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Purr's Guide to The Great Orb Project

Featured Replies

Purr's Guide to The Great Orb Project

 

Welcome to my guide to The Great Orb Project.

 

pppurrgy2.png

 

 

 

I'll tell you about:

 

 

 

I. The requirements

 

II. How to start.

 

III. The game

 

IV. Strategies of the game

 

V. The rewards

 

VI. Benefits of the rewards

 

 

 

VII. FAQ

 

 

 

I. The requirements

 

You can enter the Runecrafting Guild through this portal:

 

port2iy2.png

 

Which is located in the Wizard's Tower in Draynor, second floor.

 

 

 

To enter this portal, you'll need to be level 50 in runecrafting.

 

 

 

To play the game, you must have your hat-space free and your weapon-space free. You can take pets in the minigame. You can also take runes and money, almost everything into the game.

 

 

 

II. How to start.

 

 

 

To get a small tutorial, talk to one of the wizards who isn't wearing a blue hat.

 

 

 

To join a the green team talk to Acantha:

 

acanthagr9.png

 

 

 

To join the yellow team talk to Vief:

 

viefsq0.png

 

 

 

To join a random team talk to a wizard:

 

wizga3.png

 

 

 

 

 

III. The game

 

Once both of the teams got 2 players or more, it'll take about 20 seconds until the game starts. Prepare yourself and go stand next to this portal:

 

 

 

You'll be send to the air altar. There you need to wait until the orbs come. After you're done a portal will appear and you'll get pure ess, which you can craft runes with. You'll go to the next altar if you go into the portal. The portals you'll go to are:

 

Air

 

Mind

 

Water

 

Earth

 

Fire

 

Body

 

Chaos (Members Only)

 

Nature (Members Only)

 

 

 

The point of the game:

 

You've received an attractor, repeller and a barrier generator of your team's color. The point is to get the most orbs of your team's color to the altar.

 

 

 

The screen:

 

screeemdo5.png

 

 

 

You'll see how many orbs your team and the opponent team has scored in the red box.

 

The time is shown in the yellow box.

 

In the black box you'll see who won the last altars.

 

 

 

The attractor: attractorme1.png

 

 

 

With the attractor you cand attract the orbs of you color towards you. If the time isn't almost up, then you can also attract the other color's orbs, but don't get them the altar, because you'll lose points. If you attract an orb, it'll come straight towards you and will remain 1 space away. You can get your orbs to the altar with this or get your opponent's orbs away from the altar.

 

 

 

The repeller: repellerpt1.png

 

 

 

With the repeller you repel the orbs away from you. This is helpful to score, more about how to score with the repeller I'll tell in the strategies part. You'll repel your orbs in a straight line. You can also repel your opponent's orbs to get them far away from the altar, this is pretty helpful, because sometimes they can't get their orbs back.

 

 

 

The barrier generator: barrierzb3.png

 

 

 

With the barrier generator you'll make barriers. If you place a barrier your team can't put another barrier, or the first one will disappear. After some time you can put another barrier without the first one disappearing. Your and your opponent's orbs can't pass the barrier. The higher your rc level, the harder it is for the opponent to remove it because, you can remove it by right clicking it. The higher your rc level, the easier you'll remove their barriers. You can also pass a barrier by clicking on it.

 

 

 

IV. Strategies of the game

 

Here you see how to get the orbs to the altar by repelling:

 

torepzx3.png

 

 

 

Here you see how to get the orbs to the altar by attracting:

 

toattractrm9.png

 

 

 

 

 

Repelling:

 

If a orb of the opponent's team is on a place from which you can directly get it to the altar, try to repel it into a direction from which you can't get it directly to the altar

 

 

 

Barrier repelling

 

If you repel an orb into a place from which you can get it out from only one side, try to put a barrier on that side.

 

 

 

50-50 and 3-3-1-1

 

50-50 is a way to get each game tokens, first they yellow team wins 4 times, then the green team 4 times.

 

3-3-1-1 is basicly the same, but yellow wins 3 times then green wins 3 times, then yellow wins 1 time and green wins 1 time.

 

V. The rewards

 

The talismans:

 

rcing115742cq2.png

 

 

 

The tele-tabs:

 

rcing115751dm9.png

 

 

 

The robes:

 

rcing115745df9.png

 

 

 

The essence and staffs:

 

rcing115753wh7.png

 

VI. Benefits from the rewards

 

Tokens into ess

 

You can get many money by buying pure ess, because it only costs 1 token and you get many tokens each round.

 

 

 

Nature tab

 

You can also buy the nature tabs to get fast to the altar.

 

 

 

VII. FAQ

 

How to get a medium and large pouch?

 

You can get them by talking to Wizard Korvak, who is near the portal.

