Monkey Madness Quest Walkthrough Osrs

Monkey Madness II: The Renegade Returns is the sequel to Monkey Madness I, and is the 129th quest on Old School RuneScape. Following the events of Monkey Madness, Glough has vanished, prompting King Narnode Shareen to enlist the player's help once more in tracking down the war criminal. Monkey Madness is a master level quest that can drive players bananas with the intrigue and mystery!

Table of Contents

Chapter 1:

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.
Special Thanks to: .OnYx., Ambo100, Damaged500, Disco S2, Dragonclaw8, Egghebrecht, Evolution, gazisere, Hawk, iFree, Jethraw, Just Joshin, l337m3rch4nt, Le Breaker, Magic Of Woodcut, Masterchefsp, mp5shooter, Mrcsupertrain, p jv1, Pilot, Roy, Simple013, Sobend, Stakez0re, teacuptime, troyg2005, Veni Vidi Vici, Warren, yankeeboy254

King Narnode Shareen, king of the Gnomes, sent the 10th Squad to decommission the shipyard on the eastern coast of Karamja. However, the 10th Squad has not reported back, and King Narnode believes that something is amiss. Can you find out what happened to the squad?

Table of Contents

  • Essential Info
  • Extras
  • Related Links
      [{'link':'113','title':'Ape Atoll','type':'resource','order':0}]


Official Briefing

Quest Release Date: 06 December 2004

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.

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?

Osrs

Warning: This is a challenging and arduous quest. Only the most hardened of adventurers need apply.

Essential Info

Monkey Madness Quest Walkthrough Osrs 1

Start Point

Begin by speaking to King Narnode Shareen in the Grand Tree.

Required

  • Skills: Ability to defeat a level 100 Jungle Demon
  • Quests:The Grand Tree, Tree Gnome Village
  • Items: 1x Ball of Wool, 6x Banana, 1x Gold Bar, 1x Monkey Bones or Monkey Corpse (must be from Karamja), 1x Monkey Dentures*

* Indicates an item that is obtained during this quest.

Recommended

  • Skills: 43 Prayer
  • Quests: None.
  • Items: 1x Amulet of Glory, 5-6x Antipoison, Armour, 200,000x Coins, 1x Falador Shield 3, 1x Food (Shark or better), 2-3x Prayer Potion, 1x Ring of Duelling, Super Energy Potions or Explorer's Ring (3), Weapon

Ratings

  • Difficulty: Master
  • Length: Very Long

Getting Started

To start just speak to King Narnode Shareen who is found in the Grand Tree of the Tree Gnome Stronghold. He says that he has sent the 10th Squad to destroy Glough's shipyard in Karamja, but they haven't returned. Tell him that you'll help and he will give you a Gnome Royal Seal.

Go upstairs to the top of the tree and ride the glider to Karamja with the Seal in your backpack (Gandius on the Pilot's map).

With the Gnome Royal Seal in your inventory, head north of the landing spot and enter the shipyard (from the Grand Tree quest). You will need to show your Royal Seal to be able to enter.

Speak to G.L.O. Caranock in his office hut, who will say that the fleet never made it there. Fly back to the Grand Tree (Ta Quir Priw on the map) and talk to the king again.

Gnome Hangar

Go to the first floor (second floor using the American floor numbering system) and talk to Daero at Burberry's bar. He will bring you to the hangar, and after he and Waydar speak for a bit, talk to Daero again.

He says that you'll need to wait for 'reinitialization' to be completed before the gliders will fly. You will need to complete a puzzle to finish the process. Search the crates nearby for some Spare Controls, which show you what the finished puzzle should look like.

Operate the Reinitialization Panel to the south of Daero to see the puzzle, which is un-arranged. You need to slide the puzzle pieces to make the scene shown in the Spare Controls. Start from the top at the left and work your way down to the bottom row, going row per row. If you really can't seem to solve the puzzle, find Glough in his house to the north of the Gnome Agility Course, and pay him 200,000gp to do the puzzle for you. After that, you just need to move one piece to finish it.

After completing the puzzle, the room will shake and the gliders will unfold, talk to Daero and Waydar then go gear up because here is where it starts!

Note: If at any time you wish to leave the hangar, you can do so by using the Gnome Teleport Device to the south in the hangar, you will be teleported close to the gnomeball field.

Crash Island

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). Wearing either range or magic armour will mean that at one point you will have your weakness exploited, so avoid doing that if possible. A ring of life may be useful here as well in case something goes awry.

