- To complete this subquest, you need to make three monkey greegrees to transform into three monkeys. Remember what Zooknock told you at the end of Monkey Madness: you create greegrees by bringing him the bones of the type of monkey you want to become and a monkey talisman. He is located at the very end of the Ape Atoll Dungeon. You need one talisman for each greegree you wish to make.
- I used the Wiki's quest guide for Monkey Madness when I did that quest, and I didn't have any problems with the quest. Also, if you're going for the Monkey dentures in the crate in the warehouse with the sleeping monkey guard, only stand on the dark tiles, as the sleeping monkey wakes up if you step on a light tile. I hope that helps you out a bit.
RS 2007 Quest Help. Before you buy quests at our page, keep 2M (keep less if the quest you're buying requires less) in your inventory and put everything else in your bank then set a bank pin, don't tell us your bank pin when you make a purchase, so everything in your bank will be 100% Safe!
Table of Contents
Part 1: Helping the Cook
Sub-quest 1: Freeing the Mountain Dwarf
Sub-quest 2: Freeing the Goblins
Sub-quest 3: Freeing Pirate Pete
Sub-quest 4: Freeing the Lumbridge Guide
Sub-quest 5: Freeing Evil Dave
Sub-quest 6: Freeing Skrach Uglogwee
Sub-quest 7: Freeing Sir Amik Varze
Sub-quest 8: Freeing King Awowogei
Part 3: The Fights
Part 1: Helping the Cook
Difficulty: Novice
Length: Short.
Requirements: 10 Cooking, must have completed Cooks Assistant.
Items Needed: Eye of Newt, Rotten tomato, Greenman's ale, 2 Lemons, Orange, Pineapple, Cocktail glass, Cocktail shaker, Knife, and Ashes.
Quest Points Reward: 1
Reward: Ability to start the sub-quests
Start Point: Lumbridge Castle Kitchen
To Start: Speak to Cook
- When you talk to Cook he will tell you that it wasn't actually the Duke's birthday, and that the Cooks Assistant Quest was a test of your fidelity. The 100th anniversary of a great banquet cooked by his ancestor, Franizzard Van Lumbcook, is coming up and Cook must make a banquet to prove to the world that he is also a great cook. He wants you to recreate the banquet cooked by Franizzard but doesn't have any of the ingredients for it, making it your job to get them.
- He will give you 100 gp and tell you to get him an Eye of Newt, a 'Dirty Blast', a Rotten tomato, and a glass of Greenman's ale. To get the Greenman's Ale, you can brew it, or purchase it at the Yanille Pub and Light House General Shop. Some players also sell it, but the price may be high. A newt's eye may be bought from the Taverley herblore store or the Port Sarim magic store. Rotten tomatoes can be made in compost bins, or bought at the duel arena or pillory sites.
- To make a 'Dirty Blast' you must make your own fruit blast (NOT buy one, unless a player made it), and add ashes. To make it you must use a lemon, orange, and pineapple on your cocktail shaker, and then use that with a cocktail glass. Next use a knife with a lemon to cut it into slices, and then add a lemon slice to the unfinished cocktail. Finally, add ashes to it.
To obtain a cocktail shaker, you can start or have already completed the Blurberry Bartender mini-game (Gnome Stronghold). You can also buy one from Funch's Fine Groceries (next to the Cocktail Bar, second floor, Gnome Stronghold. You can get a glass by drinking any cocktail or buying one. Lemon and oranges may be bought from a gnome barman, and all three fruits may be bought from the supply store at the Grand Tree. - Now take these items back to Cook and he will invite you to the feast.
Congratulations! Quest Complete!
Now go through the door to your north to enter the banquet room. After viewing the feast you can do any of the following sub-quests that you want.
The Culinaromancer's Chest
As you progress through the sub-quests, you will always receive 'increased access to the Culinaromancer's Chest' as a reward. The Culinaromancer's Chest is located in the Lumbridge basement, down the trapdoor in Cook's room. It works as a bank and as a shop. You can buy various gloves and weapons if you choose 'buy item', or if you choose 'buy food' you are shown a selection of foodstuffs.
When you have full access to the Culinaromancer's Chest you will be able to buy these:
The gloves are progressive from leather and bronze all the way to dragon and barrows. Although they are not given these names, it is obvious from their looks what they are. The most expensive (dragon and barrows) cost 130k gp but give great stat bonuses of +12 to all attack and defence stats except magic which is +6 and +12 strength for the barrows ones and +9 to all attack and defence stats for dragon.
Sub-quest 1: Freeing the Mountain Dwarf
Difficulty: Novice
Length: Short.
Requirements:
Must have completed the Fishing Contest Quest.
Items Needed: 216gp, Bucket of milk, Pot of flour, Egg, Bowl of water, 4 Asgarnian ales, and any Gloves (Ice gloves are best). Optional item is Ring of Charos (u).
Quest Points Reward: 1
Reward: 1k Cooking and Slayer xp, Increased access to the Culinaromancer's Chest.
Start Point: Lumbridge Castle Banquet Room.
To Start: Inspect the Dwarf.
- When you inspect the dwarf the gypsy will tell you to go find his Dad in the tunnel under the mountain. Go to the home of the mountain dwarves underneath White Wolf Mountain.
- Once you find his dad, who is called An old Dwarf, talk to him. You will explain to him what has happened to his son. Unfortunately, when you ask him to give you his secret rock cake recipe he will refuse.
- Go to the 'Rising Sun' pub in Falador, and ask about dwarves and ale. You will have to buy the recipe for 200 gp (or for free if you wear the Ring of charos). They will tell you to drop a gold coin into an Asgarnian ale.
- Buy four Asgarnian ales and a coin on each of them to get four Asgoldian Ales.
- Now return to An old Dwarf, now called Rohak, and give him all four beers in a row. He will eventually tell you the recipe for a price of 100gp, but only once he is completely drunk. Like before, you have to bring the ingredients. The ingredients are milk, flour, an egg, and a bowl of water.
- Return to him with the ingredients and he will make a Dwarven rock cake, placing it on the table. Make sure that you are wearing gloves (if the gloves you are wearing are Ice gloves then you can skip the next step) and take the cake from the table.
- Before you return you must cool down the rock cake, to do this go to the top of Ice Mountain and kill an Icefiend.
- Finally, return to the banquet hall and use the rock cake on the Dwarf.
Congratulations! Sub-quest Complete!
Sub-quest 2: Freeing the Goblins
Difficulty: Novice
Length: Short
Requirements:
Must have completed the Goblin Diplomacy Quest.
