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Tips for 1Defence Pures The best way to catch raw bass is to fish

Welcome to the guide, where you'll be able to learn different methods and approaches to getting Ranged trained in Old School RuneScape. Ranged is a expensive skill to train but you shouldn't let that deter you because the rewards you will receive from higher-level Ranged are truly amazing. Of obviously, there are more affordable methods to train that will be discussed, but it's essential to be aware of that if have the money to train abilities quickly, the greater the amount of money OSRS gold you'll earn within the same time by killing bosses faster and with less effort. Do you want to move up ranged fast but don't have enough gold? No problem, you can just buy some here at Rsorder! It's simple and quick with amazing prices and unbeatable customer service!

The reason you should work on your Ranged skills through Oldschool Runescape?

Ranged is the most effective approach to combating various end game bosses. It results in massive profits per hour, greater than recouping the cost of training up to a very high level. If you're hoping to fight end game content, you'll require a ranged degree of at least 90+ in order for things to run smoothly. Another reason why ranged training is crucial is playing PKing. Whether you're making a pure Account for Edgeville Bounty Hunter PKing or looking to create a hybrid with a main account in deep Wilderness and there's nothing else like the destructive output of Ranged.

Quest Requirements

Like every skill in RuneScape There are quests locked behind the Ranged skills level requirements. Many of these quests are extremely important to finishing an account's creation as they are the prerequisites to Recipe For Disaster as well as completing Achievement Diaries.

The full list of quests that require Ranged level requirements are as follows:

Level 25 Level 25 Underground Pass (required for Recipe For Disaster)

Level 30 - Animal Magnetism (required for Ava's devices)

Level 30 Level 30 Big Chompy Bird Hunting (required for Recipe For Disaster)

Level 30- Zogre Flesh Eaters

Niveau 37-Spirits of Elid Elid

Level 40 - Cabin Fever

Stufe 40. Temple of Ikov

Level 60 Mourning's Ende Part I

Quests with XP Ranged Rewards

It is usually recommended to develop your initial abilities through quests since the XP gained in comparison to the amount of time that they consume is greater than conventional training methods. Ranged is no exception to this and there are some quests that give Ranged XP as some which offer an XP bonus in the combat skill of your choice.

With the exception of Shadow of the Storm and Contact!, these quests are extremely difficult and aren't designed with Ranged XP in mind. But, Shadow of the Storm is usually completed in the early stages as the boss is easy to defeat even at a low level and 10.000 XP gained in other combat statistics isn't as significant than Ranged.

Ranged Equipment

Prior to training, you'll need to determine what equipment to utilize, and it will all depend on your level of investment as well as your Defence level. Early on in your Ranged training , you'll use a mix of knives, darts, and arrows, based on your budget. Knives are the fastest hitting Ranged weapon at this point, followed closely by darts, then arrows shot by a shortbow. You should always use the style of rapid attack when you are ranging. At 28 ranged, you are capable of using the Dorgeshuun crossbow which has comparable statistics to a yew shortened bow. The strength of this product comes from its efficiency and cost-effectiveness of the ammunition that it fires, bone bolts. Bone bolts can be bought from the Grand Exchange for as low as eight dollars and have the same range and strength as rune bows. Even though this crossbow fires slower than darts, shortbows and knives, it's nonetheless faster in lower ranges because of the accuracy and the high damage power in bone bolts.