Your inventory should contain the following things at all times:

  • One click teleport (if something goes wrong)
  • Food. Take the cheapest food that heals you best. For example, if at your hitpoints monkfish and lobsters heal the same, take the lobsters over the monkfish. This will prevent you from wasting any money on food.
  • Saradomin brews can be helpful here, particularly with low lifepoint players. They heal 500 life points a dose, meaning they heal 2000 life points per inventory slot. High healing food may only heal 500-600 life points per inventory slot for those players, hence Saradomin Brews will help you much more than regular food (although, as a warning, the brews do lower your offensive stats).
  • Optional: Energy Potions and Anti-Poison potions. Energy potions will help you as you will be running around a lot. Anti-Poison potions will help as many inhabitants of Ape Atoll are poisonous; however the posion encountered here is not hard hitting.

When you have geared up talk to Daero at Blurberry's bar to go to the hangar again and talk to Waydar there. Say that you're ready to go and you'll land on Crash Island near Karamja. For more info about the area, check out the Ape Atoll Guide.

Now talk to Lumdo there who at first refuses to help you. Talk to Waydar, and he will convince him and bring you to Ape Atoll.

Meanwhile... you'll see a Foreman and G.L.O. Caranock arguing and plotting at the shipyard...

Ape Atoll

You'll find yourself on Ape Atoll, head northwest through the jungle and follow the cliff towards the pass. Put your Protect From Missiles Prayer on and try to get through, you'll be instantly knocked unconscious from arrows but at least you won't get any damage that way, but it won't protect you from poison.

You'll wake up in jail with three members of the 10th Squad, and two Gorilla Guards. Don't approach the fence while they're near, or you'll be punched (they have a range of two squares and hit through the fences much like using a halberd).

Talk to the three gnomes there to get some more information and take your time to see the guard's pattern. When both guards are at the north side of the room, pick the lock and hide to the west of the cell (do not attack the posionous spider outside the cell).

When the guard is going to the other gorilla, run out the door behind him without being noticed. Once outside you head immediately to the north (right) into the tall grass and hide there.

Tip: Hiding in the grass works a lot better in low detail mode, some grass will not hide you in high detail mode.

When you are in the grass, the monkeys can't see you and hence not attack you. Now find Karam. He is just barely north of the crafting shop. You can see the crafting shop if you look east of the jail on your minimap. He is running around in the grass and camouflaged in the same color so it can be hard to spot him at first, but you'll find him (hovering your mouse around the area can help).

After talking to him head to the temple and go southeast to a small building, the King's Throne Room. To get there go in between this building and the temple as shown on the map, not the other way! Otherwise you will be knocked unconscious by ninja monkeys and you'll find yourself back in jail. Always move around the village and never through it! When you get there talk to Garkor, the squad leader, who needs you to rescue his three men and to talk to Zooknock about a disguise.

Now its time to get a few things before seeing the mage. Head to the Depot to the west and enter through the back door. (never go through the town, always go around it)
When you are inside search the Depot but don't go out the shaded area or you will get ko'ed by the ninja monkeys. Search the crate in the southeast corner to find a secret entrance, go down the entrance (Some damage will be dealt because of falling down) and then search the crate in the northwest corner for an M'Amulet Mould.

Go back upstairs to the Depot and walk over to the east side. Search the stack of two crates that is just inside the lightly shaded area of the floor, but be careful to search the crates from the darker part of the floor or you will be knocked unconscious by Ninja Monkeys and find yourself back in prison. After you correctly search the crates you should find some Magical Monkey Dentures.

Now teleport out of Ape Atoll and refill your supplies. If you can't teleport, you can climb out of the cave and you'll find yourself in house close to the gates. Get out of the house and RUN back towards the sergeant, then RUN past the graveyard, climb up the ladder and then jump off the ledge to find Lumdo. However, it's STRONGLY advised to teleport to Al Kharid and use the glider there to get back to the Grand Tree due to the chances of getting caught while leaving the Ape Atoll are extremely high.

The Mage

Getting to the mage is the most dangerous part of the quest and you'll have to do it at least two times. For this part it is strongly advised to wear the gear suggested above. You will also need to bring your gold bar, Monkey Dentures, and M'Amulet mould.

When you have everything, head back to Ape Atoll and enter the dungeon in the south of the jungle. It's a very long cavern full of Zombie Monkeys and Skeleton Gorillas, traps and falling rocks. Hiding under the ledges when the screen shakes avoids the falling rocks but it is better to just take the damage and make a run for it. Have the Protect from Melee Prayer on all the time to protect you from the zombies and skeletons, this is a multi-combat zone so they will swarm you. The traps and falling rocks will still hit and poison you through your prayer but you'll be safe from the skeletons and zombies.

