Guide List
RS Gold Making Guide
RS Power Leveling Guide
RS Questing Guide
Runescape Player Guide
1.Quests-1.2Members'Quests-1.2.9-1.2.11

1.2.9. Lost City
Requirement needed: Axe, knife, lvl36 woodcutting (to cut branch from Dramen Tree),
lvl31 crafting (to cut and enchant Dramen branch into Dramen Staff)
Item suggested: Runes or ranging equipments to kill lvl10 Tree Spirit (weapons are not
permitted), teleportation runes/item (ring, lyre, etc.), food/potion to help benefit your
combat and hit point when fighting the spirit
Quest points required/quest completed: None
Quest points given: 3
Reward: Dramen Staff, access to Zanaris and the shops/features there (you can buy a
Dragon Longsword there for 100k or a Dragon dagger for 30k by offering a cut diamond),
ability to wield Dragon Longsword and dagger
Begin this quest by talking to the 4 adventurers west of Lumbridge at the end of
the long fence. Begin with the Monk, then Ranger, then Wizard, then Warrior. Try to learn
of Zanaris and of the leprechaun they’re looking for. Ask them idiotic questions instead of
the common sense ones because then they’ll be tempted to correct you.
Get your axe and chop down the nearby tree northwest of the adventurers that has
the word ”Chop Tree” in yellow text (normal trees have the word “Chop Tree” in blue text).
As soon as your character begins to chop down the tree, a little green leprechaun called
Shamus will appear and order you to stop.
Talk to him about Zanaris, and how to get in the lost city. He’ll tell you of a specific
staff needed to teleport to Zanaris that can be found in a dungeon on the island of
Entrana.
Deposit all of your equipments at the bank in Draynor Village. Then head to the
dock in Port Sarim and talk to one of the Monks of Entrana to sail to the island. Before
sailing to the island, however, consider bringing some runes to cast magic spells or some
fletching equipments (logs, knife, stings, etc.) to fletch ranging equipments for yourself
when you’re on the island because you’ll have to kill a lvl101 Tree Spirit soon without the
use of a close-combat weapon. Also, fill your inventory with potions and food as those
items are not prohibited. Bring a knife along too because you’ll need it soon. Make sure to
have a type of teleportation spell/item out of the island when you are about to sail to
Entrana (it will greatly lessen the time it’ll take for you to walk).
Once on the island, go ahead and fletch your ranging items if you prefer to fight the
Tree Spirit with bows and arrows. Go northwest from the dock until you see a dungeon.
Head down the ladder (a monk nearby will warn you not to enter the cave). Head in
anyways (once you enter, your prayer point will drain down to about 5-15 points).
Kill the zombies until one of them drop a bronze hatchet. Acquire it and maneuver
through the dungeon until you see the lvl101 Tree Spirit guarding the Dramen Tree. If you
attempt to chop a branch off of the tree or even get close to it then it will attack you. You
must kill the spirit before you can cut a branch off of the tree (you’ll need to make the
Dramen staff that Shamus talked about from the bark of the Dramen Tree). There are
some rocks in the south corner of the area, so consider using them as obstacles to block
the spirit’s path towards you. Pack out the runes or arrows and attack. Cut a branch from
the tree and use a knife on the Dramen branch to acquire a Dramen Staff once the spirit
dies (it’ll spawn back in a couple minutes, so you should have enough time to make the
staff). Teleport out (if you can’t teleport out then head a few halls back to where you came

in from until you see some Greater Demons; step on the teleportation portal they’re
guarding to teleport to lvl40-50 wilderness).
Wield the staff, and head back to the adventurers. Talk to all of them then head
southeast towards Lumbridge Swamps until you see an empty house. Step into the
isolated house (not the house near the mining site with a monk) and the screen will start
to shake. As the screen fades from black to a greenery prairie scene, you’ll get a message
saying that you’ve come to the lost city of Zanaris. What this means is that you’re finished
with the quest.
Summing it up:
1) - Talk to the 4 adventurers west of Lumbridge about the lost city of Zanaris. You’ll
know that you’re finished speaking with the adventurers once one of them talks of the
Leprechaun, Shamus.
2) – Chop down the npc tree (yellow text tree) and Shamus will appear. Talk to it and ask
questions about how to enter Zanaris, the lost city.
3) – Acquire the runes or fletching equipments you’ll be using to kill the lvl101 Tree Spirit
from the bank in Draynor Village and deposit all of your equipments (any item that can be
slotted into your weapon and armor slots). Also get some food, potion, and definitely a
form of teleportation off of the island. Get a knife, too.
