Ultimate free zerker pure guide.

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Ultimate free zerker pure guide.
  1. Unread #1 - Jul 22, 2010 at 12:47 PM
  2. Pekko
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    Pekko Apprentice

    Ultimate free zerker pure guide.

    Recently saw, no1 wanted to get that guide from me via msn, I'll post it here (all from adobe reader) The guide will look better in the text form on the adobe, add me for it: [email protected]



    Before you create your account, you'll need a good name. Here are a few tips. - Make it something that's special to you personally. It doesn't matter if other people understand it; by the end of this pure, you'll be needing some intrinsic motivation. - When I say something special, however, I don't mean your name with four numbers at the end. - Do not use leetspeak (do as I say, not as I did ), 1337, or pwnz40r. Keep your name original. You only get to choose your name once; if you get halfway through training and realize you don't like it, you can't go back and change it.

    •\/\±‡±/\/• Tutorial Island •\/\±‡±/\/•

    It brings back memories, doesn't it? There's not much to explain here. Unless you're know that you'll be skilling for your income, don't level any stats up except for your Combat-related stats. Get 3 Attack and Strength in the Rat Cages. When you get your Shortbow and Bronze Arrows, drop the arrows and speak to Vannaka to receive 50 more. Repeat this dropping trick until you have several hundred arrows. Quickly complete the rest of the Tutorial. When you reach the Mage, kill Chickens until you reach 3 Ranged. Speak to the tutor and use the dropping trick to receive 30 Air Strikes. Cast 29 of them and then speak to him until you get another 30. Repeat this until you reach 3 Magic. At this point, you can leave the Tutorial.

    •\/\±‡±/\/• Beginning your Zerker pure •\/\±‡±/\/•

    Now that you're done with the Tutorial, your life as a Berserker pure truly begins. I'll restate my promise: if you follow this guide from beginning to end, I can guarantee you won't be disappointed. Once off the Tutorial, drop everything you don't need and run to Lumbridge bank. At this point, if you can get a friend to come and trade you some very basic items, it'll greatly speed up your training. You'll want full Iron armor, an Iron Scimitar, an Amulet of Strength, Leather Boots, and a Team Cape of your choosing. Walk across the River Lum to the cows on the other side. If you don't have your items from a friend, just withdraw your Bronze Longsword instead. Chop and Slash Cows until 5 Attack and 5 Strength, respectively. If you get low on health, you can cook some of the Meat on the everlasting fire to heal. Make sure to pick up all of the Bones, Raw Meat, and Cowhide along the way. You'll have to kill 14 Cows for 5 Attack and Strength, so from these incredibly small goals you should still make around 3000 gp. Walk north to the Grand Exchange and sell everything and use the money to buy 10 Trout. Walk West from the Exchange to Barbarian Village and enter the Stronghold of Security to receive your 10,000 gp and Fighting Boots. Use your newfound cash to buy an Amulet of Power, a Shortbow, Oak Shortbow, and Willow Shortbow, 200 Bronze Arrows, a Steel and Black Scimitar, a Leather Body and Chaps, Leather Vambraces, Leather Boots if you don't already have them, and as many Trout as you can.
    Return to Lumbridge and head over to the Lumbridge Guide. Enter the house next to him with the red exclamation mark and climb down the ladder. Speak to Sir Vant and choose the first response to be rewarded with two Experience Lamps. Now head back to Varrock and walk through Barbarian Village until you reach the Player Safety Center. Complete all of the levels to receive your 10,000 gp, Safety Gloves, and Experience Lamps. Keep the experience lamps in your inventory (you can't bank them) and bank the rest of your items. Withdraw an Amulet of Strength, your Iron armor, Fighting Boots, Safety Gloves, Steel Scimitar, and your Team Cape (I always use 33, but it's a personal choice). From Draynor Village, begin walking towards Lumbridge until you reach an open field (it's near the haystacks with the Farmer). There will be a few Cows and a Deposit Box located just North of the Cows. Using your Scimitar, Slash Cows until you reach 20 Strength. Make sure to pick up all of the Bones, Raw Meat, and Cowhides you receive after each kill. Deposit them in the boxes when you run out of space. Once you reach 20 Strength, sell all of your loot at the Grand Exchange. You'll need to kill 104 Cows to reach 20 Strength; that should be approximately 20-25,000 gp in profit from a half hour of easy training. Bank again and withdraw your Ranged training gear - Leather Chaps and Body, your Bow and Arrows, and your Amulet of Power. Withdraw all of your bows and walk over to the road connecting Barbarian Village and Varrock. See the Goblins? There's a wall of bushes that you can use to create a virtual castle-sized safespot. Before you begin training, I'd recommend buying another 200 Bronze Arrows with your leftover cash. Using the bushes as your safespot, kill Goblings until you reach 20 Ranged, switching bows when necessary. I've probably gotten 20 Ranged here over a dozen times; I'm not being facetious. Let's just say I've made a lot of pures before. Buy 140 Mind Runes, 55 Water Runes, 110 Earth Runes, and a Staff of Air from the Grand Exchange. Kill more Goblins until you reach 5 Magic. From there, Water Strike Goblins until 9 Magic. From 9, use your remaining Earth Strikes to reach 13 Magic.

    •\/\±‡±/\/• The Next Step •\/\±‡±/\/•

    Now is the time in your account's lifetime that you'll have to commit to becoming a Member. I don't want to get in any more arguments about why you have to become a Member now - they're pointless. If you want to stay a Free Player, there are some great choices, both in Rune pures and regular 1 Defence Hybrids. However, if you want to become an actual Berserker pure, you're going to have to give up your $5.95 a month. If you want to stay a Free Player, I'd recommend aiming for 60 Strength and 60 Ranged and using the Range/2h style. Currently, it's the best option for Free Players. f, however, you are willing to become a Member and accept the long training it entails, we can move on.

    •\/\±‡±/\/• Beginning Membership •\/\±‡±/\/•

    Now that you're a Member, the first thing you should do is make a little money! Buy a Camelot Teleport Tab and speak to the Estate Agent just East of the Seers Bank. Pay him
    the thousand gp to set up your House. Now, use four of your Experience Lamps on Construction to raise it to 11. Sell all of your items back to the Exchange and buy full Zamorak robes, a Staff of Fire, a Staff of Earth, 110 Mind Runes, 220 Air Runes, 140 Body Runes, and 280 Water Runes. If you want, you can also buy a gnome Hat and an Amulet of Magic to give you better bonuses. You can either kill more Goblins or switch to the jailed Lesser Demon at the Wizard's Tower. Either way, cast Fire Strike 110 times to reach 19 Magic. Once you reach 19, return to Varrock and enter its Palace. Equip your full Iron armor with Studded Chaps, an Amulet of Strength and Leather Boots for the lowest possible Magic bonus. Take with you your Staff of Earth and all of your Curse runes. Underneath the stairs leading up the the second story, there's a Monk of Zamorak jailed in a cage. Cast 129 Curses on him to reach 25 Magic. At this point, your stats will be: 5 Attack 20 Strength 1 Defence 20 Hitpoints 25 Magic 20 Ranged 1 Prayer

    •\/\±‡±/\/• Teleport Tabs •\/\±‡±/\/•

    Head back to the Grand Exchange and sell off anything you had but don't need. Buy as many Law Runes, Fire Runes, and Soft Clay as you possibly can. To find out how many you can buy, use this formula: [price] Law Runes + Fire Rune + Soft Clay / current cash. So if you bought Law Runes for 330 each, Fire Runes for 10 each, Soft Clay for 175 each and had 30,000 gp, you'd need to buy 58 Law Runes, Fire Runes, and Soft Clay. Use your remaining money (you should get a lot back if you buy everything at the High price) to buy a Ring of Duelling (8) and either a Varrock teleport tab or one more set of runes for a Varrock teleport. Use the ring to teleport to Castle Wars and walk from there to Yanille. World hop to World 31 and ask around to find someone who has a lecturn in their house. I generally use Halo21717 or Flip Line's house, as they're both online quite a bit and have lecturns close to the portal. Equip your Staff of Air and withdraw all of your Law and Fire Runes along with 26 Soft Clay. Run to their house, click on their lecturn, and make 26 Varrock tabs. Bank at the Yanille bank, run to their house, and repeat. Once you've made all of the tabs you could, teleport back to Varrock and buy more supplies. You'll notice that both your net worth and the amount of materials you can buy at one time will increase substantially over time. It'll start at 50, then 80, then 120, then 170, and
    before you know it you have three times your initial investment. Keep repeating this cycle until you've made 1534 Varrock tabs. By this point, you'll have reached 45 Magic and have made anywhere from 400-500,000 gp in pure profit, depending on the market. Return to the Grand Exchange and use your newfound cash to buy 909 Law Runes and 909 Soft Clay. Return to Yanille and use your materials to create 909 Camelot Teleport Tabs. You'll now have 51 Magic and will have made another 300,000 gp in profit from the Camelot tabs. By now, you'll most likely be sick of making Teleport Tabs. Take a break and do some quests! You'll need to get a gigantic amount of Quest Points eventually anyway, so you might as well get some now. Here are three moderately short and easy beginning quests to complete. None are very hard; all three should take two hours at most. Buy from the Exchange a Hammer, 6 Air, Earth, and Water Runes, two coils of Rope, a Games Necklace, 10 Trout, 10 loaves of Bread, a Blurburry special (not always necessary; if it doesn't sell, try doing the quest without it), an Asgarnian Ale, an Iron Bar, a Varrock Teleport Tab, a Ring of Duelling, 30 Lobster, 50 Death Runes and 150 Water Runes. Vampire Slayer is the first quest on your short to-do list. Speak to Morgan in Draynor and agree to help out the village. While in his house, head upstairs and steal some Garlic from the cupboards in his room. Withdraw 200 gp from the bank and then use your Teleport Tab to teleport to Varrock and walk from there to the Blue Moon Inn (follow the road South from where you first appear). Find Dr. Harlow and speak to him. Keep buying him Beer until he finally gives you a Wooden Stake. Teleport back to Draynor Village and walk north to the Manor. Head into the basement with your Stake, Hammer, Garlic, 10 Lobster and your Water Blast runes. Open the coffin and kill Count Draynor. When he dies, you'll automatically stab him with the Wooden Stake and kill him. Congratulations, quest complete! Withdraw your Games Necklace, your two Ropes, and a Ring of Duelling. Use the Necklace to teleport to the Barbarian Outpost and walk from there to Baxtorian Falls. Speak to Almera and agree to go help find her son. After speaking to her, head out the back of her house and board the raft. When it crashes, speak to Hudan, who will tell you about the legend of the Waterfall and accuse you of coming here to steal the treasure. Use one of your coils of Rope on the island with the 'Swim-to' option and you'll drag yourself through the water to the island. Use your second Rope on the Dead Tree to swing over it and land right outside of the Waterfall. You'll only be able to stand there for a few seconds before you get washed away; walk North of where you land to Hadley's house. Speak to him, head upstairs, take and read the book 'Book on Baxtorian', head back downstairs and speak to him again. Teleport back to Castle Wars and withdraw 10 Lobster. Walk East from the arena to reach the Tree Gnome Village (I hear it so often I get used to it, but if you step back and
    think for a second it's really astounding; *tree* gnomes? Since when did gnomes ever live or have anything to do with trees?). Head clockwise through the maze to reach the entrance. Instead of entering, however, walk over to the red exclamation point and climb down the ladder. Head east to the room filled with Crates and search them until you find a Key. Run West, unlock the gate, and speak to Golrie. He'll eventually end the conversation. Speak to him again and ask him if he has anything old left to him that he doesn't need. He'll give you Glarial's Pebble. Teleport back to Castle Wars and withdraw the Pebble, your Games Necklace, and 10 Lobster. Teleport to the Barbarian Outpost, use the Deposit Box to bank your Games Necklace and Ring of Duelling, and walk South of there to Glarial's Tomb (east of Baxtorian Falls and West of where you begin Dwarf Cannon). Make sure you aren't wearing any weapons, armor, amulets, gloves, capes, or boots and enter the tomb. Immediately run to the West and search the Chest to find Glarial's Amulet. Run back towards the ladder and then turn South and search the tomb to find Glarial's Urn. Now, exit the entire dungeon via the ladder and walk back to Castle Wars. Make sure you're at full health and then withdraw Glarial's Urn, your 6 Air, Earth, and Water Runes, your Rope, 20 Lobster, and the Games Necklace. Equip Glarial's Amulet and teleport once again to the Barbarian Outpost. Walk back to the Waterfall and use your Rope on both the island and the Dead Tree again. When you jump over the tree and land next to the Waterfall, open the door to enter. Immediately head East and search the Crates to find another Key. Head all the way West, past the Shadow Spiders and Fire Giants, and use your Key to open the northern-most door (the one that won't open if you try it without using the key ). Place one of each rune on each of the six pedestals around the room and then use your Amulet on the statue of Glarial. The ground will rise up and a Chalice will drop down. Don't try to manually grab the Chalice; just use Glarial's Urn on the Chalice to complete the quest. Search the Chalice to find two Diamonds, two Gold Bars, and 40 Mithril Seeds. You're almost done with questing; good job! Teleport to the Burthorpe Games Room and walk south until you reach the Training Camp. Speak to Denulth, who will tell you about the trolls. Head to the top floor of the Burthorpe Castle and speak to Eohric. He will tell you that there was only one guard on duty last night, Harold, who is staying at the Toad and Chicken. Take your money and go up the stairs at the Toad and Chicken. Speak to Harold; he will not want to talk. Return to Eohric. He suggests that you buy Harold a beer. Buy an Asgarnian Ale from the pub downstairs (it has to be from that pub, it can't be from Falador or the Grand Exchange) and speak to Harold. He'll grundgingly admit that he lost the combination and that he's been searching for it since last night. Give him the beer and ask him if he wants to gamble a bit. He'll agree to. Keep betting him at least 120gp every gamble (I'd recommend betting around 200, just to be safe) until you win. If you use up over 1000 gp without winning, then you'll need to buy/use a Blurburry Special on him before trying again. Once he loses, he'll give you an IOU. Examine it to find the combination written on the back of it.
    Head back to the castle and pick up all of the stone balls. They'll need to be arranged like this: -Blue is far south-west. -Yellow is far south-east. -Red is mid-west. -Purple is mid-east. -Green is far north-east. Once they're in place, head upstairs and speak to the Archer. He will thank you for getting the combination right. Head Northwest from Burthorpe Castle to reach a cave. Enter it and speak to Saba. Ask him if he knows about a way up Death Plateau and he'll tell you about a sherpa. Follow the path Northwest until you reach Tenzig's house. Speak to him and give him 10 loaves of Bread and 10 Trout. He will give you some Climbing Boots. Take these and the Iron Bar to Dunstan in eastern Burthorpe. He'll make them for you under one condition; that his son be accepted into the Imperial Guard. Speak to Denulth and he'll give you a certificate inviting his son into the Guard. Return to Dunstan, who will agree to make you the Spiked Boots. Tenzig will give you a map of the Plateau. Head west through his house and jump over the Stile. Simply walk up the Path until he says it's safe to come back. Run back to Denulth and speak to him. Quest complete! After all of that questing, your new stats will be: 34 Attack 33 Strength 1 Defence 20 Hitpoints 51 Magic 20 Ranged 1 Prayer 29 Combat.

