Wednesday, October 29, 2008

Runescape Swept Away Quest Guide

http://www.zybez.net/quests.php?id=155&runescape_sweptaway.htm


Difficulty level: Easy
Start location: Maggie's encampment, north of Rimmington
Required:
Quests: None
Items: None
Monsters: None
NPC: Maggie, Hetty, Gus, Betty, Lottie, Aggie
Walkthrough Hide/Show:

Brews and Brooms
Items Required: None
1. Speak to Maggie the witch at her encampment north of Rimmington and tell her something smells interesting. She is attempting make an amazing 'brew', but can not while her skeletal oxen Babe is feeling ill. Offer to help and she will ask you to get Hetty in Rimmington, Betty in Port Sarim, and Aggie in Draynor to enchant her broomstick. She gives you the broomstick to take with you.

Hetty
Items Required: Broomstick
2. Head south into Rimmington and speak with Hetty about enchanting the broomstick. Before she can use her famous theurgical broom ointment, she will need you to fetch a newt for her. Go down the trapdoor just south of her house and speak with Gus the delivery ghoul.
3. Gus mixed up the labels on the crates, so he will only give you a newt if you help him figure out which crate needs which label. Due to the magical nature of the newts and toads, you can only take one creature out of one crate to check what it has. Extract one creature from the crate marked as having newts and toads. Put the label for only the animal that you got on that crate. Put the label for both newts and toads on the crate that claims to have the creature you did *not* extract from the first crate. Put the last label on the last crate.
4. When you have successfully labelled all the crates, take a newt from the newt crate. Go speak to Hetty to exchange the newt for the broom ointment. Use the broom ointment on the broomstick.

Betty
Items Required: Broomstick
5. Head northeast to Port Sarim and speak with Betty in her rune store. She needs her wand to enchant the broomstick, so she will send you into her cellar to retrieve it from her magically locked chest. Go down the trapdoor and speak with Betty's apprentice Lottie about retrieving the wand. She reveals that you will not be able to open the chest until Betty's menagerie is entirely sorted out into the proper enclosures.
6. You can only move one creature at a time, so do the following to put every creature in its proper pen:
Move the blackbird into the holding pen in the north room.
Move the rat from the spider pen to the blackbird pen.
Move the spider from the reptile pen to the spider pen.
Move the reptile from the rat pen to the reptile pen.
Move the rat from the blackbird pen to the rat pen.
Move the blackbird from the holding pen back to the blackbird pen.
7. Open the chest next to Lottie and search it to obtain Betty's wand. Take the wand back to Betty and she will enchant the broomstick.

Aggie
Items Required: Broomstick
8. Head east to Draynor Village and speak with Aggie in her house. She will need to take you to a more open, private place to do her enchantment. Agree to teleport there and speak to her once you arrive. She needs you to sweep away four lines of sand to leave behind four small triangles. Sweep away the northwestern line, the two middle lines, and the southeastern line.




9. Speak to Aggie to return to her house and get the broomstick enchanted.


Maggie
Items Required: Broomstick
10. Return to Maggie and tell her the good news that the broomstick is enchanted. Agree to stir the cauldron, then use the broom on it. Speak to Maggie again and she gives you a bowl for you to get up to ten bowls of goulash.
Reward:
A broomstick
Access to 10 portions of goulash.
Quest points gained on completion: 1
Tips, tricks & notes:
Each bowl of goulash will provide 10 times your skill level in experience to a skill of your choice, exactly like a genie lamp.
After the quest, you can take your broomstick to a number of witches around RuneScape for additional rewards:
The Sorceress's Apprentice in Al Kharid will enchant the broomstick to teleport you to the Sorceress's Garden.
Ali the Hagg in Pollnivneach will award you with 1,997 Magic Experience (Level 33 Magic Required).
The Old Crone east of the Canifis Slayer Tower will award you with 7,139 Magic Experience (Level 53 Magic Required).
Baba Yaga on Lunar Isle will award you with 10,338 Magic Experience (Level 73 Magic Required).
Kardia in the Underground Pass will award you with 14,979 Magic Experience (Level 93 Magic Required).
After completing the quest, you can give Maggie's assistant Wendy some Magic unguent so you can have her make your cat(s) purple.
Purple Cat Puzzle 
Hide/Show:
Go to the basement of the rune shop in Port Sarim again and speak to Lottie. Get your compass pointing north so that the room has the holding pen at the top of the map. Move the animals in the directions shown:
Blackbird up
Bat right
Spider up
Snail left
Bat down
Lizard left
Rat up
Bat right
Lizard down
Spider right
Snail up
Lizard left
Bat left
Rat down
Spider right
Bat up
Lizard right
Snail down
Bat left
Spider left
Rat up
Lizard right
Spider down
Blackbird down
Reward: Speak to Lottie and open the chest to get the Magic unguent. Give it to Wendy, Maggie's apprentice. Use any cat or kitten on Wendy and she will make it purple - but this is not reversible!! Any hellcat type will revert to an ordinary purple type.

