All Fired Up (minigame)
- For the quest with the same name, see All Fired Up.
All Fired Up (sometimes simply called the Beacon Network) is a minigame released on 26 August 2008. The goal is to light a series of beacons, created by King Roald III to create a warning in an event of an emergency. In total, there are 14 beacons in the beacon network. To fully complete this minigame, players must have a Firemaking level of 92, along with several other requirements and completion of certain quests to be able to access all 14 beacons. The minimum level required in order to start using the beacon network as an alternative method for training the Firemaking skill is level 43, in order to access the first two beacons. It is essentially an evolved version of the unreleased Wilderness Tag.
See All Fired Up (minigame)/Walkthrough for a brief and simple walkthrough for the activity or All Fired Up (minigame)/Walkthrough (thorough) for a comprehensive step-by-step method suitable for those going for the Inferno Adze as a one off.
Levels and quests
These are the requirements needed to light all 14 beacons in the minigame. Not all of these requirements are necessary for lighting the initial beacons in this network, so do not be intimidated with all of these requirements if this is going to be used for training purposes. See "Network information" section below for the requirements for each beacon. Players must have earned these skill levels themselves as player assisting will not allow players to access these beacons.
Required
- Completed All Fired Up
- Completed Land of the Goblins to light the beacon in Goblin Village
- Atleast started Troll Stronghold
- Climbing Boots or Rock Climbing Boots (if not using Trollheim Teleport)
- Level 64 Agility
- Level 42 Construction
- Level 56 Smithing
- Level 70 Smithing or 59 Construction
- Level 60 Crafting
- Level 31 Prayer
Rewards
- To claim the rewards:
- Level 62 Firemaking for the first reward - a Ring of fire
- Level 79 Firemaking for the second reward - a pair of Flame gloves
- Level 92 Firemaking to claim the third and final reward - an Inferno adze
Helpful
- For beacon keepers to watch after the beacons:
- Completed Garden of Tranquility for White tree fruit
- Completed Heroes' Quest for Lava eel
- Completed Icthlarin's Little Helper for the Catspeak amulet
- Level 81 Summoning is also an option for communicating with Nanuq (near the God Wars Dungeon)
- For run energy:
- Level 52 Summoning and a Spirit terrorbird
- An Explorer's Ring (any level)
- A surefooted aura replenishes run energy to full when your character stops moving, must be activated.
- Completed As a First Resort... for access to the Salt-water spring spa
- Eating mint cakes will restore your run energy to 100%
- Completed Eadgar's Ruse for Trollheim teleport
- Dareeyak Teleport for two of the beacons in Deep Wilderness
- To teleport to the final beacon:
- Level 89 Magic for the Ice Plateau Teleport and completed Lunar Diplomacy, or
- Level 96 Magic for the Ghorrock Teleport and completed Desert Treasure.
- To use Lunar magic:
- Completed Dream Mentor
- Level 96 Magic for Spellbook swap
Items
This list does not include the logs used to fuel the beacons and tinderbox to light them (Tool belt works).
Needed
- These items are only needed to repair various beacons once. After the beacons are repaired, these items are no longer needed.
- 1 hammer
- 1 needle
- 2 or 4 Iron bars 1
- 3 Jute fibres
- 2 or 4 planks (any type) 1
- 4 or 8 nails 1
1 Depends whether you use Smithing or Construction on the 13th Beacon.
Recommended
- Except for the catspeak amulet, these items are given to various beacon keepers once, so that they will be willing to tend the beacon for you and provide you with information. The catspeak amulet is required each time the player wishes to speak with the cat at the Burthorpe beacon (the amulet is not given away).
Helpful
- A decent hatchet
- 1 Games necklace or Combat bracelet
- 1 Amulet of glory
- 1 Super restore potion
- 1 Goblin village sphere (for teleport to the eighth beacon)
- Wicked Hood (for teleports outside of the Mind Altar and Earth Altar)
- 1 Spirit terrorbird pouch with its scrolls
- Several Tireless Run scrolls
- Several Cosmic runes
- Several Astral runes
- Several Water runes
- The explorer's ring 1-3 (for run charges)
- Boots of Lightness for weight reduction
- Agile Top or wicked robe top for weight reduction
- Agile legs or wicked legs for weight reduction
- Penance gloves for weight reduction
- Spotted cape, Spottier cape or wicked cape for weight reduction
Gameplay
Starting off
To start the game you must have completed the All Fired Up quest. One of the rewards from this quest is access to the beacon network.
