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Monkey Madness 1 OSRS Guide: Requirements and Rewards

August 4, 2026

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QuestQuest guide — requirements, walkthrough and rewards
Monkey Madness 1 OSRS Guide: Requirements and Rewards — Bils Services

Monkey Madness 1 has no skill requirements, only The Grand Tree, Tree Gnome Village and a level 195 Jungle Demon. Rewards: dragon scimitar and 110k XP.

Overview

Monkey Madness 1 (Monkey Madness I in the quest list) has no skill requirements. You need The Grand Tree and Tree Gnome Village finished, plus the ability to kill a level 195 Jungle Demon at the end. The wiki recommends 65 combat and 43 Prayer, and you start by talking to King Narnode Shareen in the Grand Tree.

The rewards are why every account does it: 3 quest points, 10,000 coins, 3 diamonds, 110,000 combat XP from Daero, and the right to buy a dragon scimitar from Daga on Ape Atoll for 100,000 coins (60 Attack to wield). It is also required for the Awowogei part of Recipe for Disaster, and through that for Monkey Madness II.

Most of the danger is on the island itself. Ape Atoll is multicombat, the monkey guards hit hard with melee, and the dungeon under it holds level 98 monkey zombies and level 142 skeletons. Protect from Melee, antipoison and a teleport on every trip keep it under control.

Monkey Madness 1 at a glance
  • Detail
    Difficulty
    Value
    Master
  • Detail
    Length
    Value
    Long
  • Detail
    Quest points
    Value
    3
  • Detail
    Quest number
    Value
    65
  • Detail
    Released
    Value
    6 December 2004
  • Detail
    Starting point
    Value
    Talk to King Narnode Shareen in the Grand Tree.
  • Detail
    Members
    Value
    Yes
  • Detail
    Boss
    Value
    Jungle Demon (level 195)
  • Detail
    Updated / fact checked
    Value
    2026-10-12

Requirements and Prerequisites

No skill level is checked at any point. The two numbers below are the wiki's recommendations, and Prayer is the one worth taking seriously because Protect from Melee carries you across the island.

Skill requirements
  • Skill
    None required
    Level
    -
    Boostable?
    -
  • Skill
    Combat level (recommended)
    Level
    65
    Boostable?
    n/a
  • Skill
    Prayer (recommended)
    Level
    43 for Protect from Melee
    Boostable?
    n/a

Quest requirements:

  • The Grand Tree
  • Tree Gnome Village, which also gives you the spirit trees you will use to get back to the Gnome Stronghold
  • The ability to defeat the level 195 Jungle Demon in the final fight

You also need a gold bar. Ironmen can smelt one at 40 Smithing, telegrab one from the Varrock west bank basement at 33 Magic, steal one from the Keldagrim crafting stall at 5 Thieving, or keep the one from The Dig Site, Goblin Diplomacy or Waterfall Quest rewards.

Items to Bring

The required list is short. Most of the recommended list exists because you cross Ape Atoll four or five times.

Required

  • A gold bar
  • A ball of wool
  • Monkey bones or a monkey corpse from Karamja (obtainable during the quest)
  • Five bananas (obtainable during the quest)
  • Five empty inventory slots

Recommended

  • Prayer potions. The gorilla statues in the Temple of Marimbo also restore Prayer
  • Antipoison or antidote++
  • An explorer's ring, energy potions or stamina potions
  • A knife, for free food from the pineapple plants around Ape Atoll
  • High-healing food
  • A lockpick for the jail cell
  • Weight-reducing clothing
  • An emergency teleport (a ring of life also works)
  • Ardougne cloak 1 or Ardougne teleports, for the Ardougne Zoo step
  • A ring of dueling for quick banking
  • 200,000 coins if you want to pay to skip the sliding puzzle

Every return to Ape Atoll goes the same way: Daero in the Grand Tree, Waydar's glider to Crash Island, then Lumdo's boat. Plan a fast route back to the Gnome Stronghold, such as a spirit tree, before you start.

Where to Start

Starting location: Talk to King Narnode Shareen in the Grand Tree. Keep one inventory slot free, or the gnome royal seal he gives you drops on the floor.

Narnode sent the 10th squad of his Royal Guard to oversee closing the gnome shipyard on the east coast of Karamja, and they never reported back. The trail leads from the shipyard to Ape Atoll.

Walkthrough, Stage by Stage

This follows the wiki quick guide in order. You will teleport out and come back several times, so restock between stages.