    •\/\±‡±/\/• Resuming Magic •\/\±‡±/\/•

    You're doing great so far - how many Level-29s have 51 Magic, anyway? Return to the Grand Exchange and buy as many Law Runes as you can. You should be able to buy around 2,000, depending on how much money you made from your original Teleport Tabs. Complete Plague City before going to your house.
    It'll take two Law Runes to make an Ardougne teleport, so you'll only be able to make half as many tabs as you buy Law Runes for; buy Soft Clay accordingly. Once again, repeat what you did with Varrock Teleport Tabs until you've made 2653 Tabs. You'll now have 60 Magic and will have, once again, made over 800,000 gp. You should now have approximately 1.6-1.8 million gp by now.

    •\/\±‡±/\/• Construction •\/\±‡±/\/•

    Now that you're 60 Magic, your training is going to be a bit slower than it used to be. You should have at least a good 1.5 million gp from getting 60 Magic. Head over to the Grand Exchange and buy a Saw, a Hammer, 84 Planks, 300 Iron Nails, 3044 Oak Planks, 30 House Teleport Tabs, and 30 Varrock Teleport Tabs. Teleport back to Camelot and speak to the Estate Agent to move your house to Taverly. Set up your inventory so it looks like this: H-V-S-H P-P-P-P P-P-P-P P-P-P-P P-P-P-P P-P-P-P P-P-P-P/N H = House Tabs V = Varrock Tabs S = Saw H = Hammer P = [Oak] Plank N = Nails Use the House Teleport Tab, exit your house, and re-enter in Building Mode. From 11 Construction, you'll have to make 21 Wooden Bookcases to reach 19. Make the Bookcase, remove it, and then make it again. At 19 Construction, you'll be switching to Oak items. You won't need nails for Oak Planks, so withdraw another Oak Plank instead of the nails. Build 14 Oak Chairs to reach 22 Construction. Now build 39 Oak Dining Tables. You'll get 31 Construction. Make 10 Carved Oak Tables for 33 Construction. Now that you've reached 33, you'll be making Oak Larders all of the way to 57. It'll take you 40 Oak Larders to reach 40 Construction; once you reach 40, go to the Servants' Guild in East Ardougne and buy a Butler. Replace the Teleport Tabs with all of your cash and noted Oak Planks. Use the noted Oak Planks on the Butler and have him unnote 20 of them for you. Build 310 Oak Larders to reach 55 Construction. Once you reach 55 Construction, build a Study in your house for 50K. Now, take a Porcelain Cup from your Wooden Shelves 3 or Oak Shelves 2. Take and fill the kettle
    from your Oak Larder with water and put it on the fire to boil. Put the tea leaves in the teapot. When you see the message that the kettle has boiled, take it off the stove. Pour boiling water from the kettle into the teapot. Now pour that into the Porcelain Cup. Drink this to raise your Construction to 57. You can now build a Teak Eagle Lectern in your study. Once you've reached 55, there's a few more things you can do to help make your house the best it can be. For one thing, go through and make sure that every spot in every room and garden is filled up with an item of some kind. The more items (in most cases), the better. You'll also want to speak to the Estate Agent and move your house to Yanille. It's a much more central location and is good for just about anything. If you want, you can also pay the relatively small fee and have your house style changed to Fancy Stone. 57 Construction should cost approximately 1.4 million gp. To 'max out' your house afterward should cost another 250K or so, so for a perfect house you'll have to pay somewhere around 1.6-1.7 million gp. It IS a gigantic amount of money; most likely very close to everything that you had beforehand. After you have 55 Construction and have everything filled out, I would recommend taking the rest of your money and running Snape Grass. Take all of your money in your inventory and speak to Jarvald to take the boat to Waterbirth. Get a full inventory of Snape Grass, return to Relekka, and speak to Peer the Seer to bank all of your Snape Grass. I would recommend getting a thousand Snape Grass; this should get you approximately 400,000 gp, a good starting amount of money.

    •\/\±‡±/\/• Taking a break •\/\±‡±/\/•

    At this point you're most likely extremely bored with Construction and Teleport Tabs. So, it's time for another break! Here's some more short quests that you can do along with some brief training. The Restless Ghost, Ernest the Chicken, and Priest in Peril are all relatively short, easy quests that you should be able to complete in less than an hour and a half altogether. The Restless Ghost will raise your Prayer to 9 and Priest in Peril will raise it to 15. Don't worry, you're not glitched; it's supposed to happen. Make sure to keep the Ghostspeak Amulet from The Restless Ghost; it'll be very useful later. Buy Studded Chaps and 500 Steel Darts from the Grand Exchange, along with an Amulet of Glory and some other basic Ranged training gear if you didn't already have it. Kill the Chaos Druids in the Edgeville Dungeon until you reach 40 Ranged. Chaos Druids are universally reknowned as the best herb droppers in the game for low levels; just bring with you a full inventory of Trout and pick up any herbs Harralander and up. Don't attempt to clean them; just sell them in the Exchange. When I trained from 40-50 Ranged and from 45-50 Strength at Chaos Druids, I averaged about 50K in herbs every time that I had to bank and restock on food. You should make a profit of approximately 100-200,000 gp from 40 Ranged.
    Now, head to the Grand Exchange and buy a pair of Climbing Boots, an Adamant Scimitar, a Brine Sabre, and several Camelot Teleports. Teleport to Camelot and walk from there to Relekka. Take with you your Melee equipment, 1000 gp, a Camelot Teleport Tab, and 26 Trout. You can find Jarvald, a Fremmenik, at the Northwestern-most pier; pay him your thousand gold to take the ship to Waterbirth Island. The first thing you'll want to focus on is 40 Attack. Kill 80 Rock Crabs with your Adamant Scimitar to get the experience that you'll need for 40 Attack. Now you can switch to your Brine Sabre. Kill an additional 104 Rock Crabs to reach 40 Strength. It should take no more than two restock trips to reach these stats. Your new levels will be: 40 Attack 40 Strength 1 Defence 32 Hitpoints 60 Magic 40 Ranged 15 Prayer 39 Combat. This is where most people will start to lose hope. When you created this account, you most likely had visions of yourself with a Fire Cape, Abyssal Whip, and Fighter Torso, ripping through other players to get Berserker Rings and Dragonfire Shields. So what the hell are you doing here? 40 Attack and Strength, a decent Magic level, no Ranged and a worthless Prayer level? I also just blew over a million and a half gp to get a nice virtual house. When am I going to start hitting 40s with my Abyssal Whip? I can understand why you'll most likely be upset at this point. As of now, you have 'nothing' stats. However, you just have to give it some time. Once you complete Dragon Slayer, your pure will really start to take off. So how do we reach that unreachable goal? With more quests! As of now, you'll have 12 Quest Points. You'll need 33 to begin Dragon Slayer. So what quests should you do? Here's a small list of some beginning quests that you should complete. Note that I recommend following a Quest Guide, available from any helpsite, while completing these quests. I obviously can't provide a quest guide for each individual quest, so you'll just have to make do. Sorry. Quest Name: Romeo and Juliet SKILL REQUIREMENTS: None. QUEST REQUIREMENTS: None. Extra Notes: You're only doing this for the Quest Points. If you get stuck, follow any
    helpsite's quest guide. Quest Name: Tree Gnome Village SKILL REQUIREMENTS: None. QUEST REQUIREMENTS: None. Extra Notes: None. Quest Name: Animal Magnetism. SKILL REQUIREMENTS: 19 Crafting, 35 Woodcutting, 30 Ranged, 18 Slayer. QUEST REQUIREMENTS: The Restless Ghost, Ernest the Chicken, Priest in Peril. Extra Notes: Buy 80 pieces of tanned leather and work them into the best item you can for 10 Crafting. From there, spin 188 Flax into Bowstrings for 19. Simply cut the best tree that you can until you reach 35 Woodcutting; make sure to keep the Willow Logs. For 18 Slayer, just complete all of the tasks given to you by the Burthorpe Slayer Master. Quest Name: Fishing Contest. SKILL REQUIREMENTS: 10 Fishing. QUEST REQUIREMENTS: None. Extra Notes: None. Quest Name: Goblin Diplomacy. SKILL REQUIREMENTS: None. QUEST REQUIREMENTS: None. Extra Notes: None. Quest Name: Big Chompy Bird Hunting. SKILL REQUIREMENTS: 5 Fletching, 30 Cooking, 30 Ranged. QUEST REQUIREMENTS: None. Extra Notes: None. Quest Name: Gertrude's Cat. SKILL REQUIREMENTS: None. QUEST REQUIREMENTS: None. Extra Notes: Make sure to take your kitten everywhere with you! You want it to be a Cat by the time you start the Evil Dave RFD subquest. Quest Name: Shadow of the Storm. SKILL REQUIREMENTS: 30 Crafting. QUEST REQUIREMENTS: Demon Slayer, The Golem. Extra Notes: None. Quest Name: Recipe for Disaster subquest: The Dwarf SKILL REQUIREMENTS: None. QUEST REQUIREMENTS: Fishing Contest. Extra Notes: Drop the cake on top of Ice Mountain to cool it down. Quest Name: Recipe for Disaster subquest: Pirate Pete
    SKILL REQUIREMENTS: 31 Cooking. QUEST REQUIREMENTS: None. Extra Notes: None. Quest Name: Recipe for Disaster subquest: Goblins SKILL REQUIREMENTS: QUEST REQUIREMENTS: Goblin Diplomacy. Extra Notes: None. Quest Name: Recipe for Disaster subquest: Skratch Uglogwee SKILL REQUIREMENTS: 41 Cooking, 20 Firemaking, 10 Mining. QUEST REQUIREMENTS: Big Chompy Bird Hunting. Extra Notes: None. Quest Name: Recipe for Disaster subquest: Evil Dave QUEST REQUIREMENTS: Gertrude's Cat, Shadow of the Storm. SKILL REQUIREMENTS: 25 Cooking. Extra Notes: Make sure that your Kitten has grown into a Cat by the time you do this subquest. Buy 20 Stews and just keep going in a trial-and-error until Dave tells you the Stew tastes just right. You will now have 39 Quest Points, Mithril Gloves, and slightly higher stats than before. Here's a look at your updated skills: 42 Attack 40 Strength 1 Defence 32 Hitpoints 60 Magic 40 Ranged 15 Prayer 39 Combat.

