Firemaking - Extra Features

Posted by: amber  //  Category: Runescape Skills

Iron Spits

Requires Level 20 Firemaking

This piece of equipment can be used to cook some meats on an open fire. You can cook rabbit and chompy meat on the spit. For further information about how to use the spit, please see the extra features of the cooking section.

Dorgeshuun Lightorbs

The cave goblins of Dorgesh-Kaan have a curious system of lightorbs with which they stave off the darkness. If you wish to repair them, you’ll discover a new way of earning Firemaking experience. Click here to read about repairing the lamps of Dorgesh-Kaan.

Haunted Woods Torches

While you are woodcutting in the Haunted Woods, you can light the torches there to gain valuable Firemaking experience. To light a torch you will need a piece of bark from the hollow trees in the area, a tinderbox, and level 47 Firemaking. Lighting the torches will also net you a handy restore of 10 prayer points: useful if you are being ’swamped’ by vampires.

Gnomish Firelighters

When completing a Treasure Trail of any level, you may well receive some ‘gnomish firelighters’. The higher the level of your clue scroll, the more firelighters you are likely to receive. These firelighters can be applied to logs, and will always succeed in igniting them. The best part, though, is that the logs will burn with delightfully coloured flames!

Summoning Familiars

Using the Summoning skill, you’ll find that there are a few familiars that might be useful for training your Firemaking. Of particular note are the beasts of burden, who can carry items for you. In addition to whatever else they can do for you, these familiars will increase the amount of time you can train before having to head to a bank.

Barbarian Assault Double XP

It is possible to get double XP when firemaking with logs. Travel to Barbarian Assault and talk to Commander Connad to receive a penance horn; this can be charged by playing waves of the activity, as long as you ensure that the switch in the waiting room is changed to ‘XP’. With charges on the horn, you will automatically receive double XP when firemaking with logs. You can then ‘check-potential’ the horn at any time to find out how many charges remain on it.

Firemaking Training in Dungeoneering

It is possible to train all of your skills while dungeoneering, and Firemaking is no exception. You can light fires using the wood of Daemonheim, and ignite its furnaces and ranges. You can also gain Firemaking experience by completing firemaking skill doors.
To find out more about skill doors and the basics of dungeoneering, please click here
To find out about firemaking in Daemonheim, click here
To find tables with Firemaking requirements and XP levels, click here

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 TOKTZ-KET-DILL QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to one of the three TzHaar outside the collapsed tunnel at the TzHaar city.
Quest difficulty level: Medium.
Quest Length: Medium.
Reward: 5000 Attack, 5000 Strength, 10000 Crafting, 15000 Mining, 20000 Construction, ability to mine obsidian in the TzHaar mines, access to a new Mining area with coal, mithril and adamantite.
Quest points gained: 1.
Required Quests: None.
Required Skills: Level 40 Attack, Level 41 Mining, Level 43 Crafting, Level 45 Strength, Level 50 Construction.
Required Items: Weapon, armour and food to kill a level 47, Copper ore and Tin ore to smelt a bronze bar.
Other Requirements: Must be able to defeat level 47 monsters using Ranged and Magic, must be able to defeat a level 100 monster.
Monsters: Fire Monster (Level 47), Lava Monster (Level 47), TzTok-Ket-Dill (Level 100).
NPC: TzHaar-Hur-Frok, TzHaar-Ket-Grol, TzHaar-Mej-Lor, Reldo, TzHaar-Hur-Brekt, TzHaar-Hur-Klag, TzHaar-Mej-Kol, TzHaar-Xil-Mor, TzHaar-Ket-Jok.

TOKTZ-KET-DILL QUEST WALKTHROUGH

Speak to the guards outside the collapsed tunnel to discover that a large creature, TokTz-Ket-Dill, has been burrowing under the TzHaar city, endangering everyone there. They cannot get through without risking another collapse, so they need someone small - you - to go through the only entrance they have. Volunteer to help stabilize the tunnels and they will send you to TzHaar-Ket-Grol to enter the tunnels.

