- The official world for Pest Control is world 344 (P2P).
|Location on World Map|
|Void Knights' Outpost|
|Pest Control Island|
Pest Control (often known simply as PC) is a co-operative members-only combat-based activity. Players must defend an NPC (non-player character) known as the Void Knight from an onslaught of monsters, while at the same time destroying the portals from which the monsters spawn.
The activity is played in the name of Guthix to retain balance in the world, which may be disrupted by an influx of monsters invading islands in the south of the world. It is run by an order of Guthix known as the Void Knights. Players board landers, which transport them to islands under invasion. The activity is divided into three landers; access to each lander is determined by combat level.
This is a 'safe' activity. Players who die keep their items, respawn on the lander, and can rejoin combat immediately. In addition, Hitpoints, Prayer points, the Special Attack bar, and run Energy are fully restored at the end of each game. All stats are restored to their normal levels at the end of each game. This means that stats boosts of various Potions like Super sets do not carry over from game to game. This make using these potions somewhat expensive, as each game will require a new dose from each potion.
The only requirement to participate in a game of Pest Control is to have a combat level of 40 or above.
- A minimum level of 40 is required to use the novice lander.
- To use the intermediate lander, a player must have a combat level of 70 or higher
- To use the veteran lander, a player must have a combat level of 100 or higher.
Some players attempt to recruit Pest Control players into their clans, in the hopes that high level players will join the clan and help to win a higher percentage of games in a short amount of time. These players state the clan name to join. Although any level players can join such a clan, the clan may kick out players who are lower level than the clan wants or who do not perform well in the Pest Control games.
Other players try to get high level players to switch to a world where a clan of high level players plays Pest Control, again in the hopes that high level players will help to win a higher percentage of games in a short amount of time. These players announce their intentions by saying things like, 'Trade for a 100 plus world'. By opening the trading interface (no items need be exchanged), the advertising player can verify the trading player's combat level and, if it is high enough, will then disclose the world that the clan is playing Pest Control on. The world is disclosed by the number of items (usually coins) the advertising player places in the trading interface. For example, if the advertising player places 365 coins in the interface, then the clan is on World 365. This procedure keeps the world number private and thus prevents its disclosure to anyone below the clan's desired combat levels.
In order to receive commendation points, a player must inflict 50 points of damage before the end of the game. Repairing a barricade or gate on the island acts as 5points of damage on a monster, allowing players who may not be able to get the required points in the time allotted or players who do not want to train a combat-related skill to receive points. Therefore, if a player did no combat at all during a game of Pest Control, he/she would have to repair 10 barricades or gates. You can get 50 points of damage from repairing gates on any level boat.
Experience-wise, in-game, you earn 1/8 of your points of damage as exp. 2000 points of damage = 250 exp.
A game of Pest Control can be played by 5 to 25 players. Multiple games may be played at once by many groups of 25 players. Anyone who wishes to play must board the lander. If the lander fills with 25 players, the game will begin automatically. Otherwise, players must wait 5 minutes for the game to begin.
Pets are not allowed on the island. Dwarven Multicannons may not be used during the activity.
To start playing Pest Control, you must go to the docks of Port Sarim south of the Lady Lumbridge (ship). Speak with the Squire and she will ask if you want to go to the Void Knights' Outpost. Alternatively, you can right-click the squire and select 'Travel'.
Another quick way to get to Port Sarim is to teleport to Ardougne, take the boat to Brimhaven and then take the Charter Ship to Port Sarim. The Charter Ship is located right next to the Squire's ship.
The fastest way is to open the Minigame Group Finder under the Quest interface and selecting Pest Control to teleport directly there. However, this teleport has a 20 minute cooldown and cannot be cast from PvP Worlds, The Wilderness or the Duel Arena.
The Outpost is an island, with various utilities, including:
- General store - Sells unique items
- Anvil - Squire is a smith who can repair Barrows armour
- Void Knight Archery Store
- Void Knight Magic Store - Which stocks body, air, water, earth, fire, mind, chaos, and death runes
Harboured at the docks in the south-west corner of the island are three, LCVP-style ships, called "landers", which a player must board to participate in the activity. The landers carry a combat level requirement of 40, 70 or 100 to board. The lander must have 5 users on board before the activity may begin. Packed worlds such as world 2 are difficult to enter, so players often avoid these worlds for activities, hence the lack of players on the lander. Some worlds are more popular than others, particularly Worlds 53, 69, 115 and 144, which Jagex has designated as Pest Control worlds.
