Yanille Agility Dungeon

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Yanille Agility Dungeon
Released12 December 2002 (Update)
MembersYes
Floors2
LocationKandarin
League regionKandarin Kandarin
InhabitantsSkeletons, Bats, Spiders, Humans
MusicCavern
Map
Advanced data
Typedungeon

The Yanille Agility Dungeon (also known as Yanille Dungeon) is the dungeon under the town of Yanille. Part of the dungeon can be entered by players with any Agility level, while other parts have minimum Agility requirements.

The experience rewards for using this dungeon are not as good as most other Agility courses, so players rarely come here to train Agility. Instead, players use it to train combat skills using the monsters there and gather their drops. Players training Herblore also use the dungeon, since many monsters here sometimes drop high-level herbs. Torstol, a fairly rare herb, can be obtained here.

Getting there

Players must go to the Yanille area to reach the dungeon. Other than walking, there are a few ways to get there:

Dungeon entrances

The dungeon has two entrances (<maplink group="pins" align="center" text="Maplink" plane="0" y="3103" x="2587" zoom="2" mapID="0">

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  • The northern entrances is a small house north of the Yanille city walls. It is very close to the shortcut under the wall by the farming patch. A spider web blocks the entrance to the house. Players must either bring a knife or have a slashing weapon to cut through the web before they can enter the house. To come further than the giant bats when you enter the dungeon, you need an Agility level of at least 40.
  • The southern entrance is a house in south-east Yanille, west of the smithy with the anvils. Players can access this house and its basement, but the door connecting the basement to the rest of the dungeon is locked. To pick the lock and open the door, players must have a lockpick in their inventory (strange old lockpick will not work) and must have a Thieving level of 82. Picking this lock is a requirement of the Ardougne Elite Diary.

Features

The dungeon has an upper level and a lower level. The upper level contains most of the monsters and items of interest to the players. The lower level can only be entered by praying at the altar, or failing either the balancing ledge or the monkeybars. Praying at the altar or failing the other obstacles can deal up to 15 damage. To leave the lower level, players can take the one-way staircase at the north end of the chamber. Failing the obstacle pipe will cause the player to take damage, and become stuck for a short time.

The basement of the Wizards' Guild is adjacent to the dungeon, but not connected underground.

The sinister chest can only be opened with the sinister key, which is occasionally dropped by Salarin the twisted deeper in the dungeon, by magpie implings, or from the Chaos Fanatic in the Wilderness. The chest can release poison gas when opened, so having an antipoison potion is recommended. The chest always yields 9 noted grimy herbs: 2 harralander, 3 ranarr weed, 1 irit leaf, 1 avantoe, 1 kwuarm, and 1 torstol.

Agility obstacles

The dungeon contains four agility obstacles, each allowing further access to the dungeon. Each rewards a small amount of Agility experience.

Image Obstacle Level Required Experience Description
Balancing Ledge 40 Agility 22.5 If failed, the player will fall to the lower level containing level 64 poison spiders and can take up to 15 damage from the fall.

At level 40, players have around a 71% chance of successfully crossing the balance ledge, and will stop failing entirely at level 64.

After level 64, clicking the ledge without moving the camera is an idle training method with rates of up to 15,000 experience per hour.

Crossing the ledge grants access to the chaos druid warriors, the chaos altar, and the following Agility obstacles.

Note: Only one player is able to cross the ledge at a time.

Obs: This requires more testing, but failing this obstacle does aproximately 20% of the accounts max hp. For 10hp accounts, failing it does 2 dmg.

Pipe 49 Agility 7.5 This pipe allows access to a small room containing level 45 skeletons, the sinister chest, and a herring spawn.
Monkeybars 57 Agility 20 If failed, the player will fall to the lower level containing level 64 poison spiders and can take up to 15 damage from the fall.

At level 57, players have around an 80% chance of successfully crossing the monkeybars, and will stop failing entirely around level 74.

Crossing this obstacle provides access to the chaos druids deeper in the dungeon, as well as a lockpick spawn down the nearby stairs.

Pile of rubble 67 Agility 5.5 This obstacle allows access to a room with 4 chaos druids and Salarin the twisted, who drops the sinister key.

Salarin can only be harmed by strike spells, however they always hit their max hit, making him a cost-effective magic training option.

This obstacle cannot be failed.

Monsters

Personalities

Item spawns

Treasure Trails

Falling into the place with the poison spiders, either by repeatedly walking across the balancing ledge (level 40 Agility required) or praying at the chaos altar, and searching the crate by the stairs leading up is the solution to the hard cryptic clue: When you get tired of fighting, go deep, deep down until you need an antidote.

Trivia