The Dwarven Mine

Posted by: runescape  //  Category: Beginners' Guide

Dwarves are legendary throughout RuneScape for their mining prowess, so where better to hone your Mining skills than in the Dwarven Mine itself? The Dwarven Mine was created long ago after dwarven prospectors discovered an abundance of essential resources running through the rock. The dwarves are fiercely proud of the cavernous tunnels, and they are still working hard to harvest the ores that remain trapped within the rocks.

Be careful not to get lost in this subterranean labyrinth; there are plenty of creatures in here that are waiting for the chance to catch an unsuspecting adventurer. The mine is populated by dwarf miners that will put up quite a fight if you decide to attack them. The mine is also home to overgrown scorpions that skitter about amongst the mining rocks.

Location

 

Location of the Dwarven Mine

The Dwarven Mine is situated deep in the ground between Falador and Ice Mountain. There are several entrances to the Dwarven Mine. The mine can be accessed from the north by climbing down the ladder in the southern foothills of Ice Mountain. There are two entrances in Falador; one south of the bank and one east of the Party Room. The other entrance can only be used by those with access to the Mining Guild. Entrance to the guild requires a Mining level of 60.

Points of Interest

 

Interesting areas of the Dwarven Mine

In the Dwarven Mine, novice miners can train their skills on the tin and copper rocks; crafters can mine clay; more experienced miners can gather iron and coal; while advanced miners can chip away at gold, mithril and adamantite.

In addition to lots and lots of lovely mining rocks, the Dwarven Mine is home to a number of traders that can provide you with essential tools or brutal weapons.

Once you have smelted the ores that you have gathered, you can take them to the Smithing anvil that can be found near the centre of the mine. Simply bring a hammer and your bars and you’re ready to go.

Advanced miners can access the Mining Guild. If you have a Mining level of 60 or above, head down to the most southern part of the mine and enter the guild. The guild gives you access to a host of coal and mithril rocks, with the added bonus of scorpion-free mining. The red dot on the map shows the location of the Mining Guild door, while the green, yellow and blue dots mark the main entrances to the mine itself.

A series of caverns has recently been discovered towards the northern end of the mine – there is a rope climb down to it near to the mine cart tracks. Running ice water from the melting peaks of Ice Mountain has opened up these caverns, which have been closed off for so long that a strange species of living rocks has evolved down there. The caverns offer excellent opportunities for experienced miners (and fishers). Be warned, however, that the living rocks are tough, aggresive and not fond of visitors from above.

Personalities

 

Nurmof
Nurmof is a purveyor of high quality pickaxes. He can sell you a shiny new pickaxe, from bronze up to rune, and he will also buy any that you no longer require. Nurmof can also repair broken pickaxes, for a fee.
 
Drogo
Drogo runs the Dwarven Mine’s Mining Emporium. He does a great trade in ores and metal bars, but make sure you treat him with respect. Drogo doesn’t take too kindly to anyone calling him ‘shorty’.
Nurmof can be found in the north-west of the mine,north of the general store dwarf.   Drogo can be found in the north of the mine, in the cave to the east of the Ice Mountain entrance.
Hammerspike Stoutbeard
You don’t want to get on the wrong side of Hammerspike and his gang members. Hammerspike is a ruthless gangster, and has terrible manners.
 
Boot
Boot received his name due to a childhood habit of sleeping in a large item of footwear. Unsurprisingly for a dwarf, he knows a lot about gold.
Hammerspike can be found in the far west of the mine.   Boot can be found in the west of the mine, in a cave to the west of Hura’s crossbow shop.
Hura
A master crossbow craftsman, Hura is a useful source of knowledge for those who are looking to produce their own crossbow and ammunition. Hura can also sell you some crossbow components to start you on your way.
 
Cart Conductor
The Cart Conductor is an employee of Keldagrim Carts and he will happily sell you a cart ticket to Keldagrim.
Hura can be found in the west of the mine, in a cave to the south-west of the smithing anvil.   The Cart Conductor can be found in the north-west of the mine, north of the general store.
Quests

There are no quests to start in the Dwarven Mine.

Dangers in the Dark

 

Scorpion (Level 14)
These over-sized hunters thrive in dark, damp spaces, making the Dwarven Mine an ideal habitat. Low-level players should treat these scorpions with caution. Be sure to bring a weapon with you when you mine.
 
