Slaying for Newbs

"Slaying for Newbs: A Guide to the World of Battling Specialist Creatures for Fame, Money, Girls and More, Expertly Described by Experts in the Field" To give its full name, is a book detailing strategies and first hand experiences by Adventurers, Slayer Masters and Questers alike. The book itself was written by Ruthven Galand, who spent several years interviewing various people and slaying monsters himself. The current book you're reading is an old copy that has been borrowed and read by countless people, some damage has occured to some articles through the continued usage of the book.

Introduction
Congratulations, you have just purchased probably one of the greatest books ever written. If you're reading this book then you have decided to take on the glamorous and glorious job of a Slayer, if not, then give this book to someone who actually 'wants' to be a Slayer. Now that that's settled allow me to introduce myself. My name is Ruthven Galand, I've been slaying since I was young and have had numerous adventures, you might have heard of me, any fan mail can be sent to the address on the back. But enough about me, this book is about helping you.

I have spent the last several years gathering info from a variety of Slayer Masters, mighty Heroes, mysterious Wizards and almighty Legends. The monsters are labeled alphabetically, each article contains weaknesses, general tips, locations, reasons for Slayer contract's and helpful hints. Some articles even have first hand experiences from the legends who fight these monsters on a daily basis. So prepare for one of the most helpful books you'll ever read about.

(We accept no responsibility for any deaths or harm that comes to readers of this book.)

Aberrant Spectres
RT - Aberrant Spectres, as Ruthven describes them, are skeletons engulfed in slime, then left to marinate in sewage for several years. They are a type of undead who stink, not in terms of combat but in terms of scent. One of the banes for Vampyres and Werewolves as their superior sense of smell puts them at a disadvantage. The smell is so terrible that it leaves you absolutely defenceless, at which point it will attack, as your only defence is the projectile vomiting you'll undoubtedly be suffering from. Unfortunately projectile vomiting is very weak against one of these guys, and they will likely destroy you.

The way to prevent this is to where a nose peg, these can be usually found in the kitchen, sold by slayer masters or can be made using two sticks and some string. The standard test to check if it's on correctly is to eat something, if it tastes like wood then it's on correctly. The Spectres will, as soon as they realize their smell doesn't affect you, will go on to attack with strong magic attacks. The best method is to attack with ranged weaponry such as a bow or crossbow, and at a distance so that you can dodge their attacks. It's that simple really.

Why would you receive these as contracts? The gloop that makes up their body is used in stink bombs, you'll often find tower apprentices asking for this for 'research'. The main reason though is that you'll need to clear them from old ruins, particularly those ruins from the ancient empire.

Abyssal Creatures
RT -  The Abyss is a broken museum of worlds past, the dimension that holds together reality and the key to teleportation. Some say there use to be no inhabitants of the abyss, that as species who discovered it would attempt to live there, perhaps stupid, unaware or escaping troubles, ventured forth. And as they lived there, they became warped creatures intent on nothing more than destruction to all. Perhaps it is the first world, a world created by the gods of the gods to see what powers they held. Perhaps it was just always there, and so were the creatures that lived there. Nobody really knows for sure.

Whatever the case, abyssal creatures are no joke, since the discovery of teleportation by Saradominist wizards years ago, many new rifts are constantly being found, perhaps created by accident or purposely depends on the wizard. But out of these rifts come the inhabitants of the demonic realm. There are possibly thousands of different species living in the abyss, but there are 7 main ones you are likely to encounter.

Be warned, most Slayers will only fight the monsters on Gielinor, a few brave souls sometimes dare to go to the abyss themselves, it is said the gods forsake those who enter and very few actually return.

The 7 main species are Leech's, Parasites, Lurkers, Walkers, Guardians, Titans and Demons.

We're not going to go into much detail about some of these as they're not really that difficult compared to other monsters.

Leeches are the weakest denizen of the abyss, that doesn't mean they're not a threat. They swarm in large numbers and attack from a distance with ranged attacks and will sometimes come up close to finish you off. A strong shield is recommended against these, and 1 hit with a strong crushing weapon is usually enough to finish them off. Parasites are similar to leeches though slightly bigger and rarer.

Walkers are bipedal creatures who attack with their hands, they too like the leeches are small and tend to swarm. They are weak to magic though, and it is usually recommended to shoot some mid strong earth spells at them. A strong shield can also help in this situation as well.

Guardians are pyramid headed creatures who attack with a strong ranged attack and a quick melee attack. Its ranged attack is strong but inaccurate, so its recommended to keep your distance when fighting them and attack with arrows. A strong bow is recommended.

Titans are huge abyssal behemoths. They can sometimes be twice the size of a human and they possess humongous strength and power. However they are rare, even in the abyss, and you are unlikely to encounter one. Approach this enemy the same way you'd approach any other titan. Strong magic and Ranged attacks are recommended, as well as keeping your distance.

Demons are a lot tougher so Ruthven will go into more detail about them further on in the chapter.

In terms of contracts the main resource worth collecting is abyssal charms, used in summoning. They are dropped by most abyssal creatures and summoners will usually pay quite well for them.

RG -  Abyssal Demons are some of the toughest slayer monsters you are likely to face. They have a tough hide, freaky testicles and the ability to teleport you or themselves at any moment. Despite being small they should never be under estimated, most deaths are caused by the demons suddenly teleporting behind their attackers and attacking them from there. They attack with their testicles, in much the same way as a whip. Compared to other monsters of the same caliber the damage is weak, but they make up for it with the rate at which they attack. The testicles are also corrosive and can ruin clothes and blister your skin upon contact.

