Fist of GuthixEdit This Entity
- 1.0 - Introduction
- 2.0 - Interface
- 3.0 - Winning the Game
- 4.0 - Strategies
- 5.0 - Rewards
- 6.0 - Frequently Asked Questions
Released officially on April 9th, 2008, Fist of Guthix is a one-on-one mini game available for free and paying players. Discovered by the druids of Guthix, the game involves harnessing the power of the Fist of Guthix, an ancient and magnificent artefact. Each game consists of 2 rounds, where a single player is matched up against another. One Player is the Hunter, while the other being the hunted; at the end of the first round, the roles are switched and the battle continues. Do you have what it takes to hunt down your target as soon as possible? Do you also have what it takes to evade the Hunter till the very end? Only the masters of both aspects will be named victorious.Note: Fist of Guthix is a safe mini game. You will not lose your items if you die during the game
Before you begin, it is essential that you have the minimum recommendations. There are no requirements to enter the Fist of Guthix mini game; however, as the game involves intense Offensive and Defensive skills, having reasonably high combat stats are ideal.
Note: These stats are not the bare minimum and it is definitely possible to play the mini game with lower stats; however these stats will give you a better chance of survival.
The entrance to the mini game is a portal in the south side of the Gamers' Grotto, which is just north of Falador. Stepping inside will lead you to a cave, where you will notice a Banker and several druids wandering around the cavern. At the far side of the cavern, you will see a giant earwig by the name of Fiara, the guardian of the Arena. Talking to Fiara allows players to go through an in-game tutorial of the gameplay, which will cover all of the basics that you need to know.
Note that you will not be allowed to take food inside the waiting room, and that you will be given Bandages to serve healing purposes instead.
Once you have completed the tutorial, and are ready to begin, enter the waiting room. If there are enough players in the waiting room, the game will commence immediately. If there aren't enough players you will be required to wait a short while, or switch to a different server.
The basics of the game are simple: comparable to a game of Cat and Mouse. Each game consists of 2 rounds. At the start of the game you will be paired up with one other person, and each of you will be given a role: the Hunter, and the Hunted. At the end of the first round the roles are switched and the next round begins.
The following section will outline the typical actions that a player of each role may do during a game. Remember that since there are two rounds, each Player will get to play the part of both roles during any given game. At the start of the game, regardless of your role, you will be given the following items:
|Bandages (5)||Heals 150 life points each|
|Tele-orb||Teleports you to the center of the Arena|
|Catalytic Runes (300)||Replaces all Non-Elemental runes (Mind, Chaos, Death, Blood, etc)|
|Elemental Runes (1000)||Replaces all Elemental runes (Air, Water, Earth, Fire)|
As the Hunter your job is to hunt down your target. It may sound easy but remember that your target, like any target being hunted down, will do all they can to avoid being killed. That being said, a Hunter may use any method he or she prefers to reach the target and eliminate them before the round ends.
Considering that you are allowed to use any style of combat, it is good to note that if you used projectile weapons they will be returned to you when the game ends. Likewise, you will be given a fair amount of runes that you may use for Combat spells, if you prefer using Magic.
As the Target your job is to evade the Hunter at all costs. This may seem simple at first, but there is a downside: you are only allowed to use 3 spells. These spells include: Cure Poison, Dream, and Vengeance, from the Lunar Spellbook. All of these spells are ideal for various purposes; for instance, the Dream spell restores your Constitution at a faster rate.
On top of evading the Hunter, you also have the task of harnessing the power of the Fist of Guthix. When the game begins you will have to collect a Stone and wield it. This stone will then be charged up as you remain inside the Arena. The closer you are to the Fist of Guthix, the faster your Stone will charge up. You must also make sure to have the Stone wielded if you want to collect charges; the Stone will not charge up if it is sitting in your inventory. Your goal is to get as many charges as you can with the maximum number of charges that the stone can hold is 5,000.
While you are wielding the Stone, you are not able to fight back. Also, since the Stone has a vast amount of energy flowing into it, your stats will decrease the longer you hold onto the Stone. You will also take damage while you are close to the Fist of Guthix.
Located around the Fist of Guthix are 4 Portal Chambers. These are only accessible to the Player being Hunted. You may use them as much as you wish, to throw the Hunter off your tail perhaps as nobody can see you inside them. There are also portals inside the chambers, allowing you to switch between chambers, ideal for confusing the Hunter. However, be extremely cautious as you will take damage at a faster rate, and using the portals will reduce the amount of charges on your Stone.