    •\/\±‡±/\/• Dragon Slayer •\/\±‡±/\/•

    Teleport to Varrock and buy 90 Steel Nails, 3 Planks, a Hammer, a Lobster Pot, a Wizard's Mind Bomb, Silk, an Unfired Bowl, and a Law Rune from the Grand Exchange. Now teleport to Falador and walk from there to the Champion's Guild. Speak to the Guild Master and ask him about the Rune Platebody. Use all of the chat options until you've offcially started Dragon Slayer (check your quest list). Teleport to Edgeville and speak to Oziach. He's located in the small hut West of the Bank. Ask him about the Rune Platebody again and he'll tell you that to wear it you'll have to kill a dragon, Elvarg. He'll also tell you that the map to get to the island Crandor, where the dragon lives, were split up into three pieces. He'll also tell you that you'll need an Anti-Dragonfire Shield in order
    to kill the dragon. Return to the Guild Master and ask him where to get an Anti-Dragonfire Shield. Home Teleport to Lumbridge and walk up to the second story of the castle to speak to Duke Horacio. Ask him for a shield to protect you from the dragon's breath and he'll give you one for free. Return to the Guildmaster and speak to him about the map pieces. He'll tell you where they are - one's with Wormbrain, the Goblin, another one's with the Oracle, and the last one's in Melzar's Maze. Speak to him again to get a Maze Key. Make sure to use EVERY chat option while speaking to him. Teleport to Falador and walk to Rimmington. Bring with you some runes for Fire Blast, 100 Steel Darts, the Maze Key, and 25 Lobster. Melzar's Maze is located on the Northwest side of Rimmington - use the Maze Key to get in. Once you're inside, use Steel Darts to kill Zombie Rats until you get a Red Key. Use it on the Northwest door and climb up the ladder. Kill Ghosts until you get an Orange Key; use it on the second door from the north and climb up the ladder. Now you'll have to kill some Skeletons until you get a Yellow Key as a drop. Use this on the Western-most door. Keep walking around until you find a ladder. Climb down this and all of the preceeding ladders until you reach a group of Zombies. Kill more Zombies until you get a Blue Key, and, you guessed it - use it on the Blue Door! Kill Melzar the Mad (you can use your Fire Blasts for this) until he drops a Magenta Key. Use the Magenta Key on the matching door and walk through. Kill the Lesser Demon with your Fire Blasts until it drops a Green Key. Use it on the Green Door, search the chest, take the map piece, and climb the ladder out of Melzar's Maze. Teleport back to Edgeville and withdraw your Unfired Bowl, Wizard's Mind Bomb, Silk, and Lobster Pot. Take them all to Ice Mountain (just West of Edgeville and the Monastery) and speak to the Oracle. The Oracle will tell you that you'll need four items to open a door. Head into the Dwarven Mine (South of the Oracle) and go as far South and East as you can can, respectively. You'll reach a door - inside the room is a chest. Use all four items on the door and it will open. Open and search the chest to find the Map Piece. Now Teleport back to Draynor and walk to the Port Sarim jail with Telekinetic Grab runes along with 10 Steel Darts. Find Wormbrain, the Goblin, and kill with your Darts. Use Telekinetic Grab to pick up the Map Piece. Now, bank at Draynor and connect all three Map Pieces to get a Crandor Map. Teleport back to Falador and walk to the Champion's Guild. Speak to the Guildmaster and tell him about the Map. He'll tell you that you must find Klarense. Teleport back to Draynor Village, withdraw 2000 gp and the Planks and Nails, and walk to Port Sarim. You'll find Klarense at the far East end of the docks, near the Pest Control boat. Offer to buy the Lady Lumbridge for 2000 gp and he'll agree to sell it. Board the ship, climb into the hold, and repair it with the Planks. Now return to Draynor and speak to Ned. He'll agree to meet you at the docks and sail to Crandor. Withdraw your Zamorak Robes, Anti-
    Dragonfire Shield, Amulet of Glory, 30 Death Runes, a Fire Staff, 90 Air Runes, and 25 Monkfish. Walk over to Port Sarim and find and board the Lady Lumbridge. The ship will crash on Crandor. Run all the way to Northeastern-most tip of Crandor, past the Mining icon on your minimap, and then head West and South past the Lesser Demons. Enter the volcano. Elvarg is found in a cage near some Level-45 Skeletons. Enter the cage and begin casting Fire Blasts on her. Elvarg is definately not a very hard boss - just keep your distance and you'll barely have to eat at all. When Elvarg dies, pick up her head and use the Amulet of Glory to teleport to Edgeville. Take the head to Oziach, who will officially anoint you a Dragon Slayer. Congratulations, quest complete! You'll receive quite a lot of experience from completing the quest - your new stats will be: 42 Attack 44 Strength 33 Defence 32 Hitpoints 60 Magic 40 Ranged 15 Prayer 47 Combat. Sick of questing yet? Too bad; there's still a few more you need to complete. First things first, though - you'll need some Prayer. Head to the Grand Exchange and buy 210 Dragon Bones. At 1900 each, this should cost approximately 400,000 gp. Use your Ring of Duelling to teleport to Castle Wars and walk from there to Yanille. Make sure you're in World 31, and then politely ask people at the bank or near the portal if they know a house with an open Guilded Altar. Withdraw 28 Dragon Bones, head to their house, and USE the Bones on their altar. Do not bury them - right-click, select Use on -> Guilded Altar, and repeat. Your 210 Dragon Bones will get you 44 Prayer. From Yanille, walk to the Tree Gnome Village and use the Spirit Tree to teleport to the Gnome Stronghold. Walk to the far eastern side of the compound and complete the Gnome Agility Course 28 times to achieve 15 Agility. Now, teleport to Varrock and buy 200 Trout from the Grand Exchange. Return to Edgeville and head into the Dungeon with a full inventory of Trout and your best defensive armor (full Adamant with Boots). Head past the Skeletons, Chaos Druids, Thugs, and Poison Spiders until you reach the Monkey Bars. There's a sweet spot that you can use so that you keep using the Monkey Bars without ever having to move your mouse to re-click. It takes a few tries to find it, but once you do, you'll be set. Eat a Trout every time you lose 10-15 Hitpoints and you'll be fine. You'll have to 'complete' the Monkey Bars 548 times to reach 30 Agility. Bank at Edgeville when you run out of food.
    You now have all of the required stats to complete The Grand Tree. Once again, I'm sorry but I cannot provide a full quest guide; I just don't have the room. When you get to the Black Demon, bring two Prayer Potions (3) and 5 Monkfish, along with some Fire Blast runes. You shouldn't even have to eat. Speak to King Narnode Shareen in the Grand Tree and take the Seal to start Monkey Madness. Now, teleport to the Grand Exchange and buy two Amulets of Glory (4), two Rings of Duelling (8), 100 Monkfish, 5 Super Antipoisons, 10 Prayer Potions, 20 Super Energy Potions, a Gold Bar, and a Ball of Wool. Use a Glory's charge to teleport to Karamja. Kill a Karamjan Monkey and pick up the Monkey Bones. Now take the glider from the Grand Tree to Karamja. Head north from here and you'll reach the Shipyard. Attempt to enter it and a workman will stop you. Show him the seal and he'll let you in. Walk South from the entrance to find a house; enter it and speak to G.L.O. Carano*k. He'll ask if Glough sent you, and he'll tell him that Glough was forced to resign. Ask him about the 10th Squad and he'll say that he's never heard of them. He'll also mention that they just got some strong winds blowing in from the South, so that may have blown the gnomes off course. Return to the Glider and fly back to the Grand Tree. Speak to the King again and tell him about the mission. He will have never heard of G.L.O Carano*k before asking you about the 10th Squad. Tell him that they may have been blown far off course by the southern winds. He'll then give you a scroll with orders on it and tell you to find Daero. Climb up the ladder and head to the Eastern part of that story, near Blurburry's bar. Speak to Daero and you will give him Narnode's orders. He will tell you that he has to decode it, and that you have to go on a reconnaissance mission to the southern-most region of Karamja, where no Gnome dared to travel. Continue talking to Daero about the journey, and ask what lies to the south of Karamja. He will tell you it is a large atoll, populated by monkeys. Ask him how you can get there and he'll tell you that his colleague, Flight Commander Waydar, will accompany you. Choose all of the chat options available and then select "Leave...". He'll blindfold you and take you down to meet Waydar. Waydar will tell you that you cannot leave until you complete the re-initiliazation process. Ask him how to do this and he'll tell you it's a code that you'll have to crack. Head south and click on the panel. If you're bad at puzzles, this will most likely take at least 20 minutes. There are pictures of finished puzzles on basically every RuneScape helpsites, and in one quick search I was able to find half a dozen Youtube videos as well. If you've tried for over an hour and honestly just can't get it, you can always go find Glough at his house and pay him 200,000 gp to solve the puzzle for you. However, I'd definately recommend at least TRYING to solve the puzzle beforehand. Now, exit the arena (or Home Teleport, use the Lumbridge bank to grab a Ring of Duelling, and get to the Grand Tree from there) and head over to the Grand Tree bank. Withdraw full Adamant (with boots), an Amulet of Glory, a Ring of Duelling, 20
    Monkfish, two Super Antipoisons, two Prayer Potions, and four Super Energy Potions. When you arrive, speak to Lumdo and tell him you're here to investigate the 10th Squad's disappearence. Show him the Gnome Seal and ask him to take you onto the Atoll. He'll introduce himself as Lumdo, a member of the 10th Squad. He'll tell you that he was assigned to stay on his post and will not leave. Talk to Waydar and explain the situation. Waydar will speak to Lumdo, tell him that he outranks Garkor, his sergeant, and force him to take you to the island. Lumdo will oblige, and you'll get on a boat going to Ape Atoll. As you leave, you'll see a cutscene with the Foreman and G.L.O. Carano(c)k. They'll talk about the workers not getting enough work and the need to eliminate the human; that is to say, you. When you arrive on the atoll, drink a Super Antipoison and walk Northwest. When you get to the tree icon on your minimap, turn on Protect from Missiles and continue North. The Monkey Archers will shoot you down and you'll be dragged off to jail. Once you wake up in the jail, turn off Protect from Missiles and wait for the Monkey Guard to walk away from the door. Pick the lock on the door and, when you get out, walk a few steps to the West so that you're hiding behind the pole. When the apes go to change shifts (they'll patrol up and down twice before switching), flick on Protect from Missiles again and run out of the jail to the tall grass East of the jail. From the tall grass, stay exactly one square West (as close as you can get, basically) of the Temple. Take a second to regain your composure and then activate Protect from Missiles and run South. You'll get shot by Monkey Archers; your Prayer will take care of any damage, however. Once you get to the far Southwest tip of the Temple, head East. Once you get past more Archers, angle more South until you see a house. Hide on the East side of the house and turn your prayer off. Locate and speak to Garkor; he'll tell you about the 10th Squad and tell you that you'll need to impersonate a monkey in order to free them. After your conversation ends, reactivate your Protect from Missiles prayer and return to Karam. Tell him you're seeking the 10th Squad and he'll tell you that he's the squad's assassin. Now run back to where you met Garkor and hide behind the house. Turn on Protect from Ranged again and run directly to the West until you reach a large building. Keep going until you reach a second building. If you get attacked by the Scorpion hiding behind the second building, IMMEDIATELY turn on Protect from Melee and drink a Super Antipoison. Kill it as quickly as possible. It's very low-levelled but can hit up to consistent 15s and poison 8s. Trust me; it was one of the primary targets for Ape Atoll lurers (not sure how I would know this...*cough*). Now enter in the back of the house and, making sure you stay on the dark brown parts of the floor (do not use your minimap for this section of the quest; manually click, square-by-square, to get to where you need to go, otherwise the game will become stupid and walk you through the middle of the floor), search some of the crates near the trapdoor until you find Monkey Dentures. Now search the Southwestern-most crate and it will ask you if you want to go down into the tunnel. Reply yes and you'll fall down. Search Crates in the Northwest portion of the cave to find the Monkey Amulet Mould.
    Now use your Ring of Duelling to teleport back to the Duel Arena. Replenish your Prayer Points at the Altar and then walk West to the gnome glider. Fly back to the Grand Tree and then use the Tree's bank to withdraw Monk Robes (if you have any; don't withdraw any armor if you don't have any), your Amulet of Glory and Ring of Duelling (if you didn't have one/either). In your inventory, take three Prayer Potions, 8 Super Energy Potions, two Super Antipoisons, your Gold Bar, Monkey Dentures, M'Amulet Mould, and 10 Monkfish. Return to Ape Atoll via Daero and Waydar and immediately drink a Super Antipoison. Walk West of the boat, using Protect from Melee if necessary, until you reach the dungeon (indicated by the red exclamation point on your minimap). Climb down the ladder. Now, make sure you have 100% energy, turn on Protect from Melee, and start running. This is one of the most annoying dungeons you'll ever go to in your life; get used to it. There's not much to describe here; just follow the path, drinking Prayer and Super Energy Potions when necessary, until you reach the final corridor (it starts at the far West end of the tunnel and goes straight to the East. At the end of this tunnel is Zooknock. Speak to him and he'll tell you that everything that had happened was simply part of their plan. Use all of the items you brought down on Zooknock; he'll create an Enchanted Bar and a Monkey Amulet Mould. Teleport back to the Duel Arena and withdraw your Enchanted Bar, M'Amulet Mould, Ball of Wool, a Prayer Potion, a Super Antipoison Potion, and 20 Monkfish. Recharge your Prayer at the Arena Altar and then return to Ape Atoll and let yourself get shot down by the archers. Escape from the jail and return to the tall grass near Karam. Now turn on Protect from Melee and run into the temple with the Monkey Guards. Climb down the ladder and use your Enchanted Bar on the Wall of Fire. Now use the Ball of Wool on the Unstrung Amulet. Wear your Amulet and, keeping Protect from Melee on, climb out of the tunnel. You can recharge Prayer if you want at the altar; afterwards, run back to the grass near Karam. Now, walk past the North side of the jail until you reach the house with the Monkey Child and the Monkey Aunt. Stand outside of the house until the Aunt starts to walk towards the house just West of the Monkey's house (sorry, I know that was confusing ). Speak to the Monkey and he'll call you a stranger. Speak to him again and he'll ask you, "well, what are you then?". Reply that you're a monkey's uncle. At this point, you'll most likely have to run back out of the house (through the South, not the North...) before the Aunt returns. Once she leaves again, pick five Bananas from the tree and speak to the Monkey Child again. Make him promise to give you the toy if you give him 20 Bananas. He'll agree; now, use a Banana on him and he'll take all of them. If he asks, tell him that you gave him 20. He'll now say that he just has to wait for his Aunty to give him the toy. Return to your hiding spot and wait out the Aunt; when she leaves, return to the Child. He'll give you the Talisman. Now, teleport once more off the Atoll. Restock at the Arena, restore your Prayer, and withdraw the Monkey Bones (put them at the bottom of your inventory so you don't accidentally bury them; learn from my mistakes ), Monkey Talisman, and your regular inventory for running the Zooknock tunnel. Repeat your run through the tunnel and speak
    to Zooknock again. He'll combine the two items into a Gregree. You can now walk through the tunnels without getting attacked. Return to the atoll and pass through the gates (make sure you're wearing the M'speak Amulet and the Talisman) and walk back to Garkor. He'll tell you that you must seek an audience with Awowogei, the Monkey King. Speak to an Elder Guard; he won't let you in until you have Kruk's approval. Walk West across the Atoll until you reach the gates. Walk as far West as possible and you'll come to a ladder. Climb it and you'll be up on the same level as the Monkey Archers. Walk North a bit more and climb up that ladder. Now walk East across the bridge and climb down that ladder to reach Kruk. Tell him why you want to see Awowogei and he'll take you to him. Tell Awowogei that you're an envoy from the monkeys of Karamja and he'll agree to make a deal with you if you can free a monkey from the Ardougne jail. Agree and leave the building and, once you're near Garkor, teleport out to Castle Wars. Withdraw a Varrock Teleport Tab, use it, and walk to the Northern tip of the Grand Exchange. Use the Spirit Tree to teleport to the Battlefield of Khazard; from there, walk to the Ardougne Zoo. Speak to the Monkey Minder, and then transform into a monkey and speak to him again. He'll put you back in the cage along with all of the other monkeys. Now, speak to any monkey and ask them if they want to be free. They'll go in your backpack. Now, unequuip your Gregree to be taken out by the Minder. Walk (DO NOT TELEPORT, the monkey will disappear) to the Grand Tree and use Daero and Waydar to return to Ape Atoll. Walk from there to Awowgei and show him the monkey. He'll be impressed with your skill and will tell you he'll consider the alliance. Speak to Garkor and he'll tell you that he and Zooknock have come up with a plan. He gives you a 10th Squad Sigil which, when worn, will teleport the entire team to fight Carano(c)k's Jungle Demon. Teleport back to the Duel Arena and recharge your Prayer. Equip your Zamorak Robes (if you have extra money, you can buy Mystic), a Fire Staff, the Sigil (only when you're ready to fight!), and Mystic/Wizard Boots. In your inventory, take two Prayer Potions, 50 Death Runes, 150 Air Runes, and 23 Monkfish. When you're ready, equip the Sigil and you'll be teleported into the Arena with the Jungle Demon. Immediately turn on Protect from Magic and set your staff to autocast Fire Blast. When the demon appears, just start attacking it. It has a very high Magic Defence, but you won't really have to do much to kill it since the gnomes will be helping. When the Jungle Demon dies, Garkor will congratulate you and will tell you to speak to Zooknock. He will teleport you back to the Atoll. Use your Ring of Duelling to return to Castle Wars and then use the Spirit Tree from there to the Grand Tree. Tell King Narnode Shareen about your adventures and he will congratulate you and tell you to speak to Daero for training. Congratulations, quest complete! You can now go up the ladder and speak to Daero by the bar. He'll tell you that all members of the 10th Guard have to complete a training program. Tell him you want to train Strength and Hitpoints and he'll give you 35,000 experience in both of those stats and 20,000 experience in both Attack and Defence.
    After all of that questing, your new stats will be: 48 Attack 49 Strength 40 Defence 44 Hitpoints 61 Magic (you'll use Magic in basically every quest you do) 40 Ranged 44 Prayer 58 Combat.
    At this point, you'll most likely be pretty disgusted with your stats, and, once again, I can sympathize and understand. You have every single stat in the 40s, except for Magic. Really; what the hell? You'll find out soon enough. Since, however, your account is looking, well...imperfect at the moment, you should spend whatever money you have left from 60 Magic trying to fix it. You made approximately 1.6 million gp from 60 Magic; with all of your money after running Snape Grass and questing, you should have approximately 400K. Buy a set of full Rune armor and Rune Boots from the Exchange along with two sets of Green, Blue, Red, and Black Dragonhide. Buy an additional 50 Combat Potions and walk or teleport to Edgeville. Return to Chaos Druids with 10 Combat Potions and 4 Trout. Kill approximately 212 Chaos Druids to reach 50 Attack. Now, switch back to the Aggressive style and kill another 120 or so Druids to reach 50 Strength. With your current armor, you should be able to do this easily in one trip. Now, if you wish, you can buy a Granite Maul. At this point it's anything but worth it, but if you want to buy one just for funsies you now have the ability to use one. Teleport back to Camelot and return to the Waterbirth Island Rock Crabs with 24 Combat Potions and 4 Trout. There's no reason to bank; just keep drinking Combat Potions and killing Rock Crabs. With your current abilities, it will most likely take you around two hours to kill the 850 or so Crabs until you reach 60 Strength. Now, return to the Grand Exchange once again and buy a thousand Steel Darts. You can also buy Snakeskin Boots to give yourself a slightly higher Ranged bonus. You'll only have to kill 300 more Crabs to reach 50 Ranged - you're almost there! \/\±‡±/\/• Resuming Teleport Tabs •\/\±‡±/\/• Your house is lonely with no one inside it; so go make some Tabs! At this point, you should have close to no cash leftover from everything you've done. I would, again, recommend either running Snape Grass or picking and spinning a bit of Flax until you have 500,000 gp. It sounds like a lot, but that 500K is the last money you'll ever have to make again.
    Once again, you'll be making Ardougne Teleport Tabs, but this time there will be a slightly different cost - your Butler. He'll require a fee of 5,000 gp every 8 trips to the bank. There are three seperate equations you'll have to use to figure out how many Tabs you can buy. [price] two Law Runes + Soft Clay / current cash. Once you have that value, use this equation: Current cash - (Tabs made without Butler / 160 * 5000). Once you have that, finally, you can use this formula: Current cash - Butler costs / [price] two Law Runes + Soft Clay. So if you had 400,000 gp and Law Runes cost 300 gp and Soft Clay cost 175 gp, then theoretically you'd be buying (400,000 / 475 = ~850) a little over 850 supplies. However, this doesn't account for your Butler, who you have to pay 5000 gp for every eight trips he'll make. So, if you could make 1050 Teleport Tabs without using a Butler, you'd pay (850 / 160 * 5000) approximately 27,000 gp if you chose to use a Butler. So now you'd have to subtract 27,000 from 400,000, leaving you with 383,000 gp to buy supplies with. Now, according to our previous formula, you could buy 810 supplies for Ardougne Tabs and still have enough money to pay your Butler. This took me half an hour to figure out, so please use it well. You'll most likely have a little bit more money left at the end, but you can just keep that and use it to buy more supplies for Tabs later. Now that you have all of your supplies, return to your house in Yanille. Your inventory should look like this: (M)-N-L-T C-C-C-C C-C-C-C C-C-C-C C-C-C-C C-C-C-C C-C-C-C The M represents all of the money you had leftover after buying supplies (to pay your Butler with), N represents the noted Soft Clay that you bought, the L represents the Law Runes that you'll need, and the T is the empty space for the Tabs themselves. The remaining 24 spaces are taken up by unnoted Soft Clay. Make sure you're in your house (not in Building Mode) and then close all of the doors so
    that the Butler can't get out. Use your new Lecturn to make 24 Ardougne Teleport Tabs. Once you've used up all of your Soft Clay, use your noted Soft Clay on the Butler and he'll ask you if you want him to redeem your certificates. Answer 'yes' and he'll leave to go unnote them. He takes ten seconds exactly to complete one whole trip; however, he can only hold 20 Soft Clay at a time, so when you get down to four more, get him to run another 20. Finish your four remaining Tabs and then take the 20 he gives you when he returns. It sounds complicated, but it really isn't. Every eight trips, he'll ask you to pay him his 5,000 gp. Oblige and then speak to him again and he'll give you the 20 Soft Clay. Repeat this pattern until you have used up all of your cash and noted Soft Clay. You should now have approximately a thousand stacked Ardougne Teleport Tabs. Teleport to Varrock and sell off your Teleport Tabs. Ardougne Tabs currently cost somewhere in the neighborhood of 1000 each, so your thousand should make you around 250,000 gp in profit. Reinvest your 1050K back into more supplies and basically rinse and repeat. Keep making Teleport Tabs until you've created and sold 7100 of them; enough to achieve 70 Magic. You'll also have (once again, this is approximate) somewhere between 1.5 - 2 million gp. You'll be able to work, literally, twice as fast using a Butler than using someone else's house. Eaglesx57, who was the first person I knew to get 57 Construction and create Teleport Tabs in his own house, reported profits of over 350,000 gp in a single hour. That's a thousand Teleport Tabs IN ONE HOUR. Even disregarding the great Magic experience that it gives, making Ardougne Teleport Tabs in your house can still be an AMAZING way to make some money if you need it. You may have heard from people that High-Alchemizing is the fastest way to level Magic, and this is true, to a degree. However, if you're willing to invest in your own house, you will literally get as much experience with Teleport Tabs as you would have with High-Alchemies and make a gigantic profit, as opposed to losing several hundred thousand gp every thousand Alchemies. Here's a quick comparison: •\/\±‡±/\/• Ardougne Teleport Tabs *\/\***/\/* Experience each: 61 Approximate time per Tab: ~2 seconds Approximate Tabs in one hour: ~900 Cost: (approximate) +250,000 gp [hourly] Miscellaneous: Even with the time it takes to unnote Soft Clay using your Butler, you can still Tab almost constantly if you get him to unnote 20 Soft Clay every time you have four unnoted Soft Clay left. The key to this is keeping the Butler in the Study so he doesn't leave and being able to create Ardougne Tabs almost constantly. If you have to chase down the Butler, it'll quickly result in less Tabs. Experience per hour: ~60,000.