There are a variety of armors available in different types, ranging from leather all the way up to Armadyl pieces along with blessed dragonhide armor. They come with the same offensive and defensive attributes as their unblessed alternatives but providing a Prayer bonus. If a person wears full leather, but without a weapon will be granted a +6 ranged attack bonus. Leather with studded can grant a +14 ranged attack bonus requiring 20 Ranged and Defence. Snakeskin provides an additional 18 ranged attack bonus that requires 30 Ranged as well as Defence. green dragonhide grants +31 ranged attack bonus requiring 40 Ranged as well as Defence blue dragonhide is able to grant +40 ranged attack bonuses requiring 50 Ranged and 40 Defense and red dragonhide grants an additional ranged attack bonus of +49. which requires 60 ranged and 40 defense Black dragonhide is able to grant the ranged attack bonus +58 if you have 70 Ranged and 40 Defense and, lastly, full Armadyl gives an additional +63 ranged attack bonus, which requires 70 ranged and 70 defence to be equipped. The set is extremely expensive however. Other significant items are that of Robin Hood Hat, Ranger Boots, Rangers' Tunic, Archers Ring and Slayer Helm (i). With the exception of the Slayer Helm (i) they are the most expensive items that can be substituted for lower cost alternatives. If you're looking for the Slayer Helm (i), this is a regular Slayer Helm (Black Mask works also) that has been enhanced by Nightmare Zone to grant a 15% increase in Ranged and Magic ability and damage, with a similar impact to Void Knight equipment. It is preferable in almost every situation to use the Slayer Helm (i) over Void due to Void equipment giving no attack bonuses. It is not the situation however when the Salve Amulet (ei)'s should be equipped, since it stacks with Void, however this is extremely rare and is most often only found in Vorkath.

Methods for Training

Level 1 - - 25: Chickens and Cows

Everyone should know about this area Just north of the Lumbridge Teleport A farmer has left all of his chickens , and cows unattended and ready to slaughter. At the beginning, I suggest that chickens be killed completely due to their negligible defence. Any ammunition would be fine however iron knives are the most efficient. At about level 10 or when you reach level 10. you'll be able to move to cows in the pen that is to the east. These are a bit tougher than chickens, and provide more XP. Don't bother picking up the hides, or burying bones or taking the arrows. It is important to get on the move as quickly as you can here.

Level 25-50: Sand Crabs or Rock Crabs

On the left side is the location you'd be able to train at if not interested in cannoning for the early Ranged XP. It is located to the south to Zeah as well. It is very popular training location because of its AFK style. In your current Ranged level you wouldn't need to locate a location with 3 sand crabs because you wouldn't kill them fast enough to have a significant impact on them so two is enough, the Dorgeshuun crossbow that has bone bolts should be fine at both of these locations. Do not grab any bolts that are dropped.

On the right side is a classic training area which has less activity today due to sand-crabs and ammonite crabs. However it's quicker than both of them if enough effort is made. There is a cannon here, and then either with your main character or as an alt character, go around and agro all of the crabs in the rocks, and earn massive amounts of XP. It is suggested to use two accounts at a time to accomplish this, as well as bringing stamina potion and weight lessening armor on the account that will be in motion.

Level 50-75: Ammonite Crabs

This is Fossil Island (requiring Bone Voyage quest to reach) you will find ammonite crabs. They have twice the strength of sand crabs and have no defense whatsoever. In a similar way to AFK nature of sand crabs. attack the ammonite crayfish and then stand there, auto-retaliating 10 minutes until they become non-aggressive. Once they are no longer aggressive, you can run off and repeat the entire process. It is advised to use mithril darts and an Ava's accumulation device. The amount of darts you need depends on how often you make use of ranged potions as well as your equipment however they're extremely affordable and should not cost more than 100-200 thousand GP. You should be upgrading your armor every 10 levels until you can unlock the highest level of gear. If you're already using Void equipment or don't mind the grind, that might be the ideal armor to train with if you meet the 42 Defence requirement. The cannon is not suitable in this case.

Level 75-99: Chinchompas

Above are the Monkey Madness I tunnels where you'll need to chin if you are having a 1 Defence account, or you haven't reached the level in Monkey Madness II where you have access to the tunnels. It is here that you have to decide your GP amount you're willing to put into training your Ranged. If you're able to do so, I'd recommend chinning to 99 with no hesitation since the advantages are immense. If, however, you'd be required to liquidate all of your savings to get to 99. then I would advise against doing so. It's the most fast Ranged XP in the game and is extremely costly. Chinchompas used in the Monkey Madness II tunnels is more efficient in terms of GP/XP than Monkey Madness I, due to its higher level of HP and quantity of monsters to take down as well as praying potion drops. At current prices it is preferential to use red chinchompas instead of black. Also, the chinchompas should be used in the short-fuse attack style.

