Monkey Madness Quest Español

  

Table of Contents

Chapter 1:

Now is the time to put on your Monkey Madness Survival gear. You will encounter many powerful monsters (mostly monkeys) that will pack a punch to low levels. These monsters will attack with either melee or range, so wear some good melee armour (or at least the best melee armour you have). Items required: Monkey talisman, Monkey part (any of these will work, but it must be from Karamja: Monkey corpse, Monkey bones, or Monkey skull), Energy potions, Plank, and Food. Make your way back to Ape Atoll, then go down the tunnel for the second time to Zooknock. Use the Monkey talisman and Monkey part with Zooknock to get a Monkey Greegree.

Items needed: Lemon, Grapes, and Pestle and mortar.

Items Recommended: Normal log, Magic log, and energy potions.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.

  1. 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.
  2. 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.
  3. 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.
  4. 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).
  5. 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.
  6. 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.
  7. 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.
  8. There are three types of walkable tiles in this maze:
    1. '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.
    2. '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.
    3. '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.
  9. 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.
  10. 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.
  11. 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.
  12. 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:
    1. East, south just a little and climb up, then south all the way and use an explosive-laden satchel on the cracked floorboards.
    2. North, west, down, south a little bit and into the eastern area - Use an explosive satchel on the cracked pipes.
    3. South, East, Up twice. South, Use an explosive satchel on the cracked floorboards.
    4. North, West, North. Use an explosive satchel on the gas canister.
    5. 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.
    6. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.

  1. 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.
  2. 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!
  3. 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.
  4. 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.
  5. 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.

  1. As you fight Glough and his health deteriorates, he will bash open a passage to further caverns and retreat to it.
  2. 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.
  3. 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.
  4. 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.
Difficulty: MasterRequirements: HardLength: Very Long

Start location: You start the quest at the Grand Tree. Talk to King Narnode Shareen. He gives you a Royal Gnome Seal.

Requirements:

Other: Prayer level 43 highly recommended, Able to Defeat a Level 100 Demon.

Items: 1 Gold bar, 1 Ball of wool, Monkey bones or Corpse (from Karamja monkeys, monkeys can be killed with long range attacks. Corpses only appear after starting the Tai Bwo Wannai Trio quest).

Suggested:

Antipoisons, Prayer potions, loads and loads of GOOD food Sharks recommended when fighting Jungle Demon), Plank (spawns in ruined house west of dungeon entrance), Energy potion (or Strange fruit or equivalent such as Purple sweets) for maintaining energy while running through dungeon, Ardougne teleports, a Super set (Super attack, Strength and Defence potion). (It's an excellent idea to make more than one Monkeyspeak amulet and Talisman in case you die, so try to get two of each enchanted.)

Monsters: Must fight Jungle Demon (level 100).
Avoid combat if possible:

  • In Town:Monkey Guard (level 128), Padulah (level 149), Archer Monkey (level 120)
  • In dungeon:Skeleton (level 112), Zombie Monkey (level 104), Zombie Monkey (level 108)
  • In jungle (all poisonous!):Scorpion (level 38), Jungle Spider (level 126), Snake (level 24), Spider (level 1)

NPCs: Awowogei, Daero, Elder Guard, G.L.O. Caranock, Garkor, King Narnode Shareen, Kruk, Lumdo, Monkey Child, Waydar, Zooknock

Walkthrough hide »

Chapter 1

You are to investigate the disappearance of the 10th squad.

Take the gnome glider (top floor) to Gandius and head north to the shipyard. Attempt to open the gate and show the gnome seal to the shipyard worker, head to the house to the south and talk to the gnome in the house, G.L.O. Caranock. He tells you that the 10th squad never reached the shipyard and that the squad might have been blown away by the wind to the south. Report back to the king and the king will give you orders to be taken to the new Tree Guardian, Daero.

Bank
Grand Tree
Required:Narnode's orders
Suggested:Antipoison, *lots* of good food)

Daero is located on the first floor (second floor for USA) of the Grand Tree at the bar towards the south-east. Daero blindfolds you and brings you to an underground chamber.