Strategy wise, unlike other demons, its generally preferred to go with a fast slashing weapon. This is because the demons quick speed and teleportation mean your attacks have a high chance of missing, therefore the idea is to get as many attacks in as possible so as to increase the number of times your attacks will land, slashing weapons being the fastest type of weapon, unlike magic where you'll have to wait quite a while for your spells to charge (A note from Croc: Should you be a mage and find yourself against these demons, remember a staff can still do decent damage if you swing it hard enough, try to use it as a club whilst you charge your spell and release it the exact moment a demon reappears). The first time you face them, go with a group, the increase in numbers will reduce the risk significantly as well as giving you a greater chance of striking them. You should also avoid trying to get outnumbered as a group of 3 demons will likely overpower and consume even the strongest of slayers.

The real strategy to facing them is to learn where they will teleport to, if you can guess correctly you can make sure they have little time to react before you slash them. Experience counts, it must have been 50 kills before I learnt their strategy and even then sometimes they won't follow it, a phoenix necklace or a ring of life is helpful and is sometimes a necessity when going against them. A skill found in certain slayers is a 6th sense known in the business as the abyssal sight. This is a skill whereby a person can detect subtle changes in the environment and can work out where a creature will teleport in from before they've actually arrived. This skill is either present at birth or can be learned either through working on teleportation magic (Usually found in wizards at the tower) or through the much better way of constantly training against the demons. I myself acquired the skill after years of practicing against them.

So, why do people send us to search out for these demons? On very rare occasions a damn Infernal Mage (see the article for more details)will have opened up a portal to the Abyss and the blighters will swarm out. The more common tasks however come from researchers and private collectors. Researchers, usually from the wizards tower, will want to study parts of them. Private collectors are usually only ever interested in 1 thing. The Abyssal Whip. The spine of a abyssal whip is highly flexible and very strong, how somebody found this out we don't know, but someone had the idea of turning this spine into a whip. This isn't a guide to weaponry (That's coming out next Summer) so we won't go into much detail about it. However we will tell you the chances of finding one are slim to nil. Not all demons have the right shape spine for the whip, and even then the spine might be damaged in the fight and even then it might get teleported away as the creature dies. This is the reason why these contracts are done by a kill a specified number of demons basis, people pay for a certain number of kills, and they get to keep whatever loot is dropped. I've been slaying roughly 30 years, killing those demons for about 8 of those years, I have never set eyes on a spine, it was said a colleague of mine found the perfect spine, only for him to be killed a hour later by another slayer at the same spot. So be warned, on these tasks its not only the monsters you have to look out for. The whip is one of the most valuable weapons that can be acquired from a Slayer and retirement usually becomes an option should you find one.

Airut
MK - Airut are creatures from another plane. They worship the now dead Godess Tuska who lies dead in the sea near the Kharidian desert. They are strong, capable of breaking even rune armor with just their fists. The fur on their bodies is the fur of Tuska, making their defences harder than one can imagine. They do have openings however, which gives you a chance to strike, if you are fast enough. They are fast, strong, but lack common knowledge, out smarting one might work, but not all the time. Beware of their pose, when on all fours, they are known to spit acid that can melt almost anything you wear. They also have a berserk mode that makes them attack in a flurry of fists or spit that is near impossible to dodge, the best thing you can do is to counter their attacks with your own flurry of attacks and hope that stops them.

On Mazcab, a plane they conquered, it is known that a poison called, Nemi, seems to weaken them enough to strike deadly blows at them, as well as slowing them down greatly. It is still good advice to not engage these creatures without proper training, or it will be the last, and only mistake you make.

Aquanite's

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Arachnids (Spiders)

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Ascension, The
ZR - The Order of Ascension are monsters, at least they are now. They were once human, mutated by exposure to a strange, crystalline substance. They are all Guthixian, and are determined to farm this crystal to create a new god of balance. Only those considered worthy by the Guardian of Guthix watching them may fight them. Their dungeon south of Yanile is home to six legions of them, an army lying in wait to be unleashed on the world. In general, ranged weaponry is sharp enough and has enough force to break through their armour. Aim for natural cracks and take advantage of them.

There are five types of Order of Ascension warriors, but for the sake of space and time in a beginner's book, the only you should worry about meeting in the world are the Rorarius. Rorarius hunt in packs known as Rorarii, sharing a telepathic connection with others of their kind. They are the weakest fighters, but also the fastest of the Order, and they alone are the primary hunters who would travel the world searching for human prey. They are rarely spotted in human civilization, but if they are it is wise to engage while they are farthest from the rest of their legions, especially if an innocent is captured by them.

Should you be worthy enough to enter the dungeon and face them, you shouldn't be reading a book anymore on the subject. Use your skills to watch their movements (or lack of) and find weak spots to strike.

RG - I would like to argue with one of the points above, by which I mean the one about not needing to read a book anymore. Remember books are useful, especially this one. You should probably go get a spare copy next time your in town.

Aviansie

 * You don't want to know what they did to this page*

Banshee's
RG - Banshee's are believed to be a type of tormented spirit that inhabits old ruins. Many are known to inhabit the Slayer tower in Morytania. They emit a powerful scream which deafen's those that listen to it, often giving them time to strike whilst their opponent cover their ears. They tend to attack with a variety of magic spell's and disorientate men with their awful looks (Well it disorientates me). The best way to deal with them is by wearing ear protection the best way being with muff's, most slayer master's stock Earmuff's designed to withstand the sound. If no earmuff's are available, ripped cloth or mud will suffice.

They tend to have fairly weak defence, a few good hits is enough to take one down usually. Their is no preferred tactic but I prefer to finish them off as quick as possible before they can bombard you with spell's. Slayer Master's get assigned these if they are found in old tombs or dungeon's, another reason is simply to lay the spirit to rest. As long as you use the right protection there should be no problem.

Basilisk's

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Bloodveld's
RG - Bloodveld are large creature's with 4 legs and a long tongue. They are commonly found in morytania though Raptor and Talon tell me that some Zamorakian groups and Vampyre's also keep some as guards or pet's. They like to hide in pool's of water, waiting for the scent of blood to lure them to their prey. They attack with their long tongue's, which possess an ability to drain blood's from their prey, the weakened prey usually then ends up being dragged back down into the water where they are ripped to pieces and eaten. Their tongues have the affect of a magic attack so metal armour isn't reccomended as the effect tend's to conduct throughout the whole body.