There are three ways you can win a game:
- - If you have completed the two rounds, and have collected more Charges than your opponent
- - If your opponent leaves the Arena, thereby forfeiting the game
- - If you gain 5000 charges you will automatically end the current round. If both players gain 5000 charges, there is no winner
A round ends when the Hunter successfully eliminates the target or if the time runs out (You have 10 minutes to hunt down your target). The game ends with the completion of the second round.
To be a successful Hunter is not an easy task. Typically, during a game, your Target will be constantly on the move. The following sections will explain some of the things you can do to quickly locate and eliminate your Target.
- A good Melee weapon (Rune Scimitar, Rune Battleaxe)
- A Green dragonhide set (for the Magic defence bonus)
- Maple shortbow
- A good amount of Mithril or better Arrows
It is not absolutely necessary to have all of the above equipment with you at all times; in fact, it is more of a hindrance. The ideal setup would to use Melee and Range, or Melee and Magic. This allows you to hit a target from afar, whenever necessary, or strike them hard in close range combat.
Since you are given free runes, it is not a bad idea to use them. Using Bind to halt your opponent is a good idea, even if it's for a few seconds. Remember that your Target will be always on the move, meaning you will have to employ every possible method to prevent them from doing so.
Try to avoid letting your Target anywhere near the Fist of Guthix. Whenever possible, draw them away from it. That being said, you will have to watch out for your Target using the Tele-orb to escape quickly. This is usually done by running towards the edge, and waiting till you attack them. Once you are at the edge (conveniently furthest from the Fist of Guthix), your Target will teleport to the Fist of Guthix, causing you to waste time running back. To avoid wasting time, pretend to follow them to the edge, then quickly run back; this might trick your Target into clicking the Tele-orb, ending up near the Fist of Guthix, where you should be when they appear.
As the Hunter, you will have to prevent the Target from using the safehouses as much as possible. The Target will be trying to throw you off-scent. Wherever possible, bind them before they reach the safehouse; the more Constitution you can knock out during the few seconds the Bind is effective, the better, seeing as your Target loses Constitution every time they use the safehouse.
Whenever your Target enters the safehouse, they will naturally try to Teleport to another safehouse. Run around from safehouse to safehouse; this will be effective if you want to quickly locate your Target (the arrow should point you towards them, on the Mini-map).
Using any Strength boosts will help out, as well. The higher you hit, the faster your Target uses up their bandages; this will reduce their survival time drastically.
- Karil/Dragonhide top (whichever you can get)
- Torags/Dharoks/Dragon/Rune Platelegs (Melee and Range defence)
- Dragon Dagger (p++) (poisoning your Target is useful)
- Dark bow/Magic shortbow/Seercull bow/Rune crossbow (Long range combat)
- Rune/Dragon arrows, Ruby (e) Bolts or equivalent
The above armour is the best you can use. Using heavy Melee equipment is not recommended, as it will weigh you down. Remember, your goal is to eliminate your Target before he or she can get many charges. If you're weighed down by heavy equipment, your energy will run out quickly, making it very ineffective.
The strategy is more or less the same as Free to Play Strategies. Use Ancient Magicks, particular Ice spells, to freeze your opponent; then, proceed to inflict as much damage as possible with your weapon. This is a good time to use up your Dragon dagger special attacks, poisoning your target.
Ranging from a distance is ideal, as your Target will be running around frequently. Equip your bow and use Long range style, whenever possible. This will ensure that you constantly keep striking your target, even if they are several squares ahead of you. The more damage you inflict this way, the better.
If you have access to Spirit terrorbirds, don't hesitate to use the scroll ability: Tireless run. It is very handy if you want to regain your energy to keep running. Your energy does regenerate faster, particularly when you're near the Fist of Guthix, but you cannot expect to be near the Fist of Guthix at all times; your opponent will try to lure you away as an opportunity to use their Tele-orb to avoid you.
Immediately after the game starts, head towards the Center. That is normally the first place your Target will appear. If they do appear, Freeze them and use any weapon to inflict as much damage as you can; your Dragon dagger will be the best weapon for this. If they do not show up, chances are, they are running around the edge, trying to lure you there, and then use their Tele-orb to head towards the center. The best place to look is directly opposite from where you started: you both start at opposite ends of the Arena. If they aren't there, go back to the Fist of Guthix to regain your Energy, or just use Tireless Run. Then, check the other areas until you find them.
As the Target, you will be constantly on the move. With a Hunter close on your tail, you will have to employ any, and every, evasive and diversionary tactics that you can come up with. The following section will outline some of the basic tactics a Player may use to throw the Hunter off your scent.
