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