recursal/Fanatic-Fandom huggingface dataset:
Ospuny

**Ospuny** (Japanese: **チッサゴ** *Chissago*) is a Flying-type Pokémon.

It evolves into Osprowl starting at level 18, which evolves into Ospredator starting at level 32.

## Biology

### **Physiology**

Ospuny are raptors: birds of prey who use their talons and beaks to catch food. They have dark markings around their eyes, which reduce glare from the sun during flight. Ospuny have a keen sense of sight; they can detect prey from high altitudes.The body of Ospuny is white, while their wings are darker grey. Ospuny's curved beak (designed for tearing) is the same colour. Around their necks, Ospuny have an ascot of dull yellow, the same colour as the feet. Ospuny's talons are black and have a light curve to them. They are so sharp that smaller prey die upon impact.

Beyond the ruffled feathers around the head, Ospuny do not have plumage that is bright, or (physically, not in terms of colour) sticks out. Superfluous layers of feathers (often used by other birds to attract mates) increase drag during flight. Ospuny, on the other hand, are built for speed. Their flight is exceptionally silent, and they are capable of diving from steep highs to surprise a meal.

### **Behavior**

Ospuny enjoy long flights and making tricky maneuvers while in the air. In addition, they like detecting small, moving targets to catch or startle. Some trainers make a game out of this to keep their Ospuny stimulated and healthy.

Ospuny tend to be more playful than their higher-stage counterparts. Ospuny generally do not live in flocks. But, while young, they remain close to their parents. Ospuny chicks develop quickly, learning to fly within days. To build the endurance to fly in harsh conditions, Ospuny spend long hours practicing their gliding and diving. While doing this, they are able to hone their eyesight to detect movement on the ground. Unlike Osprowl and Ospredator, Ospuny are sociable. They are willing to compete with other Ospuny for leisure's sake. This attitude naturally-occurring; playing games encourages Ospuny to build their wing strength. For inexperienced trainers, this means it is easier to train Ospuny, rather than attempt to tame one of their higher evolutions.

### **Habitat**

Ospuny live in nests originally constructed by their parents. They are constructed from large branches, leaves, and tall stalks of grass.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Design Origin**

The **Ospuny** line is based off the Osprey species.

### **Name Origin**

**Ospuny's** name is a combination of *Osprey* and *Puny*.
Regalocera

**Regalocera** (Japanese: **スワロイル**  *Swalloiru*) is a dual-type Bug/Flying Pokémon.

It evolves from Superbpa starting at level 10. It is the final form of Royalarva.

 Biology

### **Physiology**

Regalocera are large butterflies. Their forewings are lavender, dotted with pink highlights along the edge. Meanwhile, their hindwings are shorter and black. They have golden-yellow trimming and white dots. Regalocera have magenta abdomens and heads. Fluffy white fur with flecks of black grows around their thorax.

### **Behavior**

With a flap of their wings, Regalocera are able to spread a mixture of opalescent scales and pollen around them. The mixture can temporarily blind enemies, or give those with severe allergies to pollen a sneezing fit. Realocera visit meadows and collect nectar for themselves throughout the days. Thus, their limbs and abdomens are oftentimes coated yellow in pollen.

Regalocera are believed to be generous Pokémon, as they are oftentimes seen giving nourishment to others weaker than them. They may share their pollen, or allow Royalarva to hitch a ride on their backs so that they can move to new flowers.

### **Habitat**

Because of their size, Regalocera cannot stand confined spaces. Regalocera prefer wide open meadows where they can spread their wings. It is not known where they go during the evening, but Regalocera can oftentimes be seen frequenting flowers during the way.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Design Origin**

The **Regalocera** line is based off the Red-bodied swallowtail species.

It also draws inspiration from British coronation robes with red fabric and ermine collars.

### **Concept Art**

An early concept for **Regalocera** on the left which has now been changed to the newer one on the right.

### **Name Origin**

**Regalocera's** name is a combination of *regal* and *rhopalocera*.
Plaque City

Start: Talk to Edmond, in the house north of Ardougne Castle by the wall

Items needed: Spade, 4 buckets of water, Rope, Bucket of milk, Chocolate dust (created by using chocolate bar on a pestle), Snape grass

Talk to Edmond to find out about his missing daughter Elena and the plague in West Ardougne. Next talk to Elena's mother Alrena. Go to McGrubor's Wood (east of the coal mine) through the broken fence, and pick up some Dwelberries. Take them back to Alrena to gain a Gasmask and a Picture of Elena. If you lose your Gasmask at any point during the quest, go back into Arlena's home, and search the cupboard for a replacement.

Talk to Edmond again. After doing so, use your buckets of water on the dug up soil in the garden until it is soft enough to dig: you will fall through into the sewer. Use a rope on the large sewer pipe, and then talk to Edmond to unblock the path. Climb through the pipe into West Ardougne.

Talk to Jethick as you come out of the sewer, he tell you that Elena used to stay with the Rehnison family and asks you to return a book. Go to the house slightly north-west (brown and white) and try to walk inside. Ted Rehnison will take the book from you as you walk in. Speak to him and he will tell you to talk to his daughter Milli.