In busy Pest Control worlds, the landers, particularly the level 40 novice one, can fill up quickly. A lander leaves soon after it has 25 players on board. Sometimes, far more than 25 players attempt to get on a lander. A player not taken in the first load of 25 players is assigned a priority number for the lander, starting at 1 and rising by 1 with each load that leaves without the player. The higher the priority number, the more likely the player will be taken in the next load. Priority numbers as high as 3 have occasionally been seen and it is rumoured that higher ones have occurred.
On slow Pest Control worlds, a lander with a minimum of 5 but fewer than 25 players will leave after a 5 minute wait. Some players bring items to cast the High Level Alchemy spell on while they wait for the landers to fill up.
The rules for pest control are simple. There are two ways to win the game:
- Keep the Void Knight alive for 20 minutes (very difficult and rarely done).
- Destroy all 4 portals before the Void Knight is killed (very commonly done). Many games are won in 2 minutes with this strategy. However, the Void Knight can easily be killed even in two minutes if left undefended, so a small number of players should defend the knight. Since players rarely organise themselves, it can be worth checking the knight's status after each portal kill and switch to defence for a while if the knight is being swarmed or has less than 1/2 health.
Monsters & PortalsEdit
Monsters are the beasts that spawn out of portals to kill players or the Void Knight.
|Name||Attack style||Combat levels||Notes|
|Brawler||Melee||51, 76, 101, 111 or 129||Blocks the way due to its massive size. It is impossible for players or pests to shoot over it with ranged or magic attacks.|
|Defiler||Ranged||33, 50, 66, 80, or 97||Can range over the walls.|
|Ravager||Melee||6, 53, 71, 89, or 106||Destroys Gates and Barricades. Non-aggressive, but can hit hard with melee.|
|Shifter||Melee||36, 57, 76, 90, or 104||Can teleport (also over the walls). Immune to poison.|
|Spinner||Melee||37, 55, 74, 88, or 92||Can heal the portals. Will not retaliate when attacked.|
|Splatter||Melee||22, 33, 44, 54, or 65||Explodes when killed, damaging nearby players and pests. Will explode instantly upon moving adjacent to gates and barricades.|
|Torcher||Magic||33, 49, 67, 79, 91 or 92||Can cast spells over the walls.|
Brawlers are the largest and most powerful creatures in the Pest Control activity, and they defend the portals. They resemble a gorilla or a small elephant with spikes sprouting from their backs and a pointed, very slightly transparent, snout. When you see one of these creatures, ignore them, for they are the lowest priority to kill unless they are in your way.
Normally they will not attack the fort, though they are still a match for any attempting to destroy the portal. Their combat levels can be 51, 76, 101, 111 or 129 and their colouring is based on their level. Brawlers are one of only five creatures that you cannot run through (the others being Monkey Guards on Ape Atoll, and the monsters fought in the quest Dream Mentor) - they block your path in a similar manner to the barricades in the Castle Wars and Soul Wars activities.
Brawlers block other monsters too. This can be used to the team's advantage by 'luring' a brawler to the steps where the Void knight is. Defilers and Torchers cannot shoot over brawlers, and Shifters are unable to teleport through them. Brawlers will never attack the Void knight. Thus, 'luring' can be an effective tactic to protect the Void Knight from potential damage by monsters behind the lured brawler.
"Defiler" redirects here. For the set effect of Verac the Defiled, see here.
Defilers are fast, agile creatures in the Pest Control activity. They have the appearance of the lower half of a snake, a humanoid top half and a face resembling that of a cat. They can throw flying spikes over long distances, can inflict a large amount of Range type damage with the missiles, and will actively attack the Void Knight. They can even launch their barbs over walls, though if they are in the spaces right in front of one of the three gates, they cannot shoot over it, so keeping them closed will block those directly in front of it. Their combat levels range can be 33, 50, 66, 80, or 97 and their colouring is based on these levels.
Ravagers are short, humanoid creatures with large claws in the Pest Control activity. Their appearance is closely related to that of a mole with over sized claws and red eyes. They are capable of tearing down the gates and so they must be killed to protect the void knight from the torchers and defilers. However, they are relatively weak when it comes to direct combat. Their combat levels can be 36, 53, 71, 89, or 106 and their colouring is based on these levels. When attacked, a ravager will often continue destroying its target (if any) before engaging in combat with the attacking player, and may also destroy anything nearby that gets repaired, and are the second priority to kill.