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Monday, October 27, 2008

Crazy but Cute Youtuber or Gamer

Jane is 16 years old, and she's bored and going crazy. She should have kept playing Runescape to stay sane. Maybe she just can't wait for Mechscape to come out like the rest of us.

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Battle begins for online role players: Runescape or WoW or Maplestory or Nexon or Free Realms

Battle begins for online role players
By Chris Nuttall
Published: October 26 2008 22:00 | Last updated: October 26 2008 22:00


World of Warcraft is under attack. The 3m US players of the online warfare game, populated by monster-baiting characters, are being outnumbered by an army of 4.5m amassed by an independent video game developer from Cambridge, England.

Runescape, a game that, like Activision Blizzard’s WoW, has skill-building quests and conquests, has been developed by Jagex. Unlike WoW, which is sold as a boxed product in shops and requires the download of large software files, players need only a web browser to get started on Runescape.

Jagex’s game has been a hit among younger audiences that cannot afford a subscription and are often using older computers that are unable to run PC games with high-end graphics. The comparatively simple business model has been so successful that bigger players want to emulate it.

Sony Online Entertainment has decided to take the plunge. Others on a similar path include Nexon of Korea’s MapleStory, exported to the US, and Electronic Arts’ Battlefield Heroes.

“We’ve spent a lot of money investing in this space because we think it’s potentially the largest [market] there is,” says John Smedley, the Sony division’s president. “Jagex built a great business model and it’s actually one we’re copying with Free Realms.”

Mr Smedley hopes his children will switch allegiance from Runescape to Free Realms, the competitor being developed by Sony.

“We’re going after the same market – 12-year-old boys and girls. They’ve built up a great user base by having a fun-to-play game that’s quick and easy to get into on any computer,” he says.

Sony is a past leader in online role-playing games with its EverQuest title, first released in 1999. Its financial muscle and established infrastructure make it a formidable opponent for Jagex.

“Sony have got a massive marketing budget,” admits Geoff Iddison, Jagex chief executive. “But gamers can look at us and see how deep Runescape is – there are thousands of hours of gameplay.”

By depth, he means the vastness of the online world that has been continually expanded over the past seven years and the range of activities that have been built up.

Both Runescape and EverQuest have their roots in the multi-user dungeon games first developed 30 years ago. These games originally consisted of typed descriptions of creatures and objects with players text-chatting with one another and inputting commands.

Andrew Gower, co-founder of Jagex, was an avid text-based MUD player as an undergraduate in computer science at Cambridge University, where he began to code Runescape.

The fact that text-based MUDs could be picked up where you left off on any computer appealed to him. He built Runescape on the same principles but using the Java language to allow it to run in a regular web browser and enabling 3D graphics.

Jagex has grown to be the UK’s biggest independent games developer, employing about 400 people.

The company has remained private and is cagey about its financial performance but the chief executive says Runescape has attracted 135m registered users over its lifetime, with on average 6m people a month playing.

“It’s a very understated, rapidly growing business and we’re very proud of it,” he says. “We’re extremely profitable, the margins are very good and we’re growing at 35 per cent a year.”

Runescape makes most of its money from the $5-a-month subscription a significant number of players are prepared to pay to get access to new quests, equipment and areas of the game. Free Realms plans a similar model although Mr Smedley sees the selling of virtual goods as being the most profitable avenue.

“We’re shooting for tens of millions of players, we’re aiming very high. I’m betting virtual items is where the real money is, perhaps 80 per cent of revenues,” he says.

For Jagex to maintain its momentum, Mr Iddison is exploring new markets and products. French and Brazilian versions will launch soon and Mechscape, a science fiction game that will run on the same platform as Runescape, will be released next year.

“We are forever looking over our shoulders to make sure we are staying ahead of the game,” he says.


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DJ Suox's Runescape Donk Party!

Runescape donking to the max!

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Runescape vs World Of Warcraft- NON-BIASED Comparison

Here's a Youtube video comparing the popular games Runescape vs. WoW.

Now that they are going head-to-head, players have a decent choice. And they should make the choice wisely because it'll cost them hours!

