Warriors' Guild

The Warriors' Guild was released on 12 June 2006. To enter, a player must either have Attack and Strength levels that add up to at least 130, or have an Attack or Strength level of 99. Currently the minimum XP one must have to enter the guild is 898,856, or two times 449,428 XP (in both Strength and Attack, to reach Level 65 in both). Strength potions or Attack potions cannot be used to reach the level requirement. The guild is owned by Harrallak Menarous and is located just west of Burthorpe. Inside the Warriors' Guild, players have the option of participating in various Activities related to melee combat. As players complete these activities, they are rewarded with Warrior Guild Points. These are used to gain entry to the top floor of the guild, where players can fight a number of Cyclopes. These Cyclopes will sometimes drop Defenders, off-hand weapons that are wielded in the shield slot and provide Attack bonuses, and in the case of steel Defenders and above, a Strength bonus. World 9 is the unofficial Warrior's Guild world.

Travel
The Warriors' Guild is located in Burthorpe and can be accessed in a number of ways:
 * Combat Bracelet, which will teleport players to a location directly outside the guild
 * Games necklace, which will teleport players to a location on the bottom floor of the Burthorpe Games Room, which is a short distance from the guild (go directly west from the Games Room entrance)
 * Falador Teleport and Camelot Teleport, after which a player can walk to the guild.
 * House teleport, if a player's house is in Taverley
 * Balloon transport system, which goes to Taverley (at least partial completion of the Enlightened Journey quest is required)

The floors
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Ground Floor
The ground floor contains:
 * The animation room activity.
 * The dummy room activity.
 * The bank (with Jade).
 * Lidio's food shop.
 * Lilly's potion shop.
 * Ajjat (Attack Master)

First Floor
The first floor contains:
 * The catapult room activity.
 * The shot put room activity (with Sloane).
 * Jimmy's challenge (keg balance) activity.
 * The armoury (with Anton).

Second Floor

 * Warning: The prayers of the Ancient Curses cannot be used in the Cyclopes' room. Attempting to use one causes a message to appear that Kamfreena frowns on using curses, and the prayer will not activate. The standard Prayers can be used. Ancient-curse users who normally would use Deflect Melee must change to the standard prayers and use Protect from Melee instead.



The second floor contains Kamfreena and a large room of Cyclopes. Players can kill the monsters in this room in order to obtain different types of defenders. The large room contains around fifteen Cyclopes, levels 56 and 76. Players may also encounter a Cyclossus, a level 156, which appears randomly and can only be hurt with a Rune or Dragon Defender.

When entering the Cyclops Room, players have the option of using all the tokens from a single skill, or using all type of tokens. They must have earned at least 200 Warriors' Guild Tokens of any one type, or 30 Tokens of all five types. Every minute a player spends in the Cyclopes' room results in the loss of 20 Tokens if using a single type of token, or 3 tokens of all 5 types. Once a player has entered the room, they may kill as many cyclopes as time allows. Players may not set up a Dwarf multicannon or use Ancient Curses while in the Cyclopes' room. The benefits of multi token mode:

• Use fewer tokens per minute

• Small damage Bonus

• Some drops noted

• Increased chance of Defender drop

• Increased chance of confronting a Cyclossus

Players who kill the Cyclopes will eventually receive a Bronze defender as a drop. After receiving a bronze defender, players can earn subsequently stronger defenders up to a Dragon defender. Other than dragon, the first time a player receives a defender of a given type, they must exit the room and let Kamfreena know that they have acquired a certain type of defender in order to receive the next type of defender. If the player does not leave and re-enter they can only receive the same defender drop again. Players do not have to have a defender equipped to receive a drop of the next type.

If the player remains in the room after they have run out of tokens Kamfreena will teleport the player to the door after an additional minute and tell them that next time they run out of tokens they should leave immediately. It is possible to obtain a defender after you have run out of tokens.

Activities
Players can participate in a number of activities while inside the Warriors' Guild in order to collect Warrior guild tokens. All of these activities are somewhat combat oriented, so players should prepare themselves appropriately. Ancient curses can not be used inside the Warriors' Guild.



