Recipe for Disaster 2,3 and 4

3 quick and easy quests. Some reasonable xp gained, including a cooking level, and access to Steel gloves, which are an unexciting but welcome upgrade. Spicy Stew is also a good thing to have access to.

Hey look, wilderness. Using our last reroll

… This isn’t better. It might even be worse. Curse you wilderness!

This is good. Two nice adjacent chunks, and a quest we can do immediately. Not much else here, but hard to complain

This however is worth complaining about. 4 chunks and 3 are wilderness? Boo! Featureless and terrible, but at least no new adjacency

Not exactly the wave of progress we were hoping for, but some good unlocks along the way. Next will be the Observatory quest

Recipe for Disaster

I have never brewed anything in Runescape before. Turns out for good reason. It takes days, has an unknown failure rate, and provides little benefit. Most players would buy a Greenman’s Ale from one of the several pubs around the world that sell them for 2gp. I spent 4 days and 12000gp making mine.

It does complete Recipe for Disaster for us though. Lets talk about R4D. This is the first of 10 subquests, each with increasing rewards and the final reward of Barrows Gloves, BiS for melee and our best for ranged and magic too. We should be able to do three of these immediately, so expect a single post for the three of them.

Our chunk isn’t the exciting part of an unlock like this, and thank god because it’s not good. It does play a role in Desert Treasure and is a step towards the good bits of desert, but its certainly nothing yet

Next update will probably be the three bits of R4D we can do

New blog segment: Monday breakdown

Jethro suggested at some point that I evaluate which chunks I most want to unlock, perhaps rank them. Theres way too many for that, but I decided each Monday I could talk about which chunks are best, what is holding us back, and what we’re looking forward to. So, my top 5 chunks to unlock from where we are now

5. Sarim Jail

This is such a ridiculous chunk. It has almost nothing in it! But somehow, tons of content is locked behind it. Dragon Slayer and the Falador Easy Diary both involve the jail building, and it would also give us access to the Ice Dungeon for Knight’s Sword and Skeletal Wyverns. Rimmington would also give us the dungeon, but given how much of a bottleneck Dragon Slayer is, I’d rather hit this one.

4. North of Edgeville

This unassuming chunk is the only bit of the Wilderness I’d be excited to unlock. 3 quests currently are locked behind this: What Lies Below, Wanted! and the Abyss miniquest. It also contains the best way to train Runecrafting until we unlock ZMI, and all the associated quests come with Runecrafting experience. Down the line, it also unlocks some crafting content and Devious Minds. Only one new adjacent chunk, but it does suck.

3. Burthorpe

Burthorpe is deceptive. There are two quests that start here, but neither are doable. The appeal is actually hidden underneath the pub. The Rogue’s Den contains so many benefits for us: the Graceful Outfit is one of the biggest utility upgrades possible, massively increasing our ability to run around. The Rogue’s Outfit would double our income from pickpocketing, making Ardy Knights a great money maker. Both of these come with chunks. It also has the closest fire to a bank in the game and is the necessary for our current medium clue. Adjacent chunks are all good too.

2. Mort’ton

3 quests locked here too: Shades of Mort’ton, In Search of the Myreque, and In Aid of the Myreque. It also unlocks three minigames: Shades of Mort’ton (the quest followup), Burgh de Rott Ramble and Temple Trekking. All of these have cool rewards, most come with chunks, and the neighboring chunks include the Barrows where a huge number of our mid game upgrades come from. By chance it’s also the sole location of our current Slayer task, shades.

1. Seers’ Village

I can’t believe how much content is locked behind the staircase on the far right of this chunk. This alone would unlock Merlin’s Crystal, which would give us 100 Kudos for Bone Voyage and a big xp boost. But Seers’ is chock full of other content. Maple trees have been holding back Woodcutting and Fletching levels for a while, and they’re only really found here. Elemental Workshop 1 and 2 are both here, with some fantastic rewards. The spinning wheel and flax give us much more reliable access to bows. To top it all off, the adjacent chunks are great too.

Total 1050

Nothing too exciting these levels. We got some easy levels from lamps, some combat xp from moss giants, and the levels from fishing trawler.

Unlock is medium. Scorpion Catcher isn’t complete-able any time soon. Without Seers’ bank, the flax field isn’t great. We still can’t do the Kandarin Easy Diary. Somehow there’s no maple trees here. But its not all bad. The adjacent chunks are great unlocks, and Scorpion Catcher is a good one eventually. This chunk promised a lot and was ultimately disappointing, but far from the worst

We’re still holding out for this brewing to end for our next few chunks. Otherwise, likely unlock is combat 70

First Collection Page

Fishing Trawler was so much worse than I remembered. Took roughly 30 runs, which is about average, but man was it boring. Still, we’ve never done a collection log page before, so thats pretty cool. 2.5% more fishing xp is nothing to scoff at either

Ah good, the exact reason we have re-rolls. The Wilderness is terrible, unlocks more terribleness, and I’m very glad to get a shot at something better. 1 re-roll remaining

This is… better. But not good. I’ll take featureless desert over featureless wilderness, because it doesn’t unlock more bad things. It will also make Tourist Trap easier, if we ever get around to unlocking Bedabin.

