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Champions’ Challenge is only accessible to RuneScape Members. Please subscribe to get this feature.

Please note this is a ‘Dangerous’ minigame. If you die during this minigame, you will lose your items.

Introduction

The Champions’ Challenge Arena Various races around RuneScape have chosen their bravest and strongest champions to fight for them in an arena beneath the Champions’ Guild.

Around the edges of the arena are sat mystery figures, the ‘Champions of Champions’. A mighty Champion of Champions may deem to challenge you after you have fought a number of the lower champions.

The lower champions aren’t worthy enough to have a seat in the arena, but will challenge you when you have made yourself known as an enemy of their race. While fighting your way through the different monsters of RuneScape, you may find that one drops a message from a champion, challenging you to a duel.

A champion’s scroll These drops are totally random, so finding a champion’s message after a battle will be rare. This makes it very difficult to defeat all of the lower champions.

Once you have been challenged, take your scroll to the arena to await your duel. When you have fought and defeated one of the lower champions, you will not be able to receive another scroll from the same race.

Location

The Champions’ Challenge arena is located under the Champions’ Guild. To access the arena you have to go down through the trapdoor under the stairs.

A bracelet of combat will teleport you directly to the guild.

Requirements

You must have 33 Quest Points in order to enter the Champions’ Guild.

Recommended Items

Every champion you face will have conditions for that battle.

For example, when fighting the Lesser Demon Champion, you cannot bring weapons or armour to aid you in this battle.

Please note: If you die in the Champions’ Challenge arena, you will die as normal, losing your items and returning to your chosen respawn point in Lumbridge, Falador or Camelot.

The Challenge

Once you enter the arena, you’ll meet the doorman Larxus, your point of contact for all champion fights. He has an informal challenge from the Leprechaun Champion if you want to get a taste of what fighting a champion is like – no scroll required! Incidentally, no items will be allowed either.

Monster Level Restriction

Leprechaun 32 No items.

Larxus will also happily accept your champions’ challenges, so use your champion scroll on him if you wish to fight. He will inform you that the champion of that race has challenged you, and is ready for the duel. He will then tell you the conditions for this battle, giving you one last chance to back out. If you accept, you have to go through a trapdoor behind the champion statue to enter the arena. Now go through the door and begin your fight!

As you defeat more and more champions’ scrolls, you may get challenged by one of the elusive Champion of Champions.

Monster Level Restriction

Imp 14 No special attacks.

Goblin 24 Only Magic attacks.

Skeleton 40 Only Ranged attacks.

Zombie 51 No Magic attacks.

Giant 56 Only melee attacks.

Hobgoblin 56 No melee attacks.

Ghoul 85 Only weapons, no items.

Earth Warrior 102 No Prayers.

Jogre 107 No Ranged attacks.

Lesser Demon 162 No weapons or armour.

The Champions Of Champions

Once you have defeated a certain number of champions’ scrolls, you will be challenged to fight one of the Champions of Champions. Prove your worth and defeat them in open combat!

Rewards

When you defeat a champion, you will receive experience in both the Slayer and Hitpoints skills. The amount of experience you receive will depend on the Hitpoints level of that champion.

You will also be pointed in the direction of Larxus, who has ‘calling beads’ for anyone who defeats a champion. When used, these beads will summon a banner carrier imp, a loyal follower who displays your Champions’ Challenge accomplishments. There are banners for every champion or Champion of Champions, so you can boast about any that you have defeated, or you can simply show off the number of champions you have felled. To change your banner, talk to the imp or right-click and select ‘Change-banner’.

For each scroll you defeat, a wall banner will appear on the outer wall of the arena. As you defeat more champions, more banners will appear.

Development Team

Rework
Developer: Graham B Developer: Frederique M
QA: Andy C QA: Thomas H, Reece W, James N, Liam H
Graphics: Joe R, Nick F, Linh N Graphics: Mark B, James W
Audio: Ian T Audio: N/A

Source: http://www.runescape.com/kbase/guid/champion_s_challenge

The Fishing Trawler minigame is found in Port Khazard. There are many ways to get to this location, here are the most common:

 
1. Watchtower Teleport – requires Watchtower Quest completed in order to use this method.
Teleport to the Watchtower with 2 Earth Runes and 2 Law Runes and follow the red line to walk to Port Khazard.

2.  Spirit Tree – requires Tree Gnome Village completed to use this method.
Use any Spirit Tree on RuneScape and teleport to the Battlefield. Afterwards, walk to Port Khazard by following the blue line.

3.  Ardougne Teleport – requires Plague City completed to use this method.
Teleport to Ardougne with 2 Water Runes and 2 Law Runes, then follow the pink line to Port Khazard.

4.  Fairy Ring DJP – requires Fairy Tale Part II started to use this method.
Use the Fairy Ring Code “DJP” to teleport just north of Port Khazard, and then walk there by following the yellow line. You need a Dramen staff or a Lunar staff to use the fairy rings.

5.  Khazard Teleport – requires Lunar Diplomacy completed to use this method.
Teleport yourself or a group to Port Khazard using the Khazard (Group) Teleport. This teleport will use 2 Astral Runes, 2 Law Runes and 4 or 8 Water Runes and is in the Lunar Spellbook. Follow the green path.

6.  Charter Ship
Charter a ship from a place on RuneScape and pay a small fee to be taken to Port Khazard. After, take a small walk to the minigame by following the orange line.

The second part of my Runescape money making guide.

Now that you have earned 50-100k you are well on your way to making your first million!! This chapter will primarily focus on easy ways to make your money grow. Remember what I said earlier “It takes money to make money.” If you have not followed some of the ideas in Chapter 1, it is a must that you do so!

What is Bulk??

When trying to make money you always need to deal with bulk items.Bulk is simply a lot of items…generally over 1,000 of one item or more. So 5k feathers would be considered bulk. This goes for any item in the game.

When dealing with non-stack- able items such as ore or fish, you will always want to deal with bank notes. Without a bank note you could only carry 26 pieces of coal in your inventory. When you withdraw the coal in a note, you can carry for exam- ple 5k coal, and it will only take up one spot in your inventory bag.

If you notice an item is constantly being sold, but nobody is buying it, then there is a low demand for the item.On the other hand, if you notice people standing around the bank, screaming, ?Buying XXX,? and nobody is selling it, then you will learn that this item is in high demand.

Now it’s important to realize that this is just the general idea of how supply and demand work. You obviously wouldn’?t want to go by 3k of an item just because one person is looking for it (unless that one person is buying 3k of that item;)

You need to observe these trends to see how often people are asking to buy them, and how often people are selling them.

There are however a few items that have remained constant for at least 2 years in Runescape:

•Lobster.
•Coal.
•Iron.
•Feathers.
•Herbs.
IronOre
I often use this same process and principles with Iron ore. I will travel to different worlds and buy as much Iron ore as I possibly can. I will only buy for 50-70 gp each, occasionally I will purchase for higher prices if the seller has a large amount (3k or more).

I generally offer to buy for 50 gp each. If the seller wants more than 60 gp I will simply refuse to buy it, and will log out of the world and into a new one. (Trust me there are plenty of sellers out there, lol). In world 1 you can always sell Iron ore for 100gp each. I normally try to buy ore in the Fallador bank, simply because this town is centralized with miners since the bank is so close to the mining guild and the mines southwest of Fally.

