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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. They have a relatively low hit points and defence, so they are dispatched easily kvart.txt Michigan 48017. Their combat levels can be 33, 49, 67, 79, 91 or 92 and their colouring is based on these levels.

Otherwise, the minigame can be accessed from 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'.

As with any mini-game, it is not required to use the official world, though landers in most other worlds are usually empty if a Pest Control clan is not present. However, if a player does not have a specific team to join, simply using the Novice lander on a crowded world is plenty sufficient. Occasionally, a game will be lost on that lander, but games are won fairly consistently, so there's not much of a loss of points overall.

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When at the portals, Spinners will spawn and begin repairing the portal. A Spinner makes a distinct sound when it starts healing the portal, notifying players of its presence. Generally, if there are a number of people attacking the portal, a single Spinner can be ignored, and the portal can still be easily destroyed. Once multiple Spinners spawn, however, the portal will be repaired quicker than players can damage it. Players will need to either kill or lure the Spinners away in order to be able to destroy the portal.

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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.

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Spinners are creatures that appear as spinning tops or jellyfish, and float above the ground. They repair portals on the island and it is unlikely the damage players do will be greater than the amount the spinners heal, especially if there is more than one. However, if the players manage to destroy the portal before any spinners healing it are killed, the spinners will spin around violently and then explode, hitting all players within a few squares with poison that deals 5 hit points of damage instantaneously and then poisons for 1 hit point afterwards. Their combat levels can be 37, 55, 74, 88, or 92. Since they often prevent players from destroying the portals quickly (and thus extend the length of the mini-game) they are the first priority to kill, even if the portal they surround is still protected.

At the start of a game, all four portals are given a shield, which makes the portal impenetrable. Players will have to wait for the Void knight to disable the shield before attacking. The first shield will go down 15 seconds into the game, and then the following shields will go down in 30 second intervals thereafter. Portals will be announced as the shields drop. All shields drop at 1 minute, 45 seconds.

The best strategy is to make sure the gates stay closed as the players run through or past them. This helps keep the Void Knight safe. It is ok for 2-3 players to be at the Void Knight to help keep pests from attacking him, but the majority of the players should be following the portals as they open to destroy them as quickly as possible. Rangers, Halberdiers, and Magers can easily lure spinners away from the portals while the meleers are attacking and killing the portals.

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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.

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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.

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 nearest standing barricades or fort doors and detonate, causing substantial damage to all players, monsters, and objects that are 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. 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.

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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.

Note: The most commendation points a player can have at any time is 4000 (changed in April 16 2015). If you board a boat while holding 4000 points, a warning will be given to the player to trade the points in. If a player continues to play with 4000 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 3998 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 4000 points, wasting the other two.

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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, which can inflict a large amount of damage to 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 vary from 33, 50, 66, 80, or 97, and their colouring is based on these levels.

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