Monkey Madness

Monkey Madness is a long quest installment in the gnome storyline, and is among the most challenging of Runescape's quests. The majority of the quest is set on the Ape Atoll: an island inhabited by civilised but unfriendly and high-level monkeys. Though this quest is completed by many "pures", do not, under any circumstances, underestimate this quest.

Tips

 * Always bring anti-poisons or super anti-poisons, prayer potions, and food (sharks are great, monkfish will do just as well) when visiting Ape Atoll, even after the quest is complete! Going to Ape Atoll without a proper amount of safety provisions is always a way to guarantee death.
 * A ring of duelling will make this quest easier as a great deal of banking and teleporting is involved.
 * Varrock Teleport tablets are also useful as they stack and are the closest teleport to the Grand Exchange. You can buy more food and potions at the GE if you are running short plus bank and withdraw items. Furthermore, there is a spirit tree in the Grand Exchange's grounds which, conveniently, is the quickest way to reach the Grand Tree.
 * Prayer can be recharged at the altar in Ape Atoll.
 * If you are low on food/health, bananas can be picked and eaten in a garden west of the prison, but be careful not to let the monkey aunt see you or you will be taken to jail and dealt heavy damage.
 * It is best to run through the tunnel to Zooknook in light clothing such as monk's robes as they benefit your prayer and allow you to conserve energy. Boots of lightness and a spotted or spottier cape can be worn as well.
 * For low combat levels: Instead of fighting the demon you should run to the ledges at the edge of the arena where you cannot be attacked and let the gnomes do the killing. Note that you must do the last few hits otherwise the demon will heal himself.
 * A monkey corpse works the same as monkey bones.
 * If you must leave, you can talk to Daero again to go back to the Gnome hangar in chapter 1 of the quest.
 * The Protect from Melee, Protect from Range, and sometimes Protect from Magic prayers all are crucial to your survival on this quest. The quest is very, very hard without them.
 * DO NOT bring all your valuable items, armour, etc. to Ape Atoll. Only bring items that you are prepared to lose, because Ape Atoll is very dangerous, and there is a very good chance that you may die and lose it all.
 * Fill your inventory with food (better than swordfish, if you can afford it), prayer potions, and the best type of anti-poison potions you can afford. Leave 1-4 slots open for quest items, though.
 * When you are in the tunnel dungeon heading to Zoocknock, make sure that neither your internet and/or computer is lagging. If it is, you run the risk of getting stuck in the traps, and being killed (they will activate over and over again until you are dead).
 * Remember, even when disguised as a Monkey, that: You can still get poisoned, you can still die, you can still get stuck in the traps, and poison damage still affects you. For this reason, always bring food, anti-poison potions, and prayer potions when you go to Ape Atoll after the quest, for whatever reason.
 * Watch out for ALL the monsters on this island when not wielding your greegree. Like revenants, they hit much higher than their combat level suggests. The level 38 scorpions can hit into double figures and the level 83 Monkey Archers can hit over 20.

Walkthrough
This quest is divided into four chapters.

Chapter 1


Inventory: Bring food better than Lobster (Manta Rays best choice), plus 200K (if you want to pay Glough to do the puzzle for you). You will acquire a Gnome Royal Seal from King Narnode, so leave an empty inventory space.
 * 1) Talk to King Narnode. He will tell you to investigate Glough's old shipyard and will give you the Gnome royal seal.
 * 2) Ascend the tree and take the glider to Karamja (Gandius on the pilot's map).
 * 3) Go to the shipyard and talk with G.L.O. Caranock, a gnome who is located in the building in the southern area of the shipyard, by the fence. He will act very suspiciously.
 * 4) Return via glider to the King. You will be given Narnode's orders and told to speak to Daero.
 * 5) Go to the bank west of Daero and collect items for part 2 (see below).
 * 6) Talk to Daero, the new head tree guardian, on the second level of the Grand Tree, near Blurberry's Bar. He will blindfold you and take you to an underground hanger, where you will have to solve an "Reinitialization" puzzle. Do this by clicking on the panel to the south-east.
 * 7) Solve the sliding puzzle. The solution is to the right. Avoid logging out or teleporting as the puzzle will reset, forcing you to start again. It is recommended you do row-by-row. A perfect guide can be found here. Alternately, you can pay 200,000 coins to Glough, who still resides where he did during the Grand Tree quest. This will leave the puzzle with a single piece out of place. If you do pay Glough, avoid logging out until you activate the reinitialization. It is recommended that you do not pay him 200k.
 * 8) Talk to Daero, then talk to Waydar, who will fly you to Crash Island.
 * 9) Ask Lumdo to sail to Ape Atoll. He will refuse, so talk to Waydar. Speak with Lumdo again and he will now agree.