Cooked Lobsters

Cooked Lobsters currently are selling anywhere from 200-250gp each. Generally though you can find sellers that will sell Lobbies (Lobsters) for 125-150 each. These are the sellers you are looking for. One of the best ways to find a cheap lobby seller is to travel to Karamja (or Catherby if you are a member) and go the the fishing docks located there. You should sell all at the highest prices and buy a little higher than the lowest price.

That would conclude Chapter 2. Hope to see you in the next chapter!

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The first part of a Runescape guide that will show you some easy ways to make money.

To Make Money you Need Money

Plain and simple, just as it states! This is a simple rule in Runescape, before you can make BIG money you have to have some to start off with. Think of it as in real life; Do you think that Bill Gates woke up one morning with 5 million dollars in his bank account? NO, he started small and gradu- ally made it BIG.

There are a few easy ways to earn your first 50,000 to 100,000 gp. After you have earned this starting cash we will then show you the secrets of get- ting rich. But first things first: The first, easiest, and most common way is to kill chickens.

Members use feathers all the time for making arrows to raise their range or fletching levels. Simple enough right? Kill the chickens and collect the feathers. The chickens will drop between 5-15 feathers when they are killed. (If you are interested in raising your range or combat levels please refer to the combat/range/mage guides.

Listed below are the prices that people are currently buying for:

•Free Worlds: 6-9gp each.
•Members Worlds: 11-15gp each.
I know this may not sound like alot of money, but you have to think BIG. To make money with anything you have to sell in bulk amounts If you are F2P (free to play player), then you should always try to sell in World 1, if World 1 is full then log into the next busiest world, and so on.

More Ways to Get Your Starting GP

Luckily collecting feathers is not your only option! (Trust me, I know how boring this can get!) Another option you may consider, is to mine Rune Essence. In order to be able to mine Essence you will need to complete the Rune Mystery Quest first.

You can start this quest by talking to the King in Lumbridge castle. After you have completed the quest you will be able to teleport to the Rune Essence Mines. The easiest way to do this is to go to the Varrock Rune Shop south of the west bank. Here you can right click or talk to Aubury. He will then teleport you to the mines.

Once you have mined an inventory full of Rune Essence travel back to the bank. Repeat this until you have 1k or more Rune Essence.

Members Options

If you are a member you have a slight advantage. Members can make an easy 50k to 100k per hour at a lvl 3!! To achieve this all you need is a knife and an axe. You will be making arrow shafts.

All you need to do now is empty your inventory, keeping an axe and a knife only. Then just go start cutting down trees (normal trees only!). When you get a full load of wood then use your knife with a log. On the screen that pops up, right click on the arrow shafts, and select “Make X”, then just enter the number of logs that you have.

That would conclude this chapter of my Runescape Money Guide. Be sure to read the other chapters for good info.

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How to get to the Mage Arena

To get to the Mage Arena either walk or run north from Edgeville through the Wilderness until about Level 52 or use the Lever in the Small Room before the Plague Area in Ardougne. You will need a Weapon (I prefer a Knife) to cut through Webs and Food in case you run into any Player Killers.

The Arena

The Mage Arena is similar to the Dueling Arena only with about nine Non-Player Character’s roaming around inside.

NOTE: These will not attack when you’re killing Kolodion. Underground, Kolodion is in Human form, a Banker and a Rune Merchant who stocks 200 each of the lower Runes which shoot up in price when you buy ten at a time.

Suggested Inventory

Runes: Chaos and Death (around 100 advised) + Elemental Runes (enough for Spells); regular Staff(s); two or three Prayer Restore Potions(4); Monks Robes; and a Sapphire or Holy Symbol Necklace (Enchanted).

Starting

Talk to Kolodion.
NOTE: Bank all your Armour and Weapons except your regular Staff(s). You must have Level 60 Magic or higher, (Wizard’s Mind Bomb doesn’t work in the Arena). After you talk a little, he will teleport you and himself to the Arena. (It is very advisable you have at least 37 Prayer and use Protect From Magic)

1st Form

Kolodion Human form – Easy to kill, About two – five average Mind Rune Spells will send him away.

2nd Form

Ogre Kolodion – Not too hard, still it’s best to turn on Protect From Magic as the small numbers he hits add up and he casts very fast. He may also cast the occasional “Flames of Zamorak” or something that can hit 14’s.

3rd Form

Large Black Spider – In his 3rd form, his Magic will get increasingly more powerful. Protect From Magic is highly suggested all the way through this Fight. You should be thinking about drinking a Prayer Potion if you haven’t done so already.

4th Form

Weirdo Ghost Thingy – Hard to describe, like the Black Knight Titan but White and weird…Pound it to death is your main objective.

5th Form

Black Demon, approximately Level 115 – Hit this thing with the best Spells you can muster. Lots of Health means you will go through maybe 20 Prayer Points if you’re around Level 60 Mage. Once you have killed this Monster you will be teleported Underground where you talk to Kolodion again.

After this talk with Kolodion you must step into the Pool where you speak to the Guardian. Go to the Statue of the God you wish to Worship and you will receive his Special Cape which adds +11 to your Magic. With the Cape on go back to the Guardian who will give you the Staff of the God you just chose. You can also buy the other two Staffs for 80,000 a piece. To get the other Capes you have to Drop your original Cape and Pray to a different Monument.

I suggest Zamorak Robes if you Player Kill alone, less Magic = less Magic Resistance. Guthix Robes if you Player Kill with a team, because they lower your Opponents Defense. Saradomin Robes are good in either case because they drain Prayer which means less time for your Opponent to use Protect From Magic, and a greater chance of your opponent not being able to use Protect Items at the end.

To use the God Spells outside of the Arena you must Practice them inside 100 times to fully complete the Training with that Spell. If you go inside the Arena again the Battle Mages will attack you. Be sure you wear your Special Cape and the Mage which belongs to your god will not attack.

Remember you can also change which Cape you have incase you decide you don’t like that one or you want to charge another Spell. To do this, just drop your Cape (it will vanish) then go worship another Statue and you will receive that Cape. You can do this as often as you want.

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Going on a Trawler Trip is an excellent way to spend time if you’re bored or just want some random fish. The Fishing Trawler can be played either with a group of friends, or just a single person, but it’s usually more fun playing with multiple people. This is a very difficult mini-game, so you just need to be patient and you may need some anger management after.

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Getting Started
To first begin a Trawler Trip, you can speak to Murphy located in Port Khazard near the docks. Port Khazard can be found just southeast of Ardougne, and south of the Necromancer Tower. But before you begin, you should probably organize a team of several people to come with you (if you want). It can be much more fun, and you’ll have a greater chance of successfully completing the trip.

Of course, you can play the game on your own too, but you’ll have the responsibility of repairing the Trawler by yourself, and it is often times more difficult to do. After you have a team ready, you’ll need some supplies.

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Supplies
You will need supplies before you even begin thinking about going on a Trawler Trip. All of the supplies are sold in the General Stores in Port Khazard, but at a very high price.

