choice, either Ranged or Magic), and engage with main weapon.
Make sure Auto-Retaliate is ON throughout the fight. This helps especially in Single Combat, but be aware of some issues if multiple Revenants are attacking you.
As Revenants will begin to heal at 1/4-1/3 health, bring out your Special attack weapon when they reach this point. Unload all your special attacks!
If the Revenant isn’t down, continue attacking with your main weapon. The fight will be longer than normal, but keep at it and you will succeed.

If you are in combat setup, and are ambushed, but unable to fight due to lack of food or other vital equipment, equip your Forinthry bracelet (as shown in inventory). This will help prevent any further teleblocking. Try to trap the Revenant, and hop worlds. If this fails, make for the nearest safezone. Always make sure you have at least 4-6 sharks available for emergencies, as being ambushed with no food can lead to a quick death.

With proper equipment, you can deal very devastating blows, as shown above, and quickly take the upper hand in combat. Don’t become overconfident however, as Revenants can make a deadly comeback at any time.

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Multi-Combat Heavy Engagement
If by chance you find yourself in a multi-combat zone with multiple Revenants (i.e. 3 Knights, 2 Orcs, or something similar), you should forget about using anything but protection prayers (no advanced curses). Using a protection prayer is simply much more efficient and if you use anything else you will be damaged very frequently. Equip Full Melee Gear and use magic prayer, as you will now have high defence versus all their attack styles. Be sure you have the combat stats to effectively take on whatever Revenants you encounter (being more than 10-15 combat levels below is a bad idea).

See if you can trap one or more of the Revenants, and make sure you have a safe area where you can eat. Below is an image showing an example of ways to deal with a multi-combat ambush at the Chaos Elemental. The basic idea is to trap all the Revenants, as well as the Chaos Elemental, and fight them 1 by 1 (if possible) or only 2 at a time. If you do not panic, you can survive multi-rev attacks.
The yellow dot represents the player, the blue dot the Chaos Elemental, and the red dots the Revenants. The third image shows a way of trapping the Revenants and escaping on the teleport pad.

Essentially, this is basic monster blocking and trapping, with some twists. Revenants can tell whether you are trying to trap them, and often strafe in one direction or move backwards to adapt to your tricks. So don’t think you are absolutely safe! It is best to trap the Revenant, and run to the nearest safe zone before they can free themselves. They will eventually teleport themselves out of obstacles, shown below.

Just remember the basic plan: Pray, Trap, and Run!

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Hunting with a Team
Team Revenant hunting can be a fun activity to do while waiting for herbs to grow, or just to pass the time. Pass by the spawn points, following the patrol routes as you run, constantly recharging energy with your terrorbird.

With a team, all players should activate Piety (if not already). Because it is much easier to kill Revenants, especially in a multi-combat zone, there is much less risk of death! If you encounter multiple Revenants in multi-combat, however, it is important that your team does not let all of them focus on one person. If you do so, you are not using the advantage of a team efficiently. Spread out and have 1 player attack each Revenant (see if trapping is a possibility as well).

Hunting with a small group may be fine, but 70+ prayer with decent Constitution and Defence (over 80 recommended) will be extremely helpful, mainly for Blessing a grave then having to retreat.

There tend to be Revenants near the Chaos Elemental as well, sometimes in groups of 3+. You probably should not venture there unless you have at least 3 people who can take the damage, and deal enough damage to be able to make a large overall difference.

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F2P - A Different Story
Revenants have a large advantage over F2P players, because they retain members’ abilities in F2P worlds. Therefore, they can teleblock and freeze (cannot poison, however) F2Pers! As well as this, they have the same max hits as in P2P, so they are much more difficult to deal with in F2P. Revenant hunting in F2P is highly dangerous and not recommended unless you are very experienced in combat.

Now then, what can one do to escape a Revenant attack in a free world? Wear your best melee equipment and using the Protect from Magic prayer. To avoid teleblock, keep your sound turned on, and once you hear the sound of a Revenant mage attack, teleport out. Of course, you may be above teleportable wilderness, and thus may have to simply keep running south or to the nearest safe zone.

