This is a safe Minigame. You will not lose any items if you die.
Introduction
Fist of Guthix is a combat-based Minigame that places players on an ancient battlefield, against a single opponent in a cunning and strategic game offered both to Free To Play and Member players. This Minigame offers many interesting rewards, ranging from the coveted Battle Robes, to Fishing and RuneCrafting Gloves, and many more.
Fist of Guthix can be played in any world, although there are specific theme-worlds where it’s recommended to be played. These worlds are:
Free To Play: 20, 25, 35, 41, 67, 75, 93, 107, 119, 128, 149 and 179
Members: 44, 92, 98, 110, 121 and 143
Location
To access Fist of Guthix, simply follow the road north of Varrock, past the ditch, and into the Wilderness. The cave entrance is located in relatively safe Level 7 Wilderness.
While it’s the chance isn’t great, beware of Wilderness Revenants attacking you. A tactic would be to deposit all your items in a Bank, and make your way to Fist of Guthix unarmed. Once in the Lobby, you can then withdraw your items from the Banker.
Getting Started
Once you’ve entered the Fist of Guthix Lobby, you’ll be greeted by peaceful, happy Guthix Druids, quite a change from the gloomy, dangerous Wilderness you were in just seconds ago.
To begin playing the Minigame, firstly make sure you have all the items you wish to battle with (as this is a safe Minigame, you don’t have to worry about losing any items). This is made easy by the handy Banker located in the middle of the cave.
After you’ve chosen your Armor and Weapons, it will be time for you to introduce yourself to Fiara, the giant earwig located in the northeast area of the cave. She is very hard to miss. Tell her that the Druids requested that you speak to her. Aside from clearly detailing her detest of Druids, she will explain the basics of the game to you in the form of a long, but helpful cutscene.
If you’re carrying a restricted item(s), Fiara will put a pop-up on your screen, detailing what you have to remove from your inventory before playing the game. You are not allowed any Food or Potions within the arena.
The Waiting Room
Once you’ve entered the passageway from the Lobby, you will find yourself in the Waiting Room. This is a very simple room, identical to the Castle Wars Waiting Room. When it is time for the game to start, you will be transported to the Arena without any sort of countdown.
The time it takes for a game to start depends on the World you are playing in. Fist of Guthix themed Worlds, (see Introduction for a list) have a higher amount of participants than normal worlds, and you will usually be transported instantly. If you are not in a Fist of Guthix themed World, it can take quite awhile.
The Arena
The Fist of Guthix Arena is the area in which the game itself takes place.
Each player will spawn on opposite ends of the Arena. If you spawn in the west part of the Arena, your opponent will spawn in the east. You will only spawn in the north, south, east or west. This can be used to your advantage - run quickly to the opposite side of the Arena, and you should find your opponent.
Here is a breakdown of the map:
Portal Chambers: There are four Portal Chambers in the Fist of Guthix Arena. Each is located fairly close to the middle of the Arena. The Portal Chambers look like houses and have four entrances. Once you’ve entered through a passageway, there will be a Portal in the middle which teleports you to another area of the Arena, either within a Portal or very near one.
When inside a Portal Chamber, you will be invisible to your opponent on the minimap.
Fist of Guthix: This is an orb-like platform in the middle of the Arena called the Fist of Guthix. The closer you are to this platform, the more Charges you will receive. One tactic used by many players is to stand directly on the platform, making it harder for their opponent to find them through the crowd of players.
Hiding Place #1: This eastern area will not give you a lot of Charges, but it’s so far off to the side of the Arena that opponents very rarely look there.
Hiding Place #2: This western area is somewhat like the eastern area in that opponents very rarely look here. The eastern area is a more highly recommended hiding spot since it is further from the center, but if you find yourself too far west, this hiding spot does just as well.
Hiding Place #3: This place isn’t exactly a hiding place in the sense of the word, but many players hide here as it’s a strange area of the Arena to be in. It’s somewhat close to the middle, allowing a decent flow of Charges, and many players gather here to hide, making it hard for your opponent to identify you by your attire.
The maximum number of players in the Arena at once is 250.
Gameplay
This Minigame consists of two separate rounds, both one on one battles. In each round, one player is labeled the Hunter and the other the Hunted. In the first round, the role is randomly determined; you may be either the Hunter or the Hunted. In the second round, the roles will switch, a new spawning area defined, and all lowered stats will be restored to their original level. Thus, you will play both roles by the time the game is over.
The winner of a game is determined by the player who has the most Charges in the end.
When starting a game, you will notice Guthix has supplied you with a variety of useful items to use at your leisure.