4) – Head to Port Sarim and talk to a Monk of Entrana to sail to the island.
5) – On the island, head northwest and enter down the dungeon. Kill one of the zombies
for a bronze hatchet.
6) – Go all the way through the cave to almost the end of the dungeon until you spot the
Dramen Tree. Kill the Tree Spirit nearby.
7) – Chop a branch off of the tree with your bronze hatchet and use a knife on it to craft a
Dramen Staff. Get out of the island.
8) – Talk to all 4 adventurers again about how you were able to obtain the staff that none
of them have achieved to do.
9) – Head to the empty house in Lumbridge Swamps and wield your Dramen Staff once
you’re inside. The screen will start to shake and bring you to Zanaris. You’ll instantly
receive your prize once in Zanaris.
1.2.10. Merlin’s Crystal
Requirement needed: Tinderbox, bucket, insect repellant, candle, bat bone, bread

Item suggested: Nothing
Quest points required/quest completed: None
Quest points given: 6
Reward: Excalibur
Start off this quest by speaking with King Arthur in Camelot Castle, which is
located next to Seers’ Village. Ask to become a member of the Knights of the Round
Table. He’ll require you to rescue Merlin, who is trapped inside a crystal. Head out to the
front garden and talk with Sir Gawain. Then head upstairs and head in the room with the
Round Table. Speak with Sir Lancelot about the Morgan Le Faye Stronghold.
Head over to Catherby. Withdraw a tinderbox and bucket from your bank account
and then buy a candle from the candle shop. Then head to the house north of the bank
and take an insect repellant from the table.
Go directly west from Catherby to the beehives. Use the insect repellant on one of
the hives and then use your bucket on the hive to get some wax. Bring the bucket of wax
and the candle to the Candle maker in Catherby and he’ll make you a black candle. Light
the candle with your tinderbox.
Now that you’ve got a black candle, talk to Arhein on the port and ask if he could
sail you to the keep. He won’t be able to take you just yet.
Go and hide in the crate on the northeast side of the candle shop. Wait for awhile
to be stowed away on the ship. When the ship stops and unloads all the crates, head in
the stronghold through the back door. Head up to the second floor and talk to Sir Mordred.
Then attack and kill him. Once he decomposes, Morgan Le Faye will mysteriously come
into view. Talk to her and ask how to get Merlin out of the crystal orb. She’ll tell you to
come back to her with a lit black candle (no need to get this again since you’ve got one
already), bat bone, Excalibur, and the magic words to free Merlin.
Head out of the keep and head out the west door this time. Kill one of the bats and
acquire its bone. Then head to Taverly.
Southeast of Taverly on the small outstrip of land is Lady of the Lake. Talk to her.
Basically, she won’t give you much additional information on how to get the sword.
After the talk, go get yourself a piece of bread (can be stolen from the cake stall in
East Ardougne; also can be handmade). Then head to the Jewelry store in Port Sarim.
Attempt to open the door. A beggar will then appear beside you and ask for a piece of
bread. Hand her one. The beggar will then transform back into her original form of Lady of
the Lake and hand you the sword, Excalibur.

Now to get the magic words, head to Varrock. South of the Rune shop in Varrock
is a prayer altar. Check the altar to get a message.
Once you have done the 4 requirements, head under the patio northeast of
Camelot Castle (there should be a water source icon on the mini-map at where the patio
is). Go to the center of the red circle that is underneath the shelter and drop your bat
bone. A lvl92 Spirit will appear. Choose the option “Snarthon Candtrick Termanto” when it
asks you to cite the magical words. Make a wish to free Merlin. The Spirit will obey you
and grant you your wish.
Head back inside Camelot Castle. Open the 2 set of doors on the southeast corner
and head up the 2 set of ladders. Use your Excalibur sword on the giant crystal to smash
Merlin free. Merlin will give you many thanks for your help. Report back to King Arthur
again who’ll accept you as a member of the Knights of the Round Table.
Summing it up:
1) – Talk to King Arthur in Camelot Castle about becoming a Knight of the Round Table.
Then head out to the garden and speak with Sir Gawain about how Merlin got trapped.
2) – Head upstairs and talk to Sir Lancelot about the Morgan Le Faye Stronghold.
3) – Go to Catherby with a tinderbox and bucket. Buy a candle from the candle maker
and collect the insect repellant in the house northeast of the candle shop. Head west from
Catherby to the bee hives. Use your insect repellant on one of the hives and collect the
wax from it with your bucket. Talk to the candle maker about making you a black candle
from the objects that you had just acquired. Light the black candle when he hands you
one.
