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Duel Arena Tournaments and Changes

A large area, dating back to the Second Age, has been excavated beneath the Duel Arena, and what better use for it than a new player-vs-player minigame! This is the home of duel tournaments; a challenge for those who felt that only one round of fighting in a staked or friendly duel was a bit wimpy.

For those brave enough to take on up to 63 other players in a duel tournament, there is the potential to win 64 times your original entry fee: high stakes indeed, for an event that will demand your very best.

Which leads to our second addition: Duel Tournament Rankings! Your duel tournament history will be recorded by your rank, which can be viewed from the Hiscores table if you have a rank of 1,900 or above.

The rank will determine which of four ranked tournaments you can enter; for example, high-ranked players can fight other high-ranked players in the 1,900 - 3,500 tournaments. With duel tournaments, you will always be facing opponents of a similar duelling ability to you, across a range of randomly generated tournament rules.

Your rank will also affect the size of the entry fee. Higher-ranked matches generally have higher entry fees, and there is the chance to win much more - up to 64 million gp!

To ensure that you have plenty of opponents, we are keeping duel tournaments to specific servers. Visit worlds 18,44,46,48,54,59,64,78,83,98,110,114,121,129,130 or 132 to spar with the very best that RuneScape has to offer. We are keeping an eye on the duel tournament activity on these worlds, so this selection may change.

There are a huge number of tournament rule combinations, gathered from player submissions and the recent Duel Arena poll, so no tournament will ever feel the same. Fancy fighting through six rounds with no food? Or four rounds with no armour? The variety is massive, offering a challenge for every type of player, whether they are hungry to reach the top or happy to enjoy themselves.

To access the duel tournaments, travel down the stairs south of the Duel Arena Hospital.

Please read the knowledge base article here for more information.

Duel Arena Changes:

We have made some necessary changes to the above-ground staked and friendly duels of the Duel Arena:

•There is now a cap to the amount a player can win in the space of 15 minutes in a staked duel, which is set to 3,000 coins. This limit will make it harder for real-world traders to unfairly use the Duel Arena as a covert way of transferring items. Of course, if you want to take part in some high-stakes duelling you now have the duel tournaments instead!
•The gp value of any item wagered in a staked duel is defined by the ‘player value’. This ‘player value’ of an item will change according to any market fluctuations once the Grand Exchange has been introduced.
•Logging out of a staked duel will mean that you have forfeited the match, and the staked items will go to your opponent.
•Stats boosted before entering a duel will reset to their normal value at the start. You can still use potions during the duel, provided they haven’t been disallowed.

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In other news…

Various trees on Farming patches had accidentally been enlarged. Also, the texturing on the diseased versions caused them to look quite odd. Both the texturing and size of the trees have now been fixed.

Teleport sounds have been changed so that they’re only heard by the spell’s caster. Previously these sounds caused some confusion as to what was going on in the player’s surrounding area.

Oldak from the Land of the Goblins quest is now a little more helpful when you’re further along in the quest. He will continue to teleport you back to the temple if you bring him two law runes and some molten glass.

We have made a number of objects untradeable. These items were either quest objects that were not generally useful after the quest or they were easy to obtain items that were used by scammers who lied about them being rare. Examples include doogle leaves, doogle sardines, sulphur, spinach rolls, polished buttons, the Shantay pass and the axe flier.

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Levels coming too slow? These methods are the fastest to 99.Maybe this guide will help you to be fast!Good Luck!

Mining - Power mine iron with a rune pick in places where there’s more than 1 iron rock to 90 or so, then coal is best.

Smithing - If you have a lot of spare cash, buy steel bars and make cannonballs or steel plates for free players. Otherwise, either use the ores you mine or buy and smelt/smith iron.

Fishing - fly fishing at Barbarian village is the best way to level. For members, use ShiloVillage and bank your fish.

Cooking - get 60 cooking by cooking the best item you can and then buy raw lobsters at 200-230 each (try and get a personal fisher) and cook your way to 99.

Fire making - really simple, just burn the best log you can and always burn in a place near the bank.

Woodcutting - get to level 30 using normals and then oaks then cut willows in DraynorVillage until 99. If you want, you can cut yews for money at 90+ at a very fast rate.

Crafting - buy tanned cow hides or normal hides at 150 for tanned or 100 for normal hides and make the best leather item until 99. You can also buy many silver bars and make tiaras to 99.

Rune crafting - this is slow unless you use one of the major companies. Go to world 16 and craft there by giving the runners 2k + essence back per run. This drains money fast if you are under 55, but once you get over it’s a good way to make cash. If you don’t want to do that, your best option is to either use the fire altar for members, or use the earth altar for free.

Combat - if you are member, use pest control. If you are free, get to level 60 or so combat and then train on flesh crawlers on the 2nd floor of the security dungeon.

Range - get to level 50 range and then camp at moss giants on Crandor until level 70 range. Then kill lessers until 99.

Prayer - if you are member, try to find an open gilded altar and bury dragon bones. If you are free, buy many big bones and bury at the bank booth.

Magic - get to level 25 magic using combat spells, then use the best teleport you can use until level 55. Then high alch until 99.

11-24-08

Runescape Gold For sale

Posted by coco

The Runescape Summoning skill was unleashed the 15th of January 2008. It is Members-only. It’s a fairly new skill, I have tried it…, but it was not my favorite. The basic idea is to be able to Summon beings called Familiars using different items. These Familiars can be used for many different things, according to which you summoned. A lot of them can be used for helping in attacks. If you have 10 levels over the Familiar that you summoned, you can talk to it! With some exceptions, of course.Summoning Pouches are used to summon the Familiars. You have to have a lot of materials to summon a Familiar. First, you will need an empty pouch. Then the number of Spirit Shards needed to summon your particular familiar, a Charm, and the component needed to summon your particular Familiar. I buy my Sprit Shards and Pouches from Pikkupstix in Taverly. Charms are best gotten

If you wanted to make a Summoning Scroll to have your Familiars use their special moves, you would need to make a complete Summoning Pouch, and then use it on an obelisk, and it would turn your pouch into 10 scrolls. There are seven different types of specialties, Fighting, Light Enchancers, Skill Boosters, Remote Views, Beast of Burden, Heals, and Foraging.

Fighting of course means your Familiar with fight along your side (only in multi-combat areas.)

Light Enhancers will make any light that you are holding (candle, lantern, so on) brighter.