Chapter 2
Inventory: 10-12 pieces of good food, teleport runes (optional, but very useful), and one or two prayer potions and antipoison (2 (3) dose potions should be enough).

Tip: It's a bad idea to bring valuables to Ape Atoll. The Archer Monkeys can hit in the high tens and low 20s. Even with Protection from Ranged, it still is a bad idea to bring all of your best armour, bring only what you can risk losing.


 * 1) Once on the Atoll, run west until you reach the mahogany tree, at which point you should run north. Be wary of aggressive level 24 Snakes, level 38 Scorpions, and level 42 Jungle Spiders, all of which are poisonous, and will attack you regardless of your level. (If you run along the southern-most coast until you come to the building on the western side with two red squares (planks) inside, then run north along the natural boundary, the dark brown line, into the funnel, you should be able to avoid taking any damage or poison, thereby saving your stock of supplies.) You will be pelted with a volley of arrows when you reach the Ape Atoll gate, and will take damage (hence the need for food). To negate the archer monkey's attacks, you should just turn on Protect from Missiles. If you do forget to turn on your protection from range you will take a lot of damage but should wake up in the cell anyway - but perhaps it is best not to tempt fate.
 * 2) Escape_the_mm_Jail.PNG awake in a cell guarded by Trefaji and Aberab. Do not go within one square of the jail door when a monkey is near, or you will be hit for 13-17 damage. Please note that even when you are behind a wall, the gorillas can hit you, so watch out! The gorillas will patrol their route through the corridor twice, then switch off. When the patrolling gorilla starts moving west towards the other, you should picklock and run out while they are switching off. It may take several tries, and some times the gorillas will switch so quickly that there is no chance to evade. Be wary of the small spider that is just outside your cell near the safe spot - it will attack and potentially poison you (starting at 4 damage).