Before the Dragon defender update, most players acquired their tokens solely through the animation room, because they yielded the fast rate of tokens. To encourage players to participate in other activities, tokens are now unique to each activity, and the multi-token mode in the cyclops room drains tokens from every activity. It drains less total tokens than single-token mode, and comes with benefits relating to the player's drops. However, getting tokens in some activities is extremely slow and, for some players, may not be worth the time. Those players choose single-token mode (which lacks the benefits of multi-token) with animation room tokens.

Animation room
The animation room is located on the ground floor, west of the guild entrance. This room is one of the most commonly used rooms in the guild to gain tokens. Players will fight against an animated set of their own armour. To play this activity a player must bring a set of normal metal armour (bronze, iron, steel, black, mithril, adamant, or rune). This set should consist of a Full helm, Platebody, and Platelegs, and must be the same type of metal. Weapons, shields, plateskirts, and special armour (such as trimmed or heraldic) cannot be used with the animation machines.

Players should bring armour and weapons that are appropriate for the level armour that they will be fighting. To begin the activity, players must use one piece of the armour they have brought on one of the animation machines. The armour set will come to life and start attacking the owner of the armour. If a player defeats the animated armour they will be rewarded with Warriors' Guild Tokens for defeating the armour. The higher the armour type a player fights, the more tokens they will receive. There will also be a decreased chance that a piece of the armour is destroyed in the fight. If a player logs out after defeating their armour set and does not pick up the armour it will automatically disappear. Note that if you kill your armour on the square in the middle of the animator, the armour will not show up. You must right-click the square to retrieve your armour. Rune armor is not advised to use due to its high value, the chance of it being destroyed can result in the loss of tens of thousands of GP. Mithril is the most commonly use type of armor due to it being fairly cheap and easy to replace, yet still yeilding 50 points per kill.

Tips

 * The armour is vulnerable to crush attacks. However, an Abyssal whip, which lacks a crush attack, is still effective.
 * Turning Auto retaliate on can help. Some of the better armour may be high enough level that a player cannot just click on it to attack it (instead, right clicking is necessary). Auto retaliate ensures that players will fight back when the armour hits them.
 * Consider switching run on when fighting the armour. When the armour's life points are reduced to near zero, the armour sometimes runs away. With run on, players can hunt the armour down quicker.
 * Bringing a Halberd to fight the higher level armour can help. Hide behind the fence enclosing the animating machine for best results. If the armour retreats, switch to a fast melee weapon right away.

Dummy room
The dummy room is located on the ground floor, west of the guild entrance. There are no requirements for this activity. This room will test players' abilities in attack styles with various dummies. To defeat these dummies players must choose the correct attack method to destroy them. Players may look at the poster in the dummy room for more information on what styles to use for each dummy. Each dummy correctly hit will award a player 15 Attack experience and 5 tokens.



There are seven dummy types in the dummy room, covering all four combat styles (defensive, aggressive, accurate and controlled) and all three melee attack styles (slash, crush, and stab). As a result, choosing the right weapons for this activity is important. Players will need at least two weapons to be able to hit every dummy. One effective strategy is to bring one weapon that can hit all but one dummy, and another weapon that will deal with the last dummy. For example, a mace can hit all dummies but "slash," for which a player could carry a battleaxe. Whichever combination a player chooses, they must keep in mind that the attack bonuses for the weapon do not help in this activity. It is therefore as easy to win with a bronze longsword as it is with a Dragon longsword. It is recommended that players use only a Sword, Longsword or Scimitar when playing this activity, as they have all of the types of attack needed except Crush to play. However, players can always use their empty hands to deal with that. A spear can be the better weapon here, you can hit all dummies but accurate and aggressive. If a player does not have the ideal weaponry for this game, they can visit Anton on the first floor of the guild.

Tips for the Dummy room

 * The dummies are too fast for switching weapons, switching attack styles, or moving to be realistic options. Pick one versatile weapon, learn how its 4 styles apply to the dummies, and ignore what you can't hit. Longswords and scimitars can hit 7 of the 8 dummies, and are good choices.
 * Always have run turned on in this game. Weight reducing equipment should also be used to maximise run energy.
 * Switching styles, then clicking to move to the dummy is usually too slow. Move to the dummy, and switch styles as you're moving. When you have a choice, pick the farthest "controlled" dummy to give you time.