Milli Rehnison will direct you to an abandoned house in the south-east of West Ardougne. you will stopped from entering the house, as you need a warrant. Go to the civic Office of West Ardougne above the square (checkerboard looking building on the minimap) and ask the clerk who is through the door. Tell her it is urgent and you will be granted access. Talk to Bravek, who will tell you about a Hangover cure, and give you a Scruffy note describing how to make it.

Use some Chocolate dust and Snape grass on a bucket of milk to make the Hangover cure. In exchange for the Hangover cure he will give you a warrant to enter the abandoned house. Elena is hidden in the basement - find the Little key hidden in the barrel nearby and release her. Talk to her father Edmond  back in East Ardougne for your reward.

Rewards:

1 Quest Point

Ability to cast Ardougne teleport

Mining Experience = (Level \* 75 + 175) x Custom Rate
Tribal Totem

Start: Speak to Kangai Mau in Brimhaven

Requirements: Level 21 Thieving

Items needed: 120 coins for travelling, Ardougne teleport recommended.

Talk to the Kangai Mau in Brimhaven's restaurant, "the Shrimp and Parrot". After speaking with him, pay the Customs Official 30 coins to take the boat to East Ardougne or teleport there. Now talk to Horacio outside the big house to the north-west of the market square. Ask him who he is and whether he gardens around the back. He will accidentally reveal that the code to the door is Handelmort's middle name.

Go north to Wizard Cromperty in the north-east part of Ardougne, talk to him about his inventions until he offers to teleport you. Accept, and you will be teleported to the depot. Search the other crates until you find an Address Label to Lord Handelmor, then use the label on the other crate that is not empty. Talk to the RPDT employee, and ask about the crate. He will deliver it immediately. Leave the building and pick up the tourist guide from the table in the building south of the mansion. Handelmort's middle name will be found in the history section.

Go back to Wizard Cromperty, and ask to be teleported again; this time you will end up in the house. Use the passcode 'BRAD' to get past the first door. Picklock the second door, check the stairs for traps before going up. Search the chest to find the Tribal totem. Teleport out, or go down the stairs, go through the door again and exit via the stairs, exiting through the sewers. Return the totem to Kangai Mau in Brimhaven for your reward.

Rewards:

1 quest point

Thieving Experience = (Level \* 75 + 200) x Custom Rate

5 Swordfish
Fight Arena

Start: Lady Servil north of the Khazard town, which is south of Ardougne.

Requirements: Able to defeat four monsters from lvl-46 to lvl-122.

Items required: Food, armor, and weapons are recommended.

After speaking with Lady Servil, you will learn that some of her family has been imprisoned near the Fight Arena. Head south-west to get to the Fight Arena area. Go up the ladder in the North-Eastern building, and search the cupboard to find a Khazard Helmet and Khazard chainmail. Next proceed to the south-west corner of the fight arena area, where the jail is located. Equip your Khazard armours, and enter the jail. You will find Jeremy Servil in the east wing of the prison. Speak to him by attempting to open the prison gate. Jeremy will inform you that the guard always carries the keys.

Walk to the North prison wing, and speak to the guard there. He will mention wanting a Khali brew. You may obtain a Khali brew free of charge from the Khazard Bartender in the South-east building. Now talk to the guard in the North wing again. After the ensuing conversation you will obtain some Khazard cell keys. Go back to the East wing and rescue Jeremy by trying to open the gate. The guard in the east wing will discover that you are an impostor. By now, you should be able to enter the actual fight arena.

Prepare for combat with whatever food and equipment you would need to defeat monsters up to lvl-122. If you are a lower level, it is highly recommended to bring teleport runes, as you will not be able to escape until General Khazard.

After speaking to Jeremy Servil, you will begin your first fight. The first monster is a Khazard Ogre (lvl-58). Afterward, General Khazard will appear and send you to a jail cell. Here, talk to the prisoner in the cell with you. You will be returned to the fight arena for your second fight. The next monster you fight is a Khazard Scorpion (lvl-46). After defeating it, Bouncer (lvl-122) will appear. Once you kill Bouncer, General Khazard (lvl-100) will re-appear and attempt to attack you. You may choose to fight him, or choose to leave.

Return to Lady Servil with your good news to complete the quest.

Rewards:

2 Quest Points

1000 Coins

Attack Experience = (Level \* 200 + 175) x Custom Rate

Thieving Experience = (Level \* 200 + 175) x Custom Rate
Carapad

'*Carapad **(Japanese:*** **ハスッポン** *Hasspon*) is a dual-type Grass/Water Pokémon.

It evolves into Puripad when leveled up while knowing Transpiration.

## Biology

### **Physiology**

Carapad are a small, turtle-like reptile. They have smooth, light blue skin. Carapad only have limbs in the front, which are pointy and triangular. Carapad's eyes are round and hooded. Their heads consist of long, tubular mouths and short necks which help Carapad shoot jets of water from their mouths.