  1. Starting out. Speak to King Narnode Shareen in the Grand Tree and accept the quest.
  2. Climb the tree and take the glider to Gandius. Kill a monkey nearby for monkey bones if you have none (after starting Tai Bwo Wannai Trio a monkey corpse drops instead, which also works).
  3. Enter the Shipyard gate to the north with the royal seal and speak to G.L.O. Caranock in the building south of the gate.
  4. Return to King Narnode with a free slot for Narnode's orders. Then speak to Daero in the bar on the east side of the Grand Tree and go through every chat option (the trip, the 10th squad, Caranock, then leave) until he teleports you to the hangar.
  5. Talk (not travel) to Daero in the hangar, then solve the sliding puzzle on the panel in the south-east of the hangar. Glough in the Stronghold will solve it for 200,000 coins instead.
  6. Watch the cutscene, talk to Daero, then Waydar to fly to Crash Island. Speak to Lumdo, talk to Waydar twice so he orders Lumdo to take you, then talk to Lumdo again to sail west to Ape Atoll.
  7. Ape Atoll and the jail. Follow the path into the valley. You are shot and arrested. Watch the guards' pattern, stay at least two squares from them even inside the cell, pick the lock and escape.
  8. Talk to Garkor and finish the whole dialogue, or Zooknock will not help you make the M'speak amulet later.
  9. Amulet parts. Enter the U-shaped building by the south door. Stay on the dark brown floor, because the light brown floor gets you spotted. Search the stacked crates for monkey dentures.
  10. Heal up, then search the south-east crate to drop into a cave (the fall hurts). Search the north-west crates for the M'amulet mould and teleport out.
  11. Zooknock. Bank for the lockpick, dentures, mould, ball of wool and gold bar. Return through Daero, Waydar and Lumdo, head west and climb down the ladder into the Ape Atoll Dungeon. Run to the end with Protect from Melee on.
  12. Give Zooknock the dentures, the mould and the gold bar. He returns an enchanted bar and your mould. Do not hand him the mould again while you hold the enchanted bar, or he keeps it.
  13. Teleport out and come back, get arrested again, escape, and go to the temple. Use the enchanted bar on the wall of flames with the mould in your inventory, then string the amulet with the ball of wool.
  14. Monkey talisman. Go to the monkey child's house. The garden is only safe while the Monkey's Aunt is away from it. Wear the M'speak amulet, talk to the child, pick 5 bananas from the garden trees and give them to him. Leave, let the aunt pass, then talk to him again for a monkey talisman.
  15. Greegree. Back in the dungeon, use the talisman and the monkey bones on Zooknock. Use, do not bury, the bones. He makes a Karamjan monkey greegree. Let the cutscene finish.
  16. Ardougne Zoo. Wear the greegree and talk to the monkey minder, then wear the M'speak amulet and talk to a monkey so it jumps into your bag. Take off the greegree and talk to the minder again. Walk back to the Grand Tree and travel Daero, Waydar, Lumdo. Do not teleport on this leg.
  17. Awowogei. On Ape Atoll, wear the M'speak amulet and the greegree. Island monsters ignore you while you wear it. Speak to Garkor on the east coast, then the Elder Guard.
  18. Go to the west coast, climb the hill to the south, cross the bridge, climb down and talk to Kruk. Speak to Awowogei twice, then the Elder Guard to be let out.
  19. Speak to Garkor, watch the cutscene, and speak to him again for the 10th squad sigil.
  20. The final battle. Gear up, then equip the 10th squad sigil when you are ready. Kill the level 195 Jungle Demon and make sure you land the final hit.
  21. Return to King Narnode Shareen in the Grand Tree to finish, then talk to Daero to pick your XP split.

If guards are called on you outside the jail stages, logging out or hopping worlds avoids being dragged back to the cell.

Puzzles and How They Work

One real puzzle and three stealth or timing sections. None of them hurt much if you get them wrong; they just cost time.

Puzzles in this quest
  • Puzzle
    Hangar panel
    Type
    Sliding tile puzzle
    How it works
    On the panel in the south-east of the hangar. Solve it yourself or pay Glough 200,000 coins to do it for you.
  • Puzzle
    Jail escape
    Type
    Timing
    How it works
    Watch the guards' route, keep two squares away from them, and pick the cell lock while they are not looking.
  • Puzzle
    U-shaped building
    Type
    Stealth
    How it works
    Stay on the dark brown floor. Stepping on the light brown floor alerts the guards.
  • Puzzle
    Monkey's Aunt garden
    Type
    Timing
    How it works
    Only enter the garden while the aunt is away from it, and leave before she comes back.

Boss Fights

One required kill. The monkey zombies and skeletons in the dungeon only need to be run past with Protect from Melee.

Every fight in the quest
  • Fight
    Jungle Demon (level 195)
    Attacks with
    Magic and melee, each up to 32
    Pray
    Protect from Magic, standing 3+ squares away because its melee reaches two squares
    What decides the fight
    Weakest to Ranged, and Magic works well. A dwarf multicannon is effective. You must land the final blow; if the gnomes do it, the demon heals about 12 to 25%.

