I have been creating guides for about a year, give or take. The first guides were for my clan Dark Knights United (after the first rebirth) and I think the earliest were from November of 2005. Some of the guides have been updated, and some have been left as they are, though they still contain knowledge. Feel free to use these guides on tip.it only, but make sure to give credit where it is due. If you quote directly, please make sure that credit is in the quote. The same goes for any other place... Most guides you'll read will just tell you information about whatever feature it is about, and leave you to form a strategy about it. My guides, however, give you the strategy (or hint at it) and relevant information according to that strategy. My guides tell you the benefits of using the feature, and encourage you to try it out. As far as I've seen, my style is not used by any other RuneScape Guide writer. My drive for guide-writing was on the basis that I've found a new feature that nobody was using and wanted to point it out to the people I knew. I became interested in guide-making when I joined a clan called Dark Knights United. Soon after, I also became a member. I tried out many members-only features, and wrote some guides while still a 'noob' to membership. Eventually, I learned most of what I could in members' world and became not only a veteran runescape player, but also a leader of DKU. Eventually, DKU crashed in April of 2006 but was revived in the summer, and I decided not to rejoin for personal reasons. I didn't feel like making many more guides after that. I did, however, make the rune-binding guide and thieving guide later on. They were the last of my guides. My quest-points are 189 and all of my skills are over 60. I've tried everything, I know too much, and I haven't been sharing what I know. Now is the time that I shall share these guides. If you see me online, I can probably answer any technical question you have a about runescape feature. Alternate Healing Methods (as opposed to food) This guide is unfinished. It still needs pictures, more information, etc. Anyways, here it is. I doubt I'll finish it. Alternate Healing Methods Guthan You have to be rich to own this, but it does offer a good method of healing. I've seen people use a whip and shield with this, then switch off to the spear in order to heal. Blood Blitz/Burst/Barrage. You have to have a good income for this one, or at least be making lots of money off of it, because blood runes aren't cheap! Incorporating Bones to Peaches into training. Bones to peaches is a spell that can let you train for ever in one place (well, at least until you run out of runes). There are three applications of this spell; camping, gathering, and alternating. Camping refers to staying in one location for as long as your runes last. Creatures that allow you to camp are dust devils and bandits. Creatures you gather from are easy things which drop bones. Ususally, you gather when the creature you want to kill drops no bones. Creatures you can gather on are basilisks, infernal mages, and basilisks. Sometimes, there are bone respawns (karmaja lessers), so you don't have to kill easy creatures for them. Alternating is just to keep you from getting bored. Instead of ranging the whole time, collect some bones to use as food so that you can melee. Creatures you can alternate on are hellhounds. DUST DEVILS The first application of this is camping at the Dustdevils. You simply pick up the bones and turn them to peaches. Bring a chisel to cut any unwanted gems (usually, sapphires and emeralds) I leave herbs on the ground, and sometimes drop peaches for ugthanki kebabs. Since you never have to leave, your chance of getting a dragon chainmail is increased. Sometimes, if I have a food surplus, I kill the fire giants there. Their regular drops are better and they drop big bones, which don't convert. BLOODVELDS and INFERNAL MAGES The second use of this spell is for killing bloodvelds and infernal mages. Since they use magic-based melee, they're tough to face, so bomes to peaches helps a great deal, especially on the mages. BASILISKS At a high enough defense level, basilisks don't hit very often. Also, there are usually a lot of people at the basilisks, which makes it very easy for you to get their bones. Basilisks make it easier for you to keep killing jellies, continue killing turoths, or whatever you're fighting. ABERRANT SPECTERS Sometimes, I find that I still have too much food, even though I'm using some of the peaches to heal myself, so what I'll do is kill some aberrant specters on a crowded world, then pick up someone's unwanted bones from the bloodveld room, convert them, and keep fighting the specters. I reccomend that you id the herbs, but only keep the seeds HELLHOUNDS Ranging hellhounds can get pretty boring, so take a weapon and some rune with you, and don't forget runes for bones to peaches! Pick up every bone you find, convert them, and use that food to melee. BANDITS Note: I hate the bandit camp in the desert and afking seems very lame. However, you can still use this spell here, to prolong your afking. WATERBIRTH DAGGONOTHS These are really tough daggonoths! Nothing like the lighthouse ones. You need food for these, but you usually run out quickly. Any extra bit of food you can get helps. This guide could probably go with the one above since it deals with health. Most people just use lobbies, but I say lobbies are for NOOBS! Renn's menu the renn man The food in my bank is arranged in order of how much it heals. By the way, NOTHING is for sale! Tuna Potato heals 22 in one bite, and you can see that I have 229 butter and 118 buttered, baked potatoes ready to go. All I need is some sweetcorn and I can make some more. I reccomend Tuna Potato to everyone who buys sharks, because it's cheap, effective food and it gives a lot of xp. Next, I have Pineapple Pizza, and you can see that I have over 300 each of tomato and cheese ready, not to mention over 100 pineapple. I just need pizza bases :(. Pineapple pizzas heal 11 per bite, and have 2 bites. That makes 22 health per pizza, which is awesome for training when you fight high-level creatures like dragons. Imagine having 2 inventories of lobbies instead of 1 Using Admiral Pies, I fished and cooked my own sharks. Sharks are good for pking, and everyone knows that. I fish swordfish and tuna for experience, then cook them and use them for training and pking. Swordfish heal 14, tuna heals 10 or 11. Chocolate Cakes aren't very good, and I don't reccomend making them, but they heal 15 so I kept them for thieving and agility. Bottles of wine are new- they heal 14 and reduce attack by 3, so they're good when you're doing agility, thieving, or killing creatures with magic and range. Heck, I'd even take a few bottles of wine with me instead of swordfish when I'm training! 