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Shady Guy

Shady Guy

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6.1 Specific Area Herding Guides

This page will be filled with helpful hints for specific areas where penguins are often brought. These maps are complicated to make! It is best to go to these places in the game to get a clearer picture of where exactly to stand and scout the lay of the land.

If you feel that there is another area that needs a description and map, feel free to post it. Other players and I will evaluate it, and then make the decision whether or not to add it to the thread.


For instance, I wrote a post about the slayer tower entrance, because that is a popular trap with a very tricky entrance. Moving a penguin in and out of the Gnome Stronghold entrance is another post I looked forward to make, and have done so. Finally, a very useful spot in Ardougne has been diagrammed for your use!


Already completed were guides about Entering Yanille, Moving Thru a Gap West of Frenkenstrain's Castle, and the Rellekka Cow Pen. All together, that makes six area guides.

It leaves three more posts that could be used! Please post or PM me if you think there is a spot that really needs a guide!
~ Bill ^_^

18-Feb-2014 02:59:15 - Last edited on 18-Feb-2014 03:26:42 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
6.2 Entering Yanille

There are 2 potentially helpful spaces to stand.

Position 1

Where the penguin is up near penguin A1-1 on the map, the player, Z1, can stand just SE of the musician

Here if the penguin slides down the angled wall on a SW it will stop North of player (A1-2). With help, NW and NE can also be blocked.

From here IF the penguin picks South East it will go into the wall.


_ _ _
X X
_ _ _ _ _
A
X
Call this pengiun A1-1
_ _ _
X X
_ _ _ _ _
X

_ _ _ _ _ _ _ _ _
X

_ _ _ _ _ _ _ _ _
X
X
_ _ _ _ _ _ _ _
X
X
_
X
_ _ _ _ _ _
X

_ _
X
A
_ _ _
X
_
X
Call this pengiun A1-2
_ _ _
Z
_
X
_ _ _
X
Call this player Z1
_ _ _ _ _ _ _ _ _
X

_ _ _ _ _ _ _ _ _
X

_ _ _ _ _ _ _ _ _ _ Entrance
_ _ _ _ _ _ _ _ _ _ Entrance
_ _ _ _ _ _ _ _ _
X

_ _ _ _ _ _ _ _ _
X

_ _ _ _ _ _ _ _ _
X
X
Z
_ _ _ _ _
X
_
X
Call this player Z2
X
A
_ _ _ _ _ _ _
X
Call this pengiun A2-2
X X
_ _
X
_ _ _ _
X
X X
_ _ _ _ _ _ _
X
X X
_
X
_ _ _ _ _
X
X X
_ _
X
_ _ _ _ _
X
X X
_ _ _ _ _
A
_ _ _
X
Call this penguin A2-1


Position 2

If the penguin is anywhere near Penguin A2-1 on the map above, stand where player Z2 is. If the penguin picks a long NW, it will wind up in the spot penguin A2-2 is marked on the map.

SW and NW are blocked, and another player can block SE. A long NE will get the penguin quickly into the wall.
~ Bill ^_^

18-Feb-2014 03:01:06 - Last edited on 18-Feb-2014 03:27:05 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
6.3 The Gate West of Fenkenstrain's Castle


Location: N.E along the path from the slayer master, where the gap in the fence is.
(Map slightly simplified due to fence being between squares)
(C)
_ _ _ _
X
_ _
_ _ _ _
X
_ _
_ _
Z
_ _ _ _ Target gap in fence and player Z2
_
X
_ _ _
X
_
_ _
Z
_ _ _
X X
Call him Z3
_ _ _ _ _ _ _ _
X

_ _ _ _ _
X
_ _ _
X

_ _
X
_ _
Z
_
A
_ _
X
Call her Z1
_ _ _ _ _ _
X X X X


To do this you need at least 2 people. a 3rd person (Z3) makes the odds of success much better.

The penguin (A) is trapped in that little area by Player Z1, (c) the only exit available being by the penguin going North West.

Player Z2 is waiting to catch the penguin as it comes out of the corner heading North West.

At this point IF the penguin chose to go North East it would go through the target gap.

If player Z3 is there then the penguin's only other choice would be to go back into the corner. It is forced either to go NE or SE.
~ Bill ^_^

18-Feb-2014 03:01:15 - Last edited on 18-Feb-2014 03:27:34 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
6.4 Rellekka Cow Pen

Just to the north of the entrance to the cow pen in Rellekka, there is a house. While you have to bump the penguin into either building, it gives you three entrances to try and get a penguin into.

The building south entrance, when open, forces the penguin to go SE. With two players (best if they both have pets), you can make the penguin go from the feeder building to the trap!


_ _
X X X
_
X X X
_ _
Feeder North Entrance
_
X X X X
_ _
X X X
_

_
X X
_ _ _ _ _ _
.
X
_

_
X X
_
P
_ _ _
.
X X
_

_
X X X
_ _ _
X X X
_

_ _
X X X X
_
X X
_ _
Feeder South Entrance
_ _ _ _ _
.
Z
_
Z
_ _

_ _ _ _ _ _
Z
_
Z
_

_ _ _ _ _
X X
_
X X
Trap Entrance
~ Bill ^_^

18-Feb-2014 03:01:21 - Last edited on 18-Feb-2014 03:29:03 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
6.5 The Ardy Shot Machine

There is a spot west of the house between the Ardougne Jade Vine Mansion and the southern bank. This spot is a very useful spot for shooting the penguin towards three different special traps in Ardougne.