4) – Talk to Arhein on the dock in Catherby. Ask if you could board the boat. He’ll deny
you. Then go and hide in the open crate next to the candle shop. After awhile, you should
be unloaded on the dock at Keep Le Faye.
5) – Head inside the door. Go up 2 stories and kill Sir Mordred, who is level 39. Morgan
Le Faye will then appear. Ask her to help save Merlin. You’ll be requested to obtain 4
items, one of which is some magic words.
6) – Head out of the keep on the west side and kill a bat. Collect its bone.
7) – Get yourself a loaf of bread. Then talk to Lady of the Lake southeast of Taverly. Ask
to have Excalibur.
8) – Make your way towards the Jewelry shop in Port Sarim. Open the front door and a
beggar will appear. Give the beggar your bread and she’ll turn into Lady of the Lake,
which will then hand you Excalibur.

9) – Head to the prayer altar in southeast Varrock. Check it to find 3 magic words.
10) – Now that you have the bat bone, lit black candle, Excalibur, and acquired the magic
words, head underneath the shelter northeast of Camelot Castle. Stand in the middle of
the circle and drop your bat bone. A Spirit will then appear. Chant out the magical words
“Snarthon Candtrick Termanto” and then wish to free Merlin from the crystal. The Spirit
will obey your command.
10) – Head up to where Merlin is in Camelot Castle and break the giant crystal with
Excalibur.
11) – Talk to King Arthur again to finish the quest.
1.2.11. Monkey Madness
Requirement needed: Gold bar, ball of wool, monkey bone
Item suggested: Prayer/strength/attack/defense potion, anti-poison potion, Protect from
Melee (lvl 43 prayer), good equipments, ring of dueling (best teleportation device. If you
can’t obtain one then just get the runes needed to use teleportation spells.)
Quest points required/quest completed: The Grand Tree and Tree Gnome Village quest
completed
Quest points given: 3
Reward: 10,000gps, 3 cut diamonds, ability to wield Dragon Scimitar (can be bought at
sword shop on Marim for 100k), ability to pass the Gnome training program and receive a
total of 110k combat exp
To begin this quest, I suggest you gather up all of the necessary items needed,
except the monkey bone which could be collected later. Also be sure to have a type of
teleportation method out of the island that you’ll be landing on. Once you’ve gathered up
all the items, head over to Grand Tree and talk to King Narnode Shareen. Your character
will ask him why he looks worried. He says that after you’ve foiled Glough’s plan, he sent
an envoy, the 10th squad, to go to the shipyard where Glough was planning to build his
armada, but yet the squad has not returned and he does not know whatever ever
happened to them. Say “yes” in the option list to start this quest. Then the king will give
you a Gnome royal seal.
Now head over to the Shipyard east of Shilo Village. A fast way to go there is by
air. Head to the third floor of the Grand Tree and talk to the Gnome pilot. A map of areas
will appear. Click on the word “Gandius”. You’ll find that you’ve arrived at the glider just

north of the Shipyard. Head out of the fence and head north north. Right now would be a
good time to kill a monkey roaming around the jungle for its monkey bone, so do so if you
don’t already have one. Once you reach the gate to the shipyard, try to open it. You will be
stopped by the worker nearby. Your character will show the royal seal given to you by the
king, and then you’ll be able to enter the gate. Once inside, go south and in the house
where the Foreman’s office is. Talk to the gnome called G.L.O. (Gnome Liaison Officer)
Caranock. He’ll be surprised by the resigning of Glough, but your character will change
the subject and ask about the disappearance of the 10th squad. He says that the royal
guards never arrived, and that there have been some strong winds lately in the area. He’ll
tell you to report back to the king and that he’ll see to the matter personally.
Now head back to where the glider was. Talk to the Gnome pilot and click to go to
“Ta Quir Priw” meaning “The Grand Tree”. Head down to the ground level and talk to the
king again. He’ll then tell you to talk to his new high guardian, Daero, and will give you a
piece of scroll labeled Narnode’s orders.
Climb the ladder to the first floor. Head east and until you’re at the area of a beer
icon on the mini-map. Talk to Daero. Your character will hand Daero the scroll, and he’ll
try to decode it since it is written in an old military writing. Then you’ll be able to ask him all
the questions that you might have. After you’ve asked them, click “Leave......”. Then Daero
will send you to Flight Commander Waydar. He’ll blindfold you and the screen will slowly
fade. You’ll end up in a room with only Daero and Waydar.
