Archive for the ‘Area Guides’ Category

The western desert is not a pleasant place for people to explore, so it’s a good idea to read up on desert survival before wandering aimlessly among the sands.

Also note that the bandits hate anyone that bears the symbols of Saradomin or Zamorak, and will attack anyone wearing these symbols on sight. If you aren’t ready to be accosted by a number of muscular, tanned men with wicked blades, remove such items before arriving.

Introduction

 

The Jaldraocht Pyramid

The Kharidian Desert south of the Shantay Pass, whether by design or by chance, seems an area split in two. In the eastern half are the great towns and cities: Pollnivneach, Nardah, Sophanem and Menaphos. To the west there is little but lawlessness and nomads who gather in small camps.

Though their camps are small, there is a great history in this part of the world, as anyone who has earned the bandits’ trust could tell you. The nomads, too, take great pride in their ways and their ancestral traditions. If further proof were needed, the mighty Jaldraocht Pyramid still stands thousands of years later, and still its statues guard its gates.

Location

 

Western Desert’s location

The western desert is not far from either Shantay Pass (and, thus, Al Kharid) and the Kalphite Hive to the north-east, or from Menaphos and Sophanem to the south-east. Despite this, the desert is a terrible place in which idle travellers may easily lose their way as the sand dunes shift and roll like water, erasing each footprint moments after it is made.

The simplest way to the western desert must surely be via Ali Morrisane’s magic carpets, which will take you to and from the Bedabin Camp.

Aside from this, though, there are a couple of magical artefacts that may be of use. Skilled thieves may have obtained a golden sceptre from the Jalsavrah Pyramid, which is able to teleport its owner directly to the top of Jaldraocht Pyramid. The camulet, and versions of the cramulet with a camulet included, will teleport their owners to Enakhra’s Temple.

Points of Interest

 

Points of interest

Aside from the endlessly shifting sands and the hardy cacti that grow there, the desert would normally have little to offer the adventurer; in the western desert, though, where history seeps through into the modern days, adventurers might well find something of interest.

The Bedabin are a proud people with a long tradition of wisdom and courtesy, so few adventurers are likely to find trouble there.

The bandits, however, are thoroughly lawless and not inclined to talk to anyone from outside the town – unless they have a very good reason to (reasons come in a variety of colours, but the bandits prefer gold).

South of both of these camps is a large mine, which still has a number of ores available, even after centuries of use.

Personalities

 

Al Shabim
Al Shabim is the noble leader of the Bedabin nomads, and a wise and fair ruler he is. Despite his virtues, the Bedabin still have great difficulty being accepted among the other people of the desert, so they must remain nomadic, moving on whenever their livelihood is threatened. In recent times, though, Al Shabim’s leadership has allowed them to remain in one place.
 
Eblis
Eblis is a passionate bandit, so immersed in his people’s culture and right of inheritance that he despises the followers of Saradomin and Zamorak equally. He is a spite-filled man, but knows more of the history of his land than anyone else within a dozen leagues.
Al Shabim can be found in his tent in the Bedabin Camp.   Eblis can be found either in the east of the Bandit Camp, or tending to his mirrors south-east of the camp.
Asgarnia Smith
Is any treasure hun… umm, archaeologist so famous or so successful as the famous and successful Asgarnia Smith? Can anyone best his feats of daring and skill in discovering the Golden Monkey of Tee-Tah-Toh? Who could so swiftly pull a crossbow from their pack to shoot a wild maniac with a curved sword who is screaming in a foreign tongue? Has any archaeologist recovered so many artefacts?
 
Lazim
Great art has long had a place in the Kharidian Desert, and the sands in the west of the desert once held one of the greatest works. This mighty statue now lies in ruins, waiting for the expert hand to execute the perfect reconstruction – under Lazim’s guidance, of course.
Asgarnia Smith can be found plunde… umm, excavating and researching in the Bedabin Camp.   Lazim can be found north-east of the mine in the south of the western desert.
The Barman
The Big Heist Lodge in the Bandit Camp is the only tavern in the western desert, so it’s always full to overflowing. The bar does quick business, but the bandits’ extreme mistrust of any outsiders (especially those wearing symbols of Saradomin or Zamorak) might make getting a drink there difficult. The barman knows more than most, though, so paying his ‘outsider’ prices might be worth your time.
The barman can be found keeping the bandits cool in the Big Heist Lodge.
Quests

The following quests can be started in the western desert:

  • Desert Treasure (Members)
  • Enakhra’s Lament (Members)
Dangers of the Western Desert

 

Desert Wolf (Level 27)
Ordinarily, wolves are large creatures that need large quantities of meat to maintain their prodigious strength. The desert wolves, however, are lean and vicious beasts, raised on the bitter winds of the shifting sands and the sun that blazes hot and high.
 
Ugthanki (Level 42)
Camels are descended from a mightier, less placid beast with thicker and coarser hair and a temper to match. The ugthanki are not as vicious as that ancient ancestor, but they, unlike domestic camels, have retained a stronger sense of that breed. Ugthanki are bitter, spiteful creatures, and will not warm to people readily, but their meat can be warmed up and made into a tasty kebab.
Desert wolves can be found east of the Bedabin Camp.   Ugthanki can be found in a variety of places throughout the desert.
Bedabin Nomad Fighter (Level 56)
The Bedabin are a proud people with a long history. They are also fearsome warriors entirely suited to the desert, so it is no surprise that their warriors have been the end of countless adventurers who have travelled unprepared across the desert. Their massive scimitars are powerful weapons, so it’s best to defend against them.
 
Bandit (Level 57/74)
The bandits are the masters of their domain, driven by a hatred of the followers of Zamorak and Saradomin for reducing them to their current desert territories. They have plans, though, and hope one day to free their great hero, Azzanadra, to lead them into victory. Bandits are extremely dangerous in numbers, so try not to anger all of them at once.
Bedabin nomad warriors can be found in the Bedabin Camp.   Bandits can be found wallowing in misery and plotting revenge in the Bandit Camp.

This article contains information that may reduce your enjoyment of the Spirit of Summer and Summer’s End quests. If you especially enjoy surprises and discovering information for yourself, we recommend that you read this after completing those quests.

You must have started Spirit of Summer to gain access to the Spirit Beast’s Realm. When you complete this quest, you will be rewarded with Jennica’s Ring, which you can use to access a number of locations within the Spirit Beast’s Realm. The range of locations you can access increases when you have completed Summer’s End.