Because of the money you'll pay for having 99 Ranged by this method (100.000.000 GP+), it's worth putting the time into getting Elite Void for maximum damage output. You should use the finest Ava device you can get access to, including full Elite Void Necklace of pain, a blessing of any kind blessed dragonhide boots or pegasian boots , and the imbued archers' ring. Be aware of the fact that if you die while in possession of a chinchompas it are not able to keep them until death, so it's worthwhile being aware when your prayer points are low.

Level 75 - 99: Blowpiping in Nightmare Zone

If you don't have the money to train, a cheaper (profitable long-term) method of training your Ranged is to use the blowpipe that is toxic in Nightmare Zone. Because of the extra points you'll earn while doing this, you'll earn about 15.000.000 GP if you consistently buy herb boxes on a daily basis for 240 days. The best variety of equipment available, Elite Void being the best for XP as well having adamant darts which are speedy. With this system, you could expect to earn up to 120.000 XP per hour.=========================================================

OldSchool Runescape (OSRS) Monkey Madness I Quest

It may seem simple enough. But keep in mind that until you acquire an ape greegree monkey, Ape Atoll will be among the top risky zones on the map. You should carry plenty of food potions for poison control, antipoison, emergency teleport and other items that are essential. Without them, you shouldn't set a foot in there. Of course, we're there for you and want to see you succeeding, not to mention - getting through, so you should consider turning off Auto Retaliate and using protection prayers as it increases your chances of success significantly.

4 chapters. Do you want to complete this mission? You will have to pass them all.

These are the routes that you'll be required to take during the search for the gold.

Chapter 1

The items you require: 3 free inventory spaces and a some form of ranged attack if not yet acquired.

Start by speaking to King Narnode and talk to King Narnode and ask him to talk to you. As per his instructions, you'll be required to research Glough's old shipyard . Look for any signs of the 10th squad missing. Also, he will give you as a gift the Gnome official seal. It's over, next stop - Karamja. If you need the glider, you'll be able to buy it from an upper level of the Grand Tree to Karamja (Gandius). You can also collect some bones of monkeys from nearby monkeys to the west in case you don't have any of the bones or a corpse of a monkey. Next , you should talk to G.L.O. Caranock which is at the Shipyard to the north of glider landing area. In particular, this gnome is waiting for you by the fence, within the building that is located in the southern area of the Shipyard. Don't be stunned at first since he'll tell that you return to the King. This may appear like a shrewd suggestion. Use the glider to return back with the King. The King will give you Narnode's directions and he'll advise you to call Daero. Within the Grand Tree on the 1st floor, will find an ATM. This might be your last opportunity to do so, so act prudently. Bring antipoison potions, food and other essential items (please look up above). Your next stop is the head tree guardian named Daero. You'll find him in the vicinity of Blurberry Bar, which is located on the first floor in the Grand Tree. Be sure to check the choices for chat and then let him know that you're willing to go. You'll be taken away to an underground hanger following the blindfolding process. Talk to Daero in a second time, but this time, he'll reveal you to Waydar. You will need to solve the "reinitialisation" puzzle following. This is done by pressing the button that is to the east of the south using an southwestern glider. To check the answer players may take spare controls from the nearby crate.

Solve the sliding puzzle.

2. Slide. 2 and 3 to lower left corners and into their correct places.

Move the 4 to the top right-hand corner.

Put the 5 under the 4

Drag the 4. to your left and move the 5 up. That's the beginning of the row complete.

Do the same for the next row , but leave the row above in tact.

Finally, work out the last two rows completely. Work from left to right and complete the final two rows in 2 tiles high columns.

Solutions to solving the reinitialization puzzle.