Do not melee it. Up close it uses Magic and melee together, so one prayer cannot cover both. If melee is all you have, use stab or crush with Protect from Magic, because it has +50 slash defence. A dwarf multicannon is the most effective method, and fewer than 20 steel cannonballs are enough. Standing still right after the teleport in keeps you at a distance.

Rewards and Unlocks

Monkey Madness 1 rewards 3 quest points, 10,000 coins, 3 diamonds and 110,000 XP from Daero. The dragon scimitar is the reward people remember.

Experience and rewards
  • Reward
    Quest points
    Detail
    3
  • Reward
    Coins
    Detail
    10,000
  • Reward
    Diamonds
    Detail
    3
  • Reward
    Daero's training
    Detail
    35,000 XP in the two skills you focus on and 20,000 in the other two: either Attack and Defence or Strength and Hitpoints
  • Reward
    Dragon scimitar
    Detail
    Buy it from Daga's Scimitar Smithy on Ape Atoll for 100,000 coins; 60 Attack to wield
  • Reward
    Ape Atoll
    Detail
    Full access, except the bank and javelin store, which open after Monkey Madness II
  • Reward
    Monkey greegrees
    Detail
    Turn into a monkey on Ape Atoll and at Ardougne Zoo
  • Reward
    Nightmare Zone
    Detail
    The Jungle Demon is added as a boss

What it opens up

  • The dragon scimitar: +67 slash, +66 strength and a 4-tick attack speed, with the Sever special attack.
  • Recipe for Disaster: Freeing King Awowogei, which needs this quest and 70 Cooking and 48 Agility.
  • Monkey Madness II, which needs the Awowogei part above, so this quest sits at the bottom of that chain.

Take Daero's training. Since a November 2022 update you can return to Ape Atoll for Monkey Madness II without it, but the heavy ballista needs both Daero's and Duke's training, and Duke only trains players Daero has already trained.

Common Mistakes and Warnings

Most failed attempts come from small dialogue and item mistakes rather than the demon.

  • Walking Ape Atoll without Protect from Melee. It is multicombat and the guards hit hard.
  • Cutting Garkor's dialogue short, which stops Zooknock from helping with the M'speak amulet.
  • Giving Zooknock the mould a second time while holding the enchanted bar. He keeps it.
  • Burying the monkey bones instead of using them on Zooknock.
  • Teleporting with a greegree equipped and a full inventory. It can be forced into your inventory and dropped.
  • Teleporting while carrying the zoo monkey instead of walking back to the Grand Tree.
  • Meleeing the Jungle Demon, or letting the gnomes take the last hit so it heals.

Ironman Notes

Sort the gold bar before you start: 40 Smithing, a 33 Magic telegrab in the Varrock west bank basement, the 5 Thieving crafting stall in Keldagrim, or a quest reward bar.

Pineapple plants on the island give free food with a knife, and the gorilla statues in the Temple of Marimbo restore Prayer. Both save supplies on an account that cannot buy them.

Have 100,000 coins ready for Daga. The dragon scimitar is a large melee upgrade for an early Ironman and the main reason to finish the quest early.

FAQ

What are the Monkey Madness 1 requirements?

The Grand Tree, Tree Gnome Village and the ability to kill a level 195 Jungle Demon. There are no skill requirements. The wiki recommends 65 combat and 43 Prayer.

What are the Monkey Madness 1 rewards?

3 quest points, 10,000 coins, 3 diamonds, 110,000 XP from Daero split 35,000/35,000/20,000/20,000 across Attack, Strength, Defence and Hitpoints, the right to buy and wield the dragon scimitar, access to Ape Atoll and monkey greegrees.

How do I kill the Jungle Demon?

Use Ranged with Protect from Magic from three or more squares away. Its melee reaches two squares, and it heals if the gnomes land the killing blow, so make sure the last hit is yours.

Can I skip the sliding puzzle?

Yes. Glough in the Gnome Stronghold will solve it for 200,000 coins.

Do I need Monkey Madness 1 for Monkey Madness II?

Yes. Monkey Madness II needs Recipe for Disaster: Freeing King Awowogei, and that part needs Monkey Madness 1.

Bottom Line

Pray melee on the island, carry antipoison, finish every dialogue, and range the Jungle Demon from a distance. Then take Daero's training and buy the dragon scimitar the same day.

If you want the scimitar without the Ape Atoll trips, our quest service covers Monkey Madness 1.

Updated and fact checked 2026-10-12. Primary sources: OSRS Wiki: Monkey Madness I and its quick guide. Requirements and rewards change with game updates.

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