Carapad's shells are green and coin-shaped. The pale markings on their shells resemble the veins of a leaf. In actuality, these are part of Carapad's exoskeleton. The spinal bones provide support for the rest of Carapad's more pliable shell tissue. Their shells are made of spongy, water-filled chitin. Like a more common, hard shell, this allows them the absorb moderate to strong physical blows. Carapad have the additional advantage that there is no risk of their shell (and therefore their bones) shattering.

### **Behavior**

Carapad prefer to live near stagnant bodies of water such as ponds or fens. They can live off the water and nutrients stored in their shells for an estimated ten years. When faced with either famine or drought, however, Carapad and Puripad will gather to create their own body of water, using their signature move Transpiration. It is commonly believed that NAMEHERE MARSH was desolate and acidic before a colony of displaced Carapad migrated to the island.

In modern times, owning Carapad and Puripads are considered essential to most types of agriculture. Farmers release Carapad into rice paddies to keep the ecosystem in balance and to filter the water. Other farmers own trained Carapads, who can use Transpiration to water crops more efficiently than any sprinkler could.

### **Habitat**

Carapad thrive in marshy environments. They spend long days withdrawn in their shells, floating on top of the water. There, Carapad's shells can catch sunlight and absorb water.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Design Origin**

**Carapad** is based off the Florida softshell turtle with a lilypad shell.

### **Concept Art**

An early concept and sketch for **Carapad**.

### **Name Origin**

**Carapad's** name is a combination of *carapace* and *pad*.
Sea Slug

Start: Caroline, east of Ardougne

Requirements: Level 30 firemaking

Items needed: Swamp paste (not swamp tar)

Talk to Caroline along the coast east of Ardougne and she will ask you to find her husband Kent and son Kennith. Speak to Holgart and ask him for a ride. You give him some Swamp paste to fix his Damaged Rowboat. The fastest way to get swamp paste is to walk south to Port Khazard and buy some from the general store there. Alternatively, you can make swamp paste from swamp tar found in Lumbridge Swamp. Mix the tar with flour and then cook it over a fire to get swamp paste. Give the swamp paste to Holgart to fix his boat. Ride to the Fishing Platform.

When you arrive, talk to one of the platform fishermen. Go up the ladder and find Kennith at the other end of platform. Talk to him and he tells you about his father. Go down the ladder and speak to Holgart again. He will take you to look for Kent. Kent will explain that fisherman pulled up the sea slugs and then started to act strange. He went for help but left his son Kennith on the platform. He asks you to go back and get Kennith. Speak to Holgart again and he takes you back to platform.

Speak to Bailey the cook and he will give you an unlit torch. Collect the broken glass and some damp sticks. Use the broken glass on the damp sticks and then rub the sticks together to light the torch.

Go to Kennith and he will refuse to come out of the door. Break the loose panel on the wall near him. Speak to Kennith again and he will come out through the broken panel. Then go to the fishing crane and operate it. Kennith will jump on the crane and be lowered to Holgart below. Go back to speak to Holgart and he will tell you he has taken Kennith back and returns you back to land. Return to Caroline and she will reward you for their safe return.

Rewards:

1 Quest Point

1 Oyster Pearl

Fishing Experience = (Level \* 200 + 175) x Custom Rate
The Holy Grail

Start: Speak to King Arthur in Camelot

Requirements: Level 20 Attack, completion of Merlin's Crystal quest, ability to defeat a level 146 giant knight.

Items needed: Excalibur (Merlin's Crystal), Camelot/Falador or amulet teleports recommended.

King Arthur will tell you to speak to that former crystal prisoner, the trusted wizard Merlin, who lives on the eastern room upstairs. Merlin will tell you to talk to the High Priest of Entrana, and Sir Galahad, who is living in a two story house on the outside western edge of McGrubor's Wood.

First deposit any armour and weapons before going to Entrana. When you go there, go to the church and talk to the high priest. He will not care about the grail. The nearby crone will tell you about the holy grail and where to find it. Talk to the high priest again. Next, go talk to Brother Galahad in the house west of McGrubor's Wood. Ask him about seeking an item from the realm of the fisher, and he will give you a holy table napkin. Go to the top floor of Draynor Manor and retrieve two magic whistles in the room next to Professor Oddenstein.

(Note: If you lose your whistle after completing the quest, you can retrieve another one from Legends Guild Store.)

Take Excalibur, magic whistles, and whatever items you'd need to comfortably fight a lvl-146 monster. Go to Brimhaven, and head northwest until you reach a square plot of stone with candles. Stand on this and blow a magic whistle. You are now teleported to the Fisher King Realm. To go further, you must kill the Black Knight Titan (lvl-146). The final blow must be struck with Excalibur in order to defeat him. Now talk to the Fisherman, then pick up the bell on the west side. Ring the bell, and you will be teleported into the castle. Talk to the Fisher King who will tell you about his son. Once you finished talking to him, blow your whistle to teleport out.

Return to Camelot where King Arthur will give you a magic golden feather. Head to the Goblin Village north of Falador and search the sacks in the western hut to find Sir Percival hiding out. Give him a magic whistle. Now return to Brimhaven with a magic whistle and return to the castle, where you will talk to the new King Percival. Go upstairs and grab the holy grail, and return to Camelot to speak to Arthur.