    •\/\±‡±/\/• High-Alchemizing •\/\±‡±/\/•


    Experience each: 65 Approximate time per Alchemy: ~3 seconds Approximate Alchemies in one hour: ~1000 Cost: (approximate) -60,000 to 120,000 gp, depending on what you use. Miscellaneous: The great thing about High-Alchemies is that they're portable and are reasonably fast and straightforward. You don't have to take time to chase your Butler down and can just stand in one spot and keep repeating the spell. Experience per hour: ~65,000 So, as you can see, Ardougne Teleport Tabs vary, but at their fastest will get you within 5 experience of what Alchemies can offer you. Plus, you'll also make an astounding 300-350,000 gp per hour, mostly depending on lag and where your Butler is, with Ardougne Tabs compared to LOSING 120,000 gp per thousand with Yew Longbows. That's a differential of almost 500,000 gp between the two methods. In one hour! Wtfpwnt? Your new stats will be: 50 Attack 60 Strength 40 Defence 44 Hitpoints 70 Magic 44 Prayer 50 Ranged 62 Combat. Finally, your stats are getting to be somewhere near somewhat respectable. Back to questing - woot woot? First things first - you'll have to get the subquests for the subquests of Recipe for Disaster. You'll be questing up until you can wield Rune Gloves - exciting, right? You'll have to complete Biohazard, Murder Mystery, Nature Spirit, and Witch's House and raise your Cooking level to 40 before you can start the Lumbridge Guide subquest. I've done all of these quests before; they shouldn't take more than a few hours, at the very most. Enter the Lumbridge Dining Room and examine the Lumbridge Guide. Talk to the Gypsy and she'll say that you need to make a Cake of Guidance to free him. Buy an Egg, Bucket of Milk, Pot of Flour, and a Cake Tin from the Culinaromancer's Chest and then use an Amulet of Glory to teleport to Draynor. Walk South from the bank to the Wizard's Tower. Traiborn is located on the second story of the Tower. Speak to him and he'll agree to enchant the Cake for you if you can answer three sets of three questions correctly. For the first set of questions, you'll be shown images of random people from around RuneScape. According to a certain helpsite, here is a general list to help you identify the people:
    Green ghostly person - Velorina Lady in purple - Gertrude Man in white - Ali Morrisane Muscleman in purple - Unferth Kingly man in white/red outfit - King Lathas Man with a ponytail holding a book - Reldo An elf - Islwyn Green witch - Hetty Man with no face in a hood - Pirate Pete Answer three in a row right and Traiborn will offer to enchant the Milk if you can identify three questions about Geography. Once again, pull up a World Map from any helpsite beforehand and the questions should be extremely easy. Now, speak to him one last time and he'll offer to enchant the Flour. He'll show you an image of ten random items. Use either a Word document or a piece of paper to write down what they are. Speak to him again and he'll ask you a random question; for instance, how many of the items were hats or how many started with the letter "L". Once you complete this test, he'll enchant your final item. Now you'll just have to teleport back to Lumbridge and use the ingredients on each other. Now, bake the unfinished cake on the Lumbridge range to get a Cake of Guidance. Use it on the Lumbridge Guide to free him and unlock Adamant Gloves. Before you get Rune Gloves, you're going to have to get a pretty difficult skill: 66 Cooking. While it may seem like a lot, if you do it properly it shouldn't take much time at all. With the experience from all of the Recipe for Disaster subquests, you should already have 44 Cooking. Buy 400 uncooked Tuna from the Exchange and cook all of these to reach 50 Cooking. Now I would recommend buying as many uncooked Lobster as you can (you'll need approximately 4000 eventually) and cooking them, once again, on the Lumbridge range. I have never gotten 66 Cooking, so these numbers were all guesses; you may have to buy more or less depending on your luck. Head over to the Brimhaven Agility Arena and complete the course several dozen times until you have 275 tickets. Trade these for the most experience possible (two 100-ticket bundles and three 25-ticket bundles). You should now have 48 Agility. Before you start the Awowgei subquest, however, you'll have to get three different Gregrees. Return to Ape Atoll with your regular Greegree, M'Speak Amulet, 2000 gp, your full Rune armor and a Brine Sabre (have this equipped along with the Gregree; stay in the monkey form and then switch out when you have to kill something). Enter the Monkey Temple and turn on Protect from Melee, Ultimate Strength, and Incredible Reflexes. Now, equip your Brine Sabre and kill a Monkey Guard (the Level-167). Pick up his bones, restore Prayer, and then climb up the stairs. Return back to your Karamja monkey form and climb back down the steps. Now, find an isolated Monkey Archer (there's one just next to the jail), activate Protect from Missiles, and kill it. Pick up
    the bones, hide behind the jail, and turn off the Prayer. Wait for the monkeys to calm down (logging in and out is helpful if they stay agressive) and then speak to some of the vendors until you find one that sells Monkey Talismans (the white 'toy' you got from the Monkey Child). Buy three of them and then teleport out to the Duel Arena and use the Glider to once again return to Ape Atoll. Take with you five Super Energy Potions, a Super Antipoison, and 10 Monkfish or Lobster. Stay in your Karamjan Monkey form and walk through the tunnels. Along the way, kill a Monkey Zombie and pick up the bones. Use both of the Talismans and Monkey Bones on Zooknock and he should create three new Gregrees. Now, teleport to the Exchange and buy a Rope, Pestle and Mortar, and a Knife. Return to the Atoll and take with you the items you just bought along with the three new Gregrees and around 100 gp. While you're at Crash Island, head into the pit (marked with the dungeon sign) and, using Protect from Melee, kill three Snakes. Pick up the Snake Corpses and then return to the Atoll. Make sure you've already spoke to the Gypsy about what the Monkey King wants for his food. Request an audience with Awowgei and ask him what his favorite food is. He won't tell you, but he will say that three other monkeys on the island do. Head into the Temple and speak to one of the three monkeys on the Northern wall. They'll eventually tell you that you'll need a Snake Corpse, Monkey Nuts, and a Banana. Return to the monkeys and they'll tell you that both the Banana and the Nuts are of the wrong kind. Walk directly West of here until you reach a Red Banana Tree. Switch to your Gorilla form and use the Rope on the tree. Get three Bananas and then return to the monkeys and they'll tell you to use your Ninja form to get Tchikiki Monkey Nuts. Head South until you reach the Agility Course; equip the Ninja Gregree and follow the course until you swing across a vine. Climb down into the hole and pick three Monkey Nuts. Return to the three monkeys and they'll tell you that it's just right. All you'll have to do is finish the dish. Use your knife on the Banana and your Pestle and Mortar on the Nuts and then use all three items together. Now, speak to the monkeys one last time and head underneath the temple. Switch to your Monkey Zombie form and head all of the way East until you get to the wall labeled 'Exit'. Open the wall and use your Stuffed Snake on the rock that looks like a snake. Teleport home and use the finished product on the Monkey King to free him. Congratulations, you now have access to Rune Gloves! Before you can start training Strength, though, there's one more tiny little thing you'll have to get. It's called a Fighter Torso. Yes, I know; the big, scary, skintight white platebody that nobody can identify. Believe it or not, they're not as hard to get as some people would have you believe. All it takes is time and a gigantic amount of patience (you'll find out soon enough). Buy a Games Necklace and teleport to the Barbarian Outpost. Bring with your Rune armor and your Brine Sabre, along with your nice new Rune Gloves (seeing a theme here?). The most intuitive role in Barbarian Assault is the Attacker, so we'll start there. Definately the easiest to understand, the Attacker role has you simply using a certain
    style to kill the Penance. At the beginning of the game, like with any role, you'll be given a horn. See that little mouth icon in the upper-right hand side of the screen? Whatever it says next to it, you have to right-click on your Attacker Horn and 'call' out to everyone there. If you ever get stuck in Barbarian Assault and have no idea what you're doing, just remember THE MOST important thing: ALWAYS, *always*, always, always, always, always...remember to call. If the Attacker doesn't call, the Collector won't be able to pick up eggs and won't be able to either load the cannon or get himself individual points, which will both cause him to leave the team (since he isn't getting any points) and to extend the game significantly because he can't shoot any Runners. As an Attacker, after you call out the egg color for the Collector, you'll also receive instructions from the Collector. Switch your Brine Sabre to that attacking style (if it's Defensive/Mithril/Fire, either don't attack the Penance at all or use Mithril Arrows; just do not use the Defensive style!) and kill the Penance. On the lower waves (1-3), you'll be able to kill all of the Penance without any trouble whatsoever. On the medium levels, though (4-6), you're going to have to call for a Medic a bit more. If you die, the game ends and nobody receives points, so try your hardest to avoid this (note that you cannot use Protection Prayers). There's not much to explain here; just kill the Penance with the required style and you'll be fine. After you're the Attacker, I would seriously recommend going for the hardest role, the Defender. Note that you can do these in any order; if a 100+ team needs a Healer before they can go and you're the only one in the room, don't feel like you can't take on a new role. I'm just listing these as a guideline; it's normal to have to fill in for a few teams every now and then. The Defender role is the hardest for two reasons: for one thing, Healers are notorious for being mostly low-level players who simply will not call for the Defender. Unlike the Collector or Healer role, where you can get by without knowing the exact instruction, your job is literally impossible to do without instructions from the Healer. Therefore, I'd recommend that at the beginning of each new round (or each new team), you specifically tell the Healer that you want him to call for you constantly. I don't want to spread the stereotype around more (although I've found this through personal experience to be true), but he'll most likely be a Level-60 with full Rune armor, Fancy Boots, a Dragon Longsword, and a Granite Shield. Once the game begins, take a full inventory of food from the dispenser near the Southern exit. Keep running North until you actually see a Penance Runner. Stand a few squares trapside (the side that's closest to the nearest trap) of him and drop the required food. Runners are also notorious for having terrible AI and simply walking the other way, even when you drop the right food at the right time. However, assuming you get lucky, the Runner should start walking towards the food. Take another few steps trapside and drop more food. Continue this until you reach the
    trap itself. By now the food will most likely have changed; keep this in mind, as you don't want to keep dropping the same kind of food and then have the food change and scare the Runner away. Place some food in the trap and the Runner will run into the trap, looking for it. Congratulations. Now go do it again. Contrary to popular belief (refer people who don't believe you to my guide), firing the cannon DOES NOT LOSE POINTS. Let me say it again. If you fire the cannon, neither you nor your team will lose any points. You, as the Defender, will lose POTENTIAL points that you COULD HAVE earned if you manually lured the Runners into the traps. You won't physically lose any points, and neither will the team; however, you'll lose potential points that you could have gotten from killing the Runners via the traps. I especially hate it when people say "omg noob stp fir*** canon we loose points!11!" For Christ's sake, did you even watch the Tutorial? Besides, if you fire the Cannon AS A DEFENDER, there's no possible reason they should yell at you. You're the one making yourself lose the points; it's your own prerogative to fire the cannon. As I mentioned earlier in the guide, my main, Str R A G E, is permanently muted with 12 Blackmarks. 2 of those Blackmarks came from playing Defender in Barbarian Assault; the other 10 were from the Permanent Mute itself. I don't want to get into specifics (that would take up another 80 posts on its own ), but let's just say that being a Defender can be an extremely challenging role and you'll most likely end up venting your frustration and disgust on someone; most likely the Healer. Next up (in the guide, at least), is Collector. Collector is, in my opinion at least, the easiest role in Barbarian Assault. Once again, just remember to call for the Healer and then pick up all of the eggs of the color called by the Healer. If and when you run out of room, just stand around and wait for the color to change. If you fill up your entire bag before the game ends, you can load the cannon (don't fire it, as only the Defender should have the right to fire the cannon; if you do, get his permission first) to free up space in the bag. As long as you pick up as many eggs as you can, you'll get a gigantic amount of points per game. It took me something like an hour or two to get 375 points in Collector the two times that I got a Fighter Torso on R A G E; definately the easiest role to play as. Finally, we have Healer. Although you have more responsibility than anyone in the team, this really isn't too hard of a role. At the beginning of the game, get a Vial and a full inventory of poisoned food. Fill up the vial at the Healer Spring and immediately go look for Penance Healers. Making sure that you're also calling for the Collector, use whatever kind of poisoned food the Collector tells you to on the Healers. They'll be hit 6 damage; use as many as you can, as quickly as you can, to kill them. While you're doing this, however, you'll also have to be watching the bottom of your screen to see if anyone on your team is critically damaged. If anyone dies, you'll have to start the round over, so try your absolute hardest not to let anyone die. If you have a very high-levelled attacker, you can have them take off their armor (only recommended for under Wave 7) so that they'll get hit more and you can heal them a lot more. The more you heal, the more Honour Points you'll receive, so always try to heal absolutely everything that you can. Again, this really only took me a day or so (by 'day' I mean a few hours) of playing to get 375 points, so it shouldn't take you too long.
    Inevitably, you'll come across the Penance Queen on one of your teams. This round is a little bit different from the other rounds. You'll want a very strong Attacker and two Healers for this round. When it starts, just play as usual - once all of the monsters are dead, however (it's helpful to kill everything except a Penance Healer and then keep the Penanace Healer alive so that the team's Healers can get everyone back up to full Hitpoints), the Penance Queen will appear. The Collector will need to pick up eight yellow eggs (dropped by the Queen) and give all eight to the Healer. At this point, the Healer will use the eggs on the green Bubbling Pool and then pass the egg along to the Attacker. The Attacker will need to collect eight spikes from the mushrooms and use them on the egg. After the egg is subsequently given to the Defender, all he'll have to do is use the egg on the Bubbling Pools of lava. At this point, you'll have eight Omega eggs. The Defender will have to give the egg back to the Collector, who can load and fire the cannon. It'll generally take eight to ten eggs to kill the Queen; if the original eight don't work, just make two or three more and kill the Queen. Note that due to the difficulty and intensity of this wave, it's recommended that before the Wave starts (and while the wave's going) that you remind everyone of exactly what they have to do. It's also recommended that you set up a healing location so that the Healers (note the plural) don't have to run around everywhere to look for the person on low Hitpoints. Near the spring is a good idea, so that you don't have to go far in order to get healed. Once you kill the Queen, everyone will receive a small bonus for completing all ten waves along with your normal Honour Points for the wave. You'll need 375 points in Attacker, Defender, Collector, and Healer in order to get your Fighter Torso. The first time I got the torso, I only played Barbarian Assault on and off, and it took about a month (about 20 hours of actual Barbarian Assault) to get my points. The second time, however, it only took me six or seven days of almost straight play in order to get it. Once you have your points, go buy the Torso - congratulations! You're one step closer to having the maximum Strength bonus for 40 Defence. After all of that questing, training, and playing Minigames, your new stats will be: 50 Attack 50 Strength 40 Defence 47 Hitpoints 70 Magic 50 Ranged 44 Prayer 60 Combat. Not a lot of changes stat-wise, but you now have much better stat-boosting equipment to