Skill Boosters make your skills go up, simple enough, right?

Remote View, now this is an interesting one. They can fly up and let you see through their eyes thus having a “bird’s eye view”.

The Beast of Burden specialty is able to carry items. Healer, of course heals you.

Foraging will find different items every now and then; it can carry 30 of the items.

Pets are a fun addition to this skill. If you have ever seen the cats that follow people, these are a lot like them. There are many different types of pets. From a Bulldog to a Giant Crab to a Zamorak Hawk to a Baby Dragon! The Cats are not classified as pets. You will have to complete the Wolf Whistle quest to get any pets. You ARE allowed more than one pet. You have to have 10 levels above the last one to get Say your level 12 summoning, then you’re allowed 2 pets. However, you cannot have 2 of the same pets. Therefore, if you have a Saradomin Owl, you cannot have another Saradomin Owl.

You can store scrolls in “headdresses”. Some Headdresses are not Summoning Specific, so you will have to go to Pikkupstix to get them enchanted, for free I might add. Some Headdresses Include: Antlers, Feather Headdress, Rune Full Helm, Any Fremennik Helmets, and Dragon Medium Helm. Headdresses can be very helpful in situations where you have to act fast. They can also be useful when you have to save room in your inventory.

As I said above, personally this is not a skill that I am interested in. However, for a lot of people, this is good fun. (I would not want to meet someone in the wilderness with a Familiar by their side, I can tell you that.

Runescape is a very popular online game, and as a result, you may find yourself competing with others both in your battling areas and while you gather raw materials like logs and ores.

Simple strategies to lessen the frustration you’ll feel from this competition are as follows:

Become a Member if at all possible - the accessable part of the world is larger and thus there are places to gather your raw materials and build your skills.
Find a bank far away from the main cities and gather your materials from that location instead. Many players are too lazy to leave the main cities, so the competition is inherently reduced.
Find a time of the day when there are reliably less people playing, and spend that time gathering materials that are the most frustrating with other players around: mining, log gathering and fishing for example.
Invest the time in improving your ranging ability (bow and arrow use), because when you’re fighting in competitive areas, quick-clicking rangers have an advantage, and in some areas a ranger can stand out of the reach of a large monster, yet still attack and kill that monster.
Make your own arrows - this goes with the above point - if you try to buy enough arrows to improve your ranging ability, you’ll spend all of your money and still not have enough arrows. It’s better to advance your mining, smelting and fletching skills so you can create and use your own arrows. Plus, hey, if you have an extra 1000 laying around after all that work, you can sell it for a profit to others who are too lazy to create their own!
Explore the wilderness when the game server isn’t full - there are a lot of great skilling places, like mines and herblore-component things, in the Wilderness. But of course, there are inherent dangers in the Wilderness - other players looking to kill you for sport or for your equipment. Explore when the game server is quiet and you’ll be a lot less stressed.
Save every rune you come across - then build your mage skills periodically. Building your mage skills is rewarded by the teleport skills you will get at mid-to-high levels, which make transportation around the world a LOT EASIER, and provides for quick-escape within certain parts of the Wilderness in case you find yourself under attack.
Sell law runes 1, 2 or 5 at a time when players are specifically desperate for the runes - don’t sell large quantities at any one time as you won’t get a good rate for them, and law runes are valuable (being a key part of the mage teleports above). If you sell 1, 2 or 5 at a time, you can ask 1000 coins for each and players will pay. Watch for their advertisements in the bank.
I hope this helps!

i found a way to actually make it easier to catch those red chinchompas^^but first read a short story of mine how i discovered it^^
i was catching them a while ago and suddenly a new player comes around and started hunting with me.. my traps are all set near the red chin spawn spot and the other guy’s traps are far from me.. at first i thought this is gonna be a problem and i was surprice that it actually help me on getting red chins.. then i started thinking “why watch the red chins run away from the trap when i can just make them go back?”the next day i tried doing some experiments and it actually help^^ first thing you do is set the traps near the red chins spawn spots and whenever the chins failed to go into ur trap just reset the trap again and kill the red chinchompa so that it will spawn back to the spot near the trap and eventually will go into your trap.. just redo and ull get more red chins rather than sitting back and watching tose chins running around ur trap..

10-29-08

Honest Way 3

Posted by coco
  1. Kill cows in Lumbridge.
  2. Pick up cowhide and bones .
  3. bank at the gnome copters it is the best spot for members and free player alike.

Jungle Spiders (members only)

  1. Get 60+ in Combat before doing this. They are level 44.
  2. Go to Yanille either walking from Ardougne or going to Port Sarim paying from 1k to 2k to Port Kharzard and walking. Or you can go to Karamja from Port Sarim, go over the volcano to the members area and catch another ride north of the town to Ardougne
  3. Yanille

    Yanille

    Go to the small island east of Yanille.

  4. Kill a lot of them until you get at least 100 or so. The 100% drop is a Spider Carcass.
  5. Go to the Grand Exchange and sell them for 650-700(today its 894gp) each. Based on your combat level, this will earn you about 70k in about 30 minutes for combat levels 70+!

1.0 - Introduction

» You, if you haven’t already one, have probably been dreaming of having a fire cape since the moment you knew what a fire cape was. And those who have a fire cape will probably remember the long process which started with the discovery of the cape, ended with getting the fire cape and was encouraged by the dream of having one. In my opinion having that desire is completely normal because it’s a very good cape, the best cape for melee, and also a beautiful one. But the fire cape is hard to get, you have to kill lots of monsters in a hard minigame, the notorious TzHaar Fight Cave.
» In this guide I’ll try to explain you how you should finish the minigame successfully. Of course there are lots of other guides with the same aim but most of them are quiet old or have flaws. Maybe you don’t agree with me that now but in that very tough minigame you can’t afford such shortcomings. After my second attempt to get a fire cape I realized the necessity of a recent and decent guide. I wish I’ll succeed.
But don’t expect lots of new and innovative ideas, I have to admit, much of my guide will be comparable with information in other explanations. But still, there will be new procedures that will make the difference.

