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Monkey Madness Quest Guide

By: His Lordship

Edited By: Not_a_Kitty and King Zonk

Coded By: Majik, King Zonk and Whydidijoin

Special Thanks To: Euph, Kai, Killa Kiaba, Lord Thief, Lucky N00b, Reo3k, Urza2002 and Y2d3

Quest Length: Very Long

Minimum Requirements:
Required Items:
  • Ring of Life
  • Gold Bar
  • The Corpse of a Karamja Monkey
  • Ball of Wool
Recommended Items
  • 1 Anti-Poison
  • 2 Prayer Potions
  • 4 Super Energy Potions
  • Around 20 Sharks
  • Runes to Teleport to Ardougne
  • Weapon
  • Armour
Start Point: Speak to King Narnode in the Grand Tree
  1. Speak to the King, who will tell you his 10th Squad has disappeared. He will ask you to go to the Shipyard and begin tracking them down. He will also give you a Royal Seal to prove your servitude to him.



  2. The fastest way to reach the Shipyard is by taking the Gnome Glider. Fly over to Karamja and head to the Shipyard on the East Coast.

  3. Try to enter the Gate and the Worker will stop you. Show him your Pass and you'll be allowed through.

  4. Speak to G.L.O Caranock in the south Building. He will suggest that you return to the King, after having assumed the Fleet may have been blown off course.

  5. Take the Gnome Glider back to the King.

  6. Speak to the King and report your findings. He will hand you some Notes to give to his Advisor, Daero. He's lurking around Blurberry's Bar.

  7. Daero will decode the Notes and tell you that you've been sent on a Reconnaissance Mission. The goal is to find the location of the 10th Squad, and determine if they were truly blown off course.

    Daero says several other things of importance:

    1. He will have a Colleague accompany you.
    2. Apparently, the southernmost end of Karamja is populated by a Tribe of Monkeys.
    3. He will not be coming with you.
    4. The Gnome in charge of the 10th Squad is called Sergeant Garkor.
    5. Daero knows nothing about Caranock.
    6. There are suspicions about Caranock.

  8. Select "Leave..." and Daero will introduce his Colleague, Flight Commander Waydar. For security reasons Waydar's location is secret. You'll be Blindfolded as you are led to him. After that you'll find yourself in the Secret Gnome Hangar, where you will be introduced to Waydar.

  9. They'll tell you they can't do anything until your Initialization is complete. Go over to the Initialization Panel in that Room, but before you operate it, search the Crate beside it. You'll get the correct Model for the Puzzle Box.

  10. Solve the Puzzle Box by comparing it with this Model. This may take a long time but if you find yourself unable to solve the Puzzle you can bribe your way out if it by paying Glough 200,000 Gold Pieces. Glough can be found in his home slightly southeast of the Grand Tree.



  11. After that's done, you will see a few Cinematic Scenes. Talk to Waydar, and you will be taken to the southernmost part of Karamja. When you're there, talk to Lumdo, who is nearby. He is a Member of the 10th Fleet and will explain what happened.



  12. Lumdo will not take you to Garkor, so talk to Waydar once more. From Waydar you'll learn two things.

    1. There is a large Populated Area to the West.
    2. If you choose to return to Civilization, you'll be dropped off at the Gnomeball Patch.

  13. Talk to Waydar and tell him Lumdo refuses to listen to your Request. He'll help you out. You will then view another Cinematic

  14. Talk to Waydar. You will be taken to a new Island.

  15. On the Island you will find a Dungeon, which you must enter. It is very long and full of Level 98 Monkey Zombies, Level 124 Skeletons, Rockslides and other Dangers, so take Food! It is recommended that you take about four Super Energy Potions and run the whole way through, and that you bring about six Sharks and two Prayer Potions. The entire Dungeon is a Multi-Combat Zone, so be careful

  16. When you reach the end talk to the Mage Gnome, Zooknock.

  17. After speaking to him, return to the Island, preferably via Teleportation.

  18. Explore the northern side of the Island, near the House with Planks. You'll get caught by some Monkeys and taken Hostage. When this happens you will be Poisoned and dramatically lose Health.

  19. In the Jail Cell you will find Lumo. He will welcome you to Ape Atoll. There is a brutish thing outside called Aberab, and another one called Trefaji further down the Room. Pick the Lock and escape the Cell, but watch out, if Aberab catches you it hurts.

  20. Move into the small Square Area with two Poles. Wait for the two Apes to change over then make a dash for the Exit.

  21. You escape the Village by hiding in the Tall Grass. If you are running low on Food, there is a Stall where you can Steal Bananas. It is recommended that you fill your Inventory.

  22. There are two Gnomes on either side of the Village hiding in the Grass; you need to speak to them. Karam is a few Steps east of the Jail, but you can't see him. You will only see a Yellow Dot on the Map. Karam is the Assassin of the Squad.

  23. To find the one you need to speak to, go south using the Tall Grass to hide behind. In Areas where there is no Grass just run with the Prayer Protect from Missiles. He is lurking around the Building after the Temple (the big one) with Gorilla Guards.



    His name is Garkor. He is Spying on Awowogei, the self-proclaimed Ruler of the Planet of the Apes. He then tells you to go back into the Maze and speak to the Gnome Mage. You also find out he was able to make contact with the King.

  24. Return to Crash Island. The fastest way is to teleport to Al Kharid using an Amulet of Glory and use the Glider to return to the Grand Tree.

  25. Return to Zooknock, and tell him that you have to get an Insider among the Monkey Tribe. He then reveals that you were sent on this mission because Garkor needed help, and that he had contacted the King, who sent you. You weren't told because "It would have endangered the Mission and Yourself". They need you because you resemble an Ape.