Head south and speak to TzHaar-Ket-Grol about going into the tunnels. He does not trust a JalYt like yourself to be able to help, and will not allow you to enter until you have materials: Tok-Xil-Im, Tok-Ket-Hurt, and TokJal-Hurt. Unless you happen to be an expert on the TzHaar language, you will need to head over to the TzHaar Library to figure out what TzHaar-Ket-Grol wants. Head west until you see the furnace icon on your minimap. The library cave entrance in to the southwest of the lava forge furnace. Enter and speak to TzHaar-Mej-Lor about the TzHaar language. He will refer you to the JalYt section, which is filled with ashes from books that had burnt. When you fail to get any help from him, he will tell you that Reldo in the Varrock Library sent him the books.

Make your way or teleport to Varrock. Go to the library in the Varrock Palace and speak to Reldo about the TzHaar language. He has a copy of the book you need, the TzHaar Tourist Guide, somewhere in the bookcases. This happens to be in the second bookcase up from the southwest corner of the room. When you open the book, you will find a note. Read it to discover the meanings of the numbers. Read through the book itself to find translations for TzHaar words. Translating the stone tablet TzHaar-Ket-Grol gave you gives: 1 Pickaxe of any kind, 20 Blocks of stone, and 15 Oak planks.

Return to TzHaar-Ket-Grol and tell him that you need a pickaxe, oak planks (which TzHaar-Hur-Frok can treat), and blocks of stone. TzHaar-Ket-Grol will instruct you to head to the mines to the northeast, where you need to learn how to mine magma. Bring your 15 oak planks to TzHaar-Hur-Frok who is around the quest start point and ask him to treat them. Bank the treated planks to save inventory space.

Go through the cave entrance northeast of TzHaar-Ket-Grol and speak to TzHaar-Hur-Brekt about learning proper magma mining. When he refuses, point out its importance or offer to pay - eventually he will mention that he needs your help convincing the other four miners to be in his play. First, however, he needs your help developing a plot the miners would be willing to participate in.

Speak to the miners about the play - they will immediately denounce it as against all things TzHaar. Speak to TzHaar-Hur-Brekt again about the play and suggest changing the plot. Offer up the idea of the humans starting it. Je accepts this as a better idea. Check with the miners again to find that, while the idea is an improvement, the plot is still “horrible.” Now the story needs to be tweaked to please each individual miner. Ask each one how the story could be improved:

The following section must be completed in this exact order otherwise you will need to reset the plot with Tzhaar-Hur-Brekt.

TzHaar-Hur-Klag: “TzHaar who gets assaulted in its home is TzHaar-Hur.”
TzHaar-Mej-Kol: “One is a TzHaar-Mej who is aware of the situation.”
TzHaar-Xil-Mor: “The criminal could be a TzHaar-Xil.”
TzHaar-Hur-Brekt: Decide on an ending - “The criminal’s plans are foiled.”
TzHaar-Xil-Mor: “The plans aren’t always foiled.”
Now that everyone is finally in agreement, speak to TzHaar-Hur-Brekt again to find that you must now assign roles to each miner. Assign and modify them as follows:

TokTz-Ket-Ek-Mack: TzHaar-Xil-Mor - No modification needed.
KetKul-Schmul: TzHaar-Mej-Kol - Modify the role to make him happier.
JalYt-Jenny: TzHaar-Ket-Jok - Modify the role to a TzHaar-Ket, but do not agree to him defeating the TzHaar-Xil.
TzHaar-Hur: TzHaar-Hur-Klag - Modify the role so he is not assaulted and the character is named TzHaar-Hur-Klag.
Report your success to TzHaar-Hur-Brekt and he will teach you to mine magma safely. Mine 20 slabs of obsidian for the tunnel repairs and use a chisel with a hammer in your inventory to craft them into pillars.

Head down through the crack in the wall to repair the tunnels. Examine each caved-in section to determine how to repair it - if it is simply “bad damage,” it can be repaired with treated planks; if it is “very bad damage,” it will require a pillar. When you have repaired each spot in the first room, mine through the collapsed tunnel to continue onward.

In this next room, you will have to defeat the Fire Monster (Level 47) with magic. The best spells to use are Water spells, the stronger the better. You can kill it immediately or you can repair the damage to the south, but you will have to defeat it before going across the stepping stones to the north. Repair the four spots to the south, then cross the stepping stones to fix the northeastern cave-ins. There are a total of 8 spots in this room - after you repair each, mine the collapsed tunnel to move on.