Rewards:

2 Quest Points

Defense Experience = ((Level + 1) \* 300) x Custom Rate

Prayer Experience = ((Level + 1) \* 250) x Custom Rate
Experience Rates

### **Our XP rates are multiplied from original RSC rates.**

Nonsubscribers receive 8x combat, 4x magic/ranging/prayer, and 2x noncombat rates.

Nonsubscribers get logged out after 5 minutes AFK, and have a 15 second global chat timeout.

### **Gold Subscription**

* 30 days subscription
* 9.0x combat experience rate.
* 4.0x magic/ranging/prayer experience rate.
* 3.0x skills experience rate.
* 10 minute AFK logout timer.
* 10 second global chat timer.
* Subscriber rank and badge.
* Slower fatigue rate.

### **Platinum Benefits**

* Activation lasts for 30 days.
* 10.0x combat experience rate.
* 5.0x magic/ranging/prayer experience rate.
* 3.0x skilling experience rate.
* 5 second global chat timer.
* 10 minute AFK logout timer.
* 1.75 x Batch Count.

### **Platinum + Gold Benefits**

* 11.0x combat experience rate.
* 6.0x magic.ranging/prayer experience rate.
* 4.0x skilling experience rate.
* 15 minute AFK logout timer.
* 5 second global chat timer.
* 1.75 x Batch Count.
* Slower fatigue rate.

### **Additional Rates**

* Wildy: +1x ccmbat
* Skulled in wildy : +0.5x combat
* Hotspot: +50% all XP
Spectorment

**Spectorment** is a Ghost-type Pokémon.

It evolves from Depressoul starting at level 35 with at least one fainted Pokémon in the party. It is the final form of Sorroul.

## Biology

### **Physiology**

Spectorment have a black collar, metal chains around their necks, and glowing red eyes; a drastic shift in appearance from the muted appearances of Sorroul and Depressoul. Furthermore, this Pokémon has substantial adaptations for adaptation - nearly the entire torso is dedicated to a resonance chamber. The wails produced by Spectorment are at a high frequency and volume.

### **Behavior**

No longer in tears, Spectorment is known for its sharp keening and tendency to lash out aggressively at anyone that gets too close. They are violent, unpredictable, and loud; Spectorment are thought to be actively seeking to displace anything that lives near them.

### **Habitat**

Spectorment are limited in their range by both their need to be near humans and the human want to avoid Spectorment. Because society is so quick to shun this Pokémon, they are forced to hide in condemned buildings or difficult-to-traverse areas near towns. Dense forests are the most notorious habitats for Spectorment, but they may also appear in canyons and beside interstate roads. A Spectorment's territory is called a haunt.

One unusual exception to this rule is a somewhat symbiotic relationship between Spectorment and monasteries; monks that are training to reach a meditative state may rely on Spectorment to help them learn to tune out or accept difficult emotions and memories. Some have reported being able to bond with the Spectorment simply by spending time in its company and accepting the mental anguish it causes.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Rockroach

**Rockroach**  (Japanese: **ロックチ** *Rockuchi*) is a dual-type Bug/Rock Pokémon.

It evolves into Boulderoach starting at level 20.

## Biology

### **Physiology**

Rockroach are chocolate-brown insects in colouration. Their dark eyes are bulbous, and designed to let them scuttle through dark, cave-like environments. Rockroach's mandibles are short and curled towards their face. These are used to cut or hold food. Rockroach's thorax are rounded, almost like a puffy scarf surrounding their heads. The likeness ends there, as their thorax are made from cave pebbles, stuck together with saliva. This layer of rock is a shield, protecting one of the most vulnerable parts of their body.

The abdomen of Rockroach are softer brown. Unlike their stone midsections, Rockroach build these from mud and clay. The mixture eventually hardens and breaks, giving their abdomen the crackled appearance. Like all roaches, Rockroaches have wings tucked beneath their exoskeleton. They can flutter a few feet off the ground and stir up cave dust in a fight.

### **Behavior**

Rockroach are known to curl into balls and lay still on cave floors. Their outer shells are tough, and protect them from stronger predators in the cave. Rockroach can stay curled for days, and even roll around in this position. Because of this, they are easily mistaken for boulders. Even when kicked around or hit with a move like Rock Smash, they will not budge.

Rockroach delight in following trainers around dark caves without being noticed. Most travelers learn to tell the difference between a genuine stone and a Rockroach. Others continue to mix them up, and may use Rockroach as a landmark while attempting to navigate a cavern. This can give travelers the impression that a cave is endless, or an impossible, repetitious maze.

### **Habitat**

Rockroach are cave-dwellers. They love the damp and the moldy, but are not opposed to hitching a ride in an unsuspecting trainer's backpack.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Design Origin**

The **Rockroach** line is based off the Blaberus Giganteus species (also known as the cave cockroach).

### **Concept Art**

An early concept and sketch for **Rockroach**.

### **Name Origin**

**Rockroach's** name is a combination of *rock* and *cockroach.*
Baquini

**Baquini** is a Water-type Pokémon.

It evolves into Modelfin starting at level 16, which then evolves into Muertapoise at level 36.