Khazard General Store
Picture Item Cost
Swamp Paste 42
Rope 25
Bailing Bucket 14

Swamp Paste – used to repair holes in the ship that leak water and eventually sink it. Swamp Paste is made of Swamp Tar mixed with Flour and cooked on an open fire (a range will not work). Swamp Tar is found in Lumbridge Swamp in numerous quantities. I suggest that you take some Swamp Tar and bring it to the Lost City, where you can pick wheat and grind it quickly. Then just cut trees from near the Otherworldly Beings, light a fire and cook the tar. Each person should bring about 100 of these with them.

Rope – used to repair the net. Without the net, there is not chance to catch fish. Unless you want to pay insanely high prices, I suggest you make it by shearing Sheep in Lumbridge, spin the wool into balls of Wool by using them with the Spinning wheel upstairs in the castle, and then take them to Ned in Draynor Village to be made into Rope for free. About 20 Ropes per person should be fine.

Bailing Bucket – used for bailing any water in the ship back into the ocean. This is very helpful if there is a lot of water in the ship. The only way to get a Bailing Bucket is to buy one from the General Store in Port Khazard.

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Playing the Game
Once you talk to Murphy about going on a Trawler Trip, just board his nearby boat by crossing the gangplank and waiting inside. You’ll only have 1 minute to get your team inside, in which time the boat will leave the port and travel southeast to the fishing spot.

Soon after the boat leaves the port, you’ll encounter problems with the boat, including leaky holes and a faulty sail, which often snaps. You need to keep the boat afloat for around 12 minutes in order to keep any fish that you catch. Near the top of the screen is a meter that measures how much water is in the boat, the condition of the sail, the amount of fish that you have caught and the amount of time that you have left to keep the boat above water.

On top of these disasters, you’ll find that the boat rocks back and forth, which makes it more difficult to repair the problems. Anyhow, if you see a leak in the boat, just click on it to patch it up with some Swamp Paste. The Bailing Bucket can be clicked on to throw some water overboard. When the sail snaps (which it definitely will), just climb up the stairs on either side of the boat and click on it to repair it.

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Organization!
Organization is the key to any Trawler Trip. There are a few spots that can be filled to offer more organization and chance of success:

•All Around Crew – A few of your team would help. They do everything from plugging the holes and fixing the net, to bailing when needed.
•Net Fixers – Only 1 or 2 are needed, regardless of the size of the crew. The net fixers should bring along about 20 or more coils of rope, and a bailing bucket. Whenever the net is damaged, the net fixer should repair it, and whenever it is fine, they should bail like hell!
•Hole Fixers – There should be more of these crew members than any other since there are lots of holes, but only 2 hands per person (at least I hope…). They should bring around 100 Swamp Paste each, depending on the size of the crew. Whenever no holes need to be fixed, or when no Swamp Paste is left, bail like hell!

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Success or Failure?
If you manage to last through the entire trip consisting of 10-12 minutes, you will be back at Port Khazard and you’ll be able to collect your fish (and assorted junk) from the large net near the ship. Be proud, be damn proud; you have conquered the Trawler Trip.

If you do not manage to make it through the trip, then the ship will sink and you will be swimming on top of the wreck. Just try and grab a barrel, and you’ll swim back to shore. You should end up near the Tower of Life. Just log off, take a break, and do NOT go on a killing spree (trust me, it just gets you even more mad).

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After completing the Jungle Potion Quest, you’ll see that the villagers of Tai Bwo Wannai are just starting to move back in. After being away from their village for awhile, apparently the surrounding jungle has started growing in. Now they need your help to clean up!

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The Basics

Vinesweeper is a Farming minigame where you help Farmer Blinkin get out of his cotton-tailed problems. His farm has been overrun with rabbits and he needs your help to get his seeds back before the rabbits eat them all!

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Requirements
The only requirements for this classic minigame are level 10 Farming and having a Spade.

You need a spade to play. Mrs. Winkin will sell you a Spade for 5 gp.

You need flags to mark seeds. You can only hold up to 10 at a time. If you are successful in marking seeds, your flag will be returned to you when you speak to Mrs. Winkin or Farmer Blinkin. You can buy new flags from Mrs. Winkin or Farmer Blinkin for 500 gp each. You can also trade Mrs. Winkin and buy then for 50 points

Ogleroot are used to keep the rabbits away. They can be purchased from Farmer Blinkin or dug up while playing the game.

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Getting There

To get to Vinesweeper, talk to any of your friendly Tool Leprechauns located near every farming patch. They will teleport you directly to Farmer Blinkin’s overrun potato farm. For faster teleportation, right-click him and choose “Teleport.”

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How To Play

When you first enter the portal, you will see four information signs to the east. These signs will show you how to play the game.

After reading the signs, go on inside and talk to Mrs. Winkin to get your flags. She will hand you ten free flags and then tells you to go get working.

Climb over the stile to the north, south, east, or west to get to the farmland.

You will see yourself in the middle of many piles of dirt.

You will occasionally see a rabbit. They will eat any flags that you set up. To get rid of them, feed them an Ogleroot.

When you choose somewhere to dig, you can either dig up a seed, a number, or you can clear away a large patch of land and see many numbers. If you dig up a patch, any space that is touching open land will not have a seed. Each number represents how many seeds are next to it. If there is a 1, only 1 seed is touching the number. The numbers go as high as 5.

Basic Techniques

There are two different ways to play Vinesweeper. The first way is to clear the land and flag seeds while doing it. The second way is to just dig up the holes, not flagging any seeds.

If you can get a 1 to only have one spot for the seed to be, you can be sure not to dig there. The pile of dirt in the red square has a seed in it. Notice how the 1 in the top-right has only one open pile of dirt touching it. That guarantees that a seed is below that pile of dirt.

Continuing on from the picture above, you can see many other number 1s around the seed. Because you know where the seed is, the other spots touching those number 1s can not have a seed. They are free to dig in and might open up another pathway for finding seeds. In the picture below, the piles of dirt with an X can not have a seed, while the pile with an O absolutely has a seed.

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Common Patterns and How to Solve Them
In this section, there will be many descriptions below the pictures on how to solve them.

The top left flag marks the classic 1-1-1 Corner. The top right flag marks a 1-1-1-1-1 U formation. The bottom two flags are very similar formations. The top one has a 1-1 which can only have one solution. The bottom one is a mirror of that pattern.

In this picture, the flag is near two different 1s. The right 1 is the number that tells you where the flag goes. It has to be diagonal from it because any other spaces touching it are also touching open ground.

The top flag is the pattern of 1-1-1 in a line. The solution has to be in the middle because the outer two 1s have the hole with the flag in it as the only hole not touching cleared ground. The bottom-right flag consists of the same rule, with just one 1. The bottom-left flag would be a 1-1-1 corner formation if hole to the top-left of the flag was dug up. Finally, the flag on the left would also be a 1-1-1 corner. The trick to identifying these patterns is to think to find out what numbers and also memorization of patterns.

The main point so far has been that any hole touching cleared ground can not have a seed in it. That rule applies to the flag in this picture.

In the front of the image, you see a corner of 1-1-2. By eliminating the squares currently touching cleared land, only two spots are possible to be marked, diagonal from the 2 and just to the right of the 2.

Even more emphasis on the cleared ground rule. The 2 only has two possible spots for the seed to be, the spots marked by the flags.