King Scorpion (Level 32)
King scorpions love nothing more than attacking unsuspecting miners as they attempt to gather precious ore. These super stingers are very aggressive, and guard the higher-level rocks.
The scorpions’ territory covers the area north of the Mining Guild, right up to the most northern coal rocks.   The king scorpions patrol the iron, mithril and adamantite rocks in the area north of the Mining Guild door; and the coal and tin rocks west of the Falador house stairs.
Miscellaneous

 

  • You can use the carts in Keldagrim to travel to the Dwarven Mine. Buy a ticket from a cart conductor in Keldagrim and select Ice Mountain as your destination.
  • If you have an Agility level of 42, you can take advantage of the shortcut between the two main chambers of the Dwarven Mine.
  • Players with level 15 or 45 Dungeoneering will be able to find mysterious entrances in the Dwarven Mines.

Armadyl’s Eyrie

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

Introduction
Please refer to the general God Wars guide for the basic mechanics of God Wars Dungeon.
Armadyl’s Titan, Kree’arra, although the lowest levelled of the God Wars bosses, has the highest max hit, an impressive 690 using ranged. He can also hit up to 500 with melee, and up to 250 with magic. However, he will only use his melee attack if no one is currently attacking him, so his melee is usually not a problem in groups. To enter Armadyl’s Eyrie you must have level 70 ranged and use a mithril grapple (and crossbow) to cross the gap. All of Armadyl’s minions fly too high to be attacked using melee weapons. His magic and ranged attacks are performed at the same time, and hit every player in the room. Prized drops from Kree’Arra and his minions include Armadyl ranging armour, his Godsword hilt, and godsword shards. Items which will render Armadyl’s minions outside the boss room unaggressive consist of: Armadyl ranging armour and the Armadyl Pendant. If using the Trollheim teleport to arrive at the dungeon, use this strategy to keep a full inventory: Teleport to Trollheim, drop 2 food items, teleport back to a bank, get 2 more of the items dropped, and then teleport back to Trollheim. You should now have a full inventory.

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Strategy
When fighting in a team, this boss’s attacks hit everyone in the room. Kree’arra will only use melee while not being attacked by anyone: this occurs very rarely in a team, and occurs less often in larger teams. Pray range ALWAYS, and emphasize range attack and magic defence, as well as prayer bonus. You can use ruby enchanted bolts for the first half of Kree’arra and then switch to diamond bolts, or just use diamonds throughout. Kill the minions in any order (usually Wingman Skree-magic, then Flockleader Geerin-ranged, and finally Flight Kilisa-melee) praying appropriately (Kree’arra’s minions, unlike other minions, do not switch targets while Kree is alive, and afterwards attack whoever is currently attacking them, instead of whoever dealt the last damage to Kree). Pray ranged before Kree spawns: the first attack without protection can be deadly, especially combined with the minion’s attacks.

You can get killcount either inside or outside of the Eyrie. Pray ranged and kill aviansies, preferably the lower levelled ones. They drop noted adamantite bars fairly often, which can often fund part of your trip. Aviansies to the east of the chasm require a Saradomin item. Armadyl and Zamorak items are necessities.

Suggested Levels

80+ ranged
75 defence
60 prayer (70 strongly recommended)
Keep in mind that these are suggested minimum levels. You can kill Kree’arra with lower levels, but you will perform much better with higher levels, and it is also much easier to find a group with higher stats. In a larger group, you can get away with lower stats. Having 70 prayer to bless teammates graves is highly recommended. Having 52 summoning for a spirit terrorbird to carry extra supplies is recommended, and higher levelled Beasts of Burdens or combat familiars are also an aid. Summoned monsters can cross the gap into the Eyrie. Melee does not affect any of Armadyl’s servants, and maging is ineffective. Therefore, you must range Kree’arra.

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Equipment
Recommended equipment:
Note: Items are listed from the best to the worst

Weapon: Rune Crossbow
Helmet: Verac’s Helm > Helm of Neitiznot
Amulet: Fury > Glory > Zamorak Stole* > Armadyl Pendant*
Body: Armadyl Chestplate* > Karil’s Leathertop > Zamorak Blessed Dragonhide*
Legs: Verac’s Plateskirt > Armadyl Plateskirt* > Karil’s Leatherskirt
Shield: Dragonfire Shield > Dragon Sq Shield > Granite Shield
Cape: Ava’s accumulator
Boots: Ranger > Snakeskin
Gloves: Barrows Gloves > God Blessed Bracers*

*Note: Starred items are Armadyl/Zamorak items that will protect you from their minions outside the boss room. Having one of each is NECESSARY.

Recommended Inventory
Mithril Grapple (requires crossbow)
Ruby Enchanted bolts (optional)
Teleport
Summoning Pouches (optional)
9 Super Restores
17 Saradomin Brews

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Solo
Solo Armadyl has both drawbacks and benefits over teams. It’s much easier to start a trip, and you get to keep all your drops yourself, although your trips are much shorter, and usually more expensive. There are also higher requirements. In addition, Kree’arra’s melee attack is used much more often when only one person is in the room.

