Runescape,Runescape Gold,Runescape Money,Buy Runescape Money

Cheap Runescape Gold,money,Powerleveling Service @ www.runescapecoin.net

Author Archive

1. Speak to Darren Lightfinger in the cellar of the house north of the furnace in Lumbridge. The cellar can be accessed by the trapdoor outside of the house by the north wall. You can choose to either hear his speech or skip it, either way he will ask you to pickpocket the dummy in the room to practice thieving. Pickpocket the dummy and speak with Darren again.

2. Darren will now tell you of your assignment – the golden chalice. Go to Lumbridge Castle to speak with Robin. He can be found in the southern end of the courtyard, at the souther wall of Lumbridge Castle. Robin will reveal that the chalice has been withdrawn from the bank vault by an old man living in the swamp.

3. Go to Father Urhney’s house in the southeast of the swamp. Attempt to pickpocket him but he is too alert. Light a fire under one of his windows then speak to Father Urhney about his chalice and then choose to say “Fire! Fire!” Pickpocket him while he is distracted and then open the case containing the chalice.

4. Go back to Darren Lightfinger and give him the chalice.

Reward

1 Quest Point
3 Thieves’ Guild Pamphlets giving 175 XP each
Access to the expanded Thieves’ Guild
The ability to collect Hanky Points.
From Tiny Acorns
Needed skills: 24 Thieving

Needed items: Teleport to Varrock (optional),Teleport to Lumbridge (optional)

1. Darren now has another caper for you. This time you must steal a toy baby dragon made of rubies from a craftsman in Varrock. Head to Varrock Square.

2. Speak to the Market guard and ask him about Urist. He will tell you that Urist keeps a talisman in his back pocket. Pickpocket Urist to steal it and then put down the talisman and speak to Urist again. He will go over to pick it up. Meanwhile, quickly distract the guard and then steal the dragon from the stall.

3. Speak to Urist again and he will be forced to give Darren’s money back as he can’t meet the deadline. He will hand you a banker’s note. Return to Darren in Lumbridge.

Reward

1000 Thieving XP
Increased access to the Thieves’ Guild
Lost Her Marbles
Needed Items: 41 Thieving

Needed Items: None

1. The next task Darren sets you is to find 32 flame fragments which were once pieces of solitaire. They have been scattered throughout Gielinor but have been picked up by various people. You must thieve these people to find the fragments. Each group of people has a maximum of 6 fragments.

These fragments can be gotten from anyone that can be pickpocketed from. The closest groups are:

Man/Woman (in Lumbridge
Al-Kharid Warriors (Al-Kharid Palace)
Farmers (In the fields near Lumbridge)
H.A.M. Members (H.A.M. Hideout in the forest between Lumbridge and Draynor Village)
Master Farmers (Draynor Village)
Cave Goblins (in Dorgesh-Kaan)
Guards (Falador or Varrock)
2. Once you have all 32 fragments, return to Darren. The fragments can be handed back 8 at a time and each time Robin rewards you with various raw materials as well as 1200 Thieving XP.

Reward

9800 Thieving XP
Raw materials from Chief Thief Robin
Advanced pickpocketing (better loot from NPCs up to level 40)
Increased access to the Thieves’ Guild
A Guild Of Our Own
Needed skills: 62 Thieving,46 Herblore,40 Agility

Needed quests:The Feud

Needed Items: Any Blackjack, Lockpick, Vial of water, Irit Leaf, Bowl, Onion, Teleport to Ardougne (optional), Teleport to Lumbridge (optional)

Note: The blackjack and the lockpick can be bought from Dodgy Derek inside the Thieves’ Guild.

1. Darren now has one final task for you to complete. To ensure that the Thieves’ Guild becomes official, an outrageous registration fee must be paid to the Guild Registrar in Ardougne. Your task is to break into the Registrar’s vault, steal their bonds and then pay the fee with their own money. To do this you will need a blackjack, a lockpick and a disguise.

2. Speak to Robin about the disguise. He will tell you how to make a Vial of stench, which will cause the guard’s eyes to water so much that he can’t see you clearly. You will need a vial of water, an irit leaf and a bowl of chopped onion. The bowl of chopped onion is made by using a bowl with an onion.