Introduction

 

Within the shadowy mirror of the Wilderness

There are many strange realms connected to RuneScape, either closely or in the most abstract of ways, and most are harmless, perfectly natural worlds. Zanaris, the fairy kingdom, for instance, or the Abyss, which seems to connect every plane to the others (which goes some way to explaining the chaos of that place). Parallel to the Wilderness, however, is an altogether more sinister realm that seems to exist solely because of a single inhabitant.

The Spirit Beast is a vast and brutal creature, more powerful than any other so far encountered by mortals. The other inhabitants of its realm are not so lucky, as it slowly drains their souls over the course of hundreds (and, perhaps, thousands) of years.

Location

The Spirit Beast’s Realm can only be accessed at a small number of locations, places where, for one reason or another, the boundaries between the living, natural lands of RuneScape come close to the cold and dust-filled lifelessness of the Spirit Beast’s Realm. Where this connection is strongest, a portal will be visible to those who know how to look for them, and can even be traversed. Where the connection is weak, though, there may only be the smallest flicker of a portal, or none visible to even those most attuned to the realm.

Points of Interest

The Spirit Beast’s Realm is a series of ‘pockets’ that fall in line with specific areas of the ordinary Wilderness. These are locations that, in the dark past of that shattered land, have been saturated with spiritual energy – either through sorcery or through the terrible slaughters that have taken place there.

The most obvious of these is the farm, where Summer and her family were cruelly murdered by heartless criminals. Equally, one can find additional portals in those places where people once lived, such as the ruins of the small town in the west, the graveyard to its north or the Chaos Temple ruins.

Being intrinsically linked to the Wilderness itself, an adventurer can very slightly manipulate one realm from the other in certain locations: where a coffin is open in one realm, for instance, it will be closed in the other. Because of this, it is also possible to obtain resources in one realm that are currently unavailable in the other, the depletion of which then leads to their appearance in the other.

Travel between the realms is also an enlightening experience, so an adventurer will find themselves much more knowledgeable about certain regions when they first pass through the portals by themselves.

Personalities

 

Summer Bonde
This poor little girl has been trapped in the Spirit Beast’s Realm for the last four hundred years, having her soul slowly eroded by the Beast’s insatiable hunger. Her innocence and pleasant disposition, however, may prove to be the Beast’s undoing.
 
Erik Bonde
Summer’s father is fiercely protective of his daughter, which is unsurprising given the circumstances. It is likely that his intense love for his child is all that has kept her from falling into the same helpless shadows that the other inhabitants of the farm have slipped into.
Until freed, Summer can be found outside of Varrock’s northern gate.   Erik can be found on the farm.
Jallek Lenkin
Jallek Lenkin was the Bonde family’s first farmhand, and has worked alongside them since he was little more than a child. Since being trapped in the Spirit Beast’s Realm, however, he has studied the ways of that place carefully and learned a few tricks from the dark sorcerers who once worked on the site of the farm.
 
Meranek Thanatos
Before working for the Bonde family, Meranek was a soldier in the service of Misthalin. In the centuries that he has been trapped by the Spirit Beast, though, his fighting spirit has all but eroded, and now he fears another encounter with the Beast almost more than anything else.
Jallek can be found on the farm.   Meranek can be found on the farm.
Quests

There are no quests to start in the Spirit Beast’s Realm.

Trapped in the Spirit Beast’s Thrall

 

Ghostly Warrior (Level 42)
Left trapped in the hut they once called home, the warriors you might find in the Spirit Beast’s Realm have had untold years to prepare to take vengeance upon any invaders. Who can say when they were slain, or what horrific death it was?
 
Ghost (Level 79)
Not all of the prisoners of the Spirit Beast can be seen in its realm: some are trapped in RuneScape, but only able to be freed by those in the alternate version.
     
The Spirit Beast

The Spirit Beast must truly be one of the most loathsome and terrifying creatures that any adventurer could have the misfortune to face. The ages it has spent feeding on the souls that it traps have left it bloated with power to such a degree that it is almost completely unconcerned by the petty itch that the mightiest of warriors can inflict upon it.

Whatever it is, and whatever gave it consciousness, one fact is clear: should it ever gain the ability to straddle both its own realm and that of RuneScape, its thirst would know no end.

Miscellaneous

 

  • The cursed magic tree in the ruined town can be cut down to gain cursed magic logs. These will turn into perfectly ordinary magic logs when passing back into RuneScape.
  • There is an ancient and insane spirit within the Spirit Beast’s Realm who has some interesting information for those who know how to interpret his riddles and madness-inspired metaphors.
  • Every portal offers an experience bonus when you first travel through them under your own power, but only if you have a level suitable to comprehend what you have learned.After Spirit of Summer you have access to portals offering:
    11,250 Attack experience if you have level 38 Attack or higher.
    15,000 Farming experience if you have level 50 Farming or higher.
    15,000 Prayer experience if you have level 50 Prayer or higher.

    After Summer’s End:
    7,500 Farming experience if you have level 45 Farming or higher.
    7,500 Prayer experience if you have level 50 Prayer or higher.
    7,500 Smithing experience if you have level 45 Smithing or higher.
    15,000 Defence experience if you have level 80 Defence or higher.
    15,000 Thieving experience if you have level 60 Thieving or higher.

    Within these portals are further useful rewards beyond mere experience, but you will have to discover them for yourself.

Kolodion, the master of battle magic, has set up an arena deep in the Wilderness.

Prove yourself worthy to this bloodthirsty wizard by surviving the trials of the Mage Arena and he will teach you spells capable of summoning the power of the gods themselves!

Location

 

Mage arena location

The arena is located in the Deep Wilderness. You will need a slash weapon to get into the starting area. This generally includes weapons such as daggers, although a knife can be used on the webs to slash through them.

Please be aware that due to the depth of the Wilderness, monsters may be waiting for you to arrive. Also remember that this far into the Wilderness, you are more likely to be attacked by other players.

From the Ardougne teleport lever:
The first method of traveling to the Mage Arena is by using the teleport lever in Ardougne. The lever is two-way (you can use it to get back to Ardougne) and it will teleport you to the Deep Wilderness, not far from the arena. When you are here, you will need to head north and use your slashing weapon to cut the spiderweb that blocks the way. From here, head west past the top of the arena.

On foot from the Wilderness:
The second method is walking. Long as the journey may be, the area surrounding the lever is dangerous. You will need to walk all the way to the gates in deep Wilderness. There are two gates; one near the greater demon area and another on the Ice Plateau. If you are coming from the greater demons, you will need to head west once through the gate. If you are coming from Ice Plateau, you will need to go east once through the gates. Again, locate the arena (a short walk).

Teleports:
Finally, you can use teleport spells, such as the Ancient Magicks, to teleport you to certain depths of the Wilderness. From here, follow the above advice for walking.