  26. You then begin the Process of Transformation. It is in two Parts. First you must be able to Communicate with them. Second, you must look like one Physically. He will ask you to find certain Items for this Transformation to happen. You need the Monkey Amulet to Communicate with them. Then, for the Physical Transformation, you need a Monkey Talisman. For the Amulet, you need a Gold Bar, a Monkey Amulet Mould, and "Something to do Monkey Speech". Apparently the Mould is available somewhere in the Village. For the Talisman, you need the actual Talisman, as well as some Monkey Remains of some sort. He says, "The type of Remains may affect the type of Monkey you become."

  27. The Monkey Remains must be those of Karamja Monkeys. Kill a Karamja Monkey and take its Remains.

  28. Go to the large Building with a wide Entrance that is south of the Jail. The middle of the Room has a Trap Door. The Room is Guarded by a Sleeping Monkey, who will occasionally wake to scan the Area.



  29. Dodge it at all Costs. Search the Crates around this Building. One Crate will contain Dentures that you will need later. Another Crate will have an Entrance to a Cave with many more Crates.

  30. Enter it and search the Crates until you find the one storing Monkey Amulet Moulds.



  31. With all these Items, all that is left is the Talisman. Don't worry about this yet. Find Garkor, and talk to him. Then return to Zooknock. It is necessary that you speak to Garkor first.

  32. Hand over all of the Items to Zooknock. He will give you an Enchanted Bar of Gold along with all of the other Items. He says you will need to smith the Gold in a Sacred Place.

  33. This is the Temple in the Monkey Town. Make sure you have Prayer to use Protect from Melee as you try and make your way to the east Wall of the Temple. Do your best to get down the Trap Door and smith the Amulet in the Wall of Fire. You may then wear the Amulet.

  34. Head over to the Monkey Child in the northwest region of the Town.

  35. Making sure you keep away from its Mother, talk to it and tell it you are its Uncle.

  36. Talk to it once more, and give it lots of Bananas. It will hand over the Talisman. Always try and keep clear of the Auntie.

  37. When you have this Talisman, return to Zooknock. He will hand you back an Enchanted Version of the Talisman. You will see another Cinematic at this point.

  38. Equip the Karamja Monkey Talisman and you'll transform into a Monkey.

  39. Head over to Garkor, and he will say you should talk to Awowogei, the Leader, and pretend you are here to discuss an Alliance between the two Tribes. Awowogei is in the Building right next to you. The Elder Guard will not let you in until you get the Permission of a guy named Kruk.

  40. There are two Hills a little southwest of the Town. These two Hills surround the Gate where Monkeys come in and out of the Village. On those two Hills are many Monkey Archers and Kruk. You are able to climb the west Hill. On top of this Hill is a Ladder. Go down this Ladder, cross the Rope Bridge and take the other Ladder. Kruk should be right there.



  41. After having spoken to Kruk, you should find yourself in the presence of Awowogei. Strike a conversation with him and offer your False Alliance. One of his Advisors will trust you while the other will doubt you. As a Test, Awowogei will tell you to free a Monkey from Ardougne Zoo.

  42. Find your way to the Ardougne Zoo, preferably using Teleportation.

  43. Turn into a Karamja Monkey (by putting on the Amulet), and then talk to the Monkey Minder outside the Exhibit. He'll mistake you for one of his Monkeys and place you in the Cage.

  44. While in the Cage, talk to a Monkey. He'll eventually hop into your Backpack.

  45. Transform back into a Human and speak to the Monkey Minder through the Cage. He'll get you out of there.

  46. Make your way back to Awowogei, but be careful NOT to use the Spirit Trees, as your Monkey will vanish. Awowogei will be pleased with what you have done.

  47. Now return to Garkor. Garkor will tell you the progress in the Caves has been slow. He will go on to tell you about a conversation he heard. You will then watch another Cinematic.

  48. Speak to Garkor. He will tell you about his Plan to fool the Magic Spell into thinking you're a Member of the 10th Squad. You will be invited into the 10th Squad so you can help overcome the Trap that has been prepared for the Squad, and given a Medallion.

  49. Only wear the Sigil (Medallion) when you are ready to begin fighting. This is a good opportunity to do a Bank run and stock up on Potions, Armor, Weapons and Food. When you are ready to fight, wear the Sigil. It will work anywhere, even Ardougne. You'll be teleported to an Arena, where you'll have to Fight a Demon, which can both Attack with Melee and Mage.

    Protect from Magic is the best Prayer to use against it. The 10th Squad will be helping you with Magic of their own. The Battle is easier than you may think. If you use good Food you will be fine. If you want to make the fight even easier you can turn off Auto Retaliate, run away from the Demon, and wait for the 10th Squad to damage the Demon a fair bit.



  50. Once you kill the Demon, speak to Garkor, then to Zooknock who will teleport you out of there.

  51. Make your way back to the King.

Congratulations! Quest Complete!

You may now speak to Daero in Blurberry's Bar, and choose to do the Training Program which gives you more Experience for Combat.

Reward:
  • 3 Quest Points
  • 10,000 Gold Pieces
  • 3 Diamonds
  • 35,000 Experience in your choice of any two-Skill combination of Attack, Strength, Defense, and Hitpoints
  • 20,000 Experience in the remaining two Skills
  • The ability to Transform into a Monkey to return to the Monkey's Town, with full access to all of the Town's Facilities.
You have completed the 'Monkey Madness' Quest!
3 Quest Points
Ability to buy and wield the Dragon Scimitar
10,000 GP
3 Diamonds