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2.0 - About the TzHaar Fight Cave
2.1 - History

» On 3 October 2005 Jagex released a new minigame: the TzHaar Fight Cave. In some sort of arena in a new city, Tzhaar city, you had to fight lots of monsters till finally ‘the Jad’ showed up and you had to kill that last monster.
» For a long time little changed but those small adjustments made the minigame only harder to accomplish. An example is the way monsters walk: they used to move only vertically and horizontally but now they can also move diagonally.
» On 13 May 2008 Jagex gave the minigame TzHaar Fight Cave a graphical update. The monsters look better than ever and the strategie explained in my guide had not need of a review, I just had to change some pictures.

2.2 - General information

» The TzHaar Fight Cave is a safe minigame, so when you die, you will keep all your items.
» The minigame consists of 63 so-called waves. 63 times one or more monsters will appear and you need to kill them before the next wave starts. Of course it’s very easy in the beginning, a monster with combat level 22, but it becomes more and more difficult when you come further with TzTok-Jad (a.k.a. the Jad), a monster with combat level 702, to finish it off. Each monster has his own characteristics which I will explain in the next section.
» The TzHaar Fight Cave is located in TzHaar city which you can access via a cave in Karamja Dungeon.
 
» Here a map of the Fight Cave:

» When you leave the Fight Cave, you will receive Tokkul, if you killed of course at least one monster. The more monsters you kill, the more Tokkul you will receive, with 8,032 Tokkul when you killed all monsters. The reward for successfully completing the Fight Cave, so when you defeated the Jad, is, beside the 8,032 Tokkul, the Fire cape.

Here are the bonuses you get whilst wearing the cape:
 

2.3 - Monsters

2.3.1 - Tz-Kih

» Combat level: 22.
» Max hit: 4.
» Hitpoints: 10.
» Most used name: 22.
» Attack style: melee
» Notes: Every time a 22 hits you, even a 0, it will drain your prayer by 1. Kill these monsters always first to avoid losing much prayer points. If possible, kill it from a distance so it’s dead before it can attack you. The 22’s have only 10 hitpoints so you can easily kill them in one hit.

2.3.2 - Tz-Kek
 
» Combat level: 45.
» Max hit: 7.
» Hitpoints: 20.
» Most used name: 45.
» Attack style: melee.
» Notes: It has a recoil-effect that hits 1 every time you hit the 45 with melee. When the 45 is dead, two smaller Tz-Keks with combat 22 will appear. Those small Tz-Keks have 10 hitpoints and have a maxhit of 4.

2.3.3 - Tok-Xil

» Combat level: 90.
» Max hit: 13.
» Hitpoints: 40.
» Most used name: 90.
» Attack style: ranged and melee.
» Notes: It’s an easy to kill monster, I prefer using Protect from Range against them but it isn’t very necessary. When more dangerous monsters appear, they are annoying because you can’t pray against them and they can hit rather high. When all the 22’s are dead, you should kill the 90’s.

2.3.4 - Yt-Meykot
 
» Combat level: 180.
» Max hit: 25.
» Hitpoints: 80.
» Most used name: 180.
» Attack style: melee.
» Notes: Since it only attacks with melee and it’s a big monster, the 180’s aren’t a big threat. You can easily block it and range or melee it with a halberd, just take care they can’t hit you with melee. They can heal themselves when they hit you, even if they hit a 0. If you have Guthans on, put protect from melee on and use it to heal one. Since the 180 can heal itself, you can heal on it till you have full hitpoints and then finish it off.

2.3.5 - Ket-Zek
 
» Combat level: 360.
» Max hit: 49.
» Hitpoints: 160.
» Most used name: 360.
» Attack style: magic and melee.
» Notes: In wave 31 it will appear for the first time and from that moment you have to put Protect from Magic on, always, I can’t stress this enough. Only when you’re absolutely sure the 360 can’t attack you, you can consider changing to another prayer. You kill a 360 best with ranged or with a halberd, just make the 360 can’t hit you with melee. When it’s attacking you with magic, because it’s standing too far away from you to use melee, it won’t come closer to melee you so you don’t need a safe spot to kill it.

2.3.6 - Yt-HurKot

» Combat level: 108
» Max hit: (10-20).
» Hitpoints: …
» Most used names: healer.
» Attack style: melee.
» Notes: This monster is the last one that will show up, only when the Jad has less than half of its hitpoints left. Then four 108’s will heal the Jad so you better kill them or let them attack you. If you intend to kill them, consider that when you bring the Jad to half health again, the 108’s will appear again.

2.3.7 - TzTok-Jad
 
» Combat level: 702
» Max hit: 97
» Hitpoints: 250
» Most used names: Jad
» Attack style: melee, magic and ranged.
» Notes: When you have finished off the TzTok-Jad, the minigame TzHaar Fight cave ends and you will get your reward: the fire cape and 8,032 Tokkul.

2.4 - Strategies
There are a lot of strategies to leave the Fight Cave with a Fire Cape. My guide describes the melee-ranged method.
» The pure-ranged method: you will only use the Ranged skill in the Fight Cave. You need a high Ranged level. If you want to do this minigame using this method, it’s possible to use my guide but you won’t have a complete description. You will also get some Defence xp when following my instructions strictly. If you don’t want any Defence xp, I advise you to read section 6.3.
» The melee-ranged method: you will mostly use the Ranged skill in the Fight Cave but sometimes also Melee. You need a high Ranged, Attack and Strenght level.
» The Guthans method: you will use the Ranged skill in the Fight Cave and also Melee with full Guthans. That Barrows set has the useful possibility to heal whilst fighting. You need a high Ranged, Attack and Strenght Level and at least Defence level 70. I tried this method once but I didn’t like it. You need less food but more prayer restoring potions and you have to change from armour way to much. I recommend using the melee-ranged method instead of the Guthans method.

__________________________________________________________________________
3.0 - Requirements

3.1 - Skills

» Prayer:Having prayer 40 is a must but I recommend strongly to have at least 43 and if possible 60+
With a higher prayer level you can survive longer with max prayer points and your prayer or super restore potions will restore more prayer points so you’ll need less.
» Hitpoints: Hitpoints is a very useful skill in the minigames. I wouldn’t try the minigame without 65+ hitpoints. With Hitpoints level 75+ you will have much more chance to survive it.
» Ranged:Having a high Ranged is vital. I advise you to train your Ranged to at least 70. Having 75+ ranged is much better and level 80 or higher gives you a realistic chance to kill the Jad.
» Defence: It’s possible to finish the minigame successfully with Defence level 1. But the higher your Defence level, the better it will go because you will be able to wear better armour and monsters will hit less. 40+ is recommendable but with Defence level 70 or higher you stand a bigger chance.
» Attack: I advise you to have at least 60 attack (for a Dragon halberd) or 70 attack (for a Whip).
» Strength: Just like the Hitpoints level, there is no exact number your strength level has to be but the higher the better. Level 70 is really the minimum, 80+ will increase your chances and make you can kill monsters faster.
» Magic Magic is commonly not used in the Fight Cave. So having level 1 won’t be a problem. If you really want to use magic, I recommend reading another guide.
»Summoning: Summoning isn’t allowed in the minigame so having level 1 won’t be a problem.

