Server information
Minigames
Needs: nothing, just get to the lobby (ring of dueling)
Saradomin against Zamorak in 20 minute games. Blue portal for Saradomin, red for Zamorak, green puts you on the smaller team. A game starts 2 minutes after both teams have someone in, so 1 vs 1 is enough.
- No hats, capes or food in there. You get your team's hooded cloak instead.
- The tables in your castle have bandages, barricades, explosive potions, rope, tinderboxes, pickaxes and toolkits.
- Grab the other team's flag from the top of their castle and bring it to your own flag stand to score.
- If the carrier dies the flag drops. The other team can pick it up again, its own team sends it home.
- Break or repair the main gates, pick the side doors, mine open the tunnels under the field or cave them in on whoever is down there.
- Dying costs nothing, you just go back to your respawn room.
Tickets: 2 for a win, 1 for a draw, none for a loss. Leave early and you get nothing. If a game ends early because a team ran off, it only pays out once 15 minutes were played.
| Lanthus sells | Tickets |
|---|---|
| Red decorative armour | helm 4, sword 5, legs 6, shield 6, body 8 |
| White decorative armour | helm 40, sword 50, legs 60, shield 60, body 80 |
| Gold decorative armour | helm 400, sword 500, legs 600, shield 600, body 800 |
| Saradomin and Zamorak hoods and cloaks | 10 each |
Needs: 50 Agility and 50 Thieving (no boosts), nothing in your inventory or worn, no follower
Talk to Brian O'Richard in the Rogues' Den under the Toad and Chicken in Burthorpe. The maze is full of traps, blades, pendulums and a guard, with wall safes at the end.
- Inside your Prayer is 0 and your Agility and Thieving don't come back until you leave.
- Bars, ledges, pendulums and blades use up Agility, disarming traps uses up Thieving. You're out once one would drop below 0. You never take damage.
- Don't stop on a trap: search it or run over it.
- Throw flash powder at the guard before you pass him (works from a few tiles away).
- Rub the mystic jewel to leave early.
- Crack a wall safe for a rogue equipment piece you don't have yet, or a rogue kit.
- You get Agility and Thieving xp for every level the maze drains.
Rogue equipment: 20% chance per piece of double pickpocket loot, always double with all 5 pieces.
A random event. The Freaky Forester pulls you into his clearing and wants a raw pheasant from the pheasant with the right number of tails. Kill that one, hand him the meat and you get a lederhosen piece you don't have yet (hat, top, shorts), or 500 coins once you have the full set. The portal takes you back. You can leave any time, just without the reward.
Needs: Nature Spirit and 25 Agility
Walk someone across the swamp, both ways: from Burgh de Rott to the temple at Paterdomus, or from Paterdomus back down to Burgh de Rott. The followers wait at the north edge of Burgh de Rott and east of the temple. Pick the easy way (swamp), the medium way (river) or the hard way (the Hollows). Harder way = tougher monsters and more points.
- Monsters jump out on the way: swamp snakes, giant snails, ghasts, nail beasts, vampyre juvinates (silver only) and shades on the hard way. They go for your follower too.
- A bog: only some patches hold you. Step on the wrong one and you sink and crawl back to the start.
- A broken bridge: patch it with logs or planks, with a hammer or an axe in your hand. Undead lumberjacks drop planks.
- A river: cut three vines off the swamp trees with a knife, tie them together, throw it over the small tree and swing across.
- Abidor Crank sometimes turns up and patches you both up.
- Use food on your follower to heal them. If they die, or you run off, teleport or log out, the trek is off.
Rewards: a reward token for the way you took. Click it for xp in Agility, Fishing, Firemaking, Mining, Slayer, Thieving or Woodcutting, or for supplies (herbs, essence, coal, fish, bow strings, snake weed). Unspent points carry over. Nail beasts drop nail beast nails and swamp snakes drop snake weed, both for sanfew serums.
Needs: 15 Fishing
Murphy's trawler at Port Khazard. Bring swamp paste, a bailing bucket and some rope (the general store there sells all three). Cross the gangplank and a minute later Murphy sails out with everyone on board. Going alone is fine.
- For 10 minutes the hull springs leaks below deck. Fill them with swamp paste.
- Bail the water with the bucket (bail, then empty it).
- Mend the net on deck with rope when it rips. A ripped net catches nothing.
- If the water fills the boat it sinks and you swim home on a barrel with nothing.
- Talk to Murphy on board to give up and get rowed back.
Rewards: your share of the catch waits in the trawler net on the dock. The fish depend on your Fishing level: shrimps, sardines and anchovies up to tuna, lobster, swordfish, shark, sea turtles (79) and manta rays (81), plus Fishing xp and a bit of junk. You have to help out to get a share, and the more you do the bigger it is.
Agility Pyramid (30 Agility)
In the desert. Low walls, ledges, planks, gaps, stone blocks and two sliding blocks that push you off. Grab the pyramid top at the summit and sell it to Simon Templeton for 10,000 coins. Bring the top down through the doorway for the lap bonus xp.
- The obstacles go in any order. A new top only shows up after you went through the doorway.
- A fail drops you a level (a low wall just bangs your knee). No more fails from 69 Agility, jump gaps from 75.
- Stone blocks roll you forward if you step on them the right way. Going backwards always rolls you off.
- Watch the sliding blocks on level 1 (east side) and level 3 (north side).
Ape Atoll course (48 Agility)
Needs Monkey Madness and a ninja monkey greegree (small or medium) to turn into a monkey. Stepping stone, tropical tree, monkeybars, skull slope, rope and vines. Fall off and you just redo that obstacle, the lap still counts. No more falls from 75 Agility.
Needs: 40 Ranged to get into the guild
Pay the competition judge 200 coins for 10 bronze arrows, equip them with a bow and shoot the targets from the hay bales. Bulls-eye is 100 points, then 50, 30, 20 and 10 for the outer rings, with half the points as Ranged xp. After your 10th arrow the judge gives you 1 archery ticket per 10 points.
| Ticket Merchant | Tickets |
|---|---|
| Barb bolttips | 5 each |
| Rune arrows | 40 each |
| Adamant javelins | 100 each |
| Coif | 100 |
| Studded body | 150 |
| Green d'hide body | 2,400 |
Tai Bwo Wannai hardwood grovePay 100 trading sticks at the doors to reach the teak and mahogany trees. Leaving is free.
Training dummies east of VarrockHit them for a bit of combat xp until combat level 8, like 2006.
Barrows, Pest Control, the Warriors' Guild, the Fight Caves, the Duel Arena, Mage Training Arena and treasure trails are in the in-game guide (::guide, Minigames).