The safe area

When you get to the small building with spiderwebs blocking your way, use your slashing weapon to cut them and enter. Continue slashing the webs until you are at the teleport lever. Pulling this lever will teleport you to a safe area, the Mage Arena bank. From here locate and talk to Kolodion. There is also a rune shop and bank here.

Please note: As there is a bank here, it is strongly advised you save withdrawing all your runes/magical equipment until you get to the arena bank. This will mean if you are attacked on your journey to the Arena, you will not lose vital items if you die.

Requirements

To fight in the arena requires 60 Magic. You must also be able to fight and kill increasingly difficult monsters with Magic only.

To cast the god spells, 60 Magic is required.

Also, a Prayer level of 37 is recommended so that you can use Protect from Magic.

Recommended Items

To fight in the Arena, you should take runes of your chosen spells.

Prayer potions are also recommended if you are using Protect from Magic.

After beating Kolodion, you can choose your god spell, so it is advised you bring runes to cast the spell 100 times to unlock it (explained below).

Unlocking the Power of the Gods

Firstly, withdraw your chosen mage items and don’t forget your runes.

Speak with Kolodion, and challenge him to fight in the Arena.

You will then be teleported (with Kolodion) into the heart of the Arena. From here Kolodion is to be destroyed in all of his forms. If, for some reason, you decide to run away or are defeated by Kolodion then on your next attempt you will start at the form you retreated from.

When you have killed him, you will discover he can shapeshift into a tougher, ogre giant.

After defeating the ogre giant, you will find the fight is far from over, as he will shift into the form of a giant spider. Depending on your method of fighting (if you have food supplies or Prayer), it may be advisable to use Protect from Magic.

As the giant spider dies, Kolodion will continue to shift forms. This time he will change into a large wraith-man. The fight gets tougher here, so make sure you eat and top up your Prayer if you take damage.

There is power left in Kolodion yet. As the wraith dies, Kolodion shifts into his final guise – a massive level 112 demon. Stay focused and continue to unleash your Magic spells.

When you have defeated all of his forms, you will be teleported out of the arena and Kolodion will congratulate you on a fight well fought.

He will then explain the god spells and the need for you to choose your god. To do this, head into the nearby ‘Sparkling pool’ and you will come out near a staff merchant.

Head past him into the room with the three god statues. Now you choose your god and pray at the relevant statue. You will then receive a cape of the god you have just prayed to.

Head back with your cape and speak to the merchant. He will then give you the staff of your chosen God. To unlock the god spells and use them outside of the arena, you must cast them 100 times inside the arena.

To get back into the arena, head back out of the sparkling pool to the safe area, then pull the lever to return to the Wilderness hut. If you decide it is safe to go for it, use your slashing weapon to get out of the hut, and head east to the entrance where you will need to slash webs again. In the small room past the web, pull another lever to teleport you the other side. Here, run south-west around the outskirts, and into the arena ramp entrance.

 When here you will see level 54 battle mages. The battle mages of your chosen god will not attack you if you do not attack them (i.e: If you are wearing a Zamorak cape and using a Zamorak staff then the Zamorak battle mage will not attack you). As you will find out, the battle mages that do not fight for your god will attack you, so it is advised you train your god spells on them.

Be careful as they retaliate in style – using their god spells! These can be very damaging, so Protect from Magic Prayers are advised for the whole encounter. When you have cast the spell 100 times, you will have unlocked the chosen spell and be able to use it outside. You will be shown a message to confirm this.

As a side note – if you take the exact number of runes to cast the spell 100 times, then you can see from the runes remaining how many more spells you need to cast.

After all this is done, you can head back to the staff merchant and buy the other two staffs to begin unlocking the other spells. You may only obtain one cape at a time, so the current cape must be dropped for you to pray at your new statue. With this, you can then cast the other god spells 100 times and unlock all three for outside use!

Rewards

Of course the rewards come from unlocking the extremely damaging god spells, which can hit up to 200 points of damage.

Further to this, if your Magic level is 80 or more, you can use the spell ‘Charge’ which will increase the damage even more (hitting up to a possible 300) for a period of approximately seven minutes, provided you are wearing one of the Mage Arena god capes.

20
Jun

Lava Maze

Posted by: Eason Tags: , , ,

It should come as no surprise that the Lava Maze, deep within the Wilderness and teeming with beasties, comes with a hefty disclaimer. If you are a greater demon or dragon then this warning can be skimmed over, but adventurers will need to heed it: stock up well on food and anti-poison, refresh your Prayer levels, equip yourself with an anti-dragonbreath shield and be aware of the monsters dangers around the maze. With this in mind, and everything prepared, take a deep breath and run in.

It should also be noted that although the area of the Lava Maze above ground is available to anyone, only members will be able to access the more dangerous tunnels below ground.

Introduction

 

Ouch!

Heat, in RuneScape, seems to attract danger. From the flaming Tzhaar Fight Caves to the parched desert, the adventurer will feel the hairs on their neck prickle whenever the temperature rises. The Lava Maze is no different. Interlocking chasms carved into rock that bubbles with magma, the Lava Maze is a natural hazard and home to wandering creatures of the Wilderness.

Occasional tectonic shifts are no deterrent for the creatures of the Lava Maze, the most prominent of which – the black dragons and the infamous King Black Dragon – are extremely territorial and demand death from whoever chooses to trespass.

Location

 

Location of the Lava Maze

The Lava Maze lies deep in the Wilderness, close to the fence that separates the Wilderness from the Deep Wilderness. The whole of the Maze is also a multicombat area, so a great number of monsters can attack you at one time.

The maze lies directly northwards of the Hobgoblin Mine and the Chaos Ridge, patrolled by the chaos dwarves.

Further to the south lies the Wilderness volcano, strewn with bones and unending battle.

To the west, notably for those who wish to conquer the Lava Maze, is the Evil Altar, where Prayer points can be replenished. Just be aware of other players looking to prey upon the weak.

To the north is the vast skeletal fence, separating the free parts of the Wilderness from the members only areas.

To the east lies Red Dragon Isle.

Points of Interest

 

The path through the maze

Your path around the Lava Maze will be impeded by cobwebs, so bring a knife or ‘slashing’ weapon if you wish to pass. The correct route through the obstacles can be found above.

To the south-west waits Edmond, with his large sack of capes. Buy and hand these out to friends so that you can avoid getting an arrow in the back from an accident-prone friend in Clan Wars.

Many believe that the Lava Maze is the best, and one of the few places to mine runite. These rare rocks jut from the ground to the north of the Lava Maze and deep underneath, overseen by black dragons.