If you've taken part in an activity like the Treasure Trails activity, you quickly realize that this is quite the similar and sliding puzzle will seem easy to finish. If you truly believe that puzzles is a waste of time, or you can't solve it due to some reason there is no problem. just bring 200.000 coins and head to Glough. He's still living in the exact spot where it was his home during his participation in the Grand Tree quest. If you choose to pay Glough immediately, return to the hangar through Daero; Glough will do all the work (just don't worry about it that you've already paid for it, surely?) and will leave you with one tile to slide to finish it. You can make it appear as if you've accomplished it all by yourself. First, talk to Daero and then contact Waydar. He will direct you into Crash Island. Crash Island, where the 10th Squad crash landed. Seek out Lumdo and request him to take you toward Ape Atoll. He'll respond in a different way than you'd like, because he is under conflicts with his sergeant Garkor, and therefore will refuse to take you. This is where Waydar comes into the picture. Contact him, but be wary for some poisonous scorpions at his right. You can now talk to Lumbo again. Lumbo is more cooperative and will be more willing to transport the passengers up to Ape Atoll.

Chapter 2

Note: You are able to be completely stealthy until Chapter 4 ,,The Final Battle" in which case there will be no actual combat prior to that point, unless of course you decide to shoot guns in the air.

Part 1

Items needed: None. But, there are a few that we advise taking such as lock picks for the cell's entrance, food high in healing, knife for free healing off of the already mentioned pineapple plants and an alternative to poison protection. If you're lucky enough go for them all, we'll thank you later!

Caranock speaks with the foreman.

Take note that if you'd like to replenish your inventory then you can either flee or teleport to Ape Atoll at any point. While you'll be human, all creatures (except that of level 5 Birds) are likely to strike if you get near them. You can avoid poisonous snakes and spiders by taking the route west of the southern shore of Ape Atoll. If you decide to take this path and somehow encounter a snake, you can stay clear of it by waiting for it to pass.

When you reach the Atoll, head towards the west. Then stick towards the southern coast. Once you have reached the mahogany tree, follow direction to the north. Make sure you are prepared, as you may be assaulted by aggressive level 38 scorpions or level 42 jungle spiders, and snakes of level 24. You should consider activating Protect from Missiles once your reach the Ape Atoll gate, as the poisoned arrows will start hitting you in the face. Once you've reached your destination, you'll be removed and escorted into a jail cell. Aberan Trefaji and Trefaji will be the security guards who are guarding the cells in which you'll be sleeping. They will also have prisoners 10th Squad members. Contact one in particular. The name of the person is Lumo. If you step too close to the wall that runs across the northern part of the cell the guards might strike you to inflict some harm. Keep a close eye on security guards that guard the cell. Once the guard closest to the cell moves away from the entrance, open the off the lock and leave. The guard should leave to switch, then walk behind him to reach the exit. Don't worry if you fail on the first attempt, because it could take several attempts.

After you've escaped from the prison, continue to travel east until you find one of the 10th Squad, named Karam. Karam is hidden in the bushes and is difficult to locate So be careful. Stay in the jungle grass and continue south, just past the door that is large. While it is possible to help you stay safe but you must consider activating Protect from Missiles to avoid any unnecessary injury caused by the monkey archers. Follow the southward direction until you can meet Sergeant Garkor from the 10th Squad, named Garkor.

Garkor's Location can be seen in blue.

When you are talking to Garkor Be sure not to finish the conversation before the point where he instructs you to go to Zooknock. Keep the Protect from Missiles on and follow the north-facing path until you come to the doorway.

When you enter the house be sure to not leave the dark brown dirt, or you could be in jail in the future. Inside , you'll be assaulted by deadly and aggressive spiders. You should take your antipoisons with you as their poison only hits 1. You may choose bananas as alternatives. They are available in the crates near the ladder.

The jail's layout.

Search the crates in the middle of the room , and take out the dentures of a monkey. Do not forget to remain on the dark brown dirt. The sleeping guard will call the guards if you decide to speak with him. If he doesn't, he will pose no threat.

Search the crate located in the south-easternmost point. Heal up before entering the cave below, because you'll be harmed If you fall down. Damage is also negated in the event that your Agility is sufficiently high. Find the crates within the northwest part of the cavern until you find the M'amulet mold.

If you are required to replenish your stock you can leave the city by going to the south-east corner of the city. You can climb the ladder by going through the gravedigger and guards. Retrace your steps back to the boat towards Crash Island.