The spike traps in the ground are marked with 5 black dots on the floor, when you walk over them you will get damaged and poisoned. Try to avoid them as much as possible.

At the end, you'll meet up with Zooknock, the squadron mage. He needs a Gold Bar, the Magical Monkey Dentures and the M'Amulet Mould to make a monkey speak amulet. Give them to him and he will give you your M'Amulet Mould back and an Enchanted Gold Bar.

You will need to bring these to the Temple on Ape Atoll later on to make the Amulet. Now it's the best to teleport back to Al Kharid and take the glider there back to the Grand Tree. If you can't do that use Home Teleport, and if that is impossible too you can go back through the Tunnel climb up and head back to Lumdo.

The Greegree

Restock and recharge your prayer (if you use a Ring of Duelling you can restore fast in the Duel Arena), take the Ball of Wool, Enchanted Gold Bar and the M' Amulet Mould with you as well as the normal Monkey Madness Survival Gear.

Head to the town the usual way by getting captured and then head to the temple. Inside the temple use your Protect from Melee Prayer, the guards can easily hit 150+ and it's a multi-combat zone. You can also restore your prayer here at the big gorilla (Marimba) statues. Don't let the gorillas trap you here as they will swarm you and you can't walk through them! The only spot where they can successfully trap you is at the stairs and the trapdoor. If this happens go down or up and wait a while until the guards have resumed their normal pattern.

Go through the trap door downstairs and use the Gold Bar on the Fire Walls near the entrance to make an M'Speak Amulet, use a Ball of Wool on it and wear it. Watch out for the zombie monkeys below. As six or seven of these undead monkeys can attack one player at a time, they can drastically lower your life points even with prayer. It is suggested you have a substantial amount of life points before entering the trapdoor.

Now head to the Monkey Child in a Banana grove in the northwest of the city. Don't forget to go around the village and not through it. To get to him go counterclockwise around the city, then go into the building that's just east of where the Child is. Don't try to run all the way to the western side of the house as you have a good chance of the Aunt seeing you and calling in the Ninja Monkeys. Speak to the Child when his aunt has walked just south out of the grove and is standing by the fence.

So pick 10 Bananas for him (just tell him those are 20, he can't count) at the banana tree patch near the gate of the town and give them to him. Wait a few seconds or talk to him a few times to learn his Aunt has given him the toy. You will then ask for and receive his new toy. He'll give you a Monkey Talisman.

Obtain a Monkey Corpse or Bones (both will work) from a Karamja Monkey on Karamja by killing it by either ranging, meleeing or maging it, and bring both the Corpse or Bones and Talisman to the Mage the same way as before. You are also able to buy the bones. After doing so, you'll now be able to transform into a monkey.

Advantages of being a Monkey:

  • Nothing will attack you on Ape Atoll! (So you can now run around, chop mahogany and teak, safely on the Atoll)
  • You can use the big gate without being target practice and ending in jail.

Note: Always have one spot free in your inventory when wielding a monkey greegree. If you leave Ape Atoll and have no free spaces in your inventory, you will drop the greegree. Also it is best to use a teleport device now, since you can't cast spells in monkey form.

Monkey Alliance

From now on, always stay in Monkey form on Ape Atoll. Go back to the Sergeant Garkor. He wants you to make an alliance between the Karamja Monkeys and Marim Monkeys. Talk to the Elder Guard and he says that you need Kruk's permission to enter. Speak with Kruk, the monkey who shouts to open the gates when you enter in monkey form. He can be found near the gates up the second hill. To get to him, go just west of the bamboo gate after you have gone through and then follow the path up to a ladder, go up the ladder and across the bridge, then go down the next ladder. Once there you will find Kruk.


Kruk will take you to the Monkey King, Awowogei , and he wants you to bring back a monkey from the Ardougne Zoo.

Go to the Ardougne Zoo with your Greegree and M'Speak Amulet, transform into a monkey and talk to the monkey minders outside... you'll be put in a cage! Talk to a monkey and promise to free it, it will then climb into your backpack. To get out again just revert to normal form and talk to the monkey minders.

After a lame excuse about how you got in they will let you out with the monkey in your backpack.

Now WALK (Warning: do not teleport OR log out! If you do that you will no longer have the monkey in your inventory!) to the Grand Tree and get back to Awowogei. He will think about the alliance.

Go back to the Sergeant and he will give you the 10th Squad Sigil. Don't wear this until you're ready to defeat the Jungle Demon!