NOTE: If you lose the dentures, talisman, or monkey amulet mould it can be purchased in the city after you become a monkey.
 * 1) Travel north of the jail, then east to speak to Karam, a member of the 10th squad. He is located in a Jungle bush (between temple and jail, in front of building, he will be visible once you are standing in that spot) that is particularly easy to spot. Do not talk to any of the monkeys or you will be returned to the jail.
 * 2) Travel south, past the temple archway, keeping in the jungle grass. When you are in the grass, the archer monkeys do not fire. However there is no grass going around the temple so you will have to switch protect from ranged on and run past the temple archway until you reach the south-west corner of the temple. Then you must run eastward along the temple's south wall between the wall and the building with King Awowogei seated in it. Head down the side of the building. You will find Sergeant Garkor, the sergeant of the 10th squad wandering on the east side of the house (the side nearest the sea). If you go past the house you will find yourself in a graveyard, just turn back and head round the back of the house making sure that the two gorilla guards don't spot you.
 * 3) Speak with Garkor.
 * 4) Now your goal is to get inside one of the large buildings in the south half of the ape village. Specifically, the one shown on the map as a two-tone brown building with a large opening on its north side and a small door (marked in red) on its south side. It is the small door you want to use. Go around the throne room, then sprint west to the grass. Continue west in the grass until you reach the bamboo door at the back of this building.
 * 5) Enter the door. When inside this house, stay on the dark brown ground or you may be sent back to jail.
 * 6) Staying on the dark brown, step east and north, and search the stacked crates towards the middle of the room to acquire monkey dentures. Don't let the sleeping monkey guard wake up and catch you, or else it will summon its friends to arrest you.
 * 7) Search the south-eastern most crate and select `yes`. You might take around 25 damage if you are unlucky and fall in a wrong way. Your agility level and most probably weight play a key role in the odds of taking damage.
 * 8) Travel to the north-west part of this cavern, and search the crates to acquire the M'amulet mould.
 * 9) Exit the city by going to the south-east corner of the city. Run past the guards and the gravedigger to a ladder. Go up, jump off the bridge, and go back to the boat to Crash Island. You could also choose the easy approach and teleport out.
 * 10) Bank, and withdraw the following items: 1 or 2 anti-poison potions (you could maybe bring more, considering even level 1 spiders poison you frequently), monkey dentures, m'amulet mould, 1 gold bar, 4-6 energy restore potions (Explorer's ring run replenish helps), and the rest should be food. If you have access to Oo'glog's spa facilities, it is strongly recommended that you use the salt-water spring to boost your run energy as the tunnel is quite long. If you choose to use Protect from Melee, wear armour to enhance prayer stats, and bring a prayer potion. Bring some sort of teleport. Also, you may wish to bring summer pies. They are about 1000 gp each, restore 40 energy each half,  poison, and heal 11 health per half. Higher level players will only need 5 at most. Lower levelled players should bring 10-15.
 * 11) Go to the Grand Tree.
 * 12) Climb up the ladder and speak with Daero.
 * 13) Tell Daero that you wish to return.
 * 14) Speak to Waydar.
 * 15) Speak to Lumdo.
 * 16) Travel west and enter the tunnel([[File:Dungeonicon.PNG]]). Make sure you turn off auto retaliate or else you will be constantly turning back to fight whatever just attacked you in the tunnel, inhibiting your progress.
 * 17) Turn on protect from melee and begin to run, taking the north passage which winds around for quite a distance. You need to run as the ceiling will keep dropping on your head doing damage. Monitor your health and run energy and keep them as high as possible. You will see level 1 Spiders that are very weak, but also aggressive and poisonous, with a very fast respawn rate. There are level 98 Zombie Monkeys and level 142 Skeletons. There are also spikes hidden in the floor, which deal about 0-5 damage and may be poisoned. There can be as many as 3 of these in a row and hidden under an archway, so be ready to use food while running. A map to the tunnel is here.
 * 18) At the end of the tunnel, you will reach Zooknock. Speak with him, and use the gold bar, monkey dentures, and m'amulet mould on him. Receive the enchanted bar and m'amulet mould.
 * 19) Teleport, bank, and withdraw the following items: 1 or 2 antipoison potions, enchanted gold bar, m'amulet mould, ball of wool, and food. Recharge your prayer as well.
 * 20) Return to Ape Atoll, and continue north-west until you are placed in the jail cell again.
 * 21) Escape the cell as before.
 * 22) Travel east towards the temple door.
 * 23) Now you must descend the trapdoor in the temple. If you have Protect from Melee, simply turn it on and avoid the Monkey Guards' attacks. If you do not, you should wait until the guards walk away, and hide in the northeast corner of the temple until space opens and you are able to descend, or if it is to heavily guarded all of the time you should go up the ladder in the south of the room and climb back down on the ladder near the trapdoor.
 * 24) Before going down the trapdoor, activate Protect from Melee if you haven't done so, as level 82 and 129 zombie monkeys dwell down there. You will see two flaming pits.
 * 25) Quickly use the enchanted gold bar with either pit to make the amulet.
 * 26) Teleport as soon as possible. You will find a safe area just at the bottom of the nearby bamboo ramp.
 * 27) Use your Ball of wool on the unstrung amulet to complete your M'speak amulet.
 * 28) Bank, and withdraw the following items: 1 or 2 antipoison potions, a few bananas, and your M'speak amulet if you do not have it with you.
 * 29) Return to Ape Atoll, and continue north-west until you are placed in the jail cell again.
 * 30) Escape the cell as before, and this time, travel west once you are safe in the jungle grass.
 * 31) The Monkey's Aunt patrols a loop. Do not enter the banana garden when the monkey's aunt is present. If she sees you, run into the corridor to avoid being captured and return to the tunnel. It is good practice to divide attention between the Monkey Child.
 * 32) and the monkey's aunt. Speak with the monkey child but keep your eye on the Aunt as when she gets a line of sight on you she'll call the guards (the Aunt is visible in the mini-map as a yellow dot).'s_Route.PNG
 * 33) Tell the monkey child that you are his uncle.
 * 34) After he reveals that he is supposed to collect 20 bananas, search and pick 4-6 from the nearby trees. You do not need 20, he cannot count.
 * 35) Wait for a few moments in the corridor, then return to the monkey child when safe to do so to retrieve the monkey talisman. If you lose the monkey talisman, you may receive it from him again. If he cries, simply wait or log out to stop his crying.
 * 36) Exit Ape Atoll.
 * 37) Bank, and withdraw the following items: 1 or 2 anti-poison potions, monkey bones or a monkey corpse (please note that they MUST be the bones or corpse of a Karamja monkey), monkey talisman, 4-6 energy restore potions, and the rest should be food. If you choose to use protect from melee, wear armour to enhance prayer stats,and bring a prayer potion. Make sure you have a teleport again.
 * 38) Return to Ape Atoll.
 * 39) Travel through the tunnel, and give the monkey bones and talisman to Zooknock. Then, after you receive the monkey greegree, teleport.
 * 40) If you do not want to die you should teleport as soon as you are done talking to Zooknock. Teleport to the bank and stock up on food and potions.