Talk to Daero again. He’ll introduce you to Waydar. Waydar will accompany you
during your mission, although he’ll leave you once you leave Crash Island. You will be
traveling by air to the area south of Karamja Shipyard, but first you must wait until Waydar
could figure out the initialization for the supply of power to deploy the gliders that only
Glough would know, but is not to enter the hanger ever again. You are to solve the code
yourself. To do so, head a few paces southeast of where you entered the hanger. Operate
the reinitialisation panel. Your objective is to move the 24 small pieces to form a picture of
a flying glider. If you want to know how the picture should look like in the end, search the
crate besides the panel. Take one of the spare controls and view it to see an image of the
finished puzzle. Keep doing so and go back and forth from the panel and spare control to
aid you. It shouldn’t take too long to finish the puzzle. The most it should take is an hour. I
finished it in 30 minutes.
After the last piece has been correctly placed in its spot, the screen will begin to
rumble and slowly fade to black. After the view of the room has returned, you’ll notice that
the wings of the gliders on the west side of the room have been folded out. Now talk to
Daero until he finishes talking. Talk to Waydar to leave to Crash Island, but before you do,

head out of the area. You can teleport out through the Teleportation Device in the south
corner of the room. Once out, you’ll end up in the area south of the Gnome Ball mini-game
field. Head west and climb up to the second floor of Grand Tree. Go west and withdraw all
needed items from your bank, anti-poison potions (around 12 doses is good) and other
necessary potions, good weapon and armors (equip them on to save inventory space),
teleportation runes/ring of dueling (some kind of teleportation device to get out of the
island; you’ll need it or else you might have to die to get off of the island), and plenty of
food (preferable lobsters or better food). Once done, head back to where Daero is and talk
to him to take you back to the hanger. Talk to Waydar when you are ready to go.
You’ll end up at Crash Island, an island south of Karamja. Talk to the pilot,
Waydar, and ask any questions you have. Then find an npc named Lumbo. He’s walking
around near where you landed. Talk to the elf, and he’ll explain the story of what
happened to the 10th squad. Each of the members of the squad had his or her own glider.
Apparently, strong winds from the north did blow the gliders, which weren’t so heavy, off
course, with only one person on each glider. The gliders got destroyed by the trees on the
island known as Crash Island and they got stranded there. But before they crashed, the
commander of the squad spotted a civilized island west of where they were now. They
were able to build two boats, one large enough to carry all the members of the crew.
Lumbo, however, had to stay behind to guard the gliders. Your character will ask Lumbo if
he could sail you to where the rest of the 10th squad went. Lumbo won’t agree to do so
because he has to stick to his duty guarding the gliders until Garkor, the 10th squad
leader, and his crew returns. Talk to Waydar again. Say that you cannot convince Lumbo
to take you to the island. Waydar will then order Lumbo to do so.
Then the screen will fade to black once again. This time, you’ll see a view of the
Foreman and G.L.O. Caranock talking to each other. They are worried about their ship
workers, and that their plan might be ruined. Anyways, just listen to their conversation until
the screen fades once more to your character.
You and Lumbo will land at the southeast corner of the island of Ape Toll. Head
west and then north from where you were. It is most likely that you’ll be attacked by either
the snakes or spiders and get poisoned, so just drink an anti-poison potion to cure
yourself. As soon as you are about to head north between the two cliffs, you’ll be shot
down by arrows. They won’t do much damage to you, around half a dozen, but you’ll get
poisoned and become unconscious.
As you wake up, you will see that you’re caged in a cell. You’ll then be greeted by
Lumo, one of the captured gnomes from the 10th squad. Don’t stand near the gate when
one of the two guard beasts, Aberab and Trefaji, is near you or else you’ll get punched
and become unconscious again. The guards go in a repetitive routine, so time your action.
Pick-lock your cell door when the path out of the jail is clear. Run out of the jail as quickly
as possible to the north in the tall jungle grass. Heal or cure yourself from being poisoned
if you need to. The only ways to treat the poison effect is by using an anti-poison potion,
or dying. You can also wait for the effect to wear off, which may take around a few
minutes. This place is dangerous. There are a lot of creatures that can poison you, and
lvl100+ creatures that will attack you on sight. In addition to the monsters, some of which
aren’t visible on the mini-map, which could make every step hazardous.
Go east and round the southwest corner of the temple to the southeast. You’ll get
shot by the lvl86 Monkey archers. Run away from them. Head to the house with 3 npc
monkeys. Garkor, the leader of the 10th squad, can be seen to the southeast of the
building. Go and talk to him. He plans to have you disguised as one of the village
monkeys and infiltrate through the jail to rescue his comrades. He’ll then direct you to his
mage, Zooknock.