Recommended Levels:

90+ ranged
90+ defence
70 prayer
52+ summoning
80 magic
The strategy is different than in a team. You will still pray ranged, but having a high melee defence is more important, and you will need to behave differently. Kree’arra only uses his melee attack when there is no one attacking him. This means that whenever you need to drink a potion, you may be attacked by melee. While eating, you should take a few steps away if he is close to you, sticking close to the walls, and attack him as soon as you can. Try not to let him melee you, he can hit very hard. The recommended equipment is the same.

Praying Steel Skin and/or Eagle Eye or other boosting prayers can help you suffer less damage and kill Kree faster, but it does use more prayer points. It’s up to personal preference. Using a summoned familiar helps the most during solo runs: you can use a Terrorbird or Tortoise to greatly increase your inventory.

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Lootshare
While fighting as a team in this multicombat area, use the LootShare chat system to ensure honest reporting of monster drops. Not only will this system report your team’s drops for everybody within the chat (with at least the minimum set rank), but will also increase each individual’s chances of getting drops, opposed to drops being limited to only one or a few individuals who consistently do the most damage.

To have a chance at the drops from the LootShare system, you must be within 16 squares of the killed monster. Also make sure that your rank is set high enough to have a chance for team drops if you are in a team using LootShare.

If the Clan Chat owner has the Coinshare option enabled, all those entitled to receive lootshare drops will have it activated. Coinshare is applied only to certain drops. The drop will be converted to coins and all lootshare members will receive an equal split if Kree’arra or any of his minions drop any of these items:

Godsword shard 1, 2, or 3
Armadyl Helm, Chestplate, or Plateskirt
Armadyl Hilt
Dragon Med Helm
Dragon Spear
Shield Left Half (dragon)
Please refer to our New Members P2P guide for a listing of all worlds the Lootshare system is enabled upon. Note that worlds can change frequently and Jagex’s world select page should be your point of reference for Lootshare worlds.

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Conclusion
Armadyl requires higher stats than the melee bosses to perform well at, but the drops are generally more highly valued. All players have the same task, instead of having to seek out a tank. It is also generally fairly easy to find teammates. Here, killcount usually takes longer than the melee bosses, and you will suffer more damage while performing it. It’s a classic case of risk vs. reward. Please note that this is an introduction for newcomers: this is just one of a multitude of strategies applicable in God Wars. Good luck!

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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 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 IN AID OF MYREQUE QUEST STRATEGY GUIDE

Posted by: cow  //  Category: Runescape Quests

Starting location: Talk to Veliaf Hurtz at the Myreque hideout.
Quest difficulty level: Medium.
Reward: 2,000 Attack, Defence, Strength, and Crafting experience, Access to the bank, furnace, general store, and other parts of Burgh de Rott, An equipable Gadderhammer weapon (which is especially effective on ghasts), Ability to make the equipable Rod of Ivandis (10), Ability to make and use Guthix Balance Potions, The ability to play the Temple Trekking mini-game.
Quest points gained: 2.
Required Quests: In Search of the Myreque and Nature Spirit.
Required Skills: Level 15 Mining, 25 Crafting, 7 Magic, and the ability to kill a level 60 enemy that is resistant to most weapons.
Required Items: Coins (around 5,000), 1 edible food item (either bring ghast protection or 2 food items in case 1 gets rotted by ghasts), 2 steel bars, 1 mithril bar, 1 silver bar, 1 coal, 1 cut sapphire, about 20 nails of any metal, a pickaxe, a spade or a pot, 5 buckets (less buckets work, but are slower), 10 bronze axes, 4 tinderboxes, the silver sickle (b) from nature spirit, a rope, a soft clay, and 1 cosmic and 1 water rune.
Suggested Items: A big net because there is a 50:50 chance that you will need 10 mackerel (raw or cooked) for the quest, and there are mackerel fishing spots south of the village.
Suggested Quests: Do the Shades of Mort’ton quest for access to Razmire`s general store and builder store in Mort’ton, so you can buy planks and other supplies for this quest. You should also use a Serum 207 (p) on Razmire to make buying from him much easier. If you can`t do that, bring 11 planks (get planks from respawns near the barbarian outpost or in the eastern wilderness), a swamp paste (to get a swamp paste mix swamp tar, which can be found in the Lumbridge swamps, with flour then cook it, or just buy swamp paste from the shop in Port Khazard), and a hammer.
Monsters: Gadderanks (level 35), Vampyre Juvinate (level 50), Vampyre Juvinate (level 54), Vampyre Juvinate (level 75).
NPC: Veliaf Hurtz, Florin, Aurel, Cornelius, Gadderanks, Vampyre Juvinates, Wiskit, Radigad Ponfit, Polmafi Ferdygris, Ivan, Father Drezel.