The next room with have another Fire Monster and two Lava Monsters. The Fire monster must again be killed with magic and the Lava monsters defeated with Range attacks. This room has 8 spots to be repaired in the south - it is wise to kill all three monsters in this room before repairing anything, as you block off paths necessary to kill them through your repairs. Once everything is repaired and all monsters are killed, cross the stepping stones and mine the collapsed tunnel.

Pass through into the final chamber and head through the north tunnel to face the TzTok-Ket-Dill (Level 100). Do not use protection prayers against TzTok-Ket-Dill, it will cause it to attack you with unblockable 20+ attacks. You need to break away his armour which can only be done with a rune pickaxe. After which the crush attack “Smash” (or any other weapon with a crush attack) will be the only damaging style.

When you have defeated the TokTz-Ket-Dill, head back out and go out the southern cave entrance and speak with any of the guards to report your success. They will congratulate you and reward you.

Runescape RUM DEAL QUEST STRATEGY GUIDE

Posted by: cow  //  Category: Runescape Quests

Starting location: North of Port Phasmatys.
Quest difficulty level: Medium.
Reward: Holy Wrench, 7000 Prayer Experience, 7000 Fishing Experience, 7000 Farming Experience.
Quest points gained: 2.
Required Skills: Level 40 Farming, Level 50 Fishing, Level 47 Prayer, Level 42 Crafting, Level 42 Slayer
Required Skills Items: There appear to be no items required for this quest.
Required Quests: Zogre Flesh Eaters.
Monsters: Fever Spider (Level 49), Evil Spirit (Level 150).
NPC: Pirate Pete, Captain Braindeath, Captain Donnie and Davey.

RUM DEAL QUEST WALKTHROUGH
Teleport to Port Phasmatys with your ectophial, or walk by going East from Canifis. Don鈥檛 enter the port but go to the Northeastern tip of it to find Pirate Pete and talk to him. Offer to help by killing the demon. Reject the money and tell him that you will do it for free. You get knocked out and transferred to an island with a little cutscene. You talk to Captain Braindeath. He briefs you about your mission, and wants you to grow some Blindweed for him and you get the seeds. Go downstairs to the cellar of the house and and search the cupboard in the Southeastern-most corner to find a rake, seed dibber and watering can. Go back up upstairs and walk South to the farming grounds. right-click on the swabs and choose intimidate. If they attack you, just run behind any obstacle and intimidate them from a distance. Now they will hopefully leave you alone. Plant the blindweed and wait for it to grow. Once it鈥檚 ready, pick it and go talk to Captain Braindeath. Go upstairs to the Northwestern part of the house. Use your blindweed with the hopper and go back to Captain Braindeath and talk to him. Captain Braindeath tells you to get stagnant water from the volcano to the North. Pick up the bucket from the ground, and go downstairs to the Southern part of the house. Go around the fence from the North side and run West until you come to a bridge. Try to open the gate, and you will make a great diversion to get past the guard. Run North and up the mountain to the stagnant water. Use your bucket on it. Go back to the brewery and use your bucket of stagnant water on the hopper where you put the blindweed. Talk to Captain Braindeath again and he will give you a fishbowl and a net. Go back downstairs and go to the Southeastern tip of the island. Fish at the fishing spot until you catch five Karamthulhu and sluglings. Fill the pressure barrel on the top floor of the brewery with your catches until it鈥檚 full. Then pull the pressure lever and check back with Captain Braindeath. He will tell you that the brewery is possessed, and will give you a wrench. Talk to Davey in the Western part of the house. He will bless your wrench if you have level 47 prayer. After getting the wrench blessed, go back to the main house and use your blessed wrench on the Brewing Control there. Kill the level 150 Evil Spirit and talk to the Captain once more. Now he needs the last ingredient for his rum, and he asks you to kill a diseased Fever Spider. Wear protective slayer gloves, which you can get from any slayer master and go to the cellar and kill a Fever Spider. If you do get diseased, you can heal yourself with Relicym鈥檚 Balm. Pick up the dead spider鈥檚 body and go back to the hopper. Put the Fever Spider into the hopper. Talk to Captain Braindeath once more and you will see the rum come down. Use your empty bucket on the Output Tap, which is located on the Southern part of the brass brewing machine, to get the rum. Go downstairs and South. Look for Captain Donnie in the zombie crowd and talk to him. He will drink the rum and tell the name of his boss. Go back to Captain Braindeath. After a short dialogue he will reward you. This completes the quest..

