Pest Control

Pest Control (PC) is a mini game inside of Areillan in which players (minimum of 5) must fight and defend a Void Knight. This Void Knight is taking down the portal's shields for you. While the shields are up, you cannot damage the portals. If you let this Void Knight die, you will be instantly teleported ("boated") back to the main island and another knight will inform you that you did not succeed and you did not gain any points. If you do succeed in getting these dubious tasks done, you will be shipped back to the mainland and will recieve a respectable amount of points. (According to which game mode you are on.)

First of all, to even start this, you need level 40 Combat. The novice boat requires level 40, and awards the player 2 Credits per run The intermediate boat requires level 70, and awards the player 3 Credits per run And the veteran boat requires level 100, and awards the player 4 credits per run

There's a shop, by the dock that sells specific items for these points. You can buy void armor for 40 PcP a piece. (Helm, body, legs). The other pieces cost less than that.

In order to gain points in a match, a player must deal at least 50 points of damage. (Until the end of that game) If a player fails to do so, that player will not recieve any PcP. This helps prevent afking and "leeching"

Once started, there will be a 15 second wait until the Void Knight unlocks one of the four portals. After that, there will be 30 second intervals between the other portals unlocking.

Pets and Dwarven cannons cannot be brought onto the island.

Monsters Name	Attack style	Combat levels	Notes Brawler	Melee	51, 76, 101, 111 or 129	Blocks the way due to its massive size, making it impossible to walk through. It is impossible for players or pests to shoot over it with ranged or magic attacks. Defiler	Ranged	33, 50, 66, 80, or 97	Can range over the walls. Ravager	Melee	6, 53, 71, 89, or 106	Destroys Gates and Barricades. Non-aggressive, but can hit hard with melee. Shifter	Melee	36, 57, 76, 90, or 104	Can teleport (also over the walls). Immune to poison. Spinner	Melee	37, 55, 74, 88, or 92	Can heal the portals. Will not retaliate when attacked. Splatter	Melee	22, 33, 44, 54, or 65	Explodes when killed, damaging nearby players and pests. Will explode instantly upon moving adjacent to gates and barricades. Torcher	Magic	33, 49, 67, 79, 91 or 92	Can cast spells over the walls.

Brawlers are the largest and most powerful creatures in the Pest Control activity, and they defend the portals. They resemble a gorilla or a small elephant with spikes sprouting from their backs and a pointed, very slightly transparent, snout. When you see one of these creatures, ignore them, for they are the lowest priority to kill unless they are in your way.

Defilers are fast, agile creatures in the Pest Control activity. They have the appearance of the lower half of a snake, a humanoid top half and a face resembling that of a cat. They can throw flying spikes over long distances, which can inflict a large amount of damage to the Void Knight. They can even launch their barbs over walls, though if they are in the spaces right in front of one of the three gates, they cannot shoot over it, so keeping them closed will block those directly in front of it. Their combat levels range can be 33, 50, 66, 80, or 97 and their colouring is based on these levels.

Ravager Ravagers are short, humanoid creatures with large claws in the Pest Control activity. Their appearance is closely related to that of a mole with over sized claws and red eyes. They are capable of tearing down the gates and so they must be killed to protect the void knight from the torchers and defilers. However, they are relatively weak when it comes to direct combat. Their combat levels can be 36, 53, 71, 89, or 106 and their colouring is based on these levels. When attacked, a ravager will often continue destroying its target (if any) before engaging in combat with the attacking player, and may also destroy anything nearby that gets repaired, and are the second priority to kill.

Shifters are creatures that excel in melee combat and can teleport across the island and even past walls. For this reason, they are very dangerous for those on defence since they can teleport right next to the Void Knight and attack him. They have the bottom half of a spider with the scythes of a praying mantis (similar to the Abyssal demon). Their combat levels can be 36, 57, 76, 90, or 104 and their colouring is based on these levels. Although it has the ability to teleport other monsters, such as ravagers and torchers (and up on to towers), they can only teleport others a very short distance.

Spinners are creatures that appear as spinning tops or jellyfish, and float above the ground. They repair portals on the island and it is unlikely the damage players do will be greater than the amount the spinners heal, especially if there is more than one. However, if the players manage to destroy the portal before any spinners healing it are killed, the spinners will spin around violently and then explode, hitting all players within a few squares with poison that deals 5 hit points of damage instantaneously and then poisons for 1 hit point afterwards. Their combat levels can be 37, 55, 74, 88, or 92. Since they often prevent players from destroying the portals quickly (and thus extend the length of the mini-game) they are the first priority to kill, even if the portal they surround is still protected.

Splatters are creatures that appear like a giant ball with a single eye in the middle and liquid inside them. They will go towards the nearest standing barricades or fort doors and detonate, causing substantial damage to all players, monsters, and objects that are in the immediate vicinity. This will also happen if they are killed, which is easy since they are often low level and weak defensively. When a splatter "detonates" near another splatter, if the secondary splatters' life points are low enough, the damage may cause a chain reaction, increasing the overall damage. Some players find amusement in exploiting the splatter's detonation. By making several or many splatters follow a player with auto-retaliate turned off, leading them into a group of enemies or players, and then killing one, they can start this chain reaction of detonations, likely killing everything/everyone surrounding them. Their combat levels can be 22, 33, 44, 54, or 65 and their colouring is based on these levels. If the opportunity arises, you can use the splatters sort of like a Void Seal by detonating them near large groups of monsters. This does not work on portals. Currently no prayer protection can defend against their "detonation". Players wearing Dharok's equipment may wish to kill Splatters to lower their health and activate the set effect to do extra damage. Killing them is a higher priority the closer they get to the gates, as their explosions can damage the gates. Splatters will never attack the Void Knight, but if killed near it, it can cause damage.

Torchers are creatures that look like winged snakes with bat wings and will actively attack the Void Knight. They have a long distance magical attack which can harm both players and the Void Knight. They can even launch this attack over walls, though if they are in the spaces right in front of one of the three gates, they cannot shoot over it, so keeping them closed will block those directly in front of it. They have a rather low amount of hit points and defence, so they are dispatched easily. Their combat levels can be 33, 49, 67, 79, 91 or 92 and their colouring is based on these levels.

The best strategy is to make sure the gates stay closed as the players run through or past them. This helps keep the Void Knight safe. It is ok for 2-3 players to be at the Void Knight to help keep pests from attacking him, but the majority of the players should be following the portals as they open to destroy them as quickly as possible. Rangers, Hallyers, and Magers can easily lure spinners away from the portals while the meleers are attacking and killing the portals.

Never stand in the middle of the front of the portal because this is where the pests spawn and you will trap spinners from being lured from the portal and also trap yourself. A great place for Dharokers to stand is at the back of the portal in the middle. When the portal dies, if any spinners are still alive, they will poison all those nearby, unless they are standing at the back of the portal nowhere near the spinner(s).

When at the portals, Spinners will spawn and begin repairing the portal. A Spinner makes a distinct sound when it starts healing the portal, notifying players of its presence. Generally, if there are a number of people attacking the portal, a single Spinner can be ignored, and the portal can still be easily destroyed. Once multiple Spinners spawn, however, the portal will be repaired quicker than players can damage it. Players will need to either kill or lure the Spinners away in order to be able to destroy the portal.