Initiates to the Lava Maze will be surprised to find a Fishing spot on the top level of the Lava Maze. By no means a safe hobby, angling for lava eels can be achieved with some form of oily and fire-resistant rod.

As mentioned before, the Evil Altar lies westward for those on low stocks of Prayer.

Points of interest

Descending the ladder to the west of the Lava Maze will give a nauseous feeling to all arachnophobes. Poison spiders scuttle around the lower rungs (see the bottom-right of the map to the right), hemmed in by lava. Two choices await you – head back up the ladder, or pull the lever on the southern wall.

If you do pull that lever, Saradomin forbid, then you will be confronted by a floor of treasure. Oh, and the King Black Dragon, surly and ready to slice you with curved talons. Treasure chests line the walls, but if you wish to escape then the lever is situated on the southernmost wall.

Descending the central ladder of the Lava Maze, the adventurer will have brief respite before being attacked by greater demons, poison spiders and black dragons. It is worth mentioning that runite ore juts from the centre of this cave, though is by no means a safe source of the rare metal.

Personalities

 


King Black Dragon

The King Black Dragon, or KBD to his friends, is an ancient, huge, mean, vicious, near-undefeatable, and downright unsociable master of all dragons. He is also famous as he once held the record for the longest time spent as the ‘Most Dangerous Creature in Runescape’. His three heads – and yes, they get along fine – blast volleys of concentrated balls of fire, ice and poison into enemies’ paths. No doubt concerned that this may not be impressive enough, the King Black Dragon also bears claws of tremendous power, sharpened for the recreational goring and tearing of hapless adventurers.

The King Black Dragon has, as you would expect, no defensive weakness. Instead the King is merely ‘less perfect’ in certain areas, namely stab and Ranged attacks. This is getting ahead of ourselves, however; to damage the KBD you have to get close enough, and to do so involves receiving damage, which is the King Black Dragon’s specialty. Ice attack follows fire attack, which in turn follows poison, so protection from each of these elements, anti-poison and an anti-dragonbreath shield are all a must.

The King Black Dragon hoards his dragonly stash beneath the Lava Maze, reachable by lever.

Quests

There are no quests to be started at the Lava Maze.

The Lava Maze’s Hall of Death

 

Hill Giant (Level 28)
Hill giants are large and lumbersome, though at Combat level 28 and wielding a large club, they should not be underestimated, if you are of a similar Combat level. Hill giants have a variety of drops, not forgetting big bones to help your Prayer skill rise.
 
Black Knight (Level 33)
Black Knights are always plotting their next move against the White Knights. Aside from lurking in their castle north of Falador, they seem to be trying to navigate the Lava Maze… but seem stuck near the entrance to the south.
Hill giants dumbly wander around the Lava Maze’s top level.    
Deadly Red Spider (Level 34)
One of the Lava Maze’s mutated spiders, these over-sized pests have a nasty bite to match their size. Food is advised if you are on an extended stay, as they will inevitably have a bite or two before you leave.
 
King Scorpion (Level 37)
The largest strain of the scorpion genus, the king scorpions feel most at home at high temperatures. Strong venom bubbles within the sharp hook of its tail, while vice-like pincers look for fleshy adventurers to grapple with. Particularly vulnerable to Magic attacks.
Deadly red spiders can be found all over the Lava Maze.   King scorpions roam the top level of the Lava Maze.
Poison Spider (Level 64)
The conventional spider extrapolated to a huge size, these poison spiders of the Lava Maze are very dangerous, and will happily snack on a wanderer or adventurer looking for a certain teleport lever…
 
Green Dragon (Level 79)
These Wilderness stalwarts are a distant relation to the mighty Elvarg of Crandor, although far more agreeable. These particular green dragons are aware of the King Black Dragon and his domain, so avoid the western area of the Maze. Less defended against stab and Ranged attacks, the green dragon is a pale green shadow of Elvarg’s might.
The poison spiders guard the King Black Dragon’s lair lever.   The green dragons roam the lands around the south of the Lava Maze.
Lesser Demon (Level 82)
Forced out of the lower echelons of the Lava Maze by the territorial greater demons, these wingless versions have found their way to the Wilderness surface. Guarding the entrances to these lower levels, the lesser demons are biding their time till these areas can be regained.
 
Greater Demon (Level 92)
These looming forsaken are not the most deadly of the foes inhabiting the Lava Maze; although this makes them no less dangerous. Curving scimitar-like claws and thick hides of pure evil make them a strong adversary for those who do not dabble in the magical arts, while a hunger for new souls makes them an unlikely foe to be bypassed with a well-timed sprint.
The lesser demons circle the entrances to both the black dragon and King Black Dragon caves.   Greater demons can be found in the black dragon cave.
Black Dragon (Level 227)
Head to toe in shimmering black scales, the black dragon is a distant relative of the King Black Dragon. No less friendly, they will still guard their domain with fevered intensity. Though stab attacks and Ranged attackers will do more damage than others, the black dragon has no real weakness and will demand the best from any adventurer it encounters.
The black dragon guards the runite deep beneath the Lava Maze.
Miscellaneous
  • For those in possession of a muddy key, a chest toward the end of the Lava Maze contains a wealth of treasures that will be useful to the mid-level adventurer.
  • Killing the KBD with a group of friends is a good bit of fun, if you think you have the levels to take him on!
  • A number of items can be found strewn around the Lava Maze, including coins, a staff of earth, a gold necklace and various pieces of armour.

Ah, Harmony Island: the name evokes a feeling of contentment and peace. As well it should, being home to a cloistered order of Saradominist monks – they lead a simple life of tending grain and cabbages, praying, illuminating books and blessing the odd pirate or two (in exchange for not being pillaged, plundered or generally being at the sharp end of a cutlass).

Okay, so they’re all a bunch of ‘enhanced’ zombies at the moment, but really, they’re nice chaps at the heart of it.

Location

 

Harmony Island location

Harmony Island is located south-east of the docks of Mos Le’Harmless. It can only be reached by being teleported there by Brother Tranquility (no adventurers were harmed in the making of this journey), who is located near those very docks.

Points of Interest

 

Map of Harmony Island

There is an allotment Farming patch just south of the statue of Saradomin. Grain from the field at the northern side of the monastery can be milled into flour in the island’s granary.

The wheat field twins with the cabbage field to help keep the monastery’s symmetrical aesthetic, projecting the ordered life of the monks that pray within its walls.

There is also a run-aground pirate ship to the north of the island. The huge gaping hull that allows you access onto it clearly highlighting that it will never sail again.