Meelee in general is not reccomended, then why is the guide being written by a swordsman I hear you ask. The reason being is that if your quick enough and your reflexes are good enough, you can dodge out the way and slice off their tongue, they are generally not well adapted to fighting without tongues so you can go in for a kill, though meelee is also not reccomended as they have a strong hide. Magic attacks are most reccomended as they do the most damage against them, and the user can stay far away from the tongues. Raptor say's there is an interesting rumour that states something interesting will happen if you attack one with blood magic, though to my knowledge this hasn't been tested.

You may also find mutated bloodvelds, though in my experience they are only ever found in certain dungeon's in morytania, their mutated nature means they are generally not very good pets or guards.

Canines

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Cave Bug's

 * The page is filled with crude drawings of male reproduction organs, so much in fact, that the entire text is illegible*

Cave Crawler's

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Cave Slime's

 * The word's 'Samuel's is a Twat!' have covered most of the words*

Chaos Creature's
Chaos creatures are believed to have been normal creatures who have been 'cursed' by Zamorak. Chaos creatures include: Dwarves, Giants, Gobl-- *The rest of the page has been ripped out*

Crabs (Rock and Giant)
RG - Rock Crabs are crabs found on the fremmenik coastlines. They are related to the hermit crab, but are much bigger with some the size of boulders. They disguise themselves as rocks waiting for unsuspecting 'prey' to walk by when they attack. They attack with their claws, which can snip off limbs or crush skulls. Their rock shell provides defence against most melee and ranged attacks. The best way to attack them is with magic or by pushing them over, so they're left open to attacks on their body. They're pretty simple to beat and not one of the main predators, often targeted by Dagganoths, Wallaski, Kyatt and Humans. It also tastes good served piping hot with butter. I'd recommend bringing either a strong friend or a local fremmenik to know the moment when you can finish it off quickly.

CS - Giant Crabs are usually only found underwater, raised by Mogres for food and armour. However sometimes they escape and can grow to massive sizes. They terrorize fishing populations by cutting lines and sometimes fisherman as well. Their carapace is not as hard as a Rock Crab's armour but is still strong nevertheless. Because the claws are designed to fall off and regrow, they're actually quite weak so a good tactic is to aim for the base of the claws whilst defending against one. This tactic usually only works on land, if the crab hides underwater lay a trap for it or capture it in a strong net and bring it on land where you can finish it off. Possible rewards for such an encounter is the carapace, which some experienced crafters can turn into armour while other parts of the shell and claws can also be sold for a decent sum.

Crawling Hands
TL - Crawling hands are basically giant hands that crawl. Their size ranges from the size of a regular hand, to the size of a giant snail. Their origins are unknown but are believed to be related to necromancy. They're usually found in the Slayer's Tower, and old dungeons, especially those in Morytania. However, sometimes they raid tailors and jewelry stores looking for rings and gloves, which they value as highly as a fresh kill to a young wolf pup.

Combat wise they are weak, however they can fool the stupid. As they're hands, they don't contain any vital organs or a head. This leads some of them to play dead after a single strike, then attack again once their attacker turns around. A strong crushing blow should take any hand down, however with other weapons its advised to check if the creature is dead before moving on.

Crystal Shapeshifters
MK - These creatures, there is a lot to point out about them. If you are ever tasked to slay one of these creatures, then you've come to the right location to read. They use to be elves, those who failed to come to Gielinor with Seren. They went mad and shoved crystal into them to survive. It made them crazy, and would attack anyone on sight. They can shapeshift their body into any style of combat they want. I advance fighting them with two style of combat, this will slowly confuse them. They're body is partly crystal, they do have opening which is their torso, but careful, if they find you're opening, they will shapeshift into a wheel of spike and charge at you, the only way out, is to run from it until they are tired.

As I said before than can change their style of fighting willingly. Their melee appearance is with a crystal style sword, no shield. They are fast and swift with it, being able to cut clean through even a mithril armor. I did do some testing, they can over power even a rune armor and sword, if he attack is on the same spot. Their range style is based off a regular crystal bow. Only it's a bit longer and look more like a regular wooden bow. Nothing new there, but be caution, their archery are very good, despite being violence. Lastly we have their magic appearance. They have no weapon, the crystal used as weapon would form above their head, this is their source of magic. They can use the magic abilities we use, but no source of runes, it seems that the crystals are the attacking methods.

They are aggressive creature, unless speaking to one of their kind that hasn't gone crazy, they will manage to talk them out of attacking you. DO NOT have crystal on you, if you do they will attack you.

Cyclop's

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Dagannoth
CR - Dagannoth are fierce amphibious/reptillian creatures who inhabit the oceans in the Fremmenik Sea, particularly Waterbirth Island where they live in groups of what is believed to be thousand's. They come in various sizes from the young which hatch at about a foot tall and combat ready, to the Sentinel's and King's which can be twice the size of some human's. They are similar to dragon's in their structure and combat style, they breathe powerful water spells instead of fire however. They possess sharp claw's and teeth as well as spikes on their back's which can be launched at opponents like a projectile. They also have gill's which enable them to breathe underwater, they are mortal enemies with the Fremmenik and human's in general, often attacking local settlements or boats. Some have been known to wear armour and it is currently unknown who makes it. Most Dagannoth tend to be proficient in either one form of combat, (Claws, Spines or Water Spells) but the more powerful ones usually found within the depths of Waterbirth Isle can be skilled in all 3.