3.2 - Items

» The first items you’ll need are things to heal yourself. Of course you can use Sharks but Saradomin Brews are much better. Those potions boost your Hitpoints and Defence and lower your Attack, Strenght, Ranged and Magic. With Hitpoints level 80 each of the 4 doses heal 13 so one potion heals you 52 hitpoints!
» Sometimes your hitpoints will drop fast, you made a mistake for instance, and then you will have to heal fast. Tuna Potatoes or Mantarays heal 22 in one bite. And when you eat it fast after you drunk Saradomin Brew, you heal, depending on your Hitpoints level, 30 to 40 hitpoints in one moment.
» Other important items will be things to restore your Prayer points. Prayer potions are good when you are using Sharks to heal. If you intend to use Saradomin Brews to heal, then you need to buy Super Restore potions. Those potions restore one more Prayer point but also restore other stats. So when you took a sip of a Saradomin Brew, you can restore the Ranged loss with a Super Restore potion and at the same moment you restore your Prayer points.
» Purple Sweets heal randomly 1 to 3 hitpoints and are stackable. You can easily take 100 of them with you. That will heal in total 150-200 hitpoints whilst occupying only one slot in your inventory! The price, they are 1.5K each, is a big disadvantage.
» If you are willing to spend some more money, you should have this in your inventory: 50-200 Purple Sweets, 5-8 Saradomin Brews, 15-20 Super Restore potions (depending on your Prayer level) and 2-4 Tuna Potatoes or Manta rays. This will cost you 125-150K without the Purple Sweets.
If you want to keep it “cheap”, you should have this in your inventory: 10-15 Sharks and 15-20 Prayer potions. This will cost you 90-130K. But keep in mind that you will probably run out of supplies near the end. I strongly recommend the first inventory

3.3 - Armour

» Ranged weapon: The first piece of armour that you need, is a ranged weapon and ammo. Commonly used are Karil’s Crossbow with Bolt Racks and Rune Crossbow with Adamant bolts. You can also use a Magic Shortbow, a Dark Bow with Rune arrows or a Crystal bow.
* The advantages of a Rune Crossbow are the low price and the high ranged attack bonus. It’s also one-handed so in your other hand you can hold an Unholy Book which gives some nice prayer and ranged attack bonuses. But it’s slower than a Karil’s Crossbow and a Magic Shortbow.
* The advantage of a Karil’s Crossbow is the high speed but its ammo is expensive and you can’t use the Bolt Racks a second time. It’s a two-handed weapon.
* The advantage of a Dark Bow is the high ranged attack bonus but it’s expensive and it’s very slow. It’s a two-handed weapon.
* The advantage of a Magic Short Bow is the high speed but it has a low ranged attack bonus. It’s a two-handed weapon.
* The advantage of a Crystal bow is the high ranged bonus and its speed but it is expensive and they degrade so you will need two of them.
» Ammo: The ammo depends of course on the ranged weapon you chose.
* Rune Crossbow: Adamant bolts or other better but adamant will do the job. You need 500-700 of them when picking them up or using an Ava’s Accumulator. Without picking up, you’ll need 3 to 4k bolts.
* Karil’s Crossbow: Bolt Racks Depending on your ranged level you’ll need 2 to 3k bolt racks.
* Magic Shortbow or Dark Bow: Rune arrows. (amount: no idea)
* Crystal bow: no ammo.
» Cape: Ava’s Accumulator is a useful ‘cape’. It picks metal projectiles up after you shot them and puts them automatically in your quiver. So you don’t have to worry about your ammo and won’t loose much projectiles. It has also a +4 ranged attack and magic defence bonus. But you need to have done the quest Animal Magnetism.
Alternatives are a trimmed Skill Cape or a God Cloak.
» Shield: If you’ll use a Rune Crossbow, you will be able to wear a shield. A Damaged Book gives a nice +5 Prayer bonus. And when you can fill it with the missing pages, it gives attack or defence bonuses. There are three different God books
» Gloves: Barrow gloves are the best gloves but you need to have done all parts of the quest Recipe for Disaster. If you haven’t Rune gloves or better, I recommend Black Dragonhide Vambraces.
» Boots: Ranger boots gives the most ranged attack bonus but are expensive (4M). Instead you can wear Snakeskin boots.
» Ring: An Archer ring has a nice ranged attack bonus but is expensive. An Explorer’s ring gives a +1 prayer bonus which isn’t very good but it’s easy to get. A Ring of Recoil is a cheap alternative but won’t have much effect. If you can’t afford an Archer ring, I would recommend the Explorer’s ring.
» Amulet: An Amulet of Fury is very powerful but expensive. Cheaper alternatives are an Amulet of Glory and a Holy Symbol.
» Melee weapon: A melee weapon is pretty useful in the Fight Cave, especially in the lower waves. Then you don’t have to waste your expensive bolts, arrows or bolt racks on some easy monsters and it’s mostly faster than ranging them. A Whip or Dragon Scimitar is good enough.
» Halberd: Halberds are two-handed melee weapons which you can attack a monster two squares away with. When standing on a so-called safe spot and using a halberd you can attack a monster without getting hit! A Dragon Halberd or Rune Halberd should do the job.

