Monkey Madness

''For the location sometimes called MM, see Mort Myre Swamp. For the queen of the sea slugs, see Mother Mallum.'' ⌊undefined⌋ Monkey Madness is a long quest installment in the gnomish storyline. The majority of the quest is set on Ape Atoll: an island inhabited by civilised but unfriendly and high-level monkeys. Among the rewards is the much-coveted ability to purchase and use the dragon scimitar, driving the popularity of completing the quest. Monkey Madness is a difficult quest, but if protection prayers are used with food and anti-poison potions, it can become relatively easy to complete.

Monkey Madness is the only quest divided into sections with visible transitions between each section. (Aside from Recipe for Disaster, depending on how it is defined.)

Walkthrough
This quest is divided into four chapters.

Chapter 1 - Monkey Madness


Inventory: 12-16 doses of Anti-poison, 12-16 doses of Prayer potion, 12 pieces of food (Swordfish or better), One-click teleport (Lumbridge or Varrock teletab), and optionally 200,000 coins (if players want Glough to solve the puzzle instead of them). (Throughout the quest, always restock potions and food when possible.) Initially, players can pick up these things from the bank just after talking to the king at the start.


 * Talk to King Narnode. He tells the player to investigate Glough's old shipyard and gives the player a Gnome royal seal.
 * Ascend the tree (visiting the bank, if required) and take a Gnome glider to Karamja (Gandius on the pilot's map).
 * Go to the shipyard, going north following the coast, 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 acts suspiciously. Players must have the seal to enter the shipyard.
 * Return via glider to the king. The king gives the player Narnode's orders to take to Daero.
 * Talk to Daero, the new head tree guardian, on the second level of the Grand Tree near Blurberry's Bar (level 1, east side). He blindfolds players and takes them to an underground hangar, where they must solve a Reinitialization puzzle.
 * Begin the puzzle by clicking on the panel to the south-east. (See the solution to the right.) Avoid logging out or teleporting, as the puzzle resets, forcing the player to start again. (If necessary, see the puzzle box guide.)
 * Alternately, players can pay 200,000 coins to Glough, who still resides where he did during the Grand Tree quest. This option leaves the puzzle with a single piece out of place.
 * Players can use the Teleportation device at the southern end of the hangar to return to the Gnome Stronghold.
 * Talk to Daero, then talk to Waydar. Waydar reminds players to stock up on food and anti-poison, then flies them to Crash Island.
 * On Crash Island, ask Lumdo to sail to Ape Atoll. He refuses, so talk to Waydar, then talk to Lumdo again. After a short cutscene, Lumdo sails the player to Ape Atoll.

Getting the Amulet Components



 * Once on the Atoll, run north-west until reaching an east-west ridge. Run west along the southern side of the ridge until entering a north-south "valley" on the western side of the atoll. Be wary of aggressive level 24 Jungle snakes, level 38 Scorpions, and level 42 Jungle spiders, all of which are poisonous and attack players regardless of level(another easy way is to just travel along the coast westward till you reach the fishing spot(sharks) and the head north into the valley).
 * Activate Protect from Missiles upon entering the valley and run north. Players may take a great deal of damage from multiple volleys of arrows, possibly poisoning them. Eventually players lose consciousness.

(where ## is the number of times jailed)


 * Players awake in a cell guarded by gorillas Trefaji and Aberab. If players go within one square of the jail bars when a guard is near, he punches them, dealing 130-170 life points damage, even through Protect from Melee.
 * The gorillas patrol their route through the corridor twice, then switch off. Take the time to see their pattern. As soon as the patrolling gorilla turns to walk back up the path towards the other gorilla, pick the lock and run behind him. Be careful not to run ahead of him. As soon as he is in the guard room to the north-west, run out of the jail (before they switch off) and hide in the tall grass along the northern wall of the jail.
 * Hint: If players struggle to get out of the jail, they can have a friend (who has already completed the quest) equip a monkey greegree and block both gorillas in the guard room. It only stops the gorillas for a small amount of time, though. They reset their positions if they are blocked for too long, so be hasty. The friend can also block them in the south-west area where they turn around. Again, it only works momentarily.