Slayer master's usually aren't called to deal with Dagannoth as the fremmenik usually deal with them, and they're pretty good at it. However sometimes they will be called to help escort travellers or archaeologists who need escorting along the coast or whilst travelling between the islands. They usually attack in groups so it is unwise to attack one on your own, you should also avoid fighting one underwater as they will have a huge advantage over you, usually attempting to drown you, like sharks it is reccomended to punch one in the gills should this happen. A strong shield should be used to defend against their ongoing attacks, a group of 3 or 4 experianced combatants or a fremmenik should usually have no trouble dealing with them. It is advised to practice dealing with situation's where you'll be attacked in group's before dealing with them.

Dark Beast's

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Demon's
For abbysal demon's see 'abbysal creatures'. *The rest of the page is covered with thick ash that has stuck to the page*

Tactics
AX-  Well unless you have a special shield, be quick on your feet to avoid the breath, don't bring loose cloaks so not to allow them to catch fire. Aim for under the scales or the stomach, possibly inside the mouth if you can manage it without dieing. And most importantly, never go it alone.

ZR - Many Slayers will say a shield is the best option for fighting Dragons, but alternatively there is a potion made from lantadyme and dust from dragon's scales that will enhance your protection. As Dragons shed scales fighting other dragons, or simply to replace old ones, dragon scales can be found where Dragons nest. Obviously, you can kill a Dragon and use the scales to craft a new potion, as well.

From my experience dealing with the Worshippers of the Dragonkin, Antidragon shields are not common between them. One of my prisoners mentioned they use a heavy, thick spear with a winged head around the Dragon's throat, to keep the beast from aiming fire down upon them. While the head is held up by the two with the spear, a third will strike the underbelly. This isn't too different from how a new slayer should face a bear, except the bear will bleed out faster.

Iconic Stories
AX- Me and two others were contracted to slay a dragon, supposedly hiding in the deep jungles of Karamja. There was myself, a mage, a druid and a warrior, oddly enough a dragonkin. I didn't stay close to either of them. We spread out in a three man arc as we trekked into the jungle. The humidity and Foliage getting thicker as we did so. Eventually, we came upon a strange magical sealed door, bound with a spirit guardian who asked us a riddle to proceed inside. We simply exorcised the poor soul and forced the rusted hinge open. Once inside the mage gave us each a stone to emit some light as we descended down some old stone steps. After going down for what felt like an eternity the cavern widened into a natural cavern the path splitting into a stone bridge, a deep cavern on either side. On the other side of the cavern rested a beast, a seemingly half dead and rotting dragon. Turns out a local witchdoctor was having fun with dead bodies and spirits. So we engaged it, the mage attempting to bind it with earthly spell's, as the Dragonkin engaged it head on, I myself applied a poison to my spear and moved to stab it in the scales under its lower jaw. The dragonkin was torn apart in the beasts jaws, allowing me to stab it in the flesh under its scales, and gave the mage enough time to trap its legs. With my weapon stuck in to the beast, I was forced to disengage backwards and draw my blade at the time, ready to distract and reengage while the mage did his thing. After a rather short and life threatening fight, the mage trapped it. and I stabbed into the back of his neck, severing the brain stem from the rest of its body so it couldn't move, now only the head was moving. After a hour of hacking flesh and using magic to burn through it as well, we chucked the head into the Abbysal cavern on our side and took some scales and bones as trophies.

Dragonkin
RG- I have added this category to prove a point. If you thought you saw a Dragonkin, it most definitely was not a Dragonkin. They were hunted almost to extinction many years ago, if they even existed at all. The amount of times we get contracts about dragonkin and it turns out to be adventurers in d'hide armour is ridiculous. I will also add that you will die if you ever met a Dragonkin, based on the stories they're not nice guys. Most slayer master's if they're of sound mind won't accept a contract for dragonkin anyway.

RT- I'd like to add a passage from a book referring to the dragonkin to give people at least some information about them. "The stories tell of the dragonkin being an intelligent race of bird like creatures that walked rather than use their wings. They are said to be immortal but cannot reproduce, because of this they became very afraid of death and shunned all other races. The dragonkin made corrupted versions of themselves for protection, what we know now as dragons.". I hope that gives a better description than whatever Ruthven wrote.

Dust Devils
FI - The Dust Devil is appropriately named after the natural phenomena of the same name, a sandy tornado. These creatures spew copious amounts of sand with great speed from their maw. Just as how the natural occurrence is more apt to harm you by eroding your very skin away rather than displace you, the same is said for these creatures. The challenge is simple and the solution is simple on paper. Leave no flesh exposed and aim to smash their maws shut with weapons good for crushing. This is the most effective combat solution. But do be aware, these are also very durable beasties. One needs both a good aim and good strength. One or the other shall not suffice.

Edimmu

 * The page is a common drop from Dungeoneering bosses but after 15 tries the team gave up*

Elemental's

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Familiar's (Rogue)
CR -  Familiars are creatures that can be called from another plane to assist summoners. Familiars come in all shapes and sizes and it is unsure how many there are. During the summoning process, the summoning can go wrong via a number of ways. This sometimes produces what is known as a Rogue Familiar, a familiar that is no longer under its masters control. From experience I can tell you its almost always a young summoner who makes a familiar rogue, so they usually aren't that powerful.

Some useful tips for the more common familiars are:
 * Spirit Wolf - Not that difficult compared to a normal wolf, though ear muffs can be recommended as its howl has been known to strike fear into even hardened individuals hearts.
 * Dreadfowl - Its a chicken, so its not that hard to kill, but it uses some strong magic attacks so be careful.
 * Spirit Spiders - Not much tougher than the Giant Spiders around Lumbridge.
 * Thorny Snails - Its slow, but can spray you with slime from a distance.
 * Granite Crabs - Similar to Rock Crabs but with a tougher shell.
 * Spirit Mosquito - They move quickly and dodge your attacks easily.
 * Desert Wyrms - They can shock you with a powerful attack from their tail, so try to keep away.
 * Spirit Scorpions - They fire venom at you which is poisonous, an antipoison potion is advised when taking one on.