Safe Zones and escape routes are also much more limited in F2P. There are no Spirit Portals or Teleport Levers. You cannot use a forinthry bracelet! So, your safe zones are limited to Fist of Guthix, the Wilderness Volcano banking area, the Clan Wars lobby, and the Stealing Creation lobby.

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Rewards
One of the downsides of fighting Revenants is their small set of drops in comparison to the monumental effort required to kill them. All of them commonly drop small amounts of coins, but high level Revenants can sometimes drop Glory Amulets, Obsidian Capes, and Dragon weapons. Jennica’s ring, a reward from the Spirit of Summer quest, improves the chances of receiving one of the rarer high-value drops.

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Runescape WOLF WHISTLE QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Pikkupstix’s house in eastern Taverley.
Quest difficulty level: Easy.
Reward: 276 Summoning, ability to use Summoning skill, 275 gold charms.
Quest points gained: 1.
Required Quests: None.
Required Skills: None.
Required Items: 2 set of wolf bones.
Monsters: Wolpertinger.
NPC: Pikkupstix.

WOLF WHISTLE QUEST WALKTHROUGH

Start by heading to Taverly and talking to Pikkupstix, who is located in the house with the quest icon on it. He will tell you about a little problem upstairs with a rampant creature. After finding out it is a rabbit-like creature, say you can take care of it. Head upstairs, and a short cut scene of an frightening, evil rabbit of doom will play. Go back downstairs, before the monster notices you.

Talk to Pikkupstix again, and you will find out that the rabbit-like creature is called a Wolpertinger. He will tell you that to kill it, you need a Spirit wolf pouch. He has all the materials necessary to create one, except wolf bones. Collect two wolf bones from locations such as White Wolf Mountain (to the west) or behind Gu’Tanoth. You can search the remains of his assistant, Stikklebrix, who can be found on the pathway up White Wolf Mountain, or simply kill two wolves.

Return to Pikkupstix’s house and talk to him. He will give you the rest of the required items: Spirit shards (14), Gold charms (2), Pouches (2) and a Trapdoor key. The spirit shards go into the pouch to attract a certain familiar you want. You then find out you need to make two summoning pouches.

Open the trap door, on the east side of the house, and continue down into the dungeon. Use your materials on a nearby obelisk that is active; that is, the options should be “Infuse-Pouch” and “Renew-Points.” Select to make two Spirit wolf pouches. Then use one pouch with the obelisk again, and create ten Howl (spirit wolf) scrolls.

Now go back upstairs to the Wolpertinger’s level. Summon the Spirit wolf by using the “Summon” option of the pouch. Use the howl ability with your summoned wolf, by selecting the special ability button. This will use one of your Spirit wolf scrolls. After that, you will feel drained from using your summoning abilities. Talk to Pikkupstix, who will tell you to go down and renew your points at the obelisk. Finally, return to Pikkupstix to complete the quest.

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Runescape WITCH’S POTION QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Go to Rimmington and talk to Hetty, she tells you that she needs some items.
Quest difficulty level: Easy.
Reward: 325 magic exp.
Quest points gained: 1.

WITCH’S POTION QUEST WALKTHROUGH
Become one with your darker side. Tap into your hidden depths of magical potential by making a potion with the help of Hetty the Rimmington witch.
Burnt meat: Go to kill rat and pick up meat, then go to Port Sarim and cook it on fire, if it didn’t burn use the cooked meat on range again and it should burn.
Eye of Newt: Go to Port Sarim and buy one from magic shop.
Onion: Go north from Rimmington and you should you see onion farm, pick up the onion.
Rat’s Tail: There are some small rats around Rimmington, kill one and take the tail. Note: You need to start this quest before you can get the rats tail.
Hetty: Bring all the items to her and she tells you to drink from the cauldron.

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’ll 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 WHAT LIES BELOW QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to Rat Burgiss at the crossroad on the path south of Varrock.
Quest difficulty level: Medium.
Reward: 8000 Runecrafting, 2000 Defense, Beacon Ring, alternative route to the chaos altar.
Quest points gained: 1.
Required Quests: Rune Mysteries.
Required Skills: Level 35 Runecrafting.
Required Items: Bowl, 15 chaos runes.
Monsters: Outlaw (Level 32), King Roald (Level 47).
NPC: Rat Burgiss, Surok Magis, Zaff.