## Biology

### **Physiology**

Baquini are shark-like Pokémon. They have black dorsal fins, which often have hooks caught through them. These hooks cause the Pokémon no pain, although trainers often mistake this for an injury. Baquini's pectoral fins are the same black colour, as are their tails. They have dark hooded eyelids and amber eyes. The rest of their body are rounded, and light blue in colour. Baquini have lighter ovoid markings on their stomachs.

### **Behavior**

Baquini like to rob fishermen of their catches. Wherever there are many fishermen, there is a school of Baquini. They will slice through lines and nets with their sharp fins or with their beaks. The bane of fishermen, they are quick learners; Baquini quickly figure out how to avoid the traps set up to prevent them from robbing fishing lines. In addition to their intelligence, Baquini have very thick skin. In addition to keeping them warm in cold water, their thick skin also allows them to ignore any hooks or harpoons that might get stuck in their skin. Unfortunately, this has resulted in tougher methods being used by fishermen to get rid of Baquini populations, such as poisoned bait and fishing hunts designed specifically to catch Baquini. This also tends to destroy the local ecosystem in the process. The largely successful attempts to destroy Baquini has makes Baquini rare and endangered in some parts of the region.

### **Habitat**

Before becoming endangered, Baqinui thrived best closest to the shore. They robbed fishing lines and nets for food. Truly wild Baquini, which are rare, rob other Pokémon for food.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Sheep Herder

Start: Councillor Halgrive outside of the East Ardougne church.

Items needed: 100 Coins

Talk to Councillor Halgrive. He will explain that four plague sheep escaped from West Ardougne! He says you have to kill the sheep and then burn their remains in a furnace. You need to be wearing protective clothing before you start, so buy a set of protective trousers and a protective jacket for 100 coins from Doctor orbon inside the church.

Now head to Farmer brumty's farm, north of East Ardougne, and pick up the Cattle prod from the ground.

**Check to see if the plagued sheep remains are inside the enclosure already, if so pick them up and skip to the END.**

Prod every kind of plague sheep a few times, and it will jump into the enclosure. Once inside, quickly kill it by using Poison animal feed on it. Each one will drop plagued sheep remains which should be used on the cattle furnace found in the small house inside the enclosure.

Plague Sheep 1 is found just south-east from the enclosure; Plague sheep 2 is found directly next to the first group. Plague sheep 3 is found northwest of the enclosure, and Plague sheep 4 is found south of Elena's house in western East Ardougne.

END: Once all of the remains have been incinerated, return to Councillor Halgrive and receive your reward!

Reward:

4 Quest Points

3100 Coins

Protective trousers

Protective jacket
Witch's Potion

Start: Talk to Hetty in her house in Rimmington, south of Falador and west of Port Sarim.

Items needed: Burntmeat, an eye of newt, an onion and a rat's tail.

Monsters to kill: Rat (Level 2)

Talk to Hetty in Rimmington and tell her to help you become one with your darker side. She will then ask you to get her 1 burntmeat, eye of newt, an onion, and a rat's tail. In exchange she says she will increase your knowledge of the dark arts (Magic).

Tail of rat

Kill a level 2 rat. They can be found all over Rimmington, so you should have no trouble finding one. if you find yourself not getting a Rat's tail drop then that means you have not yet started the quest.

Walk north a little way and you will find a patch of earth with onions on it. Take one.

Eye of newt

Head east to Port Sarim, enter the Magic Shop and speak to Betty. Buy an eye of newt for 3 coins from her store. If there is no remaining stock, wait for the stock to replenish.

Producing burntmeat

If you don't already have raw meat, kill the giant rat south of the Port Sarim jail and cook the meat it drops (there's a range in the building west of Hetty's house). If you don't burn it, and get cookedmeat instead, use the cookedmeat on a fire or range, and you'll get burntmeat. You can also get burntmeat by killing Imps.

Head back to Hetty and give her the four items by talking to her. Right click the cauldron and select drink-from.

Rewards

1 Quest Point

Between 275 and 5,175 Magic experience, depending on your level. (225 + 50 \* level)
Goblin Diplomacy

Start: Talk to the Bartender in Port Sarim

Requirements: None

Items needed:

Three pieces of goblin armour

Two onions

Two woad leaves

Three redberries

35 coins

Note that obtaining all the items before starting this quest will greatly reduce the amount of time it takes to complete it.

Talk to the Bartender in Port Sarim. He's located in The Rusty Anchor in the building beside the fence separating Port Sarim and Draynor Village. The bartender will tell you that some Goblins are fighting about the colour of their armour in their village. Head to Goblin Village, located to the north past Falador and Doric, and talk to either General Bentnoze or General Wartface. The goblin will tell you that he would like orange-coloured armour.

If you don't have any Goblin Armour on you, kill some Goblins until you have three of them.

Dying the armour orange

To create orange dye, you'll need two onions, three redberries, and 10 coins. Onions can be obtained from the field behind Farmer Fred's house, located on the path leading from Draynor Village to Lumbridge. Redberries are located to the west of the small mine south-east of Varrock. Once you have the two onions and three redberries, visit Aggie in Draynor Village. She can be found in the house that has two red dots in it on the mini-map (representing item spawns for cheese and tomato).