Now, head northwest a few paces. Avoid being near the cliffs, or else you might
get shot by the Monkey archers. Head down the alleyway where the rune shop icon is on
your mini-map. Go to the back of the house east of it. Also, if possible, avoid the spiders,
too. They can poison you and the poison can really be damaging. Open the south door.
There is an npc called Sleeping monkey in this room. Head to the denser brown area just
east of the crate that is closest east from the trapdoor in the middle of the room. Search
the crate and take one of the monkey dentures. Then, go to the most southeastern crate
in the shack. Search it, and then choose to go down. You’ll fall down from the crate, and
might receive some critical damage. Just get back on your feet. There are many annoying
lvl1 spiders in this area, and they can poison you, but their poison effect isn’t as inflicting
as the snake bites or scorpion stings. Go to the most northwestern area of the chamber.
There are 7 crates close to each other. Search the one indicated, and take one of the
monkey amulet moulds.
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Then, once you have the M’amulet mould, the only way out of the place is by either
teleporting out, with some type of teleportation item, or dying. If dying is your only option,
and you want to die quickly then head west in the dungeon. Climb up the rope. Then to
the north or west side of the shack and wait until the monkeys kill you (sometimes, if
you’re lucky, you’ll become unconscious and end up in the jail again).
If you’ve teleported off of the island, then it would be wise for you to use this time
to restock your inventory on food or anti-poison potion, and be sure to acquire some runes
to teleport out of the island. Then head back to Ape Atoll. To do this, go to the first floor of
Grand Tree and talk to Daero. Then talk to Waydar, and then Lumbo to sail you to Ape
Atoll. Be sure to have a teleportation method out of the island again, and that you have
the gold bar, monkey bone, and M’amulet and denture.
From the location of where Lumbo deployed, head west until you see a dungeon.
Climb down. Head under the first canopy to the east of you. You’ll notice that the screen
will start to shake. Every so often this will happen. If you aren’t underneath a shelter then
you’ll receive a small amount of damage. Keep going east. Dodge the lvl98 Monkey
zombies and turn north. Follow the pathway west and then east. Then head south, turn
the corner, and go north. Avoid every Monkey zombies as they can be quite annoying
getting in your way. At the end of the path, turn west and head towards the other side. In
this chamber you’ll encounter lvl142 skeletons. Avoid getting into contact with them, and
just round the 4 corners. Then head all the way west, north, and east. Near the middle of
the pathway north, you’ll find a kind of bear trap. If you have one, you can use a plank on
the trap and freely cross over. You’ll acquire your plank back after you cross. If you cross
this trap without using a plank, you’ll receive critical damage (around half a dozen). There
are also many booby traps in the area; however, you won’t be able to manipulate through
them with the plank.
At the end of the dungeon you’ll find Zooknock nearby 2 gnomes, Waymottin and
Buckwicket. Talk to Zooknock. You both will then share your story to each other (about
how you and Zooknock got to where they are). Then Zooknock will explain to you that he
will transform you into a monkey, so that you will be able to rescue the captives. If you
want, then ask him questions about the items required to turn you into a monkey. The tell
him you’ll be back later.
Now, use the M’amulet mould on Zooknock. Your character will hand Zooknock
the mould. After you do this, then use the monkey dentures on Zooknock. Last, hand
Zooknock the gold bar (the order in which you give Zooknock the items does not matter).
Wait for awhile for Zooknock to hand you back the M’amulet mould and an enchanted bar.

Head back out of the dungeon (or teleport out and get back on the island with
Lumbo). Make sure that you now have a ball of wool, the enchanted bar, and monkey
bones obtained from regular monkeys. Go up between the two cliffs on Ape Atoll and get
shot down by the monkeys. Pick lock your way out of the jail like you did before and this
time head east to the large house with the prayer altar. This temple has got some lvl167
Monkey guard, so I suggest you activate the Protect from Melee prayer skill on as you’ll
need to infiltrate past the monkey guards. If you need to, while in the room, recharge your
prayer points at the prayer altar to the north if it gets too low.
Head to the middle-east corner of the room. Try not to let the guards corner you, or
else you won’t be able to move. Open the trapdoor and head down. You’ll notice there are
two walls of flames down in the basement, and some lvl98 Monkey Zombies. Use your
enchanted bar on either the north or south one (doesn’t matter which), then climb back up
the rope and run out of the temple. If the monkey guards somehow manage to trap you on
all sides, then either kill one of them and then run away or teleport out.
