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IMshadow7

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Everything posted by IMshadow7

  1. Chef's Assistant is definitely the easiest. Tears of Guthix is also easy, however, as is Priest in Peril. Generally, if you look through the f2p quests, MOST of them are very easy, also.
  2. I actually have had that happen. It's a glitch of some sort, USUALLY not Runescape-related though. Sometimes your computer gets confused; even though your internet connection is technically open, it basically thinks it isn't and won't open any new webpages. Runescape is a webpage, so that inclues RS. Rebooting your comp should fix it.
  3. Here's something I posted a while ago. Mage Training Arena Ok, for the mage training arena. First of all, you'll need a lot of runes; however, in basically every room, you'll get more exp per rune than you would training normally. The only POSSIBLE exception is the graveyard, and you won't use up too many nature runes there anyway, so it's not a big deal. I recommend getting Bones to Peaches as your first reward; it's very helpful in the Graveyard. Other than that, order isn't very important, but I personally feel that the book is the best reward you can get, with approximately every other reward being about as important as any other reward. I recommend getting the wand last, if at all. The best wand DOES give a +20 bonus, which is good. However, it can't autocast ancient magics, and it doesn't provide any elemental rune. Probably, if you ever fight monsters with magic, you'll want to use a staff that gives you fire or air runes; if you're pking or doing Castle Wars, you'll probably want to auto-cast ancient magics. So while the wand isn't USELESS (I do have one), I would recommend getting it last. Also, don't drop your Pizazz hat, or you'll lose all your Pizazz points (the hat will warn you of this). You can't bank it, but don't drop it; you'll also need to wear it anytime your in the mage training arena. Lastly, wear light clothing. I recommend Boots of Lightness, an appropriate staff, and your hat. THAT'S ALL. You'll be doing a lot of running in each room. However, the magic bonus of your armor will make no difference, so there's no reason to wear any; it'll only weigh you down and let you run less. If you die inside the Mage Training Arena, you WILL lose items. However, the only way this can happen is from a random event. Inside the actual rooms of the Mage Training Arena, if you die, you'll just lose some Pizazz Points (Graveyard is the only place this can happen, though). Anyway, most of the tips are particular to an individual room: 1. Maze Room Runes Required: Law Runes Staff Required: Air staff Other items: Energy or Super Energy potions if you have spare ones you aren't going to use anyway. This is the only room that does not require you to pick up items in the process. It's also the room that will drain your energy the quickest, as you'll spend most of your time running. If you have spare energy pots that you aren't going to use somewhere else, bring a full inventory of them. I wouldn't recommend going out an buying any, but if you have to waste energy pots somewhere, this is a good place to do it. Basically, you have a statue inside a "maze". You can go to one of the four sides of the maze and telegrab the statue. The statue will move towards you until it hits a wall; then it will stop. You win once you get the statue to the platform. Note that no mazes take more than 10 telegrabs; the average one takes about 8. You might have seen something similar to this in other video games, where there's some kind of object on ice that you have to push around. There's only about 10 mazes. The first time you see one, plot out how you want to solve it. There's one or two tricky ones, but most aren't too difficult. After you do a certain maze a few times, you'll memorize it and be able to solve it without thinking. If you have trouble, I think there's a guide that shows the correct path for each maze floating somewhere in RV (not sure where it is, though). Also, some mazes have more than one solution. The biggest trick here is that you do NOT need to line up with the statue to telegrab it. If you want to move the statue north, all you need to do is be somewhere along the northern wall of the maze. That means that all you need to do is run to the closest space along the northern side of the wall to telegrab. In some mazes, this both saves a lot of time and a lot of energy. Also, the statue has a "Look" option that gives you an airial view of the maze; this makes it a lot easier. When you telegrab, make sure you're not at a corner, or you'll waste a rune. Lastly, make sure you always move to a point that's touching one of the walls. If you don't, you might lose your airial view (you can always just "Look" again, but this wastes time). Also, if you're not touching the wall, you might be too far away to grab the statue, which also wastes time. Each maze you complete earns 2 points. Completing 5 mazes in a row (without selecting a new one) gets you 8 bonus points, 10 bonus Law Runes, and 1000 bonus exp. Note that if you complete 2 mazes, for example, then leave, when you come back it will remember that you've completed 2 mazes and will only require you to complete 3 more for the bonus. 