 * Do not talk to any monkeys. Doing so returns players to the jail.
 * Find Karam, the ninja-like assassin of the 10th squad. Go east of the jail to the jungle grass between the temple and the jail. Players may see only his shadow, but can click on it to talk to him. Karam is not very informative, but he lets players know he is ready to help them.
 * Find Sergeant Garkor, the 10th squad leader.
 * Travel south, against the western wall of the temple, while staying in the grass. The archer monkeys do not fire at players in the grass. However, there is an open stretch of ground at the south-western corner of the temple, so players must switch on Protect from Ranged past the temple archway.
 * Travel east along the southern wall of the temple. King Awowogei's throne room is south of the temple. Go south along its eastern wall to Garkor and speak to him.
 * Garkor tells the player to find Zooknock, the 10th squad mage, to have the player turned into a monkey.


 * Return west along the southern temple wall. Use Protect from Ranged to sprint into the jungle grass to the west of the open area. Continue west past the small obelisk to the southern entrance of the large building in the south central part of the Marim.
 * Open the door and go inside. When inside this house, players must stay on the dark brown ground around the perimeter of the room or be sent back to jail. If players need some food, the south-western crates contain bananas, which heal 20 life points. If the sleeping monkey guard catches players, he summons his friends to arrest them.
 * Step east and north, staying on the dark brown ground, to search the stacked crates on the light brown ground. The crate is full of Monkey dentures, so players can take more than one set.
 * Search the south-easternmost crate to crawl down into the basement. Players may fall and take up to 300 life pointApe_Atoll_Fall.png damage. Players may search the crates here, too, to find bananas.
 * Search the crates in the north-west part of this basement to find one that is full of M'amulet moulds. Players can take more than one.
 * Teleport out, though if you have enough supplies it's best to go back the way you came.

Making the Monkeyspeak Amulet
Inventory: One-click teleport (in case of emergency, and a teleport out at finish), Monkey dentures, M'amulet mould, and a Gold bar, food (Monkfish or better), 1 or 0 prayer potions (with monkrobes and holy symbol the tunnels takes about 35 prayer points) and about 5 energy potions (depends on your weight and agility), 1 super antipoison potion. If players reach Zooknock with multiple sets of Monkeyspeak amulet components, he still only helps players make one amulet, so there's no reason to bring more than one set of components.


 * Players are strongly recommended to use the spa facilities at Oo'glog for the salt-water spring to boost run energy. The Ape Atoll Dungeon is a long tunnel. If using Protect from Melee, wear armour to extend prayer, such as Monk's robes and a Holy or Unholy symbol. Even if you've completed the quest and using a greegree, it is still hard to get through, as you will probably take 250+ damage total from traps and falling rocks.
 * Go to the Grand Tree and speak with Daero on the first level to return to the hangar. Speak to Waydar to return to Crash Island. Speak to Lumdo to return to Ape Atoll.
 * Travel west from the boat to the dungeon entrance. (Players should familiarise themselves with the map.) Turn off auto-retaliate and turn on Protect from Melee. Enter the dungeon.
 * Run east, then turn north. The passage winds for quite a distance. The roof of the passage keeps collapsing on the player's head and doing damage. Do not wait under the bridges for the rocks to fall; it wastes too much prayer. There are also monsters and traps, all of which can poison players. Keep life points, prayer, and run energy as high as possible without wasting food or potions.
 * Zooknock is at the end of the tunnel. Speak to him. After a long conversation (in which Zooknock wonders where he's heard Waydar's name before), use the gold bar, monkey dentures, and m'amulet mould on him. He gives the player an Enchanted bar and returns the M'amulet mould.
 * Teleport out and restock.

Inventory: One-click teleport (Lumbridge or Varrock teletab, not runes), Enchanted bar, and M'amulet mould. A Ball of wool is optional, as players can string the amulet at a bank.


 * Return to Ape Atoll and run north up the valley to be placed in the jail cell again. Remember to use Protect from Missiles. Escape the cell as before.
 * Travel east towards the temple. The door is along its western wall. Use Protect from Melee and enter the temple.
 * Descend the trapdoor along the eastern wall of the temple. The Ape guards will block the way to the trapdoor if they have a beard. If so, players can make the guards chase them until a path is clear.
 * In the basement are two flaming pits and lots of zombie monkeys, so DO NOT turn off protect from melee. Use the enchanted bar with either pit to make the amulet.
 * Teleport out.
 * Use a Ball of wool on the unstrung amulet to complete the M'speak amulet.