3. Once you have made the potion return to Robin and he will cast a spell to ensure that the potion doesn’t affect you as well. Now go to East Ardougne, the Guild Registrar is located to the southeast.
4. Walk inside and pickpocket the registrar to receive the clock key. Now the following steps need to be done quickly in order to avoid being caught. Wind the clock on the wall causing the registrar to go to the other room to fix it. As soon as the registrar has entered the other room, lure the guard and then knock him out and steal his key. Pull the lever behind the registrar’s desk and then go down the now open trapdoor.

5. Pick the lock on the gate and check the chest before opening it. This will disable the trap allowing you to steal the guild bonds. Inspect the boxes to leave through the ventilation shaft.

6. Deposit the Vial of stench in the bank and then return to the Guild Registrar. Speak to the registrar to pay the registration fees and then return to Darren.

b>Reward

30,000 Thieving XP
4000 Herblore XP
Ability to mix Vials of stench
Access to the complete Thieves’ Guild including a bank.

1. Starting the quest
Go to sir Amik Varze and talk to him. Tell him that you seek a quest. He says that he has something that he wants you to do, so tell him that you “laugh in face of danger”. Then, tell him that you will do your best to help him. He then gives you a dossier.
2. Find the secret weapon
Make sure that you have your iron chainbody and bronze med helm. Then head to the Black Knights’ Fortress, which is located north of Falador. [map] If you don’t have a cabbage, pick one from the monastery just east of the Black Knights’ Fortress.
Make sure you are wearing the Bronze medium helm and the Iron chainbody, and enter the sturdy door. Push the wall and climb the ladder twice. Then climb the other ladder down. Go through the door to the east and climb up the ladder in the room, then climb down the ladder next to it.
You should be in a room with a chaos altar which can be used to recharge your prayer points. Then, go through the door in the room. Quickly run to the ladder and go down. When you have done it sneak along the passageway and press on the ventilation grill so you can hear what they say. You will discover that the plot is an invisible potion. The only thing they need is a cabbage from Draynor Manor.

3. Destroy the potion
Go all the way back and this time you take the east door. The guard warns you that you will be attacked by black knights. Go through the east door and quickly climb up the ladder. Follow the way and push on the strange wall. Now you use (don’t eat!) the cabbage on the hole.
4. Claim your reward
Head back to Sir Amik Varze and talk to him. He will be very grateful and will give you 2500 gold.

Reward:
1 quest point
5,000 Agility XP
2,000 Crafting XP
1,500 Construction XP
Ability to make clockwork penguins
Access to a new Agility course
Start:
Talk to Larry located in the Ardougne Zoo (South-Western part)

Needed skills:
Level 10 Hunter
Level 30 Agility
Level 30 Crafting
Level 34 Construction (with a workshop with a crafting table 3)
Higher Agility helps reduce a small amount of time, but is not needed.
High enough Combat level to be able to defeat a level 51 monster with or without weapon, armor and food.
Needed quests:
None, but it is recommended to do Garden of Tranquillity up to the point where the Wise Old Man activates your Ring of Charos.

Needed items:
Hammer
Spade
Oak plank x10
Steel nails x10
Steel bar OR Clockwork
Normal plank
Silk
Raw cod OR Ring of Charos(a)
Swamp tar
Feather x5
Mahogany plank
Soft leather
Recommended items:

House teleport runes x1
Camelot teleport runes x1 OR House teleport runes x1 if you have a house in Rellekka.
Lumbridge teleport runes x1~3
Ardougne teleport runes x1
Notes:

Having a house in Rellekka helps reduce a small amount of time.
Pen and paper OR any other means of making a note might be helpful.
Walkthrough
1. Withdraw hammer, spade, 10 oak planks, 10 steel nails, clockwork or steel bar, normal plank, silk, swamp tar, feather and raw cod or Ring of Charos from the bank and store any weapons, shield/defenders/books and capes that are equipped to your character.