Next unlock is 1050 total, 16 to go. Or maybe our ale won’t go bad this time…

Easy Clue

In theory we’ve been waiting for Burthorpe to do an easy clue. Turns out, I just dropped that clue and got another easier one. The rewards are obviously terrible, but hey unlocks are cool and this was super low effort all things considered.

We got some garbage as an unlock. More featureless wilderness. So, we’re using one of our 3 rerolls. This isn’t necessarily guaranteeing this will be the benefit from milestones I’ll use in the future, but I want some benefit now so I’m gonna go with it. Rerolls remaining 2

Port Khazard is good. Fishing Trawler gives us rapid access to a Collection Log page, its adjacent chunks are pretty cool, and its part of the Ardougne easy diary.

Next chunk is probably from completing all of Fishing Trawler, which should take roughly 32 games. Not too bad

Total 1025

A short total grind, all things told. The wave of construction levels made it easier than most. 40 prayer is the big gain, one we’ve wanted for a while.

The unlock is good, hopefully. It allows us to progress with Fairy Tale 1, but given the random nature of the next section it might not complete it. It also gets us the Falador wall shortcut, one step closer to the Diary, and easier access to Taverly Dungeon. Nothing adjacent to unlock either.

Fingers crossed, Fairy Tale coming up

Update: Nope 😦 We need Jangerberries and a Proboscis, which needs 45 farming and Jungle Potion respectively. That’s not gonna happen any time soon. Next hope is probably waiting until our ale finished brewing in a couple of days

Haunted Mine

We’re actually gonna start with our loot from Obor. We finally used our keys and got 6 kills.

Loot was fine. The first law rune drop was great, the 2nd and 3rd were less so 😛 We got one of the 3 rune pieces we really wanted, which we’ll take. Bryophyta soon

Haunted Mine isn’t a long quest, but that boss battle is no joke. We actually died and had to corpse run it. But rewards are good, both the xp and the salve amulet are pretty great.

It’s our favourite kind of chunk: empty desert. Unlocking Nardah as potential is actually positive though, Nardah would be a great unlock.

4 levels from 1025, so that will be soon

1000 total… ish

So this is a little awkward. Once I hit 30 construction, i gained the ability to turn in long and curved bones for construction xp. What I didn’t expect was to instantly gain THIRTEEN levels. So we missed 1000 by a bit, but it was still awesome.

Given the ongoing poll https://www.strawpoll.me/18910138 we’re not going to get any big rewards just yet, they will be awarded retroactively. So just a regular chunk

It’s a great one. We can actually use the Ectofuntus now, making Prayer training feasible. It also weirdly unlocks Recipe for Disaster in like 2 days, because we can brew our own Greenman’s Ale. It also puts us one chunk away from both Animal Magnetism and Ghosts Ahoy.

If Prayer training goes well, next chunk will probably be from Haunted Mine

Meta-milestones and rewards

As we approach 1k total, it’s time to talk about milestones. Some of these are going to be just groups of regular achievements – 1000, 1500, 2000 total, 100 combat, 100, 200 quest points, all easy/medium/hard/elite diaries.

Others are going to be achievements for accounts in general. First level 99, Barrows Gloves, Fire Cape, Quest Cape, Abyssal Whip, charged Amulet of Glory, Slayer Helm (i), Rejuvenation Pool, Piety, 1m cash stack

We may well add more of these in the future, these are just the ones that immediately come to mind. Most of these are mid-late game achievements, some I don’t even have on my main

The point of these is not to unlock more chunks. These significant milestones are different from the more common unlocks, and so should come with a different reward. I have several ideas for this.

Option 1: Rerolls
We unlock a varying number of rerolls, allowing us to change which chunk we unlock. This maintains the random progression element, but helps minimize how bad it feels to unlock useless sections of the map. Downsides include not necessarily doing anything, and likely doing nothing immediately.

Option 2: Temporary Access
We unlock the ability to immediately use a chunk of choice for a limited period of time, probably 1 hour. This would allow us to complete some quests, access a certain shop or item, maybe a diary step, but not to do any real training. Downsides include unlocking that tile later will have diminished benefits.

Option 3: Bloom unlocks
We unlock the ability to immediately unlock all adjacent chunks when we unlock a chunk. This is obviously most powerful for the teleport chunks, but would be useful in several areas. Downsides include also not doing anything immediately and being of very varying power – sometimes great, often terrible

I genuinely don’t know which of these is appropriate, so if readers could vote in my poll so i know which idea sounds the best. Your feedback is appreciated

https://www.strawpoll.me/18910138

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