In the middle of the picture, there is a 1-2-1 line pattern. In this pattern, the flags have to be diagonal from the 2.

The corner of 2-1-2 has only one solution. The corner has the one seed diagonal to it. The two 2s also have to have the seed diagonal to them because the 1 already has a seed touching it. This means you can flag three seeds.

When you have a line of 2-3-2 with one side having a cleared area, the three holes touching the 3 have to have a seed in them and need to be flagged.

In the pattern of 1-2-2-1 in a line, both holes directly in front of the 2s have seeds in them.

With the pattern of 1-2-3-X, the flagged holes are the only solution. The hole below the 3 has to be empty because it is touching cleared ground. That leaves only three holes touching the 3.

A 1-1-0-1-1 pattern is basically a 1-1-1 corner if you dug up the holes. It is very simple once you learn the pattern.

You can see the pattern of a 0-1-2-2. The corner 1 has to have a seed touching it, and the 2 to the right of the 1 also is limited in possible spaces so both holes touching it have a seed.

This is one of the more complicated formations. First, use the Clear Ground rule to eliminate holes for the bottom 1. You find that the seed has to be directly above the bottom 1. That means the seed to the right of the first 2 can not have a seed because it is touching the 1 that already has a seed. The seed above the first 2 has to have a seed because of that. The second 2 from the bottom has a seed to the right of it and directly above it. That means the third 2 has both seeds found for it. The 1 also has the seed found for it already.

These patterns might look complicated, but it is actually quite easy to solve. Any hole touching a 3 has to have a seed next to it, solving the whole sequence.

Occasionally you will find a glitch where a 1 has no solution. Just ignore this and continue working.

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Rewards

Experience may be bought per point, from level 40 Farming up. Spending your points for experience is an all or nothing price, so make sure to buy seeds before buying experience. Before spending points on experience, you will be asked to confirm your selection.

Here are the prices for each item sold:

Mrs. Winkin’s World of Seeds
Name Points
Tomato Seed 10
Sweetcorn Seed 150
Strawberry Seed 165
Watermelon Seed 680
Guam Seed 10
Marrentil Seed 10
Ranarr Seed 4,000
Kwuarm Seed 1,000
Tarromin Seed 10
Nasturtium Seed 10
Woad Seed 30
Limpwurt Seed 70
Asgarnian Seed 5
Krandorian Seed 20
Redberry Seed 5
Cadavaberry Seed 5
Dwellberry Seed 5
Jangerberry Seed 10
Whiteberry Seed 25
Poison Ivy Seed 30
Acorn Seed 100
Willow Seed 1,800
Maple Seed 12,000
Pineapple Seed 10,000
Yew Seed 29,000
Palm Tree Seed 35,000
Spirit Seed 55,000
Super Compost Potion (4) 5,000
Flag 50

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The Champions’ Guild now contains a Basement where Players are able to fight against Champions of the different races in RuneScape. To fight against a Champion of a race you need to obtain a Challenge Scroll for that particular Champion. This is achieved by fighting the normal monster the Champion represents, for example when you kill Lesser Demons there is a change they will drop a Challenge Scroll from the Lesser Demon Champion.

If you are lucky enough to get a Challenge Scroll as a drop, you need to hand your Challenge Scroll to Larxus in the Champions’ Guild Basement. Larxus will inform you of the rules of the forthcoming fight. If you accept the challenge you will be teleported to the area. The Champions will put up a strong showing, as they are stronger than the average member of the race they are representing.

When you have killed the Champion, the Challenge is completed and you will receive an Experience reward (Experience varies from Champion to Champion). You will also find that a Banner will appear on one of the Basement walls showing the Champion you defeated.

Below is a list of the basic Champions and some information about them:

Name Picture Level Challenge Rules Rewards Extra Information

Imp Champion
14 How about picking on someone your own size? I’ll see you at the Champions’ Guild No Special Attacks 160 Slayer Experience and 160 Hit Points Experience
Goblin Champion 24 Fight me if you think you can human, I’ll wait for you in the Champions’ Guild Magic attacks only 128 Slayer Experience and 128 Hit Points Experience
Skeleton Champion 40 I’ll be waiting at the Champion’s Guild to collect your bones Ranged attacks only 232 Slayer Experience and 232 Hit Points Experience
Zombie Champion 51 You come to Champions’ Guild, you fight me, I squish you, I get brains! No Magic attacks 240 Slayer Experience and 240 Hit Points Experience
Giant Champion (Champion of all types of giant) 56 Get yourself to the Champions’ Guild, if you dare to face me puny human Melee attacks only 280 Slayer Experience and 280 Hit Points Experience
Hobgoblin Champion 56 You won’t defeat me, though you’re welcome to try at the Champions’ Guild No Melee attacks 232 Slayer Experience and 232 Hit Points Experience
Ghoul Champion 85 Come and duel me at the Champions’ Guild. I’ll make sure nothing goes to waste Weapons only 400 Slayer Experience and 400 Hit Points Experience
Earth Warrior Champion (Champion for Earth Elementals as well) 102 I challenge you to a duel, come to the arena beneath the Champions’ Guild and fight me if you dare No Prayer allowed 432 Slayer Experience and 432 Hit Points Experience
Ogre Champion 106 No Prayer allowed
Jogre Champion 107 You think you can defeat me? Come to the Champions’ Guild and prove it! No Ranged attacks 480 Slayer Experience and 480 Hit Points Experience He can poison you, the poison hits you for 8 damage
Lesser Demon Champion 162 Come to the Champions’ Guild so I can banish you mortal! No Armour and no Weapons 592 Slayer experience & 592 Hit Points experience

When each Champion is defeated a Banner showing your achievement will appear on the Champions’ Guild Basement walls. Below are the Banners.

Imp

Goblin

Skeleton

Zombie

NO PICTURE

Giant

Hobgoblin

Ghoul

NO PICTURE

Earth Warrior

NO PICTURE

Jogre

Lesser Demon

When you have successfully defeated every Champion you are able to challenge the mysterious Champion of Champions, Leon D’Cour who is level 141.

Important Information

You can only fight Champions once; if you get a second Challenge Scroll and show it to Larxus, he will take the Challenge Scroll from you and say that you can only fight each Champion once.

Challenge Scrolls are, like Treasure Trail Clues, totally random.

If you die in the Arena, then it is just like dying in the rest of RuneScape; you will lose everything except for your three most valuable items (or four if you use the Protect Items prayer).

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This is a safe Minigame. You will not lose any items if you die.
Introduction
Fist of Guthix is a combat-based Minigame that places players on an ancient battlefield, against a single opponent in a cunning and strategic game offered both to Free To Play and Member players. This Minigame offers many interesting rewards, ranging from the coveted Battle Robes, to Fishing and RuneCrafting Gloves, and many more.

Fist of Guthix can be played in any world, although there are specific theme-worlds where it’s recommended to be played. These worlds are:

Free To Play: 20, 25, 35, 41, 67, 75, 93, 107, 119, 128, 149 and 179
Members: 44, 92, 98, 110, 121 and 143
Location

To access Fist of Guthix, simply follow the road north of Varrock, past the ditch, and into the Wilderness. The cave entrance is located in relatively safe Level 7 Wilderness.