WHAT LIES BELOW QUEST WALKTHROUGH
Speak to Rat Burgiss at the crossroads of Lumbridge and Varrock. While traveling to Varrock, his cart was ransacked by outlaws. These outlaws took five pages of some very important papers. Offer to get them back for him. He heard the outlaws say they were heading to a camp site northwest of Varrock. Burgiss provides a folder to put the pages in, after you have reclaimed them. Head up to the outlaws camp - due east of the Edgeville fairy ring and southwest of the Spirit Tree. Kill five Outlaws (Level 32) and use the papers they drop on your folder. Return to Burgiss and give him his folder.
Burgiss will tell you a secret. Your response makes him decide to instead give you another task which is delivering a letter that is incomprehensible to you. The letter is to be given to Surok Magis, a wizard residing in the Varrock Palace Library, so head up and speak to him. Upon giving him the letter, he will immediately destroy it and offer to let you in on a secret - he has discovered a way to turn clay into gold bars. He only needs a few more things so he can create enough gold to share with you: a bowl and a wand with the power of the chaos altar in it. He will give you a metal wand and a diary written by one Sin’keth, a follower of Zamorak who helped in the creation of the Tunnel of Chaos, hidden beneath a statue of Saradomin. Surok Magis will also tell you of a historic tome somewhere in the library which contains details on a shortcut to the Chaos Altar. Search the bookcases until you find the Dagon’hai history; this book also points to the statue of Saradomin as the entrance to the Tunnel of Chaos.

Take 15 chaos runes and the metal wand to the Chaos Altar. There are three ways to go:

The Abyss - Like any normal abyss trip, go through the abyss and into the Chaos portal.
The Wilderness - Head north and west from Edgeville and enter the Chaos Altar with a talisman or tiara.
The Tunnel of Chaos (Level 42 Mining Required) - You will need a Chaos talisman or tiara for this path. Head out the east gate of Varrock and follow the path north to the Saradomin statue.
The Saradomin Statue Use a bronze pickaxe to excavate the statue. If you don’t have one speak to Anna Jones who will give you one on Surok’s orders. Use the wand on the Chaos altar to infuse the runes. Return to Surok with the Infused wand and bowl. He must now prepare the spell, which will take some time.
To occupy you during the wait, he has a letter for you to deliver to Rat Burgiss. Head to Rat and give him the letter - after reading it he will decide to let you in on his secret. It turns out he is really the Commander of the Varrock Palace Secret Guard, acting on suspicions that Surok was trying to control King Roald. It appears in your vain wishes for gold, you have really helped Surok to finally get the items needed for his mind-control spell. The only person with the knowledge to counteract this spell is Zaff, the owner of the staff shop in Varrock. Speak with him, saying that Rat Burgiss sent you. The spell developed to counteract Surok’s mind-control spell will only work if King Roald is made incredibly weak beforehand. Zaff will give you some instructions and a beacon ring, used to summon him when King Roald is appropriately weakened. Though Surok will most likely refuse to an arrest, you have been made an honorary member of the Varrock Palace Secret Guard so you are able to arrest him.

It is time to return to the Varrock Palace Library and confront Surok. He, of course, refuses to go quietly. Instead, he orders King Roald - already placed under his spell - to attack you. In a cut scene, Surok will summon King Roald (Level 47), who, after brief disorientation, decides he must kill you. Fight him until your chatbox says “Now would be a good time to summon Zaff!” Operate the Beacon Ring, and Zaff will cast the counter-spell, then teleport King Roald out of danger. Surok will attempt to escape, but his teleportation spell will be corrupted by Zaff. Zaff has instated a permanent teleblock on the library, stopping Surok from ever leaving. All that is left is to go to Rat and tell him of the mission’s success. Though it is expected he will no longer be a problem, a closer watch is now being kept on Surok. Burgiss gives you the reward, mentioning that one day there may be a place for you in the Varrock Palace Secret Guard.