Chapter 3

 * 1) You generally won't need any food, teleportation, or potions for this chapter, although you might want an Ardougne or Varrock (G.E Spirit Tree) teleport just for convenience. Note that you will need the m'speak amulet to talk to Kruk. But as always - bring at least one antipoison potion and some good food just in case you get attacked by spiders, which happens all too often.
 * 2) Return to Ape Atoll.
 * 3) Wield the monkey greegree to become a monkey! In this form, you will not be approached or attacked by any NPCs. You may still be damaged by traps or poison or agility courses but you are safe from all other threats. (Note: while any greegree will turn you into a monkey and keep you safe, you will need the Karamja monkey greegree to move forward in the quest from this point.)
 * 4) Travel north-west as usual, but this time you pass through the gate unharmed.
 * 5) Travel all the way east and talk to the sergeant Garkor (again).
 * 6) Then speak with an Elder Guard outside the king's palace. He sends you to Kruk. Kruk is a non attackable level 149 ninja monkey.
 * 7) Kruk is located on top of the hill of at the east gate. Travel up the hill of the west gate, up the ladder, across the bridge, and down the other ladder. You do not need to take the ape atoll agility arena shortcut to get here.
 * 8) Speak to Kruk and he will take you back to King Awowogei.
 * 9) Speak with King Awowogei and ask for alliance. He asks for you to rescue a monkey from the Ardougne zoo.
 * 10) Go to Ardougne.
 * 11) Enter the Ardougne Zoo.
 * 12) Wield the greegree.
 * 13) Speak to the Monkey Minder who will place you in the cage.
 * 14) Speak with a monkey to take it into the inventory.
 * 15) Make Sure you unequip the greegree before you try to speak to the Monkey Minder or he will ignore you. (And you might need to kill a monkey first to keep it from saying "I can't reach that!" every time you try and talk to him.)
 * 16) Walk to the Grand Tree.NOTE:Any method of teleportation including the spirit tree will result in the monkey leaving the inventory.
 * 17) Return to Ape Atoll as usual. Do not forget to equip the greegree.
 * 18) Speak to the elder guard and ask for alliance with the King Awowogei.
 * 19) Speak to the King, who will consider alliance.
 * 20) Exit the King's chamber.
 * 21) Talk to Garkor and click on any character in the cut-scene.

Chapter 4 (Rumble in the Jungle)


Inventory: Food above Lobsters (monkfish or sharks recommended), good armour and weapons (dragon or better), 2-3 Prayer potions (to be safe, though you'll probably only end up using 1-2) or super restore potions and perhaps some super sets. Also bring one antipoison potion, as you will end up in the jungle at the end (where you might get attacked and poisoned). If you have 59+ magic, use fire blast because he is weak against fire magic attacks, you should need less than 100 hits. He will stay in one spot and mage you unless you decide to melee him, when he will start to melee you. With protect from magic prayer he should be no problem using ranged or magic attacks.

Do not underestimate the demon as he uses magic and melee so protect from prayers aren't always effective and he can hit over 30 quite easily with each of his two attacks.