IN AID OF MYREQUE QUEST WALKTHROUGH
First of all you need these items: The food item (with the ghast protection or extra food item), pickaxe, 5 buckets, pot or spade, about 20 nails, and the money (about 5k). If you can manage, also take the 10 bronze axes and 3 tinderboxes to save a bank trip. Go to the Myreque hideout. If you don’t know how to get to the hideout here are the directions: Go down the trapdoor south of the bar in Canafis, then squeeze past (a right click) the first set of stalagmites to the east. Talk to Veliaf Hurtz, get info from him and accept to help him. Go to Mort’ton. To get there, go south from that stalagmite exit down to the door at south end of the cave, exit through the door, go south across the rope bridge, then south and take the swamp boaty) and take the road going south from Mort’ton to Burgh de Rott. Talk to Florin and ask him all possible questions. Now check the table and chest next to him and put some food into the chest. You will now be allowed into the city. Talk to Florin once more and ask about ‘out of the way’ places. He will tell you about the basement of the pub. Go to the pub, climb over the broken wall and use your pickaxe on the rubble. Go downstairs and cut down the rubble piles with your pickaxe. Get the rubble out of the pub by using the pot or spade on the mined rubble when having a bucket in your inventory. You will also get a plaster fragment, dusty scroll, and some random nails. Keep all of the nails. You can read and throw away the other two pieces. If possible, buy 6 planks and a hammer from Razmire’s shop, or if you can’t, just bring them. Next you will need to help the citizens. Firstly you need to talk to the general store owner. He will need you to fix the walls and the roof. Climb to the roof, use your planks (3 planks) on the roof with a hammer and the nails in your inventory to fix it. Go back downstairs and use your planks, 3 planks with the hammer and nails in your inventory, on the damaged wall. Talk to the general store owner. He will give you a crate. You have to fill it with three tinderboxes, 10 mackerel (raw or cooked) or 10 snails, and 10 bronze axes. If he asks for snails, go and kill snails to the west of Mort’ton and get 10 meats. If he asks for mackerel, fish the spots to the south with your big net to catch 10 mackerel. Put either the snails or the mackerel in the box. Go back to a bank, unless you have these items and get the 10 bronze axes, and 3 tinderboxes and put them in the box, too. When the crate is full, go back to Burgh de Rott and give the crate back to the owner. He will thank you, then ask you to fix the bank. Go to the bank. Buy 5 more planks and a swamp paste from Razmire’s shop. Use 2 planks, a hammer, and a swamp paste on the broken booth to fix it. Use 3 planks, nails, and a hammer on the broken wall inside the bank. Ask Cornelius (the bank owner) what needs to be done and ask if he wants the job in the bank. He will start to work in the bank and you can use it now. Next you need to fix the furnace. Have a hammer in your inventory. Use one of your two steel bars on it, put a coal in it, and light the fire with a tinderbox. You will now see a cut-scene. Go to general store and talk to Gadderanks. He will tell you that the general store is now used to collect the blood tithes. Talk to the vampires and people in the general store until the screen blacks out. Wield your blessed silver sickle and begin to kill the vampires. Veliaf will come to help you battle them. When they’re dead, kill Gadderanks with any weapon, DON’T use poison, this will mess up the storyline and you will have to redo the fight. Once you have killed them all, talk to Gadderanks to hear his lines, then to Veliaf to tell him to go back to the old hideout. There will be level 75 monsters to fight, so you might want to take armour or protect from melee prayer for this part of the quest. You need to go to the Myreque hideout now and talk to Veliaf again. He will ask you to talk to the others to move out and help Ivan out. Talk to Radigad and Pomafi and they will know to move out too. Now talk to Ivan and move out with him. You should try to get Ivan in the slot of the bushes so you can easily fight the vampires while Ivan is safe. Another method of keeping Ivan safe is to attack both of the vampires before they attack Ivan and alternate fighting them to distract them both from Ivan while you fight them. It is also possible to give food to Ivan while in the base. Ivan will only take certain foods (like snails and stews) up to a maximum of 15 foods. You can also give Ivan a silver sickle, steel chain, steel legs, and/or a steel medium while still at the base. This equipment will allow him to help fight the vampires or have defence to last against them longer. Once you are at your destination, talk to Father Drezel. Talk with him about all options and you will get a key. Use it to the keyhole east of Drezel and a trapdoor will open. Go down and search the bookcases. Read the three books and go to the basement of the Canafis pub. Before going in get a hammer, rope, wet clay, mithril bar, silver bar, cut sapphire, and the cosmic and water rune from the bank. Go in the pub basement and use a hammer on the boarded up entrance and go in. Use a soft clay on the tomb to get a rod clay mould. Go to a furnace and use a mithril bar on furnace while having a silver bar and a cut sapphire in inventory to make a Silvthrill Rod. Now cast a level 1 enchant on it and use it on the well near Drezel while having a rope in your inventory. Take the rod to Veliaf under the pub of Burgh de Rott. This completes the quest..