Objective
The goal of the game is to keep as many beacons lit at the same time as possible. There are a total of 14 beacons in the beacon network which are indicated by the Fired Up Beacon icon () on the World map and minimap. Players gain rewards based on how many beacons kept lit at the same time, broken into three groups: 6 beacons, 10 beacons, and all 14 beacons. To get the rewards, players have to speak with King Roald III in Varrock. Note that players may choose to gain all three rewards in one trip.
Strategy
Before making an attempt, all the beacons should be filled with logs (the logs will NOT disappear), along with doing the needed repairs, and aiding the keepers beforehand. See "Network information" for Beacon and Keeper requirements.
Lighting the Beacons
To light a beacon, the brazier must first be filled with 20 (unnoted) logs of the same type. Any type may be used, but the better the logs used, the longer the beacon will stay alight. Use a tinderbox on the beacon to light it. Lighting the beacons give a fixed amount of experience, regardless of the type of logs used. It may be useful for players to use maple or willow logs for most beacons if they want to save expenses or effort to gather the required logs, especially if they are using the network to gain experience rather than trying to earn the rewards.
Helpful note: Players do not have to light the beacons immediately after filling with logs, so the beacons can all be loaded with logs first, and then the player can run from beacon to beacon to light them quickly. A player may load and light the beacons in any order.
Once a beacon is lit the player may provide the Beacon keepers with an additional 5 logs to watch the beacon on the player's behalf. In addition, a player may add the 5 logs to the weakened beacon themselves to restore a beacon to its full strength. Providing additional logs to the beacon keepers does not give any additional experience, but it does add some additional time that the beacons will remain lit. Meeting the requirements to interact with the beacon keeper also allows players to check on the status of the network at that particular station.
Burn time
Below is an estimated time for how long each type of log burns:
Log Burn time Regular logs ~13 minutes Oak logs ~13.5 minutes Willow logs ~14.5 minutes Maple logs ~15.75 minutes Yew logs ~16.5 minutes Magic logs ~18 minutes
Note: It is possible to light all 14 beacons using only regular logs; the entire network may be lit in as little as 7-9 minutes.
Useful tips
Friends may also help in this activity to save repeated trips to the bank. A player provides an inventory of logs to some friends and asks them to wait at the beacons. Once the player arrives at a beacon, the friend trades the logs with the player for the next beacon.
Another piece of advice is to store all of your logs at the beacons that you plan on going to and fix the ladders, then once all are loaded with your 20 logs of the same kind, find a starting point, and light all the beacons. This saves a LOT of time and frustration.
Players may save money by using cheap logs on the beacons that will be lit last. The money saved can be used to buy longer-lasting logs on the beacons that will be lit first. The difference in time between how long a magic log will remain burning compared to a willow log is relatively minor, but the cost to obtain those logs is considerable or time consuming.
Using the salt-water spring after completing As a First Resort... will give you unlimited run energy, increasing your chance of success/save you money from buying energy restoring items.
Players who don't have Trollheim teleport are able to use the games necklace teleport to Troll Invasion and run along to the beacons near the Trollheim hill. This takes a long time and may only leave players a few seconds left before the first lit beacon burns out in which to light the last beacon. This is strongly advised against and can only be done with magic logs (as they burn for long enough to allow a player to do this). However you have plenty of time to do this if they are the first ones you light. Lower levelled players may find this helpful as a way to get to the beacons.
Network information
The beacon network is made up of 14 beacons along the borders of the Wilderness. Each of them require a certain Firemaking level to light, while some may require additional quests and skills. Some of the beacon keepers may run errands, request gear, and require quests to be completed.
1. River Salve
- Location: East of Varrock near Blaze Sharpeye, just south of the Temple of Paterdomus, on Silvarea
- Firemaking level to light: 43
- Beacon requirement: None
- Keeper requirement: None
2. Rag and Bone Man
- Location: East of Varrock on Silvarea at the limestone quarry. Just west of the Odd Old Man, at the start of the Rag and Bone Man quest.
- Firemaking level to light: 43
- Beacon requirement: None
- Keeper requirement: None
3. Jolly Boar Inn
- Location: North-east of Varrock just north of the Jolly Boar Inn in low-level Wilderness.
- Firemaking level to light: 48
- Beacon requirement: None
- Keeper requirement: Completed Family Crest.
4. North of Varrock Castle
- Location: At the north exit of Varrock in low-level Wilderness. Just west of the third beacon.
- Firemaking level to light: 53
- Beacon requirement: None
- Keeper requirement: Provide the keeper a White tree fruit; this requires the Garden of Tranquility quest.