Five Bandages - Each bandage heals fifteen Hitpoints. This is one of the only methods for a player to heal his/herself since Food is not allowed. Unlike Castle Wars Bandages, these do not heal Energy.
300 Catalyctic Runes - Catalyctic Runes replace all Runes, except the four elemental Runes (Fire, Earth, Air, and Water Runes), so you don’t need to use any of your own Runes. Catalyctic Runes cannot be created though RuneCrafting.
1000 Elemental Runes - Elemental Runes replace all elemental Runes (Fire, Water, Earth, and Air Runes). Again, these cannot be created through RuneCrafting.
Tele-orb – Using the Tele-orb will teleport you to the center of the Arena.
These items are given at the beginning of the game and will not replenish when swapping roles. You do not have to worry about picking up ammunition, as when the game finishes all your ammunition (Bolts, Arrows, etc.) will be given back. The only exception is if the Arrow breaks, or if you are using Karil’s Crossbow.
Hunter
When playing the Hunter role, you must take the offensive and, just as the name implies, hunt down and kill your opponent. You may use any Weapon, Spell, or ammunition that you wish (given you have the required Levels) to defeat your opponent. A common tactic is to hold your opponent using a binding Spell (Ice Barrage/Burst, Entangle, Bind, etc.), and then attack him with Ranged or Melee so they will not be able to run away.
Unlike the Hunted, the Hunter will not suffer from stat losses or receive damage from the Charges.
The faster you kill your target, the less Charges they will receive.
Hunted
The role of the Hunted is slightly more difficult than that of the Hunter, but it is the only role in which you are able to receive Charges. However, the objective of the Hunted is fairly simple – collect as many Charges as possible and try not to get killed by the Hunter.
Collecting Charges is a simple process. First, the player must grab an Energy Stone - a two-handed item found all around the Arena (usually close to where you spawn). As a two-handed item, players are unable to defend themselves when wielding the Energy Stone. Use protection prayers to your advantage.
The closer a player is to the center of the Arena, the more Charges they will receive. Charges are given every few seconds.
There are both disadvantages and advantages to playing the Hunted role.
Disadvantages
Receiving Charges will inflict a random amount of damage on you. Don’t worry, it’s a low amount of damage (three Hitpoints on average), but it will add up eventually. Keep your eyes peeled on your current Hitpoints, and use the Bandages when necessary.
The stats of the Hunted are reduced by depending on two factors: how close you are to the center and how long you’ve been in the game. If you’ve been in the center of the Arena for a long time in a game, your stats will drop significantly. However, there is no noticeable change in the stats interface.
Advantages
Portal Chambers (as shown the map in The Fist of Guthix Arena) are four handy houses that only the Hunted are able to enter. While in a Portal Chamber, you have the choice to stay there and leave shortly after, or teleport to another random area of the Arena or another random Portal Chamber.
While in a Portal Chamber, you will not receive Charges, you will be given damage, and upon leaving you will lose twenty Charges. You are also completely invisible to your opponent on the minimap.
Winning, Losing and the Game Ending
As is true for many games, the end of a Fist of Guthix battle brings a winner and a loser. After the two rounds, the player with the most Charges will be deemed the winner and will receive Tokens as well as ratings.
A round will also end under any of the following scenarios:
The player who is being Hunted is killed.
Time runs out.
The player who is being Hunted attains the maximum amount of charges (5,000).
A player leaves the Arena through one of the exits or logs out.
Rewards
Winning a game will not only give you tokens, but you will also be rewarded ratings. Ratings show up on the Highscores. This means you can compete with your friends for the higher rating! A minimum rating of 500 is required to show up on the Highscores.
Ratings are great, but the best reward Fist of Guthix offers is the Tokens. Tokens are the Fist of Guthix currency which allows you to purchase items from Reggie’s store, which is found in the Lobby. Tokens are untradeable.
The amount of Tokens you receive depends on how many Charges you acquired during the game and on your Total Level.