    train with. Return to the Grand Exchange and buy 4000 Steel Darts. I'd also recommend buying an Amulet of Fury; the Fury is basically the best expensive item in the game. It costs somewhere between two and three million gp, but gives great stat bonuses and is useful for just about anything. Return to Rock Crabs one last time (keep telling yourself that ) and kill a thousand of them to reach 61 Ranged. Congratulations, you're almost done with Rock Crabs forever! Depending on what your Crafting level is, you'll have to buy somewhere between 500 and 800 Flax and spin them into Bow Strings in order to reach 31 Crafting. Now that you have 31, you can start Lost City. If you don't have either already, buy any kind of Woodcutting Axe and a regular Knife from the Exchange. While you're there, buy 350 Earth Runes, 250 Air Runes, and 50 Blood Runes along with 25 Monkfish. Go to Lumbridge Swamps and you'll find a small group of adventurers. Speak to the warrior and ask him why he's camped out there, then talk to him about Zanaris. Go Northwest a little to some trees. You should find a tree with a "Chop tree" option instead of "Chop down tree." A leprechaun named Shamus will pop out; when you talk to him, he will tell you about a special tree in a cave found in Entrana. Withdraw your runes and food from the Draynor bank (make sure that you are wearing absolutely no weapons or armor, otherwise you won't be able to leave) and take the boat to Entrana. Walk to the Northwestern-most point of Entrana (you have to go East first, North over the bridge, and then West from there) and climb down the ladder. Once you're in the dungeon, follow the path until you reach a group of Zombies. Kill as many as you have to until you get a Woodcutting Axe. Keep following the path until you reach the Greater Demons, then head to the right and attempt to cut down the tree. The Tree Spirit will jump out and attack you. Use the safespot near the fungi and use Earth Bolts to kill the Spirit. Chop three logs off of the tree and teleport home. Grab a Knife from your bank and cut the logs into Dramen Staffs. Head Northwest from the bank into the Lumbridge Swamp. Find the adventurers you talked to at the beginning of the quest and head Southeast from there. Equip your Dramen Staff and enter the small building that you find to be teleported to Zanaris. Congratulations, quest complete! If you ran out of Combat Potions and Trout, go buy a bit more from the Exchange. To be honest, Rock Crabs are still probably the best training you'll get at this point. If you choose to kill Rock Crabs, you'll have to kill around 850 Rock Crabs in order to reach 60 Attack. Now, you can buy a Dragon Scimitar and Dragon Dagger from the Exchange or from fellow players and keep training. Take with you your Fighter Torso, Rune Gloves, Dragon Scimitar, and Rune armor. Kill an additional 850 Rock Crabs to reach 60 Strength. Okay, I mean it this time; you really are done with Crabs forever. Your next goal is going to be moderately huge, so if there's anything else you want to do, now would probably be the time to do it. Take a wild guess what it is.
    That's right, 80 Magic. Once again, I would recommend Ardougne Teleport Tabs. Especially since you invested in 57 Construction, there's really no reason why you should switch to a different method now. I can understand if you want to switch once you reach 80, but from 70 to 80 Ardougne Teleports are the best choice. You're going to need to make - ready for this - 21,000 Ardougne Tabs to reach 80 Magic. If you had 3 million gp after training, you should have to make about four or five trips back to the Exchange in order to sell the Tabs and buy supplies for more. 80 Magic should make you approximately 5-6 million gp. If you had 3 million before you started on your goal of 80 magic, you should have around 8-9 million afterwards. Your new stats are going to be: 60 Attack 60 Strength 40 Defence 60 Hitpoints 80 Magic 61 Ranged 44 Prayer 69 Combat. Now we're starting to get somewhere, right? Sub-70 Combat with 80 Magic, a Dragon Scimitar, and some very nice Strength bonuses. So what's next? A bit more questing, actually. You'll need 175 Quest Points eventually, so you might as well start to get somewhere near that now. Here's another short list of quests that you can do moderately easily: Quest Name: The Fremmenik Trials SKILL REQUIREMENTS: 25 Fletching, 40 Crafting, 40 Woodcutting. QUEST REQUIREMENTS: None. Extra Notes: This will raise your Defence level to 41 and give you access to the Berserker Helm once you reach 45 Defence. Quest Name: Lunar Diplomacy SKILL REQUIREMENTS: 61 Crafting, 49 Firemaking, 5 Herblore, 65 Magic, 60 Mining, 55 Woodcutting. QUEST REQUIREMENTS: Fremminik Trials, Lost City, Shilo Village, Rune Mysteries Quest. Extra Notes: Although the skill requirements are pretty intense, the rewards are worth it. You'll gain access to Lunar Magic, including the coveted spell Vengeance. Quest Name: Heroe's Quest
    SKILL REQUIREMENTS: 24 Herblore, 49 Mining, 48 Fishing, 53 Cooking. QUEST REQUIREMENTS: Shield of Arrav, Lost City, Merlin's Crystal, Dragon Slayer. Extra Notes: Useful, but not a necessity. Quest Name: Creature of Fenkenstrein SKILL REQUIREMENTS: 25 Thieving, 20 Crafting. QUEST REQUIREMENTS: Priest in Peril, Restless Ghost. Extra Notes: Although you don't have to, I would recommend finishing this quest as you'll need Quest Points anyway. Your stats afterward will be: 60 Attack 60 Strength 41 Defence 60 Hitpoints 80 Magic 61 Ranged 44 Prayer 69 Combat. Not a huge difference, but you'll get 41 Defence through the quests. Buy a Varrock Tab and walk East through the tunnel where you completed Priest in Peril into Mortania. Keep heading East until you reach the Canifis bank. Now, withdraw 20 Combat Potions and 8 Trout and return to the cave where you found the doctor's experiments in Creature of Fenkenstrein. These will be your new home for training for some time, so get used to it Once again, just make sure to stay on top of when to drink your Potions and you should be fine. Kill approximately 1100 Experiments to reach 70 Strength. Now you're really starting to look much better stat-wise. Buy a Rune C'bow, Robin Hood Hat, full Red Dragonhide, a Ring of Wealth, and 6000 Mithril Bolts. Also, if you didn't already have one, buy an Amulet of Fury. You'll be keeping this for quite a while. Use an Amulet of Glory to teleport to Karamja and enter the Tzhaar city. Using the rocks as safespots, kill any of the Tzhaar that you can find and safely range. If you kill the Tzhaar north of the Fairy Ring, you won't get teamed by several others; these are best to train on. Just stay behind the rocks and continue killing them. If you get any Obsidian armor or weapon drop, activate Protect from Melee and run out and grab it. Return to your safespot and keep picking off the Tzhaar. Assuming you kill mostly Tzhaar-Xil and Tzhaar-Ket, you'll have to kill between eight
    hundred and a thousand Tzhaar to reach 70 Ranged. You'll most likely get at least one or two Obsidian drops of considerable value; the drops should easily pay for the bolts. Once you get 70 Ranged, sell back the Ranger set. Your new stats will be: 60 Attack 70 Strength 41 Defence 68 Hitpoints 80 Magic 70 Ranged 44 Prayer 75 Combat. You're now going to go back to training Strength, but with a twist - you'll be training it through Slayer. Why Slayer? Because, not only does Slayer make training interesting (trust me on this), it also can provide very useful items that you can use at relatively low levels. You'll be getting your Slayer level to 55 for now, with the option of levelling it up even more later. Before you start this, however, I'd recommend buying, if you don't already have one, a Ring of Wealth. I'd also recommend buying 10 Amulets of Glory (4). If you did Heroe's Quest, it's free to charge them, and they're invaluable for Slayer. Use the Amulet of Glory to teleport to Edgeville; enter the dungeon to reach Vannaka. Speak to him to receive a task. You should have 20 Slayer already from Animal Magnetism and the Recipe for Disaster subquests. You'll need approximately 162,000 experience in Slayer to reach level 55. This equates to about 650,000 Strength experience and an additional 162,000 Hitpoints experience. There's not much advice I can give on Slayer; just get your task and complete it. Once you reach 55 Slayer, you'll be able to wield a Slayer'* Staff and use Broad Bolts, among other things. Your new stats will be: 60 Attack 76 Strength 41 Defence 70 Hitpoints 80 Magic 70 Ranged 44 Prayer 77 Combat.
    All that melee training must be getting boring, so let's move on to some new training. You have three guesses which one. Magic! 85 Magic, actually. 85 is an extremely pivotal level in Magic. Not only can you use the Teleblock spell, you can also use Ice Blitz (we'll get into that later, though) and several other spells. A nonlevel function of 85 Magic, though, is basically that a psychological barrier should be pretty much broken down by now. You are now nine levels away from 94. Nine levels! You can get another nine levels, right? 80-85 Magic is the last time where Ardougne Tabs are the 'mandatory' (the one I heavily suggest) method of levelling. You'll need to make an additional 21,000 Ardougne Tabs to reach 85 Magic. Once again, you'll make 5-6 million gp profit. Now, assuming that you haven't bought anything hugely expensive lately, you should have approximately 13 million gp. That's right - 13 million gp, all in profit, all from tabs. By the end of this guide, you'll be able to buy any second-tier rare in the game; now that's a warming thought, right? In case you haven't noticed already, this guide is a good bit different than the PvP Guide when I talk about training. I've tried to find spots that not only give great experience but also a good amount of cash to go with it. Following in that spirit, you're going to be doing a bit of training in the God Wars Dungeon. All right! Before you can start this, though, you'll have to complete Temple of Ikov. It's not very hard to do - during the quest, it's much easier to side with the Guardians (and kill Lucien). After the quest, they'll give you an Armadyl Pendant. Make sure to keep it. From the Exchange, buy a Zamorak Coif, Saradomin Body, Climbing Boots, a Monk's Robe bottom, 5000 Broad Bolts, an Archer Ring, 100 Prayer Potions (4), 300 Monkfish, 100 Nature Runes, a Staff of Fire, five Combat Braces (4), and a Rope. This will cost a lot, but you'll make all of it back; and then some. In case you haven't already guessed, you'll be killing Aviansies. You could do this in two trips if you wanted your first real trip to be longer, but it's not really necessary. Teleport to the Burthorpe Games Room and use the Warrior's Guild to bank. Withdraw the Zamorak Coif, Saradomin Body, Climbing Boots, Monk's Robe, your Accumulator, your Broad Bolts, Archer Ring, and a Combat Brace. Equip all of these and then withdraw your Rope, Mithril Grapple, 100 Nature Runes, Staff of Fire, 20 Prayer Potions, and 3 Monkfish. Leave a space open to pick up Alchables. Speak to Denulth quickly to start Troll Stronghold, and then walk to Tenzig's (the sherpa) house. Climb over the Stile and continue up the mountain. Climb over the first and second rock slides until you reach the Troll arena. Kill Dad using Protect from Melee and continue up the mountain. Go
    through the cave and keep walking North. After you exit the cave, you'll reach the Thrower Trolls. Use Protect from Ranged and run past them. You'll now enter an icier area. Move the boulder and continue walking. Put on Protect from Melee and walk past the Wolves. Speak to the Knight and then use your Rope on the entrance. Climb down and immediately head South into the God Wars Dungeon. I'd recommend killing the Aviansies in the general area of God Wars Dungeon as opposed to in the Armadyl encampment, as the Aviansies here are a good bit weaker and it's much harder to hit the Level-100s; once again, it's your choice, though. If you get any Runite Limbs/Daggers, use High Alchemy on them and keep the cash. You DO NOT want a Ring of Wealth here, as the most profitable drop from Aviansies are the noted Adamantite Bars; this drop rate will be lowered with a Ring of Wealth. The amount of Adamantite Bars you get as drops should be somewhat equal to your Killcount, as you'll get four noted Adamantite Bars approximately every four kills. When you run out of Prayer Potions, use the Combat Brace to teleport back to the Warriors Guild. Restock, rinse and repeat. You'll have to kill somewhere between 3500 and 4000 Aviansies to reach 80 Ranged. 80 may seem like a huge level to get, but this is the last Ranged training you'll ever have to do on your account. Note also that the Prayer Potions, Monkfish, and Broad Bolts will not last you all of the way to 80 Ranged. You should make somewhere around 400,000 gp per trip to the Aviansies, so by the time you restock you should make around 1.5M in profit. 80 Ranged should make you somewhere around 3.5 million gold in profit. Your new stats will be: 60 Attack 76 Strength 41 Defence 73 Hitpoints 85 Magic 80 Ranged 44 Prayer 77 Combat. NOW you can start to brag to your friends about how nice your account is starting to look. 80 Ranged, 85 Magic, 76 Strength - you're doing great so far. Let's do some questing! Yay! You should have 74 Quest Points from all of the quests you've completed thus far. You'll need 108 Quest Points to start Legends' Quest; might as well do some more questing, right? Don't worry, this will be the last questing that you'll do for quite some time, and then you can go back to doing whatever you want. Kind of.
    Quest Name: Family Crest SKILL REQUIREMENTS: 40 Crafting, 40 Mining, 40 Smithing, 59 Magic. QUEST REQUIREMENTS: None. Extra Notes: At the end of the quest, take the Gauntlets to the brother in the Jolly Boar Inn and pay him 25,000 gp to enchant the gauntlets into Chaos Gauntlets. These will be immensley useful later on; make sure to keep them. Quest Name: Underground Pass SKILL REQUIREMENTS: 25 Ranged. QUEST REQUIREMENTS: Biohazard. Extra Notes: Although it has minimal requirements, this quest is amazingly long. Really. Really, really, long. This will definately take some time to complete, so be patient. Quest Name: Regicide SKILL REQUIREMENTS: 51 Agility, 10 Crafting. QUEST REQUIREMENTS: Underground Pass. Extra Notes: Use a Summer Pie to reach 56 Agility from 51. You can only start this once you get the King's Message, which should come any time after you complete all of the requirements. Quest Name: Roving Elves SKILL REQUIREMENTS: None. QUEST REQUIREMENTS: Regicide, Waterfall Quest. Extra Notes: At the end of the quest, choose to take the 2/10 Crystal Bow instead of the Shield. It'll be immensley useful later on. Quest Name: Horror from the Deep SKILL REQUIREMENTS: 35 Agility. QUEST REQUIREMENTS: Barcrawl mini-quest (see PvP Guide for more info). Extra Notes: You should have no trouble completing this with Protection prayers. I'd recommend choosing the Zamorak book; since pages have been reinstated into Treasure Trails, prayerbooks are once again somewhat affordable; not that it should make any difference for you, though. Quest Name: The Digsite SKILL REQUIREMENTS: 25 Thieving, 10 Agility, 10 Herblore. QUEST REQUIREMENTS: None. Extra Notes: None. Quest Name: Tourist Trap SKILL REQUIREMENTS: 10 Fletching, 20 Smithing. QUEST REQUIREMENTS: None. Extra Notes: None.
    Quest Name: Troll Stronghold SKILL REQUIREMENTS: 15 Agility. QUEST REQUIREMENTS: Death Plateau. Extra Notes: You already started this; now all you have to do is finish it. 91 Quest Points; two-thirds of the way there! Just a few more to reach 108. Quest Name: Throne of Miscellania SKILL REQUIREMENTS: Either 30 Mining, 35 Fishing, 35 Herblore, or 45 Woodcutting. QUEST REQUIREMENTS: The Heroes' Quest, Fremmenik Trials. Extra Notes: After finishing this, you'll unlock the 'Manage Thy Kingdom' minigame, which will once again be very useful later on. Quest Name: Royal Trouble SKILL REQUIREMENTS: 40 Agility, 40 Slayer. QUEST REQUIREMENTS: Throne of Miscellania Extra Notes: This will increase your maximum amount stored in the coffers from 5 to 7.5 million gp and will make Manage Thy Kingdom much more profitable and easy to use. Quest Name: Ghosts Ahoy SKILL REQUIREMENTS: None. QUEST REQUIREMENTS: Priest in Peril, the Restless Ghost. Extra Notes: Keep the ectophial; it's extremely useful later on. Quest Name: Merlin's Crystal SKILL REQUIREMENTS: None. QUEST REQUIREMENTS: None. Extra Notes: Aside from giving an astounding 6 Quest Points, you'll also receieve Excalibur, which will be useful if you decide to get 70 Defence later on. I would now recommend completing all of the Free Player quests, as they're the shortest and easiest road to Quest Points. You should now have 116 Quest Points and can start Legends Quest. Start it by speaking to the Legends Guild guards outside of the guild. Now, return to Lumbridge and prepare to complete the ninth Recipe for Disaster subquest. Inspect Sir Amik Varze; the Gypsy will tell you that you need to make him a Creme Brulee supreme. Speak to the Chef, who will tell you how you saved Amik Varze. From the Exchange, buy two Buckets of Milk, 100 Diamond Bolts (e), Raw Sweetcorn, a Mortar and Pestle, and a Prayer Potion. Now, use one of the Buckets of Milk on the churn in Fred the Farmer's house to make a Pot of Cream. Combine this with the other Bucket of Milk and then head East to the windmill and use the Sweetcorn with the Windmill to get some cornflour.
    While at the Windmill, kill a Chicken and pick up the Raw Chicken. Now, return to Draynor and speak to the Wise Old Man. After speaking to him, head back to Zanaris with your Ranging gear and the Raw Chicken, along with some food and your Prayer Potion. Enter the city and use your Chicken on the Chicken Shrine to enter the Evil Chicken's Lair. Kill a Black Dragon and pick up the Dragon Token. Now, head North and kill the Evil Chicken and pick up the egg. From here, use the Amulet of Glory to teleport to Karamja and walk from there to Brimhaven. Use Hajedy's cart to get to Shilo Village; walk South from there, through the Khazari Jungle, until you reach the water. Pick a Vanilla Pod from the Vanilla Plant and use it on the recipe. Now, use the Amulet of Glory to return to Draynor; withdraw Fire Wave runes and some food and walk to Port Sarim. Take the boat to Entrana and climb down into the dungeon. Kill Zombies until you get an Axe, at which point you should cut a branch from the Dramen Tree and use the Mortar and Pestle to grind it into Cinnamon. Use the Cinnamon on the Brulee mix and then teleport, once more, back to Draynor. Now, withdraw your Ice Gloves that you got during Heroes' Quest and equip them. Rub the Dragon Token and you'll have a short conversation with a Fairy Dragon, who will agree to bless your Brulee. Now, take the Creme Brulee supreme back to Sir Amik in Lumbridge and use it on him to free him. Congratulations; go buy yourself a pair of Dragon Gloves! If you haven't already done so, buy all four Zamorak Pages and use them on your book. You should now have an Unholy Book. While at the Exchange, buy a Berserker Helm. You'll be using one soon. Return to Experiments with your training gear. You'll only have to kill 50 Experiments to reach 45 Defence. Congratulations, you are now officially a Berserker pure! Now that you have Dragon Gloves, you're very close to having maximum Strength bonuses. What's next? The Fire Cape! One quick little detour before you get that shiny new cape. You'll want all the Prayer you can get for the Fight Caves, and since you'll be getting 52 at some point, you might as well get it now. Buy 270 Dragon Bones from the Exchange and use them on a Guilded Altar to reach 52 Prayer. You now have access to Smite and several other less-useful prayers.
    __________________
    Buy 18 Super Restore Potions (4), 8 Saradomin Brews (4), 1 Ranging Potion (4), an Archer Ring, and 1000 Adamant Bolts from the Grand Exchange. Now, use an Amulet of Glory to teleport to Karamja. Enter the volcano and use the Tzhaar bank to withdraw your Fire Cape attempt items. Withdraw your Berserker Helm, Amulet of Fury,
    Snakeskin Boots, Black D'hide Body, Rune Platelegs, Dragon Gloves, Archer's Ring, Accumulator, Unholy Book, Rune C'bow, and your Adamant Bolts. Equip them all and then withdraw all of your potions. I would recommend putting all of the Saradomin Brews at the top of your inventory, with the Super Restores in the middle and the Ranging Potion at the very last slot. So just how do you get the elusive Fire Cape? Let's find out.