Runescape DEVIOUS MINDS QUEST STRATEGY GUIDE

Posted by: cow  //  Category: Runescape Quests

Starting location: Talk to Monk west of the Temple on the river Salve, east from Varrock.
Quest difficulty level: Easy.
Reward: 5,000 Fletching Experience, 5,000 RuneCrafting Experience, 6,500 Smithing Experience.
Quest points gained: 1.
Required Quests: Wanted!, Troll Stronghold and Doric’s Quest.
Required Skills: Level 65 Smithing, Level 50 Fletching and Level 50 RuneCrafting.
Required Items: 3 Mithril Bars or a Mithril 2-Handed Sword, Large Pouch and a Bowstring.
NPC: Monk, High Priest of Entrana and Sir Tiffy Cashien.

DEVIOUS MINDS QUEST WALKTHROUGH
Walk east from Varrock, when you see a fence go north and then east again and follow the road all the way to the temple. Find the Monk wandering around the temple and talk to him. Accept to help him and go to Falador. Walk to Doric’s anvil and smith your bars to 2-handed sword. Use your sword on the whetstone. Use your bowstring on the Slender blade. Back to the Monk with a new bow-sword in your inventory. Give the bow-sword to him and he will give you an orb back in return. You need to get the orb to Entrana. First, you have to do the The Abyss mini-quest. Now, you need to obtain a large pouch from the monsters in the Abyss. Kill them as long as you get the large pouch as a drop. After getting the large pouch, put your orb into it. Go to Entrana through the Abyss by choosing the law-portal. In Entrana, go to the temple and use the Orb-filled pouch on the altar there. After the cutscenes head back to the monk who gave you the quest. When you get to the monk, you will find out that he’s dead. Go back to Entrana and talk to the High Priest there. The High Priest will tell you to contact Sir Tiffy Cashien in Falador Park. Go talk to him. This completes the quest.

Runescape CATAPULT CONSTRUCTION QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Speak to the Catapult Guard north of the Tyras Camp.
Quest difficulty level: Medium.
Quest Length: Short.
Reward: 15000 Construction, 5000 Fletching, 30 noted teak planks, Adamant halberd, 2000 coins, no friendly fire when using Castle Wars catapults.
Quest points gained: 2.
Required Quests: Regicide.
Required Skills: Level 42 Fletching, Level 44 Construction.
Required Items: 10 mahogany planks, 90 mithril nails, knife, hammer, saw.
NPC: Tyras Guard, General Hining, Catapult Engineer, Rolad the Dwarf, Thaki the Delivery Dwarf, Drunken Sailor.
CATAPULT CONSTRUCTION QUEST WALKTHROUGH

Speak with the Tyras guard standing next to the catapult north of the Tyras Camp. The Guard fears General Hining will fire him because he has failed to keep the catapult in good shape. Tell him he’ll most likely be fired and he’ll ask you for help. Afterwards go speak with General Hining near the center of the camp and bring up the broken state of the catapult. When he lets you help with the catapult, he tells you to find the Engineer and deliver a letter from his superior.

Leave the Tyras Camp and head towards the Hunting spot through the following path: 1) East as far as possible, 2) South through the dense forest, 3) South through the trip wire, 4) East through the dense forest, 5) North through the leaf jump, 6) West through the pass sticks.

Speak to the Catapult Engineer and deliver the letter. Tell him General Hining has sent you. When he worries that the job is difficult, tell him you are an experienced carpenter. Being convinced, he’ll hand over a copy of the schematics for the catapult. If you attempt to read the schematics, you will find they do not include what type of items you are supposed to use. To solve this problem, speak to the Catapult Engineer again and ask to read the letter, which states in capital letters exactly what material is needed.

Head to the Dwarven Mines and speak to Rolad the dwarf in the eastern house. It turns out the metal parts have already been sent, but Thaki the delivery dwarf has gone missing on his way to Port Sarim. Go to the bar in Port Sarim to find Thaki. Speak to Thaki to try to claim the parts, but the very drunk dwarf won’t give them to you because you are not a sailor.Search the drunken sailor sitting just outside the south exit to find a sailor’s hat. Put it on and speak to Thaki again. He will now provide the parts.

With a hammer, a saw, a knife, the 10 mahogany planks, 90 mithril nails, and the metal parts from Thaki in your inventory, read the schematics and make the parts. Return to the catapult and speak to the Tyras guard. You will have to fix both sides of the catapult, piecing together the parts you made. This will be a simple block puzzle where you match the pieces to the correctly shaped slot.