Runescape WATERFALL QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: House north-east of Baxtorian Falls, speak with Almera.
Quest difficulty level: Medium.
Reward: Around 14,400 attack exp, 17,200 strength exp, 2 gold bars, 2 cut diamonds and 40 mith seeds.
Quest points gained: 1.
Required Skills: Be able to fight level 86 fire giants.
Required Items: Six of air, earth and water runes. Also need a few ropes. You can get ropes from Ned in Draynor Village, or from Arheln at his boat in Catherbury.
Monsters: Shadow spiders (level 52), Fire giants (level 86)
NPC: Almera (House north-east of Baxtorian Falls), Hudan (Western side of the river), Hadley (House south-east of Baxtorian Falls).

WATERFALL QUEST WALKTHROUGH
After talking to Almera, head around to the back of her house and board the raft there. It will take you towards the waterfall, but crash half way there. You should now see a little boy named Hudan. Talk with him, use your rope on the rock on the next island downstream which has the option “Swim to”. After that, use your rope on the dead tree on the island and you should end up at the door to the waterfall. Don’t enter it yet or you will take damage.
Jump in the barrel and you will be taken off the waterfall. Enter the house just north of where the barrel took you and talk with Hadley. After that go upstairs and search the bookcase to find the book named “Book on Baxtorian”. Read it and talk with Hadley again. After that you will have to go to the gnome maze and down the ladder just before the entrance to the Gnome Village. Go to the east and you will find a lot of crates and boxes, search them and you will find a key.
*X* When you have the key, go west and open the jail door. Inside you will find a little gnome, talk with him and he will drop a lot of junk. You will search it and find a pebble, ask if you can keep it. Now bank all of your armour and weapons and go back to Hadley’s house, go up to the grave a little north-east of there. Use the pebble on the tombstone and you will be taken down into the tomb. Go west and open the chest there, search it and you will find Glarials Amulet.
Note: You will not be able to enter the tomb if you have any armour or weapons on you.
Now take the southern path and search the tomb there. You will find an urn, exit the tomb again and go to the bank. Get out the runes, rope and whatever you will need to fight level 93 fire giants etc (keep the urn and amulet), and head back to the waterfall. Once again board the raft and use your rope on the rock, then your rope on the dead tree. But this time, wear the amulet and enter the waterfall. There will be 3 paths, one going east, one directly north and one west.
Note: Shadow Spiders drain half your prayer points.
Firstly go east and you will end up in a room with a lot of crates. Search them and you will find a key. Now go to the western path and enter the room with Fire Giants, go all the way north and use your key on the door to open it, now pick up the key on the floor and go through the next door. You will now be in a room with 6 pillars, use one air, one water and one earth rune on each of them, and then use your amulet on the Statue of Glarial. Use your urn with the Chalice and you will have completed the quest.

Runescape WATCH TOWER QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Watchtower west of Yanilly cite gates, there’s some handholds on the north side of the tower, climb them, and go up the ladders and talk with the Wizard.
Quest difficulty level: Hard.
Reward: 5000 Gp, around 12.000 magic exp and ability to use the Watchtower Teleport (Magic level 58).
Quest points gained: 4.
Required Skills: Level 14 Herblaw, 14 Magic, 15 Thieving, 30 Agility, 40 Mining, be able to kill level 58 monsters.
Required Items: 1 Dragon Bone, 1 Bat bone, 1 Death Rune, 2 Ropes, a Gold bar, Pickaxe, Guam leaf, Water filled Vial and pestle & mortar. Dragonfire shield were useful.
Monsters: Ogre (level 48), Gorad (level 68), Ogre trader (level 60), Ogre Guard (level 74), Ogre Chieftain (level 70), Enclave guard (level 74), Greater Demons (level 92), Blue Dragons (level 111), Ogre Shamans (level 113).
NPC: Wizard (main npc, quest start, Watchtower north-west of Yanille), Og (west of Yanille, settlement), Grew (west of Yanille, island), Toban (south of Yanille, island), Scavids (Caves in the Ogre area).