While it’s the chance isn’t great, beware of Wilderness Revenants attacking you. A tactic would be to deposit all your items in a Bank, and make your way to Fist of Guthix unarmed. Once in the Lobby, you can then withdraw your items from the Banker.
Getting Started

Once you’ve entered the Fist of Guthix Lobby, you’ll be greeted by peaceful, happy Guthix Druids, quite a change from the gloomy, dangerous Wilderness you were in just seconds ago.

To begin playing the Minigame, firstly make sure you have all the items you wish to battle with (as this is a safe Minigame, you don’t have to worry about losing any items). This is made easy by the handy Banker located in the middle of the cave.

After you’ve chosen your Armor and Weapons, it will be time for you to introduce yourself to Fiara, the giant earwig located in the northeast area of the cave. She is very hard to miss. Tell her that the Druids requested that you speak to her. Aside from clearly detailing her detest of Druids, she will explain the basics of the game to you in the form of a long, but helpful cutscene.

If you’re carrying a restricted item(s), Fiara will put a pop-up on your screen, detailing what you have to remove from your inventory before playing the game. You are not allowed any Food or Potions within the arena.

The Waiting Room

Once you’ve entered the passageway from the Lobby, you will find yourself in the Waiting Room. This is a very simple room, identical to the Castle Wars Waiting Room. When it is time for the game to start, you will be transported to the Arena without any sort of countdown.

The time it takes for a game to start depends on the World you are playing in. Fist of Guthix themed Worlds, (see Introduction for a list) have a higher amount of participants than normal worlds, and you will usually be transported instantly. If you are not in a Fist of Guthix themed World, it can take quite awhile.
The Arena

The Fist of Guthix Arena is the area in which the game itself takes place.

Each player will spawn on opposite ends of the Arena. If you spawn in the west part of the Arena, your opponent will spawn in the east. You will only spawn in the north, south, east or west. This can be used to your advantage – run quickly to the opposite side of the Arena, and you should find your opponent.

Here is a breakdown of the map:

Portal Chambers: There are four Portal Chambers in the Fist of Guthix Arena. Each is located fairly close to the middle of the Arena. The Portal Chambers look like houses and have four entrances. Once you’ve entered through a passageway, there will be a Portal in the middle which teleports you to another area of the Arena, either within a Portal or very near one.

When inside a Portal Chamber, you will be invisible to your opponent on the minimap.

Fist of Guthix: This is an orb-like platform in the middle of the Arena called the Fist of Guthix. The closer you are to this platform, the more Charges you will receive. One tactic used by many players is to stand directly on the platform, making it harder for their opponent to find them through the crowd of players.

Hiding Place #1: This eastern area will not give you a lot of Charges, but it’s so far off to the side of the Arena that opponents very rarely look there.

Hiding Place #2: This western area is somewhat like the eastern area in that opponents very rarely look here. The eastern area is a more highly recommended hiding spot since it is further from the center, but if you find yourself too far west, this hiding spot does just as well.

Hiding Place #3: This place isn’t exactly a hiding place in the sense of the word, but many players hide here as it’s a strange area of the Arena to be in. It’s somewhat close to the middle, allowing a decent flow of Charges, and many players gather here to hide, making it hard for your opponent to identify you by your attire.

The maximum number of players in the Arena at once is 250.

Gameplay
This Minigame consists of two separate rounds, both one on one battles. In each round, one player is labeled the Hunter and the other the Hunted. In the first round, the role is randomly determined; you may be either the Hunter or the Hunted. In the second round, the roles will switch, a new spawning area defined, and all lowered stats will be restored to their original level. Thus, you will play both roles by the time the game is over.

The winner of a game is determined by the player who has the most Charges in the end.

When starting a game, you will notice Guthix has supplied you with a variety of useful items to use at your leisure.

Five Bandages – Each bandage heals fifteen Hitpoints. This is one of the only methods for a player to heal his/herself since Food is not allowed. Unlike Castle Wars Bandages, these do not heal Energy.
300 Catalyctic Runes – Catalyctic Runes replace all Runes, except the four elemental Runes (Fire, Earth, Air, and Water Runes), so you don’t need to use any of your own Runes. Catalyctic Runes cannot be created though RuneCrafting.
1000 Elemental Runes – Elemental Runes replace all elemental Runes (Fire, Water, Earth, and Air Runes). Again, these cannot be created through RuneCrafting.
Tele-orb – Using the Tele-orb will teleport you to the center of the Arena.

These items are given at the beginning of the game and will not replenish when swapping roles. You do not have to worry about picking up ammunition, as when the game finishes all your ammunition (Bolts, Arrows, etc.) will be given back. The only exception is if the Arrow breaks, or if you are using Karil’s Crossbow.
Hunter
When playing the Hunter role, you must take the offensive and, just as the name implies, hunt down and kill your opponent. You may use any Weapon, Spell, or ammunition that you wish (given you have the required Levels) to defeat your opponent. A common tactic is to hold your opponent using a binding Spell (Ice Barrage/Burst, Entangle, Bind, etc.), and then attack him with Ranged or Melee so they will not be able to run away.

Unlike the Hunted, the Hunter will not suffer from stat losses or receive damage from the Charges.

The faster you kill your target, the less Charges they will receive.

Hunted
The role of the Hunted is slightly more difficult than that of the Hunter, but it is the only role in which you are able to receive Charges. However, the objective of the Hunted is fairly simple – collect as many Charges as possible and try not to get killed by the Hunter.

Collecting Charges is a simple process. First, the player must grab an Energy Stone – a two-handed item found all around the Arena (usually close to where you spawn). As a two-handed item, players are unable to defend themselves when wielding the Energy Stone. Use protection prayers to your advantage.

The closer a player is to the center of the Arena, the more Charges they will receive. Charges are given every few seconds.

There are both disadvantages and advantages to playing the Hunted role.

Disadvantages

•Receiving Charges will inflict a random amount of damage on you. Don’t worry, it’s a low amount of damage (three Hitpoints on average), but it will add up eventually. Keep your eyes peeled on your current Hitpoints, and use the Bandages when necessary.
•The stats of the Hunted are reduced by depending on two factors: how close you are to the center and how long you’ve been in the game. If you’ve been in the center of the Arena for a long time in a game, your stats will drop significantly. However, there is no noticeable change in the stats interface.

Advantages
•Portal Chambers (as shown the map in The Fist of Guthix Arena) are four handy houses that only the Hunted are able to enter. While in a Portal Chamber, you have the choice to stay there and leave shortly after, or teleport to another random area of the Arena or another random Portal Chamber.

While in a Portal Chamber, you will not receive Charges, you will be given damage, and upon leaving you will lose twenty Charges. You are also completely invisible to your opponent on the minimap.

Winning, Losing and the Game Ending
As is true for many games, the end of a Fist of Guthix battle brings a winner and a loser. After the two rounds, the player with the most Charges will be deemed the winner and will receive Tokens as well as ratings.

A round will also end under any of the following scenarios:

•The player who is being Hunted is killed.
•Time runs out.
•The player who is being Hunted attains the maximum amount of charges (5,000).
•A player leaves the Arena through one of the exits or logs out.
Rewards
Winning a game will not only give you tokens, but you will also be rewarded ratings. Ratings show up on the Highscores. This means you can compete with your friends for the higher rating! A minimum rating of 500 is required to show up on the Highscores.