As the Target, you will have to be on your toes. Your Hunter will naturally be cunning, anticipating your every move.Suggested Equipment
- Green d'hide body (light-weight and Magic defence bonus)
- Rune platelegs (Melee defence and Range defence)
Wearing the above setup will be ideal against all three types of combat. However, it is not necessary to use the exact setup; even full Dragonhide armour is more than enough. Your Hunter will be aiming to prevent you from moving, usually using Bind spells. The Magic defence is perfect to counter that. Full dragonhide armour will also protect you from most spells, to a certain degree.
Remember that, as the Target, you are given the task to collect Charges, and this is best done when you're near the Fist of Guthix. For this reason, the Hunter will be expecting you to go to the Fist of Guthix right away. To avoid giving them a chance to run into you, walk around the edge of the Arena. This way, you will be able to gather quite a few charges before the Hunter realises that you aren't going to the Fist of Guthix. The only downside to walking around the edge is that you collect Charges extremely slowly, and you have the chance of running into your Hunter eventually. Nevertheless, it will buy you some time.
If you run towards the Fist of Guthix right away, and your Hunter arrives to attack you, run towards the edge. This is usually best done once you have over 1000 Charges. When you reach the edge, and the Hunter is pounding away at you, Teleport back to the Center. This will buy you just enough time to get a few more Charges.
Located around the Fist of Guthix are safehouses. Naturally, the Hunted player will use them at least once during each round. Use this as a last resort, however, as you lose Charges every time you use the portals, and you lose Constitution faster when you are inside. When you're inside the safehouse, your Hunter cannot see you; this is perfect, as you can use the chance to hide effectively. As soon as you enter the safehouse, teleport no more than twice. Watch the location of the Hunter carefully (denoted by the arrow on the Mini-map). Soon as you see the arrow vanish, walk out of the opposite side of the safehouse, and move towards the edge. Since your Hunter will be expecting you to return to the Fist of Guthix, you will be able to buy some time by using this method.
As the Target, you will need the lightest gear possible, as you will be running around quite often. It is also recommended that you have access to a good Summoning familiar: Spirit terrorbirds, War Tortoises, and Bunyips are some good ones to use, for their special abilities.Suggested Equipment
- Karil/Dragonhide top (whichever you can get)
- Torags/Dharoks/Dragon/Rune Platelegs (Melee and Range defence)
As in the case of Free to Play, you will be on your toes. In this case, even more so than Free Players, since you will be up against someone stronger. You will have to be extremely cautious not to run into the Hunter; if you do, you will not last long. Use every possible diversionary tactics mentioned above; all of them will work to a certain extent, if you are lucky enough to pull it off effectively.
If you have a high Summoning level, do not hesitate to use it. A particularly good one to use is the War Tortoises ability: it will give you a Defence boost, allowing you to last longer against Melee and Range attacks. You do not have to worry about Magic attacks so much, since your armour is designed to protect you from it.
When you see an Ice spell reach you, turn on Protect from Melee right away: the immediate attack will be a Dragon dagger special or equivalent. If you know your opponent uses Range attacks (he or she is wielding a bow when they freeze you), turn on Protect from Range instead. If you can, use Tireless Run (warning: You cannot use a War Tortoise if you do), and run away from your opponent. Try to lure them towards the edge of the Arena. If they fall for it, teleport to the Fist of Guthix right away.
Tanking: This is a good method to use if your opponent is fairly weak, and using a low level attack. Stand at the middle of the Arena; do not even bother trying to lure them away, then trick them by Teleporting to the center, since it's a waste of time. If they are using Melee or Range, make sure your armour has high Defence; it is also good to use a War Tortoise if you are Tanking. You won't need a Spirit terrorbird as you will not be running, in this scenario. Change your prayer according to the attack they use, and always keep them in plain view, so that you can easily see the style of attack they use.
At the end of each game, when the winner is decided, you are rewarded with Fist of Guthix Tokens and a Rating. The amount of tokens depend on how many charges you collect, and your Skill Total. Generally, the more charges and the higher your Skill Total, the more Tokens you receive.
Your Rating depends on your opponent. If you were against someone of equal ability, you will get a certain amount of Ratings. If you win against someone who is better than you, you will get a higher Rating. If you were up against someone several times weaker, you will not get a large amount of Ratings. Likewise, when you lose a game, you lose Ratings, again, dependent on your opponents level. If you lose to someone weaker than you, you lose a large amount of Ratings. If you lose to someone far stronger than you, you will lose less Ratings.
The Tokens can be used to buy a variety of Equipment, available both to Members and Free-Players. Some of the rewards are Members only. The Tokens can also be used to recharge your equipment, in case they degrade.
