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Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

This article is about the quest. For the music track of the same name, see Monkey Madness (music track).
"MM" redirects here. For money making, see Money Making Guide. For the location sometimes called MM, see Mort Myre Swamp. For the queen of the sea slugs, see Mother Mallum.

Monkey Madness is a long quest installment in the gnome storyline, and is among one of the most challenging of RuneScape's quests. The majority of the quest is set on the Ape Atoll: an island inhabited by civilised but unfriendly and high-level monkeys. Among the rewards is the much-coveted ability to purchase and use the Dragon scimitar.

Monkey Madness is the only quest divided into sections with visible transitions between each section. Some of the logic in Monkey Madness was rewritten with the Patch Notes of 9 November 2009[1].

The experience rewards from the prerequisite quests would put a player with no other combat stats to level 15, meaning this is the lowest possible combat level to even start Monkey Madness. The first level 15 player to complete the quest did so on 30 July 2008.

Contents

Details

Official quest description: The King of the Northern Gnomes, Narnode Shareen, is once again in need of your help. He recently decided to send an envoy of his Royal Guard, the 10th squad, to oversee the decommissioning of the Gnome owned ship-building facilities on the eastern coast of Karamja.

It has been quite some time since the 10th squad were dispatched and they have been deemed missing in action. It will be up to you, should you decide to help, to find out what fate befell the 10th squad and if possible, track them down.

If only it were so simple. Sinister forces have begun to spread through the Gnome hierarchy and threaten to unleash an unknown terror upon the world. Far across the land, the fires of vengeance are being stoked once again. Can you unravel the mystery behind the deception? Can you separate the truth from the lies? Can you decide for yourself what is real and what is not?

Release date: 6 December 2004 (Update)
Start: Talk to King Narnode Shareen in the Grand Tree.
Difficulty: *****
Length: Very Long
Members only: Yes
Requirements:
  • Completed The Grand Tree
  • Completed Tree Gnome Village (quest)
  • Level 43+ is STRONGLY recommended. (If you do not have 43+ prayer, then using sharks or better as food and energy potions to keep running is highly recommended. And also keep an eye on your health to make sure it doesn't fall below 19.) 71+ Prayer is also beneficial, along with completion of The Temple at Sennistein for the Ancient Curses.
Items needed:

Items recommended:

Monsters to kill: Jungle Demon (level 195)

Tips

  • Always bring anti-poisons or super anti-poisons, emergency teleport, prayer potions, and food (sharks are great, monkfish will do just as well) when visiting Ape Atoll, even after the quest is complete! Going to Ape Atoll without a proper amount of safety provisions is always a way to guarantee death.
  • One-click teleports are going close to a bank and a quick way back to the grand tree are invaluable for this quest. Lumbridge teletabs, Varrock Teletabs, and fully charged Glory amulets are recommended.
  • Prayer can be recharged at the altar in Ape Atoll.
  • World 23 is the unofficial world for this quest - Other players will be able to help you on parts.
  • If you are low on food/health, bananas can be picked and eaten in a garden west of the prison, but be careful not to let the monkey aunt see you or you will be taken to jail and dealt heavy damage.
  • For low combat levels: Instead of fighting the demon you should run to the ledges at the edge of the arena where you cannot be attacked and let the gnomes do the killing. Note that you must do the last few hits otherwise the demon will heal himself.
  • The Protect from Melee, Protect from Range, and sometimes Protect from Magic prayers all are crucial to your survival on this quest. The quest is very, very hard without them.
  • DO NOT bring ANY valuables to Ape Atoll, as death is always one mistake away.
  • Fill your inventory with food (Swordfish or higher) 12-16 doses of anti-poison and 12-16 doses of prayer potion.
  • Watch out for ALL the monsters on this island when not wielding your greegree. Like revenants, they hit much higher than their combat level suggests. The level 38 scorpions can hit into double figures and the level 83 Monkey Archers can hit over 20.

Walkthrough

This quest is divided into four chapters.

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Monkey Madness

The solution to the puzzle.

Inventory: Bring 200K (if you want to pay Glough to do the puzzle for you). You will acquire a Gnome Royal Seal from King Narnode, so leave an empty inventory space.

