Fist of Guthix[]
Event information[]
- Friends Chat – Corn Squigly
- Location – Gamer's Grotto (Games necklace teleport location), World 39
- Date and time
UTC | Pacific | Mountain | Central | Eastern | UK | Europe | East Aus |
---|---|---|---|---|---|---|---|
8:00 pm Sat, 21 Jun |
12:00 pm Sat, 21 Jun |
1:00 pm Sat, 21 Jun |
2:00 pm Sat, 21 Jun |
3:00 pm Sat, 21 Jun |
8:00 pm Sat, 21 Jun |
9:00 pm Sat, 21 Jun |
7:00 am Sun, 22 Jun |
- The event is over.
- Requirements: None
- Drops distribution: No drops
- Required items
- None, but good combat gear is suggested
Gameplay[]
The minigame consists of two rounds and is 1 vs 1. In each round, one player is classified as the "hunted," and the other player is classified as the "hunter." In the first round, the roles are determined randomly. In the second round, the roles are swapped and all stats are restored. Therefore both players will have a chance to play each role; afterwards a winner is determined based upon number of charges you were able to collect during your turn as "hunted."
Some items cannot be brought into the game arena. Any food, runes (including essence), skilling supplies that cannot be equipped (such as a tinderbox, logs, etc.), all afros, holiday items (except for clothing), potions, and any form of noted items cannot be brought in. There will be a warning if you attempt to bring an item that you cannot use.
File:FOG Rules.png|center
The following items are supplied to each player when a player goes into the waiting area, and taken away if they leave it:
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5 Bandages - Heals a player's life points by 10-150, for a maximum total of 750 life points. Note: unlike the bandages in Castle Wars, these bandages will NOT restore run energy. |
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300 Catalytic runes - Works as a replacement for any non-elemental runes ( mind, chaos, death, body, soul, cosmic, astral, nature, law and armadyl runes.) |
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1,000 Elemental runes - Works as a replacement for any elemental runes. (earth, air, fire, water) |
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1 Tele-orb - You use this to instantly teleport to the centre of the arena (one use only). |
Roles[]
Hunter[]


A player in the hunter role
As the hunter, players must hunt down the other player and kill them as fast as possible in order to prevent them from collecting charges. Hunters can use melee, range, or magic to attack their opponent. Hunters typically use a combination of attack styles in order to deal maximum damage against their opponent, and counteract any prayers or armour.
Hunted[]


A hunted player runs from their hunter
Being the hunted player is usually considered much more challenging, and is the only role in which the player can collect charges. The basic objective is to gather as many charges from the "Fist of Guthix", a large energy well in the centre of the field, as possible before time runs out or the player dies.
To gather charges, the player must first pick up a stone of power from a stone dispenser, and then wield the stone to gather charges, the maximum number of charges being 5000. The stone is two-handed, and can only gather charges when it is wielded (not just in the inventory), meaning that the hunted player will be unable to fight back whilst wielding the Stone. Players can gather charges anywhere in the arena, although the closer to the centre (the "Fist of Guthix") they are, the faster they will gather charges. (If you are the hunted and you click around the centre of the field randomly on your mini map where all the players cluster, it is hard for the hunter to right click on you.) Players wielding the stone will not gain charges individually, but will instead gain a number of them at a time. The hunted can attack the hunter, but no spells can be used and the hunted can only rely on melee or range. If the hunted kills the hunter, the hunter respawns in a random location.
Hunted players do have an advantage, however, in that they can use the teleport houses located around the centre. Hunters cannot access these houses, nor see players inside them. Automatic lock-on is also cancelled, so the hunted player is safe while inside them. There are portals inside to teleport the player to other houses circled around the centre. When the player teleports he/she will lose 20 charges. Note that the player will have some lifepoints drained when they enter a house, and often take 30-40 damage while they are in the house. Players cannot gather any charges while in the house. If a player has recently exited a teleport house, they will not be able to enter another house again for about 20 seconds. A hunted player with less than 20 charges cannot use the portals in the houses. When teleporting there is a chance that the teleport will fail, returning you near the house or at the centre of the arena.