Making the Greegree
Inventory: 12-16 doses of Anti-poison, 12-16 doses of Prayer potion, 12 pieces of food (Swordfish or better), One-click teleport (Lumbridge or Varrock teletab), 6 Bananas, and the M'speak amulet.


 * Return to Ape Atoll to be placed in the jail cell again. Escape.
 * This time, travel west to the banana garden after reaching safety of the jungle grass. The banana garden is between the two buildings west of the jail. There is an entrance corridor at its north-east corner.
 * The Monkey's Aunt patrols a loop. Only enter the banana garden when the monkey's aunt exits the southern gate. When she returns (or is about to return) to the garden through the western gate, run into the corridor to the north-east so that the aunt doesn't see you. If she does, Ninja Monkeys will come to imprison you.  HINT: If she has already noticed you and the ninjas have appeared, you can quickly log off to avoid being imprisoned.
 * Wear the M'speak amulet and talk to the monkey child. Players need to talk to the child several times before telling him that they are his uncle.
 * The monkey child tells the player that he is supposed to collect 20 bananas in exchange for a toy. Players offer to collect the 20 bananas if they can "borrow" the toy. When players give the child the 6 bananas they have, it is enough, because the child cannot count.
 * Go into the corridor and wait for the aunt to make another patrol through the garden, then return to the child and ask for the toy. If he cries, wait for him to stop (or log out and log back in). The toy is a Monkey talisman. If players lose the monkey talisman, they can receive it from him again.
 * Teleport out and restock for the dungeon.

Inventory: 4 (or more) doses of Anti-poison, 8-12 doses of Prayer potion, 12 (or more) doses of Energy potion, One-click teleport (Lumbridge or Varrock teletab), Monkey talisman, and Monkey bones or a monkey corpse (must be from a Karamjan monkey). The rest should be food (Sharks or better). At this point, players may also choose to take a second set of Monkeyspeak amulet components (dentures, gold bar, mould) and the M'speak amulet to use the Drop trick on Zooknock. Remember to wear prayer-extending gear.


 * Return to Ape Atoll and travel through the dungeon to Zooknock.


 * Give the monkey bones (or corpse) and talisman to Zooknock. Do not bury the bones. Zooknock enchants the talisman and returns it (now a Monkey greegree) with the warning that its magic is limited. It does not work anywhere but on Ape Atoll, and the player cannot attack anything while using it.
 * A short cutscene plays.
 * If they brought the components, players can now use the drop trick on Zooknock for the M'speak amulet. Drop the amulet and begin by talking to him and telling him it's been lost. Give him the components. He returns the mould and another enchanted bar. Pick up the original amulet.
 * Teleport out.

Chapter 3 - The Monkey Alliance


Inventory: 4 doses of Anti-poison, 4 pieces of food (Swordfish or better), 2 One-click teleports (at least one of which to Ardougne), M'speak amulet, and Monkey greegree. The anti-poison and food probably are not necessary, but players have them if they need them. Players may also bring along the enchanted bar and M'amulet mould, if they used the drop trick on Zooknock.


 * Return to Ape Atoll. Wear the amulet and wield the greegree to become a monkey. In this form, players are not approached or attacked by any NPCs. They may still be damaged by traps, poison, or agility courses, but are safe from most other threats.
 * Travel north-west as usual, but this time players need not use prayer and can pass through the town gate unharmed. Go to Garkor (south of the temple) and speak to him. He wants the player to pretend to be a Karamjan envoy seeking an alliance with the king.
 * Speak to an Elder Guard outside the king's throne room to seek an audience with the king. The guard sends the player to ask Kruk, the captain of the guard. Kruk is on a hill east of the town gate.
 * Travel west of the gate, climb the hill from the south-west, and cross the bridge. (Players do not need to take the agility arena shortcut.)
 * Speak to Kruk. He takes the player to King Awowogei.
 * Speak to King Awowogei and ask for an alliance. He asks the player to rescue a monkey from the Ardougne Zoo.