Picture Name Requirements Cost Recharge Attack Bonus Defence Bonus Other Bonuses
Stab Slash Crush Magic Range Stab Slash Crush Magic Range Summ. Str Pray
Druidic mage hood 10 Defence
20 Magic 100 35 0 0 0 3 0 0 0 0 3 0 4 0 0
Druidic mage top 10 Defence
20 Magic 300 100 0 0 0 7 0 0 0 0 7 0 8 0 0
Druidic mage bottom 10 Defence
20 Magic 200 70 0 0 0 6 0 0 0 0 6 0 7 0 0
Combat hood 10 Defence
20 Magic 50 15 0 0 0 3 0 1 1 1 3 0 4 0 0
Combat robe top 10 Defence
20 Magic 150 50 0 0 0 7 0 1 1 1 7 0 8 0 0
Combat robe bottom 10 Defence
20 Magic 100 35 0 0 0 6 0 1 1 1 6 0 7 0 0
Battle hood (m) 50 Defence
60 Magic 250 80 0 0 0 5 0 7 6 8 5 0 8 0 0
Battle robe top (m) 50 Defence
60 Magic 1500 500 0 0 0 26 0 17 15 20 26 0 30 0 0
Battle robe bottom (m) 50 Defence
60 Magic 1000 350 0 0 0 20 0 14 11 16 20 0 23 0 0
Green dragonhide coif 40 Defence
40 Range 150 25 0 0 0 -1 4 4 6 8 4 5 4 0 0
Blue dragonhide coif (m) 40 Defence
50 Range 200 35 0 0 0 -1 5 4 6 8 4 6 5 0 0
Red dragonhide coif (m) 40 Defence
60 Range 300 50 0 0 0 -1 6 4 6 9 4 6 6 0 0
Black dragonhide coif (m) 40 Defence
70 Range 500 75 0 0 0 -1 7 4 7 9 4 7 7 0 0
Bronze gauntlets None 15 3 0 0 0 -1 -1 2 3 3 -1 2 2 0 0
Iron gauntlets None 30 5 0 0 0 -1 -1 3 4 4 -1 3 3 0 0
Steel gauntlets 5 Defence 50 8 0 0 0 -1 -1 4 5 5 -1 4 4 0 0
Black gauntlets 10 Defence 75 13 0 0 0 -1 -1 5 6 6 -1 5 5 0 0
Mithril gauntlets 20 Defence 100 17 0 0 0 -1 -1 6 7 7 -1 6 6 0 0
Adamant gauntlets 30 Defence 150 25 0 0 0 -1 -1 8 9 9 -1 8 8 1 0
Rune gauntlets 40 Defence 200 35 0 0 0 -1 -1 10 11 11 -1 10 10 2 0
Dragon gauntlets (m) 60 Defence 300 50 0 0 0 -1 -1 14 15 15 -1 14 14 3 0
Adamant spikeshield 35 Defence 50 8 0 0 0 -6 -2 25 27 23 0 25 26 1 0
Adamant berserker shield 35 Defence 100 17 0 0 0 -8 -2 28 32 30 -1 30 31 2 0
Rune spikeshield 45 Defence 200 35 0 0 0 -6 -2 39 41 37 0 39 36 3 0
Rune berserker shield 45 Defence 300 50 0 0 0 -8 -2 45 49 47 -1 47 41 4 0
Tips and Tricks
For every Minigame there are quite a few tricks that can improve your game. Fist of Guthix is no exception.
Running around objects is a tactic that causes your opponent to blindly chase after you, without actually being able to attack you. This will allow you to continue to gather Charges while your opponent tries to find you in vain. Portal Chambers are popular for this technique. If they manage to attack you, simply enter the chamber!
Summoning Familiars is not very effective for offensive purposes as their abilities are greatly reduced in the Arena, but their effects still remain effective.
Spirit Terrorbird: Not only does this helps you to outrun your opponent, but each Scroll boosts your Agility and restores your Energy equal to half your original Agility Llevel. For example, if you have Level 50 Agility, you’d be instantly given 25% more Energy. (Level 52 Summoning required)
Void Spinner: Restores one Hitpoint every fifteen seconds. (Level 34 Summoning required)
Bunyip: Restores two Hitpoints every fifteen seconds. (Level 68 Summoning required)
Elemental Titans: Heals to the effect of a lesser Saradomin Brew. (Level 79 Summoning required)
Unicorn Stallion: Heals fifteen Hitpoints. (Level 88 Summoning required)
Binding Spells are very powerful for capturing your opponent and defeating them. If you are presented with free Runes, why not use them? Once you have used Magic to hold your opponent you are free to attack them using Ranged or Melee attacks.
Outsmarting your target is key - pure brawn will not win you a game. Half the battle is outsmarting your opponent. Think outside the box. For instance, if your opponent is chasing you, wait until they cannot see you on the minimap and teleport. He/she will probably still chase you in the direction you were going, while you’re able to sit in the middle, peacefully gathering Charges.
Spawning should be understood before playing the game. Your opponent will always spawn on the opposite side of the Arena (for instance, if you spawn in the west, he/she will spawn in the east). Use this tactic to easily find your opponent at the beginning of the game. This doesn’t change when you switch roles.