Runescape THE PATH OF GLOUPHRIE QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to King Bolren in the Tree Gnome Village near the Spirit Tree.
Quest difficulty level: Medium.
Reward: 5000 Magic, 5000 Thieving, 20000 Slayer, 30000 Strength, Crystal chime, a new spirit tree and a new way to use the spirit tree network.
Quest points gained: 1.
Required Quests: Waterfall Quest, Eyes of Glouphrie.
Required Skills: Level 45 Agility, Level 47 Ranged, Level 56 Slayer, Level 56 Thieving, Level 60 Strength.
Required Items: Crossbow (any metal), mithril grapple, crystal saw or small crystal seed.
Monsters: Warped Terrorbird (Level 143).
NPC: King Bolren, Golrie, Longramble, Hazelmere.

THE PATH OF GLOUPHRIE QUEST WALKTHROUGH
To begin, head to the Tree Gnome Village and talk to King Bolren in the center. After you talk to him, he will tell you to find an anti-illusion device somewhere in the village. So go right outside the village, through the gate and down the ladder with the “!” Take the west path and talk to the gnome Golrie.
Now you need the key to get into Golrie’s storeroom. Head back east and go north until you reach another room. Crawl through the tunnel on the north side. Push the big monolith north and go around it. Push the monolith you can north and then the one above that east twice. Go around and push the small monolith south. Push the big monolith west twice and open the mahogany chest. You will find that you can’t. Search the chests north of you to get some crystal shapes, Yewnock’s notes and a storeroom key. Use the storeroom key on the chest.

You will get a strongroom key, now go go around the monoliths and push the south one west and go west towards the gate. Use the key on the gate to enter. Here’s the hard part, you have to try and solve the puzzle, if you need more shapes go back into the previous room and search the crates. The shapes in which you receive vary from person to person. You may have to exchange your shapes to get the right ones. Just follow what you did for the Eyes Of Glouphrie quest. The main point is to equal what’s in there. The shapes’ value is the number of sides on the shape multiplied the colour value according to the chart. So and orange triangle would be 3(sides) x 2(Color value) = 6.

Once you’ve solved the puzzle, get some good armor, food, watch, sextant, chart, crystal saw, mithril grapple and prayer potions and talk to King Bolren again. Kill the evil monster and continue to talk. Now talk to Aluft Gianne Jr. in the Tree Gnome Stronghold, (Second floor, to the west) you can use the tree next to you. He will give you a set of coordinates. Here is where you need your watch, sextant and chart. Find the coordinates and go to them. To get there, go south of Castle Wars and then head far west, use your mithril grapple on the tree and swing across. Talk to Longramble. You may want you to give him some gnome food until he helps you. (If you bring Longramble his order of Tangled Toad Legs, he will give you a Mint Cake as a reward)

After you talk to Longramble head north and talk to the dead looking spirit tree. You will talk to Hazelmere and you will go through a cutscene. You will now need to find elven magic to cure the spirit tree. Now go back to the Tree Gnome Village and back to the cave with the monoliths.

Use your crystal seed/saw on the singing bowl and get the crystal chimes and head back to the spirit tree. Use the chimes on the tree for a cut scene. Now go west and south and enter the sewers. You can’t teleport out of the dungeon. Walk past the warped tortoise and up the ladder. (It is strongly recommended that you avail yourself with range and melee protection prayer here, as you can dealt heavy damage without) Go into the area with the warped terrorbirds and follow it. Go around the “U” bend and down the ladder. Follow the path. Go up another ladder and keep following the path past the warped animals, you鈥檒l get to a metal door. Go through it and around the “U” bend and down the ladder. Go east and up the next ladder, go west or east around the big hole and through the door. Now go to the east door and go through fight the terrorbirds. Use the chimes on them to be able to hit them. After you have used the chimes on them you can attack them.