 * Players must ask the guard directly south of the throne to let them leave the throne room. (the other Guard, who is north-west of the exit guard and south-west of the throne, only says "Get out of my way")
 * Players may choose this time to craft an additional M'speak amulet, if they brought an enchanted bar and M'amulet mould with them. If so, go to the temple basement and craft the amulet, continuing to wield the greegree.
 * If you brought runes to teleport you need to go to a safe place, unequip the greegree, and teleport to Ardougne. You cannot use normal teleport spells while holding a greegree, but tele-tabs and wielded items with teleports like the Ardougne Cloak will still work. Use any method you can to get to Ardougne. When you teleport, the greegree will unequip, if it does, and if your inventory is full, the greegree will be dropped where you land from the teleport. You should remember to wield all possible items and pick up the greegree before you proceed.
 * Enter the Ardougne Zoo and wield the greegree again. Notice that the magic works someplace other than Ape Atoll, despite what Zooknock said.
 * Speak to the Monkey Minder, who puts the player in the monkey cage.
 * Speak to any monkey to take it into inventory.
 * Unequip the greegree and speak to the Monkey Minder. The Monkey Minder ignores any players who don't unequip the greegree first. The Monkey Minder frees the player from the cage.
 * Note: if you have any bananas in your inventory, the monkey in your inventory will eat them one by one.
 * You must now return to Ape Atoll with the monkey in your backpack. Do not teleport or use a seed pod with the monkey in inventory or he will run off. Walk or run to the Grand Tree. Any method of teleportation other than the fairy rings, including the spirit tree, results in the monkey escaping the player's inventory. You may use the Fairy Ring network though and if you have started Fairy Tale III - Battle at Orks Drift you can dial to fairy ring C-L-R which will take you to Ape Atoll and if have a Ninja Monkey Greegree equipped you may scurry down hollow log to the obstacle course. By doing two obstacles of the Ape Atoll Agility course (swinging rope & climb down tropical tree), you can get to the south of the village and quickly travel east to the palace.
 * Otherwise, return to Ape Atoll via Gnome Glider (contact Daero, the black hooded gnome at the bar)
 * Equip the greegree and walk to King Awowogei.
 * Speak to the Elder guard and ask for an audience with King Awowogei, then speak to the king. The monkey is automatically freed from the player's inventory.
 * Exit the throne room and speak to Garkor.
 * A short cutscene plays. Players may cancel it by clicking on any character in it, if they desire.

Chapter 4 - Rumble in the Jungle

 * Speak to Garkor again. He tells players to prepare for the final battle. Players must not equip the 10th squad sigil he gives them until you are ready. Doing so teleports them to the final battle.


 * If players lose the sigil, they can talk to Garkor. He sends them to the dungeon to talk to Waymottin, one of Gnome sappers with Zooknock. Players can use the drop trick on Waymottin to obtain multiple sigils, doing away with potentially multiple journeys to the dungeon.
 * Unequip the greegree and teleport to a bank if you need to. Then wear and operate the sigil.



The Jungle Demon is a formidable foe, hitting up to 320, but with preparation, the fight is relatively easy and can be finished without having to use any food. The demon uses magic if players are out of range of its melee. If players get too close, then it attacks with both magic and melee. The surviving 10th squad helps with the fight, although they typically hit less than 10 life points damage.