2. To start the quest, go to the Ardougne Zoo and talk to Larry and agree to help him. Talk to him again to be teleported to the Iceberg.
3. Use your oak planks with the Firm snow patch and then use your spade with the bird hide.
4. Enter the snowy bird hide and watch the cutscene. Memorise or take note of the 3 emotes the penguins perform. Speak to larry again and agree with him.
5. Take the boat back to Rellekka and speak to Larry.
6. Teleport or walk to your Player owned house and use the steel bar (if you have brought it instead of a clockwork) on your crafting table and then use the Clockwork on the crafting table with your and plank and choose the option ‘Clockwork toys’ then ‘Clockwork penguin’. (Note: Your crafting table must be level 3 or higher)

7. Teleport to Ardougne then walk to the Zoo or just walk there. Talk to Larry to be teleported to the Iceberg again.

8. Talk to Larry twice to teleport back to Ardougne Zoo as you have neither a Bird hide or a penguin near you at the present.
9. Talk to Larry to get inside the clockwork penguin and then talk to the only penguin that can be talked to. Perform the 3 emotes that you made note of earlier, then talk to him. Talk to Larry afterwards.
10. Hometown teleport or teleport to Lumbridge then walk to the sheep farm just North of the castle. Once there, right click on Larry and choose the ‘Tuxedo-time’ option.

11. Talk to the penguins disguised as a sheep and perform the 3 emotes. Choose the ‘Tuxedo-time’ option with Larry and talk to him in order to be teleported to the Ardougne Zoo.

12. Equip your Ring of Charos(a) if you haven’t already, change into a penguin and then talk to the penguin inside the cage. If you brought a raw cod instead, change back to human, talk to Larry, change into a penguin again then talk to the penguin.

13. Hometown teleport or teleport to Lumbridge. Walk to the sheep farm again, change into a penguin then talk to the disguised penguins.

14. Talk to Fred located in the house just west of the sheep farm, then go back and talk to the ‘Sheep’.
15. Talk to Larry to be teleported back to the Iceberg. Talk to the KGP agent in the North-Westerly location of the Iceberg and perform the 3 emotes. Talk to Noodle (That’s the name of the penguin) to exchange your swamp tar and feather for an ID card and a report.
16. Talk to the KGP agent again and use the avalanche to get into the penguin outpost. Enter the first Western room and then talk to the KGP agent. Continue West from the room. Follow the path in the next room to reach the agility course.

17. Go down the steps past the start line and swim through the moving rocks until you reach the stepping stones. Jump on the stepping stone, and keep on jumping to the next one until you reach a platform. To get past the arch, Tred-softly on the icicles under the arch. Trying to run past will get you nowhere.
18. Climb the cliff, then slide down. Talk to the Agility instructor before you leave.

19. Go and talk to Larry again. Enter the outpost once more and try to go past the large doors in the end of the hallway.

20. Enter the room to the East and talk to Ping and Pong.

21. Head out to the Iceberg and talk to Larry. Use your soft leather on a mahogany plank to make bongos. Hometown teleport or teleport to Lumbridge, then steal a cowbell from the milk cows North-East of the castle, across the bridge.

22. Pick up your weapon, armor and food if needed then return to the Iceberg. Give the instruments to the bards, then operate the controls near the large door you tried to get through.
23. Once you’re past the door, head to the room in the east. You will be thrown into a cage with level 51 Ice lords. Kill one of them, then escape through the Western door of the cage. Get out of the outpost through the chasm in the Eastern wall of the room.
24. Talk to Larry. You will now finish the quest after a short cutscene.

Difficulty: Novice
Length: Medium
Members only: Yes
Reward:
1 quest point
500gp
Start:
Speak to Brother Kojo in the Clocktower, southwest of Ardougne zoo.

Needed skills:
None

Needed quests:
None

Needed items:
Bucket of water (can be obtained during the quest) or Ice gloves from Heroes’ Quest.
Walkthrough
1. Begin by speaking to Kojo in the Clocktower and agree to help him. Now climb down the ladder and follow the path until you see a square with four different colours. Each square points towards the direction you have to take to find the cog of that colour (except the blue cog).
2. The White Cog:Head northwest and pick up the rat poison. Now head east until you reach a rat cage and flip both the levers to open the door to the cage. Use the rat poison on the trough to kill the rats. Go through the now open gate and pick up the white cog. Return to the clocktower and place the white cog on the pole on the top floor of the tower.