House Hugging is a popular, yet annoying tactic which makes it very difficult for your opponent to find you. Stay outside the entrance to a Portal until you see your opponent coming, then jump in and teleport. Keep in mind that this is very annoying, and shouldn’t be done unless your opponent is doing it as well.
Dealing with House Huggers can be quite simple: when you see them run to the Portal, run to the middle of the Arena. When they teleport you will be able to see exactly where they are. Keep your eyes peeled for the yellow arrow, then pounce!
Another strategy is to wait outside the Portal Chamber they just entered, this ensures that they will not simply stay in the house and leave as soon as you do. If they teleport, cross your fingers and run off looking for them.
Dragon Daggers are a brilliant weapon, not only for the powerful Special Attack, but the Poison capabilities as well. Many players face a death by Poison, even when their targets can’t find them!
Death Dotting is a very popular and effective method used in highly populated Worlds. Many people gather in the center of the Arena. Stand in the middle of the area and the huge number people gathered there will make it difficult for your attacker to find your name. Look for players exclaiming “Dd here!” as many people will flock to that area. To make it even harder, spam-click center of your minimap. This will put you in constant motion, making it hard for your opponent to land a hit on you. Death Dots are very hard to maneuver through if you’re the Hunter. Turn ‘Assist’ off to make it easier, as there will be fewer options to sort through.
Magic can be very helpful in Fist of Guthix. If you’re using it as your main attack medium, make certain you bring a Staff with Auto-Cast capabilities. For Ancient Magicks, remember an Ancient Staff.
Friends List can be used to find your target easier. This way you won’t only have to follow an arrow, but the green dot will help also.
Turn your Private Chat off or change it to friends-only to avoid this tactic being used on you!
Wall Hugging is the tactic referred to when a player only stays along the walls. It makes it difficult for your opponent to find you, as they will rarely look that far out. The disadvantage to this is the low amount of Charges you will receive.
The easiest way to deal with a Wall Hugger is to stay in the middle, as they will eventually run down to the middle, thinking you’re still searching for them. At this point, use a binding Spell and let loose!
Protection Prayers, along with stat-boosting Prayers, can be very helpful in Fist of Guthix. Turn on Steel Skin as well as Protect From ______ when your opponent is attacking you (Fill in the blank with your opponent’s method of attacking). When you’re on the offensive, Prayer can also be used when hunting your target as well. Turn on Attack and Strength boosting Prayers while attacking your target to finish them off even quicker.
Seercull Bows are a cheap Weapon with a wonderful effect. If you’re being hunted and your opponent continually uses high level Magic Spells on you (such as Ice Barrage to bind), unequip the Energy Stone and switch to the Seercull Bow and use the Special Attack. It will lower the opponent’s Magic Level by the amount of damage you inflict, thus temporarily disallowing them to use high leveled Magic attacks.
The Redemption Prayer can be a life saver! It heals 30% of your Hitpoints if they drop below 10% (Level 49 Prayer required).
FAQ
Q: What should I wear?
A: That completely depends on your mode of attack. An effective tactic is to use two methods during the game (Magic and Melee, Ranged and Magic, or Melee and Ranged), so wear a combination of the two styles to enhance offensive bonuses for both.
Barrows Armor isn’t worth the cost. Also, try to keep the weight as low as possible without ruining your bonuses.
Q: Are the rewards tradeable?
A: Yes they are, but only uncharged versions. Fully charged rewards are untradeable.
Q: Am I able to bring Summoning Familiars into the game with me?
A: Yes! In fact, it’s highly recommended. Spirit Terrorbirds are very effective in the game.
Q: Are there any ways to heal other than the Bandages?
A: Yes, there are. Firstly, you can use the Rapid Restore Prayer which doubles the rate at which your Hitpoints restore. You can also use Cure Poison (cures your Poison), Vengeance (a higher-powered Ring of Recoil), and Dream (puts you to sleep, greatly increasing the rate at which your Hitpoints restore – click anywhere to wake up). These three Spells are from the Lunar Spellbook.
Guthans is another possibility, but not very effective at all. Summoning Familiars on the other hand can be very effective - see Tips and Tricks.
Q: Is there any way to fix my Gloves that have crumbled to dust?
A: Unfortunately, no. If the item you are rewarded with crumbles to dust, you simply need to get a new one. Some items aren’t rechargeable.
Q: Are the rewards worth the time it takes?
A: If you really enjoy the game, yes they are. If not, it may be better to simply buy the uncharged version, and play enough games to charge them.
Q: How long do the Robes last before they need to be charged?
A: Tests by many players have revealed the time margin to be around six hours before they need to be charged.
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