Ask her to make you a red and yellow dye. When you have both, use one on the other to mix them to create orange dye. Now use the orange dye on the Goblin Armour. Return to Goblin Village and talk to one of the Goblin generals and they will take the orange armour. They will say they don't like the colour and want to see dark blue-coloured armour.

Dying the armour dark blue

Go to Falador Park and talk to Wyson The Gardener and ask about woad leaves. He offers to sell them to you for a price. Choose the highest price, 20 gp, and he'll generously give you two woad leaves.

Now go back to Aggie, have her create blue dye (costs two woad leaves and 5 coins), use the dye on the goblin armour, and head back to Goblin Village. Talk to one of the generals again and give them the blue armour. Talk to the goblins and they will take the blue armour. Again, they will say they don't like the colour, and instead want to see how light blue armour looks.

Finale

Talk to the generals with a regular Goblin armour in your inventory, which they will take from you. The two generals like it and thank you for sorting their argument, bringing the quest to an end.

Rewards 5 Quest Point

1 Gold bar

Crafting experience:

XP=Level∗15+125
Chubren

**Chubren** (Japanese: **サボサザイ** *Sabosazai*) is a dual-type Normal/Flying Pokémon.

It evolves into Roadren starting at level 25.

 Biology

### **Physiology**

Chubren are a bird notable for their incredibly round bodies. Their legs are thin, while their feet do not have talons. The skin on their feet is thick, so that cactus needles cannot pierce them. Chubren have grey bodies, while their chests are tan with grey diamond patterns. They have darker coloration on the wings and tail feathers. Chubren have pointed crests on their heads and sharp, angry-looking eyes with white markings above them. Their beaks are thin and pointed- good for jabbing at enemies.

Chubren have white, bib-like feathers around their chests. These are usually stained with different types juice from the fruits they have been eating.

### **Behavior**

Chubren can be characterized by their pathological desire to seek food. They are a bother to grass-type Pokémon who grow fruit, such as Pricklebun. Little can be done to deter them from their snack-searching: it is difficult to shake them off. Chubren are also unbothered by thorns. This is because of the thick layers of fat and feathers they have surrounding their bodies. They can ignore thorns and strong physical blows as well due to this adaptation. Most Chubren do not appear to mind being hit or thrown around like a ball.

When there is little fruit around, Chubren will rob bird feeders, Coatisnotti's stashes of food, and Pokémon trainers.

Beneath the fruit and feathers, Chubren also have a desire to fly, or move quickly. They can flutter for short distances, but Chubren are too heavy to soar at the same speeds as other Pokémon native to the region. Instead, it is far more common to see Chubren rolling across the desert dunes.

### **Habitat**

Chubren prefer the arid climates of the desert. They flutter from cacti to cacti in search of delicious fruit to eat. Chubren also make their nests on cacti to deter predators from sneaking up on them.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Design Origin**

The **Chubren** line is based off the Cactus wren species.

### **Name Origin**

**Chubren's** name is a combination of *chew* *cactus* and *wren.*

### **Origin**

**Chubren** was given to us by Mac from the @RizoyoRegion project!
Growilla

**Growilla** is a dual-type Grass/Ground Pokémon.

It evolves from Florankey starting at level 40. It is the final form of Chimplant.

 Biology

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Fishing Contest

Start: Speak to the mountain dwarf on either side of White Wolf Mountain near the stairs.

Requirements: 10 Fishing, ability to defend against guard dogs (lvl-46).

Items needed: 5 coins, garlic, a spade, fishing rod (and some bait)

Speak to either one of the mountain dwarves near White Wolf Mountain between Catherby and Taverly. They'll tell you that they will let you use their tunnel under the mountain, if you earn their trust. They go on to tell you about the Hemenster Fishing Contest. They'll give you a fishing competition pass and tell you to win the trophy.

Travel to Hemenster, located north of Ardougne and southwest of Seers Village. Click on the gate and you'll show Morris your fishing competition pass and he will let you through. You can try to fish for the contest, but you will always lose. Talk to Grandpa Jack, who is located in a house north-east of Hemenster, and he will tell you the secrets to his fishing ability. He will tell you to always use the spot next to the pipes. He also says that his best bait was red vine worms gained through McGrubor's Wood.

Put a spade in your inventory before heading to McGrubor's Wood. You will need to obtain red vine worms to catch the giant carp. If you try and enter the woods through the main entrance, the Foresters will tell you that it's a private property, and that you can't enter, therefore you will have to enter through another way. To the east side of the woods and you will find a hidden entrance. (You'll notice a small gap in the grey lines on your map.) Go through the fence with loose pannels. Once inside, you must find the red vine, which is located in the western part of the woods. There are guard dogs (lvl-40) patrolling so be careful if your combat level is low. Use your spade on the vine and you will obtain a red vine worms.