Part 2

The items required are M'amulet mould Gold bar, M'amulet mould, and monkey dentures. We recommend 4+ prayer potions, high-quality food, antipoison 1-2 potions an emergency teleporter, a plank and 4+ energy potions

Notice: At this point you should considering teleporting out and opening a bank. You will need to run over the Zombie monkeys . They can deal moderate damage (max seven). Multicombat zone is the way you might refer to the dungeon. Literally, all of it. Gorilla skeletons are a source of most troubles, as they are precise and intensely (up as 12).

Take a trip back in the direction of Grand Tree and straight to Ape Atoll. The best option is to bank at this point, in case you need to. Go to the tunnel located to the west of Lumdo.

The location of the Hut.

Go inside the dungeon. It is necessary to walk through a long and winding underground pathway. It is recommended that you activate Protect from Melee to ensure that you don't encounter enemies you don't want to meet along the route. You could also be struck by rocks. This is evident by an rumbling sound and the screen shaking. If you agility level is sufficiently high, rocks might cause less damage. 3 damage could be the maximum in the event that your agility level is at or above 60. It is also possible to avoid the rocks by securing beneath the overhangs. Also, you will encounter traps with claws near the bottom of the tunnel, though you can get around these by staying one square in front of. The area is also overrun with skeletons of level 142. spiders in level 1. and 98 monkeys. Waymottin, Zooknock and Bunkwicket are waiting for you at the top of the tunnel. Take advantage of your gold bars, monkey dentures , and m'amulet form on Zooknock when you speak to Zooknock. Leave the tunnel after you've received an enchanted drink.

Red: Dentures crate Green: Banana crate Blue: Sleeping guard monkey

Part 3

Things required Items required: Wool ball as well as m'amulet mold and magical bar. It is recommended to have a lockpick, a Teleport, antipoison potion or two and food. Kill a monkey guard for an a Gorilla greegree in case you are going to do your recipe for Disaster later.

After returning to Ape Atoll, head north-west until you are once again locked in the prison. In order to escape, use the same methods to escape as previously. Go east until you arrive at the temple's entry point. Enter through the trapdoor, and Use Protect from Melee to protect yourself from powerful monkey guards. Take note that the majority guards can be taken out by avoiding them, however the bearded ones must be fought and cannot be pushed through. Go upstairs and go down the ladder on East side. This will bring you close at the entrance to trapdoor. You can also choose a different approach and wait until the guards leave. Beware of getting caught in the crossfire of monkey guardssince you could be unable to escape otherwise. There's also a monkey altar in the area, and you can use it to re-establish prayers.

The location of the M'amulet moulds.

Pray for protection against melee before going down the trapdoor. You can choose to ignore the mongoose zombies or eliminate at the very least one to scoop up the bones, which can later be used in a Recipe for Disaster. Get back on the ladder and look for a spot to hide from enemies. If you're in need of replenishing your things, teleport out of Ape Atoll. Utilize the amulet along with the wool ball. Make the m'speak-themed amulet. After that, you are able to proceed to the next part or teleport to another location to replenish. Make sure you activate Protect from Melee before you ascend the ladder or you might be trapped in the same spot. Then, run west until you spot a building. While running, you can use Protect from Missiles or sneak around in the grass. When you get to the building, you should find an area with a banana plant to the west of it . It has a Monkey Child in it. Be wary, as it is guarded by the Monkey's Aunt. If you venture into the garden while the monkey's aunt is there, you'll be detained by the guards. However, this can be prevented by entering the building adjacent to it and climbing the ladder. Talk to the child at the time that aunt is gone.

Ape Atoll Dungeon.

Tips: If the monkey's aunt is able to catch you and you want to escape, you can hide from guards by climbing up the ladder that is located in the adjacent home. When you are upstairs, do not speak to the monkey's uncle or else, he will alert the guards .

Welcome the child by saying"You are the uncle of his. He will ask you to provide 20 bananas, however, you do not actually require all 20 bananas therefore, search for nearby trees and choose at most five. You must wait for the monkey aunt to disappear and then return to the monkey. You can ask him for his Monkey talisman and try using drop trick to obtain more that one. It's as easy as dropping the talisman, conversing with the monkey over and over again, telling him that you've lost the one that he handed you. If you have any problems be aware that talismans can be purchased for a sum of 1000 dollars. The Tutab's Magical Market is where you can find them. This isn't an option if you're trying to obtain the first talisman. After you finish this part, simply exit Ape Atoll.