Once you’ve reached a safe destination, attach the ball of wool to the M’speak
amulet. Equip it on. Without it, you won’t be able to know what the creatures on the island
are saying. Head on over to the house west of the jail. Wait for The Monkey’s Aunt to go
into the house to the west. If the aunt catches you, she’ll order 2 guards to come and
knock you out. If this happens, you’ll end up in the jail again. Head over to the Monkey
Child and talk to him. He claims that he shouldn’t be talking to strangers, so talk to him a
second time. Say “Well I’ll be a monkey’s uncle” when he asks who you are. End the
conversation, and head back to the house east of you. The aunt should be heading back
to the yard, so wait until she leaves again. Head back over to the yard and search the
banana trees to get 5 bananas. Then talk to the Monkey Child again. Ask the two
questions before the aunt comes back. Head back to the house for protection. After the
aunt leaves again, talk to the Monkey Child and give him the 5 bananas. Talk to him again
and he’ll give you the toy that his aunt gave him.
After you receive the Monkey talisman, head back to the dungeon where Zooknock
is (teleport out of island if necessary). Follow the path towards Zooknock. Use the Monkey
talisman on Zooknock. Then use the monkey bone on Zooknock. He’ll hand you back the
enchanted monkey talisman, which is now called a Monkey greegree.
As the screen fades, you’ll see G.L.O. Caranock and Waydar talking to each other.
You see that Waydar is working for Glough, too. They plan to somehow kill off the Royal
Guard and be rewarded and promoted for it. They’ll also mention that King Narnode
Shareen might put up an invasion against humans if he were informed that the humans
were to be blamed for the issue of the 10th squad.

The screen will zoom back to your character. Hold the talisman. When you hold it,
you’ll turn into a monkey. As a monkey, the only thing that’ll change is that creatures on
the island won’t attack you. So as long as you hold the talisman, you’ll be safe from being
attacked. However, you won’t be able to attack other creatures as a monkey.
Head back to the entrance of the dungeon in your new monkey form. Head up
between the cliffs, and open the gate. Now that you’re a monkey, you’ll be able to buy
merchandises at the shops on Ape Atoll. Notice that at the rune shop, you’ll be able to buy
law runes for 240gps and the elemental runes so that you can teleport off of the island.
Now, go to where Garkor is. Talk to him. He’ll then need you to send an audience to
Awowogei and to claim that you are a monkey from Karamja seeking an alliance. Then
talk to one of the Elder Guards next to the house.
To enter the house where Awowogei is, you’ll need to receive permission from
Kruk, one of the Monkey archers on top of the cliff to Marim (you may recall that Kruk was
the one that ordered the gate to be opened). Head to the west cliff, and go around to the
west side. Go up the hill. Head north and climb up the bamboo ladder. Head over to the
east side and climb down the ladder. You’ll find Kruk, a lvl149 monkey, next to the ladder.
He’ll then take you to Awowogei’s shrine. Greet Awowogei. Uwogo, one of the two
monkeys in the house, will disagree with the alliance. However, Awowogei will ask for
Muruwoi’s opinion. He’ll say that you seem trustworthy. The leader will then request that
you rescue one of the monkeys from the Ardougne Zoo before he’ll approve of the
allianace. Talk to the Elder Guard to the south to leave the house. Now, find a form of
transportation to Ardougne Zoo (go to the rune shop and trade with Tutab to buy
teleportation runes if you want to).
Once at East Ardougne, head to the zoo. Make sure that you have 1 free
inventory space available. Then hold your talisman (you’ll be able to transform into a
monkey if you’re in the zoo). Find the Monkey Minder, and talk to him.
Once you’re in the monkey cage, locate a monkey that you can talk to and speak
with it. He’ll hide in your backpack. Transform back into a human (remove the greegree).
Talk to the Monkey Minder again and he’ll let you out. The monkey in your backpack will
continuously complain, so just ignore it.
Head back to the Grand Tree by foot. Do not teleport or else the monkey will
disappear. Talk to Daero again and make your way to Ape Atoll. Once you arrive there, be
sure to hold your Monkey greegree. Head to Marim, and go talk to Awowogei again. You
won’t have to ask for Kruk’s permission this time, just talk to the Elder Guard and he’ll let
you through. Talk to Awowogei. He’ll need more time to consider the alliance, but he’ll
approve of you and take the monkey in your backpack.

Talk to the south Elder Guard to leave. Head to Garkor and speak with him again.
He’ll mention that while in the cave, the 2 gnomes under Zooknock overheard some
disturbing news. The screen will then fade to G.L.O. Caranock and Waydar talking to
Awowogei suggesting that he kill the prisoners in the jail. Caranock will suggest using a
high magic spell to teleport all of the members of the 10th squad to one location, and that
to kill the members he’ll use one of Glough’s “pet” to do the job (the “pet” is the Jungle
Demon). Then the screen will zoom back to your character.