Items Needed: Charcoal, Spice or Gnome spice, 1 Fishing bait, Bucket/Jug/Bowl of water, Bread, Orange slices, and any Dye other than orange, red, or yellow.
Quest Points Reward: 1
Reward: 1k Cooking, Crafting, and Farming exp, increased access to the Culinaromancer's Chest
Start Point: Lumbridge Castle Banquet Room.
To Start: Inspect either goblin.
- After inspecting a goblin the gypsy will tell you to go to the Goblin Village, which is located north of Falador.
- Speak to the same goblin you inspected in the banquet room and ask which food they like. They'll tell you to go away.
- Now go down the nearby ladder and speak to the Goblin cook. He'll tell you to get him charcoal for a new food. Give some charcoal to the chef and he will place it in his cauldron and you will get to see a hilarious cut-scene of his 'cooking'.
- Talk to him again and ask for help. He will ask you to get orange slices that aren't orange, spicy maggots, and bread that isn't crunchy.
- Use your spice with the fishing bait to make spicy maggots. Use a bucket of water with bread to make soggy bread. Use your dye with the orange slices to get dyed orange.
- Talk to the goblin cook again. He will make his 'slop of compromise'.
- Take the slop and use it on the goblin in Lumbridge castle.
Congratulations! Sub-quest Complete!
Sub-quest 3: Freeing Pirate Pete
Difficulty: Intermediate
Length: Medium
Requirements:
Level 31 Cooking
Items Needed: 3 Bronze wires, Needle, Fishbowl, Pestle and mortar, Raw cod, Bread, and a Knife
Quest Points Reward: 1
Reward: 1k Cooking, Fishing, Smithing, and Crafting exp along with access to the Mogre Camp
Start Point: Lumbridge Castle Banquet Room
To Start: Inspect Pirate Pete
- Upon inspecting Pirate Pete the gypsy will tell you that only fishcakes will save him. Go to Cook who is in the room south of you and find out the recipe (you have to ask how to make all of the items in the pirate section). You will need ground cod, kelp, giant crab meat, and breadcrumbs.
- Use a knife on your bread to get breadcrumbs and use a pestle and mortar on your cod to get ground cod.
- Now go to Port Khazard and talk to Murphy twice. He will turn your fishbowl into a diving helmet and make you some diving gear. Equip these and talk to him again to take a dive, however you cannot dive if you are carrying more than 27kg or carrying any type of a cat.
- Start off by picking some kelp, then swim north to a crab pen guarded by Morges. Talk to Nung and he'll ask you to get 5 mudskipper skins.
Note: If you have low level cooking make sure to take some extra kelp (and crab later in the quest), just in case you burn the fishcake. - Collect 5 rocks then go to the Underwater Cavern, which is located in the north west corner of the area. Kill 5 mudskippers and collect their hides.
- Now return to Nung and he will tell you to get 3 bronze wires and a needle in exchange for access to the crabs.
- Speak to him again and give him the items. Then go through the pen door and kill a crab.
- Grind your kelp, raw cod, and crab meat and return to Cook. Talk to him, use all the ingredients on each other and then cook it.
- Finally, use the fishcake on Pete.
Congratulations! Sub-quest Complete!
Sub-quest 4: Freeing the Lumbridge Guide
Difficulty: Intermediate
Length: Short
Requirements:
Level 40 Cooking
Must have completed the following quests:
Big Chompy Bird Hunting, Biohazard, Demon Slayer, Murder Mystery, Nature Spirit, Priest in Peril, The Restless Ghost, and Witch's House.
Items Needed: Egg, Bucket of milk, Pot of flour, Cake tin
Quest Points Reward: 1
Reward: 2,500 Cooking and Magic exp, Increased access to the Culinaromancer's chest.
Start Point: Lumbridge Castle Banquet Room
Quest Guide Osrs
To Start: Inspect the Lumbridge Guide
- The gypsy tells you that you need to go to Traiborn the wizard.
- Head to the wizard's tower and speak to Traiborn on the second floor. He gives you some quiz questions. If you have done any of the other sub-quests, then cake supplies may be easily bought from the Culinaromancer's Chest.
- Egg: You have to identify each person that 'hatched' out of an egg. Here are some you might encounter:
- Green ghostly person - Velorina (from Port Phasmatys)
- Lady in purple - Gertrude
- Man in white - Ali Morrisane
- Muscleman in purple - Unferth
- Kingly man in white/red outfit - King Lathas
- Man with a ponytail holding a book - Reldo
- An elf - Islwyn
- Witch in green robes - Hetty
- Hooded man - Pirate Pete
- Bald man in dark shirt and light pants - Professor Gronigen
- Pot of Flour: You will be shown a rectangular screen with 10 objects on it, and must answer a question about it once you close the window. I suggest you write down or screenshot what you see. You need to answer 3 correctly to move on.
Here are some examples:
Items: Ball, Flypaper, Potato seed, Onion seed, Cadava berries, Jangerberries, Herring, Salmon, Dwellberries, Mithril arrow
Question: Which of the following items were NOT shown to you?
Answer: Trout
Items: Fire rune, Yew shortbow, Tin ore, Iron ore, Holy Book, Dwellberries, Mithril arrow, Trout, Silver ore, Chaos rune
Question: How many types of runes were there?
Answer: 2
Items: Wolfbane, Bloated toad, Distillator, Cider, Dwarven stout, Chef's delight, Jade, Opal, Chaos talisman, Mind talisman
Question: Which item began with the letter 'm'?
Answer: Mind Talisman
Items: Air rune, Maple longbow, Magic shortbow, Tomato seed, Unholy Book, Poisonivy berries, Coconut, Water rune, Logs, Black longsword
Question: How many weapons were you shown?
Answer: 3
Items: Silverlight, Druid pouch, Ghostspeak amulet, Moonlight mead, Book of Balance, Trout, Pike, Yew logs, Death Talisman, Magic logs
Question: Which items were amongst those you were shown?
Answer: Guthix prayer book, Magic logs, Pike - Milk: You will be asked some more questions about Runescape.
Question: A gold ring is to 5, as a holy symbol is to...
Answer: 16 (level to craft)
Question: If I'm going to need glass, first I will need:
Answer: Sand, Bucket, Soda ash, Glass blowing pipe
Question: What is the nearest guild to the Fishing Platform (as the seagull flies)?
Answer: Legends
Question: I'm in a bar west of Pollnivneach. Where am I?
Answer: Bandit camp
Question: I can hear howling in one direction and buzzing in the other - where am I?
Answer: Catherby
Question: What ingredients are used in a cake?
Answer: Flour, Eggs, and Milk
Question: What doesn't lie between Morytania and Asgarnia?