Ratings are great, but the best reward Fist of Guthix offers is the Tokens. Tokens are the Fist of Guthix currency which allows you to purchase items from Reggie’s store, which is found in the Lobby. Tokens are untradeable.

The amount of Tokens you receive depends on how many Charges you acquired during the game and on your Total Level.

Picture Name Requirements Cost Recharge Attack Bonus Defence Bonus Other Bonuses
Stab Slash Crush Magic Range Stab Slash Crush Magic Range Summ. Str Pray
Druidic mage hood 10 Defence
20 Magic 100 35 0 0 0 3 0 0 0 0 3 0 4 0 0
Druidic mage top 10 Defence
20 Magic 300 100 0 0 0 7 0 0 0 0 7 0 8 0 0
Druidic mage bottom 10 Defence
20 Magic 200 70 0 0 0 6 0 0 0 0 6 0 7 0 0
Combat hood 10 Defence
20 Magic 50 15 0 0 0 3 0 1 1 1 3 0 4 0 0
Combat robe top 10 Defence
20 Magic 150 50 0 0 0 7 0 1 1 1 7 0 8 0 0
Combat robe bottom 10 Defence
20 Magic 100 35 0 0 0 6 0 1 1 1 6 0 7 0 0
Battle hood (m) 50 Defence
60 Magic 250 80 0 0 0 5 0 7 6 8 5 0 8 0 0
Battle robe top (m) 50 Defence
60 Magic 1500 500 0 0 0 26 0 17 15 20 26 0 30 0 0
Battle robe bottom (m) 50 Defence
60 Magic 1000 350 0 0 0 20 0 14 11 16 20 0 23 0 0
Green dragonhide coif 40 Defence
40 Range 150 25 0 0 0 -1 4 4 6 8 4 5 4 0 0
Blue dragonhide coif (m) 40 Defence
50 Range 200 35 0 0 0 -1 5 4 6 8 4 6 5 0 0
Red dragonhide coif (m) 40 Defence
60 Range 300 50 0 0 0 -1 6 4 6 9 4 6 6 0 0
Black dragonhide coif (m) 40 Defence
70 Range 500 75 0 0 0 -1 7 4 7 9 4 7 7 0 0
Bronze gauntlets None 15 3 0 0 0 -1 -1 2 3 3 -1 2 2 0 0
Iron gauntlets None 30 5 0 0 0 -1 -1 3 4 4 -1 3 3 0 0
Steel gauntlets 5 Defence 50 8 0 0 0 -1 -1 4 5 5 -1 4 4 0 0
Black gauntlets 10 Defence 75 13 0 0 0 -1 -1 5 6 6 -1 5 5 0 0
Mithril gauntlets 20 Defence 100 17 0 0 0 -1 -1 6 7 7 -1 6 6 0 0
Adamant gauntlets 30 Defence 150 25 0 0 0 -1 -1 8 9 9 -1 8 8 1 0
Rune gauntlets 40 Defence 200 35 0 0 0 -1 -1 10 11 11 -1 10 10 2 0
Dragon gauntlets (m) 60 Defence 300 50 0 0 0 -1 -1 14 15 15 -1 14 14 3 0
Adamant spikeshield 35 Defence 50 8 0 0 0 -6 -2 25 27 23 0 25 26 1 0
Adamant berserker shield 35 Defence 100 17 0 0 0 -8 -2 28 32 30 -1 30 31 2 0
Rune spikeshield 45 Defence 200 35 0 0 0 -6 -2 39 41 37 0 39 36 3 0
Rune berserker shield 45 Defence 300 50 0 0 0 -8 -2 45 49 47 -1 47 41 4 0

Tips and Tricks
For every Minigame there are quite a few tricks that can improve your game. Fist of Guthix is no exception.

•Running around objects is a tactic that causes your opponent to blindly chase after you, without actually being able to attack you. This will allow you to continue to gather Charges while your opponent tries to find you in vain. Portal Chambers are popular for this technique. If they manage to attack you, simply enter the chamber!
•Summoning Familiars is not very effective for offensive purposes as their abilities are greatly reduced in the Arena, but their effects still remain effective.
Spirit Terrorbird: Not only does this helps you to outrun your opponent, but each Scroll boosts your Agility and restores your Energy equal to half your original Agility Llevel. For example, if you have Level 50 Agility, you’d be instantly given 25% more Energy. (Level 52 Summoning required)
Void Spinner: Restores one Hitpoint every fifteen seconds. (Level 34 Summoning required)
Bunyip: Restores two Hitpoints every fifteen seconds. (Level 68 Summoning required)
Elemental Titans: Heals to the effect of a lesser Saradomin Brew. (Level 79 Summoning required)
Unicorn Stallion: Heals fifteen Hitpoints. (Level 88 Summoning required)
•Binding Spells are very powerful for capturing your opponent and defeating them. If you are presented with free Runes, why not use them? Once you have used Magic to hold your opponent you are free to attack them using Ranged or Melee attacks.
•Outsmarting your target is key – pure brawn will not win you a game. Half the battle is outsmarting your opponent. Think outside the box. For instance, if your opponent is chasing you, wait until they cannot see you on the minimap and teleport. He/she will probably still chase you in the direction you were going, while you’re able to sit in the middle, peacefully gathering Charges.
•Spawning should be understood before playing the game. Your opponent will always spawn on the opposite side of the Arena (for instance, if you spawn in the west, he/she will spawn in the east). Use this tactic to easily find your opponent at the beginning of the game. This doesn’t change when you switch roles.
•House Hugging is a popular, yet annoying tactic which makes it very difficult for your opponent to find you. Stay outside the entrance to a Portal until you see your opponent coming, then jump in and teleport. Keep in mind that this is very annoying, and shouldn’t be done unless your opponent is doing it as well.
Dealing with House Huggers can be quite simple: when you see them run to the Portal, run to the middle of the Arena. When they teleport you will be able to see exactly where they are. Keep your eyes peeled for the yellow arrow, then pounce!
Another strategy is to wait outside the Portal Chamber they just entered, this ensures that they will not simply stay in the house and leave as soon as you do. If they teleport, cross your fingers and run off looking for them.
•Dragon Daggers are a brilliant weapon, not only for the powerful Special Attack, but the Poison capabilities as well. Many players face a death by Poison, even when their targets can’t find them!
•Death Dotting is a very popular and effective method used in highly populated Worlds. Many people gather in the center of the Arena. Stand in the middle of the area and the huge number people gathered there will make it difficult for your attacker to find your name. Look for players exclaiming “Dd here!” as many people will flock to that area. To make it even harder, spam-click center of your minimap. This will put you in constant motion, making it hard for your opponent to land a hit on you. Death Dots are very hard to maneuver through if you’re the Hunter. Turn ‘Assist’ off to make it easier, as there will be fewer options to sort through.
•Magic can be very helpful in Fist of Guthix. If you’re using it as your main attack medium, make certain you bring a Staff with Auto-Cast capabilities. For Ancient Magicks, remember an Ancient Staff.
•Friends List can be used to find your target easier. This way you won’t only have to follow an arrow, but the green dot will help also.
Turn your Private Chat off or change it to friends-only to avoid this tactic being used on you!
•Wall Hugging is the tactic referred to when a player only stays along the walls. It makes it difficult for your opponent to find you, as they will rarely look that far out. The disadvantage to this is the low amount of Charges you will receive.
The easiest way to deal with a Wall Hugger is to stay in the middle, as they will eventually run down to the middle, thinking you’re still searching for them. At this point, use a binding Spell and let loose!
•Protection Prayers, along with stat-boosting Prayers, can be very helpful in Fist of Guthix. Turn on Steel Skin as well as Protect From ______ when your opponent is attacking you (Fill in the blank with your opponent’s method of attacking). When you’re on the offensive, Prayer can also be used when hunting your target as well. Turn on Attack and Strength boosting Prayers while attacking your target to finish them off even quicker.
•Seercull Bows are a cheap Weapon with a wonderful effect. If you’re being hunted and your opponent continually uses high level Magic Spells on you (such as Ice Barrage to bind), unequip the Energy Stone and switch to the Seercull Bow and use the Special Attack. It will lower the opponent’s Magic Level by the amount of damage you inflict, thus temporarily disallowing them to use high leveled Magic attacks.
•The Redemption Prayer can be a life saver! It heals 30% of your Hitpoints if they drop below 10% (Level 49 Prayer required).