You rarely see any stronger familiars than these as the summoners have learnt to control familiars better by then.

Ganodermic Creatures

 * A young mage appears to have scribbled all the words out with purple ink*

Gargoyle's
TL -  Gargoyles are basically Demons made of stone. It is believed they are statues that had become possessed by demons, though Raptor tells me there is also a less credible theory that they are demons who bound themselves to the earth and their skin eventually became stony. But how they came to be isn't as important as how to kill them. A gargoyle should be treated the same way you would fight any demon, they can come in various sizes and can be found in various locations, though mainly the Slayer Tower.

A gargoyle has a tough stony skin that's almost as hard as rock, this makes a crushing weapon a good choice though magic supposedly works better, particularly water spells. However they have an ability to regenerate when near death, thus if your unprepared they will continue to survive your attacks. A rock hammer is the preferred way to kill them but some warriors are strong enough to kill them with another strong crushing weapon. Using one of these once the things are on their last legs are the 'only' known way to destroy one.

It's a good monster to kill as the feeling you get after a long fight, then finally smashing him into pieces and smashing its heads in until it turns to dust and is carried off into the wind. It's so satisfying.

Ghosts

 * Your not wearing your ghostread amulet so you don't understand what it says, that or somebody replaced all the words with 'woo' as a prank*

Goblin's
TL -They're little short green pricks who are usually too busy arguing to fight properly. If you can fight reasonably well, you're going to beat these guys. They are really only dangerous in large numbers, should this be the case keep shouting things at them to get them to argue with each other such as "That guy said your armour sucks".

Goblins are usually assigned by people who've had stuff stolen from them, or recently had their land invaded by the green f***ers. These contracts are common but don't often pay well.

Gorak's

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Harpie Bugs
CS -Ah! These little buggers. Before we learnt their weakness they were some of the toughest insects to beat on Karamja. They're little swarms of insects that hang around on the North Side of Karamja. They're fast and they attack by rapidly bombarding you, then when your down they swarm over you and devour you. They will almost always dodge any attack you throw at them, usually resulting in a long winded fight where you slowly kill them one at a time. However they become much easier to kill with a bug lantern. These lanterns are specifically designed to attract and disorientate bugs. When a swarm of the buggers see that lantern they'll move over to you and stop in front of it, however it doesn't stop them from attacking you.

Best way to deal with them, same with any bug, crush them. Use a strong crushing weapon, the faster you can swing the better, it should take them out in no time. Why people want them killed? Its essentially pest control, they sometimes head over to shipyard and take out all the woodwork, and sometimes the workers. Another reason is a lot of rare herbs are located near their nests. That's all there is to it.

Horror's (Cave & Jungle)

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Icefiends

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Infernal Mages
TL -Though technically human, this is one of the few examples of a human classed as a slayer creature for their crimes against nature and Gielinor. Infernal mages are mages who have experimented with 'infernal' magic. Its called Infernal in relation to Infernus, the realm of the demons. The magic is often associated with demonic rituals and particularly the abyss. Through these experiments mages often start to lose their minds, they are often found in old castles or ruins sprouting nonsense and attempting to create feeble rituals.

Infernal mages should essentially be treated the same way as any other mage, they are usually not that strong of a mage as a result of them being mental. Ranged weaponry is advised, as well as coming in a group. They tend to fight the same way any normal mage would though they may attempt some less common spells against you. This makes them unpredictable. Because mages are sociable creatures (Usually) they too are often found in groups.

Infernal mages are put on contracts from monks or druids who don't want them upsetting Gielinor any more. As a result they are really only found away from human civilization, such as in the Wilderness or Morytania. Sometimes wizards give them as a contract in case they drop a rare book or scroll, those sorts of assignments are usually quite profitable.

Insectoid's

 * Various doodle's of insects cover the important word's in the book.*

Jadinko's (Mutated)
RT - Jadinko's are creatures that work in tandem with the jade vine. They help it grow and it in turn keeps them alive. Most if not all Jadinko's live near the vine itself, located in Southern Karamja. They are born from the vines themselves it is said by the tribespeople. If that's true then it help's prove an important factor. For you see, certain vines become mutated, these mutations then cause some jadinko to be mutated. These mutated jadinko's cause harm to the plant and to the other jadinko's, they are also more aggresive, sometimes seen attacking people. The Jadinko's themselves actually reward human's who help kill their mutated brother's. Their are 3 types of mutated jadinko that are likely to appear. Baby's, Guards and Male's.

Mutated jadinko's are underestimated when it come's to how dangerous they are, high level slayer's have succumbed to even the baby's. They're claws are designed to be stronger than machete's in order to get through their jungle terrain and can slash apart weak armour's with ease. The older jadinko's also possess phenomenal strength and can deal crushing blow's to they're enemies, they also possess a thick hide which can soften many attack's against them. They also possess a magical attack, which they can use to attack enemies from afar. But those traits aren't what makes them so dangerous. All jadinko's possess an ability to telepathically communicate with the jade vine itself, they can command the vines located in the cave to attack they're enemies, they can slash at you with a whip like blow, knock you down to the ground by tripping you up, or even grabbing part's of the body and tieing them up. A strong machete or axe is advised to stop this from killing you.

They're are several tactics that can be used against the jadinko's. Burning mutated vines produced a smoke that disorientate's the jadinko's hindering their telepathic communication. The vines can also be heated, then fletched to make a weapon local's call a sagaie. These are javelin sized projectiles that are highly effective against jadinko's and can cause great damage to them, the vines can also be made into Bolas, which can be bind a jadinko in place if thrown correctly. As both weapon's are made from vines the jadinko's tend to not dodge them if thrown at them.

