Monkey Madness is a quest in the Gnome quest series and the sequel to The Grand Tree. It involves helping Narnode Shareen once again by tracking down the. Discover Monkey Madness as it's meant to be heard, narrated by Victoria Fox. Free trial available! Check out Monkey Madness [Explicit] by An Assfull Of Love on Amazon Music. Stream ad-free or purchase CD's and MP3s now on stallonebrasil.com
Monkey MadnessMonkey Madness. Description: When the 10th Squad of the Royal Guard loses contact, they are deemed missing. King Narnode Shareen had. Monkey Madness I is a quest in the Gnome quest series and the sequel to The Grand Tree. It involves helping Narnode Shareen once again by tracking down. Check out Monkey Madness [Explicit] by An Assfull Of Love on Amazon Music. Stream ad-free or purchase CD's and MP3s now on stallonebrasil.com
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Warning: Ape Atoll is one of the most dangerous areas in the game, until you obtain a monkey greegree. When going to Ape Atoll, bring plenty of food , antipoison potions , and an emergency teleport , in addition to other required items.
Switching off Auto Retaliate and utilising protection prayers will greatly improve your chances of survival.
Items required: 3 free inventory spaces, gnome royal seal , ranged attack for monkey bones if not yet acquired.
Items required: High-healing food , a form of poison protection, recommended to bring lock pick s for the cell door and a knife for free healing off of pineapple plants.
Red: Dentures crate Green: Banana crate Blue: Sleeping guard monkey. The Ardougne cloak is recommended, or use a dueling ring to go to the duel arena, near a bank and glider.
Ape Atoll Dungeon. Items required: antipoison potions , enchanted bar , m'amulet mould , ball of wool , lockpick optional , a teleport Ardougne cloak or dueling ring recommended , and food.
If you are going to do Recipe for Disaster , kill a Monkey Guard for a Gorilla greegree later. Tip : Using the ladder in the monkey's aunt's house nearby can help you escape the guards if the monkey's aunt catches you, but do not speak to The Monkey's Uncle upstairs or else he will call the guards too.
Recipe for Disaster: You will also need the additional three 3 greegrees 4 total. Each of these requires one talisman for a total of 4 talismans plus their respective monkey bones: You will save yourself trips if you get all of these before going to Zooknock at this point.
A Monkey Guard can be killed much more easily by safespotting it, they will only heal in melee range. The easiest ones to kill are located upstairs.
Go through the front entrance have Protect from Melee on then turn it off once you get up the ladder then head for the southern ladder.
You will find yourself in a corridor where you can safespot the guard. Once you have all of the required bones and talismans, take all 4 bones and 4 talismans to Zooknock to create them.
If he does not take the next bones you give him right after he gives you your greegree, talk to him, and ask him to make another greegree.
Items required: Materials for making the greegrees you want. For this quest, only one monkey talisman and Monkey bones are needed make sure those are Karamjan monkey's bones; otherwise, you will have to run back again.
You can substitute the bones with a Monkey corpse. Items required: Karamjan monkey greegree , m'speak amulet. Ardougne Teleport recommended.
Note: You can skip to Step 5 if you want to bank or resupply. You can do Steps 1 through 4 when you return to Ape Atoll. Items required: antipoison potions , a greegree , food and combat equipment.
Escape the island however you like, either through the main gates as a monkey, with any form of teleport, or by jumping off the bridge in the south-east part of the city.
Go back to Gnome Stronghold. Speak with King Narnode in the Grand Tree to finish the quest. Narnode will then redirect you to Daero for your training as a new 10th squad member, so go have a chat with Daero to get the experience rewards.
Quick Guide. Games Movies TV Video Wikis. Explore Wikis Community Central Start a Wiki. This wiki. It has been quite some time since the 10th squad were dispatched and they have been deemed missing in action.
It will be up to you, should you decide to help, to find out what fate befell the 10th squad and if possible, track them down.
If only it were so simple. Sinister forces have begun to spread through the Gnome hierarchy and threaten to unleash an unknown terror upon the world.
Far across the land, the fires of vengeance are being stoked once again. 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? To begin, speak to King Narnode Shareen in his abode in the Tree Gnome Stronghold.
He tells you that since Glough 's plans were foiled, he has appointed a new Head Tree Guardian, namely Daero. Although everything fares well, he is worried about the 10th Squad , an elite Royal Guard envoy that he had sent to Karamja to decommission Glough's shipbuilding activities.