FAQ
Q: What should I wear?
A: That completely depends on your mode of attack. An effective tactic is to use two methods during the game (Magic and Melee, Ranged and Magic, or Melee and Ranged), so wear a combination of the two styles to enhance offensive bonuses for both.

Barrows Armor isn’t worth the cost. Also, try to keep the weight as low as possible without ruining your bonuses.

Q: Are the rewards tradeable?
A: Yes they are, but only uncharged versions. Fully charged rewards are untradeable.

Q: Am I able to bring Summoning Familiars into the game with me?
A: Yes! In fact, it’s highly recommended. Spirit Terrorbirds are very effective in the game.

Q: Are there any ways to heal other than the Bandages?
A: Yes, there are. Firstly, you can use the Rapid Restore Prayer which doubles the rate at which your Hitpoints restore. You can also use Cure Poison (cures your Poison), Vengeance (a higher-powered Ring of Recoil), and Dream (puts you to sleep, greatly increasing the rate at which your Hitpoints restore – click anywhere to wake up). These three Spells are from the Lunar Spellbook.

Guthans is another possibility, but not very effective at all. Summoning Familiars on the other hand can be very effective – see Tips and Tricks.

Q: Is there any way to fix my Gloves that have crumbled to dust?
A: Unfortunately, no. If the item you are rewarded with crumbles to dust, you simply need to get a new one. Some items aren’t rechargeable.

Q: Are the rewards worth the time it takes?
A: If you really enjoy the game, yes they are. If not, it may be better to simply buy the uncharged version, and play enough games to charge them.

Q: How long do the Robes last before they need to be charged?
A: Tests by many players have revealed the time margin to be around six hours before they need to be charged.

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Castle Wars Guide
Table of Contents:

1.Getting Started

2.Animalation

3.Getting Equipped

4.Fight!

5.A Map

6.Catapults

7.The Spoils

8.Decorative Armor Stats

9.Frequently Asked Questions (FAQ)

1.Getting Started
Use a Ring of Dueling to Teleport there or go South of the Observatory. You can buy an Item Guide from the guy there, and trade your Tickets for different sets of Decorative Armor. There is a Bank Chest in the Corner, grab your Gear (minus Helm and Cape) and go into one of the Portals, red for Team Zamorak, blue for Team Saradomin, green for Guthix and a random chance of either Team. You’ll Teleport into a Cave with your Teammates, wearing a Hooded Cloak with your Teams Colors, you just have to wait for the next Game now.

2.Animalation

◦Sheep: Enter Guthix Portal with something that represents a god. Example: Book of Balance. You will appear in either Zamorak or Saradomin Area as a Sheep.

◦Imp: Go into Zamorak Area with something from another god. Example: Blessed Holy Symbol.

◦Bunny: Enter Saradomin Area with Item from Another god. Example: Book of Balance.

When you enter the Cave as an Animal you can only see your Combat Style selection Icon. It’s cool if you have a Dragon Battle Axe equipped and special it as a Bunny. When you go into Combat everything is restored to the way it was when you entered the god Portal.

3.Getting Equipped
When the Game starts you’ll end up in the center of your Castle, go through the Barriers or up the Ladder. On the lowest Battlement is a Ladder going down, go down there. There are several Tables which you can take the following Items from:

◦Bandages: Very useful, take a few if you’re defending, attacking or doing anything else!

◦Stones: Take some of these if you want to use the Catapult.

◦Explosive Potions: Take a few if you’re attacking, they can knock down Barricades, Catapults, Cave Walls and anything else that stands in your way. You can’t use them on other People and try not to drop them.

◦Barricades: Good for defenders, set them up in strategic locations to block the Enemy.

◦Pickaxe: Good for clearing the Tunnels under the Castle.

◦Tinder: Sets fire to Barricades and Catapults, slower than Explosive Potions but doesn’t run out and takes only one space.

◦Bucket of Water: Can put out the Fires caused by Tinderboxes.

4.Fight!

Now you need to either attack by running through your Gates, across the Island and into their Castle. Or by going Underground via the Ladder in the Equipment Room. Make your way up the Castle, preferably killing your Enemies, and grab their Flag, then dash to your own Base and plant the Enemy Flag next to your own.

You can also dash from the side Gate and hop across the Stepping Stones to assault the Gates.

Put up your Barricades, range and mage from the main Wall, or go to the top of your Castle and kill anyone near your Flag!

Linuxking’s Tip: Do not, and I repeat, do not use the Side Door. Keep it locked and Barricaded at all times!!! This is a big weakness of each Castle.

Everywhere is Multi-Combat mayhem! But don’t worry, you don’t lose anything when you die, you just respawn at your Castle.

Castle Positions/Jobs

◦Offensive Positions/Jobs:

■Flaggers: These Warriors will of course stock up on Bandages and a few Potions and cross the Water on the Stepping Stones or even approach head on through the Land, running through the Castle to the Flag.

■Tank: If you’re Level 60+ Hit Points a great way to secure the Enemy Flag room is to just stay up there and kill as many as you can to clear the way for a Flagger. Grab your Bandages and go through the Tunnels to avoid being hurt, then run up to the Flag Room and kill. When you’re low on Bandages turn on your Prayer and go to their Supply Room, stock up on Bandages and go back up.

■Sneak Attack: Grab some Bandages, Potions and a Pickaxe, mine your way underground to the Ladder to enter their Castle and move your way to the Flag.

■Wall Invaders: For this role it’s best for them to stock up on tons of Potions, Bandages and a Rope. Your duty is to climb to the Walls and eliminate those pesky Archers and Mages who try to shoot down your Comrades.

■Catapult Destroyers: It’s best to grab lots of Potions have a Tinderbox and Bandages. You should head through their Side Door and up the Steps so their Archers and Mages don’t see you, stay with the Catapult and blow it up as soon as they repair it.

■Catapult Operators: Grab lots of Rocks and a Toolkit, head to the Castle Wall and operate the Catapult. The best place to aim at is the Bridge over middle section, aim just before the running Enemies.

◦Defensive Positions/Jobs:

This is what most People have problems with.