3.4 - Other

» Getting to the Jad isn’t that difficult but killing the 702 is the thing that makes the Fight Cave hard to complete. The Jad uses magic, melee and ranged so you can’t just put one prayer on.
To avoid the Jad using melee, you should always leave at least one square between you and the Jad. Then he’ll “only” use Magic and Ranged. There is a clear difference the Magic attack and the Ranged attack so it’s possible to change your prayer in time. But that isn’t very easy so you better train that a bit. To do that, watch a video with someone killing the Jad and arrange your screen so you can see your Prayer tab and the video, but only the Jad, not the player who’s attacking and his prayer tab. You do this best near an altar.
When the Jad watches his toes, he will use a magic attack. When the Jad lift his legs and slams them down to the ground, he will use a ranged attack. More about Jad’s attacks in section 5.1.
I made a video and put it on Youtube to help you:
http://www.youtube.com/watch?v=OhjERnYpLWI
When wave 63 starts you probably won’t see the Jad but he can attack off-screen. Then you’ll have to listen very good to the sound of Jad’s attacks to know what prayer you should activate. To help you recognizing the different sounds, I made a video and put it on Youtube.
http://nl.youtube.com/watch?v=D89VEfc_HgQ

» In the Fight Cave you’ll frequently use safe spots. I advise you to train a bit on finding safe spots if you haven’t worked with it before. In the next chapter I’ll show you where some of the safe spots are but it’s still better to have experience with it.
If you need to train it, take a halberd and go to the Chaos tunnels. There you can find lots of different monsters in lots of different caves. Try to find some safe spots in every cave but be aware, some monsters can’t be blocked, because they are too small, and in some caves you won’t find safe spots. But overall, it’s a good place to learn about safe spots.

» You should also explore the Fight Cave at least once before you do real attempt to get a Fire cape. Find the two important rocks, try out the safe spots, meet up with the monsters…

__________________________________________________________________________
4.0 - Wave 1 to 62

4.1 - List of all waves

The minigame consists of 63 waves. Each wave contains 1 to 6 monsters. Here a list of all waves:

Wave 1: 22
Wave 2: 22 22
Wave 3: 45
Wave 4: 45 22
Wave 5: 45 22 22
Wave 6: 45 45
Wave 7: 90
Wave 8: 90 22
Wave 9: 90 22 22
Wave 10: 90 45
Wave 11: 90 45 22
Wave 12: 90 45 22 22
Wave 13: 90 45 45
Wave 14: 90 90
Wave 15: 180
Wave 16: 180 22
Wave 17: 180 22 22
Wave 18: 180 45
Wave 19: 180 45 22
Wave 20: 180 45 22 22
Wave 21: 180 45 45
Wave 22: 180 90
Wave 23: 180 90 22
Wave 24: 180 90 22 22
Wave 25: 180 90 45
Wave 26: 180 90 45 22
Wave 27: 180 90 45 22 22
Wave 28: 180 90 45 45
Wave 29: 180 90 90
Wave 30: 180 180
Wave 31: 360
Wave 32: 360 22
Wave 33: 360 22 22
Wave 34: 360 45
Wave 35: 360 45 22
Wave 36: 360 45 22 22
Wave 37: 360 45 45
Wave 38: 360 90
Wave 39: 360 90 22
Wave 40: 360 90 22 22
Wave 41: 360 90 45
Wave 42: 360 90 45 22
Wave 43: 360 90 45 22 22
Wave 44: 360 90 45 45
Wave 45: 360 90 90
Wave 46: 360 180
Wave 47: 360 180 22
Wave 48: 360 180 22 22
Wave 49: 360 180 45
Wave 50: 360 180 45 22
Wave 51: 360 180 45 22 22
Wave 52: 360 180 45 45
Wave 53: 360 180 90
Wave 54: 360 180 90 22
Wave 55: 360 180 90 22 22
Wave 56: 360 180 90 45
Wave 57: 360 180 90 45 22
Wave 58: 360 180 90 45 22 22
Wave 59: 360 180 90 45 45
Wave 60: 360 180 90 90
Wave 61: 360 180 180
Wave 62: 360 360
Wave 63: 702

The amount of monsters in each wave is logical:
* If there aren’t two identical monsters in the current wave, the next wave will be the same plus a 22.
* If there are two identical monsters in the current wave, the next wave will be the same but the two identical monsters will be replaced by a better one (22 + 22 -> 45, 45 + 45 -> 90 …)

4.2 - Safe spots

» The 180’s use only melee attacks so when they are blocked you can easily kill them. And when there are also other monsters in the wave, you will be happy when one monster doesn’t attack you.
The other good creatures (90, 360 and 702) can attack you from a distance with magic or ranged so when killing them a safe spot isn’t useful.
» Before I can tell you about the safe spots, you need to know where the monsters appear. Here is a map with the spawn spots and a map with the two important rocks:
You see that monsters will never show up in the northeast part of the cave. Maybe you think it will be safe there but since monsters are able to move diagonally, the 180’s coming from NW, Centre and SW just walk around the big rock in the northeast, the so-called Italy rock. In other words, that rock is useless. Luckily there is another rock which is better. When you stand just west of he rock in the North, I call it the Dragon rock, the 180’s coming from all spawn spots except NW get stuck south of the Dragon rock. And if a 180 appears in NW, you just have to run to the south or east of that rock to be safe. In the very rare case that a 180 shows up in NW and a second one in another respawn spot, you should run to the south of the Italy rock.

» Here are the safe spots around the Italy rock, the chance you’ll need them is rather small but you better know them when you need them.

Here a map of the unsafe spot and a map of all four spots:
And here are the safe spots around the Dragon Rock:

Here a map of the unsafe spot and a map of all four spots:
» The 180’s have a width of four squares so you can stand three squares from the rock face away. You should think it will attack you but you are still safe. Here are two examples:
4.3 - Wave 1 - 14

» In these waves only weak monsters will show up. Just kill them with your melee weapon, you won’t have much problem. You shouldn’t also be damaged much but sometimes the 90’s can hit you rather high. I prefer praying against them but it isn’t very necessary.
» First kill the 22’s, to avoid losing (much) prayer points, then the 90’s, they do the most damage or you need to pray against them, and then the 45’s.
»At the end of wave 14 run to the Dragon Rock (in the north of the cave).

4.4 - Wave 15 - 30

» Now a new monster will introduce itself in the waves: the 180. It will only use melee so they aren’t a big threat if you won’t let it come close to you.
» Here is map of the very important places (VIP’s) around the Dragon Rock:

» Immediately after each wave run to VIP 2 and turn your screen in such a way that you can see what monster(s) spawn(s) west of the Dragon rock. If you see that a 180 appeared west of the Dragon Rock, go to VIP 4. In wave 30 it’s possible that one 180 spawns west of the Dragon rock and the other 180 somewhere else. Then you have to run to the south of the Italy rock (VIP 6, see section 4.2).
» Now the 180 should be blocked while you stand on a safe spot. Now there is only one thing left for you to do: get the 90(‘s) in your range. If standing in VIP 2 then you have to run to VIP 1 in order that the 90 comes closer to your safe spot. If you are standing in VIP 4, VIP 3 is your destination.
» At this moment you can finally start killing all the monsters. Always first kill the monsters that are hurting you, then the monsters that are attacking you and then the blocked one(s). (I call this the HAB-rule). In most waves that will be: 22, 90, 45 and 180.
 