Head south to a reinitializing panel and solve the sliding puzzle. The answer (shown above) is also found in the crate beside the panel. This puzzle can be solved the same way Treasure Trail puzzles are solved. On the other hand, if you really can't solve the puzzle you can pay Glough 200,000 gp to solve it so that you only need to move the final piece (find him at his treehouse south-east of the Grand Tree ramp entrance). If you have to leave, or if you die later in the quest, you can return to the hangar by speaking to Daero in the bar where you met him.

Chapter 2

Quest journal changes: 'I have found that the 10th Squad were indeed blown off course and never reached the shipyard. I am currently on a mission for King Narnode Shareen to investigate their whereabouts.'

You land on an island and find the crashed gliders of the 10th squad. Speak to the gnome there (Lumdo) and request that he bring you to Ape Atoll. The gnome will refuse so speak to the Wing Commander and he will order the gnome to bring you to Ape Atoll.

Quest journal changes: 'I have made contact with the rest of the 10th Squad, who are stranded on an island called Ape Atoll.'

Warning: Be aware that as a human on Ape Atoll everything will attack you and most things are poisonous. When you reach the island you will be near the boat at the south-east corner. Head north-west and go northwards. You will be shot down by the archers and jailed.

In the jail, stand back from the cell door - the guards hit 100-200 damage if they can reach you, even if you are still in your cell! Carefully watch the guard's route and pick-lock the cell door when the guard heads east past your cell to change shifts.

When the guards change shifts, dash out of the jail and head north to the tall grass. (Players recommend using the low detail game mode to find suitable grass for hiding.)

Stay in the tall grass as much as possible to avoid recapture. You must stay out of the line-of-sight of the Monkey archers all through the town. Move east and run south and then east past the temple (big building to the north-east with an altar - you cannot run around the north edge). You should find yourself south-east of the temple and north of the sergeant of the 10th squad, Garkor.

Talk to Garkor and he will ask you to go and see the mage of the squad.

This next part is tricky as there is some open space to cross where the archers might spot you, sending you to jail again. Also, the large gorillas guarding this building cannot be walked through, so your character will delay too long if you click past them. Be sure to turn on 'run', click only straight line unblocked paths until you pass the gorillas on your way west, and try to move to grass spots for cover.

Head west to the house with the trapdoor in the middle. Go in through the back door (south side). Do NOT step in the centre area (a different colour floor) and AVOID THE TRAP DOOR! If you go near it you will get jailed again. Stick to the walls of the house and search the crates inside. Be sure to click short distances to walk, in straight lines only, or the game may walk you out onto the middle of the floor.

From the outside edge of the room, carefully get near the chest closest to the trapdoor (the crate set at an angle on the east side) without walking on the centre floor. Search it and get some magical monkey talking entures (getting an extra is a good idea).

Carefully find the crate with a hole at the bottom in the very south-east corner of the room. Go down the hole and head north-west. There will be about 6 crates in the north-west corner. Search the crates to find a monkey amulet mould (again, one extra might be helpful). Now head west out of the crate room and climb up the rope in the next chamber. Climbing out of the rope in the crate room will instantly send you to jail.

Alternatively, you can take this time to teleport out and refresh your food/potions.

Bank
Anywhere
Required: One Gold bar and one Monkey denture (If you want to make more bring additional Gold bars and Monkey dentures); M'amulet mould
Suggested:Energy potion (or equivalent such as Purple sweets), Antipoison, food and Prayer potions for a long run through hazardous territory; a Plank is helpful for two of the traps; and a teleport. (A Ball of wool is optional at this point for those who wish to run back out of the dungeon, but teleporting is advised.)

Go back to Ape Atoll again (talk to Daero in the Grand Tree bar) and head west, looking out for a dungeon entrance ('!' sign on mini-map).

Click here to see the
Marim Dungeon Map
Monkey

Go down the dungeon and follow the tunnel (head north at the first intersection).

Tips in the dungeon:

  1. Turn off auto-retaliate and turn on run. You'll take the least damage if you just keep moving. Use energy potions or strange fruit - it's a long run.
  2. Keep protect against melee prayer on at all times!
  3. Every now and then the screen will start shaking. When that happens you can run for shelter under one of the ledges, but the damage unsheltered will only be 20-30 LP. (Traps can be hidden under ledges, too!)
  4. Look out for traps on the floor.
  5. There are 2 traps which you can pass by using a plank - one is hidden under a ledge.

