Ape Atoll

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Ape Atoll
Released6 December 2004 (Update)
MembersYes
LocationSouthern Sea
League regionKandarin Kandarin
InhabitantsPrimates
Teleports Ape Atoll Teleport
Ape Atoll Teleport (Arceuus)
Fairy rings (CLR)
Gnome glider
Map
<mapframe align="center" frameless="" plane="0" width="300" y="2750" x="2750" height="300" zoom="1" mapID="0">

[]

</mapframe>
Advanced data
Typeisland

Ape Atoll is an island in the Southern Sea of Gielinor, home to a vibrant population of monkeys. The settlement of Marim, where the monkeys reside, is under the rule of King Awowogei. It is only accessible to players who have partially or fully completed the Monkey Madness I quest.

Players who have not taken the form of a monkey using a greegree will find themselves the target of aggressive creatures throughout the island. Being spotted by the monkey locals or interacting with them may result in the player being knocked out and sent to the prison in Marim. However, upon completion of Monkey Madness II, a greegree becomes unnecessary for this purpose as all surface inhabitants become tolerant towards the player. Monkey zombies and skeletal apes remain aggressive to those without a greegree, however.

The island is teeming with dangers including Ninja Monkey Archers and Ninja Monkey Guards, Gorilla Monkey Guards, poison-inducing jungle snakes and spiders, and environmental hazards such as a collapsing cave. As a result, Ape Atoll is widely regarded as one of the most hazardous regions in RuneScape, particularly for those new to the challenges it presents.

Location on World Map
Karamja
Feldip Hills Ape Atoll Kharidian Desert

Transportation

Initial access to Ape Atoll requires the player to first travel via Lumdo on Crash Island during Monkey Madness I. To get there, speak to Daero[1] on the 1st floor[UK]2nd floor[US] of the Grand Tree. From there, have Waydar fly you to Crash Island.

There are several alternative transportation methods available after completion of Monkey Madness I:

  1. ^ While it was previously impossible to return to Ape Atoll after completion of Monkey Madness I without receiving experience from Daero's Training, an update in November of 2022 now allows the training to be ignored before returning.
  2. ^ Without a ninja monkey greegree, jumping over the river with the rope will cause the player to fail the obstacle, take some damage and return to the start of the agility course. This will put players in jail if Monkey Madness II is not completed.

Island features

The centre of Marim, featuring a statue of Marimbo.

Marim

The marketplace in Marim is home to several shops and thievable stalls:

Shop Stall
  1. ^ Oobapohk's Javelin Store is only accessible to players who have completed Monkey Madness II.

Notable among these is Daga's Scimitar Smithy, being the sole shop that sells Dragon scimitars.

Furthermore, completion of Monkey Madness II grants access to Ape Atoll bank.

Temple of Marimbo

Situated at the eastern edge of the city lies the Temple of Marimbo, which is home to several Monkey Guards. The temple is a popular low-intensity training area, as there is a prayer altar inside. Players can use the Protect from Melee prayer to avoid damage and automatically fight the Monkey Guards until their prayer runs out, as long as Auto Retaliate is turned on and Monkey Madness II is not completed.

The Temple of Marimbo Dungeon contains a large quantity of Monkey Zombies and is an effective location for Ranged training.

Agility course

The Ape Atoll Agility Course located south of Marim is available at level 48 Agility. At lower Agility levels, the failure rate on obstacles makes efficient training unfeasible. You will need a Ninja monkey greegree or Kruk monkey greegree in order to make use of the course. After completion of Monkey Madness II, players can obtain a Monkey which they can equip on their back. The monkey can be transformed into six other variants by completing laps at the agility course. Note that laps will only begin to be tracked upon completion of Monkey Madness II; Bobawu can tell players how many laps they've completed.

Ape Atoll Dungeon

The twisting pathways of the Ape Atoll Dungeon.

The Ape Atoll Dungeon is a winding maze that has many dangerous areas. They include traps that can hit up to 8, spiders that poison starting at 1, and undead monsters capable of hitting over 20. The aggressive skeletal apes found here come in large quantities and provide high experience rates if killed with Multi-hitting attacks, such as chinchompas and burst/barrage spells.

Hardwood trees

Ape Atoll features a decent supply of hardwood trees. At the south-west corner of the island stand two Mahogany trees, each slightly spaced from the other. Additionally, near the destination of the Ape Atoll Teleport spell within the Arceuus spellbook, three Teak trees grow in close proximity to each other. These trees can be cut with a Greegree in hand, so that players can safely chop them down in a manner that ensures that the nearby monsters remain passive.

Fishing spots

There are two spots for Big net and Harpoon Fishing situated on Ape Atoll. One is positioned to the east of the agility course, while the other is found at the extreme south-western corner of the island. They can be fished for raw mackerel, raw cod, raw bass, big bass, raw shark and big shark. There are also non-fish items such as casket, leather boots, leather gloves, oyster and seaweed.

Kruk's Dungeon

West of Marim lies the entrance to Kruk's Dungeon, accessible both during and after the events of Monkey Madness II. A light source is needed to traverse its underground levels. Similar to the Ape Atoll Dungeon, this labyrinth provides an excellent arena for training using Multi-hitting attacks, with its Maniacal monkey inhabitants offering the potential for even greater experience rates. Furthermore, at level 60 Hunter, players can capture certain Maniacal monkeys by setting a Deadfall trap. Their tails can be used to string Ballistae.

Inhabitants

Monkeys of Marim

Awowogei's Palace

Ninja Monkey Guards

Temple of Marimbo

Gnomes

10th Squad

Monsters

Ape Atoll Dungeon

Kruk's Dungeon

Temple of Marimbo Dungeon

Music unlocked

Quests

Changes

Date Changes
[[{{#explode:30 November 2022| |0}} {{#explode:30 November 2022| |1}}]] [[{{#explode:30 November 2022| |2}}]]
(update | poll)

Players can now return to Ape Atoll without accepting Daero's training, after completing Monkey Madness I.

[[{{#explode:8 October 2015| |0}} {{#explode:8 October 2015| |1}}]] [[{{#explode:8 October 2015| |2}}]]
(update)

Parts of some trees on Ape Atoll no longer render behind grass.

[[{{#explode:3 September 2015| |0}} {{#explode:3 September 2015| |1}}]] [[{{#explode:3 September 2015| |2}}]]
(update)

A missing tile in Ape Atoll was filled in.

[[{{#explode:2 July 2015| |0}} {{#explode:2 July 2015| |1}}]] [[{{#explode:2 July 2015| |2}}]]
(update | poll)

Added a fairy ring midway through the Ape Atoll agility course. Using this fairy ring requires completion of Monkey Madness and Daero's training.

Trivia

  • Despite its name, Ape Atoll is not an actual atoll.
  • The name Ape Atoll is a reference to the Monkey Island point and click adventure games.
  • Ape Atoll is considered to be a difficult area to make changes and adjustments to in content updates, as it was primarily designed by intern Rahul Vohra in the summer of 2004. Vohra's background was in object-oriented programming, and his code is less intuitive and more difficult for Jagex's developers to work with than Jagex's own scripting system designed for non-programmers.

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