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Friday, October 24, 2008

Interview: Jagex CEO Iddison On Going 'Deep Casual' With FunOrb

October 24, 2008

Interview: Jagex CEO Iddison On Going 'Deep Casual' With FunOrb

Interview: Jagex CEO Iddison On Going 'Deep Casual' With FunOrbJagex has quietly crafted in RuneScapethe world's second-largest Western MMO -- with roughly 5.3 million active players per month, the free-to-play, browser-based title comes in just behind World of Warcraft. Now, the UK-based company's heading for a new frontier with a game portal called FunOrb.

The recently-launched site offers what the company calls "deep casual gaming" -- the aim's to provide deep and compelling game experiences within the same time frames usually associated with casual titles. 

It's a promising idea with some unique aspects to it -- and is sure to pose a challenge for the company as it's tasked with maintaining its growth plans for thriving RuneScape at the same time. Jagex CEO Geoff Iddison talks to Gamasutra about the details of FunOrb and how it plans to balance its goals. 

I first heard of RuneScape back when I was working in the specialist press. We'd always check our traffic position relative to other gaming websites -- and RuneScape was always the third-biggest!

Geoff Iddison: It's at least that -- probably number two. It's the second-biggest Western MMO, currently. If you look at the number of active players for our game over a month period, we're about 5.3 million per month. World of Warcraft is about 9.3 million, and number three is well behind us. We're number two in the Wstern world. 

We launched our new game in March of this year called FunOrb. FunOrb is a deep casual game experience -- there's nothing quite like it on the market -- and we feel that it's really going to appeal to those ex-MMOG players who no longer have the time to play an MMO but want a deep, compelling gaming experience within an easily accessible, relatively short period of time. Playtime for the FunOrb games is between 12 and 40 hours, so it's deep minigames.

The whole business model of Jagex products, and this business model will go forward with our new MMO coming out next year, is free to play, and if you want deeper content, you pay a subscription. Subscription is five dollars a month for RuneScape and three dollars a month for FunOrb. To go into that content, you pay the monthly subscription, so it's basically a free to play model.

About 60 percent of the game content is behind that subscription barrier. In RuneScape, it may be different quests, the same quests but deeper, and it may be certain skills that you have. House building, for example, is a members' benefit. There's a number of skills and quests and things that you can't do as a free member.

How do you find that the subscription model works for you, in terms of free to play plus subscription? 


GI: The subscription model works really well for us. We've got more than a million subscribers currently and growing, so it's worked well. Margins are very good and we're extremely profitable, so it works for us. But going forward, we are considering in our future MMOs having not just subscription but micropayments too.

Companies with several different MMOs can have a slight self-competing problem. How do you look at that issue?


GI: We don't know yet. But we positioned our new MMO at an older demographic than RuneScape. It's sci-fi, so it's a different genre altogether. You're not going to get people playing multiple MMO, they're going to be playing one at a time, so there may be some cannibalization of our RuneScape userbase going over to our new MMO. Tthe way we've positioned it is RuneScape, our new MMO, and then FunOrb, the deep casual game experience. So there should be a migration path from one to the other in those three games. But it's going to be interesting to see how it overlaps.

Can you explain the philosophy is behind deep casual games? 

GI: We've got all of the infrastructure in place to do a full casual game offering to an audience that wants a multiplayer game. FunOrb is leveraging that technology and giving a far more satisfying, deeper playing experience; it's more satisfying from a graphics perspective and from a content perspective, and the subscription model is free to play. 

40 hours of gameplay on a casual game is currently something that's not generally available on the marketplace. It's early days. We launched in March, and we've got around 300,000 uniques in a two or three week period. So it seems to be going well and the model seems to work. We've got a new game going live on FunOrb every two weeks -- the same as RuneScape; new content goes onto RuneScape every two weeks.

What goes into these updates?

GI: Some updates have taken a year or 18 months to develop, like the update that we did around three months ago, and some updates are relatively minor. 

We watch our forums and take the feedback very seriously and use that feedback in a lot of cases to improve the game. We have a player poll every two weeks as well, asking them what they'd like to see and what they don't like and whatever else. 

It's one of the first social networking sites, RuneScape. It's been around since 2001, and potentially, it has over 130 million people on that network, so that feedback that we have is always taken seriously and we plug it into the game in development. 

What's your primary demographic?


GI: RuneScape's demographic is from 7 to 18, with a sweet spot being around 13, 14, or 15. It's 85 percent male, but we're keen to get more females into the game. There's puzzles that are aimed at the female audience, as opposed to the PvP stuff, which is more male-oriented.