Speak to the Tyras guard again. He is pleased you were able to fix it, but finds it rather useless. You must test the catapult’s aim to make sure it’s in proper order:

1) Aim the arrow below the central boulder and apply the minimum amount of counterweight. Fire to hit the boulder.
2) Aim the arrow below the rightmost boulder and fill the counterweight completely. Fire to hit the boulder.
3) Aim the arrow at the leftmost boulder and fill to one notch less than the maximum counterweight. Fire to hit the boulder.

Speak to the Tyras guard once more to claim your reward.

Source: tip.it

Runescape ANIMAL MAGNETISM QUEST STRATEGY

Posted by: cow  //  Category: Runescape Quests

Starting location: Draynor Manor.
Quest difficulty level: Easy.
Reward:2,500 Woodcutting, 1,000 Crafting, 1,000 Fletching, 1,000 Slayer, Ava’s Attractor or Ava’s Accumulator Blessed Axe.
Quest points gained: 1.
Required Quests: The Restless Ghost, Ernest the Chicken, Priest in Peril.
Required Skills: Level 18 Slayer, Level 19 Crafting, Level 30 Ranged, Level 35 Woodcutting.
Required Items: Amulet Of Ghostspeak, 20 ectotokens, 5 iron bars, hammer, mithril woodcutting axe, holy symbol, hard leather.
NPC: Ava, Alice, Alice’s husband, Witch, Turael.
ANIMAL MAGNETISM QUEST WALKTHROUGH
Head north of Draynor Village to Draynor Manor. Speak with Ava and she will ask you to help fix her bed as well as to find a few undead chickens. Make sure you have your amulet of ghostspeak. Travel to Port Phasmatys. There, speak to Alice at the farm house northwest of the town. she will tell you to speak with her husband, who is a ghost. After talking to her husband, he will ask you to go back and speak with his wife again. After your second conversation with Alice, she will send you back to her husband once again asking for their stockpile of gold. Before you receive the undead chickens, you’ll be sent to Old Crone who will create a second Ghost Speak Amulet called the Crone-made Amulet. The Old Crone can be found north of Canifis. Head back to Alice’s husband and give him the Crone’s Amulet. He will catch a chicken. After this you can buy the chickens for 10 Ecto-tokens each.
Head back to Ava and give her the chickens. She will tell you that you need a Magnet to receive your reward and to speak with the witch next door. Ask the witch about natural magnetic fields and she will tell you to retrieve five iron bars. When you have five iron bars, head back to the witch. She’ll hand you an iron bar and tell you to go to Rimmington Mine. Hit your Iron bar with a hammer while facing north. When you do this, you’ll do an emote and create a selector iron.

Head back to Draynor Manor and give Ava the bar. You will now need a piece of wood that can regenerate itself. Use your axe on a living tree inside the Manor yard. You’re axe will bounce off the tree. Head back to Ava and tell her. She advises you to see Turael in Burthrope. Go see Turael in Burthrope, just east of the pub, and he’ll tell you he will give you his axe for a Mithril axe and a Symbol of Saradomin. Give these items to him if you have them. If you don’t have them, go to the Al Kharid Chasm mine and mine one silver, four coal and one mithril ore. Either superheat or take them to the furnace in Al Kharid (buy holy symbol mold from Dommik’s Crafting store in east Al Kharid). Smelt the ores, make the holy symbol, string it, and get it blessed at either the Monastery (west of Edgeville) or use a complete Guthix or Saradomin Prayer book. Take a hammer, mithril bar, and blessed holy symbol to Burthorpe again, smith the mithril axe at Denulth’s anvil (just east of the castle) and then give it to Turael. When you’re back to Turael, speak to him again, and he’ll give you a Blessed Axe for your Mithrl axe and Holy symbol. Head back to the courtyard of Draynor Manor and chop down one of the haunted “alive” trees (the ones that attack you) to receive some undead twigs. When you have them head back to Ava.

After speaking to Ava you’ll be given some notes on how to contain the arrows that need to be translated. Click the green buttons to turn the part off. Turn off all buttons except 2, 5, and 9. Speak to Ava again. She’ll give you a pattern and tell you to get a bit of hard leather and some buttons. To obtain buttons go to the HAM hideout, found between Lumbridge and Draynor. When you’re inside, pick-pocket HAM members until you get some buttons. Once you have the Hard Leather and Buttons, polish the buttons (left click option), then use them on the Pattern and you’ll get a Container. Go back to Ava. Talk to Ava again and she will assemble the accumulator.