Baby's are strong, but not that strong. In groups they can overwhelm attackers, but their mutated nature usually makes them end up on their own. A sagaie through the neck can usually kill one quickly, though if your ranged isn't that good you can run up to them and stab them up close. It is advised to kill them as quickly as possible, so as to not alert the vine. Guard's are the 2nd strongest of the 3, they're quite large and have adapted to have a stronger hide and tougher claw's. A bolas can be used to bind them in place where you can finish them off with your weapon of choice. Try to aim for the neck so as to kill them quickly as well. Make sure to always keep an eye on your surroundings, and try to attack them away from any vines if possible.

Male's are surprisingly the toughest of the species, they are slightly bigger than the guards and possess a colourful plumage. They are the toughest of the jadinko's and should be treated with caution. The same tactics with the guards should be used against them, but it may take several more hits before you kill one. Some of them are draped in razor sharp vines that negate damage against them. Should you manage to kill one of them and obtain a vine, many smith's, druids and wizards are willing to buy one of these.

Jellie's

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Jogre's
TL- They're basically ogre's that live in the jungle.


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Kalphites

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Killerwatts

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Kurask

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Lizards

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Mahjarrat
ZR - Mahjarrat are monsters. I speak from experience here, as I have personally fought over three of them in my lifetime. Mahjarrat are legends, but those legends are true, Slayer. The Mahjarrat are powerful, beyond most people's comprehension. None of us, as Slayers, know where they truly come from or what it is like, but we do know that Mahjarrat can summon hordes of undead, and others have the ability to enter the Shadow Realm. They focus mostly on powerful magic and strong melee, being that the Mahjarrat are much taller than even the Elves, with a strong muscle frame an Ork would envy.

With the God Wars returning, Mahjarrat are a serious threat. Many of them are aligned under the banner of Zamorak, and with so many Zamorakian Mahjarrat, they are less likely to turn on eachother as they would usually. Mahjarrat who are willing to work together are the largest threat to any army in the God Wars.

Mahjarrat don't have weak points, other than the fact they lose power before their ritual every 500 years, where one of their own is sacrificed. Their last ritual was in year 169 of the Fifth Age, so for the forseeable future I would advise the slayer to avoid Mahjarrat, and instead allow Gods and their Generals to deal with them. They are not likely to be assigned, as many Mahjarrat prefer to stick to themselves.

As for strengths... It is wise to never fight a Mahjarrat. And if you are lucky, you will never need to.
 * Mahjarrat can enter dreams and invade the mind.
 * Mahjarrat raise the dead as zombies, skeletons, or the much more powerful wight.
 * Mahjarrat can cast magic without runes.
 * Mahjarrat don't eat, sleep, or drink.
 * Mahjarrat can open portals to other dimensions, including the Abyss and the Shadow Realm.
 * Mahjarrat are capable of telepathy.
 * Mahjarrat can sense others of their race.
 * Mahjarrat are old enough to develop their own spells, beyond even human capabilities and create or find powerful weapons and armour.
 * Mahjarrat have the frame to either enhance their speed, or be a runite wall to strikes. They are very competent at melee fighting.

Mogre's
TL- They're basically ogre's who live under the sea, yet for some reason aren't called sogre's.


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Nechryael

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Ogre's

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Pyrefiend's

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Rat's

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Ripper Demons

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Roc's
RG -Not to be confused with rocks, Roc's are some of the largest known birds in Gielinor, they are about the size of a medium sized dragon. Roc's are generally located in mountainous regions with the most common sighting being near Death Plateau, north of Burthorpe. They make their homes atop unscaled peaks in huge nests, so as to keep their young safe. They usually don't attack humans, as the areas they live in are more commonly habited by Trolls. However they have been known to become extremely aggressive if their young are found to be in danger, not stopping until it either gets revenge or gets killed in the process.

Now, these things are dangerous, you'll most likely be fighting in mountainous regions full of steep drops so you need to be careful of your surroundings, Roc's take advantage of this by creating powerful gusts of wind to try knock you off, so it's ideal to be against a wall or behind a rock in order to avoid this. They will also attempt to charge at you as well so that should be avoided. They have strong beaks and talon's and won't hesitate to use them against you. Finally, they sometimes have a tendency to grab you in their talons and then drop you from a great height, they may also do this with boulders by dropping them on to you as well.

How do you beat something like that? If your not light on your feet, your going to have a hard time, so to compensate by wearing a heavy set of armour, some recommend not taking a helmet so your visibility is much better. With the added weight you may just be able to brace against the wind attacks and deflect against any further attacks. Those of you who are 'light on your feet', will want to avoid unsheltered areas, as this leaves you open to attack. You should be able to dodge most of the attacks as its size means it doesn't move that quickly. With weapons you would want to use ranged or magic attacks so you can hit it at a distance, with melee it's a lot harder, so if you are completely incompetent with the other 2 methods than a strong shield and a friend who is, are recommended. Ideally you shouldn't be facing these guys on your own anyway, a strong team should be able to take one down without too many problems.

And who by the abyss would put out a contract on them. A roc egg is one of the most valuable egg's in Gielinor, they can reach very high prices if someone manages to obtain one. Problem is the mummy bird doesn't appreciate you taking its children. Slayers are then usually called in to either kill the bird before hand, or stop it from destroying a town afterwards. Roc feathers are also quite valuable for fashion, a Roc head is also quite a rare trophy and highly valuable. Of course there is also the possibility you'd want to try riding a Roc, though most who try the experience aren't really heard from again...

Rock Creature's

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Rockslug's
TL - Rockslugs are slugs that are covered with rock. They are pretty much pathetic and require very little experience to defeat them. Though mostly weak to magic any combat method will do. They are small so you only need to protect your legs. But, many unexperienced slayers are defeated due to their ability to curl themselves into a ball of rock when they are at the point of death. They use this time to slowly heal themselves at which point the slayer might have believed it was dead and turned around. This is when they pounce and attack from behind. ON their own they're quite weak but in a group (Which they're usually found in) they will sometimes all attack you from behind at once.