Answer: Keep le Faye
Question: The river salve runs from?
Answer: North to south
Question: How much gp does it take to bribe a guard at the toll gate to Al Kharid prior to earning their trust?
Answer: 10
Question: What is the defence level requirment to wear a Mystic Hat?
Answer: 20
Question: Which tower is closest to the Crafting guild?
Answer: Dark wizards
Question: The combat level of goblins near Lumbridge is...
Answer: 2
Question: A glass vial is to 33, as a glass orb is to...
Answer: 46
Question: Take the number of Fire runes to cast Fire Strike, and multiply be the number of Air runes used to cast Wind Strike before adding the number of Earth runes used to cast Earth Wave. What do you get?
Answer: 10 - Once they are all enchanted, use them on a cake tin and bake the cake on a range.
- Use the completed cake on the Lumbridge Guide.
Congratulations! Sub-quest Complete!
Sub-quest 5: Freeing Evil Dave
Difficulty: Intermediate
Length: Medium
Requirements:
Level 25 Cooking
Must have completed the following quests:
Gertrude's Cat and Shadow of the Storm.
Items Needed: Kitten/Cat/Wily/Lazy Cat, and lots of Stews (you can buy at the Seers' Village pub for 20 gp each or at the Warriors' guild from Lidio for 24 gp each with 10 in stock). You are not recommended to take a kitten down there, it is better to take a Cat or Wily Cat.
Quest Points Reward: 1
Reward: 7k Cooking exp, ability to make spicy stew, own a hell-cat, and more access to the Culinaromancer's Chest.
Start Point: Lumbridge Castle Banquet Room
To Start: Inspect Evil Dave
- The gypsy will tell you that in order to free Evil Dave you must make a stew, but that it also must be seasoned in a very particular way.
- Go to Edgeville and west of the bank speak with Evil Dave's mother, Doris. Ask if Dave is in and she will tell you he is down in the basement (Make sure you agree to being evil). Open the trapdoor, and continue down into the basement.
- Once downstairs, talk to Evil Dave and make him give you the recipe. Dave tells you the stew was like the one his mom makes, so go speak to Doris. She tells you that you need to gather certain spices to make this stew.
- Go downstairs and use your cat to catch hell rats. Most times it catches a rat, a spice is dropped. Spices will be Red, Yellow, Orange and Brown. In addition, it'll be a quantity of 1 to 4. Gather a few of these spices (no more than 6 doses of each color will be needed). To find out the amount of spice needed for the Evil Stew, do the following: Start with RED spices, add 1 red spice to stew then talk to Dave. He'll drink it then say it's nothing like his stew or one of the spices is right (once it's right, go onto the next color). If it's wrong, just add 2 doses to the next stew. If two spices is wrong then you know that 3 spices is the right amount. Once you figure out RED, then move onto YELLOW, then ORANGE, then finally BROWN. Finally, using all the correct doses of all colors, make the Evil Stew for Dave to taste which he says is 'Totally Evil'. The worst case scenario using this process is you'll need 6 doses of each color and 9 bowls of stew (2 of each color spice in the stew, and the final one).
Note: Your cat will automatically turn into a hell-cat once you have killed a certain amount of hell-rats, the amount varies. Feeding your hell-cat normal milk will turn it into a normal cat. Also note that the spices are untradable. - Once you have the correct quantities of each spice in the stew give it to Dave, who should verify that is the correct one.
- Go back to the banquet hall and use the stew with Dave.
Congratulations! Sub-quest Complete!
Sub-quest 6: Freeing Skrach Uglogwee
Difficulty: Intermediate
Length: Medium
Requirements:
Level 41 Cooking
Level 20 Firemaking
Must have completed the Big Chompy Bird Hunting Quest.
Items Needed: Axe, Pickaxe, Any ogre bow, Any ogre/brutal arrows, Iron spit (smith with an iron bar), Log, Tinderbox, Ogre bellows, and Ball of wool.
Quest Points Reward: 1
Reward: 1,500 Cooking, Woodcutting, Ranging, and Crafting exp, Increased access to the Culinaromancer's chest.
Start Point: Lumbridge Castle Banquet Room
To Start: Inspect Skrach Uglogwee
- NOTE: The gypsy will tell you that in order to free Skrach Uglogwee you must cook a Jubbly bird, and to talk to Rantz about how to hunt them.
Speak to Rantz in the Feldip Hills about saving Skrach. He will tell you to speak to him again just southeast at the water's edge. - Head over there and tell him that you will need a boat to get to Karamja, which is where he points to. He will kick over a tree for you, so use your hatchet on it twice to make a crude boat. Tell him the boat is ready, and he will then shoot an arrow to a tree on Karamja and tell you to cook a chompy there for good luck.
- Now kill a chompy bird and get a raw chompy. For more information on chompy hunting, see the Big Chompy Bird Hunting Quest Guide.
- Next, go over to the beach southwest of the Tai Bwo Wannai general store to find the tree with the arrow in it. Make a fire and roast your chompy using your iron spit. Rantz's children will come with the boat to bring you back.
- Ride on the boat back to Rantz and speak to him again. He will tell you that you need to make toad balloons to bait the Jubbly birds.
- Go north of the swamp where you fill up your bellows to the little mining area. Mine a rock.
- Now fill up your bellows and catch three swamp toads, then fill up your bellows again. Move to a clear area (south of Rantz's patch is a good place) to hunt your Jubbly.
- Use your bellows on the bloated toads and they will inflate more to make toad balloons. Drop them on the ground and move a fair distance away. When a Jubbly bird comes, range it with your ogre bow and pluck the carcass, and then pick up the raw jubbly.
- Cook the raw jubbly on Rantz's spit, as yours is too small.
- Finally, bring the cooked Jubbly back to Skrach Uglogwee.
Sub-quest 7: Freeing Sir Amik Varze
Difficulty: Experienced
Length: Long
Requirements:
Must have completed the Lost City Quest
Must have started the Legends Quest to the point of entering the K. ( If you have completed the Legends Quest instead of only partially completing it, you will not need the Radimus Notes for Sir Amiraks sub-quest.)
Must be able to defeat a level 227 monster
Items Needed: Bucket of milk, Pot of cream, Raw sweetcorn, Hatchet, Machete, Pot, Raw chicken, Dramen staff, Pestle and mortar, Ice gloves or Anti-dragonbreath shield or anti-dragon potion (recommended), Weapon and Armour (recommended), Radimus notes, Prayer potions (recommended).
Quest Points Reward: 1
Reward: 4k Cooking and Hitpoints exp, Increased access to the Culinaromancer's Chest.