Catapult room


The catapult room is located on the first floor, west of the Armoury. There are no requirements for this activity. To begin this activity a player must speak with Gamfred, the dwarf outside of the room, to obtain a two handed defensive shield. This shield can only be equipped while standing on the target area. Once a player has equipped the shield, they must pay careful attention to the ammunition that is being shot at them so they can select the appropriate defence style. It is recommended that players rotate the angle of the camera so that the catapult appears to be in the top-right corner of their screen so they can see what type of ammo is about to hit them more easily. Each successful defence will award a player 10 Defence experience and 4 tokens. Each missed defence will inflict up to 40 damage. Although this game is arguably the easiest at which to be successful, its token pay-off is relatively slow, at approximately 50 tokens per minute.

Shot Put room
The shot put room is located on the first floor, in the north-east corner of the guild. There are no requirements for this activity. To begin players must pick up a shot and select one of the three throwing styles. To pick up a Shot you must have nothing equipped in the weapon slot, shield slot, or glove slot, however you may equip knives in the weapon slot. If a player fails, they will drop the ball on their toe, causing 10 damage in the process. Players may also occasionally throw the shot at the Ref, causing him to shout "Oi! (player's name), don't throw the ball outside the range!". To decrease the chance of failure, players can use a pestle and mortar with ashes to get ground ashes. They may then click on the ash to dust their hands. If a player succeeds, they will gain Strength experience at a rate of 9-12 XP per yard thrown and tokens.

The number of tokens players will receive is calculated as follows:
 * For the 22 lb balls (right pile), you will receive 3 + distance (yards) tokens
 * For the 18 lb balls (left pile), you will receive 1 + distance (yards) tokens

The distance of a throw depends on the stance used.
 * For standing throw, the distance is 12 yards at 100% energy.
 * For step and throw, the distance is 11 yards at 100% energy.
 * For spin and throw, the distance is 10 yards at 100% energy.

Each throw will reduce a player's amount of energy. As players' energy lowers, their distance will degrade, until finally, below about 10% energy, they will not be able to throw. Players may rest a while or use energy potions, strange fruits, Explorers ring run restore feature, using the Rest feature, or sq'irk juice to restore their energy. Another option for players is to throw shotput until their energy is depleted, and then move to a different activity while restoring their energy. Also, after completing As a First Resort..., players can take a dip in the salt water pool, teleport to Burthorpe with the Combat bracelet or the Games necklace, and throw until the effect wears off. An effective way to gain tokens is to use the 22 lb range with an inventory full of energy potions. Just drink a dose after each throw and your chances of hitting the highest amount of yards increases to 9 out of every 10 shots thrown. As of April 25th, the shotput no longer uses energy.

Jimmy's challenge (keg balance)
Jimmy's Challenge is located on the first floor, east of the Armoury. There are no requirements for this activity. To begin players must click on a keg in the room. They will need to balance the keg on their head, and then attempt to balance more kegs on top of this one, up to a maximum of five. If a player does get 5 on their head, Jimmy will say, "Wow! That'sh bery impr....imp...impresh..... good ____________! Equalsh my record!" If a player loses balance, the kegs will cause up to 40 damage to the player. Players receive more tokens the more barrels are being balanced and the longer they are balanced. Players can also tag the coloured furniture in the order displayed at the top of the screen for a slight Strength XP reward.

The odds of successfully balancing all 5 barrels is controlled by the player's energy level. Players can drink energy potions while they have kegs balanced on their head, and should do so to keep their energy level as close to 100% as possible. Players with an energy level between 90% and 100% have a low probability of dropping barrels and a high probability of being able to balance an additional barrel successfully. Using the Oo'glog salt water pool for 100% energy is highly recommended, as being at 100% run energy the entire time can yield over a hundred tokens per game. You can also drink Energy Potions or use Explorer Ring 2-3 to raise your run energy when needed. If those options are unavailable, open an interface (armor equipment, Price Checker, etc.) to raise your run energy or talk to Jimmy, although the time in the interface does not add to your score.

Shops
The Warriors' Guild has many shops to aid players in playing the various Activities within the guild or fighting Cyclopes.

Anton (Equipment)
Located on the south wall of the first floor, Anton buys and sells most weapons dropped by Cyclopes. Anton does not buy or sell black knives, which are a very common drop of Cyclopes, or defenders, which are not tradeable. Anton offers the same price as High Level Alchemy yields.