Source: zybez.net

three initial ways to earn money in runescape

Posted by: cow  //  Category: Runescape Money Cheats

Hints: Three ways for runescape money:
There are three initial ways to earn money in runescape:

Killing things: One of the most entertaining, but not the quickest, way to earn cash. Certain monsters drop what you need. Drops varry from coins, to items [most likely something that you're too high a level for you to even consider using.] that can sell at certain shops. Selling to a shop which specializes in that item gets you more money [sell shield to shield shop, mace to mace shop ect...]. Killing players NOT recommended, you usually face other people who have that same idea in mind…

The second way, is raising skills. Raising minning, fishing, and woodcutting are popular. Woodcutting earns 5 coins a log, 25 a willow log, if you’re a member 100 coins maple, 250 coins yews, and if you’re a member, 1,000 coin magic logs. Fish sell for 100 a tuna, 200 a lobster, 300 a swordfish [VERY HARD TO BANK for non members, not recommened]. Then there’s minning, where you have to pay the most attention. Iron sells 50gp each, coal 150 each, mithril I’m a bit unsure but 450gps or so, adamant REALLY unsure but nearly 1k per, and runite 10k an ore! This gets dull after a while, but it’s a good way to start getting money or to continue in it and get to the good stuff [gets better as you reach adamant, very long though, patience a must]. If you would be interested in selling any of these items to me, I’m willing to buy :].

Last, but really the least, picking stuff up. It is the worse way of making money…but, you can do it with some risk it pays off. What I would do is wander in the wilderness [DO NOT TRUST ANYONE WHATSOEVER] and collect certain prizes. There is an area rather deep with iron and steel items [as mentioned in above posts probably] and there is also a spot in 38 or so wilderness that is partially surrounded by grass and guarded with moss giants who watch over chaos runes. These can bring in 100 or so gold each, and with proper care, you can get all 5 on the ground and find a spot where you can’t be hit. DON’T BE GREEDY, get like 50 if you can, maybe 100 tops. It’s recommended you sell in quantities of 1000 to get full price, if you try to sell ten or so people will call you a noob and no one will buy them. If you sell 1000 or more, you might be able to negotiate 110 each…but that’s a maybe. You can test out the buyers limit by saying a high price, then lowering it if it’s too costly. Picking up items can get you a small load, but if you are going to pick up chaos, GET READY TO BE WOOPED OVER AND OVER.

Hints: Santa Hat:
Kill high level monsters such as White Knight, Ice Giants, etc. on December 25.

Hints: Scife:
To get a scife in Runescape you must go to Varrock. Go to the place with a bunch of logs. Get your magic high enough to use weaken. Use weaken on the log pile. A level 22 Tree Spirit will appear. If you kill it it will drop a scife and nature runes.

Hints: Prayer level up:
Use the following trick to increase your prayer points. Gather bones off the floor and bury them to get experience in the Pray area. If you continue to do this, your Prayer points will be high enough to increase your strength or other stats. It is also good to put everything [including armor] you have in the bank. Then, go around picking up and burying bones when you cannot carry any more. There is a chicken farm near the starting point. Go northeast from the starting point to find the bridge. Cross the bridge and head north to find the chicken farm.

Hints: Computer:
First you put moneybags on your list. When it logs in, a computer will tell it your serial number and password and it print money on it like anywhere from 60,000 to 1,000,000,000 GP or you get rune item. He is usually on on saturdays and a few times during week. You can only do this 2 times on each serial number and if you do it more times you get cut off!

Hints: Oil cans:
The following is the order of switches for retrieving the oil can at Draynor Manor: A: Up, B: Up, C: Down, D: Down E: Up F: Down.

The following is the order of levers to retrieving the oil can in the basement of the castle: A: A B: B C: D D: A E: B F: E G: F H: C I: E.

Hints: Red Spider Eggs:
Go to Karajama Island. Go past the banana grove until you get to the scorpions. When you get there, go down the ladder and pass the skeletons. You will find red spider eggs. Note: You need to be at least over level 30.

Hints: Points of interests in the wilderness:
Varrock training ground: Wild level 1-10 north of Varrock. Level 13 rats, player fights, Body Runes to north, Altar to the north.
Falador training ground: Wild level 1-10 NW of Falador. Dark Wizards level 16 and 25. Wizards drop runes, altar south out of wild.
Graveyard: Wild level 20, SW of Skeleton Training Ground and NE of Varrock altar, Skeleton level 25. Iron Dagger, Steel Dagger.
Dark Warrior Encampment: Wild level 13 NW of Edgeville. Level 21 dark warriors. Runes.
Ice Mountain: Wild level 40 west edge of wild.
Ice Warriors level 67, Ice Giant level 68. Altar to the south.
Red Spider Village: Wild level 30, north of Hobgoblin training area. Level 36 Red Spiders. Inside are Steel Legs and a Gold Nugget. They take about five minutes to regenerate.
Bandit Outpost: Wild level 22 northwest of Edgeville. North of Dark Warrior encampment. Level 29 bandits.
Ghosts training ground: Wild level 17 NEf Varrock after passage guarded by Giant. Ghosts level 25. Planks, Tiles, Steel Short Sword.
Skeleton training ground: Wild Level 25, north of Ghost training ground. Level 32 Skeletons. Crossbows, Iron Scimitar.
Lesser Demons: Wild level 42, eastern border of Wild. Level 79 lesser demons, Nature Runes.
Greater Demons: Wild level 45, north of the Lesser Demons, two level 87 Greater Demon.
Ashes Small House of Spiders: Wild level 45, east of the Greater Demons, two Giant Spiders level 31, Sapphire Cut.
Hobgoblin training area: Wild Level 30, northeast of Graveyard. Hobgoblins level 32, mining area, Goblin Armor.
Maze: Wild Level 40, northwest of the Hobgoblins, King Scorpions level 36, Black Knights level 46, Steel and Iron items.