Talk to Garkor again. He’ll explain that as long as a person wears the 10th squad
sigil then they are considered as a member of the 10th squad. He states that the high
mage will determine who’s a member of the 10th squad by the sigil. The leader will then
give you a fake duplicate of the 10th squad sigil.
Now, before you wear the sigil, get prepared. This means fill your inventory with
food, equip your best weapon and armor, and maybe have a few prayer potion doses.
When you fight the monster, make sure that your prayer point is full and have either
Protect from Magic or Protect from Melee on or else it’ll be quite difficult to kill the Jungle
Demon. Wear the sigil when you’re ready
The screen will start to shake violently. You and the rest of the members of the 10th
squad will all be teleported to a bamboo-floored room. Once you end the conversation
with Garkor, the demon will appear. Your gnome allies will all start attacking it. However,
the person it’ll try to go for is you, so prepare yourself. The demon will both use magic and
melee to hit you. It is quite difficult to predict what his next move will be, so just stick to
only activating one of the prayer spells (you can only have one of the last three prayer
spells on at one time). Heal yourself continuously. Hopefully you have brought good food.
The dragon can also heal itself if its health is low. When you examine that you’re about to
die then teleport out and restock yourself. Remember to remove the sigil after you do or
else the screen will start shaking again in a minute or two. Wherever you are, wear the
sigil again to restart the battle. If you’ve lost the sigil then come back and talk to
Waymottin in the cave for a new one.
Tip: If you REALLY can’t beat the dragon by yourself then consider taking this plan
into effect. South of the room where you fight the demon is a ledge that you can hang on.
To get there, go to the middle of the room and head pass the bridge. As long as you’re on
the ledge, you’ll be absolutely safe from the demon’s attacks. Once you’re on the ledge,
head west and you’ll begin to see your comrade gnomes attacking the demon (there is a
trap on the west side of the ledge. It’ll barely inflict any damage on you though if you cross
it). The gnomes will usually hit 1s on the demon, so just wait it out until the demon’s health
goes down to less than 10. Then go run and slash a blow on the demon. Also, if you want

then consider bringing some runes or long range equipments to attack the demon while
on the ledge.
Once the demon is dead go talk to Garkor and he’ll direct you to report back to
King Narnode Shareen. Then talk to Zooknock to get out. He’ll teleport you to Karamja.
From there, you can either teleport off of Karamja or use the gnome glider near the shore
southeast of where you are.
Go back to Grand Tree and speak to the king. He’ll then reward you with items
from his Royal Treasury. If you ever want to head back to Ape Atoll or Crash Island then
talk to Daero.
Royal Guard training program:
You can begin this training program by talking to Daero in the first floor of Grand
Tree. He’ll ask you what you would like to focus on increasing: strength and stamina (hp)
or attack and defence. Pick the one that you desire. You’ll gain 35k exp for the two skills
that you pick and 20k exp for the two other combat skills that you didn’t pick. Passing this
program requires nothing of your effort. The screen will fade to black and several hours
later you’ll have received the extra experiences.
Summing it up:
1) – Talk to King Narnode Shareen in Grand Tree and he should give you a Gnome royal
seal.
2) – Go to the Shipyard east of Shilo Village on Karamja. Go in the house and talk to
G.L.O. Caranock.
3) – Go back to Grand Tree and talk to King Shareen. You’ll be directed to go talk to
Daero.
4) – Head to the first floor of Grand Tree and go east towards the bar. Locate and talk to
Daero. Ask all of the questions and then select “Leave…” Daero will then blindfold so that
you will not know the location of the blindfold.
5) – Talk to Daero again; you’ll be introduced to Waydar, the flight commander.
7) – Go and operate the reinitialisation panel. Solve the puzzle. The screen will then
rumble and slowly begin to fade.
8) – Speak with Daero, and then talk to Waydar when you have all the necessary items
and are ready to go to Crash Island.

9) – Once you land, talk to Waydar, and then Lumbo. Lumbo can be found on the shore.
Your character will ask Lumbo to sail you to the island west of Crash Island, Ape Toll.
Lumbo won’t agree to take you because he has a duty to do, so talk to Waydar to try to
convince Lumbo to take you. Then the screen will zoom to the Foreman and G.L.O.
Caranock talking to each other.
10 – Once you gain control of your character, move him/her west. Then head north and
attempt to pass between the cliffs. Arrows will then be shot at you and you’ll become
unconscious.