Once you’ve defeated the terrorbirds, peek through the hatch door and you will see a cutscene. Hazelmere will come and rescue you from the gas; don’t worry about dying. He will explain to you he is a mage and you will get your reward after.

rs power leveling

Runescape LEGACY OF SEERGAZE QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to the enthusiastic Mercenary Adventurer at Burgh de Rott Ramble start point east of Paterdomus.
Quest difficulty level: Medium.
Quest Length: Long.
Reward: 2000 Agility, 4000 Crafting, 3000 Magic, 2000 Mining, 2000 Slayer, Tome of Experience, 2nd Ed - 3 chapters of 2500 experience each, Blood talisman, Ivandis Flail, access to the Blood Altar, Paterdomus Columbarium rewards, new ‘Vyrewatch’ event in Temple Trekking/Burgh de Rott Ramble
Quest points gained: 2.
Required Quests: Darkness of Hallowvale.
Required Skills: Level 20 Construction, Level 29 Agility, Level 31 Slayer, Level 35 Mining, Level 40 Firemaking, Level 47 Crafting, Level 49 Magic.
Required Items: Melee weapon, Ranged weapon plus ammo, Runes, high healing food, Teak pyre logs, Silver sickle (B), 2 Mithril bars, 2 Silver bars, coal, 1 Cosmic rune, 3 air runes, Rod of Ivandis, and a cut Emerald but all of these items can be obtained during the quest.
Monsters: Zaromark Sliver (Level 80), Fistandantilus (Level 80), Vyrewatch
NPC: Mercenary Adventurer (Ivan Strom), Drezel, Veliaf, Flagian, Kael Forshaw, Safalaan.

LEGACY OF SEERGAZE QUEST WALKTHROUGH

Speak to the Mercenary adventurer who is just to the east of Paterdomus. He will say that strange things have been occurring at Paterdomus. Then speak to Drezel who is inside the temple. He says that he hasn’t really noticed anything since he has been busy with renovations. He goes on to say that during the work he discovered a burial chamber, but right now he would rather you to check on the suspicious people upstairs that the adventurer spoke of.

Go out of Paterdomus on the eastern side. Enter the temple on the surface that is full with monks of Zamorak. Go to the top level of the building, up the spiral stair case and then up the ladder. Several mysterious figures will discuss the demise of the Guthixian edicts. They will hear you and teleport. You will be attacked by two remaining members. You need to be able to use at least 2 forms of combat alternately to fight them as they both use the protect against prayers for Magic, Melee, and Ranged. Attack the mage first as he will deal the most damage for most players. He will then block melee so attack the ranger. He will eventually block melee attacks as well, so switch to a ranged weapon and attack. Just continue with thsi strategy to defeat them.

After defeting the two, search the table near the blackboard. Inspect the items that you receive. Head back to Drezel and speak with him. It appears as though Saradominists and Zamorakians are conspiring against the followers of Guthix to rid the world of balance. Drezel asks you to take the Mercenary adventurer to Burgh de Rott. Offer and then agree to take the adventurer outside to Burgh de Rott. This will use the Temple Trekking mini game with an extension. Remember you can only use blessed silver weapons against vampyres. Unlike during aid of the Myreque the adventurer is quite strong and can take many more hits, however it is advised to give him food before leaving. Just to note, he can take 15 items, and if you log out he will lose them. Take whichever route you feel capable of and then kill any monsters or vampyres that attempt to kill him and you. Obstacles will appear at times but all the necessary items can be obtained from the environment.

Once you reach your destination the adventurer will reveal himself as Ivan Strom and explains that he has left Paterdomus to visit his friends in the Myreque. Speak to Veliaf Hurtz in the inn cellar. Tell him about the Zamorakian and Saradominist meeting. Then ask for a job and he will give you provisions to take to the Myreque HQ in Meiryerditch. Bank items you don’t need to reduce your weight, put on Vyrewatch clothes if you have them. These can be purchased from Trader Sven. Take the boat to Meiryditch and then follow the sickles marked on house walls to the headquarters. Alternatively allow a Vyrewatch capture you, mine 15 ore and then run south to the HQ.