Once all of the items are obtained, go back to Hemenster to enter the contest by talking to Bonzo and giving him 5 coins. Now talk to sinister stranger and ask him who he is, then accuse him of being a vampire. You can now use the garlic on the pipe next to the sinister stranger (the pipe farthest from the water). He'll complain about a strong garlic smell, and switch spots with you. Fish the fishing spot and you will catch a giant carp. Talk to Bonzo, show him the fish and he will tell you to wait for the time to be over. A few of seconds later the contest will end and you will win. You will be given the Hemenster fishing trophy. Go back to either of the two mountain dwarves to complete the quest.

Rewards:

1 Quest Point

Fishing experience

Access to the underground shortcut beneath the White Wolf Mountain
Black Knight's Fortress

Start: Talk to Sir Amik Varze in the White Knights Castle

Difficulty: Easy

Length: Medium

Requirements: 12 Quest Points, ability to defend against lvl-46 knights.

Items needed:Medium Bronze Helmet, Iron Chain Mail Body, Cabbage (not from Draynor)

Walkthrough :

Talk to Sir Amik Varze on the second floor of the White Knights Castle in Falador. Tell him you are seeking a quest and he'll say he needs some spy work done. The Black Knights are threatening to invade Falador with a secret weapon, and you must sabotage it.

Before heading to the Black Knights' Fortress, you'll need a cabbage, Medium Bronze Helmet, and an Iron Chain Mail Body. Cabbage can be picked up near Lumbridge or near the Monastery. Do not pick up cabbage from Draynor Manor as this cabbage does not work in the quest. You can buy a Medium Bronze Helmet from Peksa in Barbarian Village and an Iron Chain Mail Body from Horvik the Armourer in Varrock or Wayne in Falador. Once you have these three items, head to the Black Knights' Fortress, located on the north side of Ice Mountain and west of the Monastery.

Equip your Medium Bronze Helmet and Iron Chain Mail Body and walk right in the east door. Once inside, go through the odd looking wall to the north and climb up the ladder. In this room, you'll notice a grill in the west end. Right-click it and select "listen" to listen to a conversation between a goblin named Greldo, a Witch, and a Black Knight. You'll hear them talking about an invincibility potion they're making which is missing the last ingredient, cabbage from Draynor Manor. However, any other cabbage will destroy the potion, which is your goal.

Climb back down the ladder, pass through the odd looking wall, and enter the room west of you with the three Black Knights. Go through the room and go up the stairs leading to the second floor. Now climb the ladder to the top floor. Go through the odd looking wall to the north and use your cabbage on the hole. Be very careful not to eat the cabbage. You will hear the Witch "groan in dismay", revealing that the potion has been destroyed. Return to Falador and talk to Sir Amik Varze to receive your reward for completing the quest.

Rewards:

3 Quest Points

2500 coins
Gertrude's Cat

Start: Gertrude's house, just southwest of Varrock west entrance.

Requirements: Lvl-5 fishing to catch the raw sardine is recommended.

Items needed: 100 coins, bucket of milk, doogle leaf, raw sardine.

Gertrude tells you that her cat, Fluffs, has gone missing and asks you to speak to her son, located in Varrock square, to see if he knows where she might be. Take a doogle leaf from behind Gertrude's house before heading back into Varrock.

Speak to Shilop in Varrock square and ask about Fluffs. He requires 100 coins before he'll tell you where Fluffs is. Pay him the bribe then proceed to the lumber mill, located northeast of Varrock, east of the Jolly Boar Inn. If you don't have your raw sardine, you can fish one in Catherby, Draynor, or Barbarian's Village using a regular fishing rod and fishing bait, which themselves can be purchased in Port Sarim or Catherby fishing stores.

Enter the lumber mill by searching the low fence on the east side. Climb up both sets of ladders, and you will see the cat. If you try to pick her up, she will scratch you for damage and you discover she's thirsty. Give her the bucket of milk. Try to pick her up again, and it will say she is hungry. Use your doogle leaves on the raw sardine, then give the seasoned sardine to the cat. She meows and you will hear kittens meowing in the distance.

Go back down to the ground level. Search all the crates and barrels in the area until you find kittens. It's random, so just keep searching, and make sure you don't miss any. Return to Fluffs the cat and use the kittens on her. They will run home safe. Now return to Gertrude's house to claim your reward.

Rewards:

1 Quest Point

Cooking Experience = (Level \* 45 + 175) x Custom Rate

1 Kitten

1 Chocolate Cake

1 Stew
Aracide

**Aracide** (Japanese: **スッパイダ** *Suppaida*) is a dual-type Bug/Poison Pokémon.

It evolves from Spidoux starting at level 24.

 Biology

### **Physiology**

No longer reminiscent of a Pecha Berry and too large to hold onto smaller plants, Aracide will attach themselves to tree branches in bunches, looking to the world like fruit. The forelimbs are much better adapted to gripping, while the secondary limbs allow for mobility and, in a pinch, attempting to stab a foe.

### **Behavior**

Aracide behave in much the same way as Spidoux, relying on herbivorous Pokémon getting close to jump them. However, because Aracide tend to form colonies they can work together to take down much larger opponents.