 * Before the Fight

Warning make sure to turn on the protect from magic before entering the fight as it can kill you within 5 hits
 * Players should make sure their life points and prayer points are at their maximum. Using the +2 prayer bonus at the Monastery can be beneficial.
 * Players should make sure their inventory matches the combat style they are going to use. Include a one-click teleport for an emergency and a dose of anti-poison.
 * While fighting, players should closely monitor their life points and make sure to keep them as high as possible without wasting food. Dropping below 320 makes players vulnerable to dying with a single hit.
 * To begin the battle, activate Protect from Magic and wear the 10th squad sigil. Be aware that the sigil is worn in the neck slot, so players need to equip whatever amulet or symbol they want after arriving at the battle.
 * The Easiest Method
 * Letting the 10th squad do most of the killing is the easiest method.
 * There is a border that goes around the combat platform. To the west there is a bridge that leads to this border. The demon does not attack players, with either melee or magic, if they are on this border. (stay always AT THE WALL so the demon will not be able to reach you even with magic, and walk a little to south, because the gnomes only stay on the south-west part of the map)
 * [If you want, you can help the gnomes by ranging the demon with bow/crossbow/magic]
 * Angle the camera correctly to see the demon's life points. When the gnomes have almost killed the demon, drink a super attack and super strength potion, and run in to finish him off, using all available special attacks.
 * Simply letting the gnomes kill the demon does not work. It can heal itself.
 * Wear any armour, preferably the highest dragonhide possible.
 * The best weapon for this method is a Dragon Dagger. Make sure the special attack is on and auto-retaliate is off before teleporting.
 * A weapon other than the Dragon Dagger also works. For example, Ranged Pures can use Diamond bolts (e) or Dragon bolts (e).
 * When you get teleported, the demon is a little far from you, that gives time to look around the map using the square hole in the middle of the arena to slow the demon (he have to walk around it in that slow side moving animation. But only do this with the protection from magic prayer.)
 * Ranged combat
 * Wear armour, such as dragonhide, which gives the best ranged attack bonus.
 * Wear a Holy or Unholy symbol, instead of a range-boosting amulet, to increase the time the player can use Protect from Magic or Melee. Players are advised that waiting for the Gnomes to Red bar the demon will take longer, it would be more wise to attack as well to speed it up. Just making sure their mage prayer is up.
 * Wield a crossbow with the highest bolts it can use.
 * It is also possible to set up a Dwarf Multicannon for the fight.
 * Include 1-8 doses of Prayer potion (depending of the player's range level) in inventory.
 * To kill this demon easily, players should be at least Level 61 Ranged.
 * There is a safespot for preventing the demon to use melee attacks and only use magic attacks.Turn on protect from magic all the time and then get the demon stuck behind the Huge blank area in middle while you were on the alternate side and range the demon.
 * Melee combat
 * Wear rune or better armour. (players with level 60 defence wearing Full Rune set easily takes 250 damage/hit, so watch it!)
 * Wield the strongest weapon possible. Darklight's special attack may be useful for lowering the stats of the demon, but neither silverlight nor darklight are strong enough to be effective at dealing damage unless you have no access to rune weaponry.
 * Wear a Holy or Unholy symbol, instead of a melee-boosting amulet, to make Protect from Magic prayer last longer if you are unsure of your prayer points and potions. (For their bonuses, they make good respective defensive and offensive neckwear)
 * Using Protect from Magic is essential.
 * Include 3-15 doses of Prayer potion (depending on the player's Strength and Attack level) and as much food as possible in inventory.
 * Magic combat
 * This method is highly not recommended, unless players have very high Magic, Constitution, and Defence levels.
 * Include the runes needed for the player's best combat spell in inventory.
 * Wear the best mage robes (mystic or better) and a Broodoo shield.
 * Wear a Holy or Unholy symbol, instead of a magic-boosting amulet, to make Protect from Magic or Melee last longer.
 * Once the Demon is dead, talk to Garkor, then to Zooknock. Zooknock offers to teleport the player out of the arena.
 * If players accept, the teleport is to the jungle on Ape Atoll, so be sure to have the anti-poison recommended previously.
 * If players decline the offer and stay, they are free to explore. However Zooknock leaves, meaning that the other gnomes are the player's teleport out.
 * Players may walk along the edge of the arena to go down trap doors they can find. At the bottom level are lots of Banana trees and the base of the statue.
 * In the base of the statue is a rack which players can enter and speak to Bonzara, an ancient monkey who hints at a possible sequel. He offers to teleport the player out of the arena at the end of the conversation. However, the teleport puts players in the jungle on Ape Atoll, so be sure to have the anti-poison recommended previously.


 * Speak to King Narnode in the Grand Tree to finish the quest.
 * Speak to Daero after the quest to get an experience reward. In the dialog, it's referenced as the 10th squad training programme.
 * Players have a choice as to what experience they want. The experience for the first two skills is 35,000 points and for the second two, 20,000 points. Defence and Attack are one set of two skills. Strength and Constitution are the other.
 * Pure players should be careful when speaking to him after the quest. It is possible to talk to Daero to travel back to the Crash Island without getting experience.