» Remember that you can go to the third row from the rock face without being attacked by the 180 (see section 4.2). Sometimes you will have to put your attack style on longrange.
» When you killed the second 180 in wave 30, immediately put your Protect from Magic on and run to the north of the Italy rock.

4.5 - Wave 31 - 45

» Now a new monster will show up in the waves: the 360. It will use melee and magic and it can hit in both ways very high. So when the 360 is in the cave you have to put protect from magic on, always! Only when you are absolutely sure it can’t attack you with magic, you can turn it off.
» Since you won’t see a 180 for 15 waves, you don’t need to stay at the Dragon rock anymore. I now recommend going to the Italy rock because there is a chance that some monsters will stay south of the rock and then they can’t attack you. Here is map with the very important places (VIP’s).
 
» After each wave you should run to VIP 5, with Protect from Magic on of course. Wait for a moment and try to find out what monsters are trapped south of the Italy rock. Do not go further to the west than the western rock face of the Italy rock if you don’t want to be attacked by the trapped monsters. Here a picture of the safe line:
 
» Now you can start killing the monsters, in accordance with the HAB-rule.
* First kill the monsters that are hurting you: 22 when it’s not trapped, 90 without Protect from Ranged activated and 45 when it’s not trapped.
* Secondly kill the monsters that are attacking you: 90 when you have Protect from Ranged on and 360 when you have Protect from Magic on.
* Finally kill the monsters that are blocked. Try to let the monsters come one by one but it won’t always work. Then you’ll have to use the HAB-rule again to finish off the remaining monsters.
» After each wave put your Protect from Magic on if necessary and run back to VIP 5. Before the end of wave 45 run back to the Dragon rock because wave 46 contains a 180.

4.6 - Wave 46 - 62

» In waves 46 till 61 the 180’s will show up again so you will have to stand near the Dragon rock again. Here is a map with the very important places (VIP’s):

» When a new wave begins, you should already be standing in VIP 2 with Protect from Magic on and with your screen turned in such way you can see the northwest of the cave. If not so, do it as fast as possible.
» Before you can start killing monsters, the 180 needs to be blocked. So when you see the 180 spawned in NW, run to VIP 3. If the 180 spawned somewhere else it will be blocked as long as you stay in your safe area.
Sometimes the 90’s and/or 360 will attack you from to far away to be able to kill them without leaving your safe area. In that case you have to run to VIP 1 and they will come closer. Then you just have to run back to your original place.
» Now you can start slaying the monsters, in accordance with the HAB-rule.
* First kill the monsters that are hurting you: 22 when it’s not blocked, 90 without Protect from Ranged activated and 45 when it’s not blocked.
* Secondly kill the monsters that are attacking you: 90 when you have Protect from Ranged on and 360 when you have Protect from Magic on.
* Finally kill the monsters that are blocked, usually you will be able to kill them easily with your Halberd or with Ranged.
» Remember you can go to the third row from the rock face without being attacked by the 180 (see section 4.2). Sometimes you will have to put it on longrange.
» Before the end of each wave, bring your hitpoints and prayer points as high as possible without wasting a single dose of a potion or a piece of food.
» Before the next waves starts, go standing on VIP 2 with Protect from Magic on and your screen turned so you can see what monsters spawns west of you.
» In wave 62 two 360’s will appear, Jad is the next wave.
When one is dead, run to VIP 5 at the Italy rock and start killing the second one. If possible stay close to VIP 5.
When the second one is almost dead, get full hitpoints or even more with a Saradomin brew and restore your prayer points. You should also turn the sound effects on (don’t forget to switch your boxes on too) and turn your screen down so you can see the horizon.
When the second 360 is dead too, put immediately Protect from Ranged on and run to VIP 5. Now the Jad will come. Try to stay calm, that’s very important.
__________________________________________________________________________
5.0 - Killing the Jad

5.1 - Attacking the Jad

» You probably won’t see Jad’s first attack but he mostly starts with ranged and when the Jad uses a magic attack, you will hear first a sound. That’s the reason why have your sound on and Protect from Ranged activated. If you have Protect from Magic on and the Jad’s first attack is a ranged attack, you won’t hear the attack in time and you’ll take much damage. So you must have Protect from Ranged on when the Jad comes.
So when wave 63 starts, you have Protect from Ranged on. When you hear the sound of the magic attack, immediately put Protect from Magic on. Try to locate the Jad as fast as possible and run close to him (but still at least one square away) so you can see him. More about the sounds used by the Jad in section 3.4.
If you are lucky the Jad will be trapped south of the Italy rock, that’s the reason why you stand in VIP 5. In that case, check if you have max hitpoints and prayer points and try to relax for a moment before running to the Jad.
» Jad uses the three different attack styles: magic, melee and ranged. Luckily he won’t come closer if you leave at least one square between you and the Jad. In other words you have to deal with “only” two attack styles: magic and ranged. There is a clear difference between those two attacks so you can switch from protect prayer.
* When the Jad watches his toes, he will use a magic attack:

* When the Jad lift his legs and slams them down to the ground, he will use a ranged attack:

I really recommend to train on switching your prayers because it isn’t that easy (see section 3.4).
» When you should get hit, first you need to make sure you have the right prayer on and avoid any more damage. Then you can start eating. Eat only thing between two attacks and start eating immediately after an attack so you have enough time to switch your prayer. Always keep watching Jad’s feet so you know what prayer you should activate. Try to stay calm and don’t go panicking.

