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The USS and Spec-Ops soldiers collide as Raccoon City is overrun with zombies.. and more Out March 30th, 2012
This is for skillers or cbers who want to dung. Dung Cc's-
This video shows some of the different puzzles that you can encounter during a dungeon and how to complete them. Puzzles found in Dungeoneering require various skills and items in order to complete them. When it teams, it is very likely that many of the players in your team will have to cooperate and work together in order to finish these puzzles. Some puzzle rooms will have requirements of higher than 99 or higher than anyone in your team. These rooms will only be for bonus rooms and any puzzle room required to reach the boss will have requirements within your teams maximum stats. I will be going over the following puzzles: 3 statues - This puzzle has 3 statues, each representing a corner of the combat triangle (melee, range and magic). One of these will be unarmed and you'll have to make the correct weapon. 10 statues - This puzzle has 10 statues in 2 rows of 5. One of the rows will be equipped and you'll have to equip the other row with the correct attack style that will have the advantage over the statue directly opposite it according to the combat triangle. For instance: magic beats melee, melee beats range and range beats magic. Agility maze - This puzzle requires you to pass several agility obstacles and open the door for the rest of your team from the other side. Barrel Filler - This puzzle requires you to push the barrels around the room in order to get the Broken barrel bits and repair the Barrel. Your team will have to fill this barrel with water by moving in under the Expelling Pipe. The expelling pipe will move often, much like tears of guthix. Blood Fountain - This puzzle requires you to clear away all the rocks and repair all the pillars so the fountain can fill with blood. Bookcases - This puzzle requires you to manouvre the flying books towards their correct coloured bookshelves on the opposite side of the room. You can move books by rotating the bookcases. Broken Bridge 1 - This puzzle requires you to carve and keystone and repair the bridge this way. Broken Bridge 2 - This puzzle requires you to jump across the abyss and then repair the bridge with 5 planks. Collapsed Mines - This puzzle requires you to mine away the debris to gain access to other parts of the room. You can repair the struts so the debris doesn't collapse back down. Coloured Ferrets - This puzzle requires you to scare the ferrets around the room and onto their correct coloured trap. For instance, you have to scare the green ferret to the green trap. If the ferret is trapped along a wall or behind an obstacle, you can scare the ferret and it will move around randomly. Crystal - This puzzle requires you to charge the crystal by matching up all the coloured lights. To do this you can stop the lights by standing on the pressure pad beneath it and then match them up. Enigmatic Hoardstalker - This puzzle requires you to solve the riddle given to you and present the correct item to the Hoardstalker. Follow this link for a list of the riddles and answers: http://runescape.wikia.com/wiki/Enigmatic_hoardstalker Ferret Fisher - This puzzle requires you to lure the ferret across the puzzle board by throwing cooked fish. Ferret Hunter - This puzzle requires you to catch the ferret that runs around the room to open the door. Follow the Leader - This puzzle requires you to copy the performance of the statue directly in front of you. This is similar to the Mime random event. Fremmenik Scout - This puzzle requires you to help the Fremmenik scout by cooking the fish, fletching the bows and smithing the weapons for him. If you want to see all the skills required for each puzzle as well as the items required and whether or not the puzzle is members only or not, then turn annotations on and skip to that puzzle. Please note that these may not be entirely accurate. Send me a message if you find any faults. ~N
This video shows the different doors that you can encounter during a dungeon and how to complete them all. Doors in dungeoneering are very important in exploring the floor as these are the gateways between rooms. You must know how to bypass all the doors you can be faced with in order to fully explore a dungeon. There are 3 main types of doors: Locked doors requiring a key to open Guardian doors protected by the monsters in the room Skill doors blocked by an obstruction requiring a skill and/or item to bypass Locked doors are opened with keys that can be found throughout the dungeon. One player, known as the key holder, should carry all the keys so that it is easy to manage which keys the team has. If a locked door is a very long way away from the starting room and your team doesn't have the correct key, then it is highly advisable for a team member to place a gatestone at the door to avoid time running through the dungeon. --------------------------------------------------- Guardian doors are doors which can't be opened until all monsters in the room have been killed, except for the dinosaurs. When you are clearing a guardian room with your team, there is a certain order that players should kill the monsters, based on their difficulty. As a basic principle, all monsters that can see through the shadow-silk hood should be eliminated first. Even if you don't own a silk hood, other team members will take less damage when they're dead resulting in less food used in the long run. Mages - Mages should be killed first because of their damaging magic attack and their ability to negate the effects of the shadow-silk hood. Forgotten mages and Necromancers fall under this category. Shades - Shades and ghosts are highly dangerous due to their highly damaging range and magic attacks. Demons and other mages - Lesser, greater and