5. North of Grand Exchange
- Location: North of the Grand Exchange in low-level Wilderness.
- Firemaking level to light: 59
- Beacon requirement: None
- Keeper requirement: None
6. Edgeville
- Location: Northern part of Edgeville, this beacon is not in the Wilderness.
- Firemaking level to light: 62
- Beacon requirement: None
- Keeper requirement: All four floors completed of Stronghold of Security.
7. Black Knights' Fortress
- Location: North-east of the Black Knights' Fortress.
- Firemaking level to light: 68
- Beacon requirement: Joined the Monastery (requires Level 31 Prayer).
- Keeper requirement: Level 53 Prayer
8. Goblin Village
- Location: The north-east corner of the Goblin Village. Only accessible from the village.
- Firemaking level to light: 72
- Beacon requirement: Completed the Land of the Goblins.
- Keeper requirement: Provide the keeper a Davy kebbit hat.
9. Burthorpe
- Location: On border of Wilderness and east Burthorpe. Only accessible from Burthorpe.
- Firemaking level to light: 76
- Beacon requirement: Level 56 Smithing to repair ladder for beacon access; a hammer (the hammer in your toolbelt works) and 2 Iron bars for ladder repair. You cannot use the Assist system for repairing the ladder.
- Keeper requirement: Catspeak amulet MUST be equipped to speak with the keeper. A Tail of Two Cats must be completed for keeper information.
10. Death Plateau
- Location: East of Death Plateau (area). Not accessible from Death Plateau, Trollheim, or Burthorpe - only from Level 13 Wilderness.
- Firemaking level to light: 79
- Beacon requirement: Level 42 Construction; a hammer, 2 planks, and 4 nails to repair the ladder.
- Keeper requirement: Provide the keeper a cooked/raw lava eel (requires the completion of Heroes' Quest).
Note: All of the items required to repair the ladder can be found in the ruins just north-east of the beacon. (Hint: After finding the hammer and steel bar, use the steel bar on the anvil in the ruins to make the required nails. Alternatively, there are 4 steel nails right next to the anvil. Plenty of planks are located in the ruins.)
11. Trollheim shortcut
- Location: Accessed with the Trollheim Teleport, near the shortcut into the wilderness.
- Firemaking level to light: 83
- Beacon requirement: Level 64 Agility (or 59 Agility with a summer pie)
- Keeper requirement: Completed Troll Romance and My Arm's Big Adventure.
12. God Wars Dungeon
- Location: North-east of the entrance to the God Wars Dungeon. Not located in the Wilderness.
- Firemaking level to light: 87, but stat-degrading effects require a firemaking level of 92+ or a Super restore potion.
- Beacon requirement: Level 60 Agility or Strength and having defeated Dad during Troll Stronghold to access the area; Level 60 Crafting, a needle and 3 Jute fibres to repair a wind blocker.
- Keeper requirement: Level 81 Summoning to talk to the keeper.
13. Small temple in the Wilderness
- Location: Near the small temple deep in the Wilderness level 40.
- Firemaking level to light: 89
- Beacon requirement: Level 70 Smithing, with a hammer and 2 Iron bars; or level 59 Construction, with a hammer, 2 planks, and 4 nails.
Note: There is no keeper for this beacon.
14. Frozen Waste Plateau
- Location: On the Frozen Waste Plateau, west of the Agility course deep in the Wilderness level 52.
- Firemaking level to light: 92
- Beacon requirement: None
Note: There is no keeper for this beacon.