  • Ascend the tree and take the glider to Karamja (Gandius on the pilot's map).
  • Go to the shipyard, going north following the coast, and talk with G.L.O. Caranock, a gnome who is located in the building in the southern area of the shipyard, by the fence. He will act very suspiciously.
  • Talk to Daero, the new head tree guardian, on the second level of the Grand Tree, near Blurberry's Bar (East side). He will blindfold you and take you to an underground hanger, where you will have to solve an "Reinitialization" puzzle. Do this by clicking on the panel to the south-east.
  • Solve the sliding puzzle. The solution is to the right. Avoid logging out or teleporting as the puzzle will reset, forcing you to start again. It is recommended you do row-by-row. A perfect guide can be found here. Alternately, you can pay 200,000 coins to Glough, who still resides where he did during the Grand Tree quest. This will leave the puzzle with a single piece out of place.
  • Go to the bank on the second level and withdraw the following items, when you bank, Always restock these.
    • 16 doses of Anti-poison
    • 16 doses of Prayer potion
    • One-click teleport (Lumbridge or Varrock teletab)
    • 12 pieces of food (Swordfish or better)
  • Ask Lumdo to sail to Ape Atoll. He will refuse, so talk to Waydar. Speak with Lumdo again and he will now agree.

Welcome to the Jungle!

Escaping the monkey jail
  • Once on the Atoll, run northwest until you reach the hill, then run west until you can go into a "Valley". Be wary of aggressive level 24 Snakes, level 38 Scorpions, and level 42 Jungle Spiders, all of which are poisonous, and will attack you regardless of your level.
  • You will be pelted with a volley of arrows when you go into the "Valley" and will take damage and will most likely be poisoned.
  • You awake in a cell guarded by Trefaji and Aberab. Do not go within one square of the jail door when a monkey is near, or you will be hit for 13-17 damage.
  • The gorillas will patrol their route through the corridor twice, then switch off. Take your time to see their pattern. As soon as the patrolling gorilla turns to walk back up the path towards the other gorilla, pick the lock and run behind him. BE CAREFUL NOT TO RUN AHEAD OF HIM! As soon as he is in the room, run out of the jail (before they switch off) and hide in the tall grass along the northern wall of the jail.
Picking the lock
No safe spot in the jail
  • Once you have escaped, head east of the jail and speak to Karam, a member of the 10th squad. He is located in a Jungle bush (between temple and jail,). Do not talk to any of the monkeys or you will be returned to the jail.
  • You need to be on the south eastern side of the temple, so travel south, against the walls while staying in the grass. When you are in the grass, the archer monkeys do not fire. However there is no grass going around the temple so you will have to switch protect from ranged on and run past the temple archway until you reach the south-west corner of the temple.
  • Then you must run eastward along the temple's south wall between the wall and the building with King Awowogei seated in it. Head down the side of the building. You will find Sergeant Garkor, the sergeant of the 10th squad wandering on the east side of the house. If you go past the house you will find yourself in a graveyard, just turn back and head round the back of the house making sure that the two gorilla guards don't spot you.
  • Speak with Garkor.
  • Now your goal is to get inside one of the large buildings in the south half of the ape village. Specifically, the one shown on the map as a two-tone brown building with a large opening on its north side and a small door (marked in red) on its south side. It is the door on the south side you want to use.
  • Go around the throne room, then sprint west to the grass. Continue west in the grass until you reach the bamboo door at the back of this building.
  • Enter the door. When inside this house, stay on the dark brown ground or you may be sent back to jail.
  • Staying on the dark brown, step east and north, and search the stacked crates towards the middle of the room to acquire monkey dentures. Don't let the sleeping monkey guard wake up and catch you, or else it will summon its friends to arrest you.
  • Search the south-eastern most crate and select `yes`. You will take 10 to 25 damage when you fall into the basement.
  • Travel to the north-west part of this cavern, and search the crates to acquire the M'amulet mould.
  • Teleport out using a teletab.