black demons hit quite considerable amounts of damage with magic and melee. Spiders - Spiders should be killed after the dangerous mages because of their poisoning ability. Creatures - Any of the creatures found such as rats, hobgoblins and animated pickaxes will see any players through the silk hood, so they should be taken out next. Rangers - Range monsters should be killed after all the monsters who can see through the silk hood. Zombie rangers, skeleton rangers and forgotten rangers all can't see you underneath the shadow-silk hood unless its effect is disabled by a mage. Melee fighters - Any remaining monsters that use melee and can't see through the silk-hood, such as forgotten warriors, zombies and skeletons should be killed last. These monsters tend to have very high hits to compensate for their apparent lack of awareness. Some players without the shadow-silk hood like to have different priorities for what order the monsters should be killed. The most common of these is to kill rangers straight after mages, due to their high damage capacity. It's entirely up to you and your team as to the order of clearing, but I think this way benefits most players in the long term. --------------------------------------------------- Skill doors require you to bypass the obstruction blocking the doors with your skills and sometimes an item is also required. These doors are all shown in the video but I will clarify here as well. Sometimes these skill doors will require a level that noone in your team has or levels higher than 99. These doors will only be for bonus rooms, and if you want to, you can use dungeoneering potions to boost your stats to pass these doors (not always possible). Disarming the door requires agility and no items. Repairing the doorframe requires construction and a hammer. Fixing the pulley requires crafting and no items. Pruning the vines requires farming and a knife. Burning the logs requires firemaking and a tinderbox. Adding a com
This video shows the bosses that you can encounter while exploring the Furnished floors from floors 18-29. Follow these links for the other dungeoneering bosses: Frozen: http://www.youtube.com/watch?v=nVUjpmB_2Xw Abandoned 1&2: http://www.youtube.com/watch?v=uGHCPiIY4dg Furnished: That's this video! Occult - Coming soon- Warped - Don't hold your breath- Whenever you attempt a dungeon, the final room will always have a boss in it that defends the exit. Before you can finish the dungeon and claim your dungeoneering experience, you and your team will need to kill the boss to access the exit. The boss will have stats that vary depending on your team, but it is not uncommon for a boss to be over level 500 with a high-levelled team. If you want to skip to a relevent boss, turn annotations on and click on one of the bosses during the contents page at 00:36. --------------------------------------------------- This guide will go over the bosses that you can encounter on the Furnished floors: Har'lakk the Riftsplitter (Level 35 required, Floors 18-29): Har'lakk can use a melee attack as well as a magic attack which can also drain prayer. Protect against whichever of these you are weakest to. Har'lakk can create portals that will appear above your team and can afflict anyone within its area of effect. The flame portal will damage you over time. The miasma portal will gradually increase your poison damage. The downsize portal will drain your stats. Run out of the way of these attacks to avoid them. Rammernaut (Level 35 required, Floors 18-29): Rammernaut uses melee so using protection from melee will protect you against this attack. His stun attack where he spins around can't be protected against. If you use protection from melee against him, he will become enraged occasionally and charge at you. If you are hit by this charge, you'll be hit a lot of damage and stunned. To avoid this you can run to a wall and then before he is about to hit you, you can run out of the way and he'll hit the wall and his attack will fail. Stomp (Level 35 required, Floors 18-29): Stomp is stuck inside the wall of this room. Protect against your weakness defence which is usually magic. Once you damage Stomp enough, he'll become invulnerable while he tries to recharge his health. When he does this, he'll cause rocks and crystals to fall from the roof. These rocks can damage you if you are under them when they fall. Pick up these crystals and activate the lodestones next to Stomp. You'll have to activate both during the same recharging time. If you fail in doing this, Stomp will recharge his health but if you succeed then he will fail and you'll move on to the next set of lodestones. The first is blue, followed by green and then finally red. Once the red lodestones are activated, Stomp will die. Lexicus Runewright (Level 39 required, Floors 20-29): Lexicus is a mage user but he can also use a long-range melee attack. Protection against magic is recommended. If you hit Lexicus with melee, he will also reflect 1/3 of the damage you do back at you. You can avoid this by using range or magic. Lexicus can summon some books to aid him which use any attack style depending on which book they are. His book barrage attack will call in exploding books but this attack can be avoided by running out of the way. Sagittare (Level 45 required, Floors 23-29): Sagittare uses a range attack that can be either magic or range based. The range attack has the ability to stop you from running temporarily whilst the magic attack can bind you temporarily. It's advised to use Protection from Magic because of this bind ability. Sagittare will teleport around his room once his health is significantly drained. When he teleports, he will use his arrow rain attack which will call in arrows around his location. Avoid this by running out of the way before they fall. Night-gazer
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