    •\/\±‡±/\/• Getting your Fire Cape •\/\±‡±/\/•

    First of all, here's a list of exactly what the waves look like in the Fight Caves.
    22
    22 22
    45
    45 22
    45 22 22
    45 45
    90
    90 22
    90 22 22
    90 45
    90 45 22
    90 45 22 22
    90 45 45
    90 90
    180
    180 22
    180 22 22
    180 45
    180 45 22
    180 45 22 22
    180 45 45
    180 90
    180 90 22
    180 90 22 22
    180 90 45
    180 90 45 22 90 45 22 22
    180 90 45 45 180 90 90
    180 180
    360
    360 22
    360 22 22
    360 45
    360 45 22
    360 45 22 22
    360 45 45
    360 90
    360 90 22
    360 90 22 22
    360 90 45
    360 90 45 22
    360 90 45 22 22
    360 90 45 45
    360 90 90
    360 180
    360 180 22
    360 180 22 22
    360 180 45
    360 180 45 22
    360 180 45 22 22
    360 180 45 45
    360 180 90
    360 180 90 22
    360 180 90 22 22
    360 180 90 45
    360 180 90 45 22
    360 180 90 45 22 22
    360 180 90 45 45
    360 180 90 90
    360 180 180
    360 360
    As you can see, the Caves are very sequential in releasing new waves. It'll start with another Level-22, and then two Level-22s, and then a Level-45, and then a Level-45 and a Level-22, followed by two Level-45s, followed by a Level-90. If you ever get stuck and can't look back here to figure out what wave you're on, just keep track of all of the monsters in your round and then figure which ones are new in the next one. You should be able to predict the following rounds fairly accurately. First of all, the number one thing about the Fight Caves that you need to remember is not to panic. If you run around screaming, you'll most likely get attacked by three of four monsters at once and die fairly quickly with 45 Defence. This can be especially deadly on the later rounds with Level-360s, so stay calm.
    The second thing about the Fight Caves, contrary to The Murder21's videos, is that they're not at all about getting huge hits on Tz-Tok-Jad, or any other monster. They're all about efficiency; using as few Prayer Points as possible per monster and killing each monster in the correct order, every time. If you can do those two things, I can guarantee you'll make it through the Fight Caves. Now, then, onto the guide! The first six waves are extremely easy. Just remember to always, ALWAYS (unless you're in an extremely special situation) kill the Level-22 Tz-Kihs before any other monster. When they attack you, no matter what they hit, they'll drain a Prayer Point from you. It doesn't sound like much, but if you're getting terribly unlucky and take twenty hits to kill a Level-90, you'll be wanting those 20 Prayer Points back. Once you reach the Level-90s, the fight becomes slightly harder. The strange thing about the Caves is that they go from easy to hard to easy to hard to extremely hard, as opposed to the general expectation of increasing difficulty as you move up through waves. Always use Protect from Ranged against the Level-90s, and, because of the Prayer usage, always kill them before any other monsters (aside from the Level-22s). Once the Level-90 is dead, use the Level-45 or the Orb Rock to safespot the Level-22. Once it/they are dead, you can move on to the Level-45s. That's basically how the Caves work; kill the monster you're praying against, use it as a safespot against other monsters, and then use the other monsters to safespot the Level-22s, and then kill the other monsters. After a slightly hard round with the Level-90s, you'll get a brief respite in the form of the Level-180s. If you don't know where the Orb Rock (sometimes called the skeleton rock) is, it's the rock right near where you first enter the Caves. Once you reach the waves with the Level-180s, it will be absolutely necessary to use in order to safespot the Level-180. Simply stand behind the skeleton and the Level-180 will walk right up to you. DO NOT start shooting the Level-180 until it gets as close to you as it can. There's a chance (a small chance, but still a chance) that your character may run out from behind the skeleton to start shooting the Yt-Mejkot. This, of course, would kill your efficiency because you'd most likely get hit in the 20s, forcing you to drink a Saradomin Brew and a Super Restore in order to regain health. Once you reach the waves with a Level-180 and a Level-90, use Protect from Ranged and kill the Level-90 and then turn off Prayer and kill the 180. Make sure to stay behind the safespot THE ENTIRE TIME, otherwise you will get hit extremely hard by the Level-180. Once you reach the 180-180 round, you'll be about halfway done with the Fight Caves. Get ready for the Level-360s. As soon as you kill the second Level-180, activate Protect from Magic and run more into the center of the Caves; make sure to keep the Orb Rock in sight on your minimap, though. From this point forward, no matter what happens, keep Protect from Magic on through the rest of the caves NO MATTER WHAT until you see the Level-360 hit the floor. All it takes is one hit to completely disrupt your efficiency and force you to go
    through your potions. In my opinion, the later waves in the 360 section are more challenging than Tz-Tok-Jad. As you progress through the waves, you'll reach waves with Level-360s and Level-90s. Use Protect from Magic and kill the Level-90 as quickly as possible, and then move on to the Level-360. When you reach the final waves with a Level-360, 180, and 90, use the 360 to block the 180 and range the 90. Then, keeping Protect from Magic on, keep blocking the 180 with the 360 and kill the Level-360. Then, keep Protect from Melee on and run back to the Orb Rock. Turn off your Prayer and use the safespot to kill the Level-180. Keep continuing through the Fight Caves until you reach the 360-360 round. Kill the first Level-360, and then run all the way across the arena to the Italy rock. The Italy rock looks just like a boot, and, hence, just like Italy. Run a bit further out from the Italy Rock and kill the 360. As soon as it's dead, put on Protect from Ranged and hide on the North side of the Italy rock. Only one thing stands in the way of your Fire Cape, and that thing is TzTok-Jad. Unequip your Berserker Helm and Rune Platelegs and make sure you have full Hitpoints and Prayer Points, along with your highest possible Ranged level from the Ranging Potion. Jad should spawn on the South side of the Italy Rock, assuming you can get North in time. If this happens, you can simply run out past the Italy Rock and attack Jad at your leisure. If you get a bad spawn, however, it'll be much more difficult. You'll have to instantly tell what attacks he'll be using, with not much time to react. When TzTok-Jad lifts up his legs and slams them on the ground, activate Protect from Ranged and keep attacking him. When he lifts his head up and holds it there, activate Protect from Magic. If you have more than one full Super Restore Potion, use Eagle Eye to make the fight easier. Continue in this fashion until TzTok-Jad reaches half of his health. Now, several healers will spawn next to him and start to heal him. This is the hardest part of the fight. Not only will you have to change prayers and watch TzTok-Jad, you'll also have to watch your health as the healers will begin to attack you. Once they spawn, attack each of them once, and only once, to get them to stop healing Jad. They'll now focus their attention on you. If you find you're getting hit very hard by the healers, you can put your armor back on and continue to fight Jad as you were. Continue to fight TzTok-Jad as you were, switching Prayers, and watching your health as the healers attack you. If they get ridiculously hard, you can take them behind the Italy Rock and use it as a safespot from Jad; you can now kill the healers one-by-one with Protect from Melee.
    Once you kill TzTok-Jad, you'll appear outside of the Fight Caves with a Fire Cape and 8000 Tokkul. Congratulations! If you died during your Cape attempt, don't worry about it. Just buy more supplies and try it again. If, however, you make three or four attempts in a row and fail all of them, stop attempting to get a Fire Cape for the time being. You'll just waste quite a lot of cash on supplies (a full inventory of Potions required to complete the caves is around 200k ) and most likely never get the cape. Take a break and move on, and then attempt the Cape again later. Now, buy a set of full Black armor from the Grand Exchange, along with 200 Monkfish and a Berserker Ring. You can sell back any leftover potions or ammunition from your Fire Cape attempt while you're there, as well (along with the Archer Ring). Use a Games Necklace to teleport to the Burthorpe Games Room and walk from there to the Warrior's Guild. Withdraw from the bank your regular fighting armor (with your new Fire Cape! ), the set of Black armor, and 24 Monkfish; make sure to leave a space for tokens. Use the Black Full Helm (or any piece of the armor) on the animator and kill the set of Animated Black armor. Pick up the 20 Tokens and repeat this until you reach 600 tokens. Black armor is a much better choice than Mithril because you only get five tokens less and Mithril is twice as hard to kill, especially with 45 Defence. Once you have 600 tokens, make sure you're fully restocked (bank the Black armor and withdraw Monkfish in its place) and head up to the third floor. Speak to Kamfreena and she'll give you a short explanation on Defenders. When ready, she'll release Cyclops dropping Bronze Defenders and let you in. Kill as many Cyclops as you have to until you get a Bronze Defender. Once you receive one, step outside again and use the Defender on Kamfreena. She'll congratulate you and send out more Cyclops, these ones dropping Iron Defenders. Repeat the process, getting more tokens when necessary, until you get a Rune Defender. I would recommend getting five Rune Defenders to start off with. I personally have 77 Rune Defenders on my main, Str R A G E. Why? Because halfway through my training as a Berserker pure, I realized just how good of a training ground Cyclops were. I'll get into that later, but rest assured that you'll be making a few trips back here before you start to Player-Kill. It's been quite a long while since your last stats update, so here it is. 60 Attack 77 Strength (from the Rune Defender) 45 Defence 74 Hitpoints 85 Magic 80 Ranged 52 Prayer.
    80 Combat. You also have the third-highest possible Strength bonus a Berserker pure can have. Congratulations! Everyone has their own training ground and recommendation for training Strength; however, since you're only three levels from 80, I have to give you a very cheap answer: Bandits. You're very close to 80 Strength, and 80 from 77 at Bandits is faster than any other method available to you at that level, to be honest. You'll have to kill 2500 Bandits from 77-80 Strength; if you kill one every ten seconds, that's only about seven hours to reach 80. With 52 Prayer, one full inventory of Prayer Potions (26) will last approximately two hours, with the Prayer bonus you'll be having (I have it calculated as +23). So seven hours at Bandits should be around four trips there and back. 26 Prayer Potions costs approximately 150K, so four trips should cost something like 600K. It sounds like a lot, but it'll go by so quickly you won't even realize it. While at Bandits, a setup like this is what I would recommend: Berserker Helm Amulet of Fury Zamorak Cape (from Mage Arena minigame) Dragon Scimitar Monk's Robe Monk's Robe Unholy Book Dragon Gloves Rune Boots Berserker Ring This will give you a +23 Prayer bonus, a fairly decent Strength bonus, and a good Slash accuracy bonus as well. Just keep banking when you run out of Prayer Potions. You should now have: 60 Attack 80 Strength 45 Defence 75 Hitpoints 85 Magic 80 Ranged 52 Prayer
    82 Combat. My goodness, what beautiful stats. This is literally as picture-perfect as you can get; savor the moment. What with all of this questing, training, and Caping, your finances are most likely looking pretty drained at this point. So how do we fix that? With a very special kind of Tab. Go to the Grand Exchange and buy 350 Law Runes, 3000 Nature Runes, 1000 Cosmic Runes, a Mystic Mud Staff, 200 Monkfish, and all other Elemental Staffs if you don't already have them. Now, teleport to Al-Kharid with a Ring of Duelling and walk to the Mage Training Arena. Withdraw your Air Staff and Law Runes and enter the Telekinetic Theater. The idea of this is to move the statue around the maze using as few Law Runes as possible. Someone has been reporting my guides lately, so I can't give you a direct link to where you can find the Maze Solutions. Just look around and you should find it. Once you have 200 Telekinetic Pizazz Points, leave the area, return to the bank, withdraw your Nature Runes and Fire Staff, and head over to the Alchemist's Playground. If I were you, I would focus on collecting three items and filling your inventory with an equal number of all three. Wait for one of the items to be worth 30 gp each and begin High-Alchemizing them. Keep repeating this until you reach 30,000 gp in cash JUST FROM THE ALCHEMIES. Deposit this into the Coin Collector to get 300 Pizazz Points. Next up is the Enchanting Chamber. Take your Mud Staff and Cosmic Runes and head over to the Enchanting Chamber. Deathsword pointed out a much easier method than the conventional one used to get points; simply put, Dragonstones. Just keep world hopping and picking up and enchanting all of the Dragonstones that you find. You'll get 10 Pizazz Points per Dragonstone that you enchant, so they're definately worth doing. This method is probably faster than individually enchanting shapes. Keep repeating this tactic, world hopping when necessary, until you reach 2000 Pizazz Points. Only one arena left - the Creature Graveyard. Take with you your Nature Runes, your Mud Staff, and 16 Monkfish and enter the Graveyard. Immediately look at the display on your screen and find the type of Bone that will give you four Bananas per cast and pick up two of those types of Bones. Now cast Bones to Bananas and deposit all of the Bananas into the Chute. For every 16 Bananas you put into the Chute, you'll get a Pizazz Point, so you'll have to cast Bones to Peaches approximately 900 times in order to get your 200 Pizazz Points. Just eat a Monkfish when you lose 20 Hitpoints or so and you should be fine. Once you've completed all of the sections of the Mage Training Arena, head to the top
    floor and buy the spell Bones to Peaches from the Guardian. Congratulations, you now have a method of making close to 500K profit per hour. First things first, though: 67 Construction. If you haven't already, build a Costume Room. Now buy 6,000 Oak Planks from the Grand Exchange. Build and remove approximately 1400 Oak Cape Racks in your Costume Room to reach 67 Construction. Again, you will make ALL of this cash back, especially when you start to go for 94 Magic. You should have about 10 million gp leftover from questing, 67 Construction, and attaining the Bones to Peaches spell. Use the Tab formula to figure out how many supplies you can buy: [price] two Nature Runes + Soft Clay / current cash. Once you have that value, use this equation: Current cash - (Tabs made without Butler / 160 * 5000). Once you have that, finally, you can use this formula: Current cash - Butler costs / [price] two Nature Runes + Soft Clay. So, with 10 million gp, you should be able to buy (600 + 175 = 775; 10,000,000 / 775 = ~13000; 13000 / 165 * 5000 = ~400,000 gp; 10000000 - 400000 / 775 = ~12400) approximately 12400 supplies for Bones to Peaches Tabs. Return to your house and make your 12,000 Teleport Tabs. These tabs alone, however, will net you around 7 million gp in profit. Bones to Peaches tabs are my number-one Magic training method if you're looking to make a gigantic profit. You can make approximately 400-500,000 gp per thousand Tabs, which is about 30-40% more profit than Ardougne Tabs. Once you make those 16000, sell them back. You should now have approximately 20 million gp. While they will get extremely boring because of the ridiculously small 35.5 experience per Tab made, they're an amazing source of money. From 85 Magic, repeat what you did until you've made 20,000 Bones to Peaches Tabs. This will get you to 87 Magic. It will also make you an approximate 9 million gp PROFIT. 9 million, from two Magic levels. Z0mg, k? Now it's time for something that I promise will make Magic seem like the funnest, easiest skill in the world. From the Exchange, buy 120k Air Runes and 40k Chaos Runes. This should cost approximately 5-5.5 million gold; however, I guarantee you'll make all of it back.