Speak to Safalaan, then Flaygian Screwte. Once asked about his research he will explain that Vampyres and the Vyrewatch are hard to kill because they can sense most movements. He suggests that creating an unpredictable weapon could harm them, and if you ask to help he will suggest speaking to the new Myreque recruits there (eastern side of the room). They will all suggest a silver flail as the weapon and that a book someone was reading might be able to back the theory up for Flaygian to base his work on. Search the beds and lockers in the middle of the headquarters, the book is on the middle northern side bed. Read the book and note the page that it says the flail is described on. Speak to Flaygian again and tell him the page number. He will then thank you and give you a hammer and 10 nails. He wants you to find a furnace next to the northern wall of the city so that you can smith a rod of Ivandis.

Head to the northern most building from the Myreque headquarters, then enter the building just south of it and use your nails on the wooden post. Climb up the post with nails in it and then jump over the rooftops to reach the northern building. Jump onto the damaged wall to get inside and then climb up the ladder. Search all of the containers in the room to get supplies and coal and then search the trough to peer down the gap. Go down the ladders to the ground floor and then excavate the debris using the pickax. Use the coal with the now revealed furnace and then light it with a tinderbox. Return to the Myreque hideout and speak to Flaygian.

Flaygian will want to make a Rod of Ivandis to use in the flail’s production. Search the room’s shelves, barrels and containers for supplies you need. Take a chisel and a saw from the tool rack, a blessed silver sickle can be found on the shelf near Flaygian (you can only take one), two silver bars and two mithril bars can be found in a bucket full of bars. You can find a ’silvthril’ chain mould in a crate near the ladder in the room to the south-east. Head back to the furnace and smith a silvthril chain. Return to Flaygian and speak to him, then use the silver sickle (b) on him. Speak to Safalaan and he will want you to investigate the laboratory you uncovered during the last

Head to the laboratory. When you enter the dungeon Safalaan and his comrades will try to scare you by playing dead. Speak to Safalaan and then search the door to the south. Use your saw on the door and then climb through the gap. You may want to turn protect from melee on as there are Zombie hands and Mutated bloodvelds that require Slayer levels to attack. Follow the tunnels north-west and enter the large open cavern where four stones stand at the centre. Safalaan will ask you to help them search around the room as he sense a magical presence. Search the corpse to the north, and you will get a cosmic rune, 3 air runes, 1 law rune and 5 fire runes. Afterwards, you will need to search the strange stones this later becomes the blood altar. Speak to Safalaan, Vyrewatch will arrive and attack. Don’t panic; a cutscene will save you as Safalaan releases an energy from his body that scares off the Vampyres. You will be returned to the Myreque hideout, speak to Safalaan again, although he won’t reveal the source of his power he will hand you the components of the flail to work on.

Use the emerald on the blessed sickle and then level-2 emerald enchant it. The use the blessed sickle emerald(b) with the Silvthril chain whilst the rod of Ivandis is in your inventory to create the Ivandis flail. Speak to Safalaan once more and then leave the headquarters and kill a Vyrewatch with the Ivandis flail equipped. This should be fairly easy but make sure you have enough Prayer points or food to cope with the fight. Once the Vyrewatch is dead, take its corpse and return to Safalaan. He will be pleased and will ask you to report to Veliaf and to present the corpse to Drezel. Head out of Meiyerditch and return to Veliaf in Burgh de Rott. Tell him what you have learned and then ask what to do next. Head to Paterdomus to speak with Drezel.

With a pyre log and tinderbox on you speak to Drezel back in Paterdomus. Speak to him about the Vyrewatch corpse and he will be horrified, like the shade remains in Mort’ton the soul of the vampyre is tortured and needs to be freed. Enter the columbarium entrance on the northern main chamber wall. Set your pyre logs down on the funeral pyre, add the Vyrewatch corpse and light it. An ornate tomb key will appear as a reward on the pedestal, take it. Use the key on a shining wall storage just east of the staircase, you will receive a blood talisman. Drezel will bless you for your work. Speak to Drezel and then finally return to Veliaf to complete the quest.