When you lose this sigil you can get a new one from Waymottin who is one of the gnomes standing next to Zooknock the mage, so you will have to go through the whole tunnel again if you happen to loose the sigil. Don't forget you can do this in monkey form and thus avoid all combat, but not the traps and falling rocks.

Tip: When you receive the sigil from Waymottin, drop the sigil and talk to him again. He will give you another sigil. Pick the sigil you dropped up, and you will have two of them in your inventory. In case you die fighting the monster at the end of the quest, you will have an extra sigil, and you won't need to traverse the long cave to obtain another.

Final Fight

Although this level 100 Demon has been feared for year when you follow the tactics in this guide and have at least 37 Prayer for the much needed Protect from Magic Prayer you will be fine and the Demon will be dead in no time.

What you Need

For this you should bring food that heals you maximum lifepoints (similar to on the Atoll) and your best gear you have in your bank. Bringing stat boosting potions will be essential to lower levelled players and if you plan on praying bring one prayer potion. A ring of life is also recommended as it will get you out of dire situations. For the cannon method, expect to use at least 100 cannonballs. It is possible to do this without the recommended level 37 prayer, however players under level 90 will have trouble with this demon if no prayer is used.

As soon as you wear the sigil, switch to run. When the screen shakes, which should be a short while after you wear the sigil (this is to save that extra prayer point) turn on Protect from Magic.

Tactics

Monkey Madness Quest Walkthrough Osrs 2

1. Safe Tactic

Note: In the current combat system this method takes quite some time (the Demon has 15,000 life points) and is not suggested.
As soon as Garkor is done talking, make a run for the nearest bridge. Cross it, and run over to the corner nearest to the members of the 10th squad. Be careful of spike traps along the way! Once at the corner, the Demon will be unable to mage you, so it's safe to turn off your protection prayer. From this viewpoint you should also be able to see the Demon's hp. Now is the slightly tougher part. Wait for the gnomes to weaken the Demon until its hp bar is nearly completely red. If you miss the timing, the demon will regenerate and you'll have to do this again.

As soon as you see the hp bar turn red. run back out (don't forget your protect from magic) and try to K.O. the Demon with some quick hits. The best place to do this is on the bridge that you ran out from earlier. The demon will be unable to melee you and your Protect from Magic will take care of the rest.

Monkey Madness Quest Osrs

Note: You are unable to range or mage from the ledges, but you can do that on the bridges to the same effect. Let the gnomes do all the hard work for you, don't risk your life weakening it in the beginning!

2. The Hard Way

Make sure your Protect from Magic Prayer is on then start auto casting or ranging. Sip from your Prayer Potion when needed and above all keep distance! Don't let him hit you with melee. As a ranger you could use poisoned arrows to hurt the demon even harder, with Ava's Machine you can reclaim your arrows easily.

3. The Hard(er) Way

If using Range or Magic isn't working out, you can always try melee. This is a bit harder considering you will not protected from one attack. You should pray against the magic attack (in melee armour you are weak to magic given the combat triangle) and grind it out. If you are still having trouble, try the below option.

4. Cannon

Make sure your Protect From Magic Prayer is turned on and take distance from the Demon to make sure it doesn't hit you with melee. Set up your cannon, load and fire it. Now you can wait and in the meantime range or mage it or you could hide behind the statue where the demon can't mage you. When needed go reload your cannon, don't forget to turn your prayer back on and be sure to stay clear of its melee attacks! This is by far the easiest way but also the most expensive.

Completing the Quest

Once the Jungle Demon is dead, speak to Garkor, and then Zooknock. He will teleport you to the west coast of Ape Atoll, just north of the gates. Head back to the Tree Gnome Stronghold where you can talk to the king and receive your reward.

Rewards

  • 3 Quest Points
  • 3 Cut Diamonds 10,000gp Ability to transform into different monkeys - kill the Monkeys you want and bring their remains and a Talisman (1,000gp from the Magic Shop) to the Gnome Mage. Ability to use Marim shops and steal from Ape Atoll Stalls. Ability to speak to monkeys. Ability to buy and wield a Dragon Scimitar - 100,000gp in the Scimitar Shop. Access to the Ape Atoll Agility course.

Extras

Additional Reward

Monkey Madness Quest Guide Osrs

Speak with Daero to get 35,000 experience in Strength and Constitution or Attack and Defence. You will also receive 20,000 experience in the 2 skills you didn't choose.

Published on: February 23, 2007 02:07 AM UTC by Salmoneus

Runescape Monkey Madness Quest

Updated on: February 14, 2014 12:31 AM UTC by Sobend