The only way to stop this is once they curl up, sprinkle some salt on them, this will dissolve their body and they will die. They drop little worth while, the rock that makes up their body might contain a gem but its highly unlikely. Some fisherman use them as bait I'm told, but I'm not sure what sort of fish would want it. Usually its a pest control problem.

Scorpions

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Snakes
CR - Snakes are long reptiles with no limbs and often found in humid or marshy climates. Snakes range in size from about 3 feet long to about 300 feet long (Though the latter tend to only be found in the Eastern Isles). They can be land or sea based. Almost all snakes you will encounter are venomous.

Snakes defend themselves usually in one of two ways either by biting you with their fangs and injecting venom or through constriction. Most snakes are found in hot jungles such as Karamja and are often bright green or yellow so as to camouflage themselves with their surroundings. However as a Slayer you'll often be tasked with killing 'Giant' Snakes. These snakes are between 8 and 15ft long and have venom capable of easily killing someone who hasn't taken the correct precautions. It is advised to take them out of a distance as snakes this size don't tend to have many long range attacks, except 1 in certain species. Certain species will spit venom at you can do this from about 30 ft in one reported case. Usually they will aim for your eyes, as this will temporarily blind you, goggles or ordinary spectacles help prevent this. In some rare cases the venom can be corrosive, making sure any bare skin is covered is a good idea.

So strategy goes, prepare to attack at a distance, keep a good eye out as they tend to camouflage in the background, bring anti poison and wear suitable armour. That's all there is to it. Reasons you might get these are either pest control, or for the hide which is used to make ranged armour.

The other type of snakes you'll find are Sea Snakes, these are often much bigger, sometimes the size of boats. They use the same attack methods as their smaller counterparts so the strategy is the same, though the distance you want to stay away is much bigger. If your fighting one on land then it is advised to stay away from the water and aim for the head. If your attacking from a boat it becomes different. A strategy for sea snakes is that they attempt to wrap themselves around the boat and slowly constrict it, slowly breaking the structure, they then swim around catching up all the people who fell into the water. These snakes have strong hide and so they can usually survive long enough against a bunch of sailors with swords to break the boat. I did once observe a strategy where sailors would wait until the snake had coiled once around then predict where it would come over next, they would then strike at their head as it came round, with enough skill and people it is entirely possible to kill one with enough blows to the head and neck. As for reasons for killing one of these, it's pretty self explanatory.

RT - I thought I would add a little Health and Safety note to this article in terms of snake bites. If you are bitten it is important not to panic, stress makes the condition worse and can induce shock. Stay calm, bandage the wound and take a mouthful of antipoison only. An ironic property of antipoison is that too much is poisonous and can kill you, so don't panic if you don't notice an immediate effect.

Spiritual Warrior's

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Strykewyrm's

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Terror's
CR - Terrors, a form of warped creature that fall into their own category. They are the dead who have been reanimated with a certain spell. The spell returns them as a monstrous green form that becomes resistant to magic attacks. This spell is only used by the strongest albeit ignorant necromancers. As the spell also corrupts the one who uses it. The spells effectiveness depends on 2 factors, the strength (And Intelligence) of the subject and the power of the necromancer. As such the most common terrors you might encounter are usually rats or canines. Mostly Terror Dogs, because what sort of self respecting necromancer wants an army of giant green rats.

As far as strategy goes, magic is best avoided due to the defence the creatures have built up. Therefore if you go by the combat triangle ranged combat is the most effective, however I believe melee is just as useful. The strategy is prepare for a long fight and watch out for the teeth, a long weapon is best preferred in that case. Those slayers with enough experience should find no trouble with these, those without will likely find themselves a chewed pile of bones if they attempt this task.

Troll's

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Turoth's

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Undead
ZR - Undead are a specialty of my family to fight, and most of us have developed our own techniques against them. As ghosts are undead, though different in fighting I believe Ruthven has them in another section. The remaining undead can be boiled down to some form of zombie or skeleton. Zombies are very chaotic and have little control over themselves, as a result they rarely use all the muscle they could. That muscle makes them both stronger, and weaker, than their cousins the Skeleton. Zombies are not hard to kill, unless they have armour. Treat them like any other opponent, specifically one who will ignore pain. Strike for the joints, and move for the neck and head. It's the only way to truly kill them.

Skeletons lack muscle, but can more easily control their bodies. They are precise, though hardly a threat unless they have a weapon. A crushing weapon to the chest proves most effective for skeletons, as it will shatter their bones if you can reach the spine and force them to pieces.

Undead are usually summoned by a Necromancer, meaning there is some form of Mahjarrat, Lich, or Warlock around undead, or there was at some point. To destroy a Lich, you must shatter their phylactery or else they will experience little pain, and refuse to depart. Most Liches can't stray far from their phylacteries, enough so many wear it on their person. It is usually a piece of jewelry, a dagger, or anything else that could hold a gemstone for binding. Liches will usually need more than one person to fight them, unless you are experienced in slaying them. Liches can range in power from weaklings such as Dragith Nurn, to world shattering beings such as Thorvald.

Personally, I prefer a strong attack to shatter the undead in a single hit, though my nephew Driez has implemented "brutal" arrows, made by using blunt heads to shatter the bone rather than pierce it. My sister Natalie swears by Crumble Undead, saying the spell does no damage to the body allowing a proper burial and respect to the spirit after. My father Lucius found the best way to destroy undead, is entirely situational. There really isn't a "wrong" way to do it, and it is mostly up to the Slayer's preference.

To practice, Lumbridge Catacombs is a fairly safe place to learn about Undead and fight a few. When that grows tiresome, there are stronger undead deep within the Stronghold of Security in Gunnarsgrunn.