3 attack is not much to have reduced, so it's not a bad drawback. The same thing goes for jugs of wine, which I made at the Culinaromancer's Chest. A jug of wine heals 11 and reduces attack by 2. Sardines are for my cat That harpoon is there because that's where I keep my harpoon Gin and Vodka because I'm a party animal :P Logging out in the respawn room Many people know that when you log out in the respawn room, the game thinks that there are now less people on your team, so it lets more in. This is a good way of letting your friends in, or at least more players, but remember to WATCH THE CLOCK! You don't want to log out, log back in, and find that you have to wait 25 minutes until the next game! False Leaving Now that you've mastered the art of logging out, try this one: To get rid of plenty of low levels, especially if you've got a nice combat level yourself, say "screw this, i'm leaving!" and run to the portal, but don't exit: log out. It looks like you've left, so it might be convincing. If you get your friends to do this too, there could be a mass-dissention, which opens space for your friends who are trying to get in! Asgarnian Banner If you're on zamorak, you can go to the saradomin base, put on your asgarnian flag, take off your shield, and try to escape the castle. If they fall for it, it could be a good distraction for the REAL theft of that flag. Wielding a bow as an imp, bunny, or sheep In the respawn room, there's a cool little glitch you can uncover. When you wield a crossbow or bow, or have a spell set to auto-cast, and enter the waiting room with some piece of god armor, you become a sheep or some such animal. However, you can still use the same attacks, so try it on a barricade as a sheep. Standing on a barricade If you set up a barricade where you stand, you'll still be standing on it. Enemies can get really confused if they all-of a sudden can't move. Their first thought is that they've been bound or iced, but when they notice that no such thing has happened, that's when they notice they've been had. By that time, whatever you need to have done is done, and they still have to destroy a barricade to get by. If you've done this at the rocks underground, they've probably been blasted already. Strategic placement of barricades The principle of barricades is: Use as few barricades as you can to get as big of an effect possible. Sometimes, it's best to hold the enemies on the three top floors of the castle for as long as possible to inflict as much damage as your team can. The best places for these barricades are at the top and bottom of the middle flight of stairs, to keep them by your respawn room, and at the bottom of the top stairs. If the enemy is escaping with the flag, put some barricades by that crate outside the respawn room, then some by the ladder and stairs. If you're escaping the opposite team, put one in such a place that they'll have to go a long distance to get around it or have to destroy to pass. If you escape along the rocks, put one where you cross the river. They'll have to destroy it to get passed, and by then, you'll be long gone. Bombing Bombing is "fun". Basically, you sit around underground and wait for somebody to try to get passed the rocks. Just as they are in, you collapse it with an explosive potion and they get killed in one hit. This is especially effective if you stand on a barricade. Bring a rune pick to reopen your trap. Back when the "scared" emote came out, you could click an area, use the emote, and collapse the rocks. The effect would be that the enemies, who are following you, would all end up in the danger zone and get killed. It was pretty amazing to watch, especially from a guy who was holding the flag :P Faking them out at the stairs If you've got the flag and you're trying to escape, try this trick. When you get to the level at the respawn room, go down the stairs, wait one second, come back up, and go down the ladder instead. This can buy you a few seconds, the time you need to get away. If you're still being followed, set up a barricade along that corridor and another in the alley that leads from the ground area inside the castle to the tool room. No enemies will get through for a few seconds guaranteed. Escape down the tunnels or even out the front gate. Effective Catapulting Catapults are useless eh? Well not if you use them right! Grab 5 or 6 barricades and a friend with ancient magicks. Set up the barricades so that you block the enemies from passing through the prime catapulting area, which is 0-0 on the catapult interface. If you've got a lot of low-leveled players on your team, this gives them something effective to do. Carpe Diem & Grab the flag If you've got ancient magicks or a friend that does, then the best thing you can do is wait just outside your castle. If the first enemy gets away with the flag, they're probably going to try to escape that way, so all you need to do is freeze them and take it... and manage to hold it for the rest of the game! Holding the Flag Holding your own flag for a long time is difficult to do in a tough game. You need to use a lot of tricks, like hiding in the tunnels, collapsing, effective barricading, obstacle-hugging, and knowing what the enemy is thinking. First of all, try to hide away somewhere where there aren't too many people, or where there's a high concentration of your team. Oh yah, you can't hide inside your castle. You can hide slightly inside your gates, the side door, and on your walls. If you get any closer to your castle, you lose that flag. Be aware that once you're on your walls with the flag, the flag is not going anywhere else. And your enemies will bring ropes. Try to hug as many obstacles as you can. The bridge is great for this- trap them on either side of it at the ends of it and set up a barricade so they'll have to go around. You can run into the sheltered areas of the center area and run back out to lose enemies there, or you can run around to the back side of the trapdoors at the center area. Another nice little trick is hiding at your front gate, just inside the door. The enemies can't open the gate, so they'll have to go around. By the time they get there, you'll be gone. If they bust down the door, you can use a toolbox on it and just start all over again, or you can run passed them and lose them on the spears just outside your castle. You'll have to use your enemies' equipment room if you want to get stuff. Keep that in mind when you're holding the flag. If you're about to die, run for your castle or the river rocks, whichever is closer. If it's possible to give away your flag, make sure you give it to a strong player on your team before you die. Flag Recapturing If the enemy gets the flag, you'll need to find a way of getting it. You will have three things you need to do: 1: Locate their flag 2: Get rid of their guards and tell