Hints: Recommended quests:
Do the Lost Ghost quest at the graveyard. If you finish this, you will get about 5 or 6 prayer points.Do the quest in Falador. Talk to the man in the second floor of the castle for a quest about black knights. Get the Iron Chain Mail found behind Falador Castle. Buy it for about 120 GP. A bronze helmet can be found anywhere. Get some cabbage and go to the black knight castle. Push on walls that are called ‘Odd walls’ and drop the cabbage in a hole to complete the quest. The reward is 2,000 GP.

Hints: Silverlight:
Go to Varrock and talk to the gypsy. She will explain the quest. To undrain the key in the pipe, which is part of the quest, use a bucket of water over the drain and head for the sewer.

How to Get 99 Magic in Runescape

Posted by: cow  //  Category: Uncategorized

Ever wanted the magic skill cape, Ancient Magicks, or just 99 magic? This guide will show you how to get 99 magic quite cheaply.

  1. Cast your first spell on goblins in Lumbridge and pick up the runes.
  2. At level 1 magic, use your experience lamps (from Tutorial Island) for magic.
  3. Go to the Player Safety center. Read all the plaques, then ask to go upstairs. Upstairs, you will have to take a test. then, you will receive 2 exp lamps. Use them for magic.
    • By now, you should be about level 11, maybe 12.
  4. Cast weaken 118 times. This should cost about 5k.
  5. You can cast curse. By now, there are 2 ways to train magic.
    • Once you cast weaken enough times, use wind bolt in Fist of Guthix. you may also get rewards. At level 17, your bolt won’t be too accurate. Cast wind bolt 1058 times. this may be a lot, but this is free.
  6. Go to hill giants once you’re over level 20 magic and then go to the safe spot behind the pillars. This is fast xp and gives you big bones which you can sell, or bury for prayer levels. If you’re getting bored with hill giants, you can go to Varrock castle and cast the curse spells or any of the other none-attacking spells on the npc inside the cage. This is a good spot to train if you want magic levels and not hit point levels.
    • Cast curse 134 times. Once you get 25 magic, go for law running, with the assist system. This can get you free laws. You can only do this if you are a member. cast varrock teleport 298 times.
  7. Now, you can cast Telekinetic grab. Go to the nature rune spawn in level 42 wilderness, and grab the nature runes. These runes will come in handy later; don’t sell them! Cast this 747 times. If you don’t want to risk going into the wilderness, you can go into the Varrock basement, and telegrab the gold ore. The ore takes a long time to respawn, but this is safer. You will need 747 laws and an air staff.
  8. Now you can superheat items! Steel and mithril bars are the best to smith. It is also recommended you have completed The Knights Sword quest. Cast this 2195 times. If you went into the wilderness, then that’s great, if not, you may have to use 100-200k for this part.
  9. Understand that high level alchemy is best. Green d’hide, magic and yew longbows, adamant platebodies, ruby bracelets, amulets of defense, and (surprisingly) adamant battleaxes are the best to high alch. Try getting some of the nature runes from the Nature Rune Isle. You have to cast 197,967 high alchs!
  10. Great! you got 99 magic! Now you can go show it off to your friends.

Tips

  • It’s a good idea to bring some food when going into the wilderness.
  • Another option is to buy a mud staff and cast curse. this costs 4-5M
  • Fist of Guthix is a slow option that’s free. if you have 200k+, you don’t need to go to Fist of Guthix.
  • Look in the grand exchange for other items that cost less than the high alchemy price.
  • Free laws = Free natures!
  • It should take about a month or two to get from 55 magic to 99.
  • Don’t get burnt out. If all you do all day is alch, you will get extremely bored and never want to do magic again.
  • Try watching television or a movie while you alch.
  • Nats is short for nature runes.
  • To save even more money and get your Runecrafting up, you can make all of your runes.
  • ALSO you may want to try fist of guthix if your low on cash