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Shady Guy

Shady Guy

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8.1 (c)
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THE SPECIAL TRAP DIRECTORY
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The wilderness is divided by a very long fence. Whether that fence is left open by players can determine if penguins can ST in the traps below. If it is on the opposite side of the fence, it is much less likely to do so.

The Wilderness


Lvl 6 wild, West of the Black Knight Fortress, along the ridge -UB -S
Rogues' Castle, North building -UB -Small -2 Exits
Deserted Keep -UB -M -Web auto closes
House with dungeon West of Mage Arena -UB -M
The Ruined building south of demonic ruins area -UB -Small -3X

Lava Maze past the second web -L
Dark Warriors' Fortress, from S.W room -M -contains the below trap
Dark Warriors' Fortress, from N.E room -M
Lvl 20 wild, West of bandit camp, South doorway of the SW building in the ruins -ST -S
Forgotten Cemetery East room -½ST -S
~ Bill ^_^

18-Feb-2014 03:11:48 - Last edited on 18-Feb-2014 14:47:09 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
8.2 (c)
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THE SPECIAL TRAP DIRECTORY
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The Desert


Some curtains are auto-open. Other curtains are auto-close. This has an effect on trap ratings.

Nardah, herblore shop -½ST -UB -S
Nardah, Mayor's House -UB -M

Swamp, N.W part by stairs -½ST -M -an NPC can break it, but very rare

Pollnivneach, Camel pen + building -½ST -M
Pollnivneach, Building West of pub -M
Pollnivneach, Tent in S.W -½ST -M
Pollnivneach, Building East of Kebab shop -½ST -S
Pollnivneach, Building North of Kebab shop -M
Pollnivneach, Building North of Slayer master -½ST -S

Bedabin camp, South tent -½ST -M
Bandit camp, South building -½ST -M

Nardah, general shop -M
Nardah, NE house -S


.•´¯`•._.•´¯`•.


Sophanem


inside temple with bank at entrance, north -ST -UB -S
inside temple with bank at entrance, south -ST -UB -S
~ Bill ^_^

18-Feb-2014 03:11:55 - Last edited on 29-Jun-2017 23:08:49 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
8.3 (c)
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THE SPECIAL TRAP DIRECTORY
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Morytania


Slayer Tower - Very Large - see post 6.6 for more information about this trap

Barrows Grounds -UB -L
Fenkenstrains' castle, room near N.W stairs -UB -S
Morton temple island -½ST -M -Contains the below trap
Morton temple -UB -S


South of the swamp boaty -½ST -M -contains the below trap
South of the swamp boaty -½ST -L
Docks N.E of ectofuntas -ST -M
Agility course building in Haunted woods -½ST -S
South West of North Hunter spot in swamp, about half way to bridge -½ST -S
East of the Grotto in Main Swamp -ST -S
Abandoned mine, Due East from Quest symbol -½ST -S
Mort'ton, Southern most house -ST -small
Behind the bar in Canifis pub -½ST -M


NPC TRAPS

Behind Alice, farm shop east of Canifis -moving


.•´¯`•._.•´¯`•.


Port Phasmatys


Bank -UB -M
South part of building West of bank -UB -M

Building West of furnace, small room -M -invisible NPC here
Pub, small room -M
House North of pub -½ST -M
Furnace building -½ST -M
~ Bill ^_^

18-Feb-2014 03:12:01 - Last edited on 29-Jun-2017 23:10:29 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
8.4 (c)
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THE SPECIAL TRAP DIRECTORY
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Mos Le Harmless


The pirate NPCs found on the island can move 8 ways. This has an effect on every trap found on the island.

Along north side of wheat field fence, north of town -ST -S
North West wall -ST -L
North East wall -ST -L
Inside South pub by South ladder -½ST -S
North pub -½ST -M
Building N.W of bank -½ST -S -Contains the below trap
Inside Building building N.W of Bank - ½ST -S


.•´¯`•._.•´¯`•.


Karamja


This area does not include the eastern half of the island, Shilo Village, or Kharazi Jungle.

South of Shilo general store in fly traps -UB -S -It is inside the below trap.
Area between the river through Shilo and the jungle -ST -L -very large but thin, so easy to search

House S.E of Brimhaven Docks -½ST -M
Luthas's house East of the banana plantation -M
Tai bwo wannai: go east from SE corner of SE house. at 1st tropical tree, SE again -ST -S


.•´¯`•._.•´¯`•.


Ape Atoll


Food Shop, south half -UB -S
House S.E of food shop -UB -S
House South of craft shop -½ST -UB -S
Agility hut -½ST -UB -S
Agility area south of bridge -ST -L -Contains the above trap


Food shop, north half -S
~ Bill ^_^

18-Feb-2014 03:12:07 - Last edited on 26-Jul-2017 02:33:47 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
8.5 (c)
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THE SPECIAL TRAP DIRECTORY
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Miscellania


Misc, Just south of dungeon symbol, along the wall -ST -UB -S

Misc, Building by dungeon symbol -S
Etc, The castle walls -M
Misc, Building South of market -M
Boat to Rellekka -½ST -M


.•´¯`•._.•´¯`•.