WATCH TOWER QUEST WALKTHROUGH
Head west of Yanille’s city gates until you reach a 3-storied building. Look for some climbing handholds on the northern side of the wall, climb up and proceed to the top floor. Talk to Wizard, and he will ask you to search the grounds. Exit the watchtower, and search all the bushes around the tower until you find the following items: An eye-patch, some fingernails, a dagger, some pieces of armour.
Go back up to the Wizard, this time you may use the ladder since you started the quest. He will tell you to communicate with the local settlements and learn the cross paths of the Ogre city. Take the lit candle from the ground floor of the tower; you’ll need this later on.
Og is the first you must talk to. Head west of Yanille and you should find him. Speak with Og and he will tell you that he will help you if you return his gold bar that was stolen by Toban. Og will give you a key for the chest where Toban has hidden the stolen gold bar. South of Og’s settlement you will see a small island. Use your rope with the tree on the island, and you will now swing across. Talk with Grew and he will ask for a tooth of his arch enemy; Gorad. While you’re there, you might as well pick up some jangerberries if you haven’t already.
Toban and Gorad are located on a small island south of Yanille. You won’t be able to access the bridge leading to the island since it’s out. Find the south-west cave entrance which will lead you onto the island. Kill Gorad (level 68) and get his tooth. Now talk with Toban who will ask you for a dragon bones, give it to him, and you’ll get your first part of an Ogre Statue. Now you may go open Toban’s chest to retrieve Og’s gold bar. Head back to Grew and talk with him to return the tooth you got from Gorad. As a reward he will give you your second part of the Ogre statue. Now return to Og and hand over his gold bar and he will give you your third and final piece of the Ogre statue. You should now also have one of the Crystals as well. Head back to the Wizard, use a piece of your Ogre Statue on him, and he’ll put it together.
Follow the road south of Yanille which will lead to the Ogre city. Take the western path, and you should reach some Ogre Guards. Use the statue on one of them, and they’ll let you enter their hidden and beloved Gu’tanoth. When you enter the market area, head southwest to find the rock cake stall. Right click and steal a rock cake from the stall, don’t eat it, you’ll to lose hp. On your way out follow the south pathway until you come across 2 Ogre Guards. Attempting to cross will result in a guard stopping you. As a fair trade to cross the bridge you must hand over a rock cake.
You will approach a rock at the end of the bridge. Before jumping you will be stopped to pay 20gp to a guard. Cross the bridge and talk with any of the guards to hear a Mystery riddle. Use a death rune (the answer to the riddle) on any of the guards to get a scavid map. Exit the Ogre city and visit the caves market. Make sure when entering each cave that you have both the lit candle and the map in your inventory. Enter each cave and speak with the Scavid’s inside by clicking on the correct option. By speaking with each Scavid you will develop and learn there language.
Now follow the path that leads southeast (the opposite of the path that leads to the Ogre city). Upon your arrival you will see 2 Ogre guards. Talk to one of the two guards, and in the end they will ask for a gold bar. Use your gold bar on any of the 2 Ogres to get through the gate. Follow the road, cross the bridge and then enter the cave there. Talk to the mad Scavid inside, and give him the correct answers and you will be granted the second crystal. Before you exit the cave take a couple of nightshades, as you will need these later on (Don’t eat them!).
It might be a good idea to visit the bank to get a dragonfire shield, and some food at this point (pickaxe as well).
Go to the market area again, and you should see a couple of guards guarding a cave entrance to the west. Use one of your nightshades one of the guards and to enter the cave. In the cave you will see Ogre Chieftains (level 74), Greater Demons (level 92), Blue Dragons (level 99), and finally Ogre Shamans (level 113). Go north inside the cave, and exit it, head back to the watchtower, and speak with the Wizard to learn about a special potion that will wipe out all the Ogre Shamans.
You will need the following items - jangerberries, guam leaf, bat bones, pestle & mortar and a water filled vial. Please make sure you mix the potion correctly, or it’ll explode. First mix the Guam leaf with the water filled vial, then add the jangerberries to the vial. Take your bat bones and use them with your pestle & mortar. This will grind the bones, add it as the last ingredient. Once completed the potion must be enchanted by the Wizard. Head back to the market place and use a second nightshade on the guards and enter. When you’re in the cave use the enchanted potion on all the Ogre shamans, and they will all die. After killing the last Ogre shaman he should drop the third crystal.
In the middle of the cave you should see a bridge with a huge boulder located at the end. Mine the boulder with your pickaxe to get the fourth and final crystal. Head back to the Wizard and follow his instructions.