Start Point: Lumbridge Castle Banquet Room
To Start: Inspect Sir Amik Varze
- Talk to the gypsy and then to the Cook about how to make Sir Amik's creme brulee.
- Use the milk with the cream to make a milky mixture.
- Head to a mill, such as in Lumbridge or Zanaris, and use your sweetcorn in the hopper to make cornflour. Use this with the milky mixture to make a cornflour mixture.
- Go to the Khazari Jungle, south of Shilo Village. Pick a vanilla plant, found south of the pool of water on the south beach of the jungle, and add it to your mixture.
Note: To enter the Khazari Jungle, you must have entered it previously, in the Legends Quest. You must keep your Radimus notes for this step, until you complete the Legends Quest. After completion of the quest, you will no longer require the notes for this step. - Store all of your armour and weapons in the bank, but make sure you still have your pestle and mortar and your mixture. Some teleport runes and food would also be helpful for the next step.
- Head to Entrana and get a branch off of the Dramen Tree, as done in the Lost City quest. Grind it into cinnamon and then make your way back to the Draynor bank.
- Speak to the Wise Old Man near the Draynor bank. Ask him about strange beasts and then select Evil Chicken. Listen to his story. Then make your way to Zanaris.
- You will need a raw chicken, dramen staff, your mixture, anti-dragonbreath shield, armour, weapons, and prayer potions for the next few steps. Head to the shed in the Lumbridge swamp and equip your Dramen staff (or Lunar staff). Enter the shed and you will be in Zanaris.
- Equip your weapon, armour, and anti-dragonbreath shield. Use your raw chicken with the chicken shrine right behind you to be teleported into the Evil Chicken's lair.
The Evil Chickens lair is instanced! If you die you will lose everything! - Turn on protect from melee (if you have it) and run past the Black dragons to the evil chicken in the back. Switch to protect from magic and kill the chicken. Take his egg and add it to the mixture. Note: if you, for whatever reason, should die down here after you have defeated the Evil chicken, you will not be able to fight it again. Instead, search it's nest for an egg and use it for the mixture.
- Turn on protect from melee and kill a Black dragon. Pick up the token it drops and leave the chicken's cave through the portal located south of the dragons.
- Equip either Ice gloves (no damage), Anti-dragon shield or Anti-fire potion (some damage), or an Anti-dragon shield and Anti-fire potion (no damage), and withdraw the cinnamon. Use the cinnamon on the Brulee and then rub the token to make a fairy dragon appear. Ask him to flambe your creme brulee. He will breathe on it and the dish will be complete. If you did not use any of the items listed above, you will take very high damage from the dragon's breath.
- Go back to the Banquet and use the Creme Brulee on Sir Amik Varze.
Congratulations! Sub-quest Complete!
Sub-quest 8: Freeing King Awowogei
Difficulty: Experienced
Length: Long
Requirements:
Level 70 Cooking (can be boosted)
Level 48 Agility (cannot be boosted)
Must have completed the Monkey Madness Quest.
Items Needed: Knife, Pestle and Mortar, Rope, M'speak Amulet, 3 Greegrees (Ninja/Archer, Guard, and Zombie), a weapon, and 5gp. Antipoison is recommended.
Note: During this sub-quest, do not teleport anywhere if you have a Greegree equipped while you also happen to have no space in your inventory, or else you will lose your Greegree.Quest Points Reward: 1
Reward: 10k Cooking and Agility exp as well as the ability to use the Ape Atoll teleport spell.
Start Point: Lumbridge Castle Banquet Room.
To Start: Inspect Awowogei.
- When you inspect Awowogei the gypsy will tell you that she doesn't know what food to give him, so you must go to Ape Atoll and talk to him in his monkey form there.
- Go to Ape Atoll and ask Awowogei about his favorite food. He is in a building on the eastern part of the island, south of the building with the place you can recharge your prayer. He will not tell you but he mentions the Three Monkeys. They are located in the northwest corner of the temple just north of you.
- Go to these monkeys and talk to one of them, the others will join in. They will tell you that King Awowogei's favorite food is Roasted giant snake stuffed with sliced banana and monkey nut paste. You will need a giant snake corpse, a banana, and some monkey nuts. All but the snake corpse are purchasable on Ape Atoll.
Note: It is highly recommended to buy/collect multiples of each of the following items as it is possible to burn the snake when you attempt to cook it. Plus, you must take more than two red bananas or tchiki nuts or else when you return to the three monkeys, they'll ask you to get both items again. - Buy the banana and monkey nuts then head back to Lumdo who will take you to Crash Island.
- Once you are on Crash Island, head east and go down the pit. Kill a big snake (level 84) and pick up its corpse. I recommend using protect from melee as it is a multi-combat area and there are a few of them down there.
- Now return to the Three Monkeys and they will tell you that your banana and nuts are of the wrong type. What you need is a Red Banana and some Tchiki Nuts. (You have to talk to them twice to get them to say this). Transform into a guard monkey and go to the western part of the island and located the banana tree. Use a rope with the tree and pick a red banana. Drop that banana and pick another one so you have two.
- Transform into a ninja monkey and go south of town to the agility arena. Follow through the course and at the end there is a hole. Go down the hole and pick some tchiki nuts from the bush. Again, gather two tchiki nuts the same way you did with the red banana. Climb up the vine and return to the Three Monkeys.
- Slice your banana with a knife and grind the nuts with the pestle and mortar. Then use them both on the snake.
- Transform into a zombie monkey and go down the trapdoor in the eastern part of the temple. Once there, go down the stairs and enter the 'exit' between the two flights of stairs. Walk over the lava and use the raw stuffed snake with the rock in the room.
Note: It is possible that you may burn the snake during the process, and will need to gather all the resources to reattempt cooking it successfully. - Finally, return to the banquet hall and use the snake on Awowogei.
Congratulations! Sub-quest Complete!
Part 3: The Fights
Difficulty: Experienced
Length: Medium
Requirements:
175 QP
Must have completed the following quests: Desert Treasure and Horror From The Deep.
Must be able to defeat tough high leveled monsters.
Items Needed: Fighting equipment (recommended items mentioned in guide), lots of food, and some super restore potions.
Quest Points Reward: 1
Reward: Full access to the Culinaromancer's Chest and an experience lamp granting 20k exp to your chosen skill that is above level 50.
Start Point: Lumbridge Castle Banquet Room
To Start: Complete all sub-quests
Once you have completed all of the sub-quests you will watch a cut-scene, after this there will be a portal that you can go through to fight the Culinaromancer and his minions.
Your prayers will not work here and if you die you will lose all but the 3 rarest items you are carrying, unless you are skulled which would make you lose all of them. Remember, there is no way to retrieve what you lose!