The following table outlines all of the Equipment a Player can buy. Speak to Reggie to open up the shop window. The cost refers to the number of Tokens required. The Recharge cost is the number of Tokens to recharge your equipment back to 100%.
|Picture||Name||Requirements||Cost||Recharge||Attack Bonus||Defence Bonus||Other Bonuses|
|Druidic mage hood (100)||10 Defence
|Druidic mage top (100)||10 Defence
|Druidic mage bottom (100)||10 Defence
|Combat hood (100)||10 Defence
|Combat robe top (100)||10 Defence
|Combat robe bottom (100)||10 Defence
|Battle hood (100)||50 Defence
|Battle robe top (100)||50 Defence
|Battle robe bottom (100)||50 Defence
|Green dragonhide coif (100)||40 Defence
|Blue dragonhide coif (100)||40 Defence
|Red dragonhide coif (100)||40 Defence
|Black dragonhide coif (100)||40 Defence
|Steel gauntlets||5 Defence||50||8||0||0||0||-1||-1||4||5||5||-1||4||4||0||0|
|Black gauntlets||10 Defence||75||13||0||0||0||-1||-1||5||6||6||-1||5||5||0||0|
|Mithril gauntlets||20 Defence||100||17||0||0||0||-1||-1||6||7||7||-1||6||6||0||0|
|Adamant gauntlets||30 Defence||150||25||0||0||0||-1||-1||8||9||9||-1||8||8||1||0|
|Rune gauntlets||40 Defence||200||35||0||0||0||-1||-1||10||11||11||-1||10||10||2||0|
|Dragon gauntlets||60 Defence||300||50||0||0||0||-1||-1||14||15||15||-1||14||14||3||0|
|Adamant spikeshield (100)||35 Defence||50||5||0||0||0||-6||-2||25||27||23||0||25||26||1||0|
|Adamant berserker shield (100)||35 Defence||100||10||0||0||0||-8||-2||28||32||30||-1||30||31||2||0|
|Rune spikeshield (100)||45 Defence||200||20||0||0||0||-6||-2||39||41||37||0||39||36||3||0|
|Rune berserker shield (100)||45 Defence||300||30||0||0||0||-8||-2||45||49||47||-1||47||41||4||0|
The following gloves can also be purchased with the Tokens gained from Fist of Guthix. Speak to Reggie to open up the shop window. Note that all of the gloves crumble when they have reached the limit. You will have to buy a new one if you wanted to make use of the effect again.
|Irit gloves||50 Herblore||75||50% chance that a herb drop is Irit. Crumbles after 100 herbs|
|Avantoe gloves||60 Herblore||100||50% chance that a herb drop is Avantoe. Crumbles after 100 herbs|
|Kwuarm gloves||70 Herblore||200||50% chance that a herb drop is Kwuarm. Crumbles after 100 herbs|
|Cadantine gloves||80 Herblore||200||50% chance that a herb drop is Cadantine. Crumbles after 100 herbs|
|Swordfish gloves||65 Fishing||200||100 extra Fishing experience for Swordfish. Crumbles after 1,000 fish|
|Shark gloves||90 Fishing||200||100 extra Fishing experience for Sharks. Crumbles after 1,000 fish|
|Dragon slayer gloves||70 Slayer||200||15% extra Slayer Experience and 10% Attack boost for Dragon tasks. Crumbles after 1,000 Dragons|
|Air runecrafting gloves||10 Runecrafting||75||Doubled experience when crafting Air runes. Crumbles after 1,000 Essence|
|Water runecrafting gloves||20 Runecrafting||75||Doubled experience when crafting Water runes. Crumbles after 1,000 Essence|
|Earth runecrafting gloves||30 Runecrafting||75||Doubled experience when crafting Earth runes. Crumbles after 1,000 Essence|
A: Yes, you are able to use Summoning Familiars, but their Combat abilities are severely reduced, much like yours. But while you have a familiar out as the hunted, you will NOT be able to use the portal houses.
A: Yes, the rewards are tradeable, but ONLY in their uncharged form. If they are fully charged, they are not tradeable. Fishing, Herblore, Runecrafting, and Dragon slayer gloves are exceptions and cannot be traded at all.
A: In the table above, it says it will crumble after 1,000 Essence. This number will stay the same even if you can craft multiple runes per essence, seeing as you get experience per essence while Runecrafting normally anyways.
A: You will get up to 18 charges per second. Although this does count on your proximity to the centre of the arena. The number of charges per second increase in multiples of 3 and depends on how far someone is from the centre of the arena.