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misterbrain

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RuneScape Information

  1. Monster that dropped Clue: Mithril Dragon Level of Clue (If 100% known): Elite Clue Hint (With picture): This scroll will work in the elven lands. Orb Scan range: 38 paces. Where to solve Clue (With Picture): Just north of exit from Underground Pass. Additional information if needed: I didn't have to fight a Guthix druid, but I did previously in this clue sequence (this was clue #4)
  2. A correction about the choc-ice melting while in the jail. I found that as long as you cast an ice spell on it right before you run up to the gate to get captured, and then cast immediately again once you appear in the jail, you can then pretty easily get out. The trick is to cast as the gorilla starts to pass your cell. Then, put on your gorilla greegree and pick the lock. Then simply follow him out. I had plenty of time to get up into the tall grass and cast again, even using the lowest possible spell. Alternatively, if you are having trouble timing it, hide in the circle outside of the cell, cast it as he passes the door to head back, put on the greegree and run out. Either way, you should have plenty of time and it makes it easier than trying to get through the gate without it melting or worrying about getting caught.
  3. Not true, I was just able to get a smithing one from smelting my gold ore. Just for the info :)
  4. I love it how I wrote this guide, before anything else was up, and I don't even get a mention on the quest guide that is posted. What's the point in putting the information up and doing all that work if I don't even get mentioned for it?
  5. I have confirmed that the hat is different too. Someone else had to use the monkfish. Either way, I'd say we both made pretty good guides :)
  6. actually, to be 100% grammatically correct, there should not be a comma after Spade. Not a big deal, but then again, neither was yours :P
  7. Thanks, that confirms that both the helmet and the signal are different for each character :) I already have that the polar bear is one point, but thanks for confirming. Also, I didn't add the lyre because I used the fairy rings to get there, but I'll go ahead and put it up. I'll add the dueling ring too to get you close to Yanille.
  8. Overall, pretty good :) Mine was posted just a few minutes before yours. You can update yours, like I will mine, that the emotes given are different for each person. Also, which Fish Hat did you have to use? I was just wondering if it was the same for everyone. Mine was the octopus.
  9. I've been trying to post images into this guide, but I can't figure out how to get them from my desktop, any help would be nice :) EDIT: Nevermind, I found the post about uploading images. added the main one already :) Please let me know if you have any additional info for the guide.
  10. Difficulty Level: Medium Start Location: Speak to Larry just south of the Ardougne Zoo. Required: Quests: Sea Slug, Cold War Skills: 38 Thieving 45 Construction 45 Hunter Items: Penguin Suit, 8 Silk, 4 Planks, Needle, Thread Suggested: Enchanted Lyre (teleport to Relleka), Dueling Ring (teleport near Yanille), or Dramen/Lunar Staff for fairy rings (CIQ for Yanille and DKS for coast northeast of Relleka) Walkthrough: 1. Start by speaking to Larry at the Ardougne Zoo. He tells you of a giant penguin he saw while on vacation. The other zookeepers have put him in a straightjacket, and he needs your help to prove he isnt crazy. He sends you to Witchhaven to investigate. 2. Head over to Witchhaven. In the Southwest corner of the village, there is a GIANT footprint. Inspect it and then head back to Larry to tell him you found proof. 3. Head back and speak to Larry. As you talk to you him, the Chief Zookeeper threatens to lock Larry up again. CUT TO WITCHHAVEN. You show the chief zookeeper that Larry was telling the truth, although he still thinks the villagers might be involved. He sets Larry free, and Larry tells you to meet him at the boat in Relleka. This is the same boat from Cold War, located on the shore northeast of Relleka by the rock crabs. 4. On the iceberg, speak to Larry to find out your objective and change into the penguin suit. Once a penguin, go northwest to the avalanche to enter the secret lair. Head into the room on the left and speak to the KGP Interrogator. You will begin an interrogation of one of the former sub penguins. For each bold statement from the penguin, select the next selections in order to rattle him. My captain trusted me to deliver the message. "Your captain must trust you a great deal." My captain found a greater leader. "What leader could possibly be greater than the pescaling?" "The sea may control your Captain, but he controls your life." He will bring unity by destroying the humans. "Why not unite all penguins to The Sea, first?" "Hes only demonstrating his impatience" Nothing can stop him. "If he comes to rescue you, hell be captured." Our sacrifice will be remembered. " Our sacrifice? Only you appear to be making the sacrifice." 5. After this, the penguin breaks and asks you to save the captain on the sub. He tells you the signal to get on the sub, it is different for each person (confirmed by Lood333) Make sure to search the crate to take the evidence before you leave (the interrogator is too busy to notice), youll need it later. Also, you need to remember the hat that the captured penguin was wearing (it is different for each person). 6. Head to the second room on the east side of the main hallway, and speak to Ping and Pong. They tell you about some uncool short people that came in behind the door, and you can investigate if you help them complete their song to make the guard fall asleep. Go talk to the guard, and then back to Ping and Pong. Choose Squirrels, Chicklings, Blue, Squirrels, kiss, Squirrels. Go sing the song to the guard and he will fall asleep. 