    While at the Exchange, place an offer for 500 Bronze Axes. They obviously won't all sell at once, but you should get at least ten or twenty. You'll also want to buy a set of full Infinity Robes (minus the Infinity Gloves, the set should cost around 4 million), 300 Antifire Potions (3), 100 Ardougne Teleport Tabs, a Ring of Wealth, an Anti-Dragonfire Shield, and 300 Shark. Now, teleport to Ardougne and use the bank to withdraw your Fire Staff, Chaos Gauntlets, Infinity Robe Set, Ring of Wealth, and Anti-Dragonfire Shield (along with your Amulet of Fury). In your inventory, withdraw a Bronze Axe, 1000 gp, all of your Chaos and Air Runes, 3 Shark, an Ardougne Tab, and 19 Antifire Potions. Take the ship to Brimhaven and walk South from there until you reach the dungeon sign on your minimap; pay Saniboch 875 gp to enter the dungeon. Make your way through the dungeon, using Protect from Melee if necessary. You'll have close to no Defence bonus, so don't be hesitant about using Prayers to ward off attacks. Make your way through the dungeon and use your Bronze Axe to chop through the vines at the Southern end of the dungeon. At this point, drink a dose of your Antifire Potion and set your staff to autocast Fire Bolt. This will begin a stretch of extremely long training that will last you until you reach 90 Magic. You'll have to cast Fire Bolt around 40,000 times; if you average a 10 per Bolt, that's sixteen or seventeen casts per Iron Dragon and approximately 2400 Iron Dragons to reach 90 Magic. If you kill Steel Dragons, averaging a 10 will mean you'd have to kill around 1900 dragons. I would recommend killing a mix of both; still, with 87 Magic and one of the highest Magic bonuses possible, you shouldn't have too much trouble hitting consistently on Steel Dragons. After you drink all of your Antifire Potions, use the Tab to bank at Ardougne. Withdraw more potions, another axe and another thousand gold and do it all over again. Visage hunters usually report kills of around 500 Steel Dragons before they get a Draconic Visage. So will you get four Draconic Visages before you reach 90 Magic? No, you won't. You just won't. However, the odds are supremely stacked in your favor that you'll get at least one, along with several other Dragon items. I recently saw a video on a certain website showing a player's log at Steel Dragons from 94 to 99 Magic. He got 3 Dragon Platelegs, 5 Dragon Plateskirts, and two Draconic Visages (I'm actually watching it right now ). As you can see, Metal Dragons may seem an expensive alternative to Tabs at first, but they're just so much more interesting than Teleport Tabs and will also make you a very large profit by the time you reach 90. So, if you had 20 million after the Bones to Peaches tabs, you should have spent around 13 million on supplies for 90 Magic and have somewhere near 7 million leftover. If you got a Draconic Visage and, say, two Dragon Platelegs and three Dragon Plateskirts, you should now have around 26 million gp. You can now sell back your Infinity Robe Set,
    which should raise your total net worth back up to 32 million, give or take a bit. Here's a quick update on your stats: 60 Attack 80 Strength 45 Defence 77 Hitpoints 90 Magic 80 Ranged 52 Prayer 82 Combat. Now, this is why regular 1 Defence pures are so strong - with those above stats and 1 Defence, you'd have 71 Combat. Stop regretting the past! What's done is done; trust me, you made the right choice choosing 45 Defence. You're almost done with Magic training forever, but that will come later. For now, let's move back to Melee. First things first: 70 Attack. Definately not a very hard level at all, 70 Attack shouldn't take more than a few hours. You can get it anywhere you want; it doesn't matter all that much. You need 175 Quest Points at some point (and that point in time is getting closer and closer), so let's do some more questing! Trust me, I hate writing quest guides probably even more than you hate doing them, but they are necessary if you want to be known and remembered as a great Berserker pure (although having Dragon Gloves already puts you in the top 10% of Zerkers ). Here's a few more that you should do. Quest Name: Legends Quest SKILL REQUIREMENTS: 52 Mining, 50 Agility, 50 Crafting, 50 Smithing, 50 Strength, 50 Thieving, 42 Prayer, 56 Magic, 50 Woodcutting, 45 Herblore. QUEST REQUIREMENTS: Heroes' Quest, Family Crest, Shilo Village, Underground Pass, Waterfall Quest. Extra Notes: You should already have started this; now all that you have to do is finish it. This is a ridiculously long quest, but the rewards are worth it. Quest Name: Rum Deal SKILL REQUIREMENTS: 40 Farming, 50 Fishing, 47 Prayer, 42 Crafting, 42 Slayer. QUEST REQUIREMENTS: Zogre Flesh Eaters. Extra Notes: The Holy Wrench is very useful for Aviansies and other Prayer-related ventures. Quest Name: Another Slice of H.A.M. SKILL REQUIREMENTS: 15 Attack, 25 Prayer.
    QUEST REQUIREMENTS: Death to the Dorgeshuun, The Giant Dwarf, The Digsite. Extra Notes: The Ancient Mace will prove incredibly helpful later in your quest for revenge against one-itemers. 124 Quest Points, woot woot? You're done for now; you'll have a lot more to do later, but for now you're good. From the Grand Exchange, buy back a Berserker Ring, along with a Saradomin Sword (not a Godsword; just search Saradomin Sword and it should come up), 1000 Monkfish, and 300 Combat Potions. Now, withdraw your best Strength-boosting armor and use a Games Necklace to teleport to Barbarian Assault. Take with you your thousand noted Monkfish, 300 noted Combat Potions, a Varrock tab, 500,000 gp, 20 unnoted Monkfish and 4 Combat Potions. Drop a Monkfish on the ground, use the Deposit Box to bank the Games Necklace, and pick up the Monkfish. Now, head across the stones that you used to get to the Lighthouse in Horror from the Deep. When you reach the Lighthouse, climb down the Iron Ladder. Open the door and climb down that ladder as well. You'll now be in a room filled with Dagonnaths. Turn on Auto-Retaliate and start attacking one; pretty soon you should have four or five on you at once. The trick with Dagonnaths is getting as many to attack you at once; you won't even have to attack any. A friend of mine got 99 Strength from 85 at Dagonnaths and told me it was the easiest training in his life. With your amazing Strength bonuses, you should have no problem ripping through the Dagonnaths. You'll have to kill about 7000 of them to reach 90 Strength, so get to it! The Saradomin Sword is the best possible weapon for training Strength; it's basically considered the Abyssal Whip of Strength training. It has the same Strength bonus and attacking speed of the Abyssal Whip, giving you basically the strongest weapon in the game that can also train Strength effectively. If you want, you can also bring along with you a regular Dragon Dagger and use your specials up for that. You won't get experience for using the Saradomin Sword's special, so it may be wise to use a dagger instead. 90 Strength will most likely take a week or so of moderately easy training to reach. Again, the trick with Dagonnaths is 'lining up' six or seven so that they all attack you, and then going to another window and doing what you want or focusing on talking to friends in your Clan Chat. When you run out of Combat Potions or Monkfish, climb the ladder and sell Jossik 25 Monkfish. Now, buy them back and return to Dagonnaths. Make sure that you pick up all of the Snapdragon seeds that you get as drops; they'll easily pay for the food and potions. With 90 Strength, you're already an incredibly formidable opponent; there's just a few more things that we have to do to finish off your account. Your stats should be around:
    70 Attack 90 Strength 45 Defence 81 Hitpoints 90 Magic 80 Ranged 52 Prayer 90 Combat. Finally, your account is really starting to come into its own. This is the point where you can start with some basic PvPing, if you wish to: Free Player no armor fights. Although Members have a higher chance at a drop, I've found that Free Worlds yield a much more consistent drop rate as opposed to Members. So, how do we take advantage of that? Go to the Grand Exchange and buy 10 Rune Scimitars, 10 Rune 2h Swords, 10 sets of Monk's Robes, 20 Strength Potions, 10 Team-33 Capes, 10 Leather Boots, and 500 Lobster. You're now set for a few hours of PvPing. I would recommend using World 21, as its usually the busiest. Equip a Rune Scimitar, Monk's Robes, Amulet of Strength, Team-33 cape (the most commonly-used Team Cape in PvP Worlds, I've found), and your Leather Boots. In your inventory, put the Rune 2h in the first inventory slot, your 26 Lobster following that, and your Strength Potion in the last slot. This is done so as to avoid you accidentally clicking the Strength Potion while trying to eat. Once you've found your PvP World, head to the Northern side of the Grand Exchange. There should be at least a dozen players of varying levels (generally 80+, though) in Monk Robes with Rune Scimitars or Maple Bows. Find one of them your level (in the ideal situation, they'd be exactly your level so you'd be guaranteed a left-click and your drop wouldn't decrease) and ask them to fight. If they say yes, ask them to show a secondary weapon - or if they're a ranger, ask them to show some cash or to bring some. You both must be risking at least 25,000 gp otherwise you won't get anything worth picking up. Walk North into the Hotzone. Sip your Strength Potion and begin attacking them. If you're not skulled before the fight, quickly get one; I generally unequip the Rune Scimitar, turn on Protect from Melee, kick someone once and run out. If you're not skulled, you'll keep your Rune Scimitar and 2h upon death and therefore won't get any good loot. Once the fight starts, activate Protect Item and Ultimate Strength. While you will get hit a lot, with 90 Strength and 70 Attack you should be able to do quite a lot of damage
    yourself. At only 90 Combat with your stats, you won't be outstanding; that'll come once you reach 100 Combat and fight mains. Be that as it may, you should still be pretty strong. I would recommend eating at around 23 Hitpoints, or 28 if you're fighting a ranger. With your current stats, you should be able to hit 25s with your Scimitar and 30s with the 2h, giving you plenty of power to hit through Lobster. The most common drops that I get from PvP no armor fights are Rune Scimitars and Rune Berserker Shields [0], assuming we both have at least 25K. Trust me, I can almost guarantee you'll get one of those every single kill. After you've had your fill of PvP Worlds, it's back to Members! One skill in particular, actually. 94 Magic is probably the biggest, scariest level you'll ever be getting, and for good reason. It's five levels from 99, for Christ's sake! No, you cannot use a Magic Potion to get Vengeance in a fight. If you drop to 93/90 Magic and are one cast away from killing your opponent, I will personally find you and yell at you. 94 is a mandatory level for being the best possible Zerker pure in your level range. So how do we get from 94 Magic from 90? You have a few choices. You can cast High-Alchemy 40,000 times to reach 94; this is probably the most-used option to reach 94+ for most players. With Yew Longbows, this will cost about 4 million gp to get four levels. With Magic Longbows, it's more like 2-3 million; however, you'll most likely be unable to find any. This is probably the flat-out fastest way to reach 94 from 90. Although it's very expensive, it won't take too long (as opposed to other methods) and you'll be able to do it wherever you want; I recommend the Southern edge of the Grand Exchange in PvP Worlds or World 18 Bounty Hunter. Your second option is to return to Metal Dragons and cast another 75,000 Fire Bolts to get your 2.6 million experience and 94 Magic. Again, with 75,000 Fire Bolts, you're basically guaranteed another Draconic Visage, along with a lot of other Dragon armor. This method will get you quite a lot of Hitpoints experience, as well; if you want a Cape eventually, this is probably a smart choice. Your last option is multi-layered; Tabs. You could make, for example, 32000 Bones to Peaches tabs to reach 92 Magic and then make 23000 Ardougne Teleport Tabs to reach 94. Of all three, I would probably recommend Fire Bolting Metal Dragons as it's a mix between a great profit, interesting training, and moderately fast training as well. Alchemies will cost the most but will be fastest, Metal Dragons will be the most interesting training, will make the second-largest profit, and will be the second-fastest, and making Teleport Tabs all of the way to 94 will make you the biggest profit you could ever imagine but will also take the longest and will probably be the least interesting.
    One last note on the profit margins; here's a really small table for each. Name: High-Alchemies. Number from 90-94: 40,000. Experience per spell: 65. Profit/loss per spell: ~60/100 gp each. Profit/loss for 94 Magic: - 3-4 million gp. Name: Fire Bolt. Number from 90-94: 75,000. Experience per spell: Approximately 35. Profit/loss per spell: Impossible to tell. Profit/loss for 94 magic: Varies; would most likely average 20 million gp profit. Name: (Bones to Peaches)/Ardougne Teleport Tabs. Number from 90-92 (Bones to Peaches): ~33000. Number from 92-94 (Ardougne Tabs): ~23000. Profit/loss per spell (Bones to Peaches): ~450 Profit/loss for 92 Magic (Bones to Peaches): +14,850,000 gp. Profit/loss per spell (Ardougne Tab): ~300 Profit/loss for 94 Magic (Ardougne Tab): +6,900,000 gp. Overall profit/loss for 94 Magic: ~ +21,000,000 gp. You can never really predict just how much money in profit you'll make after getting a huge Magic level like 94; these are just averages. Here's what your new stats should look like: If you High-Alched or make Teleport Tabs: 70 Attack 90 Strength 45 Defence 81 Hitpoints 94 Magic 80 Ranged 52 Prayer 90 Combat. See the power of Magic? Someone with 1 Magic (take a second to realize this; a Magic level of 1 with 0 experience) would be the exact same Combat level as you are. This is significant in two ways - for one thing, you managed to get 93 levels in a skill without it changing your Combat level whatsoever. Secondly, you now would have the upper hand against basically anyone else your Combat level. If two players have exactly the same Combat stats, what's going to decide the fight? Anything - extra Hitpoints, extra Magic levels, extra Prayer. With the power of
    Vengeance, you'd be able to be your opponent if you had similar combat stats. THIS is what seperates good PKers from great PKers; the ability to win nine out of ten fights against people their own level. If you Fire Bolted Metal Dragons, you should have slightly higher Hitpoints and your stats should be: 70 Attack 90 Strength 45 Defence 83 Hitpoints 94 Magic 80 Ranged 52 Prayer 90 Combat. No difference combat-wise, which is another tiebreaker you would have won in a deadlocked fight. I don't know how many times I've been knocked down to less than 3 Hitpoints in Free Player no armor fights; if I had 3 Hitpoints less than what I have on R A * *, I would have died at least another two or three times. Hitpoints are huge for a Berserker pure; you might as well get them through something fun. Very beautiful stats, right? You basically could go PvPing right now if you wanted to, but if you hang on just a little bit longer you can and will be a much more solid PKer than if you were to go right now. Return to Dagonnaths, but this time take with you an Abyssal Whip, along with your regular training armor. Make sure you have the highest possible Strength bonus that you can afford; you'll thank yourself while training. A good starting level for Attack as a Zerker pure is 80. From there, you can get 85, 90, or 99, which are all very good choices for Attack. Take another thousand noted Monkfish and a few hundred Combat Potions along with your cash and Teleport Tab. From 70 Attack, kill 2600 Dagonnaths to reach 80 Attack. Almost there! Sell the Abyssal Whip and buy back a Saradomin Sword. You're going to be training to 95 Strength, once againat Dagonnaths. Why 95? Because 95 Strength is two-thirds of the way to 99 (just think of all the time you've put into training to 90 Strength; now, image that doubled and then another 50 hours added on. That's what 99 Strength would take.) and only lowers your max hit by two or three points. If you want to get 99, be my guest; it obviously can never hurt you. However, 95 is the more logical choice because you barely hit any less and the training is a good 30-40% less than what a Cape would take. I'm sorry that these last few sections have been so short; however, I really want to save a lot of space for the PvP Worlds guide.
    Your stats right before you begin your PvP adventures should be somewhere around: 80 Attack 95 Strength 45 Defence 87 Hitpoints 94 Magic 80 Ranged 52 Prayer 96 Combat. Forgive me if my Hitpoints values are a bit off, they're pretty hard to calculate to the level once you reach the millions of experience that 87 holds. So; 96 Combat? That's most likely a few levels away from what your main is. Does you main have 95 Strength? 94 magic and Vengeance? 80 Attack; 80 Ranged? A Fire Cape? Most likely not. At 96 Combat, the hardest opponent you'll be fighting will probably be almost-maxed tanks; accounts with, say, 90 Ranged and 80 Defence. However, with 80 Attack and an Abyssal Whip, you should have the accuracy to hit through their defence reasonably easily without geting killed in the process. Really, though, speculation can only go so far. There's only one way to find out what your pure can really do in the PvP Worlds. Any guesses?