5.2 - The healers

» When the Jad is at half health, four healers (combat level 108) will appear and start healing the Jad. You have to get them away from the Jad or you’ll never finish it off. To do that, attack the healers one by one. They will come to you and start attacking you instead of healing the Jad.
» The healers are small so it’s easier to attack them with your screen turned down.
Immediately after an attack from Jad, attack one of the healers. If necessary switch to longrange. Attack only one healer between two attacks from Jad. Always keep watching Jad’s feet so you know what prayer you should activate. Try to stay calm and don’t go panicking.
» Now those healers aren’t healing the Jad, you can go on killing him. The healers are now attacking you. They don’t do that much damage but it’s still better to get them on a line in order to be hit by only one or two healers. To do that you just have to run a bit away. Always keep watching Jad’s feet so you know what prayer you should activate. Try to stay calm and don’t go panicking.
» If you kill them, keep in mind they will come back when the Jad is again below half health. Always keep watching Jad’s feet so you know what prayer you should activate. Try to stay calm and don’t go panicking.
» A second method to make the healers attack you is the Rune throwing axe’ special attack. The special attack hits several monstres and do damage to them. In this way you can make that all healers attack you. Some people think this is easier then kill the healers with ranged, other people don’t. If you aren’t sure, then just range the healers. Ranging the healer is slower but you have more time. This is the idea of xsv trauma, I haven’t tested it myself.

__________________________________________________________________________
6.0 - Tips, tricks and notes

6.1 - Summary

» Wave 1 - 14: everywhere
Wave 15 - 30: Dragon rock
Wave 31 - 45: Italy rock
Wave 46 - 62: Dragon rock
» Use the HAB-rule: first kill the monsters that are hurting you, then the ones that are attacking you and the monsters that are blocked last.
» Always put Protect from Magic on when a 360 is in the Fight Cave.
» Never let a 180, 360 or the Jad melee you.
» Always keep watching Jad’s feet so you know what prayer you should activate. Try to stay calm and don’t go panicking.

6.2 - Tips and tricks

» When you are in the Fight Cave, make sure you always have a list of the waves near you. Order your computer screen in such a way that you can see both Runescape and the list.
» Go to the bathroom before you start because logging out halfway the minigame is not an option and you will probably be more than two hours in the Fight Cave.
» Before you enter the Fight Cave, drink a super set. If you have done the quest As a first resort… jump into the pools before you start the minigame. As an alternative you can special with an Ancient Mace and your prayer will be boosted by the amount of damage you did. Another alternative is recharging your prayer points in the Monastery west of Edgeville which gives you two extra prayer points. These three methods aren’t cumulative.
» Learn from your mistakes in previous attempts, try to avoid those mistakes.
» Watch some Fire Cape videos on Youtube so you know what you can expect.
» When your hitpoints suddenly drop fast, eat a piece of food and a dose of a Saradomin Brew. You can do that fast after each other and then you heal easily 30-40 hitpoints in one moment.
» When you are low on hitpoints, low on food but you have plenty Prayer potions or Super Restore potions left, you can put rapid heal on and wait ten to twenty minutes. Of course you should only do that when you aren’t attacked.
» Don’t try to record your attempt. It will create some lag and that can be fatal in the fight with the Jad.
6.3 - Notes

» It’s possible to log out in the Fight Cave and to go on where you stopped on later moment. BUT it’s not recommendable and it’s absolutely not recommendable after wave 31. When you log in again, you will start in the centre of the Fight Cave, not on the place where you logged out. The monsters will appear soon and will attack you, without waiting for you. Mostly you won’t have the time to activate the right prayer and then it’s really possible that you will die, depending on the wave you were in.
If you want to log out at the end of the wave and start with the next wave the next time you log in, click on ‘Click here to log out’-button once. When you killed the last monster of the current wave, you will log out automatically. Clicking twice on that button will log you out immediately.

After 90 seconds inactivity you will log out automatically. When you log in again, you will have left the Fight Cave without any Tokkul and without your prayer points and hitpoints restored.
» You can’t bring any summoning familiar or summoning pouch into the Fight Cave.

» When you follow this guide strictly you’ll receive 5k to 10k Defence xp because you’ll sometimes have to use longrange. If you don’t want this experience you have two choices: or you kill the 180’s always first or you use a Magic longbow or a Magic Comp bow instead of a Magic shortbow (see section 3.3). I advise against the first option because the 90’s will keep hitting you whilst killing the 180’s and you’ll probably run out of supplies. With a Magic longbow or a Magic Comp bow the 90’s are still in range when using rapid or accurate.
I don’t know if you can also use a Crystal bow. If you really want to use this bow and don’t want any Defence xp, you should check if you can attack a monster without coming closer when there are at least 8 squares between you and the monster.

__________________________________________________________________________
7.0 - Frequently Asked Questions

Q: Why do you need to keep watching Jad’s feet so you know what prayer you should activate?
» A: click here or:
Q: Why do you call the Dragon rock the Dragon rock?
» A: http://img.photobucket.com/albums/v383/Pep…/dragonrock.jpg

Q: How long does one try take?
» A: It depends on your skills, armour and experience with the Fight Cave but expect to be in the cave for two to three hours.

Q: How many Defence xp do you get when you follow this guide strictly?
» A: 5k to 10k xp.

Q: Should I use Diamond bolts(e) or other enchanted bolts?
» A: I tried once with Diamonds bolts(e) but I didn’t notice much difference. If you really want you can use better bolts but those are expensive and adamant bolts are fine if your Ranged level is high enough (75+).

Q: Do you need to trap the Jad so he won’t attack you with melee?
» A: No, when the Jad is attacking you with magic and/or ranged, he won’t (try to) come closer to melee you so you don’t have to trap the Jad. The same is true for the 360’s.

Q: I found a grammatical/spelling mistake, what should I do?
» A: If you found a mistake, just post it. English is my third (but second best) language so I’m not an expert in spelling and grammar…

__________________________________________________________________________

8.0 - Credits
Pepijndg: wrote the guide and made the video on Youtube.
Ben Goten78: pre-formatted layout.
shuster09: gave constructive criticism.
Mistyfyed: gave me some missing information.
FREELOVEPARK: gave me some missing information.
KING BEVO94: gave me a missing picture.
xsv trauma: gave me a good tip for the guide.
yankees1777: asked me an interesting question.
Werdna Uil X: gave constructive criticism.

skumesh, trade_bert_4_sure, winthern, KING BEVO94, Tomale, ADeadFishDied, Clipkennis, Viper_279, Sky fall, a1m0stsk8, Flipvlug, CapnChronic, B_R_A_D_Ownz, mattlox 2: found mistakes.

QUOTE
Guide Copyright Notice:
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All guides submitted to Zybez or RuneScape Community become property of the Zybez Corporation. Use on any other website is PROHIBITED!
Guides can only be used on other sites with permission from Zybez Staff AND the author.