 * 1) Speak to Garkor the gnome sergeant just outside. He will give you a 10th squad sigil, but do not equip it yet. You will be teleported to the final battle when equipping the sigil. If you lose it you will have to talk to Garkor again and he will send you to the bottom of the zombie monkey cave to get another. You must visit Waymottin, a gnome beside Zooknook. If you drop the Sigils you can receive a number of the sigils from Waymottin, doing away with the potential need for multiple journeys to the Cave.
 * 2) Bank in preparation for the demon. Ensure you have full prayer points and health. The Jungle Demon is best defeated by using a Dwarf multicannon, by ranging (especially with holy water from the Legends Quest), or by luring the demon into the 10th squad gnomes. To determine your strategy, choose whichever of the three suggested methods would work best for your skill. Bring a one-click teleport just in case. He has very high resistance to attacks, so it will take some time to bring him down. Do not wear metal armour if you range or mage him because his attacks from long range are magic and can hit more than 25 against rune. For close range melee, wear rune or better armour. Protect from magic is crucial. If you have 50+ ranged and blue d'hide as well as protect from magic you will not get hit at all, but it is advised that you DO NOT move from where you landed after the teleportation.
 * 3) With 46 Ranged, you can wield an Adamant crossbow, which along with adamant bolts is enough to beat the demon. Make sure you have Protect from Magic and bring along 1 or 2 prayer potions.
 * 4) You can get the demon stuck on the cage in the centre of the arena by simply running around the cage and stop at a corner the demon will get stuck on the corner of the cage on the opposite side then you can range or mage him, or lure him into the 10th squad gnomes, who can weaken him, but you must hit the final blow yourself. You can even use melee with this method. It is also possible to hide behind your cannon but due to the massive amount of damage the cannon can deal this is not necessary.
 * 5) When you are ready to fight, wear the sigil. You will be teleported to the Jungle Demon's arena shortly thereafter. It is highly advisable to activate protect from magic before you equip the sigil because the lag during the cutscene will not register prayers as activated until after the demon has had a chance to hit you with a magic attack.
 * 6) Once the Demon is killed, Zooknock will offer to teleport you out of the arena. If you decline to stay you will be free to explore, however Zooknock will leave, meaning that the other Gnomes will be your teleport out. If you walk along the edge of the arena, you will find trap doors, which you can go down. They will lead you to the bottom level with lots of Banana trees and the base of the statue. In the base of the statue is a rack which you can enter and speak with Bonzara, an ancient monkey who will hint at a possible sequel. He will offer to teleport you out when you finish talking, however this teleport will put you on Ape Atoll, so be careful upon accepting it.
 * 7) 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 to the boat, back to Crash Island, then to the Gnome Stronghold.
 * 8) Speak with King Narnode in the Grand Tree to finish the quest.
 * 9) You can speak with Daero to get experience afterwards.

Warning: Talking with Daero will give 20,000 to 35,000 Defence and Attack or Strength and Hitpoints experience. Pure players should not speak with him unless they need the experience. Update: You can later talk to Daero to travel back to the island without getting experience.

Rewards



 * 3 Quest Points.
 * 10,000 coins.
 * 3 diamonds.
 * The ability to buy and wield the Dragon scimitar.
 * Ability to create greegree to transform into different monkeys. Bring the bones of the type of monkey you want to become and a Talisman (1,000gp from the Magic Shop) to Zooknock, the Gnome Mage.


 * If you talk to Daero after the quest, he will ask you if you want you prefer to train Strength and Hitpoints first, or Attack and Defence. You will gain 35,000 experience in (the one you trained first), and then 20,000 experience in the other two. Once you say you want to focus on one thing, you cannot choose the other one! Due to an update, pures (who often don't want unnecessary defence experience) can now return to the island or talk with Daero without taking the experience.

Music
Music tracks unlocked:


 * Find My Way
 * Monkey Madness
 * Showdown
 * Suspicious
 * Technology
 * Temple

Trivia

 * The blindfold Daero hands you is actually an eyepatch.
 * Monkey Madness is the only quest divided into sections with visible transitions between each section.
 * The player masquerading as the Monkey Child's uncle is a play on Zeke, the Scimitar salesman in Al-Kharid. When a player asks him about Dragon scimitars, he says "The banana-brained nitwits who make them would never sell any to me. Seriously, you'll be a monkey's uncle before you hold a Dragon Scimitar." After completing the quest a player will then respond "Funny you should mention that."
 * The 35,000 combat experience you get for completing the quest was the most experience in a single skill given as a quest reward until Back to my Roots was released, which gives 40,000 Woodcutting experience.
 * Monkey Madness also held the record of the highest total experience reward, adding up to 110,000 Experience in total. It held the title until While Guthix Sleeps was released, which gives a total of 400,000 experience.
 * The experience rewards from the prerequisite quests would put a player with no other combat stats to level 15, meaning this is the lowest possible combat level to even start Monkey Madness. The first level 15 player to complete the quest did so on 30 July 2008.
 * Originally, after completing the quest, players could not return to Ape Atoll until they accepted the additional combat experience from Daero. It remained this way until Evil Trees were released, which allowed players to teleport to Evil Trees which appeared on Ape Atoll. Soon after this, however, Jagex simply added an option to Daero's chat to decline the training and go to Ape Atoll.
 * Lumo, the gnome in the cell next to the player's, keeps track of how many times you are knocked unconscious, and, at certain internals, he will say excerpts such as "I swear we've seen him, what, five times now?" (After the player's 5th time being knocked unconscious).