All Fired Up in under 8 minutes, normal logs.

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All Fired Up in under 8 minutes, normal logs.

Postby niperwiper » Thu Dec 04, 2008 7:50 am

7 minutes and 40 seconds to be exact. I could have cut about 5-10 seconds off of my time here, but it should serve as probably the best guide on how to do this the fastest. Note: I make use of 92 magic and spellbook swap for this. It greatly cuts down on time spent in the wilderness and the only teleport spells needed are trollheim and ice plateau.

Among teleports used: Ice plateau, trollheim, goblin village sphere, monastery, warriors guild, edgeville.

I doubt you could get too much faster than this, maybe 10, 15 seconds if you're lucky. But the point is, you can do this minigame with regular logs should you pre-load them. Idk if it's possible to light all 14 beacons if you're not pre-loading, but I'm not sure I want to spend the money to find out.

I gained about 39.6k xp doing this, can someone check and see if that's about what 14 beacons should give you?

Anyways, here's the link, I sped through the beginning and had the actual route at 2x speed. Enjoy :)

http://www.youtube.com/watch?v=pN3Ih2CY87M

Supplies
Magic potion (1)
Super restore (2)
Pineapple pizzas (4)
Cosmic rune (2)
Fire rune (2)
Law rune (6)
Astral rune (8)
Water rune (8)
Combat bracelet (2 - 4)
Goblin teleport sphere
Ectophial
1400 gp
Tinderbox
Glory (1 - 4)
EDIT: Digsite pendant

My Route
1. Northwest - Lvl-13 Wilderness from edge or monastery.
2. Northeast - Goblin sphere teleport
3. Northeast - Combat bracelet - Warriors guild
4. West - Combat bracelet - Monastery
5. North - Glory - Edgeville
6. East - Above GE
7. East - Above Varrock
8. East - Above Lumberyard
9. East - Bag of bones man [Digsite pendant cuts off 9-10 seconds from this route]
10. East - Next to zamorak temple
11. East - Spellbook swap/trollheim teleport
12. Northwest - Above GW entrance
13. West - Ice plateau teleport
14. South - Below ice gate


P.S. - Doomed, you can replace my other guide in the Guides thread with this.
Last edited by niperwiper on Thu Dec 04, 2008 3:01 pm, edited 2 times in total.
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Postby Lord Klotski » Thu Dec 04, 2008 2:03 pm

Lol WIN

I'm thinking that with maples and a pack yak you could do this without even pre-loading, and keep getting the XP rewards. At a guess, you could pull in 300k/hr +.

This is a pretty impressive time, btw. Lolz.
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Postby Da_Dragon555 » Thu Dec 04, 2008 2:10 pm

Just a suggestion, you could have used the Digsite Pendant to get a little closer to the Rag-and-Bone-Man, methinks.
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Postby wkw427 » Thu Dec 04, 2008 2:13 pm

Cool, or hot, but it could be cool in icy part of wildy.. Still, neat-o
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All Fired Up in under 8 minutes, normal logs.

Postby niperwiper » Thu Dec 04, 2008 2:15 pm

Well I'm no where near a pack yak myself, at best I could carry two loads of logs at a time with a war tortoise. But that might work too. The thing is it takes quite some time to bank loads and come back to the beacons. Specifically, the stretch of beacons by the wilderness line and in the east will be the hardest ones to pull off. Everything else is close to a teleport, and the deep wilderness ones would be impossible to do anything but last.

About the best teleport with the eastern beacons would be duel ring al-kharid -> gnome glider to the northeast, I believe. But the best teleport to the north of varrock ones I can think of is just a varrock teleport, those will be slow.

I took about 20-30 minutes to load the logs however, mainly because I just did them one at a time and didn't care about how fast I was doing them.

If anyone with a pack yak wants to try it out, go for it, because if you're anywhere near right on your xp estimate, that's a huge xp ratio. It would take a lot of preparation though to make it worthwhile.

I'm not familiar with the digsite pendant, where does it tele you to?
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Postby wkw427 » Thu Dec 04, 2008 2:20 pm

Smask dab north of the digsite :p

Below the road to the temple
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Postby niperwiper » Thu Dec 04, 2008 2:22 pm

I'll compare times, I'm guessing it may save 10 seconds at best, but hey, it's something possibly.
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Postby niperwiper » Thu Dec 04, 2008 3:01 pm

Yup, it saves 9-10 seconds to use a digsite pendant :) Thanks!
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Postby Da_Dragon555 » Thu Dec 04, 2008 3:21 pm

Every little bit Helps. :)
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satan dragon wrote:I haven't noticed any lag. I presume its because my IP address is a prime number.
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Postby Lord Klotski » Thu Dec 04, 2008 3:33 pm

Press Cntrl + Click to travel quickly in the ice area , instead of continuously turning run on :D

Anyways, here's my idea:

My Route
1. Northwest - Lvl-13 Wilderness from edge or monastery.
2. Northeast - Goblin sphere teleport

-- BANK. Get more logs.

3. Northeast - Combat bracelet - Warriors guild
4. West - Combat bracelet - Monastery

-- Going to Edge anyways; get more logs.

5. North - Glory - Edgeville
6. East - Above GE

-- Not sure what to do here. Bank at the GE, perhaps?

7. East - Above Varrock
8. East - Above Lumberyard

-- Bank. Get moar Logs. Use digsite pendant afterwards.

9. East - Bag of bones man [Digsite pendant cuts off 9-10 seconds from this route]
10. East - Next to zamorak temple

-- Before teleporting, grab moar logs.

11. East - Spellbook swap/trollheim teleport
12. Northwest - Above GW entrance

-- Haven't hit the wildy yet, so bank again.