All of the following are our recommendations, although many people may find other ways that suit them better.
Battle 1: Agrith-Na-Na
The first monster you will face is Agrith-Na-Na, a level 146. It is weak to stab and ranged attacks.
Meleers should take:
A good platebody
A good pair of platelegs
A Dragon dagger (preferrably super poisoned)
A Regular or Super potion set
Fill the rest with food (lobsters or better)
Rangers should take:
Good range armour
A good bow
A Ranging potion (if you think you need one)
Rune arrows/Bolt racks (depending on what bow - none if crystal)
Fill the rest with food (lobsters or better)
Drink your potions before you go through the portal, and then enter and unleash all of your specials on him. He is rather easy and you get a banana for beating him. After you have defeated him, exit the portal and go bank to prepare for the next stage.
Monkey Ambassador Quest Guide 2007 Youtube
Battle 2: Flambeed
The second monster you will come up against is Flambeed, a level 149 made out of hot cakes. This thing hits pretty often in close combat but is particularly weak to range.
Note: It is recommended to not tank this boss but to kite as Flambeed hits hard and often!
You should take:
Good range armour
A good bow
A Ranging potion (if you think you need one)
Rune arrows/Bolt racks (depending on what bow - none if crystal)
A Dragon halberd (optional)
A Super potion set and Stamina potions
You MUST wear Ice gloves
Fill the rest with food (lobsters or better)
As with Agrith-Na-Na, drink your potions before going through the portal. When you get in, unleash three hally specials on him, if you brought a hally, and then change to your ranged weapon. Try to avoid letting him get near you by simply running along the side, unleashing 2 shots at him, and then running again. It will drop some cakes.
You can also trap him behind the portal and range him.
Battle 3: Karamel
This time you are pitted against Karamel, who is the Kamil of this quest in that she uses stat reducing, freezing magic. She is level 136 and is very resistant to range so it's recommended using magic against her.
You should take:
A good Magic bonus Armour set
A good Staff (preferred to the element you are casting) Runes to your highest level magic skill that you can cast
A Regular or Super potion set
2 Super Restore potions
Fill the rest with food (lobsters or better)
Run up to her as quickly as you can, as once you are in close combat with her she can't hurt you. She will drain your special attack bar, your stats, and will freeze you with her spells. Try to always keep your attack above your regular level by drinking super restore when necessary. Eventually she will die and drop a choc ice.
Battle 4: Dessourt
In this battle you face Dessourt. This is a level 129 skeleton-like thing that uses magic and melee. The magic hits rapid 5's each time though, so keep an eye on your health. He seems weak to most melee attacks.
You should take:
A good platebody
A good pair of platelegs
A Dragon scimitar, Dragon longsword, or Abyssal whip
A Regular or Super potion set
Fill the rest with food (lobsters or better)
Drink your potions before going into the portal. Unleash any specials you have straight away and kill him.
Battle 5: Gelatinnoth Mother
The penultimate battle is against the Gelatinnoth Mother, which is a level 130 version of the Dagganoth Mother. It goes through a cycle of colours allowing attacks of certain style and elements to damage it. It starts out white, then changes color to blue, orange, brown, red, and green, then repeats the cycle.
You should take:
Full rune armor
An Air staff, Air battlestaff, or Mystic air staff
Enough runes to cast 50 air, water, earth and fire blasts or waves
A good shield
A good melee weapon
A good bow
Rune arrows/Bolt racks (Nothing if using a crystal bow)
A Regular or Super potion set
When you fight it, cast spells using your menu instead of setting it to auto cast. The weaknesses for each colour are as follows:
White - Air spells
Blue - Water spells
Orange - Melee attacks
Brown - Earth spells
Red - Fire spells
Green - Range attacks
Kill it using the attacks from the above list, but remember to watch your health as it is very easy to get carried away here and die.
Final Battle: Culinaromancer
Finally, you are but one enemy away from completing the longest quest in Runescape. You have to fight the Culinaromancer, although he is only level 75 and one of the easiest of the lot. He is like a pure with low defence stats but high offence. Dispose of him however you want, he is really quite simple to defeat.
Congratulations! You have completed the 100th quest of RuneScape!
Table of Contents
Chapter 1:
Items needed: Lemon, Grapes, and Pestle and mortar.
Items Recommended: Normal log, Magic log, and energy potions.
- To start the quest, speak to King Narnode Shareen. He will tell you that Glough has managed to escape in spite of the guards at his house, and ask you to investigate the situation there.
- Go to Glough's house: Climb up the ladder just east of the entrance ramp to the Grand Tree. Climb up the tree at the east end of the floor, and then investigate the branch pointing north. You'll find a handkerchief, which you should investigate further to discover the embroidered initials A.A.
- If you've recently done Monkey Madness, you may remember that Glough's girlfriend Anita has such initials. Go back down the tree (Do NOT enter the trap door in Glough's house, or you'll find yourself in a harmless but annoying dungeon with no way back up. If you do this accidentally, you can run west and north to reach the ladder under the King.), down the ladder, west past the Grand Tree, and further northwest until you reach the ladder to Anita's house. Climb up and you'll find Anita crying about Glough. Ask her what's wrong, and she'll confide that she's worried Glough may be disloyal to her, as she heard voices whispering upstairs in his house. Then choose 'He might be in trouble, I could help' and she'll tell you that there's another level in Glough's house, which you should investigate.
- Return to Glough's house and climb up the tree, then up the northern branch again. Search the fire remains to uncover a mysterious note. Investigate the gnome statue to unlock the cupboard, then search the cupboard to find the 'book of spyology.' Read through it and it will mention a method to reveal text on a document encrypted with spycraft. Search the crates in the north-west corner for a brush.
- Now you need to uncover the message on the mysterious note: With the note in your inventory, use a pestle and mortar on a lemon (Don't eat the lemon!) and you'll apply lemon juice to the note. Then use the mysterious note on Glough's table of candles. (If you're afraid the candles might not be hot enough, you can investigate them first to determine that they indeed are hot. Also if you forgot the lemon and are not around Glough's place anymore, you can use any lit candle on the note instead if you so choose.) Next, use the pestle and mortar on the grapes to make an interesting sort of paint. Finally, use the juice-coated brush on the mysterious note to unmask the text. Read the resulting scrawled note, a bunch of gnomish gibberish.
- Return to King Narnode and tell him of your findings. He'll suggest you use the translation book from Monkey Madness I. When that proves insufficient, as many of the words are missing, the King suggests speaking to the book's author, Anita. Go back to Anita's house and ask her to translate the notes, then return to the king.