### **Habitat**

This Pokémon does best in temperate to warm climates where berry bushes are common. Aracide will make their nests within said bushes, deep enough that they cannot be seen from the outside. If this is not possible, then they will nest in far enough that only their abdomens are exposed to the open air; the berry-mimic abdomen is least likely to reveal the Pokémon's presence.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Name Origin**

**Aracide's** name is a combination of *arachnid* and *acide* (French for sour).
The Restless Ghost

Start: The church in Lumbridge, to the east of Lumbridge Castle. Inside, talk to the priest.

Requirements: The ability to take three hits from a Level 19 skeleton.

Items needed: None

To start the quest, simply talk to the priest who can be found in the church located east of the Lumbridge Castle. Ask the priest for a quest, and you will then start the quest.

Go behind the castle and then keep going east in the swamps. You'll soon come upon a small house. Go inside the house, and talk to Father Urhney. After some talking, he will give you an Amulet of Ghostspeak. Now go back to the graveyard in Lumbridge. Go into the small house with a coffin located in the Lumbridge graveyard. Note: the player may use the drop trick to get multiple amulets whilst the quest hasn't been completed.

Open the coffin if it is not opened already and make sure to have an Amulet of Ghostspeak in inventory. Talk to the ghost wandering around. He will tell you that he is missing his skull because a warlock has come along to steal the skull, and would like you to get it back for him.

Now, head to the Wizard's Tower southwest of Lumbridge, and head downstairs. There you will find a Skull lying on the ground, however if the player attempts to take the skull for the first time, a Skeleton will spawn and start to attack the player.

You do not have to fight the skeleton, and can simply flee the fight. Once you have acquired the skull, return to the graveyard. Once you have returned, go to the coffin located in the graveyard, and use the skull on the coffin. The ghost will vanish, and then the quest will be complete!

Reward

An Amulet of Ghostspeak - If you ever lose the amulet during the quest, you can get another one from Father Urhney for free.

Prayer Experience

Level∗62.5+500

1 Quest Point
Noxurge

**Noxurge** (Japanese: **カライゲキ** *Karaigeki*) is a dual-type Poison/Electric Pokémon.

It evolves from Shoxin starting at level 28.

## Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### **Moves**

#### **By Breeding**

 * Moves marked with an asterisk (\*) must be chain bred onto Noxurge
* **Bold** indicates a move that gets STAB when used by Noxurge
* *Italic* indicates a move that gets STAB only when used by an evolution of Noxurge
Calientoad

Calientoad is a Fire-type Pokémon.

It evolves into Picantoad starting at level 16, which then evolves into Volcántoad at level 36.

 Biology

### **Physiology**

Calientoad are small horned lizards. Their brown bodies are small and rounded. They have stubby arms and legs, which are not ideal for walking or crawling on. There are star-burst patterns on their tan bellies, and they have spikes all over their arms and back. The spines around their head are rusty, while the remainder are green by contrast.

### **Behavior**

While very lazy, Calientoad have gentle dispositions. They are an ideal Pokémon for inexperienced trainers, for little bothers them. Even getting wet is treated like a minor annoyance by Calientoad. (Although this outward attitude does not seem to reflect the realities of a type advantage in battle.) Calientoad are content to be carried around, as they can barely accomplish a slow waddle while on their own.

One notable feature of Calientoad are their searing hot tongues. Their saliva is composed of molten rocks and minerals. With a simple lick, they can melt through sheets of metal, or weld pieces together. Most Calientoad seem to be unaware of this, therefore it is prudent for trainers to avoid receiving an affectionate lick from their Calientoad.

### **Habitat**

Calientoad like to live in the dry desert bush. During the daytime they rest in the sun, conserving energy. At night, they still prefer to take things easy, crawling into little crevasses or tangled thickets.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### **Design Origin**

The **Calientoad** line is based off the Horned Lizard species.

### **Name Origin**

**Calientoad's** name is a combination of *caliente* (Spanish for "hot") and *toad.*

### **Origin**

**Calientoad** was given to us by Mac from the @RizoyoRegion project!
Modelfin

**Modelfin** is a Water-type Pokémon.

It evolves from Baquini starting at level 16, and evolves into Muertapoise at level 36.

## Biology

### **Physiology**

Modelfin, like Baquini, often have hooks stuck in their black dorsal fins. Their tails and pectoral fins are also black. Modelfin have dark markings around their pink eyes, and a heart-shaped one over their lips. Most of their torso is ensnared in water-logged fishing nets. These nets seem to cause the Pokémon no problem when they are swimming or battling. Rather, they appear to be able to control the net at will to be as unobtrusive as possible.

### **Behavior**

Modelfin are vain Pokémon who enjoy decorating themselves with new fishing nets, hooks, and fishing lures. They use the lures in particular to draw in unsuspecting victims before attacking. Modelfin are also able to ensnare enemies with their nets, which they can control to an extent. When alarmed or angry, the nets will flare out, making Modelfin appear much larger than they really are. This is often enough to intimidate most smaller annoyances.

### **Habitat**

Modelfin are rare in the wild, and difficult to spot even then. They are easily mistaken for bits of fishing net that have been set adrift in the ocean.

 Game Data

### **Base Stats**

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.