13. West - Ice plateau teleport
14. South - Below ice gate


Your route is very nicely set up to bank after every 2 stops. I like it.

Anyways, here's my theory. If you do this as a firemaking training project, and do your best to light when 13 other beacons are still lit, then you get nearly 5k xp for lighting one beacon. 4 sets in an hour would be 56 stops (~280k XP), and I figure you can probably do closer to 5 sets/hr with this excellent route, for XP totalling 350k/hr.
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Postby niperwiper » Thu Dec 04, 2008 4:56 pm

Thanks :mrgreen:

Run will be a primary issue here however. You can glory to edge from 30 wildy [are the obelisks a viable option by the last beacon on my route?], ectophial -> salt-water springs again. But I'm guessing more than one may go out by this time, I'm not sure. It's going to be tight.

Managing super energy potions with so many logs will be difficult, but may be a handy power-training alternative.

Terrorbirds would be pretty useless. 28 + 12 spots = 40. Gotta have room for scrolls obviously. Hrm ...
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Postby Da_Dragon555 » Thu Dec 04, 2008 6:04 pm

niperwiper wrote:Thanks :mrgreen:

Run will be a primary issue here however. You can glory to edge from 30 wildy [are the obelisks a viable option by the last beacon on my route?], ectophial -> salt-water springs again. But I'm guessing more than one may go out by this time, I'm not sure. It's going to be tight.

Managing super energy potions with so many logs will be difficult, but may be a handy power-training alternative.

Terrorbirds would be pretty useless. 28 + 12 spots = 40. Gotta have room for scrolls obviously. Hrm ...

Do (e)Helms work with Non-Com Scrolls? Or can you use them from the Helm? If not, then Helm them, Use up one group of logs, unequip, take out scrolls and use...Less effective, and could slow you down, but...?
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Postby rho421 » Thu Dec 04, 2008 8:54 pm

(e) Helms do not work with noncombat scrolls, I've tried.
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Postby Lord Klotski » Thu Dec 04, 2008 10:36 pm

niperwiper wrote:Thanks :mrgreen:

Run will be a primary issue here however. You can glory to edge from 30 wildy [are the obelisks a viable option by the last beacon on my route?], ectophial -> salt-water springs again. But I'm guessing more than one may go out by this time, I'm not sure. It's going to be tight.

Managing super energy potions with so many logs will be difficult, but may be a handy power-training alternative.

Terrorbirds would be pretty useless. 28 + 12 spots = 40. Gotta have room for scrolls obviously. Hrm ...


Well, I had a few thoughts on this.

Firstly...there's no specific need to use regular logs. Personally, I'd be quite willing to, you know, pay a bit in order to attain 350k XP/hr lolz. Worrying about one going out is not a huge issue.

Secondly...if you are on lunar, I think you can teleport directly to catherby and the port is closer there.

Thirdly, with a war tortoise (attainable for many people) you get 28 + 18 = 46 spots. Take away 40 for logs...and there's no room for super energy pots, really, after considering runes. However...you DO get to bank after every 2 stops anyways...why not just chug a super energy pot every here and there?

Fourthly - My proposed idea would be to use the ooglog pools for 2 runs, then go back and dip in the pool again. Put the icy patch as one of the first stops, so that you get the full effects of the ooglog pool (constantly restoring you to full energy), and if you run out of time on the ooglog pool energy thingy, just drink super energy potions at the bank.
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With max hit 'm', accuracy 'a', and monster HP 'x', this gives the expected number of hits to kill the monster :)

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Postby Blimpyboy2 » Fri Dec 05, 2008 10:31 am

I floated the idea of training by lighting all 14 and then just running around re-lighting beacons as they go out back in August - the original "All Fired Up" thread. Here's what I said back then:

Blimpyboy2 wrote:Okay, I'm starting to get a feel for how to make this game work for training. The trick to it is to KEEP GOING after you've lit all 14. Everytime one of them goes out and you re-light it, you should get the same 14-lit-at-a-time bonus you got for the 14th one (4,867 XP). There is a pattern to how long each of these things will stay lit. According to some reports, the two in highest-level wilderness are the two with the shortest duration.

So (as someone will eventually figure out and post), there most likely will emerge a pattern whereby you light the initial 14 and then re-visit the beacons one at a time just as they go out, and re-light them for an average XP reward of 5k XP per beacon. Keep that pattern going for an hour or two, and you've probably got an EXCELLENT training method for FM here. God knows, I won't be the one doing the homework to try and figure out these patterns, but I'm confident that someone out there will.

In the end, I'm confident that a system will be developed for using certain log types at certain beacons, to optimize the XP rewards and make it a non-stop training method netting you approximately 280,000 firemaking XP per hour (based on anecdotal reports of 15-minute runs to light all 14). Anyone who feels up to the task of figuring this all out for yourself, best of luck! :mrgreen:


As much as I'd like to say I've made progress on this idea since then, I really haven't. I keep hoping someone else out there catches onto the idea and does all the research for me. The real trick is establishing just how long each beacon stays lit with a specific log type. I'm guessing the most effective way to train in this manner would utilize willow or maple logs, so you're not left standing around waiting for a beacon to go out. Also, in all likelihood, it will be necessary to revisit the ones in the upper wilderness much more frequently than those that are close to banks.

If you've given the extra gifts (lava eel, white tree fruit, and Davy Kebbit hat) as well as a macaw pouch to all the keepers, it will give you an upper hand in keeping track of which ones go out. But to make it a truly worthwhile training exercise (so you're always lighting only the 14th beacon), you really need to know how long between relights on all beacons before you even start. Sadly, I'm unable to find any information on this stuff to this day (5 months later). I don't think too many people have really taken to beacon lighting as a legitimate training method. :(
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