- The message indicates that Glough and somebody else from the stronghold have gone somewhere. With this in mind, King Narnode will recall that the only travel agent recently replaced was Le Smith. He'll instruct you to investigate Le Smith's disappearance to determine where he and Glough might have gone.
- Talk to Assistant Lori just southwest of the ladder to Glough's house, and ask her who she is. She'll tell you that she was assigned by Auguste on Entrana, and you should speak to him for more information. Travel to Entrana, (The fastest way would be that balloon you're standing under if you brought a normal log. Bring a magic log for the return journey, too.) and speak to Auguste. He'll tell you that the previous balloon assistant in the Gnome Stronghold hasn't shown since he'd been taught a new balloon route - the route to Ape Atoll. Return to King Narnode with this information. The king will declare a state of emergency, and order you, as a member of the 10th Squad, to report to Sergeant Garkor on Ape Atoll for further orders.
Chapter 2:
Items needed: M'speak amulet, Ninja (either size) or Ancient gorilla greegree, light source, Pickaxe, Knife, Strong tanking gear along with High level food (Tanking path only).
Items Recommended: Strong Weapon and Armor, Super antipoison potions, Brews/Restores, Prayer potions, and Ape Atoll Teleport tablets or runes/banana.
- Travel to Ape Atoll (teleport or Daero > Waydar > Lumdo) and head speak to Garkor outside the east wall of Awowogei building on the east side of the island. He'll ask you to ask Awowogei about his military plans.
- Enter Awowogei building by talking to the guard. Equip an appropriate greegree (Ninja or Ancient gorilla) and ask Awowogei about his military plans. He will refuse to speak to anyone who isn't kruk, and order you to remind Kruk that he was supposed to report to the king. Report back to Garkor, who will order you to kill Kruk and make a greegree from his remains.
- Now you need to find Kruk. Kruk was supposed to be stationed on the west hill overlooking the entrance to the monkey city, so go out there and talk to the monkey with the talk option. Ask him about Kruk's whereabouts, and he'll tell you there's only one way off the hill, and that's where you should start looking. At the bottom of the hill you'll now see some tracks similar to those found in kebbit hunting. There's nothing to search, though: Just follow the tracks till you reach a trapdoor. The trapdoor is one square south of a tree just south of the northern transport icon, where a new glider will be available after the quest.
WARNING: Do not underestimate the dungeon. It's filled with 130+ monsters which will hit very consistently. Prepare accordingly, and keep your health high and appropriate prayers ready at all times. - Investigate the trapdoor and enter the dungeon. The dungeon entrance is outside the range of Zooknock powers, so you'll automatically unequip your greegree as you enter. If your inventory is full, it will be dropped on the floor. Equip your weapon and pick up the greegree.
- Kruk is located in the room east of the room north past the monkey bars. You won't be agile enough to climb the monkey bars until later when you have Kruk's greegree, so you'll have to go one of the long ways, and deal with traps, obstacles, and monsters along the way.
- Head south. Notice, but do not enter, the hole in the floor with a vine coming out of it. Continue south until you see some dodgy ground to the east.
- Now you make the choice: Do you use the tanking method or the agility method? If you have higher combat stats and good tanking gear or lower agility, the tanking method will probably be significantly faster and less annoying for you. If you have high agility, at least 70, and lower combat stats or worse gear, you might want to choose the agility method to avoid most of the multicombat. It's really up to you. Kruk's Maze Dungeon:
- The Agility Method: Head east toward the dodgy ground. Follow the south edge of the dodgy ground, then go a little bit north, then west, then north, then east to the next room. You should be walking only on tiles without dark 'X'es crossing them. This obstacle and the rest of the agility dungeon consists of a randomly generated path which is different for every player. If you step on an incorrect tile or attempt to traverse an incorrect obstacle, you'll fall into the dungeon below. There will be swarms of either Maniacal Monkeys (Pray Melee) or Maniacal Monkey Archers (Pray Ranged) attacking you. Run to the appropriate rope (northwest corner in this case) and climb up, then go back and try the next route or obstacle. Notice that when you fall because you're not following your predetermined route, the game channel of the chat box will read 'Something about this route feels wrong.'
On your travels through this agility dungeon, you'll find an expansive dodgy ground room. Carefully follow the path east to get a Bronze Key from the chest. If you're not planning to get all the way through the dungeon without teleporting, you might want to get an extra one or two for later. Continue on the northernmost path and use the bronze key on the door, then continue through the maze.
Eventually you'll come to an open area with two paths, take the one that is not blocked by a web . Use protect from melee to negate damage from the maniacal monkeys in this area.
- The Tanking Method: Make sure you have a pickaxe and a slash weapon or knife. You're going to be running through multicombat tunnels with groups of maniacal monkeys and maniacal monkey archers. Set your quick prayers to Protect from Missiles and Steel Skin, and use tanking gear that you can afford to lose like torags.
Head south until you reach a rope. Don't idle here too long, or you'll take damage from falling ceiling as in zooknock tunnel. Turn on your range prayer, drink a dose of stamina potion, and climb down the . Drink a dose of stamina potion, and run. You'll be in a maze of web-blocked doorways and rockfalls blocking your way. Like in the agility method, your path is randomly chosen for you. When you come to a fork in the road, choose a direction. If it's the wrong direction, you'll be told so in the game channel with a message Just follow the path, and top up on health, prayer, and stamina as needed.
At some point along your journey, you'll find an area with a few chests in it. Pick one and search it for a key. If it's the wrong one, the game chat will suggest that you try the other one. Get the key and continue in the maze.
If you come upon a dart trap or a spinning blade trap, right click and attempt to disarm it. Depending on your thieving level, this may fail or be impossible. You can definitely get to where you need to go, but if you pass a blades trap that you don't need to pass and then determine that after by trying to pass a web, you may be stuck if you have insufficient thieving. If so, teleport out, make your way back to the dungeon, and don't go that way next time.
- The Agility Method: Head east toward the dodgy ground. Follow the south edge of the dodgy ground, then go a little bit north, then west, then north, then east to the next room. You should be walking only on tiles without dark 'X'es crossing them. This obstacle and the rest of the agility dungeon consists of a randomly generated path which is different for every player. If you step on an incorrect tile or attempt to traverse an incorrect obstacle, you'll fall into the dungeon below. There will be swarms of either Maniacal Monkeys (Pray Melee) or Maniacal Monkey Archers (Pray Ranged) attacking you. Run to the appropriate rope (northwest corner in this case) and climb up, then go back and try the next route or obstacle. Notice that when you fall because you're not following your predetermined route, the game channel of the chat box will read 'Something about this route feels wrong.'