your team about it. 3: kill the guy and take the flag. It's easy to find their flag. The best way of getting rid of the guards is putting up a barricade. For example, the flag-bearer might escape along the river rocks. The guards will follow, so when the flag-bearer escapes to the other side, set up a barricade to keep the guards back. Bringing runes to cast Entangle are recommended, because you'll need all the time you can get. Killing the guy is the hardest part. Often, the team chooses their best player to hold on to the flag, so you'll have to deal with their tactics. Use barricades very effectively in this situation. Don't fall for tricks like getting trapped inside enemy gates or getting bombed- know what your opponent is thinking to counter it. Choose your own adventure Yes, I know people are sometimes morons. Yes, I know that some level 20 thinks it's funny to sabotage his own team, and yes I know that people DO fill the entire top level with barricades because they think it's effective. Just remember that it's a minigame within runescape, which is also a game. If your team is being collectively moronic, and you're losing because of it, you can leave. Don't get stressed at your team because they're being silly-heads! Choose your own adventure, as they are choosing theirs. They can learn what's effective by watching you play castlewars if they choose to. daggonoth kings tactics the renn man I haven't read this guide in a while, so it may be outdated. I'm posting it so that I can link to it. Please read it if you have time. Keep in mind that I wrote half of it the first week the feature came out. People were there every day and you didn't have to worry about having friends down there- it was just some crazy jumble of people going down there and losing their stuff :P There are three daggonoth Kings, all level 303 in a multicombat area. Daggonoth Prime uses a magic spell that hits most players in front of it. I've been hit over 40 by this guy, so prayer pots are a MUST. Hits in the 40's Daggonoth Rex uses a melee attack only and hits multiple players around it at once. Hits in the 40's Daggonoth Supreme uses a range attack that hits many players at once as well. Hits up to 30 There are also some level 40-ish creatures around the side that use water strike on you and another that shoots a daggonoth-needle at you. The daggonoth needle (range) super poisons you. To avoid the magic and the needle, stay on the inside of the group of people. All of the mages and rangers will hang out on the outside edge, around where the rex is. This is because they are almost completely protected from missiles. Respawn Points; red = rex, blue = prime, green = supreme When there is a wait, it's best to hang out around where they are with no protection prayer up. As soon as you see a daggonoth appear, throw your protection up and fight it. The easiest way to beat them is one at a time, for two reasons. One: everyone is focused on one daggonoth king, and two: you don't get your butt kicked by 2 kings attacking you and only having 1 prayer up. If you have any Kalphite Queen eperience, as I surely don't, you will know that if you form a ring around it, it will spin around and not attack as often. This is certainly true for these beasts as well! Many players bring cannons down to the pits, which is awesome range xp (creatures with high hp) and it annihilates the annoying ranging sea creatures on the outside as well as hitting high on the kings. If you bring a cannon, make sure you don't die and lose your balls. Also, cannon parts protect over a whip. Players new to the daggonoth kings will need only 2 prayer pots, 1 anti, and good food. If you are as experienced as I, bring 2 baskets of strawberries for the rest spots, and 6 prayer pots, 2 antis at least. Oh yeah, teles. Teles come in verrry handy! If you don't bring teles, you have to save food and prayer pots for the way back! It is reccomended by the almighty packers ammy that you three-piece the kings. White boots, Initiate armor (legs and helm), mirror shield, dragonhide body, good weapon. I went down there to loot, which is what most people did including packers! Everyone ended up getting their butts kicked though. edit: that's what it was like when it first came out and everyone was getting killed right off the bat THIS is what to bring on your first few trips. Here is the mage/range style for your first few trips. Here's the strategy... It's a long trip and it can take a large toll on your food supply by the time you get to the kings that you end up with half the food you started with, when you should still be full! So because of that, you should always use prayer when you're in contact with monsters down there. Every little bit adds up. Tip: Teamwork is VERY important down here! The first part of the journey gives us 3 paths we can take. We'll go through the rock crabs because they don't own you completely. It's the path on the left. We'll need someone with a longrange attack to go a different way in order to destroy the barricade so that we can all get inside. Now go UP the ladder- You'll be on top of waterbirth island- it's a safe spot where you can wait for everybody and hear the game plan. The next leg of the journey is down the ladders. Put on protect from magic because there are 4 aggressive wallasalkis in multicombat that will own you instantly if you don't. Rush down the ladder, and run until you find the rock crabs where you can take a break. So by now it's a confusing place eh? Well don't worry- on your fifth trip you'll memorize the place. You'll probably even want to train there to get the 'new' fremmenink equipment. When ever you see boulders that turn into giant rock crabs, you can take a rest break. Rest breaks are important because run energy is critical in the final leg of the trip. Warning! More wallasalkis until you get to the second rock crabs! After the second pit of rock crabs, the sequence is range, range, melee, then rock crabs, which you can rest at. Ok, when you see the long path with rock lobsters, you'd better be ready to fight the kings because you're running from the top of the hill all the way to the ladder. Tip: Don't run ahead but don't wait up- Just keep going until the next rest spot. When you get halfway down the rock lobsters trail, turn on protection from magic. That's because there's wallasalkis about. When you get closer to the ladder, keep protection from magic on because the wallasalkis blast you, the daggonoths meleee you, and, the ranging daggonoths also are hitting you. Everything is near the ladder. Just rush past, eat a fish, and go down the ladder with protect magic on. Tip: Use prayer in excess and watch your prayer like a hawk. Turn on the protect item prayer at the kings. The first king you should attack is the ranging one, because it doesn't hurt as strongly. Go around