Personalities

 

Brother Tranquility
As a monk, Brother Tranquility is a forgiving and kind-hearted man. As a zombie, he is much the same, just a bit more decomposed. His tonsure (monk’s bald spot) is nicely contrasted by the staples keeping his skull in place.
 
Mi-Gor
He may be ‘short’ of temper, but this sinister zombie Surgeon General has more of a brain fixation (and more brains) than his entire crew combined. His nefarious scheme to create a race of zombie pirates with some actual intelligence is made all the easier by his lack of morals. He requires some kind of mask apparatus to breathe, a side effect of which puts his evil laugh up there with the best of them.
Brother Tranquility can be found on the ground floor of the mill on Harmony Island.   Mi-Gor can be found in the monastery on Harmony Island.
Quests

There are no quest start points on Harmony Island.

Mi-Gor’s Motley Minions

 

Zombie Pirate (Level 57)
In life they were a scourge on the seas, a blight on the briny oceans of RuneScape. Now they’re all zombies, they don’t even need to worry about scurvy anymore, making them even more dangerous to lollygagging landlubbers.
 
Sorebones (Level 57)
Sorebones are Mi-Gor’s highly-skilled team of surgeons – at least in terms of removing people’s brains. Whether this is done in the operating room or just to any passing adventurer makes no bones to them.
Zombie pirates can be found scattered all over Harmony Island.   Sorebones are only found inside the monastery on Harmony Island.
Miscellaneous
  • There is a tinderbox spawn point on the deck of the run-aground pirate ship, toward the bow.
  • If you lose your Ring of Charos after completing The Great Brain Robbery, it can be pickpocketed again from Dr Fenkenstrain in the basement of Harmony Island’s mill.
20
Jun

Entrana (Members)

Posted by: Eason Tags: , , ,

A picture of serenity, the island monastery of Entrana is the monk’s retreat of choice. A world away from the general bustle of RuneScape, a monk of Entrana fills his days staring at flowers, sitting on benches and chatting about the weather: all of which he does religiously. Oh, and did someone mention glass-blowing?

Location

 

Map of Entrana

Passage to Entrana is gained from Port Sarim, where some Entrana monks await you. Passage is free, as long as all armour and weapons are banked.

Entrana itself is to the north of Crandor and just off the west coast of Falador. To the north is Catherby, and Ardougne is to the west, though neither are reachable via Entrana.

Entrana can be accessed through The Abyss, though you will have to bank all armour and weapons before doing so.

Points of Interest

Entrana is an essential stop for glass-blowing amateurs and connoisseurs, with all of the required elements dotted around the island.

Entrana’s points of interest

A glass-blowing pipe has been trustfully left in a house by the river, while seaweed can be found on the northernmost tip of the island. A glass-blowing tutor can be found on the south of the island, and will guide you through the basics of the craft. With a sandpit and a furnace on the south-west corner, everything is in place to make that beautiful fishbowl you have been pining after.

There is an altar in the cathedral for restoring your Prayer points.

An entrance to the Law Altar lies to the north of the river, accessible with a law talisman.

There is a variety of Fishing opportunities on the island, particularly in the river bisecting the island. Pike, salmon, trout and shrimps are amongst the watery beasties that can be fished from Entrana. The two ranges on Entrana make the island an attractive one for anglers looking to raise their stats.

Those looking to recover their lost Dramen Staff will know what to do in the north-west corner of the island.

Personalities

 

The High Priest
The High Priest may be the most senior of the Entranan monks, have one of the biggest churches on Runescape and be, quite literally, near the centre of the Runescape universe (or at least the map}, but he is still one of the most pious and humble of them all.
 
Auguste
On the peaceful island of Entrana a lone monk has tired of his life of simplicity and quiet reflection. Auguste wants to boldly write his name in the history books; to craftily defeat the laws of physics; to miraculously sail through the air… preferably not to horribly explode into a ball of flaming death.
The High Priest can be found pacing around the large church on Entrana.   Auguste can be found wandering near his platform on the western side of the island.
Cave Monk
Imagine a meeting of newly ordained monks, each being assigned their tasks on the island. Mazion gets there early and takes the general ‘wandering’ job, Frincos snags the general store position and Francis plumps for the green-fingered type. One monk, however, had a hard night on the monastery wine, and is left with the juicy cave-guarding job. On his own. Strong stuff, that monastery wine.
The Cave Monk guards the entrance to – you guessed it, you astute people – the cave in the north-west corner.
Quests

The following quest can be started on Entrana:
An Enlightened Journey (Members)

Inhabitants of Entrana
Monk (Level 5)
These peace-loving disciples of Saradomin are unlikely to take a swing at you with a smuggled mace and would much rather spend a night at the altar than entreat you to an arm-wrestling tournament. They will defend themselves against attacks from heathens, however, and will do so with predictable ineptitude.
 
Unicorn (Level 15)
For a while considered extinct in Runescape but now flourishing in pockets around the globe, the unicorn is still hankered after for its horn. When crushed into a powder it has medicinal purposes, and is an invaluable ingredient in two RuneScape remedies.
The monks can be found in the church.   Unicorns can be found on the north half of Entrana.
Bear (Level 19)
Solitary omnivores that will attack if provoked or hungry, the bear can be a fearsome opponent to low-level players. The bears of Entrana are largely passive, however, and will generally leave you alone unless a black bear bloodlust comes over you.
A bear can be found on the north-west corner of the island.
Miscellaneous
  • Those trusting monks love to leave their personal effects willy-nilly around the island. There is a Fishing rod in a kitchen to the south-east of the island and a kebab left invitingly on a range.
  • Two planks have washed up on the north coast of the island.
  • Frincos is perfectly happy for you to ‘sample’ the vials on the counter of his general store.
  • Those adventurers bold enough to meekly go where no man has gone before with Auguste will be able to use his fabulous balloon transport system.
  • The Entrana firebird scouts the northern coast, blissfully unaware of those heroes who covet it for its plumage.

Braindeath Island is the secret brewing headquarters for Captain Braindeath, the twisted pirate-genius responsible for that vile concoction: Braindeath Rum. (Since its creation, all of the reputable rum producers of RuneScape have tried every method – legal and otherwise – to stop Captain Braindeath calling his brew rum, but so far even the foulest and most cunning of lawyers have failed.) He’s been having trouble with some of his rum’s more devoted drinkers, though, and his distillery has been besieged by braindeath zombies ever since.

The island isn’t very big, just the right size for a secret brewing operation, but it somehow manages to fit a huge number of people and zombies across its surface. This isn’t an ideal set up for Captain Braindeath and his crew, but until the zombies are taken care of he doesn’t really have much of an option.