- Eventually you'll reach an area with two exits - one without a web to the west, and one crevice or passage to the south. That's where your friends who chose the agility method will join you - switch your prayer to melee and go all the way west.
At this point there are two agility obstacles, a ledge to the west, and pillars to the south. Choose one. If it doesn't work, you'll fall into the dungeon below. Run northeast and climb the rope. If the game channel reads 'Something about this route feels wrong,' choose the other obstacle. Continue through the maze.
Eventually you'll reach the end of the dungeon and a wall which you can investigate to unlock a shortcut back to Kruk's lair. If you die or want to bank it's useful, but once you kill Kruk it won't matter anymore. If your route took you on the ledge to the west, the wall is located before the last 'dodgy ground' obstacle. The eastern route wall is located before the entrance to Kruk's lair. - Kruk can be very difficult to kill. The lair is instanced, If you die, you lose any unprotected items, and it is impossible to return and pick them up.
- Enter Kruk's lair. After some short dialog - turn on protect from missiles and attack Kruk. He can hit up to 33, so keep your health significantly higher than that.
Strategy: If necessary, it is possible to lure Kruk into a corner where you can stand without him being able to hit you. Then you can run out one spot, get one hit on him, and run back to your safe spot. As soon as his health bar disappears, go for one more attack, and repeat. If you time this right, you can avoid getting hit at all. - Once Kruk is dead, investigate his corpse to receive his paw. Exit the dungeon and get a monkey talisman from the monkey child in the northern middle of the city. Don't let the monkey's aunt see you. Tell the monkey child that you've lost the toy. Let him cry a few minutes or just hop to another world and ask him to lend you his new one immediately.
- Take the monkey talisman and kruk's paw to zooknock. Zooknock can be found at the end of the tunnel from Monkey Madness I, just west of lumdo at the southeast corner of Ape Atoll. Most people will remember this tunnel as the standard chinning/bursting spot. Bring a stamina potion, some food, and a serpentine helm or antipoison potion to make the trek easier. Zooknock will exchange the monkey talisman and Kruk's paw for a Kruk monkey greegree with a little disclaimer that he doesn't know what effect a greegree from as powerful a monkey as kruk may have on you.
- One sure effect of this powerful new greegree is an audience with the monkey king: Wield your new Greegree and speak with King Awowogei. Ask him about the military plans, and he will mention an alliance with some troll generals. Report this back to Garkor.
Chapter 3:
Items needed: 20 coins, combat equipment, lots of food, 6 Free Inventory spaces, Hammer, and Chisel.
Items Recommended: Prayer potion(s), Stamina Potions, and Ranged weapons for lower levels.
- Garkor will instruct you to put an end to those troll alliances, but no self-respecting troll general will listen to a human who hasn't proven himself in mortal combat. That leaves you with one option.
- Head to the troll stronghold. Enter and walk south to the door on the western wall and enter. Talk to troll general Kob about his alliance with the monkeys, then challenge him to a deathmatch. Pray melee and tank his hits (He can hit through prayer) or safe spot behind the door and range him until he's almost dead and he will agree not to help the monkeys.
- The other general is an ogre, Keef. Head over to Gu'Tanoth and enter, following the path until you get to a broken bridge. Attempt to jump across, and the guard will demand 20 coins from you. Pay him and jump across to meet Keef. Challenge him like you did Kob and fight him, protecting from melee. Again, he can hit a bit through prayer, so be prepared to heal. Do not underestimate either general! Once he's almost dead, Keef too will agree to call off the monkey alliance in return for his life. Return to Garkor and update him on your success.
- Garkor will send you on your next assignment - Search for and find Le Smith. Le Smith can be found somewhere on Ape Atoll on the rooftops or other high places. Common spots are:
- On the bridge between the two watchtowers at the city gate.
- Third floor above the jail
- Third floor next to the rune stall (must search the southeastern most crate in the building due east of the rune stall for a dungeon entrance to reach this building).
- Third floor of the broken building next to the monkey child/aunt. (climb ladder on the north wall of the building to start).
- Speak with Le Smith, who will mention nonchalantly that he's not wearing his amulet of monkeyspeak, assuming that you don't understand. Tell him that the king sent you to check on his progress, and he will mention that ships are being manufactured at the west side of the island. Report back to Garkor, who will send you to investigate and sabotage the ship's.
- Head to the west side of the island, just north of the city entrance. Make sure you're holding the Kruk monkey greegree and ask the monkey to take you to the platform.
- You're now tasked with solving a patrolling monkey puzzle. In some ways this is similar to the guarded goutweed in the Troll Stronghold or the Osman's Squ'rk at Sorceress's Garden, but this is a slightly more complicated three story maze. You can't simply get to the other side, you have to get to the other side, collect six satchels, fill them with explosives from another point in the maze, and then bind them to six weak points throughout the maze. All this while avoiding the monkey guards patrolling along the way.
- There are three types of walkable tiles in this maze:
- 'Red' tiles are dangerous. If you stand on these tiles at the wrong moment, a monkey guard will see you and knock you off the platform. If this happens, you'll lose any explosives you may have acquired thus far. Most tiles along the path are 'red' tiles.
- 'Green' tiles are safe. You can stand on these indefinitely with no risk of being noticed by the monkey guards. It's worth noting that the tile on which you climb up or down a ladder from will ALWAYS be 'green,' so there's plenty of time to watch the patrols before you make your move when you reach a new level.
- 'Yellow' tiles are safe or dangerous depending on the direction of the relevant monkey guard. For example, a particular spot may be safe because the northbound monkey guard turns left to continue along his path. But once he turns around, he will see the same spot on his way south. These are the least common, but important to understand and utilize properly.
- 'Red' tiles are dangerous. If you stand on these tiles at the wrong moment, a monkey guard will see you and knock you off the platform. If this happens, you'll lose any explosives you may have acquired thus far. Most tiles along the path are 'red' tiles.
- As you traverse the platform maze, be careful! The monkey guards can see three/four spaces in front of them, and they'll gladly toss you off the platform! Always make sure you have run energy this is where the stamina potions come into play, and carefully time your running from one 'green' zone to the next so that no monkey sees you. Always learn the route of the surrounding monkeys before you move to the next spot.
Note: Getting caught brings you back to the start of the airship platform, by the boat. It does not reset your progress in laying explosives, but any satchels you are still holding will be emptied in the water, and you'll have to go back to refill them before continuing. - With this in mind, follow the platform all the way south, east, north, west, and north. Then go east, but don't climb up the ladder. Go all the way south instead. Notice the first nook on the right of this southern path is a 'yellow' area - the guard will catch you as he goes south, so don't hang around there till then! Then go east and climb up the ladder once. Next, go south, west, and climb down the ladder. Then go east and north and take six satchels.