to the side where the rex can't hit you and pile the Daggonoth Supreme (range). It's the green one. The next one will be the Daggonoth Rex (melee, white-orange). Drink a super set (or whatever you have on you), Keep your protect from magic on and drink a dose of prayer potion if you have to. Tip: Pile them ONE AT A TIME! ~The Importance of Teamwork~ Once we get down to one at a time we can stop using food and rely only on prayer potions. It's VERY important that we are all piling one at a time. You can get your chance at a kill later, when we are in control of the kings. You will in fact get more kills when we're in contol. solo-ing the rex The trick is to run to the far east side, where you can't be attacked. Then, you can lure the daggonoth rex along the outer edge and use magic to kill it while you're not under attack from any other kd. The OTHER king dagannoths guide. I'm just copy/pasting here, so I don't remember which is better. Maybe it's just a repeat of the first one. Getting There When we get to the first ladder, which is after the barricades, there will be a series of rooms. 1: Pray magic 2: Pray range 3: Rest stop (first rock crabs) 4: pray range 5-7: Pray magic until you get to the next rest spot 8: Rest stop (second rock crabs) 9: pray range 10: pray range 11: pray melee 12: Rest stop (rock lobsters) When we get to the bottom of the rock lobsters' path, pray magic and keep praying. 13: King Daggonnoths- pray magic Our Official Strategy The mage must run down the path first, praying mage, and potting up. The mage ignores the dagannoth prime and supreme, and goes directly to the mage's corner, where the mage is typically safe. The mage starts killing the rex, while the rangers come down the ladder, praying mage and killing the supreme. When the rangers are running to the kd pit, they must take a dose of super defense, super attack, super strength, range potion, super antipoison, and prayer potion if required, and put on protect from magic. They equip a dragon dagger before entering, and spec the Daggonoth Supreme (who ranges) when you they in there. If everyone specs it, then it dies quite fast. By this time, people who haven't used an antipoison already have probably been poisoned by the spinylops on the outside of the pit. It's advisable to use a dose of antipoison at this time. After the supreme is dead and the daggonnoth rex is distracted to the south, the rangers can now take out the Daggonnoth Prime, which is the mage. Keeping protect from magic up, they must run to the ranger's corner and kill the daggonnoth prime. Eventually, the daggonnoth supreme will pop back up, but if you're in that ranger's corner, you'll never have to worry about it and it will never come over. However, you might want to kill it once in a while, so kill it with the dragon daggers right after the prime is dead and the rex is fresh. Class-Specific Strategy For the entire trip, the mage stays in the mage's corner with protect from magic up to protect from the spinylops. The barrows armor and crystal shield will protect from the range attacks, so the mage won't take much damage. If the mage brings sara brews, he/she should drink a dose before drinking a dose of super restore potion. The recommended proportion of sara brew to super restore you should always have is 1 to 2, because prayer goes down faster than health. Rangers can periodically kill the supreme with daggers, but ONLY when the rex is fresh, and ONLY when the prime has just died. Usually, they wait until they have a full special bar. Dealing with Spinylops As I see it, there are a few ways of dealing with spinlyops, the annoying creatures around the rim of the pit. You could kill the close ones with the dagger while waiting, and you could kill the far ones with range. If you bring a crystal bow and are afraid of wasting shots, then take a magic bow and some junk arrows. Spinlyops really drain health. I find that they ususally run and hide halfway through killing them. As long as you're shooting at them, their friends won't prey on you. Another option is a cannon, although it is very risky. If one person brings a cannon, everyone needs a cannon, because dealing with the supreme all the time is rather difficult. The squares are the kings, the dots are the players. Red means melee, blue is magic, and green is range. Mages: Must use ice magic or slayer dart. Any powerful spell will do, actually. I reccomend 500 deaths, 2500 minds, and a defense potion per trip. Rangers: Must use a powerful ranging weapon like a crystal bow or addy arrows or better. I reccomend range pots and defense pots. Bring a dragon dagger for when you must kill the supreme. (35km10's idea) The Gear The reason we wear such silly gear is because we are fighting against the monsters' weaknesses. The attack bonuses of your weapons are irrelevant because you will almost always hit. Rangers will almost always hit the prime and mages will almost always hit the rex. A dragon dagger is good enough against the supreme because you're taking advantage of its' weakness. Mages: Wear barrows armor and a shield with high range defense. Use a powerful spell such as slayer dart. A good setup looks like: Fouadamahouda's mage gear: Rangers: Wear barrows armor and a strong bow with high range defense. It's damage that counts, so bring good arrows (or crystal bow) Cannons I suppose rangers might be able to use a cannon down there to kill the daggonnoths faster and to get rid of the spinylops. However, the cannon must not touch the daggonnoth rex, or you may find that the rex finds you suddenly more interesting than the mage who's supposed to be fighting it. The cannon also has a knack of attracting the daggonnoth supreme, whom you also don't want to fight. In light of this, I think the cannon is best used when there are TONS of people down there or when you are using a different strategy. There is a way of killing the king daggonnoths that does not involve engaging them. Three or more people with guthans armor go down to the pit and set up three cannons. As the cannons are firing, the warriors go upstairs and fight rock lobsters or whatever. Guthan allows them to heal most of the damage inflicted upon them so they can last longer. When they have to put more cannonballs in, they go as a group (remembering which cannon is theirs) and pick up the loot. What to pick up Well, I would reccommend getting a good supply of dagannoth hides to start off with, just in case you need them one day, and then start collecting the bones. Dagannoth bones give about 135xp, which is godly compared to dragon bones. Leave mithril and steel items on the floor, the same with runes, darts, etc. Take all talismans you can get, because they are used in rune binding. Rune binding is excellent xp, better xp than laws, especially when you are using air talismans at the fire temple. Lava runes