11) – You’ll wake up in a jail cell. There are 2 beasts guarding the area. They’ll knock you
out if you’re in their line of sight; they’ll even knock you out if you stand near the gate of
your cell. The good thing is that only one of the beasts will be patrolling the pathway from
your cell to the exit, while the other beast will be resting in the room at the entrance. Once
you see the patrolling beast heading away from your cell, pick the lock. If you see him the
beast coming back then head to the room to the west of your cage. Follow the beast
behind his back at least 2 paces away and then run out of the jail when he moves into the
resting room.
12) – Head around the jail house to the north (there are monkey archers to the south and
they’ll attack you on sight). Head down the pathway between the craft shop and temple.
Run to the southeast until you see a building with npc monkeys. Talk to Garkor, leader of
the 10th squad, who is nearby. He’ll direct you to Zooknock, but before you go to
Zooknock you might want to acquire the items that he’ll need.
13) – Now go northwest a few paces away from the cliffs. Head to the back of the building
east of the rune shop. Be cautious, every creature on the island will try to attack you on
sight, even the store owners. Open the back door of the house with the trapdoor in the
middle. Search the crate closest east to the trapdoor. Take some monkey denture. Then
search the crate farthest southeast of the room and choose to head down.
14) – Your character will fall through the crate. Move northwest and search the middle of
the 7 crates in the northwest corner of the room for an M’amulet mould. Get back out of
the island. Acquire a gold bar and a ball of wool.
15) – From the deploying point of where Lumbo dropped you off, head west until you see
a dungeon. Head down the bamboo ladder.
16) – Manipulate through the passageway to the end of the cave. Talk to Zooknock, and
hand him the gold bar, M’amulet mould, and the monkey denture. He’ll then give you an
enchanted bar.

17) – Head back out of the dungeon. Go back up between the cliffs again and get
yourself jailed. Pick lock the jail cell and go to the temple with a prayer altar just east of
the jail. It is necessary to activate Protect from Melee on while in the room. From the west
entrance, move directly east to the other side and open the trapdoor, then climb down.
18) – Use your enchanted bar on one of the walls of flames (there is one to the south and
one to the north of the rope). Once you have done so, climb back up the rope and head
back out of the temple. Find a safe place to stay at and use your ball of wool on the
M’speak amulet. Then wear it.
19) – Go to the first house west of the jail. Stay in there until The Monkey’s Aunt heads
out of the yard to your west. Then go talk to the Monkey Child twice. Say that you’re his
uncle. Once the conversation is over, head back to the house and wait until The Monkey’s
Aunt finishes her route in the garden. Then go to the garden, pick 5 bananas from the
trees, and talk to the Monkey Child. Talk to him again and he’ll give you his toy, a monkey
talisman.
20) – Bring the monkey talisman and a monkey bone from a regular monkey back to
Zooknock. Use the two items on Zooknock and he’ll hand you a Monkey greegree.
Whenever you hold the staff, you’ll instantly be transformed into a monkey.
21) – As a monkey form, head back to where Garkor is. The creatures on the island won’t
attack you as long as you’re holding the talisman. Have a conversation with Garkor, and
then talk to one of the Elder Guards next to him.
22) – Head to the west cliff next to the entrance to Marim. Climb the ladder, cross the
platform, climb down the ladder, and then talk to Kruk. He’ll instantly bring you to
Awowogei’s house.
23) – Talk to Awowogei. He’ll tell you to rescue one of the monkeys from Ardougne Zoo.
Get yourself to East Ardougne somehow. Go to the zoo.
24) – When in the zoo, hold the Monkey greegree and you’ll transform into a monkey.
Talk to the Monkey Minder, and he’ll capture you in the monkey cage. Talk to one on the
monkeys to get it to hide in your backpack.
25) – Remove the talisman from the weapon slot. Talk to the Monkey Minder again and
he’ll let you out.
26) – Now, head back to Grand Tree to go to Ape Atoll. Do not teleport while the monkey
is in your inventory or else it’ll disappear.
27) – Once on Ape Atoll, head back to Awowogei’s place. Deliver the monkey to
Awowogei and then talk to the south Elder Guard to let you out.

28) – Speak with Garkor again. A cut-scene will occur. After the cut-scene, Garkor will
give you a duplicate of the 10th squad sigil.
29) – Get prepared and then wear the sigil. The screen will suddenly start to shake and
you and the rest of the 10th squad members will be teleported on a platform. Attack and
kill the Jungle Demon.
30) – Talk to Garkor, and then to Zooknock to get out.
31) – Head back to Grand Tree. Talk to King Shareen and he’ll reward you.