Shifters are creatures that excel in melee combat and can teleport across the island and even past walls. For this reason, they are very dangerous for those on defence since they can teleport right next to the Void Knight and attack him. They have the bottom half of a spider with the scythes of a praying mantis (similar to the Abyssal demon). Their combat levels can be 36, 57, 76, 90, or 104 and their colouring is based on these levels. Although it has the ability to teleport other monsters, such as ravagers and torchers (and up on to towers), they can only teleport others a very short distance.
For some reason shifters are some of the few monsters that can attack at a diagonal, other than ranged monsters, most single squared beasts will align with the player to attack. They also seem to hit the knight from a distance while teleporting around him/her.
Spinners are creatures that appear as spinning tops or jellyfish, and float above the ground. They repair the Portal on the island and must be defeated if the portals are to be destroyed, therefore you have to kill these creatures first before you pile on the portal. If the humans over power the portal and destroy it before the spinner can finish healing, it will begin to spin around and then explode hitting all players within a few squares with poison that does 50 life points instantly as it explodes and poisons for 10 LP thereafter. Their combat levels can be 37, 55, 74, 88, or 92. They are the first priority to kill.
Splatters are creatures that appear like a giant ball with a single eye in the middle and liquid inside them. They will go towards the fort and detonate, causing big damage to all players, monsters, and objects in the immediate vicinity. This will also happen if they are killed, which is easy since they are often low level and weak defensively. When a splatter "detonates" near another splatter, if the secondary splatters' life points are low enough, the damage may cause a chain reaction, increasing the overall damage. Some players find amusement in exploiting the splatter's detonation. By making several or many splatters follow a player with auto-retaliate turned off, leading them into a group of enemies or players, and then killing one, they can start this chain reaction of detonations, likely killing everything/everyone surrounding them. Their combat levels can be 22, 33, 44, 54, or 65 and their colouring is based on these levels. If the opportunity arises, you can use the splatters sort of like a Void Seal by detonating them near large groups of monsters. This does not work on portals. This "attack" is sometimes called "spatter barrage". Also, if you are fast enough you can avoid the detonation by running away when you know they are going to detonate, but haven't started the detonation yet. This is unreliable, however. Currently no prayer protection can defend against their "detonation". Players wearing Dharok's equipment may wish to kill Splatters to lower their health and activate the set effect to do extra damage. Killing them is a higher priority the closer they get to the gates, as their explosions can damage the gates. Splatters will never attack the Void knight, but if killed near it, it can cause damage.
Torchers are creatures that look like winged snakes with bat wings and will actively attack the Void Knight. They have a long distance magical attack which can harm both players and the Void Knight. They can even launch this attack over walls, though if they are in the spaces right in front of one of the three gates, they cannot shoot over it, so keeping them closed will block those directly in front of it. Their combat levels can be 33, 49, 67, 79, 91 or 92 and their colouring is based on these levels.
A portal is not technically a monster, but it is attackable by players. Each one has 200 hitpoints in the novice lander or 250 in the intermediate and veteran landers, and will spawn monsters until destroyed. Players have to wait until the shield around it disappears before the attack may begin. Its defence is very high, so be sure to have a high attack and strength level when attempting to attack it. Using the dragon battleaxe's special attack, a strength potion, or attack and strength enhancing prayers can also be very useful. Upon the destruction of a portal, the Void Knight will gain 500 life points back. Beware of spinners, as they can heal the portals, and will poison all surrounding players if the portal is destroyed before them.
A common misconception is that using special attacks on the portals will cause Spinners to appear, but this is nothing more than a myth.
It is also believed that by not killing the spinners, and allowing them to heal the portal will grant more experience for players attacking it.
Each portal has a different weakness. However, unless you are attacking a portal with very few people or by yourself, these weaknesses can generally be ignored.
At the beginning of the game, all portals will be shielded from any harm. Eventually, these portals' shields will slowly be dropped in random order by the Void Knight's efforts. To figure out which portals are vulnerable, the player must pay attention to the chat, or the portal status interface at the top right-hand corner of the screen. If a portal is destroyed then the Void Knight will receive a small amount of health. Presumably, 50 hitpoints are restored for each portal destroyed, making for a total of 150 hitpoints restored per game session if 3 portals are destroyed. Since games immediately end after all 4 portals are destroyed, the last health restore is insignificant.
The Void Knight only has a possible maximum of 200 hitpoints, so destroying a portal will not always heal the knight 50 hitpoints; any amount of overhealing done will be lost.