3. The Blue Cog:Head east from the clocktower until you reach the well with the monk. Pick up the bucket and fill it with water, it will be needed later. Then go down the ladder by the Ardougne Zoo wall. Follow the path until you reach an odd looking wall. Push it and then pick up the blue cog. Return to the Clocktower and place it on the pole on the first floor.

4. The Red Cog:Return to the coloured square and take the southeast path. At the end of the path you will find some Ogres. Run past them and pick the red cog and return to the clocktower. Place the red cog on pole on the ground floor of the tower.

5. The Black Cog: Return to the coloured square again and this time take the northeast path, run past the Giant spiders and use the bucket of water with the cog. Once it has cooled down pick it up. If you have ice gloves simply pick the cog up. Go back to the Clocktower and place the cog on the pole in the basement.

6. Speak to Brother Kojo to complete the quest.
 

06-23-11

Mage Arena (Members)

Posted by runescape

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.

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.

06-11-11

Brimhaven Dungeon

Posted by runescape

Brimhaven Dungeon is a particularly dangerous area of RuneScape. Most of the creatures that stalk its depths are aggressive, and they can back that up with their extremely high Combat level. Some creatures can cause difficulty to even the highest level adventurers. As death is quite likely the further you go into the dungeon, it is advised that you only take items with you that you are not terribly concerned about losing.

It is highly recommended that you bring an anti-dragonbreath shield due to the large number of dragons in the dungeon.

Introduction

Fighting inside Brimhaven Dungeon

No one is entirely sure how Brimhaven Dungeon came about, but they do know that to enter its portal is to risk death. The opening cavern seems to be the remnant of some ancient temple or tomb, and it is likely that an ancient ritual or spell gone awry drew some of the foulest and most dangerous creatures in RuneScape to its depths.

Throughout the tunnels there are occasional pools of lava, where the core of the world cracks through into the dungeon, as if trying to burn itself clean. Despite its fearsome reputation, Brimhaven Dungeon is popular among adventurers seeking a good supply of dangerous creatures to test themselves against.

Location

Location of Brimhaven Dungeon

Brimhaven Dungeon lies behind a door set in a small stone building with a Fyburglars tree growing on top of it. It is, as the name suggests, very close to Brimhaven, being only a short walk south-west of the town.

To the south-east is the native village of Tai Bwo Wannai.

Directly west across the sea is Port Khazard.

Points of Interest

Interesting areas of Brimhaven Dungeon

Brimhaven Dungeon is a warren of caverns and tunnels, and some sections are separated out by tough vines that you will need to cut through, with different Woodcutting levels required, depending on where you want to go. You need a minimum of 10, and a maximum of 34. You will need a minimum Agility of 12 to cross the stepping stones over the lava pool to get any further into the dungeon than the moss giants, and 30 to cross the log into the red dragon area.

If you find wandering about the dungeon a bit tiresome, and would prefer to use Agility shortcuts, there are a number of crawl pipes you can use to move quickly from one chamber to the next.

The upper level of the dungeon can be reached by using the stairs in the north and west of the dungeon.

Personalities

Saniboch

Saniboch is a local tribesman who is employed to watch over the entrance to the Brimhaven Dungeon and to charge adventurers an entry fee. He is always a little bit jealous of those that go inside, as his own skills are not high enough to go very deep himself.
Saniboch can be found outside the entrance to the dungeon.

Quests
No quests can be started in Brimhaven Dungeon.