Location

 

Pirate Pete’s whereabouts

Avast! Only Pirate Pete knows the way to Braindeath Island, so don’t expect us to tell you here, ye scurvy dogs!

You can find Pirate Pete on the small dock north of Port Phasmatys, and he’ll use his magical bottle of teleportation to convey you there safely. Maybe.

Points of Interest

 

Points of interest

Braindeath is an odd island, and all of the Farming patches and Fishing spots are used solely in the ‘art’ of Braindeath Rum. Beneath the factory are some corridors that are positively filled with fever spiders, while outside the main doors to the building a massive horde of zombie pirates protest the fact that Captain Braindeath won’t give them rum.

West of the factory is a series of small islands connected by bridges that will deliver you to a dormant volcano with a lake of stagnant water.

Personalities

 

Captain Braindeath
He’s an interesting sort of fellow, the Captain. He likes his rum, and he likes his crew, but he doesn’t seem to like his fans. He’s probably a bit prejudiced against the dead (necrophobia), and this is the source of his problems: if only he’d held onto more rum, he could have given it to the zombies and cleared them out while they slept it off.
 
Captain Donnie
Captain Donnie is Captain Braindeath’s greatest problem, as it’s his crew that have laid siege to the distillery. Judging by his remarkably staggering walk, he’s either very, very drunk or very, very rotten (rotten as a corpse, not just rotten as a person).
Captain Braindeath can be found in his office in the north of the factory.   Captain Donnie staggers around outside the gates to the distillery.
Pirate Pete
Pirate Pete sometimes lies in order to get what he wants, but that probably comes with his job as a pirate. He’s the only man that knows the way to Braindeath Island, and he likes to keep it that way. If you’re talking to Pirate Pete, try not to turn your back.
 
Davey
Davey used to be a priest of sorts, and he’s carried his skills with him into his new career as a pirate brewer. It’s usually up to him to bless the wrench that they need to repair the brewing controls when it gets possessed. It’s a hard life for a pirate brewer priest.
Pirate Pete can be found on the docks behind the distillery.   Davey can be found in the pirates’ quarters west of the main factory.
50% Luke
It’s hard to imagine anyone stranger than 50% Luke. The tale of how he came to be both a zombie pirate and half wood is a tale that takes too long in the telling, and might just make you cry (no matter how stony and insensitive you are). Captain Donnie gives him the most important jobs, so it’s a good thing no one can possibly sneak past him.
 
Zombie Protestor
Captain Donnie’s crew of zombie pirate protestors is a terrible sight to behold, especially if you have good reason to believe that they’re after your rum. Their terrible slogans of ‘United we stagger!’ and ‘Give us yer rum, ye scurvy dog!’ are enough to petrify even the hardiest of pirate brewers.
50% Luke can be found guarding the bridge to the volcano.   The zombie protestors can be found in a picket line outside the main doors to the factory.
Quests

There are no quests to start on Braindeath Island.

Here be Pirates

 

Fever Spider (Level 49)
Fever Spiders are vile creatures that crawl about in the space underneath the rum distillery. They are Slayer monsters that require a Slayer level of 42, as well as some handy gloves that you can purchase from a Slayer Master.
 
Zombie Swab (Level 55)
Being a swabber on a pirate ship was one of the worst jobs while they were alive, and being a zombie swab hasn’t improved matters. The only advantage to being a zombie swab is that they are already used to the smell. They’re quite aggressive, especially if you’re trying to grow blindweed, but are also quite easily scared off.
Fever spiders can be found beneath the distillery.   Zombie swabs can be found outside the brewing compound.
Zombie Pirate (Level 57)
If pirates be the commonest of scoundrels and seadogs and a surly bunch o’ privateers, then zombie pirates be scurvier and surlier still, to be sure. Pirate zombies be full o’ that old Braindeath Rum so they be feelin’ no pain.
Avast! Zombie pirates be found outside ye distillery as far as the south coast.

There are monsters in this dungeon that poison, breathe fire and inflict incredible amounts of damage on the unprepared. If you wish to venture deep into Taverley dungeon, please ensure you are well prepared, bringing equipment you are willing to lose.

Introduction

 

Fighting Blue dragons in Taverley Dungeon

Beneath Taverley, the peaceful retreat of the druids, resides a long, dark dungeon with a variety of dangerous monsters.

The deeper warriors venture into Taverley dungeon, the greater and more perilous the journey becomes. Starting with skeletons, adventurers may think their skills are not being challenged, until they face the black dragons that guard the end…

Location

 

Location of Taverley Dungeon

Taverley dungeon is located beneath the quiet village of Taverley.

Taverley is located fairly central in RuneScape, being north-west of Falador, and due east of Catherby, although you will need to navigate White Wolf Mountain to get to Taverley from the west.

Points of Interest

 

An overview of the entire Taverley Dungeon

Please note that there are two Agility shortcuts: one to the blue dragon lair, the other to the area just before the hellhounds.

Taverley dungeon is huge! There are many monsters, item respawns and other interesting things to do down here. Aside from your standard monsters, Taverley dungeon includes chaos druids, who drop herbs a-plenty, blue dragons, which are always good to help your Crafting, and hellhounds, which are known to start many a warrior on Treasure Trails.

Aside from useful monsters, there are other features to the dungeon, such as the Black Knights’ underground base.

If you are heading to the deepest areas of the dungeon, you will end up finding the Fire Obelisk and a ladder leading to the Water Obelisk. It is at these locations you are to bring your uncharged orbs and cast the relevant spell on the Obelisk to charge the orb.

Taverley Dungeon is one of the few places you can fish for lava eels, but only if you have the correct equipment.

If you are on the Druidic Ritual quest, you will need to venture a little way into the dungeon to find the Cauldron of Thunder.

Personalities

 

Velrak the Explorer
Velrak is a bold and daring explorer, but his recent expeditions have ended in his capture by the Black Knights. If you manage to gain access to his cell, he will provide a ‘dusty key’, which in turn is used to go deeper into the dungeon, as it opens the gate near the lesser demons.
 
Lord Daquarius
Lord Daquarius is the leader of this Black Knight underground base.
For those on the Wanted! quest, he will have information for you, but he may not be talkative: persuasion might be necessary.
Velrak is located in the Black Knights’ jail.    
Quests

There are no quest start points in Taverley Dungeon.

Monsters of the Dungeon

 

Chaos Druid (Level 13)
Chaos druids combine Magic with melee if they are under attack. While the Magic they use on you may not be damaging as such, you may find some of your combat-related stats get lowered if spells actually hit you. Chaos druids tend to drop grimy herbs, which can be very useful.
 