19809-dk.png

Nice guide. This will help many players. 10/10 =D>

Timmay.png

53odhd.jpg

Get pictures, and expand on the strategy section. The two confusing pictures is the ONLY thing in this guide that is not found in the KB.

Owned_Nex.png

Dungeoneering isn't a skill.

I'm faster than bots at Sorceress Garden.

PM me if you want to chat. My PM is always off.

My keyboard is on fire. Want some?

  • Author
Get pictures, and expand on the strategy section. The two confusing pictures is the ONLY thing in this guide that is not found in the KB.

 

 

 

I added legenda to the pictures.

 

 

 

Btw, I didn't know it was in the KB :P

19809-dk.png

u should include game mechanics, like how tokens are calculated.

bedce0cd19.png

Nice guide

 

 

 

10/10

Ltgen_Singh.png


Capture_Copy.png


all_99.png

  • 2 weeks later...

10/10 ! ;)

pkgt%20copy.png

i dont like the centering, and you might try hide tabs

2egffxf.png

[hide]

Felix, je moeder.

Je moeder felix

Je vader, felix.

Felix, je oma.

Felix, je ongelofelijk gave pwnaze avatar B)

Felix, je moeder.

[/hide]

hide tabs?

 

 

 

Yeah, hiding tabs is a great method to keep your post organised, and it allows you to easily add new information without disrupting the organization of the post either. In order to use hiding tabs you should use the following code:

 

 

 

[.hide=]

 

text (and/or images)

 

text (and/or images)

 

text (and/or images)

 

text (and/or images)

 

[./hide]

 

 

 

(Remove the dots in the code)

 

 

 

For example

 

 

 

[hide=Introduction]

I. The requirements

 

You can enter the Runecrafting Guild through this portal:

 

port2iy2.png

 

Which is located in the Wizard's Tower in Draynor, second floor.

 

 

 

To enter this portal, you'll need to be level 50 in runecrafting.

 

 

 

To play the game, you must have your hat-space free and your weapon-space free. You can take pets in the minigame. You can also take runes and money, almost everything into the game.

[/hide]

 

 

 

[hide=How to start]

II. How to start.

 

 

 

To get a small tutorial, talk to one of the wizards who isn't wearing a blue hat.

 

 

 

To join a the green team talk to Acantha:

 

acanthagr9.png

 

 

 

To join the yellow team talk to Vief:

 

viefsq0.png

 

 

 

To join a random team talk to a wizard:

 

wizga3.png[/hide]

 

 

 

[hide=The game]III. The game

 

Once both of the teams got 2 players or more, it'll take about 20 seconds until the game starts. Prepare yourself and go stand next to this portal:

 

 

 

You'll be send to the air altar. There you need to wait until the orbs come. After you're done a portal will appear and you'll get pure ess, which you can craft runes with. You'll go to the next altar if you go into the portal. The portals you'll go to are:

 

Air

 

Mind

 

Water

 

Earth

 

Fire

 

Body

 

Chaos (Members Only)

 

Nature (Members Only)

 

 

 

The point of the game:

 

You've received an attractor, repeller and a barrier generator of your team's color. The point is to get the most orbs of your team's color to the altar.

 

 

 

The screen:

 

screeemdo5.png

 

 

 

You'll see how many orbs your team and the opponent team has scored in the red box.

 

The time is shown in the yellow box.

 

In the black box you'll see who won the last altars.

 

 

 

The attractor: attractorme1.png

 

 

 

With the attractor you cand attract the orbs of you color towards you. If the time isn't almost up, then you can also attract the other color's orbs, but don't get them the altar, because you'll lose points. If you attract an orb, it'll come straight towards you and will remain 1 space away. You can get your orbs to the altar with this or get your opponent's orbs away from the altar.

 

 

 

The repeller: repellerpt1.png

 

 

 

With the repeller you repel the orbs away from you. This is helpful to score, more about how to score with the repeller I'll tell in the strategies part. You'll repel your orbs in a straight line. You can also repel your opponent's orbs to get them far away from the altar, this is pretty helpful, because sometimes they can't get their orbs back.

 

 

 

The barrier generator: barrierzb3.png

 

 

 

With the barrier generator you'll make barriers. If you place a barrier your team can't put another barrier, or the first one will disappear. After some time you can put another barrier without the first one disappearing. Your and your opponent's orbs can't pass the barrier. The higher your rc level, the harder it is for the opponent to remove it because, you can remove it by right clicking it. The higher your rc level, the easier you'll remove their barriers. You can also pass a barrier by clicking on it.

[/hide]

 

 

 

[hide=Strategies of the game]

IV. Strategies of the game

 

Here you see how to get the orbs to the altar by repelling:

 

torepzx3.png

 

 

 

Here you see how to get the orbs to the altar by attracting:

 

toattractrm9.png

 

 

 

 

 

Repelling:

 

If a orb of the opponent's team is on a place from which you can directly get it to the altar, try to repel it into a direction from which you can't get it directly to the altar

 

 

 

Barrier repelling

 

If you repel an orb into a place from which you can get it out from only one side, try to put a barrier on that side.