Denizens of the Dungeon

Moss Giant (Level 42)
Moss giants are more commonly seen on the surface of RuneScape, but a sizeable number have found their way into Brimhaven Dungeon, where they and their beards wait for adventurers to disturb them. They are quite strong, but by the dungeon’s standards they are positively feeble. Wild Dog (Level 63)
Wild dogs are aggressive and numerous, and will attack anyone that they see. They are fast and vicious, so it is a very lucky adventurer that manages to travel the dungeon unhindered by these degenerate beasts.
Baby Red Dragon (Level 48)
Though they may be cute, and not appear much of a threat, even the smallest of dragons is a dangerous opponent. Baby dragons are best attacked with stabbing or Ranged weapons, as these are capable of punching through their tough scales. Fire Giant (Level 86)
Fire giants are powerful creatures, but wear little armour. What natural toughness they have is a defence against slashing weapons, so those adventurers uncertain of their abilities should try something else.
Greater Demon (Level 92)
Greater demons are made of the stuff of destruction and pain. They exist solely to bring suffering and death to anyone unprepared, and they certainly look the part. They have excellent defence, but as they are essentially magical creatures, they are particularly weak against mages. Bronze Dragon (Level 131)
Like other metal dragons, bronze dragons are covered in hard scales that make them particularly difficult to harm. They are a strange sight in the dungeon, glittering reflections of whatever light source is around them. Because they are covered in these scales, though, they are quite vulnerable to Magic.
Greater demons can be found on the upper floor of the dungeon.
Red Dragon (Level 152)
Red dragons are powerful enemies whose scales are the colour of blood. They are quite social creatures, like most other dragons, and where you find red dragons you are likely to find their children. Red dragons are best attacked with stabbing weapons or Ranged attacks. Black Demon (Level 172)
Black Demons are among the most dangerous demons you can face, and should never be underestimated. Their massive size is no illusion to put off adventurers: they truly are terrifying foes. Like other demons, they are weak against magical assaults.
Iron Dragon (Level 189)
In the final cavern of Brimhaven Dungeon is a large number of iron and steel dragons. Though iron dragons are the weaker of the two, they are still fearsome opponents for almost any adventurer, and even more dangerous in numbers. They are metal dragons, though, so Magic is a good approach to take. Steel Dragon (Level 246)
By far the most dangerous creature you could possibly encounter in Brimhaven Dungeon (and very probably the most dangerous beast in Karamja), steel dragons are vicious monsters that will stop at nothing to slaughter anyone bold or foolish enough to think they can kill them. They are still metal dragons, though, so Magic is probably the best option.

In the past few months, chaos dwarves have been making incursions into Keldagrim to abduct the poor and subject them to horrific changes. The Consortium has been reluctant to do anything about the issue, but Veldaban, once you have completed Forgiveness of a Chaos Dwarf, will have sent a division of the Black Guard to meet the chaos dwarves at the entrance to their den. Here, in a mine to the south-west of Keldagrim, the two factions struggle for dominance.

Be careful when entering the battlefield. It is a multi-way combat area, and the chaos dwarves will attack from all three points of the combat triangle.

Location

Location of the Chaos Dwarf Battlefield

The Chaos Dwarf Battlefield can be found to the south-west of Keldagrim, and can only be accessed by those who have completed the Forgiveness of a Chaos Dwarf quest. You will have passed through this cavern on the way to the mine carts in the quest, and its entrance is slightly to the south-west of the Keldagrim watchtower, and south of Dondakan’s mine.

You can get to the entrance of the battlefield by walking through the watchtower to the south-west of Keldagrim, or by ferry crossing from the dwarves at the entrance to the Keldagrim tunnels.

Points of Interest

Interesting areas

Those who come to the battlefield will most likely be looking for combat and its spoils. There is very little that can be done aside from killing the chaos dwarves, dwogres and even the Black Guard that are fighting here.

That said, there is much to be gained by killing the chaos dwarves here. The hand cannon, one of the hardest-hitting ranged weapons in the game, can be obtained by killing chaos dwarf hand cannoneers, and replacement shot can also be gained in this way.

The famed dragon pickaxe can also be found by killing chaos dwarves here. It will only be obtained by the most patient and persistent of chaos dwarf fighters, but it is worth it: the dragon pickaxe has a potent special attack and is the highest level pickaxe currently in the game.

Personalities

Colonel Grenda

Colonel Grenda, known as the ‘Battleaxe’ by her inferiors, is a stern but determined defender of Keldagrim. This makes her a vocal opponent of the Black Guard’s approach to the East, and she would love more resources to quell the chaos dwarf threat.

Grenda can be found in the Chaos Dwarf Battlefield, fighting for Keldagrim.

Quests

There are no quests to start in the Chaos Dwarf Battlefield.