2. Enchantment Room Runes Required: Cosmic, elemental runes for casting an enchant spell Staff Required: Staff that helps with enchantment spells Other Items: Possibly Runes for telegrabbing, though I myself don't do this. This room basically requires you to enchant orbs. First of all, ALWAYS use the highest enchant spell you can. It will earn you more ponits and more experience. Also, always enchant the bonus shape if you're interested in points. For every orb you enchant that's the same shape as the bonus shape, you get one Point. Also, every time you enchant 10 shapes (bonus or not), you'll get points equal to the lvl of the enchant spell you were using. Deposit the orbs in the center to get rid of them quickly and to get some free Runes. In this room, dragonstones will spawn. If you see one, grab it. They give up to 12 points, depending on which level enchant spell you are using. Some people bring telegrab runes to ensure getting them (note they always appear in the same spot). I myself find this to be a waste of space, but some people like it. You pick up orbs at the 4 corners of the room. You'll notice that each corner contains a lot of one color, but it will also contain one stack of another color. Note that you can grab as many as you want from one stack, so it really doesn't matter how many stacks there are. So, go to one corner and grab half a supply of one color and half a supply of the other. You'll only have time to enchant about 13 times tops before the bonus color changes, so grabbing more than 13 of one color wouldn't help. The top half of your inventory should be one color; the bottom half should be the other color. Let's say yellow is in the top half of your inventory. You'll want to drag the last yellow shape into the spot directly under the enchant spell your are using. That way, you can enchant ALL of the top orbs without having to move your mouse (the same thing you would do when using high lvl alchemy). This lets you enchant a little faster. Unfortunately, with the bottom half, there's no way to enchant that shape without moving your mouse. So, if you need to have more of one color, grab one more of the color that's in the top half. Here's the strategy in the room: Once you get two colors in your inventory, go to the center of the room. As soon as the bonus shape comes up, enchant as many of it as you can. If the next bonus shape is in your inventory, enchant as many as that as you can as well. As soon as a bonus shape comes up that ISN'T in your inventory, deposit your orbs and RUN to the corner. Stock up as fast as possible. Walk back to the center (if you don't do this, you'll eventually run out of energy). Personally, I always kept myself on walk and just held CONTROL when I need to run to the corner. Anyway, as you walk, you ARE able to enchant, so if you are walking back and the bonus shape becomes a shape you are holding, enchant while you walk back. Continue this same process over and over and, unless you're really unlucky, you'll spend most of your time enchanting. 3. High Alchemy Room Runes Required: Nature Staff Required: Fire People have the most trouble with this room, but it's really the simplest. You always want to alch either the 30gc item or the free item (if it exists). If both exist, it's your choice which one you want to do. The "free item" requires no runes to alch. You'll get cash everytime you alch. When you deposit your coins, you get 2 exp for every coin and 1 point for every 100 coins. Very important: if you deposit 230gc, it will NOT remember that extra 30gc. Therefore, the less often you deposit, the less gc you will waste. Here's the main trick to the room. You'll notice the items in the top-right are in a certain order. If you look around the cabinets in a CLOCKWISE order, you will hit three empty cabinets, then these 5 items in order. Thus, you should always be able to get to the right item in three tries, max. Note that these cabinets items change EVERY time the values of the items change. So, everytime the items switch, check the cabinet you're currently at. There's three possibilities: 1. This cabinet has the item you want. Stay at this closet (duh). 2. This cabninet has an item, but it's not the one you want. In this case, you should be able to tell which cabinet has the item you want by using the list. Remember, clockwise takes you down the list, counter-clockwise takes you up the list. Also, don't forget that between the Leather Boots (top item) and Rune Longsword (bottom item), there will be three empty cabinets. 