Lidio (Food)
Lidio is located in the north-west corner of the ground floor and sells medium-level foods. Specifically, Lidio sells cooked trout (68 coins), bass (270 coins), plain pizza (200 coins), potato with cheese (350 coins), and stew (100 coins). After the September 2009 shop update, the food vendor in the Warriors' Guild no longer has infinite stock. Thrifty players may want to keep some weapons from slaying cyclopes and sell them to Anton, then buy food.

Lilly (Potions)
Lilly's Warrior Guild Potion Shop is located in the room east of Lidio. Lilly sells 3-dose Strength potions (1,200 coins), Attack potions (560 coins), and Defence potions (880 coins).

Jade (Bank)
Jade is a banker, located in the south-west corner of the ground floor of the guild. Jade gives players full access to their bank accounts.

Trivia

 * When Jagex released the Warriors' guild, they were unable to put the guild in due to crowds of people sitting where it should be. Jagex moved the guild further east than what was displayed in the original map so players were not crushed or stuck inside parts of the guild. Once everyone had moved, they placed the guild where it was originally supposed to be located.
 * When Jagex released the infinity shops update, players could buy a potato with cheese for only 9 coins even though it heals up to 160 lifepoints. Soon after this, Jagex found the problem. They closed the shop and raised the price so it was accurate, currently at 350 coins.
 * In the room with the Cyclopes, on the map is a picture of an eye. Inside the floor pattern is a single stake on fire. This is a reference to the Greek epic poem, "The Odyssey", in which Odysseus blinds the cyclops Polyphemus by thrusting a hot stake into his eye.
 * When players open the Heavy Door they may gain a small amount of strength experience.
 * In the first room of the Warriors' Guild, the room after going through the door, if you look at the map, there's a giant "W".
 * When Capes of Accomplishment were originally released, players who were level 99 in either Attack or Strength but less than 31 in the other could not enter the Guild to buy the cape.
 * When players talk to Ajjat on the first floor of the Warriors Guild, after saying goodbye he will say "Farewell, and stay away from the dark side." This is of course a reference to the Star Wars film series.
 * The shield used to block against the catapult is identical to the shield that the Suqah wield.
 * There used to be an altar to recharge your prayer points on the first floor of the guild, but was removed.
 * Along with the release of the Dragon defender, the warriors' guild no longer uses tokens but has a new token system to take its place. Those who had saved up tokens before this update got whatever amount of tokens they had in all of the categories.
 * The animation room has many different types of armour displayed around its margins, including an unusual gold-trimmed suit of Saradomin armour, dwarvish armour, and a suit of ceremonial armour from the Asgarnian Imperial Guard.
 * Shanomi, the NPC who runs the animation room, is a warrior mage from the Eastern Lands and speaks the common language strangely. His speech uses a grammatical structure similar to that of the Japanese language, or of Yoda from Star Wars.
 * If players leave their armour and don't attack it for a while, it disappears and can be retrieved by talking to Shanomi. It is an easy way to store armour when players are done with the activity, although players risk losing it to other players who can pick it up before it disappears.
 * Animated armour is invulnerable to ranged attacks.
 * It would take 28800 tokens in one activity to stay in the Cyclops Room for 24 hours. It would take 4320 tokens in each activity to stay in the Cyclops Room for 24 hours at the drain rate of 3 tokens per minute.
 * When you choose the token option before going in the cyclops room, if you choose "single type of token" in the description it says "minigame" instead of Activity.
 * When Jagex changed the tokens from items to the current system, the number of tokens a player had in their bank would be applied to all of the activities. 1000 old tokens would give 1000 tokens in each activity.
 * During the Keg Balance Activity, when you tag the furniture or eat, your player bends over to touch the selected furniture(for eating your player will bend to eat the food). Because of this, your player looks downward, but the kegs are still suspended in a slanted formation and do not drop, which defy gravity.
 * If you open your Equipment Bonuses interface while balancing kegs, your character would have the kegs still placed on his head and be in a "drunken" stance.
 * There is a glitch in the Cyclopes room where the projectiles from the Catapult room can be seen coming out of the floor and hitting the small mound on the floor as they do when in the actual Catapult room.
 * The name of the man behind that catapult in the Catapult room is Nagall as shown in Postbag from the Hedge 16.