Be aware that at least four talismans is required to complete to complete the Recipe for Disaster quest. Talismans are worth 1000 coins and are available for purchase in Tutab's Magical Market. The Tutab's Magical Market can only be accessible if you're in the form of a monkey.

WARNING: If you teleport from the Ape Atoll while equipped with an egreegree, it'll be lost and you'll be forced to design a new one.

The trapdoor is right just behind the ladder.

Recipe for disaster: Three additional (and four in total) Greegrees will be needed for this one. A talisman must be used to each of them, plus the respective bones of the monkey. Make sure you have all these before going to Zooknock and save yourself 2 trips. To acquire all the bones, you'll need to take out the following: a Monkey Zombie, one Monkey Archer as well as A Monkey Guard and the Monkey (monster). The Monkey Guard heals only when it is in melee range making it easier to kill them by safespotting. Upstairs you can find the easiest ones to kill. Use the front entrance and ascend the ladder to the south. Be sure to keep safe from Melee in place until you get up the ladder. Guards are visible along the corridor is awaiting you. Return to Zooknock after you've collected all you need. If the Zooknock will not take the next bones that you give him Try the drop trick with your greasegrees.

Part 4

Items required: Only Monkey bones and one talisman is required to play Monkey Madness I (However, ensure that they are Karamjan's monkey's bones. Otherwise, you will have to go back. It is recommended to take energy drinks and food, a plank, 1-2 antipoison pills and Ardougne Teleport.

Be sure to have a reliable teleport and a savings account for the necessary items. Use the tunnel for a trip back to Zooknock before returning into Ape Atoll. You can go through the tunnel again , and use monkey bones and the monkey talisman that is on Zooknock. You will get a greegree which is the same as the bones that you used on him. If you'd like, ask him to make another one. So, he could make an additional greegree. If you do not want to continue the conversation, it could be revived by asking how to create the monkey talisman.

Chapter 3

Items required include: M'speak Amulet and Karamjan monkey greek. Highly recommended: Ardougne Teleport.

Be aware that Steps 1 through 4 are possible to complete when returning to Ape Atoll. If you'd like to refill your supplies, then skip Step 5.

G.L.O. Caranock and Waydar engaged in conversation.

Become a monkey by wielding the Kajamjan monkey Greegree (note that others WILL NOT work). This allows you to be safe from being bitten or snatched by any wildlife, or specifically monkeys on the island. Return to Garkor dressed as a monkey and then speak to Garkor. Later, find Garkor's Elder Guard near Garkor and address him. The Elder Guard will instruct you on how to talk to Kruk. Travel back to the Marim gate. It will take you to the King Awowogei following you speak with the Kruk. Speak to him and offer an alliance. You will be asked to go to Ardougne Zoo to save an animal from there. Do not teleport while using the greegree if it is in your an inventory that is full. The result could be losing it. Go to Ardougne where you'll find the Zoo. Wield the greegree and talk with the monkey caretaker. You will be placed in the cage. Speak to the only monkey with a "Talk" option and take into the inventories. To leave the cage, talk to the Monkey's minder again once you've unlocked the Greegree. Then, go into the Gnome Stronghold by food. In there, you'll find the Daero. You can talk to him before returning on Ape Atoll. If you use teleportation the monkey will be removed from your inventory. The monkey will provide you with some "funny" conversations by your new companion monkey. He is likely to eat any bananas. Make him feel special by offering him one, in the event that you have one in your possession. The use of your bananas directly can result in a rare chance that he'll give you clue scrolls. Equip your greegree, head over to Ape Atoll and talk to the king. Alternately, you can talk straight to Elder Guard, if you had spoken to the King before. The monkey will then be taking your backpack off automatically, and Awowogei forming an alliance. Chapter 4 can be started by speaking to Garkor once more.

Chapter 4

Items required: Greegree. One or two antipoison medicines as well as food items and combat equipment to take on a level 195 Jungle Demon.