Ghost (Level 19)
Ghosts are found in most dark areas of RuneScape, so it is no surprise that with Taverley dungeon’s size, there are a few ghosts lurking in the corners.
Chaos druids are one of the first things you will encounter in the dungeon; they are not far from the entrance.   Ghosts are found in the first tunnel/area of the dungeon, a short walk from the entrance.
Suit of Armour (Level 19)
Standing outside the entrance to the Cauldron of Thunder room are two suits of armour. If you try to pass the gates, however, you will find these suits of armour are no mere decoration! They will attack you, defending the gates you wish to pass. You must fight them if you want to get in.
 
Poison Scorpion (Level 20)
Scorpions in RuneScape are always to be watched out for, using their dangerous tails for vicious melee attacks. In Taverley Dungeon, the danger doesn’t stop here: there is a high chance that the scorpions will poison you if they attack, so it is very wise to bring anti-poison.
    Poison scorpions are found in between the magic axes and chaos dwarfs.
Skeleton (Level 22/25)
Skeletons may look harmless and weak, but their lack of muscles is more than made up for by the potent magic that holds them together. If you choose to fight skeletons, you may notice the skeleton’s bones will give way when crushing attacks are used.
 
Giant Bat (Level 27)
There are plenty of giant bats in Taverley Dungeon. They tend to stay together in large swarms and are generally found in open spaces.
Skeletons are found in the entrance area of Taverley dungeon.   As they prefer to keep their distance by flying above your head, you may find it easier to bring them down with Ranged attacks.
Hill Giant (Level 28)
Hill giants are large and fairly slow, but at Combat level 28, with a large cleaver, they should not be underestimated if you are a similar Combat level. Hill giants have a variety of drops, not forgetting they drop big bones to help your Prayer skill rise.
 
Black Knight (Level 33)
Black Knights are always plotting the next move they can make against the White Knights. Aside from lurking in their castle north of Falador, they have a secret underground base in Taverley dungeon.
Hill giants can be found in the south of Taverley dungeon, just outside the Black Knights’ base.   You can find this base and the Black Knights in it in the far south of the dungeon.
Magic Axe (Level 42)
Magic axes are not the easiest of enemies to understand. An axe is dangerous in the hand of any warrior, but these axes are magical and (unfortunately for passers by) they think for themselves and will happily attack you.
 
Monk of Zamorak (Level 45)
Monks that follow Zamorak must always be considered dangerous. They will use melee attacks against you if you wander into their area of worship.
Magic axes can be found in the area to the east of the dungeon, in the area just before the chaos dwarfs.   This said, many adventurers to Taverley Dungeon don’t see the monks of Zamorak, as they are located deep beyond the black demons and poison spiders.
Jailer (Level 47)
Those who wish to speak with Velrak the Explorer will find him in the Black Knights’ jail, guarded by this Jailer. The Jailer won’t accept bribes or anything to release him or let you in to talk to him, so you may need a sword to help persuade him…
 
Baby Blue Dragon (Level 48)
Thankfully, baby blue dragons are not at the growth stage where they have the ability to breathe fire. This makes them ideal for people who are not willing to risk fighting fire-breathing dragons to get some practice in. They are useful for babydragon bones, and alternative Slayer monsters if you cannot cope with the larger blue dragons.
    Baby blue dragons are found just past the dusty key door.
Chaos Dwarf (Level 48)
The majority of players who walk in search of the dusty key gate will find that chaos dwarfs will attack as they walk past. Chaos dwarfs are known to drop the ‘muddy key’ which opens a chest deep in the Wilderness holding treasures to reward those brave enough to take the journey.
 
Poison Spider (Level 64)
Found in the deeper areas of the dungeon, past the black demons, these spiders can cause concern regardless of how strong you are. It is lucky if you escape them and are not poisoned, as they are very good at hunting and damaging their prey.
You can find chaos dwarves near the lesser demons and dusty key gate.   It is highly recommended you bring anti-poison, as the poison from these spiders can inflict a lot of damage.
Lesser Demon (Level 82)
Just because they are a ‘lesser’ demon, it doesn’t make them a ‘lesser’ danger. Lesser demons are very dangerous to the unprepared warrior, as they can inflict a lot of damage with their unnatural strength.
 
Blue Dragon (Level 111)
Blue dragons are not to be underestimated. At level 111, with the power to breathe fire and inflict vast amounts of melee damage, blue dragons will have no problem killing the unprepared warrior. Ensure you bring an anti-dragonbreath shield if you wish to take one on with melee.
Lesser demons are located just outside the dusty key gate.   Blue dragons are located in the area beyond the dusty key gate, or you can use the Agility shortcut from the entrance if you have level 70 Agility or more.
Hellhound (Level 122)
Wilder than your household pet by far, hellhounds will not obey your every command, nor are they man’s best friend. Hellhounds use their powerful front claws to rake their opponents and gouge flesh, making them particularly strong melee opponents.
 
Black Demon (Level 172)
You have seen lesser, you have seen greater, now meet the largest and most powerful of the demons that dwell in Taverley Dungeon – the black demon.
Treasure hunters may note that hellhounds are known to occasionally drop level 3 clue scrolls. Hellhounds are located beyond the black demons, just before the black dragons.   Black demons can be found in the west of the Dungeon, just past the lava eel Fishing spots.
Black Dragon (Level 227)
All dragons are dangerous, but one of the most dangerous of the kind is the black dragon. Located at the end of Taverley Dungeon, black dragons wait for wandering adventurers to take the wrong turn into their area.
If you wish to fight the dragons, ensure you take a anti-dragonbreath shield and some of your best armour, or bring items you don’t mind losing.
Miscellaneous

 

  • The dungeon contains the Fire Obelisk and a ladder to the Water Obelisk, where you charge orbs for elemental battlestaves.
  • Hellhounds are good for people hunting for level 3 Treasure Trails clue scrolls.
  • Chaos druids are an easy way of gathering herbs.
  • Use your Agility to your advantage. Level 70 Agility eliminates a lot of the walk and the need for a dusty key.
  • Players with level 55 or 60 Dungeoneering will be able to find mysterious entrances in the Taverley Dungeon.

Visiting one of the Inmates RuneScape can be a dangerous place, and many of the more civilised races dislike the very idea that their families may be at risk. To counteract this, a prison was once built beneath the earth, in a region where few would willingly venture. This prison was lost to time, unfortunately, as the guards grew bored and wandered off, and strange creatures made it their home.