You will find the mage Zooknock at the end of the tunnel. Talk to him and he will tell you about the amulet and talisman. Use the gold bar, dentures and amulet mould on him. He will enchant the bar and return it to you. Repeat if you brought more than one gold bar. Leave the dungeon (teleport or walk out).

If you wisely chose to teleport out rather than running the dungeon again, refresh your resources.

Bank
Anywhere
Required: A Ball of wool for each enchanted gold bar; M'amulet mould
Suggested:Antipoison, food, Prayer potions

Head back to the monkey village by getting shot down and jailed again. Using the same method as before to escape from the prison, hide in the grass and head east towards the temple. Go in (make sure protect against melee is on).

Look for a trap door to the east in the temple and climb down it (might be a bit tough because these gorilla NPCs block your way, so be creative. Note you can recharge your prayer at the idol on the north wall of the temple.)


When you descend, you should notice 2 walls of flame in the dungeon, in the north-east and south-east corners. (The rest of this dungeon is for other purposes; disregard it.) Use the enchanted bar on either wall of flame and then use the ball of wool on the amulet. Wear the amulet.

Head back up the rope and try to escape (again the NPCs will block your way, so try climbing the ladder and escaping from the upper floor, where there is a ladder to the south).

Using the grass for cover and staying on the north edge of town, head back to the north of the jail again and move west. You should find a small courtyard with a few banana trees in it. Observe the Monkey's Aunt, who has a certain walking route - she'll call the guards if she sees you. Wait for her to go into the house, then talk to the little monkey child and claim you are his uncle. While watching out for the aunt, pick a few bananas (5 or 6) and give them to the little monkey (he wants more but can't count).

Then, head north to hide and wait for the aunt to go to the little monkey and head back to the house again. Keep talking to the little monkey (may take several times) and the monkey will tell you that the aunt has given him a toy.

Ask for the toy and you will get a monkey talisman. Teleport out.

Kill a monkey on Karamja if you don't have the monkey corpse (or bones) yet.

Bank
Anywhere
Required: Karamja Monkey bones or Corpse; Monkey talisman, M'speak amulet (bank any extras)
Suggested:Energy potion (or equivalent such as Purple sweets, Antipoison, food and Prayer potions for a long run through hazardous territory; a Plank is helpful for two of the traps; and a teleport.

Head back to Ape Atoll again and run through the long dungeon path to the mage Zooknock. Use the monkey corpse (or bones) and the talisman on him and he will give you a magical greegree. When you hold the greegree you will transform into a monkey. When you are a monkey you will not be attacked by anyone or anything on Ape Atoll.

Quest journal changes: 'I have been working with Sergeant Garkor and High Mage Zooknock to create items which will allow me to spy on the monkeys: an amulet of monkey speak and a monkey greegree.'

Chapter 3

It's easier to teleport out and return to the island rather than try to leave the dungeon, as it holds hazards even for a monkey.

Bank
Anywhere
Required:Monkey greegree, M'speak amulet (bank any extras)
Suggested:Antipoison and an Ardougne teleport.

Upon arriving at the island again, equip your greegree right away so you cannot be poisoned or attacked. Head back into the village (north-north-west) with your monkey speak amulet equipped. Go to Sergeant Garkor again and talk to him. Then, approach the high elder guard to the south, who tells you how to get permission to see the king.

You will need to find the captain who can be located to the south-west of the village. You can go up to the west ledge where the monkey archers are guarding the village entrance. Use the tower to get to the other side to find the captain, Kruk.

Upon talking to the monkey leader, Awowogei, he will request that you rescue a fellow monkey from the Ardougne zoo.

Go to the Ardougne zoo and transform into a monkey. Talk to the Monkey Minder and he will lock you up. Talk to a monkey in there and tell him to get into your backpack. Then transform back into a human and talk to the Monkey Minder. He will get you out of the cage. Do not teleport or use the Spirit Trees or you will lose the monkey.

Bank
Anywhere
Required:Monkey, Monkey greegree, M'speak amulet (bank any extras)
Suggested:Antipoison and a teleport.

Go back to Ape Atoll, change into your disguise, and bring the monkey to the monkey leader. Then talk to Sergeant Garkor.

