The Haysta
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Post subject: The Ultimate Fairy Ring Guide. Posted: July 12th, 2006, 6:30 pm |
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Joined: November 13th, 2005, 12:45 am Posts: 3143
RS Status: P2P
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This guide is all about Fairy Rings, accessed in Fairy Tale II - Cure A Queen.
Fairy Rings can literally teleport you all over the map and have a wide variety of uses due to there flexibility. Fairy Rings work by entering a code into the ring and it will teleport you to another ring, if the code is valid. However if the code is invalid then you will just be teleport a short distant away and start muttering about useless fairy magic. Fairy magic is far from useless as you can soon see. The fairy ring is south of the fountains, and don't forget your Dramen staff!
Codes:
To enter the code you click on these profoundly colourful mushrooms. They only rotate clockwise unfortunately so it can be a bit tedious to enter. The following codes are ordered such as they are on the wheel.
AIR - Desert Island, this place is totally useless, except it is used in Fairy Tale II to access the Queen's hideout, south of Ardrounge docks.
AIQ - Mudskipper Peninsula, this place is handy if you want to kill some of those Mogres for whatever reason, and you can grab some fishing explosives from Chaeldar if you run out.
ALS - McGrubbor's Woods, close to Seer's Village and the coal trucks.
ALR - Abbysal Space, this place is great if you want pouches but don't want to risk pkers and have your prayer drained. Also Abyssal demons stalk around if your 85 slayer.
AKS - South of Gu'Tanoth, stick da chompy. *looks at Karl 67*
AJS - North of Misclennia, Penguin Island, now you too, can bash there heads off.
AJR - West of Slayer Cave, again, handy if you are a slayer and don't want to walk.
DIS - Wizard Tower, Close to Draynor but with no real use.
DIR - Dimension X, Goraks Ahoy. They deal 14s and Protection prayer doesnt work o_O
DLS - Myreque Area, Handy if your going to Canifis.
DLR - Tarpit Island in the Poison Waste, Part of Fairy Tale II
DLQ - Desert Lizard Area, Near Nardah, handy if you want some Herbs identifying
DKP - Eastern Karamja, across the river from harpie bug swarms and near the Octopous fishing spot.
DKR - South of Edgeville Canoe Station
DJP - Necromancer House south of Ardougne
DJR - West of Sinclair Mansion, quite close to Camelot and Relleka.
CIP - Miscellania North of the Castle
CIQ - South of Gnome Village, not very useful but it's near yannile.
CLP - South of Draynor, Offshore, Laugh at the odd noob going bye.
CLS - Gnome Hazelmere's House
CKP - Cosmic Plane, Starflowers
CKS - West of Canifis near the Gates to Mort Myre, Great if your an avid farmer and like Shrooms.
CKR - East of Cairn Island, close to Shilo Village.
CJR - South West of Sinclair Mansion, close to Maples.
BIP - River Salve Island
BIS - Ardrounge, Unicorn Cage
BIQ - North Western Desert
BLP - TzHaar City
BLR - Outside Legend's Guild
BKP - Chompy Hunting Area
BKR - Mort Myre Swamp
BKQ - Waterfall Area, Unlimited tree spirits and a bit of peace and quiet.
BJR - Fisher King's Realm, Better fishing than Shilo because the Fishing spots hardly move. Also good place for potates and sheering sheep.
Last edited by The Haysta on July 12th, 2006, 11:24 pm, edited 7 times in total.
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