Runescape WANTED QUEST STRATEGY GUIDE

Posted by: cow  //  Category: Runescape Quests, Uncategorized

Starting location: Falador Park, speak to Sir Tiffy Cashien.
Quest difficulty level: Easy.
Reward: 5,000 slayer experience and acesses to the White Knight Armoury.
Quest points gained on completion: 1
Required Skills: no items are required but you do need at least 32 quest points.
Required Items: 20 rune essences and 10,000 gold coins OR 1 law rune, a slayer gem and some molten glass.
Required Quests: Priest In Peril, Recruitment Drive, Rune Mysteries and The Lost Tribe.
Required Items: Enough teleport runes to teleport you to Varrock, Ardougne and Lumbridge, and a full Ectophial.
Monsters: Black Knight (level 32), Solus Dellagar.
NPC: Sir Tiffy Cashien, Sir Amik Varze, Elyssa Van Lendes (Savant), Lord Daquarius, Mage of Zamorak.

WANTED QUEST WALKTHROUGH
Go to Falador Park and talk to Sir Tiffy Cashien. He will ask you to go and talk to Sir Amik Varze, to have him deputise you. Go to the White Knight’s Castle, which is just to the Southeast of the Rising Sun Inn Pub, over the bridge. You will find Sir Amik Varze on the West side of the 2nd floor. Sir Amik asks you to be his squire. Refuse this and ask him if he can deputise you instead and he will accept. Ask him if there are any jobs available. He will say no, because there isn’t any crisis at the moment. Go back to Sir Tiffy. Sir Tiffy will tell you about a crisis that’s starting to take shape. He will also tell you about a dangerous criminal, and asks you to go back to Sir Amik. Sir Amik will tell you that Evil Solus Dellagar has returned, and will ask for your help. Accept and he will fully deputise you into the White Knights Order. Go back to Sir Tiffy Cashien. Sir Tiffy will now give you a Communications Orb. You can either bring him a law rune, a slayer gem and some molten glass (To make molten glass, you’ll need some seaweed, a bucket, some sand, and access to a range and a furnace. Refer to our Crafting Guide for more information) and he will make one for you, or you can buy one from him for 10,000 gold coins. When you have your orb, right-click on it and to contact Savant. Ask her about your assignment. Then right click your Orb once more, and watch the two recordings Savant has provided you. Once you have finished watching the two recordings, head out to the Taverley Dungeon to the Black Knight Headquarters. At the Black Knight Headquarters, talk to Lord Daquarius. He won’t tell you anything. Kill some of the black knights around him, and after a while he’ll have no choice but to talk to you. After talking to him a second time, you’ll see that you can’t get any more information from him. Now you’ll need to find the Mage of Zamorak. Make your way to the level 3 - 5 Wilderness just North of Edgeville, and talk to the Mage of Zamorak there. If he tells you not to bother him, take off all god clothes and armour you are wearing. He’ll tell you to meet him at the Chaos Temple in Varrock. Now teleport or walk to Varrock, and go the the temple located in the Southeast corner of the city. Talk to the mage of Zamorak at the temple. He says he will give you information in exchange for 20 rune essences. Bring him 20 essences and he will give you some information. If you haven’t talked to him before, you have to do the Abyss minigame. He will tell you that Solus Dellagar has moved to the East from his location. After getting his information your character knows where Solus is. You will now know that Solus Dellagar is in Canifis. Walk to Canifis, or use your ectophial to get there quickly. When you enter Canifis, Savant will talk to you about Slow Teleporting, and will tell you to scan in Canfis. When you scan using the “Scan“ option on your Communications Orb, you will be shown a recording involving Solus. Savant will then retrieve an item from the slow teleport. The item will be one of twelve possible items, and the item will give you a hint about where you need to go next. See the list below to match your item with Solus’ location. Each time you get to a new location, you will have to scan to get the next item and the corresponding location. Before scanning, make sure you have one free inventory space. The items are completely random, and you will have to repeat the process 4 or more times. Clue 1: White Pastel Wizard Hat - first floor of the Grand Tree in Gnome Stronghold. Clue 2: Blue Champions’ Guild Cape - Champions Guild in Varrock. Clue 3: Greenman’s Ale - Yanille’s Dragon Inn. Clue 4: Banana - Banana plantation on Karamja. Clue 5: Eye Patch - Brimhaven, pub with pirates. Clue 6: Unholy symbol - The Scorpius’ Grave(North of Observeratory). Clue 7: Castle Wars Ticket - Castle Wars. Clue 8: Frog legs - Lumbridge Caves(Giant Frogs area). Clue 9: Goblin Mail - Goblin Village. Clue 10: Bone Spear - Lumbridge Cave (Dogreshuun mines). Clue 11: Fake Beard - Al-Kharid(Ali Morrisane). Clue 12: Fremennik Cloak - Relleka. Clue 13: Bear fur - Fur stall in Ardougne Marketplace. Clue 14: Red vine worm - McGrubor’s Woods. Clue 15: Blue Wizard Hat - Wizards Tower. Clue 16: Earmuffs - Morytania tower, Banshee area. Clue 17: Grey Toy Horse - Draynor Market, Draynor Village. Clue 18: Red Vine Worm - McGrubor’s Wood, West from Seers Village. Clue 19: Cake - Cake Stall, Marketplace of the East-Ardougne. Solus Dellagar’s final location will be in the rune essence mine. To get there, you need to talk to one of the following people: Wizard Sedridor on the lower level of the Wizard Tower South of Draynor Village. Aubury in the rune shop in Varrock, just South of the East Bank. Wizard Cromperty in East Ardougne, just to the Northeast of the Marketplace. Wizard Distentor in the Magic Guild in Yanille. The gnome Brimstail in a cave in the Tree Gnome Stronghold (North west of Ardougne). To find his cave, head Northwest in the Stronghold until you see a small bridge on the West side of the Stronghold. Brimstail’s cave is inside a large hollow rock a little to the East of that bridge. When you get to the Rune Essence Mine and find Solus Dellagar, you need to attack him. Kill him and get his hat. Take it back to Sir Amik Varze. He will congratulate you and give you your reward. This completes the quest.