Cave combatants

Black Guard (Level 48)

The Black Guard patrol the dwarf colonies, making sure that the Consortium’s laws are upheld and that no one thinks to try their hand at invading. They are excellent fighters, and well equipped. With the Consortium’s money behind them, they are a formidable force.

  Chaos Dwarf (Level 48)

Chaos dwarves like causing chaos! They are more belligerent than the Drunken Dwarf, and twice as likely to carry an axe. The chaos dwarves of Keldagrim have a slightly different origin from those in the Wilderness.

Black guard soldiers can be found wherever there is wealth to protect.   Chaos dwarves can be found fighting in the Chaos Dwarf Battlefield.
Black Guard Berserker (Level 66)

The berserkers are the elite of the Black Guard, named for their fury in combat. They are excellent warriors that the trolls know well. They have few weaknesses, and only the more experienced adventurers should chance themselves against them.

  Black Guard Crossbowdwarf (Level 83)

The crossbowdwarves guard the ramparts and turrets of Keldagrim, and are occasionally brought into large-scale combat. You may imagine that dwarves are more suited to close combat than ranged battles, but, being dwarves, they know their way around advanced weaponry.

Black Guard berserkers can be found in West Keldagrim and in the Chaos Dwarf Battlefield.   Black Guard crossbowdwarves can be found fighting in the Chaos Dwarf Battlefield.
Chaos Dwarf Hand Cannoneer (Level 100)

The chaos dwarves, it seems, have gained the upper hand in the arms race of Keldagrim. The hand cannon is a potent ranged weapon, with a mighty punch that outweighs its slight inaccuracy, and the chaos dwarves are using it to press home their advantage.

  Chaos Dwogre (Level 117)

The nature of the dwarf, whether a normal dwarf or a chaos dwarf, means they cannot handle or use magic. The chaos dwarves have overcome this problem by going against nature, creating the dire chaos dwogres: a terrible mix of dwarf and ogre.

Chaos dwarf hand cannoneers can be found fighting in the Chaos Dwarf Battlefield.   Chaos dwogres can be found fighting in the Chaos Dwarf Battlefield.

The Wilderness is by no means the safest place in RuneScape! This dungeon not only puts you in danger of bloodthirsty monsters, but also the revenants that roam the wastes. For these reasons, please only take items you are willing to lose.

Introduction

Fire giants inside the Deep Wilderness Dungeon

Taking risks in the Deep Wilderness isn’t usually the smartest thing to do, but there is a dungeon that is beneficial to a player wishing to train their combat skills, which offers a variety of monsters to train on with relative ease.

Location

Location of the Dungeon

The entrance to the dungeon is located west of the Mage Arena.

Aside from the danger of this area, the Mage Arena bank’s location is ideal for you to store any loot you get from your kills, if you so wish.

Points of Interest

Interesting areas of the Dungeon

As the above map shows, this dungeon curves around on itself, almost full-circle. The further you go around, the more challenging the fight gets. Each of the main sections of the dungeon is cut off from the others by a gate, allowing adventurers the opportunity to escape Prayer-draining shadow spiders.

Quests

There are no quests in the Deep Wilderness dungeon.

Warriors of the Wilderness

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.

  Chaos Dwarfs (Level 48)

Chaos Dwarfs like causing chaos! 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.

Hill giants can be found in the entrance area.   You can find chaos dwarfs in the room after the hill giants.
Shadow Spider (Level 49)

Found in the deeper areas of the dungeon, past the chaos dwarfs, these spiders can be troublesome for people looking to train. The power of the shadow spider is that they are extremely good at draining Prayer. If you are venturing down here, it may be wise to bring a Prayer restore potion.

  Fire Giant (Level 86)

Fire giants are elemental creatures that are most at home around the lava pools that can be found at the end of the dungeon. They are powerful creatures, but wear little armour. What natural toughness they have is a marginal defence against slashing weapons, so those adventurers uncertain of their abilities should try almost anything else.

05-30-11

Edgeville Dungeon

Posted by runescape

This dungeon has a large number of monsters in it and, if you are a member, the Combat level of these monsters can go up to 172! Please ensure that you are prepared or only bring items you are willing to lose. Please also be aware that the northernmost section of this dungeon is classed as Wilderness, so you will find that other players can attack you.