 

 

 

50-50 and 3-3-1-1

 

50-50 is a way to get each game tokens, first they yellow team wins 4 times, then the green team 4 times.

 

3-3-1-1 is basicly the same, but yellow wins 3 times then green wins 3 times, then yellow wins 1 time and green wins 1 time.[/

[/hide]

 

 

 

[hide=The rewards]

V. The rewards

 

The talismans:

 

rcing115742cq2.png

 

 

 

The tele-tabs:

 

rcing115751dm9.png

 

 

 

The robes:

 

rcing115745df9.png

 

 

 

The essence and staffs:

 

rcing115753wh7.png

 

VI. Benefits from the rewards

 

Tokens into ess

 

You can get many money by buying pure ess, because it only costs 1 token and you get many tokens each round.

 

 

 

Nature tab

 

You can also buy the nature tabs to get fast to the altar.

[/hide]

 

 

 

[hide=FAQ]

VII. FAQ

 

How to get a medium and large pouch?

 

You can get them by talking to Wizard Korvak, who is near the portal.

[/hide]

ResisttheNWO.png

ResisttheNWO.png

very nice dude 10/10 will help alot.

coty530.png

I"m Da Man

randomnubub5.png

2804idk.jpg

Master Of Fletching Since Dec. 19th 08

Master of Deforestation Since Jan. 15th 09

Idk, hide the images, they're an eyesore.

 

You might want to talk about some special features of some altars, I'll include those at the end of this post

 

I'll add my tips too :P 7/10 on the guide though.

 

[hide=A few of my thoughts]-It takes about a minute for a game to start instead of 20 seconds...

 

-Joining through the blue wizard only puts you on a random team if there's equal numbers on each team, otherwise you'll be put on the team with less people.

 

-There is a maximum number of people of 6 allowed per team.

 

-The record for the most # of orbs at any altar is 50, at the air altar, for a single team.

 

-Sometimes there are invisible barriers in which you cannot walk through, or cannot pull an orb through. This is a glitch, and if you notice your orb stops moving you should probably get off it.

 

-You get a 10 minute penalty (not able to join again for 10 min) for leaving the game early, this includes lagging out.

 

-Also, (currently) the mind altar doesn't count when figuring in rewards...

 

-It would be a good idea to have the Lumbridge Explorer's ring.

 

-Oh, and only try making barriers if you have level 60 RC or above, otherwise its a waste.

 

-1st timers should join a 50/50 game before they try by themselves.

 

-If someone tells you "Off Noob!", they've probably been playing much longer than you, and you're hindering their progress

 

-You get 60 tokens if you lose all the altars (in F2P) and 750 tokens if you win all the altars (in F2P).

 

-With teletabs as the rewards, air running can be completed in ~30 seconds, greatly increasing training speed.

 

-Use of a mouse (instead of a touchpad) is recommended, and encouraged.

 

-You should never repel at the air altar.[/hide]

 

 

 

If facing a barrier diagonally, and the orb hits the corner, the orb will always favor East/West. This is just how the collision logic works. That said, repelling in diagonally and hitting the E or W arches is recommended, as the orb will go in, hitting the NS arches is not, the orb will "slide" along the edge, causing you to be a fruitcake.

 

 

 

[hide=Tips for each altar (f2p)]Air Altar

 

-It is imperative that you only touch an orb if you will get it closer to the altar, pulling it towards the corners is much preferred over pulling it towards the center of the arches. This way more people can touch it.

 

-It is also recommended that it only takes 1 person per orb, 1 click in. Standing next to the altar in the 4 cardinal directions, as BioIce's guide recommends, is recommended.

 

-If an orb isn't moving, you need to get off it. Lag is very common, and sometimes you're right up against an orb when it looks like you're 2-3 squares away.

 

-Whoever wins the Air Altar typically will win 4/6 or more; most people will quit after the Air altar.

 

-Under no circumstances should you line the orbs up to repel at the air altar.

 

-The only real "nerfed" spot at the air altar is behind the portal. Other than that most orbs can be 1 click and in.

 

-Green usually starts towards the NE, yellow usually starts around the North.

 

-People without pouches should use their ess here.

 

 

 

Mind Altar

 

-Unless you want xp, or mind runes, you shouldn't try to hard here. This area can be a waste of run, and you won't get tokens for your effort.

 

-An effective way to get orbs in is the "Line it up, attract it, get behind and repel in."