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Runescape TROLL STRONGHOLD QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Start by talking to the General Denulth in Burthorpe training camp.
Quest difficulty level: Medium.
Reward: Law talisman.
Law talisman info: You need level 54 runecrafting to make these, you will find the altar on Entrana, remember you’re not able to take armour with you here. The law talisman is untradable.
Quest points gained: 1.
Required Skills: 15 Agility, good combat (60+), thieving (30+) and prayer (43+) recommended.
Required Items: Climbing Boots (check the Death Plateau quest for more info), good food, 12 gp for the clilmbing boots if you dont have them.
Required Quests: Death Plateau quest.
Monsters: Trolls (level 69), Dad (level 101), General (level 113).
NPC: General Denulth (Burthorpe training camp), Twig (Troll Stronghold jail).

TROLL STRONGHOLD QUEST WALKTHROUGH
Firstly talk to the General Denulth in Burthorpe training camp, and if you don’t have any climbing boots, go to Tenzing and you can get the boots from him. Go through the Sherpa’s hut (or run the gauntlets of thrower trolls) to a junction on the ledge above the gauntlet, blocked by rocks. Climb the rocks and head east, you’ll come to a gate. When you try and open it, it will say you must defeat Dad.
Go in and defeat Dad (level 101, and does knock backs), and exit the arena using the other gate and follow the path. Go through several small caves and you will come to a circular mountain / maze - do not climb it, go round it to the areas to the northwest, again avoiding thrower trolls.
Walk through this area to an entrance to the stronghold where there will be lots of Trolls (level 69), enter the stronghold and go west to kill a general level 113, the general will hit a lot on you, so use protection from melee against him, he will drop a prison key. The prison is to the northeast, down two sets of stairs. Once down in the prison there are 2 guards sleeping, look in the room and there is a guard named twig, pickpocket him (or kill him) for the key to the prisoners’ cell (cell key 1). Go in the cell and talk with the prisoners.
Return to Denulth to claim your reward, he will send you to Dunstan who gives you a family heirloom - a Law Talisman.

