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Monkey Madness I

Unlocks the dragon scimitar and gives 70,000 combat experience split across two skills.

MembersMasterLong3 quest points

Before you start

Master · long · 3 quest points

2 things to clear first, and it needs membership. Work through the list below before you travel.

Not required, but expected: combat level 60 or above. You can start below that and will find the fights harder.

About this quest

The 10th Squad has vanished and King Narnode wants them found. What follows is a long journey through gnome politics, a sliding puzzle, and an island where being human is itself the problem.

It is the quest that introduces greegrees — items that disguise you as a monkey — and the mechanic is unlike anything else in the game. Ape Atoll attacks anything recognisably human on sight, so the middle of the quest is about stopping being recognisable.

It is long, involves a great deal of travel, and ends with a demon fight that is only survivable because a squad of gnomes helps. Budget an evening rather than an hour.

Why do it: Ape Atoll access, the greegree system, and 35,000 experience across two combat skills. It is also the requirement for Monkey Madness II and the dragon scimitar.

What makes this quicker

  • Set aside a long session. This is not a quest to start twenty minutes before you want to log out.
  • Bank between the island sections rather than carrying everything through. The trip back is shorter than losing an inventory.

Walkthrough

01Before you start

Monkey Madness is long, and most of its length is travel. Knowing the shape of it in advance — gnome politics, then an island you cannot walk around as yourself, then a demon — makes it far less bewildering.

  1. 1

    Bring a way back to the Gnome Stronghold. A ring of dueling to the Al Kharid arena and then the Al Kharid gnome glider is the usual route, and you will use it more than once.

    • Ring of dueling(8)
  2. 2

    Expect to leave and return to Ape Atoll several times. Plan trips rather than trying to do it all in one inventory.

02The missing 10th Squad

  1. 1

    Talk to King Narnode Shareen at the Grand Tree. He sends you to look into Glough's old shipyard for what happened to the 10th Squad.

  2. 2

    Find G.L.O. Caranock near the southern fence of the shipyard and question him.

  3. 3

    Report back to Narnode, who points you at Daero on the first floor of the Grand Tree.

  4. 4

    Talk to Daero. You are blindfolded and taken to an underground hangar, where you meet Waydar.

03The sliding puzzle

  1. 1

    Solve the tile puzzle to repair the glider. Work the top-left corner first — get tiles one, two and three home and the rest follows.

  2. 2

    If it is not worth your evening, Glough will do it for 200,000 coins, leaving a single tile to slide.

  3. 3

    Talk to Daero and Waydar to fly to Crash Island, then talk to Lumdo, who will now ferry you to Ape Atoll.

04Ape Atoll and the greegree

On Ape Atoll you are a human in a monkey city, and everything on the island knows it. The greegree fixes that, and getting it is the core of the quest.

  1. 1

    Get to Zooknock in the Ape Atoll dungeon. Follow the yellow path west and climb down the ladder.

  2. 2

    Run the dungeon rather than fighting it. Protect from Melee, ignore the hazards, eat as you go — nothing down there is worth stopping for.

    If the guards are called on you above ground, log out or hop worlds immediately. Getting caught means jail and a long walk back.

  3. 3

    Give Zooknock a monkey talisman and monkey bones. He makes you a monkey greegree.

    • Monkey bones
  4. 4

    Equip the greegree. You are now a Karamja monkey, the island stops attacking you, and the rest of the quest opens up.

05The Jungle Demon

  1. 1

    The 10th Squad gnomes fight alongside you, which is the only reason this is survivable at the level most people attempt it.

  2. 2

    Use Protect from Magic. The demon's magic attack is what kills people, not its melee.

  3. 3

    Lure the demon towards the gnomes and attack from range while they hold its attention.

  4. 4

    You must land the killing blow yourself. If a gnome finishes it, the demon recovers a quarter of its health and you start that stretch again.

    This is the single most common way to lose this fight. Watch its health and make sure the last hit is yours.

What to do next

Buy the dragon scimitar from Daero. It is the best melee weapon available to most accounts at this stage and is the reward people actually do this quest for.

Ape Atoll opens up several things: the Slayer dungeon underneath it, monkey greegrees for later content, and a route into Monkey Madness II when your combat is ready.

The gnome glider and spirit tree networks now cover most of the western map between them, which makes the whole Kandarin region far quicker to move around.

Rewards

Experience

70,000 total

Everything else

  • Dragon scimitar access
  • 35,000 experience in two combat skills of your choice
  • Access to Ape Atoll

Enemies

  • Jungle demonLevel 195

Quests that need this one

Completing Monkey Madness I is a prerequisite for the following.

Gnome series

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