Rewards



 * 3 Quest Points
 * 10,000 coins
 * 3 Cut diamonds
 * The ability to buy and wield the Dragon scimitar
 * Ability to create greegrees to transform into different monkeys. Bring the bones of the type of monkey desired and a Talisman (1,000gp from the Magic Shop) to Zooknock, the Gnome Mage.
 * Daero asks players if they prefer to train Strength and Constitution first or to train Attack and Defence first. Players gain 35,000 experience points in their first choice of skills, and then 20,000 experience points in the other two. Once players make one choice, they cannot choose the other one. Pures (who often don't want Defence experience) can return to the island or talk with Daero without taking the experience.
 * The Ability to use the Ape Atoll Agility Course

Music unlocked

 * Anywhere
 * Find My Way
 * Island Life
 * Marooned
 * Monkey Madness
 * Showdown
 * Suspicious
 * Technology
 * Temple

Required for Completing

 * Ardougne Diary Hard Tasks
 * Recipe for Disaster/Freeing King Awowogei

Trivia

 * If you deliver the monkey to Awowogei, he will walk around there. If you talk to him, he will ask 'Are we there yet?' You say no, and he should jump in your backpack, even though you gave it to Awowogei.
 * When you arrive on Crash Island, and Lumdo turns you away about taking you to the Atoll, you speak to Waydar again. When you do, Waydar says "My mission is to protect you" during the dialogue. This could be a reference to Terminator 2: Judgement Day, where the Terminator says the same thing to John Connor.
 * 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.
 * 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 has one of the lowest skill requirements for a Master Quest.
 * 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. Since then, the quest Blood Runs Deep has since claimed the highest amount of experience for a quest at 450,000.
 * 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.
 * Previously while doing this quest, chapter 4 was called The Final Battle. It is now changed to Rumble in the Jungle.
 * During a cutscene, after you get both the amulet and talisman, if player eats or drinks, the player will move into the cutscene.
 * If you speak to Zeke in Zeke's Superior Scimitars in Al Kharid and ask him "Can you sell me a Dragon Scimitar?" he will say "You're going to be a monkey's uncle before you will ever hold a dragon scimitar!". As shown in step "Making the Greegree", when you talk to the monkey child you must say you are his uncle to go any further. Also, if you climb the bamboo ladder in the Monkey Child's house, his real uncle is upstairs. This is a joke added by Jagex intentionally.
 * Before a hidden update, the blindfold used by Daero to lead you to the hangar resembled what seemed to be an eyepatch.
 * Upon the completion of this quest, one's Adventurer's Log will read: "During a mission to Ape Atoll I uncovered a plot against humankind. With the help of the 10th Squad, I’ve put an end to Glough’s scheme."
 * When you're delivering the monkey it may say "In the Jungle The Mighty Jungle" as a reference to the classic Tokens song "The Lion Sleeps Tonight".
 * There is a typo in the dialogue for the monkey in your backpack where he speaks of the "Shaihakan", a mistake for the Shaikahan.
 * The 10th Squad will attack as if they were in multi-combat zone, but if you watch right of the screen, there is no multi-combat zone logo; two crossed swords.
 * King Awowogei is an object, not a NPC in game. His name appears in cyan font, as with the name of all objects, rather than the yellow colour of NPCs. If you look closely you can also see that he is not animated and never moves.
 * Waydar's name is a play on the word radar.
 * If you try to put on a Greegree after you defeat the demon, but before you talk to Garkor, it says 'You try to operate the greegree but nothing happens' message, even though Zooknock is at the battle, and the scenery resembles Ape Atoll.
 * If you try to open the 3 gnomes' cell doors, you fail every time and can't.
 * After the quest, you can get a monkey from Ardougne Zoo, and free it anywhere in Karamja for 128 Thieving experience.
 * If you wear the monkey Greegree in jail, Lumo will say "What do you want, human?"
 * Currently, while using the Monkey Greegree, while using the Prayer book from The Great Brain Robbery to cure poison, no Prayer points are used.