Making the Greegree

  • Make sure you have the following items before going back to Ape atoll:
  • If you have access to Oo'glog's spa facilities, it is strongly recommended that you use the salt-water spring to boost your run energy as the tunnel is quite long. If you choose to use Protect from Melee, wear armour to enhance prayer stats such as Monk's robes and a holy or unholy symbol.
  • Go to the Grand Tree.
  • Climb up the ladder and speak with Daero.
  • Tell Daero that you wish to return.
  • Speak to Waydar then speak to Lumdo.
  • Travel west from the boat and until you see the dungeon icon. (This is Marim dungeon, familiarize yourself with this map)
  • Make sure you turn off auto retaliate, have run and Protect from melee activated
  • Enter the dungeon
  • Run west, taking the north passage which winds around for quite a distance. You need to run as the ceiling will keep dropping on your head doing damage. Do not wait under the bridges for the rocks to fall, it will drain prayer too much
  • Monitor your health, prayer, and run energy and keep them as high as possible.
  • At the end of the tunnel, you will reach Zooknock. Speak with him, and use the gold bar, monkey dentures, and m'amulet mould on him.
  • Receive the enchanted bar and m'amulet mould.
  • Teleport out, bank, restock, and withdraw the following items:
    • Enchanted gold bar,
    • M'amulet mould
    • Ball of wool
  • Return to Ape Atoll, and continue north-west until you are placed in the jail cell again (Remember to activate Protect from missiles when you get to the entrance).
  • Escape the cell as before.
  • Travel east towards the temple door.
  • Now you must descend the trapdoor in the temple. If you have Protect from Melee, simply turn it on and keep it on when you descend.
  • You will see two flaming pits.
  • Quickly use the enchanted gold bar with either pit to make the amulet.
  • Teleport as soon as possible.
  • Use your Ball of wool on the unstrung amulet to complete your M'speak amulet.
  • Bank, restock, and withdraw the following items:
    • 6 bananas
    • M'speak amulet
  • Return to Ape Atoll, and continue north-west until you are placed in the jail cell again.
  • Escape the cell as before, and this time, travel west once you are safe in the jungle grass.
  • The Monkey's Aunt patrols a loop. Only enter the banana garden when the monkey's aunt is past the southern gate and outside the southern entrance to the house. If she sees you, run into the corridor to the north east to avoid being captured.
  • Tell the monkey child that you are his uncle.
  • The monkey child will tell you that he is supposed to collect 20 bananas, but the 6 you have is enough because the child cannot count.
  • Wait for a few moments in the corridor, then return to the monkey child when safe to do so to retrieve the monkey talisman.
  • If you lose the monkey talisman, you may receive it from him again.
  • When he cries, simply wait or log out to stop his crying.
  • Teleport out.
  • Bank, restock, and withdraw the following items:
    • Monkey bones or a monkey corpse (please note that they MUST be the bones or corpse of a Karamja monkey)
    • Monkey talisman
  • You will be going through Marim dungeon again, so make sure you have the monk's robes.
  • Return to Ape Atoll.
  • Travel through the tunnel, and give the monkey bones and talisman to Zooknock.
  • Teleport out.

Chapter 3 The Monkey Alliance

A player changing into a Zombie Monkey.
  • Bring a teleport to Ardougne.
  • Return to Ape Atoll.
  • Wield the monkey greegree to become a monkey! In this form, you will not be approached or attacked by any NPCs. You may still be damaged by traps or poison or agility courses but you are safe from all other threats.
  • Travel north-west as usual, but this time you will pass through the gate unharmed.
  • Travel all the way east and talk to the sergeant Garkor (again).
  • Then speak with an Elder Guard outside the king's palace. He sends you to Kruk. Kruk is a non attackable level 149 ninja monkey.
  • Kruk is located on top of the hill of at the east gate. Travel up the hill of the west gate, up the ladder, across the bridge, and down the other ladder. You do not need to take the ape atoll agility arena shortcut to get here.
  • Speak with King Awowogei and ask for alliance. He asks for you to rescue a monkey from the Ardougne zoo.
  • Teleport to Ardougne.
  • Wield the greegree.
  • Speak with a monkey to take it into the inventory.
  • Make sure you unequip the greegree before you try to speak to the Monkey Minder or he will ignore you. (And you might need to kill a monkey first to keep it from saying "I can't reach that!" every time you try and talk to him.)
  • WALK to the Grand Tree. Any method of teleportation including the spirit tree will result in the monkey leaving the inventory.
  • Return to Ape Atoll as usual. Do not forget to equip the greegree.
  • Speak to the elder guard and ask for alliance with the King Awowogei.
  • Speak to the King, who will consider alliance.
  • Exit the King's chamber.
  • Talk to Garkor and click on any character in the cut-scene.
  • Now speak to Garkor just outside.
  • He will give you a 10th squad sigil, but DO NOT equip it yet or you will be teleported to the final battle. If you lose it you will have to talk to Garkor again and he will send you to marim dungeon to talk to Waymottin, a gnome beside Zooknook. If you drop the Sigils you can receive a number of the sigils from Waymottin, doing away with the potential need for multiple journeys to the Cave.
  • Teleport out.