done at the fire temple is the fastest xp when you use duelling rings, but nobody will buy lavas. So far, I have about 350 earth talismans, 140 water talismans, and 80 air talismans, which can make about 10k mud runes and 2000 smoke runes, and over 100k experience for runecrafting. Anyways, pick up the good fremmenik gear, but leave items on the ground like "fremmenik sword", "fremmenik shield", and "fremmenik helm". Yeah, you're down there for the rare items all-right! So pick up the Dragon Axes, Mud Battlestaves, Seerculls, Berzerker Rings, Warrior Rings, Seer's Rings, and Archer's Rings. We always share such drops between whomever is at the pit when the drop occured. other guides Tony007 is the "god" at king daggonoths. this guide is highly recommended Here's my guide. Keep in mind that I made half of it the week the feature came out. Here are some vids by deadlyone18: Some Ownage - http://www.youtube.com/watch?v=VU1tRwPUSAM...rch=Deadlyone18 Way to get to the KDs - http://www.youtube.com/watch?v=1QU68PN_4Ak...rch=Deadlyone18 One of my first guides :3> ... I was still an f2p player, level 89 I think. red spiders the renn man Training in the sewers of varrock dungeon is an excellent spot, especially on the spiders there. The spiders take up only one panel so you won't be walking around it like when you kill moss giants. If you are around 85 to 90 combat, you can kill the level 34 giant red spiders without food. They have no drops, which is good though, because you want xp! It is highly reccomended by me (who once spent more than 12 hours down there in one sitting) that you bring a scimitar, half an inventory if strength potions, and 4 anchovy pizzas. You want to be light, which is why I don't reccomend too much food. Healing will come in later. Take your best armor and some runes for casting spells weaken. The creatures you really want to kill are the levle 34s. attack every one in sight and don't be afraid to move out of the area. When you run out of Run energy, use weaken on spiders that are far off, then attack a close one. When your HP drops below half, go to the giant spiders (level 27 and level 5) and train defense. You should notice a gradual rise in your health. Don't eat any food! Food is for emergencies and recovering when your only other option is to leave. To recap, the supplies you need are... Full Rune with scimitar, half an inventory of strength potions, 4 anchovy pizzas (these are better than when I used them), Runes for teleporting to Varrock, and runes for casting Weaken. You can gain 10k xp in 10 to 15 minutes (info from battleman) with tihs strategy. Members can kill Cockatrices, which have drops, though only white mystic boots, herbs, and natures are worth picking up. Some people fish and drop the fish! some people cut logs and burn them! Some people mine and drop their ores! These people do this for faster xp because they don't care about items! This is what you are going for. Good Luck Training The reason this guide is unfinished is because it would be very massive and because I was p2p at the time and didn't care for f2p anymore. Perhaps now that my membership will expire, I shall work on it. f2p training the renn man The following monsters need to be done. Please submit any that are not on here but a level 80+ would train on in f2p. Greater Demons (include possible drops) Wilderness training spots "Secret" f2p spots Giant skeles (up to level 90) Black Knights The best place to train on black knights is in the black knights' fortress. Since there is a prayer temple on the second floor, you can train with all of your prayers on! There are 2 ways of doing this: The first way uses monks' robes, holy amulet, and the other equipment, and requires protect melee, but the second way uses your normal rune armor with all of the combat prayers on. If you need to heal, turn on rapid restore and protect melee for a bit. The nice thing is that you can always pray when a random event pops in. Also, since you need 2 pieces of armor to enter, this training spot is almost always deserted on every world. This is a secret f2p training spot. I wish I'd have discovered this when I was a sexi beast. Their drops aren't that great but they drop some black items and it is rumored that they drop the fabled black scimitar. Mages can also train here, because they are armored so you hit more often. However, the best place to train magic is at the lessers (at level 14+) and at the white knights. The other place to train on black knights is in the wilderness, where they are quite aggressive. You train by the lava maze and nobody ever really goes there in f2p so you're pretty safe except from pkers who are learning the ways of the wild (but you can escape them anyways). Another place where black knights are in f2p is at level 1 wilderness and at level 30-ish wild, but those spots are on pking paths in the wild so even though there's a fence at both of those spots, it isn't a great place for training magic because of the routes. Submitted by: The Renn Man Deadly Red Spiders Another red spider training ground is in the deep wilderness, at the ruins with the forge. If you bring runes for high alchemy, you can earn a small fortune while training if you pick up the steel platelegs that respawn there. There is also a gold ore that respawns there, so you can leave with an inventory of gold bars, money, and the remaining runes. The fences provide excellent cover for rangers and it is single zone so you don't have to worry too much about pkers. Hobgoblins Hobgoblins are the second-best creatures for limpwurt roots. They are, however, the best provider in the free world. The best training spot for semi-afking is at the hobo mine in the wilderness, where they are aggressive. It's good to train here if you can mine addy, because it helps pass the time I guess. Limpwurts can be sold to members for 200 to 500 gc each, or made into strength potions (4) at the apothecary in varrock for 1 limp, 1 red spider's egg, and 5gc. The other spots are in the varrock/edgeville sewers and at the hobgoblin peninsula by the crafting guild. There is bad cover at these spots, so melee is reccomended. You probably won't have to use any food. Moss Giants Mossies are wicked for training on. The spots down in the varrock sewers, however, are terrible because they are so crowded, so the other alternatives are in the wilderness (not as dangerous as you might think) and on crandor. Crandor is a wicked training ground in the free world because it is so deserted. There are three moss giant spawns there, near some adamantite ores in single zone. Moss giants drop big bones, which you should bury, and they frequently drop nature runes in spawns of 6 or 8. With a fire staff, you can cast high alchemy on the black squares, steel items, and mithril swords that they drop. Taking all gems, you can earn about 20k