Runescape TROLL ROMANCE QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Talk to Ug inside the troll stronghold.
Quest difficulty level: Medium.
Reward: 1 uncut diamond, 2 uncut ruby, 4 uncut emerald, 4k strength exp, 8k agility exp.
Quest points gained: 2.
Required Quests: Death Plateau and the Troll Stronghold Quest.
Required Skills: Level 28 Agility, must be able to defeat a level 113 Troll.
Advantage skills: Level 61 magic (Camelot teleport & Throllheim teleport) and Level 43 prayer (protect from missiles & protect from Melee).
Required Items: One yew or maple log, rope, iron bar, cake tin, insect repellent, swamp tar, climbing boots or 12 gp, food.
Monsters: Arrg (Level 113).
NPC: Ug (main quest npc), Aga, Arrg, Tenzing, Dunstan.

TROLL ROMANCE QUEST WALKTHROUGH

THE START
Items for this part: Climbing boots or 12gp, some (low) food (optional), prayer points (optional).
Description: To start off, go to the troll stronghold, it’s located north from Burthorpe. You will need some climbing boots; you can buy them from Terzing for 12gp. Terzing is located on the southwest end of the Troll Mountains. Go all the way past the stone throwing trolls (use protect from range prayer if you can). Get inside the Troll Stronghold and head east. Go down the stairs and head west, until you find a doorway. Go through it and to the west side of the room, you will find a troll crying. This is Ug, the start of your quest. Talk to him about Aga.

AGA
Description: Head east to the end of the next room, you will find Aga, ask her about her love life. Then continue about “Trollweiss”.

UG PART 2
Description: Talk to Ug about the flower, he will tell you only someone who has lived in the mountains all his life knows how to get the Trollweiss.

TENZING
Description: Go back all the way trough the mountains to Tenzing. This is the Sherpa as where you could also buy climbing boots. Ask him about Trollweiss. He will tell you it’s impossible to get, but keep insisting on going after it. He will finally tell you, you need a sled to go down. He will tell you to go see Dunstan.

DUNSTAN
Description: Ask him about the sled. Tell him you feel too old for one by pressing “yes”, he will ask why you need one and you will explain him. After this he will tell you what he needs to build one. He sends you off to find these items and says he’ll be working on the model meanwhile.

DUNSTAN PART 2
Items for this part: Maple or yew log, iron bar, rope
Description: You will need a maple or yew log, an iron bar and some rope for him to build a sled. Talk to him with these items in your inventory and he will build it.

WAXING THE SLED
Items for this part: Cake tin, insect repellent, swamp tar
Description: Go to the Catherby beehives. You will find a bucket respawn, pick one up. Use the bucket on any beehive while having the insect repellent in your inventory. You will get some honey. Use the swamp tar on the bucket with honey while having a cake tin with you. You will get some wax. Use the wax on the sled.

GET THE TROLLWEISS
Items for this part: Teleport ring/amulet/runes (optional).
Description: There is a route north of the stone throwing trolls. It could be useful to teleport there because it’s quite close and you won’t have to pass the stone throwers again. Follow the path to a closed ice-gate. West of here is a cave, go trough it, but be warned there are a lot of level 120 trolls, although they don’t seem aggressive. After this is a great ice plateau. Ride your slide here (you can go around like your walking). Go southwest (mostly south) past some wolves. You will find a “slope”. Go for the first option “slide slope”. You will get a small animated movie about sliding. Eventually you will stop sliding and be able to “walk” again. Go west to a plateau and pick some rare flowers. You only need one for the quest but if you like pick some more. Now you can do two things. Either you teleport out, or you slide down the next slope located to the south.

BACK TO UG
Items for this part: Throllweiss.
Description: Go back to Ug and give him the flower by talking to him. He tells you he is afraid of giving it to Aga because of Arrg. You will need to defeat Arrg.

DEFEATING ARRG
Description: The most difficult part of the quest. First talk to him. Tell him you came to kill him. You will be taken outside (can’t fight in front of a lady) and will need to kill him here. Be warned, he uses both melee as well as missile attacks (throwing rocks). If you don’t want to get hit, you will have to switch between melee protection and missile protection prayer really fast. Do make sure you keep an eye on your hit points because he might hit you anyway. After you beat him, just go back to Ug to finish the quest.