"The Final Battle"

Note: If you quit the 10th squad's sigil, you can teleport to the Jungle Demon fight from anywhere in Gielinor. The only place that isn't eligible to do this would be Wilderness.

Contact Garkor by entering the grass near Garkor's feet. You can do this in any manner, you don't need to remain as a monkey. Don't equip the received 10th squad sigil until you are fully prepared for the final fight! If you lose the final sigil, you'll be required to contact Garkor in a second time and then be taken back to the final point of the tunnel.

Waydar, Caranock and King Awowogei plotting.

Important: If you fall victim to the battle, you'll respawn with the sigil, greegree and the three most valuable items. Items lost can be saved by immediately teleporting back into the battle.

Jungle Demon fight is a challenging one to take on Therefore, you must save for the essential items. Complete health and prayer points are essential for this fight. Maging/ranging with a Dwarf multicannon, or by luring the demon into the 10th squad of gnomes - these are the most effective methods to take on the Jungle Demon. Each of these strategies has been tested multiple times by different players, so pick one that best suits your style of play the most. Bring lobsters, or any other top quality food, a one-click teleport (just in case) and a few prayer potions. Set up the protection feature of Magic before you teleport. It is recommended to take an antipoison drug also.

Wear sigil when you decide to begin the fight. Shortly after that you will be transported to the arena of the Jungle Demon. In order to advance, you must defeat your Jungle Demon. The gnomes will assist you. your 10th Squad gnomes, however, you must be the person to strike the last blow, as otherwise Demon will heal for about 25% of maximum health.

The 10th team and the player fight the demon.

Strategy for Magic/Ranged: It is highly advised to engage in ranged attacks or Magic, as well as having at least 37 or greater prayer level. Demons are easily spotted from the outside of a bridge. This will let you move him around as well. 10th Squad gnomes will start slowing him down. You must wait until Jungle Demon's heath reaches the dangerous range. Then, turn on Protect from Magic and jump swiftly at Jungle Demon, jump in front of Jungle Demon and then mash him once. Return to the scene afterward - don't try to appear to be the hero. You are safe from magic, this will prevent Demon from using Melee and leaving with nothing to frighten you. You are able to avoid taking injury during the fight by staying in place once you've been transported to the arena. This way the Demon will never move and it will also not take advantage of its Melee attack. Be aware that you'll be able to benefit only for as long as you keep your prayer up.

Strategies to Melee: Jungle Demon regenerates its health for a couple of seconds after it reaches 1 HP. The gnomes are the source of this. You can use this time to Melee him. Consider using rings to recoil.

Finalizing

Speka to Garkor once you slay your Jungle Demon. Garkor will be identified by an Arrow. If you want to be transported to Ape Atoll, you will be required to contact Zooknock afterwards. If you'd like to remain and visit the banana plantation, just not accept the offer. This will result in Zooknock going home. In this scenario, talk to Bonzara and he'll help you get you out of the arena.

Be aware of the dangers of poisonous substances prior to proceeding through the teleportation process, because you'll be in the vicinity of dangerous and poisonous creatures in the jungle of Ape Atoll. Doing your greegree's re-equipment should be the first thing you do after teleporting out.

The island can be escaped or by jumping off of the bridge in the south-east part of town or crossing the main gate as a monkey. However you choose to do it you should return towards Gnome Stronghold.

Tips for 1Defence Pures The best way to catch raw bass is to fish and cut a teak tree before returning to King Narnode.

Warn for pures with 1 defense: You will no longer be available to return at Ape Atoll after speaking to King Narnode in the event that your Defense level remain at or below 33. You can return the Ape Atoll after killing the Jungle Demon, but you will cause it to close (until you have increased your Defense) should you make a conversation with the King.

For the final part of the quest, talk to King Narnode.

If the quest gets difficult, you may buy some OSRS gold on rsorder . This will help make it easier and quicker!

That's it, congratulations! Quest completed!

Experience rewards can be accumulated by talking to Daero. You will be redirected to Daero by Narnode and he will select you for training as a new 10th squad member.
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