■Gate Keeper: KEEP THE GATE CLOSED! The Gate is not the only route out of your Castle, there is an opening on the side and Underground. There should always be a Player to keep the Gate closed. And I strongly recommend that Archers focus on this position then the Battlefield outside of the Castle. Because while the Enemies are trying to get through the Gate they can be shot down and Maged. This is where many People mess up and allow many Enemies to run right through their defense.

■Medic: The great role for those lower Levels of 10-50. You are the Healer of the Team, grab tons of Bandages and be on all Floors at your Castle. If you happen to notice one of your Comrades getting owned by a Level 101 help out and heal them with the Bandages. It’s best to stay at your Home Base because most Medics would be the ideal Target and if killed can hurry back to their Post. You will notice if you see some one screaming “Medic!” that they need health, you’re no match for the Level 101 so help them by healing them.

■Warrior: Like your offensive counterparts you should kill as many Enemies as possible. Grab a full Inventory of Bandages, you’ll need them. The Battlefield in front of your Castle is a great place to defend from wannabe Invaders.

■Archers: If your range is of 50+ you need to be on the Wall shooting down any Enemies coming at the Gate or near the Wall to enter the Side of your Castle. Keep in mind to try and focus on one target trying to get in, weaken him for the Warriors inside.

■Mages: Best Spell to be used in this part is Snare, Entangle, if you see any Foe that has run through the Gate smack him with this Spell. And deal him some Wave, and Blast Spells.

■Warriors; Home Based: It’s best for some to stay and guard each Floor of the Castle and the Flag should be heavily guarded.

■Barrier Placers: The best spots to put up Barriers are some at your Main Gate. And right at the end and top of the Stairs leading to your Flag.

■Stream Rangers and Mages: You can rack up great kills and defend the Castle. Stand across the other side of your Bank and shoot down all those who try to cross the Rocks.

■Underground Tunnel Raiders: Another important role to do, but many People don’t seem interested in this, but if you work as a Team you could run this place. The best thing to do is to grab a Pickaxe and nothing but Bandages or maybe a Barrier or two. Head to the Ladder and run through the Tunnels and have all your Team Mates collapse all the Cave Walls! And guard each one, it’s best for one Person to shout out “West” or “North” so everyone can know which way the Enemy is trying to come through. Fight hard and kill any Passers and try to keep the Rocks sealed at all times. But of course, there will always be someone on the other side for you and someone else to catch in a Trap, and the Person on the other side mines the Rocks away and gives them the chance to escape. LET THEM GO! It happens, trust me, it’s best to stay and Collapse it back. Remember, if you have more People in this place you will have complete control of the Tunnels.

■Flag: All ranges of top Fighters need to be at this place. It would be wise to clear People from the Entrance and place two Barriers there for the Rangers and Mages to shoot them down when they appear on the Floor.

5.A Map

6.Catapults

Get some Rocks from the Supply Area and go out of Supply Area up onto the Outer Wall, then go to the Wall that faces the Enemy. Select “Operate” and you will see a Coordinates Screen. Change the Coordinates to where you want to Shoot the Stone, the Red “X” will indicate where the Rock will hit. It seems to do damage to the spot it hits and one Square around it. Tinderboxes and Explosive Potions can destroy it and Toolkits Repair it.

7.The Spoils of War

You gain Two Tickets by winning and One per Draw.

These Tickets can be exchanged by trading with Lanthus, who is located in the Entrance Hall of the Arena.

Red Silver Gold
Decorative Helmet 4 Tickets 40 Tickets 400 Tickets
Decorative Body 8 Tickets 80 Tickets 800 Tickets
Decorative Legs 6 Tickets 60 Tickets 600 Tickets
Decorative Sword 5 Tickets 50 Tickets 500 Tickets
Decorative Shield 6 Tickets 60 Tickets 600 Tickets

Red Blue
Castle Wars Hood 10 Tickets 10 Tickets
Castle Wars Cloak 10 Tickets 10 Tickets

Castle Wars Manual 5 Gold Pieces

8.Decorative Armor and Sword Stats:

Not available at this time.

9.Frequently Asked Questions:

Q: If you die will you lose everything like in the Wilderness?
A: You don’t lose anything in Castle Wars, except the Arrows and Runes that you use.

Q: When you die in Castle Wars, can you go right back into the Game?
A: You respawn in the middle of your Castle, so yes.

Q: Can you use Poisoned things?
A: Yes.

Q: Is it a good idea to join Guthix’s side?
A: It puts you on either Team, whichever has the least Players, which is usually the loosing Team, so no.

Q: Lets say you’re a Zamorakian. Can I attack another Zamorakian?
A: Nope, you can only attack your Enemies.

Q: Can I keep the Hood and Cape from Castle Wars?
A: No, they disappear when you leave. You can buy them for ten Tickets from the Store though.

Q: When the Game ends, can you go right back into another Game?
A: Yep, just jump into another Portal.

Q: Does being a Non-Human (Imp, Sheep, Bunny) make you any weaker?
A: You’re restored into a normal Person when the Game begins.

Q: When you’re Non-Human, where do your Weapons go?
A: They’re still on you, just not usable.

Q: What Team usually wins?
A: Look at the Scoreboard next to the Portals to tell who is doing the best.

Q: Does joining Guthix offer any advantages?
A: No.

Q: What does joining Guthix do?
A: It puts you on the Team that has the least Players.

Q: If you wear the Unholy Symbol and you joined the Saradomin’s, does it kick you out?
A: No, it turns you into an animal and when the time expires, you can just play the Game as usual.

Q: Which strategy should a low Level Player (Let’s say Level 50-60) do?
A: Any, there are a whole range of Players so you can always find your match at whatever you do. Defending or Attacking the Flag may be hard because of all the higher Levels.

Q: How many people can be on the Battlefield at once?
A: As far as I’m aware there isn’t a Limit.

Q: Are the two Bases perpendicular to each other?
A: The Bases are opposite each other, reached by Tunnels, a Bridge or the Stepping Stones.

Q: Are there two Supply Rooms for each Team, or one Underground?
A: There’s is one in each Base, on the lower Level.

Q: Would a Shortbow, Longbow, or Crossbow be good for taking out Guards on the Walls?
A: A Shortbow is always best for killing other Players.

Q: Does being a Non-Human really do anything?
A: Nope, everything is turned back to normal in the Arena.

Q: Help! My friend is a Saradominist, but I’m a Zamorakian! What can I do?
A: Kill him.

Q: Can you wear a Cape and Helmet while you’re there seeing how you have that Cloak on?
A: No, you can’t enter any Portal wearing a Cape or a Helmet

Q: How much to Bandages heal?
A: They heal 10% of your Hit Points and restore 60% Energy.

Q: Were is a good place to shoot the Catapult?
A: It’s best to aim for the Bridge when you see allot of white dots heading towards it. If there are a lot of Enemies running straight past the Wall just press ‘shoot’.

Q: Do the Ropes stay there when you Climb on the Walls?
A: Yes, they stay for quite a while.

Q: Argghh…Some new Player is yelling orders. Can I switch Teams so I can kill him?
A: Nope, you can’t switch Teams in the same round.

Q: What is the average Combat Level of Castle Wars Players?
A: The average Level is 70 – 100.

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