with 30+ nature runes at the end of the trip. Ice Giants Icies are found in 2 spots in free world; The deepest wilderness and the ice cavern on Thurgo's Peninsula. The best place is in the wilderness, where you can acquire thousands of cosmics and water runes from their respawn points located right in the grounds. Rarely seeing any pkers, you can train all day, taking advantage of the altar that is south of the pit if you need to. Ice giants drop the coveted Black Kiteshield, as well as iron legs and steel 2h swords. I believe they drop mithril swords too, but most of those are good for alchemy. Ice giants drop an excellent cache of runes as well. The training pit under thurgo's peninsula requires that you get used to killing ice warriors first. It can get annoying when you want to kill ice giants instead, but the benefits are that you can make pizzas easily in port sarim and that you can't get pked. Here's how you can range ice giants in members' world Lesser Demons Lesser demons are well-known in the free world for dropping rune meds, which is the only rune drop a lazy player can get. Lessers are most commonly hunted under karmaja and on crandor, in three different pits. The first pit is filled with fire runes and is where new players hang out. It is the ideal place for rangers and mages because of the excellent cover. The second and third pits can only be accessed after progressing a certain distance through the Dragon Slayer quest. the second pit is by the stone door, and is generally accepted as the melee spot. The third pit is on Crandor's vistas, where two lessers roam. There is good cover here and it is usually deserted. As the new players leave to fish or come back from fishing, it's a good spot to consider if your pit gets filled up. There are two lesser pits in free-world wilderness. The first pit is south of the lava pit, south of the greaters. It's a horrible spot because of pkers, and it's in multi. There is a pit in the wilderness worth considering, however. Inside the lava maze (which is pretty dangerous to be in if you get noticed), there are two lesser demons at the muddy key chest. Near there are steel platebodies, a spawn of 15 body runes, an earth staff, and a gold necklace. Pkers almost never go to the lava maze to pk, but it's very close to a pking route so stay out of sight. You can get pretty rich there I suppose, with enough nature runes. The lessers can be ranged from behind a fence, so you can train there all day. Lesser demons are famous for their Rune Med Helm drops, as well as mithril square shields and mithril chains, all good for alchemy. Steel scimitars and axes are a waste of nats, and steel larges are borderline. They drop a nice amount of coins and 30 or 60 fires per drop. I killed lessers since I was a sexi beast level 40, and I recently learned what a fool I was when I went back to the pit and owned more than 100 of them in one trip. Training in the Lava Maze The Lava Maze is [bleep]ing awesome for training! You can range/mage lessers from a fence, then go in and pick up 15 bodies, an earth staff, and a steel plate, which all respawn there for alching. It's THE BEST place for killing lessers in f2p and p2p! Not only that, but in members' world you can fight greaters and black demons in the center of the maze. There are also hill giants there for all 3 combat classes, and some king scorps and black knights, which can be used for training. The lessers are the best though. This was done in an hour the day that the quest came out. To use the fairy rings, you have to be wielding a Dramen Staff. There is one main fairy ring in Zanaris, which directs to the other fairy rings, and all other fairy rings go back to the main ring in Zanaris. Equip your Dramen Staff and click on the main fairy ring. You'll be prompted to enter a code. Entering a code will take you to a location, or it won't work at all, in which case you move a few squares away. There are a few useful locations, but most are useless. All Locations CIP: Takes you to etceteria BIP: 5 degrees, 11 minutes North, 30 degrees, 16 minutes East: An island on the Salve AIQ: An extension of Thurgo's Peninsula: 1 degree, 30 minutes south, 17 degrees, 18 minutes East. There is a Bait/Lure fishing spot, a broken fishing rod, and a forlorn boot. DIS: Just south of the Wizard's Tower DIR: Goraks (lvl 145) DLS: A cave south of the Myreque Hideout. It doesn't go anywhere. DLR: An island in the Poison Waste. 1 degree, 58 minutes South, 7 degrees, 7 minutes West DKP: The Karambwan fishing spot east of the Harpie Bug Swarms on the Tai Bwo Wannai continent. DKR: East of the river east of edgeville, just south of the Canoe Station and the bridge DJP: The Necromancer's peninsula DJR: The intersection of two rivers, south of Rellekka and North of Camelot. 13 degrees, 18 minutes North, 7 degrees, 18 minutes East CIQ: South of the Gnome Tree Stronghold. 1 degree, 5 minutes South, 2 degrees, 46 minutes East CLP: An Island southwest of a land mass... 1 degree, 24 minutes North, 20 degrees, 1 minute East CLS: The old gnome Hazelmere's house East of Yanille. CKP: Star Flowers CKS: bittercap Mushroom patch west of Canifis CKR: Karambwanji fishing spot CJR: Near some Maples, West of the Sinclair Mansion, North of Camelot BIS: The Unicorn patch in Ardounge Zoo BIQ: The desert just southeast of the Kalphite Lair. 2 degrees, 3 minutes South, 25 degrees, 20 minutes East. BLP: Tzhaar Area southwest of the forge BLR: Just east of the Legends' Guild (north of a yew patch) BKP: South of Castlewars, the peninsula where the teak tree is. 3 degrees, 56 minutes South, 1 degree, 45 minutes West BKR: The Swamp with the ghasts where you collect Mort Myre Fungi: 8 degrees, 26 minutes North, 32 degrees, 9 minutes East BKQ: Another plane- it has centaurs and dryads, which you can talk to, and rabbits (lvl 1) and stags (lvl 15). It's worth checking out. AIR: A desert Island. 2 degrees, 43 minutes North and 8 degrees, 7 minutes East ALS: McGrubor's Woods, where you collect Dwellberries and Red Worms ALR: An abyssal plane which hosts Abyssal demons, Leeches, walkers, and guardians in a single combat zone. AKS: Feldip Hills: 6 degrees, 25 minutes South and 4 degrees, 5 minutes East. AJS: The Penguin island north of Etceteria AJR: Within sight of to the Slayer Cave east of Rellekka and the Golden Apple Tree Useful Locations CIP: Takes you to etceteria DIS: Just south of the Wizard's Tower DIR: Goraks (lvl 145) DKP: The Karambwan fishing spot east of the Harpie Bug Swarms on the Tai Bwo Wannai continent. DKR: East of the river east of edgeville, just south of the Canoe Station and the bridge DJP: The Necromancer's peninsula CIQ: South of the Gnome Tree Stronghold. 