Runescape EASY LEVEL UPS - CHEATS, HINTS AND TIPS

Posted by: cow  //  Category: Runescape Powerleveling, Runescape Skills

Method 1: Go to Rimmington, then go to the room where two logs respawn. Go in it, close the door, then wait until the little level 2 rats respawn there. Kill them until you reach level 5, then go back to Lumbridge. Go to the room with goblins in it. Close the door and wait until they respawn. Kill them and level up to about level 10. Then, go to Varrok and kill any level 9 men and level 10 muggers until you level up five more times. Then, go to the Wizard Tower to level up to level 20. Continue with the higher five levels each time until you are at level 40.
Method 2: An easy way to level up in your ranger level is to go to Port Sarim. Go inside the jail. Note: You will not be able to get your undamaged arrows again — bring a lot of them. Shoot at the goblin first until you gain some levels, then kill the mugger followed by the thief, black knight, and other prisoners. You will level quickly. Another place of interest for rangers is the wizard tower. Go down the stairs until you cannot proceed further. Look for the lesser daemon that is caged up. Note: Once again, you cannot get your arrows back. Also, beware of the level 25 dark wizard with a beard who will attack you.

Method 3: You can level your attack level (not strength) up to 8 at the Varrok training center (the one with five dummies in it) next to the east smithing area.
Method 4: Go to the hut in which you talk to the ancient Gnome. Attack the level 47 Jungle Spiders. These give more experience than level 56 Knights or level 79 Lessers.
Method 5: A good training location is the third floor in the black knight castle. There are non-aggressive black knights respawning there, and an Altar. To get in, first make sure you have a medium Bronze Helmet and an Iron Chain Mail. Then, go to world one and enter the fortress. Go through both doors so that you are in the black knight meeting hall. It has three long tables. Then, go through the door (not the one you just came in from). The reason this is done in world one is because people are attacking the black knights and they will not stop you from going in the door. Once you get through the door, log out and go to a less crowded world. Then, go up the stairs to the second floor, then up the ladder to the third floor. If you have a high enough Pray level, put on Rapid Heal; whenever you are low on Pray points recharge at the altar. Another benefit of training here is that if you are very low on HP and do not have food, leave and to the monastery; then repeat the process to get back in.
Method 6: An easy way to get your attack to any desired level is at Varrock. Go to the dummies by the museum. Hit the dummies until your attack level is 8. Once at 8, you will no longer be allowed to hit the dummies. Drink beer until your attack is 0 then keep hitting the dummies. Once your attack returns to 8 or more, repeat by drinking the beer. Note: The dummies only give 5 experience points for every hit.
Method 7: Go to Falador and get a Sleeping Bag, any kind of Pickaxe, and a Hammer. Go north to the mine. Stay there until you are satisfied with your mining level. Then go to Falador and smelt the ore. Go to Doric’s house and smith the ore. Repeat this to gain higher mining and smithing levels.
Method 8: For faster fletching levels (members only), go to the Gnome stronghold and cut oak trees. Oaks can be cut very fast. Make oak long bows, but do not string them. You will gain wood cutting and fletching experience quickly. Then, sell the bows to the general store for 8 gp each. You should get about 1,000 gp for every three to four hundred bows.
Method 9: A easy way to make money is to mine, smith, and cut trees like yews. Train all three of those skills to make hundreds of thousands with a level 3 character.
Method 10: This trick is for members only. Do the Plague City and Biohazard quests. After finishing the Biohazard quest, you can use King Lutha’s training grounds. To attack the ogres there you must get a halberd, range, or mage. With the halberd you can gain lots of combat levels in about an hour.
Method 11: You cannot die on the Tutorial Island. You will go down to one health, but you will not die. Stay down there to get your stats up to level 3.
Method 12: Go to Goblin Village (north of Falador) and go to a world with almost nobody in it (try when at night). Kill the Goblins to gain levels. Also, to win, use attack levels: accurate or controlled; strength levels: aggressive; and defense levels: defensive block.
Method 13: If you are a member, go to Seers village (west of White Wolf Mountain). Below the checkered room will be a field of Flax (the west field). Pick Flax and put it in your bank in Seers Village. Repeat this until you have about 500 to 1,000 Flax. You can sell Flax in that bank for 100 gp. If you want more money (with 12 Crafting), there are two buildings below and to the left of the bank. Take the Flax to the top floor of the southern building and use the spinning wheel. Spin the Flax into Bow Strings and sell them for 150 to 200 gp. You will also get a some crafting experience for spinning flax.