- Now you need to get explosives: Go back south, west, climb up, go east, then north, and then climb down the ladder once. Make your way back west, then north, to that ladder you passed earlier. Climb up, then go east, south a little bit to climb down the ladder, north, and west. Fill up all six satchels.
- Now you need to place the 6 charges at the weak spots around the platform. There are many ways to do this, but here is one possibility: From the explosives spawn:
- East, south just a little and climb up, then south all the way and use an explosive-laden satchel on the cracked floorboards.
- North, west, down, south a little bit and into the eastern area - Use an explosive satchel on the cracked pipes.
- South, East, Up twice. South, Use an explosive satchel on the cracked floorboards.
- North, West, North. Use an explosive satchel on the gas canister.
- South, East, Down once. West, swing across the gap using the hanging vine. Further west (watch out for 'yellow' areas), north, east. Use an explosive satchel on the gas canister.
- West, south until east, east, swing across hanging vine, east, down. West, north, west, south, east, down a bit and west to the final floorboard.
- East, south just a little and climb up, then south all the way and use an explosive-laden satchel on the cracked floorboards.
- Regardless of the order you chose, once you've placed the last satchel successfully, walk into a red zone and get caught for a quick and easy shortcut back to the boat. Use the boat to return to Ape Atoll. The platform will rumble be destroyed as you leave. Report this to Garkor.
- Your next sabotaging mission is to stop Glough from mutating armies of gorillas. Enter the trapdoor to Kruk's Dungeon, then head north to the monkey bars. Hold Kruk's greegree and cross the monkey bars. You'll find yourself in the room to the west of the room in which you fought Kruk. Enter the northern passage and then the building therein. Mount the demonic gorilla on the holding area to the east, and go downstairs. After a short cutscene, glough will order you to subdue three tortured gorillas who've managed to get out of their cages. Pray protect from melee and attack each tortured gorilla until it is restored to its cage.
- Unmount your gorilla by using the holding pad. If you didn't bring a hammer and chisel, search the boxes for these tools. Then go up the stairs and to the northern side of the room. Tamper with the device, and receive a black gem. Use the chisel on the gem to get a deconstructed onyx. Put the gem back in the device.
- Investigate the incubation chamber in the southeast to confirm that the tortured minions have been corrupted. Report your findings back to Garkor, who will tell you to report to King Awowogei that his plans have been foiled. Disguised as Kruk, do so. A cutscene will occur in which Glough somehow has managed to prepare an attack anyway, and is apparently heading toward the stronghold.
Chapter 4:
Items needed: Strong equipment for two attack style, Brews/Restores, or good food.
Items Recommended: Prayer and Super combat potions.
- Head to the grand tree and update King Narnode on the situation. He'll ask you to recruit Nieve, the best warrior around, and defend the stronghold. Speak to Nieve and get her to help you. She'll call in Steve to hold her post while she's gone, and follow you. A cutscene will show the shadow of glough's airship passing overhead. It's loaded with tortured gorillas and headed straight for the grand tree... But then the Glough and Le smith lose control of their passengers, and the airship makes a crash landing just north of the grand tree. Nieve will suggest investigating the attack site. Head north northwest toward the crash site, killing four tortured gorillas along the way.
- Speak to Garkor, now stationed just northwest of the Grand Tree at the entrance to the crash site. He'll order you to investigate the crash site and finish Glough once and for all.
Note: The crash site cavern is also instanced, so don't bring anything you can't afford to lose! - Pass through the gate to the north and run northeast past several tortured gorillas. Enter the cavern and you'll see a cutscene. Glough, not too surprised to see you, unleashes some tortured monkeys on you to finish you off.
- Immediately after the cutscene you'll be attacked by two tortured gorillas. Once you've killed one of the tortured gorillas, ignore the others and focus on the demonic gorilla which will join the fight. The demonic gorillas are far more dangerous than the tortured. With 380 hp, all three attack styles, and protection prayers, defeating them can be quite difficult. Pray according to their attack: protect melee for melee attacks, protect from missiles for their white ranged attack, and protect from magic for their green magic attack. Whenever the demonic gorilla starts protecting against the attack style you are using, switch styles. Also, avoid standing in the same place for too long - if you see a boulder falling, move, or you'll likely take 20+ damage from it.
If you're a lower leveled player, you might want to let Nieve deal with the gorillas for you. Fight until she starts attacking one of the gorillas, then run out of the room and hide out of range. Once it's dead, attack another one until she starts helping, then run and hide. Whenever her target demonic gorilla protects from melee, you'll have to range or mage it till it switches prayers, then hide again. - Finish off the two demonic gorillas, and Glough will have had enough. His monkeys having failed him, Glough will drink the mutagen and gain an immense amount of height and power. In his initial burst of anger, he sends Nieve flying to the wall of the cave, where a boulder immediately lands and crushes her to death. Her elysian spirit shield appears on the ground, ignore it.
Note: If you need to bank, you can teleport out now and come back.
Chapter 5:
Items needed: Strong equipment for two attack styles, Brews/Restores, or good food
Items Recommended: Prayer, Super combat potions, and Toxic Blowpipe for safe spots.
- As you fight Glough and his health deteriorates, he will bash open a passage to further caverns and retreat to it.
- In the first room, you can safespot Glough from the passage using ranged or magic. When his health is diminished a bit and he retreats, follow him to the second room, praying Protect from Range. This will significantly lessen the damage done by his stomping attack.
- Once his health goes down a bit more, Glough will bash his way through the hall to a third and final room. Switch to melee prayer and follow him. Without protect from melee on, he can hit up to 66 by throwing you at the wall of the cavern. Keep your health high!!! When he throws you against the wall before he does switch from Protect from Melee to Protect from Magic while in the air to take no or close to no damage., take advantage of the time running back towards him to restore some health. Be sure to switch back to Protect from Melee before running back!
Strategy: If you're a lower leveled player and your melee isn't significantly stronger than your ranged, it may be wise to use the toxic blowpipe instead, protecting from magic and quickly moving away from him or praying melee when he teleports you to him. - Once you've managed to get Glough down to 0 health, the cavern will shake and start collapsing. Sensing the intense energy in the caves, the 10th squad will teleport you out. You'll find yourself explaining the situation to King Narnode. He'll thank you and promise to invite you when Awowogei comes, which he immediately does. Awowogei will thank you for your help and allow you free passage on Ape Atoll without the use of a greegree.
Congratulations! Quest completed!
Additional reward:
Speak to Duke on the hill east of the entrance for 100k combat xp in the skill of your choice.