Assuming 26 laps per hour at agility level 75+
Players using the plank training method can expect:
For players with an agility level below level 72, repeatedly doing the “plank” obstacle will result in higher overall experience gained per hour. See “The Plank” section below for more details. At levels 55 or higher however the pyramid top can be reached with some regularity so the added cash payout may be worth the slightly lower experience rate. Most players run the full pyramid at agility level 60-65 or higher, some also start at lower levels.
Equipment: Dessert shirt, robe and boots.
Inventory: Food and Waterskins. At lower agility levels players will fail more and consequently require more food. Higher level players will hardly/never fall and only require waterskins allowing them to stay out for longer. However it is important to leave space in the inventory for the pyramid tops so don't take a full inventory of waterskins. Players with lvl 68 magic and on the lunar spellbook can use the “Humidify” spell [3 water runes, 1 fire rune, 1 astral rune, per cast] to refill the waterskins in their inventory to stay out for as long as their runes last.
For players that will be using the Nardah bank (see the next section “Getting To The Pyramid”) it is recommended to have a large number of pre filled water skins in their bank as they cannot be easily filled in Nardah. (Unless they will be using the aforementioned “humidify” spell.) Waterskins can be bought in the Shantee Pass shop (full or empty) and can be filled from any standard water source in the game.
Players who own the Pharaos Scepter can use any bank they want (home teleport, castle wars, etc…) and then teleport straight to the pyramid entrance using the Sceptre. The scepter is the best way to get to the pyramid, unfortunately it is a very rare drop and it is not worth getting the scepter just for traveling to the agility pyramid minigame.
Players who have the quest requirements for “Contact!” & “Ichtlarin's Little Helper”, can use the bank in Sophanem. This is the closest bank to the pyramid and there is also a sink nearby where waterskins can be refilled. As mentioned earlier, players with lvl 68 magic and on the lunar spellbook can use the “Humidify” spell [3 water runes, 1 fire rune, 1 astral rune per cast] to refill the waterskins in their inventory instead of going to the sink. Although the walk to Sophanem is not long, using the Humidify spell will enable players to stay at the pyramid for as long as their runes last (provided they are willing to sell their pyramid tops at below the max price). Sophanem can be reached in the following ways:
A. Double Carpet Ride From Al Kharid Take the carpet to North Poliveach. Then from South Poliveach take the carpet to Nardah. (200gp + 200gp)
B. Slayer Ring Use the slayer ring to teleport to slayer master Summona in Poliveach and then take a magic carpet ride to Nardah. (200gp + a slayer ring charge)
C. Fairy Rings Teleport to Fairy Ring D L Q and then walk south towards Nardah. From Nardah players can either keep walking to Sophanem or take the magic carpets for 400gp.
The other point marked on the map are:
D. The Magic Carpet travel point in South Poliveach.
E. The Magic Carpet travel point in Nardah.
F. The Magic Carpet travel point in Sophanem.
If players don't have the above requirements, the nearest bank is Nardah, Nardah can be reached in the following ways:
A. Fairy Rings Teleport to Fairy Ring D L Q and then walk south towards Nardah.
B. Slayer Ring Teleport to Poliveach and then take a 200gp carpet ride to Nardah.
C. Double Carpet Ride From Al Kharid Take the carpet to North Poliveach (200gp). Then from South Poliveach take the carpet to Nardah (another 200gp).
From Nardah it is a short walk to the Pyramid which is located to the South-West of the town. The Nardah bank be used for stocking up on supplies every couple of runs.
D. The Route from Nardah to the Agility Pyramid
(The entrance to the pyramid is on the south-west corner and requires the player to scramble down some rocks that require an agility level of 30.)
As the player ascends the levels of the pyramid they will face multiple agility obstacles, in practise there are only 2 types of obstacles that the player should care about:
All obstacles (except the Timed Rock Piston) encountered on the way to the top of the pyramid, will have a random chance of failing if the player has an agility level below 75. When an obstacle is failed, this results in the player taking damage and, often dropping to the level below. There is not much that can be done to improve the odds of success on these obstacles besides increasing the agility level. (Less weight ⇒ better odds?)
Timed Rock Piston This obstacle varies from the others in that it is failed or passed based on the players timing/skill and not a random success chance. This obstacle is located at [The beginning of the east side on level 1 and the end of the north side on level 3]. It is recommended that when a player is getting near one of these obstacles to pay attention to the movement, if the rock has finished its last movement after the player has finished the obstacle just before it, it should generally be safe to cross if the player doesn’t delay. The actual ‘danger’ time slot is small so by remaining vigilant, these obstacles need not be a problem.
Rolling Rock: This obstacle is by far the most common point of failure for lower level players. Fortunately at agility level 72 this obstacle is not failed anymore. (Going backwards over this obstacle will continue to have a 100% failure rate at all levels.) For players below agility level 72, the probability of falling can be calculated with the following formula:
Probability of failure = 15/(agilityLevel-1)
Other Failable Obstacles: The chance of failing these obstacles is much smaller than that of the rolling rock, however the failure cut-off is at a higher level. Players can still fail these obstacles if their agility level is below 75. The probability of failing these obstacles is calculated with the following formula:
Probability of failure = 9/((agilityLevel-9)×20)
Obstacle type 5 in the above diagram requires the player to walk along a plank to cross one of the many gaps on the facade of the pyramid. This obstacle type has the best experience rate of all obstacles on the pyramid (besides the pyramid top). As the rest of the obstacles don't reward as much exp and the rolling rocks have a much higher failure rate, lower agility level players can repeatedly traverse the plank to earn up to 40,600 xp per hour (x the respective multiplier) which is significantly better than climbing the whole pyramid at lower levels. Of course, just walking across the plank repeatedly will not reward the player any valuable pyramid tops but at levels below 50 it is unlikely that players will be able to reach the top with any frequency anyway. Once the player can run to the top of the pyramid without too many failures, the 1000 exp payoff from the pyramid tops compensates for the time spent on other obstacles/running and consequently results in higher overall experience rates.
The Collected Pyramid Tops Can be sold to Simon Templeton for coins. Simon can be found at middle platform between the climbing rocks at the entrance to the pyramid. Be aware that the payout per pyramid top depends on the players agility level. Therefor if there is no urgent need for the cash, it is better to save the pyramid tops until higher agility levels are reached. The exact function for the price Simon will pay is:
( (“Agility Level” / 99) x 9000) + 1000
Which results in the following payouts
Agility Level | Payout Per Pyramid Top |
---|---|
30 | 3,727 gp |
40 | 4,636 gp |
50 | 5,545 gp |
60 | 6,454 gp |
70 | 7,363 gp |
80 | 8,272 gp |
90 | 9,181 gp |
99 | 10,000 gp |
Contributors
Initially created by: Roderik (IGN Turo, formerly: Kilerr14 & J 3 N N A)
Special thanks to Zencro for help and guidance and to Kirayaba for providing info on experience rates!
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Below is a list of the quest currently implemented in 2009Scape.
* Prerequisite system
Bosses
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* Bork * Dagannoth Kings * Tormented Demons * God Wars Dungeon * Wilderness Revenants * Kalphite Queen * King Black Dragon * Chaos Elemental * Corporeal Beast * Giant Mole
Diaries
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* Falador Diary * Fremennik Diary * Karamja Diary * Lumbridge Diary * Seers' Village Diary * Varrock Diary
Dungeons (Special)
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* Stronghold of Play…
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