3. The cabinet is empty. In this case, there are three possibilties as to where the correct item could be. Remember, that empty cabinet could be the first, second, or third empty cabinet; you don't know. Here's what I recommend. Treat the cabinet as if it were the SECOND empty cabinet. Then run to the cabninet that should have the item you want. If you guessed correctly, it'll have the correct item. However, there's a 2 in 3 chance that you guessed wrong. If you did guess wrong, then the correct cabinet will either be one space clockwise or counter-clockwise; you should be able to figure out which by which item you got. At the very least, if you get an empty cabinet, NEVER move only one space away. Always move at least two spaces. If you only move one space, then get another empty cabinet, you'll have to guess ANOTHER time, and everytime you guess wastes time. The first few times you do this, you might have to think about it for a minute. However, after a little practice, you'll find the correct cabinet quickly. Generally, I find I usually have time to grab 9 items from the cabinet and alch them. It's a balancing act, though. If you keep grabbing one item only then alching it, you waste time. However, if you spend the whole time grabbing items, you won't have any time to alch. Like I said, though, I find that 9 is usually about the right number. Also, never drop items. If you have extra items, hold onto them until they're the correct item to alch again. 4. Graveyard Runes Required: Nature, possibly Water or Earth Runes Staff: Mud Staff (preferred) or a Earth or Water Staff First of all, you'll need to use Earth and Water runes, so make sure you're staff + Rune combo accounts for this. Anyway, this room isn't hard, but it's quite annoying. Myself, I used Nature Runes, Water Runes, and I held Death and Blood Runes as rewards (you get them from depositing fruit). In this room, you'll get hit for 2 damage something like every 10 seconds. It's nothing super-dangerous, but it'll eventually kill you. If you die in here, you'll lose 10 Pizazz points. Don't die. There will be bones littered all over the place. By casting bones to bananas, they'll become bananas. Different bones become different amounts of bananas (the key is listed on the screen). Drop these fruits into the chutes on the walls to get points and rewards. First of all, you want to find the right pile. One of the places has a bone pile one step from a fruit chute. If no one is using it, use that pile. If someone is using it, choose a different pile that's close. Spend a few minutes if necessary to find where the closest piles are; it'll save you a lot of time in the long run. Don't use the same pile as somone else; everytime four of one bone is grabbed, the pile switches, which will slow down how fast you can grab bones, and will mess with the sequence that I'm going to show you. If you don't grab enough bones, you'll get less bananas and waste runes and time. However, if you grab too many bones, you'll get more banans than you can hold, and you'll waste all the time spent grabbing those extra bones. Here's a sequence that will always get you 24 bones in a relatively quick manner. Note that this assumes you're already holding Death and Blood Runes, so you'll only have 24 empty spaces. Also, when I was holding an Earth Staff, anytime I got Earth Runes, I dropped them to keep 24 spaces. Finally, in the sequence listed, I'll call the bones by numbers; this number represents how many bananas they give you (look at the bottom right of the screen to see what bone corresponds to this number). The pile always switches to the next type of bone when you grab four bones, so this sequence can be repeated over and over: 1. Grab four 1-bones, four 2-bones, and four 3-bones. This will b2b for 24 bananas. 2. Grab four 4-bones, four 1-bones, and two 2-bones. This will b2b for 24 bananas. 3. Grab two 2-bones, four 3-bones, and four 4-bones. This b2b's for a lot of bananas but helps keep your sequence simple. I would recommend keeping Rapid Heal prayer on the whole time, since you'll need to go to the Duel Arena over and over. Stay until you have about 8 hp left. Then, leave. Bananas heal so little that you waste way too much time trying to eat them. Go to the duel arena, pray, and heal with one of the Healers, then go back. Once you get Bones to Peaches, you won't need to go to the Duel Arena anymore. Instead, you can easily heal by eating Peaches (they heal 8hp). However, don't use Peaches if you aren't going to heal yourself; they use more runes but give no more points. This is why I suggest getting Bones to Peaches first; it saves a lot of time by not making you need to heal at the duel arena, and it's a very cheap spell. Not to mention, it's a pretty good spell to have if you're out training and run out of food and just happen to have those Runes with you (not as uncommon as it sounds).
  4. It works like this: You get your first book free. When all the books you own are completed, you can pay 5k for a new book. If you drop a book, he'll give it back to you for free.
  5. I've noticed that Freaky Forester appears a LOT during cooking (by a lot, I mean compared to other things). There are a lot of other things that trigger him, but this seemed to be by far the most common trigger.