RS Power Leveling

How to Get 99 Hunter in RuneScape

Posted by: cow  //  Category: Runescape Guide

Do you want to brag to your friends that you have 99 Hunter? Do you want to get a skill to 99 but you’re on a tight budget? Do you just want to know how to get 99 hunter? If you answered yes to 1 or more of these questions, chances are you will like this article!

  1. Get about 20k
  2. Complete Priest in Peril quest.
  3. Go to Yanille where you will find a hunter shop.
  4. Find your way to the Hunter Shop which is right next to the Magic Guild.
  5. Buy 1 Butterfly net, 5 bird snares, 2 noose wands (1 is a back-up) and 6 box traps. You will also need about 10-20 butterfly jars. You will use all of these on your way to 99 Hunter. If you are willing to make trips you can just get 2 noose ropes and 5 bird snares.
  6. If you are level 1 go to the Varrock museum downstairs and talk to an NPC named Orlando. He should be right next to the staircase you came down. Do what he says and then when you finish you should get level 9 hunter.
  7. Head to the Woodland Hunter area when your hunter is level 9. It is located just south of the Piscatoris Fishing Colony and west of the gnome stronghold.
  8. This may seem boring at first, but when you get 99 you’ll be happy.
  9. Hunt Copper Longtails until it is level 15.
  10. Continue to hunt Copper Longtails, but go with your butterfly net and hunt Ruby Harvests at the same time. When you get to level 20, you can set 2 traps at one time.
  11. Get your hunting level to 29.
  12. Go to the Hunter spot southwest of the bank in Canifis.
  13. Catch swamp lizards. You can set 3 traps when you are level 40.
  14. Do this until Hunter level 47.
  15. When you get to 47 buy desert robes and desert boots, and 14 waterskins(4). Go to the Orange salamanders in the desert. (east of shanty pass place, cross bridge =]) release them all. no one buys them and there are no banks nearby.
  16. At 53 head back to where you caught the Copper Longtails, but this time bring 500gp with you (1k for safety)and 4 BOX TRAPS then enter the fenced off area to the EAST of the Copper Longtails.
  17. Then go to the Chinchompas and catch them.
  18. Once you’ve got 59 hunter,hunt red salamanders.Located South west of East Ardougne.
  19. Catch salamanders until until Hunter 63 (65 if you want faster xp!).
  20. Head to Feldip Hills again, but go to where the screen turns black at the west side.
  21. Set four box traps and the Red Chinchompas will be attracted to the trap. Just like the other Chinchompas, they stack so you can keep them!
  22. Stay here until your level is 99. At 99 you will have caught about 48,000 Red Chinchompas, which you can either use them for Ranged xp or sell them at 600-800 each for a whopping 28.8-38.4m.
  23. If you want the skill cape after you’ve achieved 99 hunter, you can go to feldip. The hunting master will sell you a hunter cape and hood for 99k, and lives in the hut near the red chinchompas.
  • Always try to get to 99 hunter without taking breaks.
  • It shall take around two-six weeks to get from level 1 to 99 and for me getting from level 9 to 63 took 4 days so 63 to 99 is a lot harder.
  • Remember, it’s just a game! Don’t miss out on your social life just to get 99 hunter.
  • Always stay at least 4 or 5 steps from your trap, as this will make the prey less hard to catch.
  • Have fun! Hunting is one of the most fun skills to train, and enjoy your 99 Hunting Skill Cape.
  • If you’re worried about killing chinchompas while hunting, wield a bow or crossbow with out any ammo, it will not let you attack them.
  • There are many ways to 99 and some may be better than others, but if you are looking for the fastest way, this is it.
  • You may want to consider wearing Larupia clothes in the Feldip Hills Hunter area to help your chances of making a successful catch.