1 degree, 5 minutes South, 2 degrees, 46 minutes East CKP: Star Flowers CKS: bittercap Mushroom patch west of Canifis CKR: Karambwanji fishing spot CJR: Near some Maples, West of the Sinclair Mansion, North of Camelot BIS: The Unicorn patch in Ardounge Zoo BIQ: The desert just southeast of the Kalphite Lair. 2 degrees, 3 minutes South, 25 degrees, 20 minutes East. BLP: Tzhaar Area southwest of the forge BLR: Just east of the Legends' Guild (north of a yew patch) BKP: South of Castlewars, the peninsula where the teak tree is. 3 degrees, 56 minutes South, 1 degree, 45 minutes West BKR: The Swamp with the ghasts where you collect Mort Myre Fungi: 8 degrees, 26 minutes North, 32 degrees, 9 minutes East ALR: An abyssal plane which hosts Abyssal demons, Leeches, walkers, and guardians in a single combat zone. AKS: Feldip Hills: 6 degrees, 25 minutes South and 4 degrees, 5 minutes East. Right by the gnome glider of those hills! AJR: Within sight of to the Slayer Cave east of Rellekka and the Golden Apple Tree Desert Islands and Interesting-but-Useless Locations BIP: 5 degrees, 11 minutes North, 30 degrees, 16 minutes East: An island on the Salve AIQ: An extension of Thurgo's Peninsula: 1 degree, 30 minutes south, 17 degrees, 18 minutes East. There is a Bait/Lure fishing spot, a broken fishing rod, and a forlorn boot. DLS: A cave south of the Myreque Hideout. It doesn't go anywhere. DLR: An island in the Poison Waste. 1 degree, 58 minutes South, 7 degrees, 7 minutes West DJR: The intersection of two rivers, south of Rellekka and North of Camelot. 13 degrees, 18 minutes North, 7 degrees, 18 minutes East CLP: An Island southwest of a land mass... 1 degree, 24 minutes North, 20 degrees, 1 minute East BKQ: Another plane- it has centaurs and dryads, which you can talk to, and rabbits (lvl 1) and stags (lvl 15). It's worth checking out. AIR: A desert Island. 2 degrees, 43 minutes North and 8 degrees, 7 minutes East ALS: McGrubor's Woods, where you collect Dwellberries and Red Worms AJS: The Penguin island north of Etceteria Advantages During the quest A Fairy Tale Part 2, You are asked to make a potion to heal the queen. This special potion is called Magic Essence, and it comes in 3-4 doses like any other potion. It gives +3 magic, which is the same as a Wizards' Mind Bomb but with no drawbacks and it has more doses. A regular magic potion gives +4, so if you can't afford those or can't make them (like me), get plenty of Gorak Claws (DIR) and Star Flowers (CKP) to make the potions. Fishing Karambwans has been a drag since there is no close bank and you have to catch some stupid fish as bait. Well, these fairy rings are meant to get you to start catching more karambwans! Note that Karambwans heal 17 or 18. The code for the Karambwanji (bait) is CKR and the code for the Karambwan fishing spot is DKP. The closest bank is at DKR, which is a fairy ring that takes you close to edgeville. Farmers will find these fairy rings very useful! Remember that the Mushroom Patch is located at CKS. Slayers will want to check out a shortcut to the Slayer Cave (AJR) and a new place for Abyssal Demons (ALS). Remember that the closest bank is Edgeville (DKR) FARMING ROUTE From Edgeville: Use the canoes to get to the berry patch at champ's guild. Go back up to edgeville on a canoe and enter the fairy ring network. CKS to go to the mushroom patch. BLR to go east of the Legends' guild. Go west to the herb & flower patches. AKS to go to the gliders Gliders to al kharid to check, pick, and replant the cactus. Gliders to the White Wolf Mountain. Go south to the fruit tree & pick. Bank, then pick herbs and flowers at the allotment, then bank again. Ecto to the port phas. herb plot & flower plot. Glory to draynor and go northwest to the last allotment. From Ardounge area: Check the ardounge patches first, then go east beyond the legends' guild to the fairy ring. Skip the part with the jangerberries unless you need them. DKR to get to edgeville if you want them. Training with both prayer and potions. Funny how nobody really trains this way even nowadays. Really fast xp. the renn man fast xp via prayer training Often, when you go out to train your combat, you never use your prayers, so if you're really after fast xp, then you want to use this untapped resource. Train near an altar. I reccommend this for EVERYBODY who is interested in fast xp. If you don't have dharocks, this is the method for you! When you are training using prayer, you will be using the best strength and attack prayers, and MAYBE a defense prayer or protection prayer. You should use any equipment you can to prolong your prayer, because it means you will be praying at the altar less and killing monsters more. I recommend gloves from the Recipe for Disaster quest, Initiate armor, White Boots, Ring of Wealth, a Zamorak prayerbook, and an Unholy Symbol or a Glory (depends if you need more/less prayer). You don't need prayer potions. In fact, it is a waste. You should bring attack and strength potions. Perhaps even a dragon battleaxe (with restore pot) to make full use of your special bar. As I see it, there are THREE places to train using prayer: 1) The gorilla temple on ape atoll. The gorilla temple is very dangerous! You can easily get cornered and run out of prayer, so bring an ectophial or an elf crystal, and it helps to be able to teleport there with the teleport spell gained from Recipe for Disaster. It's a favorite place to train using Dharocks, but any kind of armor/weapon can be used. Watch out for the level 1 spiders that poison you: their poison damage only increases. 2) The Black Knights west of the Monastery. (north of lassar) This place is the ONLY F2P-able place, so I encourage all f2p-ers to use it! You need a bronze medium helm and an iron chainbody to enter the castle. On the second floor, there's an altar to pray at, and the knights are aggressive once you use the door. 3) Seers South of Burthorpe, north of the Witches' House. This is a nice, balanced prayer-training spot. It's not common to see people training here, and it can only support one or two people, but the altar is in the center of it all, and the seers drop herbs, vials, and antipoisons. But it's not about drops! It's about XP! Seers are the easiest creatures to hit and are closest to a bank. Although they do use Snare on you sometimes you can use the Protect Magic prayer. Here's my guide on making guides ;) If you want to make a guide, whatever it is, you have to explain a few things... [1] The Advantages Why are your methods so great? What are the advantages of what you're doing? What can you get? [2] The Obstacles What do you have to get passed during the activity? What are some of the dangers? [3] Special Considerations What special situations might occur? [4] Equipment (pic) What do you need to weild, and what needs to be in your inventory? What are the minimu stat requirements? [5] Beginning Inventory (pic) What do you start with? [6] Possible End Inventory (pic) What is produced? What is gained? You should