Chapter 4 (Rumble in the Jungle)

The arena a player teleports to fight the Jungle Demon. You, the gnomes, and the demon appear on the outer bridges.
The Jungle Demon

The Jungle demon is a formidable foe, but with preparation the fight is relatively easy. The demon will use magic if you are out of range of its melee. If you get too close, then it will attack with both magic and melee. The surviving 10th squad will help you with the fight, although don't expect too much help as they hit 1s.

Before the Fight:

Make sure your hitpoints and prayer points are at maximum (using the +2 prayer bonus at the monastery would be beneficial). Check that your inventory matches the style you are going to use. Including a one-click teleport for an emergency. When you are ready to begin, activate Protect from magic and wear the 10th squad sigil.

If Ranging:

Wear armour such as D'hide which gives the best range attack bonus and a crossbow with the highest bolts you can use. It is possible to set up a Dwarf Multicannon for the fight. Bring 12-16 doses of Prayer potion, and a one-click teleport just in case.


If using Melee:

Wear rune or better armour and the strongest weapon you can use. Having Protect from magic activated is a MUST. Your inventory should have 16-20 doses of prayer potion, an emergency one-click teleport, and the rest food.

Once the Demon is killed, Zooknock will offer to teleport you out of the arena. If you decline to stay you will be free to explore, however Zooknock will leave, meaning that the other Gnomes will be your teleport out. If you walk along the edge of the arena, you will find trap doors, which you can go down. They will lead you to the bottom level with lots of Banana trees and the base of the statue. In the base of the statue is a rack which you can enter and speak with Bonzara, an ancient monkey who will hint at a possible sequel. He will offer to teleport you out when you finish talking, however this teleport will put you on Ape Atoll, so be careful upon accepting it.

Speak with King Narnode in the Grand Tree to finish the quest.

You can speak with Daero to get experience afterwards.

Warning: Talking with Daero will give you an option as to where the experience goes. The XP for the first group is 35,000 and for the second group, 20,000. You pick which skills get what XP. You can choose Defence and Attack are one group, Strength and Hitpoints is the other.

Pure players should not speak with him unless they need the experience. Update: You can later talk to Daero to travel back to the island without getting experience.

Rewards

Monkey Madness Reward

  • 3 Quest Points
  • 10,000 coins
  • 3 diamonds
  • The ability to buy and wield the Dragon scimitar
  • Ability to create greegrees to transform into different monkeys. Bring the bones of the type of monkey you want to become and a Talisman (1,000gp from the Magic Shop) to Zooknock, the Gnome Mage.
  • If you talk to Daero after the quest, he will ask you if you want you prefer to train Strength and Hitpoints first, or Attack and Defence. You will gain 35,000 experience in (the one you trained first), and then 20,000 experience in the other two. Once you say you want to focus on one thing, you cannot choose the other one! Due to an update, pures (who often don't want unnecessary defence experience) can now return to the island or talk with Daero without taking the experience.

Music

Music tracks unlocked:

Trivia

  • If you deliver the monkey to Awowogei, he will walk around there. If you talk to him, he will ask Are we there yet? you say not, and he should jump in your backpack, even though you gave it to awowogei.
  • This quest is a reference to the famous book and movies of Planet Of The Apes.
  • Originally, after completing the quest, players could not return to Ape Atoll until they accepted the additional combat experience from Daero. It remained this way until Evil Trees were released, which allowed players to teleport to Evil Trees which appeared on Ape Atoll. Soon after this, however, Jagex simply added an option to Daero's chat to decline the training and go to Ape Atoll.
  • The 35,000 combat experience you get for completing the quest was the most experience in a single skill given as a quest reward until Back to my Roots was released, which gives 40,000 Woodcutting experience.
  • Monkey Madness also held the record of the highest total experience reward, adding up to 110,000 experience in total. It held the title until While Guthix Sleeps was released, which gives a total of 400,000 experience. Since then, the quest Blood Runs Deep has since claimed the highest amount of experience for a quest at 450,000.
  • When complete, the message shown in Adventurer's Log is: During a mission to Ape Atoll I uncovered a plot against humankind. With the help of the 10th Squad, I’ve put an end to Glough’s scheme.

References

  1. ^ Mod Srowley (2009-11-09). Patch Notes 09/11/09. RuneScape Forums pp. 1. Jagex Games Studio. Archived from the original on 2009-11-20. Retrieved on 2010-01-20. “The following small fixes and adjustments have now been made to the game. ... Rewrote some of the logic in Monkey Madness.”

This article uses material from the "Monkey Madness" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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