Destroying portals is an important objective of the game. Not only does it heal the Void Knight, but it stops the monsters from spawning at that location and eventually reaching and attacking the knight. Thus, some players may wish to specialize in attacking the portals.
When at the portals, floating creatures called Spinners that appear as spinning tops or jellyfish may spawn. They repair the Portals from which they have came from and must be defeated if the portals are to be destroyed, making them the top priority to kill. It is recommended that players kill the Spinners first before attacking the portal, especially if more than one Spinner is present. If players manage to overpower the portal and destroy it before the spinner is killed, the spinner will explode, hitting all players within a few squares with poison that does 50 life points instantly and poisons starting at 18 LP thereafter. Their combat levels can be 37, 55, 74, 88, or 92. Spinners are best dealt with using Ranged or Magic while standing at least 1 space away, as their explosion radius after death is 3x3.
Please note: While some players assume that killing Spinners and destroying all the portals is the main and only objective, if players ignore defending the Void Knight, the Void Knight when left undefended, could take heavy damage and be killed much faster than the destruction of portals, resulting in a loss. Therefore, players must split between accomplishing these tasks; if the defence of the Void Knight is lacking, help out. Players should attack monsters both inside, and outside the gates, protecting the either Void Knight or the gates accordingly.
The use of gates stop some enemies from attacking the Void Knight for as long as they survive for. Closing them can be beneficial when trying to save the Void Knight and not losing the game. These gates can also be repaired if needed.
Winning players are rewarded with coins and commendation points.
Depending on your boat, you will gain a different number of commendation points upon winning a game:
- Boat #1: 2 points per game won.
- Boat #2: 3 points per game won.
- Boat #3: 4 points per game won.
If a player trades in 100 points in one go, they get an extra 10% experience per point. If they trade in 10 points, you get an extra 1% experience. Some players save points up to 100, then trade in, and repeat because of this "bonus" experience.
Note: The most commendation points a player can have at any time is 250. If you board a boat while holding 250 points, a warning will be given to the player to trade the points in. If a player continues to play with 250 points, subsequent games will not award any commendation points. You will also get a warning if winning the next game would result in wasting points, for example if you had 248 points and you were playing in the Veteran boat (4 points per game). In this event, winning the game would only take you to the maximum 250 points, wasting the other two.
Commendation points can be traded in for:
- Experience in any combat skill besides Summoning that is equal to or greater than level 25. The formula is the following: , where equals level; equals 18 for prayer, 32 for magic/range, and 35 for all others. Ceiling means round up to the nearest integer (whole number). The experience this generates is summarised below. The amounts below are awarded per commendation point traded in.
Void Knight equipmentEdit
|Void Knight mace||250||
Able to cast Claws of Guthix in place of a Guthix staff.
Not required for the Void set effect.
|Void Knight top||250||Required for the Void set effect.|
|Void Knight robe||250||Required for the Void set effect.|
|Void Knight gloves||150||Required for the Void set effect.|
|Void melee helm||200||+10% Melee accuracy and damage.|
|Void magic helm||200||+30% Magic accuracy.|
|Void ranger helm||200||+10% Ranged accuracy and damage.|
|Void Knight seal||10||
Operate in a Pest Control game to inflict 100 points of damage to surrounding pests.*
Worn in the amulet slot.
*This amulet has 8 charges and will crumble to dust when depleted.
- There is a requirement of 42 Attack, Strength, Constitution, Ranged, and Magic, as well as 22 Prayer to use any Void item.
- A complete set of Void items will cost 1500 points.
- A set of Void robes and one special helm will cost 850 points.
- You need level 25 in Herblore to purchase this.
You need level 25 in farming to purchase this.
The official world to play Pest Control on is:
- World 344
It is not required to use these worlds, and they often have many inexperienced Pest Control players, which can be frustrating for players trying to get commendation points. However, landers in most other worlds are usually empty, unless a Pest Control clan is present. However, if a player does not have a specific team to join them, simply using the Novice lander on a crowded world is plenty sufficient. Occasionally, a game will be lost on that lander, but games are completed very quickly, so there's not much of a loss of points overall.
Archery competition • Barrows • Burthorpe Games Room • Brimhaven Agility Arena • Gnome Ball • Gnome Restaurant • Impetuous Impulses • Mage Arena • Mage Training Arena • Pyramid Plunder • Ranging Guild Activities • Rat Pits • Rogue Trader • Sorceress's Garden • Tai Bwo Wannai Cleanup • Temple Trekking • TzHaar Fight Cave