have 3 ending inventories, maybe a middle one if you drop items. [7] Alternate Equipment Setup Can you use magic, melee, and range? How many methods are there of the activity? [8] Where to find what you need Where can you get those unknown or rare items you need? What's are the possible items you can replace it with? Where's the best place to get those ordinary items? [9] Where to find the monsters, items, or places [10] What the things look like take pics [11] What you think of your guide or strategy. What do you think of your guide? If it's the first write-up, you'll probably want to improve it. [12] Xp Gained How fast do you gain xp? How does it compare to other activities that raise that skill? Is this the best method? [13] Target Market Who is this guide written for? Who should be using it? Here is an example pic that fills in numbers 4, 5, 6, and 7. This one was meant to be a guide built around pictures, because pictures are better at communicating messages than words. It was meant for humor and to promote jogres, and as you can see, also very experimental. Nevertheless, it communicates the message that jogres are awesome. It was a real fluke that I got the champion scroll while making the guide too. jogres the renn man The first spot is east of Shilo Village. Take the stepping stones across the top of the waterfall. The second spot is at the glider. The best way of getting back to the stronghold is to use your glory (because cool people use glories) to get to al kharid, then bank your loot and use the al kharid glider to get back to the stronghold. The last place is mainly for rangers because there are plants to hide behind and the jogres are more spread-out. It's in a cave on the north side of karmaja. Jogres drop 100% jogre bones, and some other drops you wouldn't expect. They regularly drop natures, and they also drop 22 trading sticks instead of coins. You can get plenty of good seeds from them (same seeds as ogres), which is cool, and you also get gems once in a while. The coolest thing about training at jogres, besides being in a jungle of course, is that they drop pineapples regularly, which can be cut into slices to heal a total of 8 health per pineapple. You can truly train there forever, which is cool. I just train there until I fill up my inventory with cool seeds. I've never seen anybody training there besides me, because not many people are cool enough. Yeah, if you train there you're cool enough I wouldn't suggest collecting potato cacti anymore since prices of magic potions have been cut in half since I made the guide. Nevertheless, this will help make use of a boring kalphite slayer task. kalphites/potato cactus you know who Potato cactus is a type of cactus that grows underground in the kalphite lair. It is used only in magic potions, which are always high in demand because people want them for teleblocking, ice barraging, and ice blitzing 3 levels earlier. The market for potato cactus is not very big, so you can charge anywhere between 1k and 2k for them. And people DO buy for those prices. That's about 54k per trip! There are three respawns, which take 42 seconds to regrow. That's 3 respawns every 42 seconds, and your inventory will hold 27, so each trip will take 6.3 minutes. Kalphites are pretty tough cookies! Even with 84 defense while fighting defensively, the food I take just runs out by the time I finish. Find out what amount of food is right for you by practice! You could also try different antipoisons if you end up being poisoned at the end of the trip. It's hard to tele out of there if you don't know what you're doing. I drop the vial, pick up the last potato cactus, take off my ring, run out of the room, and tele to al kharid while they're chasing me. When I get Kalphites as a slayer task, this is how I kill them! As you can see, my guides are getting progressively more graphical. This guide is on the lava maze. Nobody really ever trains (or pks) here, but now that they updated it, it's awesome. O heck, before the update it was awesome. Training at the Lava Maze Before you head out, I'd reccomend getting on your pking gear, and taking a few (5) sharks and a super set, which you don't use/eat. Bring a ring of wealth, because it's always a nice thing to have with you. Bring plenty of nature runes and a few fires. You should also take an antipoison in case one of those spiders hits you. What's there? The best place to kill Greaters The best place to kill Black Dragons The best place to kill Lessers An AFK location Respawn Points for items you can High Alch A Fishing Spot (lava eels) The KBD The lava maze is located around level 40 wilderness and can only be accessed if you have a slashing weapon. Cut the webs and enter. Those knights are aggressive, so this spot can be a good afk-ing spot. It's out of the way and it has good monsters for training on. Oh look! Another lava eel spot! I bet I can find a use for this, if all the trees in the wilderness suddenly turned back into choppable ones. Here's a good spot for training any low-level pure. Not only can they be ranged or maged from around the corners or through the web, but you can potentially kill anyone who walks by. Right near this spot is a place where an Earth Staff respawns. Pick it up if you brought runes for alchemy. Now, you're in the center of the lava maze... the furthest an f2p-er can go. You'll notice the best place for killing lessers in f2p (if you dare) and the muddy chest, which requires a muddy key to open, which can be taken from a chaos dwarf. Steel plates are good for alchin'! Here are the spoils of the maze so far... This ladder leads to one of the best training spots in runescape. This is the best place to kill greater demons and black dragons. If anyone tries to take your spot, you can just kill them. Greater Demons Where you fight them in the deep wild, it is never crowded. Why? Because you can kill off anyone who comes to take your spot. No pkers come there, so it is one of the very few safe places to train in the wild. There are 2 black dragons and a rune rock, as well as poison spiders, but the real prize is the greaters. THIS IS THE BEST PLACE TO KILL GREATER DEMONS! Entrana has a weapon limitation, and the metal dragon lair has wild dogs that attack you after every demon. The GDS in the wild has pkers, so THIS is the best place by far. I only ever kill greater demons if I am assigned to do so, and I can do an assignment in 2 trips. It's really easy- you can melee, mage, or range easily, though bring one antipoison for the rare spider bite. On rare occasion, they drop rune larges, and uncommonly addy legs. Upstairs, in the center of the lava maze there's a steel platebody respawn and an earth staff respawn that are perfect for alching. These tactics take advantage of the specials of other weapons when training with powerful weapons with bad speci