I have been interested in area-restricted accounts for an extremely long time now. It's this; the Karamja-only Ultimate Ironman, which I've had this idea for so long and it's a really cool thing to challenge myself with. And I think it'd be really interesting to watch. To craft your own journey and to play by your own rules has something beautiful to it. To overcome your limitations and find joy in places no one has before is such an incredibly cool thing to me. There's no account too obscure, there's no account too ridiculous because that simply isn't a real concept. What's RuneScape about if not about setting goals and accomplishing them? That's the beauty of the game; there is no wrong way to play. I've always enjoyed challenging myself and I'm constantly searching for a way to improve myself and push my limits. This is where the account comes in. I create the goals, I create the limitations, and see how far they can be pushed. Meet my Morytania-only Ultimate Ironman. When creating this challenge, there were two things that were certain. I wanted to be the first to attempt this specific challenge and I wanted to begin the challenge with as little exceptions and benefits as I could possibly give myself. This means getting to Morytania with as low stats and items as I possibly can, but at the same time, not restricting myself from the majority of the gameplay. Getting to Morytania posed a few obstacles, especially when trying to do it with the lowest stats I possibly could. There are two main NPC's that made this difficult. The Temple Guardian and the level 30 Zammy Mage in the church. There is one skill that turned out to be the perfect way to get past the challenge. A skill that had absolutely no use in Morytania, that would let me bypass one of these obstacles without any unnecessary combat gained. And that's thieving. I started by getting 32 Thieving and pickpocketing the rogues in level 55 wilderness for a poisoned iron dagger. This is the lowest tier of poison, and it has a 12.5% chance to affect the target and it does about 4 damage every 15 seconds. After about 10 minutes, the Temple Guardian fell. The next obstacle is a bit more interesting. The Zammy Mage belongs to a very special set of NPC's. NPC's designed for very old quest code. A normal NPC regenerates 1 HP every 60 seconds, while the Zamorak Mage actually regenerates 3 HP every 15 seconds. This makes it impossible to kill the Zammy Mage with only poison. My friend Mannis was able to brew his range down to 1, and then hit a 1 with bronze darts, giving a 100% chance to venom. The Zammy Mage would regen this HP and then I would hit a 1 making it my kill by the time the venom had killed him. With all that done, I allowed myself Restless Ghost as it simply locked way too much content. Finished Priest in Peril getting 4 Mining because of the pure essence that I needed to finish the quest. I completed Druidic Ritual as Herblore also locked way too much content to make the gameplay interesting. I did not allow myself to get the dyes for the Ghost Ahoy quest, nor to keep anything from my Tutorial Island inventory, as these were all just conveniences. Although Ghosts Ahoy would improve my trekking around Morytania, it's only a time saver and not necessary for my gameplay or unlocking interesting content. And finally, gave myself a silver ore and a sickle mould to complete Nature Spirit, as it's a subquest for just about every single quest in Morytania.