Beacon guide
No. | Firemaking Level | Other Requirements | One-Time Watch Payment | Location | Fastest Travel | Beacon Keeper |
---|---|---|---|---|---|---|
1 | 43 | None | South-west of the temple Paterdomus on Silvarea File:Beacon1.png |
|
Blaze Sharpeye | |
2 | 43 | None | North-west of Limestone quarry on Silvarea and the temple Paterdomus File:Beacon2.png |
Squire Fyre | ||
3 | 48 | Family Crest started to use attendant. | Level 1 Wilderness north of Jolly Boar Inn File:Beacon3.png |
Orry | ||
4 | 53 | None | White tree fruit | Level 1 Wilderness north of Varrock castle File:Beacon4.png |
Ube | |
5 | 59 | None | Level 3 Wilderness north of Grand Exchange File:Beacon5.png |
Waldo | ||
6 | 62 | Stronghold of Security completed | Edgeville | Gjalp | ||
7 | 68 | 53 Prayer needed to talk to keeper | Black Knights' Fortress, north-west of the Monastery File:Beacon7.png |
Brother Fintan | ||
8 | 72 | Land of the Goblins Quest | Davy kebbit hat | Goblin Village | Stubthumb | |
9 | 76 | 56 Smithing Use Hammer, 2 Iron bars to fix broken pegs; Catspeak Amulet to ask Doronbol to watch for you after A Tail of Two Cats Quest |
Northeast Burthorpe File:Beacon9.png |
Doronbol | ||
10 | 79 | 42 Construction Use 4 Nails, 2 Planks, Hammer to repair ladder. |
Lava Eel (Raw or cooked) | East of Death Plateau (access from level 13 Wilderness) File:Beacon10.png |
|
Crate |
11 | 83 | 64 Agility(Summer pies/Agility Potions can be used), Completion of Troll Romance and My Arm's Big Adventure needed in order to use Egg | East end of Trollheim Wilderness Route (beacon not in Wilderness) File:Beacon11.png |
|
Egg | |
12 | 87 | 60 Crafting; 60 Agility Use a Needle, 3 Jute Fibre to fix the windbreak. 81 Summoning required if you wish to speak to Nanuq. Crafting potions, Summer Pies, or Super Restore potions are highly recommended as the area drains your stats. Watch out for the level 132 Ice Wolves; use Protect from Melee to block their attacks. |
Past first Agility shortcut (climb rocky stoneholds) north of God Wars entrance (beacon not in Wilderness) (bring Super restore potion) File:Beacon12.png |
|
Nanuq | |
13 | 89 | 70 Smithing, Hammer, 2 Iron bars OR 59 Construction Hammer, 4 Nails, 2 Planks |
Just north of Chaos Temple (hut) in western Wilderness level 40 File:Beacon13.png |
|
None | |
14 | 92 | None | Frozen Waste Plateau - Wilderness level 52 File:Beacon14.png |
|
None |
Network Status
To keep track of the status of the beacon network, players can right-click on any of the beacon attendants and use the "Information" option to display a status update similar to the one listed above. Information is available for any neighbouring beacons on the network, or for one station beyond the last beacon that is lit and currently in operation.
Giving a macaw pouch to a keeper will allow that one keeper to get information about every single beacon in the network, instead of only the two neighbouring them.
The icons on the map have the following meanings:
Rewards
Experience
Beacon Firemaking level Firemaking experience for lighting* Cumulative experience for lighting
the beacon network to this point
(including bonus lighting exp
and glove and ring bonus)Experience per log River Salve 43 216.2 824.6 41.2 Rag and Bone Man 43 235.8 2,682.8 67.1 North of the Jolly Inn 48 193.8 4,864 81.1 North of Varrock Palace 53 178.5 7,192.1 89.9 North of the Grand Exchange 59 194.3 9,536 95.7 Edgeville 62 86.7 12,380 (12,137.3 first time) 103.2 Black Knights' Fortress 68 224.4 15,215.2 108.7 Goblin Village 72 194.8 18,227.1 113.9 Burthorpe 76 195.3 21,322.2 118.5 East of Death Plateau 79 249.9 25,405.7 (24,679.8 first time) 127 East of Trollheim 83 201 28,895.9 131.3 East of the God Wars Dungeon 87 255 32,570.6 135.6 North of the small temple in the Wilderness 89 198.9 36,313.7 139.7 Frozen Waste Plateau 92 147.9 41,579.5 148.5
Number of beacons alight Bonus experience* 1 608.4 2 1,622.4 3 1,987.4 4 2,149.6 5 2,149.6 6 2,514.6 7 2,555.2 8 2,758 9 2,839.1 10 3,041.9 11 3,123 12 3,244.7 13 3,366.4 14 4,867.1
Notes
- Wearing a Ring of fire and/or Flame gloves grants additional Firemaking experience.
- 608.4 experience is gained for lighting one beacon at any location.
- 39,599.9 experience is rewarded for having all 14 beacons lit without either gloves or the ring. The experience is 41,579.5 for completing the beacon network with the fire ring and gloves being worn.
- Even though rewards will only be granted for lighting a continuous (unbroken) series of beacons, EXPERIENCE bonus will be granted for beacons regardless of whether they are in sight of each other.
- If any beacons are still on fire when logs are added to the network, even if the beacon station where you are is extinguished after you had previously lit up the network, no additional bonus will be granted and lighting that beacon will only grant experience for that station alone. This includes adding logs to the network and then shortly afterwards the remaining beacons also become extinguished. To maximize experience earned while lighting the network for training purposes, light all beacons within a short period of time, then wait until all beacons go out before re-loading the network with new logs.