After 18 is where FunOrb comes in. People at college perhaps haven't got the time to spend 12 or 14 hours a week out on RuneScape and MMOs, so naturally they'll graduate onto something else. But this is where our new MMOG comes in. We're hoping to collect a lot of those people graduate out of RuneScape to our new MMO.

But we've got a lot of people over 40 playing Runescape; we have whole families playing the game. We have granddads and grandmas meeting their siblings, nieces, and nephews within the game. We want to appeal to the whole. For anyone who wants to play RuneScape, there's something in there for them.

Your strategy is to stay completely browser-based for all of your products?

GI: Absolutely. It's so compelling, and I think other companies are seeing this now. So the distribution model of the browser base is just fantastic. There's no third parties. We are the developer and the publisher. Anywhere in the world, you can access your MMOG. You don't need a high-spec PC. With any PC that's connected to the internet, you can just log on and you're there in your game with your avatar. That model is just so good for us, and we feel it's going to become more competitive in this space because the model's so good.

However, the barriers to entry on a massive MMO which is browser-based are pretty high. The infrastructure that we've got in place not just from a technical perspective, but the design, is pretty sophisticated. The black mark system, all of the filters, the chat filters, the policing of the game... those things are pretty high barriers to entry. You don't go diving into the browser-based MMO market without having to overcome some of those hurdles. It's not just a matter of getting a game out there. 

And there's a whole regulatory perspective of this as well, with an MMO that's browser-based and accessible from anyone's PC, you want to make sure it's safe to play. That's why half of our company is dedicated to player support.

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Wednesday, October 15, 2008

After a long wait, RuneScape players can now get into Player versus Player combat. Players who wish to play PvP must have a minimum combat level of 20

After a long wait, RuneScape players can now get into Player versus Player combat. Players who wish to play PvP must have a minimum combat level of 20 to even get into the world. Also, anyone who actually decides to enter the PvP world might also lose items and will not receive a headstone. This is an interesting update for RuneScape and should help freshen things up.

More details after the jump or head to: http://news.runescape.com/newsitem.ws?id=1442

From the RuneScape site:

Here’s a quick run-down of the features:

Fight players (within your level range) anywhere on the map, except in a few safe areas.
Safe areas include banks, respawn points and some guilds.
Level ranges are 10% of your Combat level, plus 5 levels. If you are fighting inside the Wilderness, the Wilderness level is added to this total. Your current attack range is shown on your screen at all times. (The 10% is measured from the higher of the two combatants’ levels.)
Skulling is back – same rules apply. If you initiate combat, you are skulled and on death you will lose all items, with the Protect Item prayer saving one item as normal.
Teleport Block is back in the normal spellbook.
Some minigames are available to play, others are not – please see the Game Guide for more details.
Death drops are back – new rules apply. Drops will be a mixture of items from the defeated opponent’s inventory and items from drop tables specific to PvP worlds. See below for details.
The quality of the drops you get when you PK someone depends on several different factors:

To get a reward from a kill, you also have to risk some items yourself!
To accumulate a possible reward, you have to risk a minimum of 75k of items on a members’ world, or a minimum of 25k of items on a free world.
Note that your three most valuable items won’t count as being risked unless you’ve been skulled, as you wouldn’t lose them.
The longer you spend on a PvP world (outside a safe area) with the required amount of items at risk, the better your possible rewards might become, to reward you for your risk.
The possible reward increases even faster and goes to a higher maximum if you go into a ‘hot zone’.
Note, however, that risking more than the minimum won’t improve your rewards faster, so it’s a good idea to take relatively cheap and useful items that won’t cost you too much to replace if you die.
When you get a successful kill, the exact reward you can claim depends on a number of other factors, including the level difference between you and the value of the items items lost by the dying player. Any unclaimed loot is saved for the next kills, so you don't have to worry about it being lost if you kill a low level player.

Don't despair if you are dying a lot and losing a lot of items. The game will detect this and improve your chance of getting decent rewards when you do eventually get a good kill.

The above is a simplified description of how it all works. To prevent cheating there are various other factors taken into account. We've calculated the rewards and rates very carefully, so that a successful PKer should be able to get a good income, and PKers who get lucky might find themselves with a good drop. Higher level players may also get higher rewards to reflect their increased earning ability when not PKing, such that PKing is still worthwhile for them. The aim is to make PKing a fun alternative (albeit very high risk) way of earning money in the game.

Included in the PvP-specific drop tables is a wide range of new combat equipment and XP-boosting gloves. Members will get access to level 78 items for all three corners of the combat triangle, including armour as well as weapons, and a new set of Ancient Magick spells. Non-members will get access to corrupt dragon equipment. To find out more about these items, please visit the Game Guide.

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