    •\/\±‡±/\/• PvP Worlds! •\/\±‡±/\/•

    Before I start this subguide, I have a few disclaimers to make. First of all, the tips that I list here are used to improve the chance of you getting a good loot. They will not get you a Dragonfire Shield on your first drop; and you shouldn't expect them to. Second of all, with 96 Combat you also happen to be almost perfect for the Medium Crater of Bounty Hunter. If you're just getting ridiculously bad drops in PvP Worlds, I would recommend Bounty Hunter for some almost-guaranteed loot. Since you have a good amount of money laying around, I would recommend buying your PvPing equipment in bulk. From the Exchange, buy ten Berserker Helms, ten Rune Platebodies, ten Rune Platelegs, ten pairs of Climbing Boots, two Abyssal Whips (it's extremely unlikely, but you want to be safe), five Dragon Daggers (p++), 500 Shark, 50 Super Attack Potions (3), 50 Super Strength Potions (3), 50 Super Defence Potions (it's okay to use them if you only have 45 Defence, in my opinion), 30 Rings of Recoil, 100 Prayer Potions, 200 Death Runes, 400 Astral Runes, and 1000 Earth Runes. I'd also recommend picking up 10 Rune Defenders, if you don't already have them; it's also
    probably wise to buy 10 pairs of Rune Gloves from the Culinaromancer's Chest before you get started. I would recommend PvPing on any side of the Grand Exchange (North, South, East, West). Make sure that both you and your opponent log out before the fight begins; this will clear your damage counters, getting rid of that annoying little "You killed Fr0zn D4gg3r but Zezima did more damage so Zezima got the drop" message. There are several factors that can influence a better drop. According to Jagex, they include: - Staying in a Hotzone for several increments of 30 minutes. If you Woodcut for three hours in a PvP World, if you kill someone else who has been out there for a while and you both have the required amount of cash, you'll be the most likely candidate for receiving a Dragonfire Shield, Berserker Ring, or other high-value drop. - Risking at least 75K and have your opponent risking at 25K. This should be easy; the Dragon Dagger, Potions, and Shark alone should be worth 75K, even if you aren't skulled. - Length of the fight. If you're in a ten minute fight, you'll get much better loot than if you PJ or rush your opponent and kill him with a few specials. - The amount of high numbers hit. One 30-30 special is much better than hitting six straight 10s. You should have the accuracy (and obviously the Strength ) to hit consistent 20-20 specials, if nothing else. Here is how I recommend PvPing. Equipped: Helm - Berserker Helm. Amulet - Amulet of Strength. Cape - Zamorak Cape / Legends Cape. Weapon - Abyssal Whip. Shield - Rune Defender. Torso - Rune Platebody. Legs - Rune Platelegs. Gloves - Rune Gloves. Boots - Climbing Boots. Ring - Ring of Recoil. Inventory: Dragon Dagger (p++) Super Attack Potion (3) Super Strength Potion (3)
    Super Defence Potion (3) 2 Prayer Potions (3) Antipoison (3) 100 Earth Runes 40 Astral Runes 20 Death Runes Lumbridge Tab 18 Shark I would, again, recommend Player-Killing at either the Grand Exchange or the center of Varrock, near the fountain. Never rush people; do you think that makes them want to fight you? Honestly, think about it from your their perspective; if someone with extremely high Attack and Strength ran in and started attacking you, what would you do? Most likely pray, safe, and teleport out. If you rush someone, expect them to do these things; they have the right. The Lumbridge Tab is only there in case you either get PJed or the person you're fighting starts farcasting against you. To me, those are the only two acceptable reasons to use a Teleport Tab. Find someone your level and ask them to fight. Drink all of your potions, cast Vengeance once, and turn on Protect Item, Ultimate Strength, and Smite. You may have seen some Zerker pures use five or more prayers at once. With only 52 prayer, I really do not recommend using Incredible Reflexes and Steel Skin as well as the other prayers that you were using. You'd basically have to drink some of your Prayer Potion every ten or fifteen seconds; to me, it's just not worth it. Start the fight off with your Whip. Your average hit should be in the mid 20s; luckily, enough to hit through Shark if need be. Right-click on your Dagger and hit F1 to move onto the style select screen. When your opponent gets to about a third of their health, equip the dagger (the dagger's menu should still be up) and turn on the special. Watch your first two specials carefully; if you think you have a good chance of hitting through the rest of his food with another special (or with both), feel free to use them. If not, I would switch back to the Whip and continue trying for a break. Timing Vengeance can be tricky; it's very hard to explain in words. I would recommend watching a Zerker pure video to see how to time it before you try it out in combat. However, if you can, you want to cast it when your opponent is at about half of their health; that way, Vengeance can hit an 18 or so, the Whip can hit a 25, and you already have a ready-made Dragon Dagger KO all nice and gift-wrapped for you. After the fight, immediately turn on Protect from Ranged and run to a safe zone. Eat to full health and examine the pile; pick up anything good and leave the rest.
    If you honestly read this far, congratulations. Be sure to let me know if you decide to follow the guide; if so, good luck with it!​
     
  3. Unread #2 - Jul 22, 2010 at 12:49 PM
  4. Mac_Generals
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    Omg nice Guide i actually read it all ^^
     
  5. Unread #3 - Jul 22, 2010 at 12:50 PM
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    Ultimate free zerker pure guide.

    Sure you did, 5 secs after I posted this guide, you readed it up? ;)
     
  7. Unread #4 - Jul 22, 2010 at 12:56 PM
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    nice guide i read it lol abit long :/ haha
     
  9. Unread #5 - Jul 22, 2010 at 1:05 PM
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    dang that is long i only read about half of it ill read the other half later but it looks pretty good so far.
     
  11. Unread #6 - Jul 22, 2010 at 1:33 PM
  12. BeeStar
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    BeeStar WATCH OUT- Imposter: [email protected]
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    Ultimate free zerker pure guide.

    I think I saw this on the forums - fr0zn d4gg3r's or Dog mess1's? Anyways, I tried to reach you on MSN for the guide, sent you an request to chat yesterday and you still haven't accepted >.>
     
  13. Unread #7 - Jul 22, 2010 at 2:52 PM
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    Ultimate free zerker pure guide.

    I have accepted all msn requests. going to offline for bit.
     
  15. Unread #8 - Jul 22, 2010 at 2:57 PM
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    Ultimate free zerker pure guide.

    needs pictures.

    Gf huge wall of text.
     
  17. Unread #9 - Jul 22, 2010 at 3:05 PM
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    Guides not bad, kind of annoying read though on here, might add you on msn to get the adobe copy.
     
  19. Unread #10 - Jul 22, 2010 at 4:17 PM
  20. Vanmaster5
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    Ultimate free zerker pure guide.

    lol i stopped reading it once i saw tutorial island, this is obviously copied and pasted from someone and a possibility it is a leak of someone's guide.

    The tutorial island part is out of date and you posted this today, meaning most likely you copied and pasted.
     
  21. Unread #11 - Jul 22, 2010 at 7:25 PM