- In terms of experience gained per log, this is assuming that players only put 20 logs in each station and then complete the entire network up to that point, including all bonuses. While not necessarily a faster method of earning experience, it may be possible to earn more experience per log if using willow or oak logs for the beacon network and be able to reduce the costs both in terms of time and money to gather these logs and use them for training purposes. As a firemaking training method, using maple logs is only effective if you have the firemaking level to nearly complete the entire network, where you would otherwise gain more experience simply burning the maple logs in a conventional manner. Yew and Magic logs should only be used if a player is having difficulty claiming a reward.
- You can't use logs colored with gnomish firelighters to light beacons.
- When you successfully light 6, 10, or 14 Beacons you will get a message stating you can now pick up your Ring of fire, Flame gloves, or Inferno Adze from King Roald III.
Items
- King Roald III will also reward players with items according to the number of beacons simultaneously lit.
- If you lose or destroy any of these items, you will have to earn it by playing the activity again.
Image Item Beacons lit Level Attributes Ring of fire 6 beacons 62 2% more experience per log. Flame gloves 10 beacons 79 2% more experience per log. When worn at the same time as the Ring of fire, this grants a 5% bonus instead of the expected 4%. Inferno Adze All 14 beacons 92 See the Inferno Adze article.
Note: Level indicated is minimum Firemaking level required; additional requirements may be needed (see above, or beacon network).
Experience chart
To show the benefits from the rewards of the activity while doing normal Firemaking.
- XP is the experience gained from burning the log normally.
- XP+ is the experience gained burning the log with the Ring of fire or Flame gloves (2% bonus).
- XP++ is the experience gained with both the Ring of fire and the Flame gloves (i.e. 2% + 2% + 1% = 5% bonus).
Note: Using Summoning familiars with Ring of fire and Flame gloves will not stack the Firemaking bonus gained. For example, using Pyrelord with Ring of fire and Flame gloves will not add 15% Firemaking bonus, instead it will add 5% + 10 exp. However, a (master) Penance horn will grant you 200% experience bonus over the total experience gained (including the bonus from the flame gloves and/or ring)
Log Firemaking experience Cost per hour For 1 log For 27 logs Per hour XP XP+ XP++ XP XP+ XP++ XP XP+ XP++ - No bonus or + No bonus or + No bonus or + - Logs 40 40.8 42 1,080 1,101.6 1,134 44,000 44,880 46,200 Expression error: Unexpected < operator. Oak logs 60 61.2 63 1,620 1,652.4 1,701 66,000 67,320 69,300 Expression error: Unexpected < operator. Willow logs 90 91.8 94.5 2,430 2,478.6 2,551.5 99,000 100,980 103,950 Expression error: Unexpected < operator. Maple logs 135 137.7 141.7 3,645 3,717.9 3,825.9 148,500 151,470 155,925 Expression error: Unexpected < operator. Eucalyptus logs 193.5 197.3 203.1 5,224.5 5,327.1 5,483.7 212,850 217,107 223,492.5 Expression error: Unexpected < operator. Yew logs 202.5 206.5 212.6 5,467.5 5,575.5 5,740.2 222,750 227,205 233,887.5 Expression error: Unexpected < operator. Magic logs 303.75 309.8 318.9 8,202.6 8,365.2 8,611.3 334,125 340,807.5 350,831.3 1527900 All experience values within this table are correct within 0.25% XP. Hourly experience rate is based on the assumption of burning 1100 logs per hour
Team games |
Barbarian Assault • Blast Furnace • Castle Wars • Clan Wars • Fishing Trawler • The Great Orb Project • Pest Control • Shades of Mort'ton • Soul Wars • Stealing Creation • Trouble Brewing • Vinesweeper |
Solo games |
All Fired Up • Archery competition • Barrows • Burthorpe Games Room • Conquest • Flash Powder Factory • Gnome Ball • Gnome Restaurant • Impetuous Impulses • Mage Arena • Mage Training Arena • Mobilising Armies • Pyramid Plunder • Ranging Guild Activities • Rat Pits • Rogue Trader • Runespan • Sorceress's Garden • Tai Bwo Wannai Cleanup • Temple Trekking • TzHaar Fight Cave • Fight Kiln • Dominion Tower |
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Castle Wars • Clan Wars • Duel Arena • Fist of Guthix • Soul Wars • Stealing Creation • TzHaar Fight Pit • Crucible |
Former games |