Vampyre's
RG - This really shouldn't be here, I mean the Vyres are nice enough to let us train at the tower for only the low price of a Tithe. I mean they definitely aren't huge evil power mongering self righteous dictators who care more about politic then human life, I mean that would be rude and untrue. Of course to keep relations with the Vyres smooth, we'd like to remind slayers to officially avoid messing with the residents of Morytania who graciously pay their low low taxes.

Ok description. Vyres (Or Vampyres or Vamps) are strong bat humanoid creatures who govern the realm of Morytania. They come in a range of forms and officially we are only aloud to slay one of them, as they can prove a nuisance to other Vyres. The one form we are aloud to kill is ravenous, which is a vyre that has gone a long time without a drink and has become weak and insane. These creatures are fast and can be strong, but they can be taken down with any strong weapon, a stake (Not Steak) through the heart might be needed to finish off some of the stronger ones. They are usually found in the haunted woods to the East if Canifis.

We're not aloud to tell you about the other forms so as to keep the Slayer-Vyre relationship strong. Were not aloud to tell you the other forms are Juvinile, Juvinate and Vyrewatch. We're not aloud to go into great detail about the forms and their weakness either such as Juveniles look like a mad scientists assistant and can still be affected by standard weapons, though the stronger ones require silver weapons in order to be harmed. Its the same case with Juvinates who also have similar weaknesses but are stronger. They can't be harmed by non silver weapons and they also have the ability to turn into an invulnerable mist, I should say when they turn into mist they are invincible and definitely not weak to Holy water. Also you definitely can't cause even more damage by using a weapon made out of silvril which is an alloy of mithril and silver.

Vyrewatch are much tougher, they have wings and the ability to detect where a blade, projectile or spell will strike and dodge out the way. This makes them unbeatable against humans as there is definitely no way to land a hit on him, such as attacking really quickly in a large group in order to make it almost impossible to dodge, or to use some sort of silver flail weapon so they can't predict where it will hit them.

As you see, only a fool would face a vyre as they are almost invincible, and humans have no hope of beating them. As a reminder, remember to respect the vyre overlords if your on an assignment in Morytania and to definitely not think there is any hidden tips on how to defeat vyres. Remember, respect Vyres, invincible, no hidden message.

Wallbeast's

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Warped Creatures

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Werewolves

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Wyvern's

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Zygomites
RT - I'm told they're these giant mushrooms that walk about, if you have more reliable information please send it to us.

Contributors
I interviewed various people, who also took time out of their busy schedules to help provide information or even write passages themselves. The person who wrote each passage can be seen by their signature at the beginning of the passage in bold. The signatures stand for:
 * RG - Ruthven Galand is the author of this book. He is dashingly handsome and a superb slayer and rapier fighter. His amazing speed often leads foes little time to react before they are killed. He has been slaying since he was a child and hopes one day to be the best slayer their is, he is also currently unmarried (Address on the back of the book ;-) )
 * TL - Talon, the brother of Ruthven. He is a man of few word's but we have included them anyway. He's been slaying as long as Ruthven and has amazing strength, his mace smashes through all but the toughest monsters armour's. He is a ferocious enemy in battle and has a great knowledge of Morytania and the creatures within. Talon retired from the Slaying business recently and currently works as a shopkeeper with his mother.
 * CR - Croc is a wizard and explorer who has lived a long and fulfilling life. His spell's annihilate all monster's in their wake and also has great strength (For a wizard). He's not very social but his skill's and knowledge in battle and his willingness to at least try to get on with people. He is currently on a journey throughout Gielinor looking for more adventure and experiences.
 * RT - Raptor is a superb ranger who boasts an incredible ability to read as many book's as possible and annoy people with the facts he learns. That's right I know your probably reading this book right now and yes I just wrote that down. He is highly accurate with most ranged weapons and boasts a good ability with herblore. He is also very passionate about helping others and is one of the few slayers who outright refuses to kill any human's whatsoever apart from in self defence. He is currently retired and living in Yanille.
 * CS - Centauri is an experienced slayer who has been slaying for almost 50 years (I think). He's travelled all across the globe battling monsters at all corner's. His knowledge on some of the rarer creatures has been extremely beneficial to this book. Even though he's old he's still capable of taking down people half his age. He is currently living in Burthorpe after being forced into retirement by his son.
 * AX - Alexander is a seasoned traveler met by the author in the Rising Sun. Fortunately he had enough time to share some of his stories for the book.
 * ZR - Zarin Renderra is a master slayer and world traveler. Having a record as facing off against the Kronesian of the Worshipper Empire, tackling the Airut, slaying Demons, and assembling a Slayer Helm from parts he obtained himself. He was a Runner-Up to Gabriel D'Arcane in the Wizard's Conclave tourney, and won the Worshipper Tournament with a narrow victory over Gonad the Barbarian in what many would call a dirty move. But as any Slayer would tell you, there are no dirty moves against Monsters. Zarin is an expert on the Mahjarrat. After his retirement and leave from Gielinor, Zarin's followers created the Silverclad Slayer Guild on the island of Port Tyrion, territory owned by Zarin's family to the far south. With Zarin now out of contact, his nephew Driez Renderra, son Theseus Renderra and student Brontes Adrasteia remember and carry his teachings.
 * FI - Faeyrin Inimica is a simple person and has no specific track record of notable feats of Slaying - they're just good at killing anything they come across.
 * MK - Mark is the first commander of The Godless, and a master in slayer. He has had experience fighting Airut and other beasts that are new to the list of slaying. Mark managed to find time to write within this book, in the hope it helps those who are ready to train in the arts of Slayer and plans to continue to write whenever he has the free time to help others of what he knows.


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Something wrong with this book?
Something wrong with the book, pages missing, vandalized or enchanted to give you irritable bowels? If so, simply send a message to the address on the back and we will endeavor to send a replacement. Also if their is any missing information, be sure to send any more information you know to the address as well.

The End, finito, finished, done.