Lunar Isle


Between General store and Clothes store -ST -S


.•´¯`•._.•´¯`•.


Neitiznot City


Building North West of bank -ST -S


.•´¯`•._.•´¯`•.


Jatiszo City


North Anvil building -UB -M -ST if inside town
Foodhall -UB -M -ST if inside town
N.E tower -UB -S
N.W tower -UB -S

Building West of bank -M
~ Bill ^_^

18-Feb-2014 03:12:15 - Last edited on 18-Feb-2014 03:22:25 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
8.6 (c)
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THE SPECIAL TRAP DIRECTORY
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Keldagrim


North room in Blast furnace -UB -S -NPC lets the penguin in

Drunken dwarfs house (N.E Corner) -S
House north of bank - M
North east corner of Market East of river -S -ST
Building West of bank -S - contains below trap
Building West of bank -S


.•´¯`•._.•´¯`•.


Dorgesh-Kaan


Note: NPCs named here are marked on the world map, the world map does not show a few of the paths.

This is a section not studied much so NPC movements into traps may not be 100% correct.

Just S.E of the main market roam area -UB? -M
Room south of Tegdak -UB? -M
Main entrance path, far N.E corner -UB - M - Contains the below trap

Room Just South of main entrance -S
Room West of Ur-meg - S - can be made UB if Ur-meg put in room to east
Room with Tegdak -M


.•´¯`•._.•´¯`•.


Zanaris


The area containing 'otherworldly beings' (south of the general store) -ST -M
~ Bill ^_^

18-Feb-2014 03:12:36 - Last edited on 18-Feb-2014 03:22:51 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
8.9 Creating Better Spying Spots


Level 0.5

There seems to be a level between the ground floor (where you walk) and the next floor (upstairs). Pow and I call this level 0.5. (c)

Level 0.5 (c) is mapped out pretty similar to the ground level. However, that level also has some accessible squares where you can perform actions over them.

Rivers and other bodies of water seem to be considered free spaces on level 0.5, which is why implings can fly over them. Hillsides seem to also be free spaces on level 0.5. (c) It might even be why the ghost can walk on water and over the hills and cannot be trapped/herded!

Fences and some short objects (tables, stools) still block on level 0.5, but allow for certain actions to be taken over them. Those actions include tele-other, safe spot for ranged/magic, and spying a penguin .

It is why fenced in areas can make decent traps (take the Rellekka Cow pen as a stellar example)!


The Snowball Test

The way to check whether level 0.5 is free is to toss a snowball (from a holiday event) at another player over an obstacle. If you hit that person, you can spy a penguin in the spot that other person is standing!

Why does this matter? It allows for you to direct players to a spy spot where there is no risk of trampling! Especially useful for some areas. Also, it negates the need for some quests to be completed.


.•´¯`•._.•´¯`•.


It is not known whether a gnome ball works in the same fashion. I am guessing that it will work in the same fashion It will be one of my first research items on my to do list. If it does, it will be much easier to find better spying spots for world 60 on reset night.
~ Bill ^_^

18-Feb-2014 03:18:07 - Last edited on 18-Feb-2014 03:23:45 by Shady Guy

Shady Guy

Shady Guy

Posts: 5,994 Rune Posts by user Forum Profile RuneMetrics Profile
8.10 The Useful Spy Spots

The following section is currently a work in progress. Much more testing is needed! If you think you have a spot like those below, let me know!

Gnome stronghold
:- SE of Eagle's Peak lodestone - West of river, North of terror birds - no need to enter Gnome Stronghold

Barb Outpost
:- Otto's house - Waterfall house raft - they don't open gate at raft

WWM
:- East of Camelot castle - ridge on far west part of WWM - 1 person trap, can spy from below

Karamja
:- Brimhaven charter ship dock - eastern shore of peninsula north of horseshoe gold mine - No attacking npcs / distance.

Ape Atoll
:- By fairy ring - North of there- Monkey Madness not needed for outside town penguin

Ape Atoll
:- By fairy ring - South of there - Monkey Madness not needed for inside town penguin

Mort Myre
:- South of Polypore dungeon at divination spot - Start of the winding path south of swamp - No need to complete Priest in Peril

Sophanem
:- Menaphos side of river, far S.E - Far N.W - No quest needed

Lletya
:- Trees just south of entrance - At entrance - no quest needed

Entrana
:- south of Dark Wizard tower - Entrana docks - no need to go to the isle


========

Needs testing:

Desert - any spot outside the desert (likeliest Lumby Swamp) - spy a desert penguin
~ Bill ^_^

18-Feb-2014 03:18:15 - Last edited on 20-Dec-2015 16:02:20 by Shady Guy

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