 

-You can see my video on this here

 

-Sometimes there will be more than 3 orbs per team, as far as I know this is a glitch. If this happens, defense is worthless

 

-You can, and should save your essence for later altars, you typically will not receive more than 10 ess.

 

-Green orbs typically start in the east, yellow orbs start all over

 

-There are several walls which can hinder your progress, but there are several places you can nerf opponent's orbs, esp where there are only 2 places orbs can exit. These are found in the NE and SE. If you're good at defense, you'll know what I'm talking about.

 

 

 

Water Altar

 

-By now most people on your team or the other team have either quit, or are going to stay with you for the rest of the game.

 

-It is really important you're watching your yellow dots. People with high RC levels can nerf your orbs by pushing them out to sea, and only have 1 or 2 orbs to work with make it near impossible to win.

 

-Someone well practiced in the art of "line it up, attract it, get behind and repel in" can easily get 10-15 orbs in while only standing in a 9x9 area, near the E arch. If you notice someone is good at this, stay off their orbs, or get in a position to take away the second 1/2 half of that, the repelling in.

 

-Here is a good place to use your ess, coupled with the mind altar's ess -water runes are about 16 gp each, and sell fairly quickly. A lumbridge explorer's ring will also do you good here.

 

-Green orbs typically start in the NE, yellow orbs tend to start in the SE or NW.

 

-If you're on the losing team, and the other team starts playing defense on you, don't get discouraged, you'll only get better from your experience. Plus, 10 minutes and no reward is much worse than 6 minutes and some reward.

 

 

 

Earth Altar

 

-Repelling here is a must, many teams will play hard defense. Its best to figure out the lines that will let the orbs in, and stick to those. Otherwise you won't get too many orbs.

 

-There are a few nerf spots here, the entire far-east side is one giant nerf'd area, as well as other spots where you can jam unattended orbs into secluded areas.

 

-Do not stand around the altar, orbs that come to you have already made it in, and unless you're really skilled at defense, you're not benefiting your team.

 

-Green orbs typically start in the NE - its advised that a yellow person puts a barrier there at the start of a match

 

-Yellow orbs start W/NW/N... all over basically.

 

-Its crucial here that its 1 person/orb, and you're not flat footed and hugging the orb like a fruitcake.

 

-Use your ess here... Earth runes sell.

 

 

 

Fire Altar

 

-Repelling here is not recommended, there are few places where repelling is handy (Repelling in from the NW can be good)

 

-Nerfing orbs here can impact the game... getting the other team's orb behind the tree line in the NW will keep the orb out of play, also yellow dots on yellow lakes of lava are hard to see, camouflage.

 

-Some orb spawns are more difficult than others, positioning is key.

 

-30+ orbs in for a team is not unheard of, 18+ for an almost-decent team is typical, there will be ess. If you lose, chances are you'll want to save your ess for the next round.

 

-Orb starting places very a bit.

 

 

 

Body Altar

 

-Repelling here can be done, and in certain situations can be faster than attracting.

 

-The slopes of the floor make it difficult to see orbs in the corners of the map

 

-The NW is notorious for invisible walls, nerfing is easy here. A well placed repel here and there can stop an orb entirely.

 

-At this point you'll want to stop running (F2P), to save up for your next rounds. Rarely is there any good competition here.

 

-Green orbs usually start in the NE (see a pattern here?) Yellow orbs will vary a bit more.

 

-30 seems to be the upper limit of what can happen here... 25 isn't unheard of.[/hide]

 

 

 

And if you don't get anything out of this... PLEASE take this one thing

 

FFS DON'T REPEL AT THE AIR ALTAR

 

that is all.

99 dungeoneering achieved, thanks to everyone that celebrated with me!

 

♪♪ Don't interrupt me as I struggle to complete this thought
Have some respect for someone more forgetful than yourself ♪♪

♪♪ And I'm not done
And I won't be till my head falls off ♪♪

  • 1 month later...

Nice guide, purr, although it's more for total beginners than anyone..still, i'm sure people will learn from it =] (thanks for the pictures!) btw, repelling on air (to score) is only neccesary .01% of the time..

 

 

 

And sees all1's "notes" :thanks for writing all that :thumbsup: =D>

Suak.png

runes.jpg

Money-2.jpg

this is a great guide 10/10

 

 

 

I do have one question though...how come I can't buy a large pouch from that "crazy" wizard?

 

What do I have to do or say to him in order for him to sell me one?

 

 

 

[please message me or something if you know] :)

jakejdogg625.png

 

"been scaping since 05'...been noob since 92'" xD

long-term goal:getting a quest cape before 100 combat; aswell as buying a Santa Hat

Sweet guide mate, really simple and very useful images. :thumbsup:

 

 

 

One thing I would like to see, being someone very new to TGOP, would be a token/hour estimation if you versed a team who does the "50-50" technique you talk of.

John_Pax.png

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