2016 Hallowe'en event

Invention of Disaster is the 2016 Hallowe'en event. It was released on 24 October and is playable for 2 weeks. Players do not have to meet the requirements for Invention to take part in the event. Invention of Disaster explores what the Invention skill is like in the alternative realm of New Varrock, previously visited in Dimension of Disaster. In this realm the player is able to disassemble living things and see what Falador is like with the black knights having won the Invasion of Falador. The event involves Iron Doc Mk IV, who the player helps with a plan, and Dr Fenkenstrain's brain.



In the alternate dimension
The event is begun by talking to Dr Fenkenbrain on the table in the guild. He will instruct you to accomplish tasks in 4 rooms which, when completed, will have caused the creation of a construct which you will then test to see if it is fit to defend the dwarves.

Body-part sorting
In room 1, the west room, you will sort body parts by throwing them into a hopper. The parts are located in 4 hoppers and a spotlight will shine upon the one which has the currently needed parts. You need to sift through 25 correct body parts to reach 100% completion. This gives Cooking experience at the rate of 71.2 experience every 7 ticks at level 99 Cooking, and every instance of experience gain gives 4% progress.

Manufacturing
Room 2, northwest, has you pedalling a silver penny farthing to move a conveyor belt along the process. You must change pedalling speed as required. This gives Firemaking experience at the rate of 44.7 experience every 4 ticks at level 99 Firemaking, and every fifth instance of experience gain gives 5% progress.

Divine entanglement
Room 3, northeast, requires you to control the flow the anima god energy of Armadyl, Bandos, Saradomin and Zamorak (labelled as good, bad, lawful and chaos energy), using Divination. Turn on the valves for all anima energy holders and the divine material will begin automatically. You need to stabilise the flow of anima; the holders can either stop flowing or have too much pressure in them. Interact with the valve to get the pump flowing, and the lever to depressurise the energy holders. This gives Smithing experience at the rate of 41.9 experience every 6 ticks at level 99 Smithing, and every 15 ticks when gaining experience 5% progress is given.

Generator charging
Room 4, to the east, has a track upon which you must walk to build up an electrical charge to power the construct. If you have any boots worn at the moment, take it off. You will then run a small electrical track; stay on the inner track to quickly charge up the construct. From time to time, various objects will appear on the track, which will reduce the amount of energy you can charge on the tracks for 3 laps; switch to other tracks to avoid them. 12 laps in the inner track (you can move out without penalty) will create the needed charge.

This activity gives Crafting experience at the rate of 41.2 experience every 6 ticks at level 99 Crafting on the middle track. The inside track boosts this by 25% to 51.5 experience and outside track reduces this by 25% to 30.9 experience. Falling over halves the experience gain and this stacks at most 3 times. Progress is rewarded upon completing full laps: 7% for the outside track, 8% for the middle track and 9% for the inside track. A lap takes 32 ticks in the outside track, 28 ticks in the middle track and 24 ticks in the inside track. Falling over once subtracts 1.5% from the the charge gained per lap, and falling over twice reduces the charge pained per lap to 5% regardless of the track used. When the reductions expire, 1.5% is added to the current charge drained per lap, unless this would go over the base amount.

Testing the god construct
Once all four procedures are done, you can now test the god construct. Much like Telos, the construct is idle until you get near it. The construct will become enraged with your "reckless tampering" of divine energy and attack you. The construct has 99,999 life points despite having a combat level of 1.

The construct will charge up a shield which protects it from regular attacks, so you cannot kill it with your weapons. Instead, use the zappers around the room to damage the construct (they will periodically charge with lightning to use). There are 12 zappers around the room.

All deaths against the construct are safe - you will respawn outside and can simply try again.

All damage the construct does is scaled to your maximum health. Being hit repeatedly by the same attack sometimes increases the damage of the attack.
 * Attacks


 * Tornadoes - the construct will summon tornadoes (similar to hard mode Kree'arra) which will appear on top of you and stay there, dealing damage ( 2-3% of your maximum life points) if you're on top or adjacent to it. The best way to avoid this is to continually run around the arena.
 * Explosion - the construct will charge and explode the shield, dealing massive damage (60%+ of your maximum life points) if you are close to it. Staying near the east/west wall is the best way to avoid this.
 * Green bombs - the construct will repeatedly summon green bombs from above in a fixed pattern (similar to one of Agoroth's attacks), which leave a shadow before landing. They deal damage (5-10%) if you are stood on them when they land.
 * The room is divided into 6 areas (3 along the north wall, 3 along the south), and the bombs hit in an alternating fashion. They'll first hit the north-west, north-east, and south-center areas (at the same time), then the south-east, south-west, and north-center areas (at the same time), then repeating. Within each area, the bombs hit in waves approaching the construct - the north areas hit the north, center, then south of each region.
 * This is best avoided by sticking to the east or west wall, standing near the center zapper, and walking one step north/south as required to avoid the bombs. Time runs over to the corner zappers, but don't try for any others unless you're sure you won't get hit.
 * Wave - the construct summons a wave which starts at the center third of the north wall travels south, dealing damage if you touch it. Much like the explosion, sticking to the edges of the room avoids this.
 * Fire - in addition to other attacks, the construct can summon fire on the ground, which does rapid damage (2-3%) if stood in. The fire will eventually burn out and be summoned again elsewhere. At lower health, the construct can summon two fires. Simply avoid the fire as best you can.
 * Shield - at all times, the shield around it will deal rapid damage (1-3%%) if stood in. Avoid getting close to the construct - stick to the edges of the room.

At 50,000 life points and below, the construct changes its attack and usually starts additionally summoning fire. The very first kill is always tornadoes followed by explosion and fire. Each subsequent kill the construct will randomly choose two attacks, though fire usually accompanies the second 'phase'.

Mechanical spider
The Iron Docs are working on a side project: building a mechanical spider. In order to complete it (and receive it as a pet), you must collect the 8 spider legs scattered around the dimension.

When holding all eight legs, Dr Spider MD can be bought from the reward shop for 500 grey matter.

The legs cannot be banked, although you can simply destroy them and reclaim them later from the same locations if you do not have the necessary grey matter to purchase the pet.

Rewards


The rewards cost grey matter which is earned upon completing the activities. Doing each activity for the first time of the day after defeating the god construct gives 50 grey matter per 100% activity progress, for 250 total grey matter. Any further repetitions of the four preparation activities give 15 grey matter per 100% activity progress. Any of the preparation activities may be repeated indefinitely while the god construct can only be fought once per day.

Music unlocked

 * Bad Idea
 * Whooo-Reeka!

Trivia

 * If you have completed the Creature of Fenkenstrain quest you will get some alternate dialogue with Dr Fenkenbrain.
 * The examine text for the head bin in the west room is "All around me are familiar faces.". This is a reference to the song by.
 * Good energy, evil energy, lawful energy, and chaotic energy are references to the alignments characters can have in the tabletop roleplaying game Dungeons & Dragons.
 * Dr Fenkenbrain says: 'These are not the goblins you're looking for.', a reference to.
 * Sir Tiffy Cashien can still be seen drinking tea on the bench in the Falador park.
 * The body of a dead bard with his head crushed by his lute can be found at the crossroads north of Falador, a reference to The Walking Dead series.