  6. Most likely, when you went through the snow, your levels all lowered, including slayer. You'll either need a stat restore, or you'll need to wait for your slayer level to return to normal.
  7. I got him twice while using bones on the altar on my house, so this outside-only thing isn't true. Note that I only got the event twice out of 12k bones, so I wouldn't recommend this as a method of getting him.
  8. There isn't MUCH trick to it; they're basically a normal monster. Some things I did notice: 1. It's multicombat and all monsters will attack you. Thus, whichever area you go to, you want to where SOMETHING related to that god (hence, Sara and Zammy are best) so they'll leave you alone. 2. Every area has it's own set of spirituals. 3. The mages are very accurate, so I recommend praying against them. 4. If you go to the Sara area, Zammy monsters will attack Sara monsters. If you attack a Sara monster that's attacking a Zammy monster, that Sara monster won't attack you, so you can fight it without damage.
  9. Yes it is. Jagex is very loose when it comes to Abuse of Customer support. You have to pretty blatantly be abusing it, not just accidentally reporting the wrong thing. If you were doing something wrong, they'd tell you a first time.
  10. The shield starts at 750k and gets as cheap as 150k after 5 recharges. I do not recommend crystal shields. They ARE good if you're defending against range, in which case they're worth it. But in most cases, you aren't defending against range; don't use them if you aren't, something like a kite or defender is better.
  11. Yes, just go to the manual and type in skill + "quest" (i.e. "thieving quest") and the list will pop up.
  12. Quest Name Experience Gained Items Received Areas Uncovered Other Rewards Quest Points Tower of Life 500 Thieving 1000 Construction 500 Crafting None Creature Creation room under the Tower None 2 Spirits Of The Elid 1000 Thieving 8000 Prayer 1000 Magic None None Use of shrine to pray at 2 Creature of Fenkenstrain 1000 Thieving Ring of Charos - makes all werewolves believe the wearer is a werewolf Wearing the Ring of Charos enables access to the Werewolf Agility/Skullball area None 2 The Golem 1000 Thieving 1000 Crafting None None None 1 Hand In The Sand 1000 Thieving 9000 Crafting None None Secret reward from Bert 1 Biohazard 1250 Thieving None Ability to train in the King Lathas training ground From this point onwards, you may walk freely through the gates into West Ardougne 3 Hazeel Cult 1500 Thieving 2000 gold coins None None 1 Tribal Totem 1775 Thieving 5 cooked swordfish Lord Handelmort's mansion area to train on the guard dogs None 1 Death to the Dorgeshuun 2000 Thieving 2000 Ranged None H.A.M. Store rooms Ability to use Dorgeshuun Special Attacks 1 Fight Arena 2175 Thieving 12175 Attack 1000 gold coins None None 2 A Fairy Tale part II - Cure a Queen 2500-5000 Thieving 3500 Herblore Xp lamp (2500xp to a skill of your choice) Gorak and cosmic plane, enchanted valley and abyssal area Access to the fairy rings 2 Fremennik Trials 2812.4 Thieving 2812.4 Agility 2812.4 Attack 2812.4 Crafting 2812.4 Defence 2812.4 Fishing 2812.4 Fletching 2812.4 Hitpoints 2812.4 Strength 2812.4 Woodcutting None Access to Miscellania Player may now train various skills and trade in Rellekka -------------------------------------------------------------------------------- Ability to get lyres enchanted to teleport to Rellekka and ability to change their base shoe colours 3 Slug Menace 3500 Thieving 3500 Crafting 3500 Runecrafting None None Temple Knight promotion to Proselyte 1 Ratcatchers 4500 Thieving Ratpole Wily and lazy Cats Access to the Rat Pits None 2 Icthlarin's Little Helper 4500 Thieving 4000 Agility 4000 Woodcutting Amulet of Catspeak None None 2 Tourist Trap 4650-9300 Thieving 9300 x2 given to either Fletching, Agility, Smithing or Thieving 6 Bronze darts Ability to return to the Desert Camp Ability to fletch darts 2 The Great Brain Robbery 5000 Thieving (Blessed lamp) 2000 Construction 3000 Crafting 6000 Prayer Barrelchest anchor Prayer book, used to cure poison Blessed lamp, giving 5000 experience to any one skill at level 30 or higher Harmony Island None 2 King's Ransom 5000 Thieving 33000 Defence 5000 Magic Reward lamp granting 