Quest journal changes: 'On Garkor's advice, I disguised as a Karamjan monkey and proposed an alliance with Awowogei. Having Proved my worthiness by rescuing a monkey from Ardougne Zoo, I earned Awowogei's favour.'

Final Chapter

The sergeant will give you a 10th squad sigil and tell you to get prepared. Don't lose it - getting a replacement requires a trip all the way through the dungeon. Don't wear the sigil before you're ready to fight the demon (pot up, have weapons and armour equipped, etc.) Teleport out and bank items you don't need, such as the extra sigil, your valuable greegree and monkeyspeak amulet; you don't want to have to obtain them again if you die!

When you have finished your preparations, refreshed your stats, equipped your armour and weapons, and packed decent food and potions (and a quick teleport for emergencies!), you can go to this battle from anywhere in RuneScape. Just wear a sigil and you will be teleported to the jungle demon.

Monkey Madness Quest Espanol Youtube

The demon can do up to 320 damage with either melee or magic, so watch out. Because this demon hits hard, a Ring of life may fail to protect you. One possibility is to fight the demon with melee armour and the Protect against Magic prayer on. However, if you have a decent ranged level, you can range the demon easily. You shouldn't try to use magic; the demon is highly protected from it. The demon will recover some of its life points when it's low, so do high damage to it and kill it quickly.
Some players run over the bridges and let the gnomes do the hard work (you must do some damage or the demon will regenerate when dead), but the demon isn't that hard to beat on your own, either. Additionally, one can stand back and range the demon while protecting from magic to remain safe, as the demon will not move unless it cannot reach you with magic. Note that bringing a cannon could help speed things up.
When the demon is defeated, the mage will teleport you to the ground.

From here it's best to teleport out and make your way back to the gnome stronghold. If not teleporting, keep in mind that completing the demon battle does not make you immune from ape attack while in your human form. Head east towards the boat and go back to the wing commander who will bring you back to the gnome stronghold. Talk to King Narnode Shareen to end the quest.

Reward

  • 10,000gp
  • 3 Diamonds
  • Ability to wield a Dragon scimitar
  • Approach Daero to train you in Attack/Defence and Strength/Constitution (35,000 exp each for the skills you choose, and 20,000 exp each for the others)
  • 2 Treasure Hunter keys

Quest points: 3

Monkey Madness

This quest is a requirement for:

Tips, Tricks & Notes

  • It's said to be easier to find tall grass that will hide you if you play Runescape in the low detail mode.
  • If you get stuck in Ape Atoll city without teleporting devices, you can always use the home teleport in your magic book. There is also a ladder in the south-eastern corner of the village that will lead you to a place where you can jump and exit the city.
  • If you lose the sigil before defeating the demon, you can get one back from Waymottin (who is at the end of the Marim Dungeon). Might as well get several, just in case.
  • If you lose a monkey greegree or monkey speak amulet, the only way to get it back is to get it again by following all of the steps that you did originally.
  • Keep your greegree for the Recipe for Disaster quest. RFD requires 3 different greegrees, so consider bringing the proper bones (and an equal number of monkey talismans) with you on any visit to Zooknock in the dungeon. It's easiest (but still difficult!) to navigate the dungeon as a monkey.
  • Wielding a monkey greegree and wearing an M'speak amulet, you can use any of the shops in Marim (in addition to food, crafting items, scimitars and runes, they also sell spare quest items: talismans, dentures and amulet moulds, but the stock of dragon scimitars will be zero until you complete the quest.)
  • After the quest, it is possible to purchase a Dragon scimitar from the scimitar shop on Ape Atoll or the monkey at the Varrock sword shop for 100,000 gp.

Credits

Written by: Luke281913
Thanks to: Areshamasaki, Baffler, bluehooloovo, cia assasin2, coldoldgold, Cowman_133, Ddraiggoch06, flint1314, Haybo89, Jaffy1, joelove, Kaphias, Ks Jeppe, Kwimbob, loo5e kill3r, Mo602, nowaynoah0, pokemama, prncesgodiva, Rien_Adelric, shasta_sms, SmokyOrb, sotis5, SportsGuy, Squalling, Sy_Accursed, Tapdawg, typat, Warriormonkx


Monkey Madness Quest Osrs

Last updated: 31-Aug-2013

Monkey Madness Quest Espanol Online

RuneScape 2007
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