The NW opening can shoot the penguin towards the Jade Vine mansion.
The SE opening can shoot the penguin towards the Poison Arrow Pub.
The NE opening can shoot the penguin towards the NE Market House. (c)

Diagram:

Jade Vine

_ _ _ _ _ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _ _
X
_ _
_ _
X
_ _
X X X X X
_
X
(Exit for NE Market House)
*
*
_ _ _ _ _ _ _ _ _
X

_
X
_ _
Z
_ _ _ _ _ _
X

_
X
_ _
X
_ _ _ _ _ _
X

X
_ _
X
_ _ _ _
X X X X

_ _
X
_ _ _ _ _
X X X X

_ _ _
X
_ _ _ _
X X X X

_ _ _ _
X X X
_
X X X X
(Exit for Poison Arrow Pub)
_ _ _ _ _ _
X
_ _ _ _ _


Obviously, you need 2-3 players for this to work. Simply block off the two exits you wish not to have the penguin leave.

For a NW Shot, it is important to have a 3rd player stand on the Z, as the fence will catch the penguin going NW if it starts from certain spots in the area.

The player covering the SE Exit (if going NE) or the NE exit (if going SE) may want to stand with their pet 2 and 3 spaces east of the tree in the area to create a special trap line to limit the places the penguin can go.

The NE and SE shots only get the penguin close to the trap on a long run. The NW shot puts it in a place where it can be bumped into the trap.
~ Bill ^_^

18-Feb-2014 03:01:27 - Last edited on 18-Feb-2014 03:30:05 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
6.6 The Slayer Tower

The Slayer tower can be tricky to approach. The three wide bridge looks like it can be walked on everywhere, but there are blocks on the sides. To make it worse, these blocks are staggered. I think it best to use the map below to show where the free spaces are. If it has a _, A, Z, or n, it is a free space.

X X
_
X X
X
A
_ _
X
X
_ _ _
X
X
_ _ _
X
X
_ _ _
X
X
_ _ _
X
X
_ _ _
X
X
_ _ _
X
X
Z
_
X X
X X
_ _
X
X
n
_
X X
X X
_
A
X
X
A
_ _
X
X
Z
_
Z
X X X X
X
_ _ _
X X
_
X

Z
_ _ _ _ _ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _ _ _ _ _ _
_
X
Z
_ _
X
_ _ _ _ _ _ _
_
X X
n
A
_
Z
_ _ _ _ _ _
X X X X X X X X X X X
_ _
X



It is best to hit the bridge by setting up a NW shot as shown on the south part of the diagram. The penguin will hit the first obstacle, and then all three players (Z) need to move to their new positions.

The penguin will first go NE and then get stuck. The only way it can escape is NW, which with the pet + player block, causes the penguin to wind up at the spot marked near the entrance.


.•´¯`•._.•´¯`•.

As long as you are a distance of 4 squares in any direction from the entrance, the gate will be open. This includes any square inside the Slayer Tower that is within a distance of 4 squares from the entrance.

These are marked on the map by the color
pink
.
~ Bill ^_^

18-Feb-2014 03:06:28 - Last edited on 18-Feb-2014 03:30:35 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
6.7 Entering The Gnome Stronghold

If you herd on world 60, skip this post . Putting an outsider into the Gnome Stronghold (from now on TGS) is strongly discouraged . Also, breaking out the penguin that spawns inside is strongly discouraged .

If you want to use TGS as a multi-trap, however, this post is fair game.



Diagram

X X
_
X X
_ _ TGS Entrance
_
Z
_ _ _ _ _
X
X
Z
_ _
X X
n
X
X X
Z
_ _ _
A
X
X
A
_
n
_
X X X
X
_ _ _ _
X X X
X
_ _ _
X
Z
_
X

_
X
_ _ _ _ _
X
X X
_ _ _
Z
_
A
X
X X
_ _ _ _
X X



It is best to have at minimum 3 players when trying to enter/exit TGS. Four players is ideal as that is how many are needed for the diagram above.

It is best for player Z in
pink
to set up the pet and the spot before hand.

The other players will shoot the penguin NE until it hits the southern A.

Player Z in
green
and player Z in
orange
will stand as shown above, creating a NW shot that ends with the middle A.

Create a line south of the penguin so that the penguin will be forced to go north. It has a choice. NE will take it to the pet. If it goes NE, set up as shown in the diagram above.

The penguin will be forced to go NW until it is at the entrance square. A player should spam open the gate until the penguin enters.

At the middle A, it may also go SE and then NW to the TGS entrance, in which case you can quickly close around the penguin and spam open the gate as well.
~ Bill ^_^

18-Feb-2014 03:06:37 - Last edited on 18-Feb-2014 03:30:57 by Shady Guy

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