Introduction

Fighting Black Demons inside Edgeville Dungeon

Beneath the dangerous town of Edgeville, where monsters lurk on the brink of the Wilderness, lies a dungeon which poses as much threat as the Wilderness itself.

In the darkness of Edgeville dungeon you will encounter all sorts of monsters from spiders to hill giants. If you are a member, you can venture further still into the Wilderness dungeon…

Location

Location of Edgeville Dungeon

Edgeville dungeon is, unsurprisingly, beneath the town of Edgeville. It’s also located quite near to Varrock allowing people a short walk to Edgeville.

Points of Interest

Interesting areas of the Edgeville Dungeon

As you can see from the to the left, the dungeon is split into two sections.

The gate, marked on the map, is the division between the members and non-members areas in Edgeville dungeon. Everything north of this gate is members only and classified as Wilderness, so beware of PKers.

Members can go into this northern area to find a plentiful supply of chaos druids for herbs, or skeletons and black demons for a tougher battle.

Over the Agility monkey bars are earth warriors, which are a good enemy to train your melee skills against.

If you get a brass key (found in the dungeon, near the entrance from Edgeville), you can use this to unlock the door found west of the Cooking guild. This provides quicker access to the hill giant area.

Chronozon guards the Earth Obelisk used in making earth battlestaves. Opposite this, on the north side of the dungeon and past the black demons, is a ladder to the Air Obelisk, should you wish to craft air battlestaves instead.

Personalities

Chronozon

Chronozon the blood demon is a unique demon who defeated Johnathon, and stole his piece of the family crest. Chronozon is no easy demon to defeat – killing him will be a blast!

Chronozon is found in the area with the Earth Obelisk, west of the chaos druids in the Wilderness Dungeon.

Quests

There are no quest start points in Edgeville.

Monsters of the Sewers

Giant Rat (Level 3)

Just like giant spiders and goblins, giant rats are a common sight. They are slightly tougher than goblins and giant spiders, but this still doesn’t say much.

  Thug (Level 10)

Thugs are just that. Thugs. They like to cause trouble and can be found lurking in the entrance area to the members Wilderness, waiting to give you a welcoming punch.

Giant rats can be found in the entrance area of Edgeville 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.

  Skeleton (Level 21/22/25)

Skeletons may look harmless and weak, but their lack of muscle 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.

Chaos druids are found by going west of the thugs in the members’ Wilderness Dungeon.   Skeletons are found just north of the entrance area.
Zombie (Level 24)

Zombies are usually found in the dark, damp areas of the RuneScape world, so it is not surprising that a few wander the damp area on the east side.

  Hobgoblin (level 28)

Hobgoblins are found in most areas of RuneScape and they are basically a tougher version of goblins, generally using spears to attack.

Zombies in the eastern area of Edgeville dungeon.   There are a few hobgoblins in Edgeville dungeon, usually grouping in the south-east of the dungeon, where the brass key (shortcut) door is.
Hill Giant (Level 28)

Hill giants are commonly seen in the dungeons of RuneScape, and this includes Edgeville Dungeon, where a few have wandered into the final section. They are quite strong, and will put up a good fight against unprepared warriors.

  Deadly Red Spider (Level 34)

Tougher than the giant spiders by far, deadly red spiders haven’t earned their name letting adventurers walk by: they will give you a tough fight if you are unprepared.

    Deadly red spiders can be found north of the thugs in the members’ Wilderness Dungeon.
Earth Warrior (Level 51)

Earth warriors are warriors of the earth! They tend to stick together, so if you are venturing into the members’ Wilderness Dungeon and swing across the monkeybars, don’t be surpised if a group of earth warriors come to ‘greet’ you.

  Black Demon (Level 172)

Black demons are vast and powerful demons. Towering over adventurers and most other monsters, they stalk the lower reaches of RuneScape, hoping for a tasty meal.

    Black demons can be found in the north-western area of the dungeon.

Welcome to Runescape Guide Blog, Search what you care, Broaden your eyes, Enjoy yourselves here! Have fun!