Unfortunately, he hasn't heard back from them. Agree to investigate, and you will be handed a gnome royal seal , allowing you uninhibited access to the shipyard.
Ascend the tree to the top and take the glider to Karamja Gandius. On the island, head north along the coast to reach the shipyard and try to enter through the gate.
A shipyard worker will stop you, but quickly withdraws once you show him the royal seal. Now, speak with G. Caranock , the gnome that resides in the building in the southern area of the shipyard - he doesn't provide any useful information but is seemingly acting very suspicious.
Return to King Narnode Shareen and tell him about the journey. He writes up some orders that you must convey to Daero. Daero can be found on the first floor of the Grand Tree at the eastern side, near Blurberry's Bar.
Show him the king's orders, and he'll tell you that he has been appointed the lead in a reconnaissance mission to investigate the 10th Squad's whereabouts and to communicate with Sergeant Garkor , the squad leader.
Daero needs to chart a course for the unexplored region far south of Karamja - the most probable location for finding the squad - for the human who played a major role in ousting Glough and foiling his plans.
Being the head tree guardian, Daero cannot leave the mainland and therefore wants you to get acquainted with Flight Commander Waydar. Since the location of his colleague is confidential, he requests you be blindfolded before he can take you to the meet.
You are taken to an underground military hangar, previously planned to be used as one of the launch sites for Glough, for his domination plan.
Here, you meet up with Waydar , who explains to Daero that the squad's standard gliders must have been blown away by the tropical weather, whereas he would be using a superior, refined version in hope of locating them.
Unfortunately, Glough has set up a mechanism in the facility which shuts down the power periodically, and it must be re-initialised to deploy these military gliders.
Speak to Daero and begin the puzzle by clicking on the panel in the south-eastern region of the hangar, in front of the long pipe. Your objective is to rearrange the scrambled tiles to create a complete picture.
To complete the puzzle, you are provided with two choices:. Regardless of whether you solved the puzzle yourself or paid Glough to do it, you're now ready to fly south.
First speak to Daero , and then to Waydar - he reminds you to stock up on food and anti-poison before leaving. There may be a bug where items in your inventory will disappear after the puzzle is solved; to solve this - just log out and back in and your items will re-appear.
When you are ready, Waydar will fly you to Crash Island , where you meet with a member of the 10th Squad, Lumdo.
He tells you that the strong winds blew their lightweight gliders onto this island. While falling, Sergeant Garkor noticed some land nearby and gathered his battalion to sail there in recently made boats, leaving Lumdo to guard the gliders.
If you ask him to take you to the land, he refuses, stating that he is under command from the sergeant to stay.
Relay the situation to Waydar, who'll pull rank and order Lumdo to take you onto the island, while he would watch the gliders.
Speak to Waydar to travel west onto the island. A cutscene ensues, showing the shipyard Foreman speaking with Caranock. The foreman is worried about the recent events at the shipyard, and Caranock repeatedly reassures him that he is working on a fix for the shipyard, while Glough has left a few agents in the gnome force to deal with the situation.
On the island, travel north from the landing point until you reach an impassable ridge and follow it west. Be wary of aggressive level 14 jungle snakes , level 24 scorpions , and level 88 jungle spiders , all of whom are poisonous and use ranged attacks.
You should consider activating Protect from Missiles if you are a lower level, as it will reduce incoming damage. Before entering the narrow valley, activate the Protect from Missiles prayer if you have not already done so to prevent getting hit for a great deal of damage from multiple volleys of arrows.
The arrows may also poison you. Regardless of whether you activated the prayer or not, you will be knocked out unconscious. You awake in a prison cell, closely guarded by gorillas, namely Trefaji and Aberab.
The nearby cells hold a few members of the 10th Squad - Lumo , Bunkdo and Carado. Speak to Lumo, who'll tell you that they've had no luck in their attempts at escape but that you might have better luck in lock-picking the gate.
Your aim is to unlock the prison door and escape the jail. The gorillas patrol their route through the corridor twice, before switching.
Take the time to observe their pattern. As soon as the patrolling gorilla turns to walk back up the path towards the other gorilla, pick the lock and run behind him.
Be careful not to run ahead of him as he moves slowly. As soon as he is in the guard room to the north-west, run out of the jail and hide in the tall grass along the northern wall of the jail.
Speaking to a monkey, with the exception of Hafuba , will have you thrown back into jail. Find Karam , the 10th Squad's High Assassin, in the jungle grass just east of the prison he appears in other places on the island, but you will not be able to talk to him elsewhere.