A quiet town on the west bank of the River Lum, Lumbridge presents a good start to your adventuring. The weather is always fine and the citizens are usually friendly. Despite its imposing castle, ruled by the generous Duke Horacio, the town is founded on its farms. There is much to do in Lumbridge, though, and it boasts a variety of training and practice opportunities, whatever your particular interests may be.

The town’s buildings are all made of the same grey stone that has survived through the years. This is the sort of determination that has seen Lumbridge through even the hardest times.

Location

Map of Lumbridge
Lumbridge is the first town you come to when you start your adventures in RuneScape, so finding your way there after your first few expeditions should be no trouble.

It lies directly south of Varrock, the capital of Misthalin and seat of King Roald. East from Lumbridge is the toll gate to Al Kharid, a major desert town that spans the desert from the toll gate to the Shantay Pass. Travelling west from Lumbridge will deliver you to Draynor Village, a small town menaced by the ominous Draynor Manor.

As a rural township, there is a cluster of farms to the north where the locals scratch a living from the soil. There is also a windmill, which supplies most of the surrounding region with flour for bread, cakes and other baked treats. To the south of the town is Lumbridge Swamp, a sodden and dreary area filled with twisted mangroves.


Points of Interest

Lumbridge’s points of interest
Adventurers new to the ways of heroism and the various skills of the hero should take some time to have a chat with the Lumbridge Tutors. These skilled warriors and craftsmen have decided to spend their time in Lumbridge teaching those younger and less experienced than themselves.

No guide to Lumbridge would be complete without mentioning the Castle. This mighty edifice has stood guard over the town for far longer than anyone can remember and looks set to continue in this way for many years and decades to come.

The farms to the north of Lumbridge are also worth a look, as they are usually quite well stocked and the farmers are not inclined to complain if you are forced to steal a cabbage out of hunger.

The church just north of the graveyard is a good place to recharge your Prayer points, and Father Aereck is always up for a chat about the finer points of modern theology.

Free players interested in the benefits of membership, as well as members simply interested in other locations, might like to take a look at Hieronymus Avlafrim’s Gnomecopter Tours, which is located in a field just north of the windmill north-west of Lumbridge.


Personalities

Duke Horacio

Duke Horacio is the chivalrous ruler of Lumbridge. His family has a long history of watching over the town, and so he has become a careful and wise Duke, much as his father was before him.

Sigmund

Sigmund is the Duke’s advisor and a citizen of good standing in Lumbridge. He isn’t fully trusted by the townsfolk, though, as many believe he holds too much influence over the Duke’s decisions.

The Duke can be found in his chamber on the first floor of the castle. Sigmund can be found with the Duke, probably advising him on matters of state.

The Cook

Duke Horacio’s personal cook is a strange sort of man for his job. He seems constantly underprepared and more than a little bewildered by his post. Despite this, he occasionally manages to prepare food that mere commoners have no right to eat.

Phileas, the Lumbridge Guide

Phileas is the oldest and wisest citizen of Lumbridge, and he doesn’t mind sharing his wisdom with any who ask. If you’re new to the town and a bit lost he’ll be more than happy to point you in the right direction.

The Cook, obviously, can be found in the castle kitchen. Phileas is never far from the signpost by the bridge across the Lum.

Father Aereck

Father Aereck is the local priest of Saradomin and is exceedingly proud of his church (it is over 230 years old, you know). He is also a keen organist, much to the annoyance of his neighbours as he plays late into the night.

Bob, of Bob’s Brilliant Axes

Bob has been grinding axes for at least as long as anyone cares to remember, and in a town like Lumbridge his skills are always in high demand. He can be gruff at times, but if you’re short of an axe and have some gold to spend he’ll be right with you. Bob is also able to repair axes - for a fee, of course.

Father Aereck can always be found looking after his church in the south-east of Lumbridge. Bob is always in his shop just south of Lumbridge Castle.


Quests

The following quests can be started in Lumbridge:


The Creatures that Lurk

Giant spider (Level 2)

Giant spiders are a common creature in the lands of RuneScape and can be dangerous foes. Mercifully, the giant spiders around Lumbridge are a puny breed and should present no difficulties, even to novice adventurers.

Goblin (Level 2)

Goblins are one of the most widely spread races of RuneScape, such that if they were ever properly organised they might threaten larger towns. It is a good thing, then, that they are a poorly organised race and prone to bickering. Goblins are, like giant spiders, quite simple opponents.

Giant spiders are most commonly found behind Lumbridge Castle. The goblins around Lumbridge tend to mill about to the north and west of the town. There is also a significant cluster of goblins over the river to the east.

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.

Giant rats can be found west of Lumbridge Castle and in the swamps to the south of town.


Miscellaneous

If you’re in a hurry for a snack, Lumbridge is possibly the best place in the world. There are a couple of good Fishing spots on the far side of the river, overstocked farms to the north, and chickens. Chickens are a great source of food as they are very simple to kill, drop feathers for Fletching and when cooked properly they’re quite tasty. On top of that, chickens lay eggs, so keep an eye out for the feathered creatures.

Cows are also useful, as they provide both beef and cowhide. They can be found north-east across the river on Farmer Groats’s land. If you take a bucket you can milk the dairy cows.

Sheep in the pen in the north of Lumbridge will provide you with wool, though you will need to get some shears first.

There are a couple of spots in and around Lumbridge worth keeping an eye on if you’re new to RuneScape:

  • Behind Bob’s Brilliant Axes is a knife spawn point.
  • In front of Fred the Farmer’s house (north of Lumbridge) is a chopping block with a bronze axe embedded in it.
  • The southern stairwell of Lumbridge Castle has a mind rune spawn point.
  • Next to the northern stairwell in the Castle is a bronze arrow spawn point.
  • The Castle kitchen and basement hold a selection of equipment useful for improving your Cooking skills.
  • The room next to Duke Horacio’s chamber in Lumbridge Castle has a bronze dagger.
  • On the east side of the river, Barfy Bill will teach members to make canoes to travel the River Lum.
  • Do you enjoy knowing a few random statistics? There are two signs in Lumbridge - one outside the Castle gates and another at the entrance to the cow field - with some amusing numbers to entertain you.
  • Those adventurers who have completed at least one subquest from the Recipe for Disaster quest will find the Culinaromancer’s Chest in the Castle basement.

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