This game can reward players with Agility, Thieving and Herblore experience, as well as rogue kits , rogue equipment , factory outfit , and the botanist's outfit. Four wall safes are in the centre of the den. Players can try to crack the safes. Success means they receive 70 thieving experience and also randomly get an uncut gem sapphire to ruby or gold coins 10, 20, 40 or 50 coins.
Failure means they trigger a trap and take a small amount of damage. Stethoscopes , which Martin Thwait sells, help with cracking the safes. When cracking safes with no failures, around experience can be earned per minute resulting in 90, experience per hour, but this rate should be significantly lowered by failures.
Also, one cracking attempt often takes longer. Players with a high Thieving level may get up to , coins per hour using this method with a stethoscope. Lower the camera angle all the way down and face north or reverse for opposite side.
Also turn on sound effects. Then you can click without moving the mouse and simply listen for when you need to click again. Here's a room with lots of floor traps again. The best route is marked below, make sure to enable run and pause after each trap you pass to avoid triggering any.
Search and disarm traps marked with an "S", and move on. Continue on from there, passing 2 floor traps using the run trick, and go to the right. Climb on the ledges. Now, take the path to the right, as it is not recommended to go to the left because it is much more annoying.
You will see spinning saws, make sure to click on the saw otherwise your character will begin to run to the other side automatically using the left route. Keep going up the maze. Stop when you see some floor traps. There are wall traps here as well.
To save the most Thieving levels, simply use the run trick and step to the tile between the wall traps. This keeps you from having to waste Thieving levels here. If you have 80 Thieving or higher you can now use a significant shortcut , right up to the spinning blades room by picklocking the door on your right. Otherwise you have to go the long way round, as follows:.
Go west and you'll see a passage. Pass through it, then cross the spinning saw. Keep going up, then pass through a second passage. Once you've passed the second passage, go east and go through the grill door. You'll reach two paths, it is recommended to take the pendulum route. You will then reach a room with 2 sets of floor traps stay in a straight line and disarm them. The next room is large with 3 paths take the northern path dodging the 2 pendulums.
If you get hit by this, you will be sent back. Go around the spinning blade, and cross the ledge. Simply run to each safe spot after the blades pass, safe spots are highlighted in picture below. After the spinning blade puzzle you will be met with 2 paths; both are similar, however the western route through the passages seems to be more reliable. Simply run through the passages until you are met with a room full of square floor traps. You only need to search and disarm the traps marked with an "S" as shown below.
You will encounter wall traps on the route to the next three rooms. The next three rooms feature wall traps then floor traps then floor traps again with a pendulum at the end. You only need to search or disarm any of these traps marked with an "S". Watch out as there is a floor trap right after the pendulum which you can use the run trick to pass without disarming.
This is followed by another room with 2 paths, the easiest route is run tricking the floor traps straight through the middle of the western path.
You do not need to disarm any floor traps here. You will now come into a room with lots of spinning saws. You can pass all of these traps without disarming because of the tile gap in between them. Simply enable run and go past one trap at a time by clicking the tile directly after it.
After you have passed this room, keep going up the path until you see flash powder on the ground and take some. Up ahead there are 2 paths, each with 1 rogue guard patrolling them. If you get too close to him, he will send you back to the start. Now, you must use the flash powder on one of the rogue guards in the path, without getting close to him. When you have used your flash powder on the guard, your character will run out and throw it, and the guard will be dazed for a short time. In that time, run up the path.
After a short conversation with him you should receive the Mystic jewel. This jewel is used to escape the Maze incase you need to just give it a rub and you'll be teleported out.
Before you start the Maze you'll need to deposit everything on you except the jewel. Once you are ready to begin walk north and through the grate door. Now that you're inside of the Maze you'll need to keep an eye out for all kinds of traps and obstacles. The most used kind of trap in the Maze are the floor traps which is the first thing you'll need to get by. Below is a chart with all the kinds of traps and obstacles you'll face inside of the Maze. There are six different items you can obtain at the end of the Maze.
You might not get an item every time you go through the Maze, as you randomly get hit by a Floor Trap. So chances are it will take you quite a few tries in order to obtain full Rogues. You can also obtain a Rogue Kit which can be helpful during quests can be made into a Chisel, Spade, Tinderbox or Rope. Note: The Rogue armour does not give any attack bonuses or subtractions. However, it is practically weightless with the entire set weighing only 2 Kg.
It's merely for looks and showing off. In the middle of the entrance area, you will find a big wall that has four safes on its sides. For those players with level 50 thieving or higher, you can have a go at cracking a safe. If you fail to crack a safe, you will set off some floor traps, and will be dealt a bit of damage.
Martin Thwait sells a Stethoscope which can be used with the wall safe to reduce your change of failing, and consequently setting off the trap. If you successfully crack the safe, you will receive some type of uncut gem excl red topaz, jade, opal, dragonstone, onyx , some coins and 70 thieving XP.
There is an everlasting fire that burns right near the banker in the den. The banker is only a few steps away from the fire, and there are no walls or doors you have to go through, making it the best place to cook anywhere in the game.
You will often find many players there cooking their food. This bank is very useful for the various quests in the area, and is also very close to the Heroes' Guild.
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