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minigames:agility_pyramid

Agility Pyramid Guide

Key Stats

Assuming 26 laps per hour at agility level 75+

  • 42,000 Agility experience per hour (x the multiplier)
  • Up to 260,000 gp per hour (assuming pyramid tops are saved and only sold once the player reaches agility lvl 99)

Players using the plank training method can expect:

  • Up to 48,000 agility experience per hour (x the multiplier) but this requires an hour of tick perfect clicking, around 30-40k exp. is more realistic.

Requirements

  • Level 30 Agility
  • Level 50 Agility (At level 72, this activity becomes much more efficient)
  • Prerequisites for the quests:
    • Ichtlarin's Little Helper
    • Contact!
  • Level 68 Magic and access to the lunar spell book for casting humidify. (to reduce the number of required bank trips)

Side Note On Maximising Experience Per Hour

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.

Inventory/Setup

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.

Getting To The Pyramid

Pharaos Scepter

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.

Sophanem

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.

  1. Nardah → North Poliveach (200gp)
  2. Walk to South Poliveach
  3. South Poliveach → Sophanem (200gp)

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.

Nardah

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.)

The Pyramid

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.

All Obstacle Types

Diagram # Picture ………………………. Name Description
0 Stairs Stairs to climb to the next level of the pyramid… nothing special about them really.
1 Low Wall Climb over it, usually without incident. If the player does fail, they will take some damage but will stay on the current level of the pyramid.
2 Ledge Crossing These obstacles are usually traversed without incident. If the player does fail, they will take some damage and fall to the level below (but this is not a common point of failure).
3 Gap Crossing
4 Jump Gap
5 Plank Crossing Walk over the plank, usually without incident. If the player does fail, they will take some damage and fall to the level below (but this is not a common point of failure). This obstacle has the best experience rate of all normal obstacles on the pyramid. It is therefor not uncommon for lower level players to train agility by walking back and forth across the plank repeatedly. See “The Plank” Section Below for a more detailed explanation.
6 Rolling Rock Walk over it, a frequent failure point, this obstacle type is the most frequent point of failure for all players below agility level 72. The player character will stop failing this obstacle at level 72. (Going backwards over this obstacle will however always lead to a failure and falling down a level.)
7 Rock Piston Walk past it, but pay attention to the timing. If the rock piston moves while a player character is in front of it, it will push the player of the ledge to the level below. This is the only purely skill based obstacle and as such is not influenced by the players agility level. Even players at level 99 can fail this obstacle. However, as the piston only activates once every 10 seconds, a cautious player will never fail this obstacle.
8 Top of Pyramid Don't forget to do this! Once a player has reached the highest level of the pyramid, they can climb the rocky side on the west wall (around the corner of the door leading down). This one obstacle gives 1000 experience points and also rewards the valuable “Pyramid Top” that can be exchanged for cash. So again, don't forget to do this!

Failure Probabilities

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)

Map Of The Pyramid

The Plank

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.

Payout

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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minigames/agility_pyramid.txt · Last modified: 2024/10/17 17:59 by szumaster