In modern times, it has been rediscovered, and has become a place of education – well, sort of. Above this prison is the Misthalin Training Centre of Excellence, where young adventurers are sent to test whether they know how to keep themselves safe in RuneScape. Attached is a new prison, with gublinch crowding the cells. Those who pass muster may, if they choose, then venture deeper into the old prison, where great rewards may await…

Location

 

Location of the Stronghold

The Misthalin Training Centre of Excellence is nestled snugly between Barbarian Village and Edgeville. To gain access, you must first descend into the new, gublinch-filled prison, which you can reach through the cellar door to the west. There, you can see the hideous crimes that the gublinch have committed. Players aged 13 or under must pass a test to gain access, so they should speak to the guard to enter the training centre.

Points of Interest

 

An overview of the Jail

When you first enter the new prison, you will see a row of cells inhabited by gublinch. Before young players can enter the prison, they will have to pass a test. Before the guard will let you into the Misthalin Training Centre of Excellence, you must read each of the plaques on the cell doors. Note well how the horrid gublinch have no respect for good manners! Be appalled at their attempts to endanger innocent adventurers! Reel at the smell of their contemptible crimes! When you have read each plaque, have a chat with the guard, who will tell you to head up the stairs and into the training centre.

The Misthalin Training Centre of Excellence itself is much as you might expect: several tables with people sitting tests, and a pacing professor, Professor Henry, who will ask you a few questions. Assuming you get them right, he will reward you with two magical lamps, a new emote and permission to enter the cockroach- and mugger-filled ruins of the old prison.

First floor of the Stronghold

Older players and those who have passed the test can access the old prison through the new one, by searching the poster in the only empty cell.

You will enter on the middle floor of the prison and, initially, it won’t seem too much different from any prison that lets its prisoners run the place. The muggers should prove little challenge for most, and, even after venturing further and discovering the decay and rot that has set in, the cockroach drones are little more threat. To the east is a small network of caves dug out by the cockroaches, and inhabited by the larger, more dangerous workers.

There are numerous stairs around this floor, although most head to the bottom floor. If you wish to go to the top floor, head for the north-east corner.

The ground floor of the prison is much the same as the floor above, as the cells give way to the more organic shapes of the cockroach caves.

Ground floor

Second floor

Bonus area of the Stronghold

The top floor is a different scene: in the transformed chamber to the north, populated by some nasty cockroach soldiers, is a rope leading to the surface. If you leave by this route you will be free to enter this way, which is convenient for those who wish to train on the cockroaches that can be found almost everywhere.

On your travels around the prison, you will probably notice a couple of locked doors, which can be opened if you find and pull a lever somewhere in the prison. Going through one of these doors will lead you to a separate chamber:

This area is populated by cockroach soldiers, but also conceals a chest filled with loot for the determined adventurer.

Personalities

 

Professor Henry
Professor Henry has presumably earned his title, and now makes use of it by making sure that the youth of RuneScape know how to keep themselves safe. It’s an important job, and comes with an important-looking hat!
Professor Henry can be found in the Misthalin Training Centre of Excellence.

Quests

There are no quests to start in the Stronghold of Player Safety.

The Inmates

 

Mugger (Level 6)
If a thief lacks the required dexterity to pick pockets and locks, or is simply too violent as a person, they will more than likely become a mugger. These callous men try to beat the gold out of their victims, but they are no more dangerous than giant rats.
 
Cockroach drone (Level 8)
Vile, scuttling creatures, cockroaches love nothing more than living in filth and generally eating everything they come across. The drones are the smallest of their kind, and most adventurers shouldn’t need more than a good stiff shoe to deal with them.
Muggers can be found at the entrance to the old prison.    
Cockroach worker (Level 56)
Larger, meaner and smellier than the drones, the cockroach workers are responsible for the tunnel system that has grown out from the old prison. They use filthy mandibles and wretched forelimbs to carve out the stones and dirt before covering it in a sickly green slime.
 
Cockroach soldier (Level 83)
If it’s possible to be scared of a cockroach, it’s because of the soldiers. They guard the important areas of their nest with their especially vicious mouth-parts and stony carapace.
     

Miscellaneous

 

  • Cockroach drones are a good source of drops for new players, especially because they are relatively simple opponents.

Please note that this area is dark, and only explorers with a light source and tinderbox should enter. There is also a tough mole in the depths of this dungeon, so only bring items you can afford to lose. Be aware that the mole can put out your light, so be especially sure that you bring a tinderbox.

Introduction

 

Fighting the Giant Mole in its hole

If there’s something that Wyson the gardener in Falador’s park simply can’t abide, it’s damage to his beloved flower patches. After a slight accident involving a bottle of Malignius-Mortifer’s-Super-Ultra-Flora-Growth-Potion and a rather unlucky mole, it suffices to say the mole hills in Falador Park are big enough to make the strongest gardener weep.

Travelling down into these dark mole tunnels, it’s up to you to track down this critter and try to put an end to Wyson’s misery. Bring a few friends, though, because it’s not an easy creature to tackle and it may well give you the slip a few times.

Location

 

Location of the Mole Hole

The Hole entrance is located in Falador park.

To get into the Hole, you will require a spade, light source and tinderbox. When you are ready, head to the park and find a mole hill. Standing on a mole hill and digging will cause you to open the mound and fall into the Hole.

Beware: when you are down here, you stand a chance that your light will go out due to ‘mole activities’, so ensure you do bring a tinderbox or know where the exit is!

Points of Interest

 

Interesting areas of the Mole Hole

The Hole is large, spanning from Falador park to the well near the south entrance to Falador.

Throughout the maze that is the Mole Hole, there are unattackable baby moles, but these will not harm you.

The only yellow dot on your minimap will be the Giant Mole. Although it is non-aggressive, you must still take caution when you get near him.

Once in combat, he will burrow throughout the area, so keep your eyes peeled and make good your pursuit!

Personalities

There are no personalities down here, just a dangerously oversized mole.

Quests

There are no quests to start in the Mole Hole.

Mole Menace!

The Giant Mole!

The Giant Mole is a large, non-aggressive beast, but a dangerous one nonetheless. When you engage him in combat he will fight until you have damaged him enough to get him worried.

From this moment on, you will need to be on your toes, as he will burrow (and hence move around) extremely quickly. It is wise to take a team, and split up to combat him as he appears throughout the area.

As he has stretched and sleek skin, you will find him weaker to puncturing attacks, such as stab or Ranged.

On his death, he may drop mole skin or claws, which can be taken to Wyson as proof that he has been destroyed.

Miscellaneous

 

  • When you’ve defeated the mole, don’t forget to collect the proof that you’ve dealt with the beast. Wyson will be happy to give you something for them – he finds a lot of old bird nests while he’s gardening.
  • If you happen to be wielding the Falador shield 3 when you bring Wyson evidence of your mole-slaying ways, you may find yourself with some white lily seeds.
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