5000 experience in one skill over level 50 Access to the Camelot Training Room Upon completion of the Camelot Training Room: Chivalry and Piety Prayers Choice to respawn in Camelot 1 Grim Tales 6000 Thieving 6000 Agility 4000 Farming 5000 Herblore 5000 Hitpoints 14000 Woodcutting Dwarven helmet None None 1 Darkness of Hallowvale 6000-12000 Thieving 7000 Agility 2000 Construction Tome of Experience, giving 2000 experience in any three skills over level 30 Meiyerditch None 2 Contact 7000 Thieving 7000 - 14000 in combat skills Keris Access to Sophanem bank Two wishes granting 7000 experience to combat skills 1 Legends' Quest 7650 Thieving or up to 30600 7650 is given to any four skills of your choice None Legends' Guild and use of its bank, shops and underground training area Ability to equip the dragon square shield and the Cape of Legends 4 One Small Favour 10000-20000 Thieving 2 x 10000 to add to 4 skills over level 30 2 Lamps, each when rubbed grant 10000 to a chosen skill over level 30 Steel key ring - hold several useful keys in one inventory slot None Ability to travel on the gnome gliders to the Feldip Hills 2 The Feud 15000 Thieving 500 Gold coins Oak blackjack Desert disguise None None 1 Recipe for Disaster 20000 Thieving A lamp to grant 20000xp in a skill of your choice over level 50 None Full access to the Culinaromancer's chest Full rewards list 1 Mourning's Ends Part 1 25000 Thieving 25000 Hitpoints None None None 2
  13. I don't see many times that they'd actually be useful. The problem is, you're not saving any space; you get like 4 more hp by reducing the doses of a potion to 2, whereas you would normally be able to store 4 in a spot. So it's more practical to take a pot and make a 4-dose then bring a shark or something.
  14. Of coures, if you really wanted to do that, you could make the hobbit house. Above ground, two empty gardens: one with a portal, one with a dungeon entrance. Then build the entire rest of your house underground in the dungeon. Then you can attack anywhere! :)
  15. yes. the treasure room is just there if you want to make it like a start to finish type of race.
  16. Yeah, I recommend use of a trimmed skill cape (+4 prayer) and an initiate helm while ranging (low range penalty, +3 prayer). I also used an unholy ammy to get an extra +8 prayer with +2 attack bonus.
  17. Yes, that's where I recal having my problems as well. Of course, if you don't want the problem, you could quickly gain 9 more levels somewhere, and then it might not be so bad.
  18. That's about how high I was when I did it. Might not be easy, but if I could do it, then so can you with that level.
  19. I have mixed opinions about Ape Atoll at that level. You fail VERY often until level 75 (at which point you stop failing), and failing tends to send you back several obstacles. Despite that, it may still be a good course. The werewolf course is fairly good, but if you do it, you MUST be as light as possible; negative weight preferably. Weight has a huge affect on your success on that one failable obstacle. At level 75, Ape Atoll is definitely the best.
  20. Not to go on a tangent, but I would recommend sticking for Torag. The armor can last for approximately 20 hours of combat without completely degrading. When it does degrade, you can use it on an armor stand and it costs smithing level divided by 2 percent yet. In exchange for this inconvenience, you get a LOT more defense and might save some banking time and food, making up for the time/money lost by repairing the armor.
  21. I would HIGHLY recommend Guthans. I brought both ranging gear and Guthans when I did it. There are some people that use Sara Brews and Super Stat Restores to do it to get very high healing. However, there is still only a limit to the amount of hp you can bring doing this. Keep in mind that you can also sell your Guthan after your done, so you don't need to lose 12 to get the set for this.
  22. I will warn you, though, 85 mining isn't all that great. Rune rocks are fairly difficult to mine, as it's a multicombat area and they've usually already been mined by someone. That's not to discourage you from doing it; I just don't want you to have too high expectations.
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