7. Push the controls to open the door and then head to the east. When you talk to the dwarves, you will have to get out of the suit to prove you are a spy. They will ask for penguin suits before they tell you how to disarm the submarine, so they can escape. 8. Speak to Larry, he will tell you to get 8 silk, 4 planks, a needle and 1 thread. Once you have those supplies, turn back into a penguin and go back to the war room. Get out of the suit again and give the supplies to the dwarves. You get a toolbox, and then they show you how to disable the submarine. Use the wrench to open the box cover, then cut the red and green wires. Use the spare wire to rewire the red and green to each other. Wrap the tape around the ends. Lastly, pump air until the gauge is almost to red. Turn the wheel to bring the gauge back to green, and then pull the lever to finish. Now that you know how to disable it, go outside the war room and talk to Larry again. 9. He says you still need to find out where the sub is. He suggests you speak to Noodle to find a way to get more info. Speak to Noodle outside the entrance to the base, and he will give you an ID card if you will be in debt to the Mafia. To get to the office you need, go up to the north wall, and then all the way east. As you come south, go into the first path west, and then follow that path south to the door. (follow the purple path in the image below) Grab the telegram off the table, and then head back out. Be careful, if you get caught, they will take the telegram from you, and you will have to do it again. Take the telegram back to Larry. He will tell you to meet him on the east coast of Yanille. 10. Head to Yanille and talk to Larry. You will need to become a penguin, put on the hat the captured penguin was wearing, and then blow the conch shell. A cutscene will show the submarine, and then you will need to give the signal. Once on board, climb the ladder, and go through two doors to talk to the captain. You find out that he is controlled by a sea slug. He throws you in the brig. 11. Search the hatstand to the west to get some tools, and then pick the lock to the door. They took your toolbox, so you will need to use the stuff from the hatstand as your toolbox. Use the crab claw to open the wirebox, then the shark tooth to cut the wires. Use the electric eel on the wires, and then the seaweed on the eel. Use the pufferfish as bellows and pump up the gauge. Use the octopus to grip the wheel and turn it. Once the gauge is in the green, put the swordfish in the lever spot and pull it 12. There is a cutscene with some startling revelations about the penguins and the dwarves, after which you are left on a deserted island. Speak to the polar bear to your east, and you will get off the island. Speak to Chuck in the zoo, and the quest is complete. Reward: 3,000 Constructions XP 2,000 Thieving XP 1,500 Hunter XP Access to Penguin Hunting Area Penguin Hide and Seek Bonus Quest Points Gained on Completion: 1 Tips, Tricks and Notes: When interrogating the captured penguin, make sure you dont interrupt it by clicking anywhere except the dialogue box. If you do, it will reset the interrogation and you will have to start all over again. The order that you challenge the statements in the interrogation does not matter. You will still have to challenge each of the five statements. The Penguin Hunter Area is exactly what it sounds like, a place to hunt penguins. They can be caught by either tracking (level 45 Hunter), deadfall (level 51 Hunter), box trap (level 56 Hunter), or net trap (level 50 Hunter). Once captured, return the KGP agents to the polar bear outside of the hunting area for a reward. (not sure what it is, if someone can update this for me.) After the quest, you can look for a polar bear as part of the Penguin Hide and Seek minigame. Once found, he gives you an extra Penguin Point. The Polar Bear does not wander like the penguins do. After this quest, Larry is no longer available for Penguin Hide and Seek or to turn you into a penguin. Instead, you can speak to Chuck in the zoo or Jim on the iceberg to turn back into a penguin. Chuck handles Penguin Hide and Seek.
  11. I've been playing since April 2001. I still remember when killing cows was the coolest thing in the world :D
  12. you guys need to read the update. It didn't say they are setting a cap, just that if you have more than 200K at the time of the update, it goes down to 200K. So it's still possible to have more, you just can't keep the ones from before. Also, no one said that they got them by cheating, but people have way too many points right now because it was unbalanced. They are just working to fix it.
  13. I didn't think to take any pictures, but when fighting Barrelchest, there is a safespot right in the doorway to the monastery that you can range or mage from without getting hit. Also, poison works very well to help kill him. I tried 10 times to kill him with melee, and didn't get anywhere, but one range trip, with 50 range, and I finished him off easily. Just might want to include this for those that range/mage, and can't really do the melee thing. as far as I can tell, it works best if you try to fight him once, teleport away, and then when you come back, just click on the doorway to enter the monastery and Barrelchest will be waiting for you, but unable to reach you as you stand in the doorway.
  14. The beginners section of the summoning guide states that granite crabs are the most cost-effective exp for beginners, but spirit mosquitoes give a much larger amount of exp, with a smaller shard cost. I know it requires either a larger cash investment, or greater time investment to find the probiscis needed, but it is a much better way to use the cgold charms at a low level to raise summoning.
  15. Closest willow tree is northwest of shop directly south of the farmers shack where you start the sheep shearer quest. As to how all those logs get there, it is most likely macroers who's programs have them sell their logs to the shops instead of banking them.
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