He isn't very informative, but he lets you know that he is there if you need any help. Stay in the grass and travel south against the western wall of the Temple of Marimbo.
The archer monkeys do not shoot at players hiding in the grass, however, there is an open stretch of ground at the south-western corner of the temple, so Protect from Missiles must be switched on past the temple archway.
Go east along the wall of the temple and around the monkey palace to the south to meet up with Sergeant Garkor , the 10th Squad leader.
When you speak to Garkor about your mission, he tells you that he's been in contact with Narnode and was, in fact, the one vital for getting you on the job.
After landing on the monkey colony, Garkor has been secretly eavesdropping in on the conversations of King Awowogei , the self-proclaimed leader of the island.
To eliminate any casualties, he needs an insider working with the monkeys. Garkor says his squad mages and sappers are currently working underground and his head mage, Zooknock , would be able to help you better mingle with the locals.
There is no need to immediately go to Zooknock. Instead, it is strongly recommended to obtain the items needed for the monkeyspeak amulet before you first visit Zooknock.
The monkey greegree ingredients can not be obtained prior to talking to Zooknock. To create the monkeyspeak amulet, you require some monkey dentures , a m'amulet mould and a gold bar.
For the dentures and mould, you must head to the U-shaped building in the southern side of the colony. It is east of the general store and west of the mini summoning obelisk.
It is recommended that you enter using the southern door of the building. When inside, ensure that you stay on the dark brown ground at the perimeter of the room, otherwise the nearby sleeping monkey guard will catch you and summon his comrades to send you back to jail.
If you are having difficulty differentiating between the light and dark ground, the minimum graphics setting presents a much better contrast. Staying on the darkened ground, search the set of stacked crates on the light brown ground for some monkey dentures.
Next, search the south-easternmost crate to crawl down into the basement - you may fall and take up to damage.
Look through the crates in the north-west part of the basement to find one that is full of m'amulet moulds.
Take one, then teleport out, or go back up the ladder next to where you fell. Be warned that if you do go back up the way you came, then you will arrive directly in sight of the monkey guard upstairs and be thrown back into jail.
This can be avoided if you can quickly exit through the southern door and make your way into the tall grass.
Alternatively, if you're willing to run past or fight some archers and guards, you can use the climbing rope at the west end of the basement.
Once you go up, you cannot come back down the same way. If you did not bring resources anti-poison, food, etc or need to restock, now is the time to bank and get more items.
Zooknock can be found in the dungeon located in the southern part of Ape Atoll. To exit the city, climb the ladder on the scaffolding just south of Garkor and jump down.
Be wary of a monkey wandering the graveyard around the ladder: He can call the monkey guards to send you back to into prison.
Once you're back in the jungle region, head straight west and go down the ladder into the dungeon. To reach the gnome, you must navigate through the dungeon, passing the monsters, traps and falling rocks.
Activating Protect from Melee will significantly reduce the amount of damage taken while travelling through the dungeon.
If you have level 30 Magic, you can use the Surge ability to get across traps without taking damage. Tell him that you are there on Garkor's suggestion of having an insider, and he explains that since humans are more closely linked to monkeys than gnomes, you are the perfect candidate for the mission.
To complete the transformation, he needs objects into which he can store the magical power required to communicate with the monkeys as well as maintain the monkey form - he suggests getting a talisman for the disguise and an amulet for communicating with the monkeys.
Zooknock provides you with a list of items that are needed to create the required objects. Use the mould, the dentures, and a gold bar on Zooknock.
He tells you that he has enchanted the gold with the power from the dentures, and you must smith it into an amulet only at a location that is sacred to the monkeys, otherwise the effect will soon wear off; he returns the m'amulet mould and also gives you an enchanted bar.
Return to the monkey colony and travel east towards the temple. With Protect from Melee on, enter the temple and climb down the trapdoor along the eastern wall of the temple.
If it is blocked by the ape guards, simply climb a ladder where there are very few guards, and back down the one leading right next to the trapdoor.
The guards in the temple will attack you if you get too close, however they will not send you to jail. In the basement are two flaming pits and lots of zombie monkeys, so do not turn off protect from melee.
Use the enchanted bar with either pit to create an unstrung amulet. If you do not have the m'amulet mould in your inventory, you will get the message "You do not have anything suitable for smithing an enchanted bar".
Use a ball of wool on it to complete the monkeyspeak amulet. While the amulet does give you the ability to talk to monkeys, talking to them except for the monkey child without a disguise will result in you being thrown into monkey jail.