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Recipe for Disaster

Recipe for Disaster is ten separate quests on the Quests tab: RFD - Another Cook’s Quest, the eight “Freeing” subquests, and RFD - Defeating The Culinaromancer. Add the ones you want in any order. Each waits until its requirements are met, so you can add all ten at once and let the plan fill in the rest. The requirements the GUI checks are on the Quest list; everything on this page needs membership.

Subquest Fights
RFD - Another Cook’s Quest None
RFD - Freeing The Mountain Dwarf Icefiend
RFD - Freeing The Goblin Generals None
RFD - Freeing Pirate Pete Mudskippers and crabs under the sea
RFD - Freeing The Lumbridge Guide None
RFD - Freeing Evil Dave None (your cat hunts the hell-rats)
RFD - Freeing Skrach Uglogwee Wolves, chompy bird and jubbly
RFD - Freeing Sir Amik Varze Evil Chicken, black dragon, Entrana zombies
RFD - Freeing King Awowogei Monkeys, Big Snakes
RFD - Defeating The Culinaromancer Six bosses, no Prayer
  • The banquet hall: it goes in through the Lumbridge Castle kitchen door and comes out through the barrier. It never teleports out of the hall; the Lumbridge bank is a short walk away.
  • Bank trips: each part of a subquest gets its own bank trip, packing only what the next steps use.
  • Ingredients: many come from the Culinaromancer’s Chest in the Lumbridge Castle cellar, from shops, or are gathered and made by the script itself. If an item has no source the account can use, the script stops with “RFD - … cannot obtain: …” and the item names.
  • Food safety: the quest dishes and their ingredients (cakes, stews, fishcakes, the roast chompy and so on) are never eaten as food.
  • Starting mid-quest: if you start the script inside a subquest’s area (the goblin kitchen, the sea bed, Traiborn’s quiz, Evil Dave’s basement, Rantz’s cave, the Evil Chicken’s Lair, Ape Atoll, or the Culinaromancer’s arena), that subquest runs first.

No fights. It buys and makes the Cook’s ingredients:

  • An eye of newt from Betty in Port Sarim, and a rotten tomato from the crate in Yanille.
  • Greenman’s ale from the Yanille bar (10 coins).
  • A Dirty blast: the fruit blast ingredients and tools from Heckel Funch in the Gnome Stronghold, mixed and finished with ashes. The ashes are picked up in Lumbridge Castle, or it burns logs there itself.

The bank trip takes 100 to 1,000 coins, Lumbridge teleports and up to 4 food.

  • Coins: it needs 350. When the account is short it reports “Freeing the Mountain Dwarf needs 350 coins; owned N.”
  • Ales: it buys Asgarnian ales from Kaylee in Falador, pays her 200 coins for the recipe, and makes the Asgoldian ales.
  • Rock cake: milk, flour, an egg and a bowl come from the Culinaromancer’s Chest. Rohak bakes the cake for 100 coins.
  • Gloves: it wears ice gloves or smiths gloves if you own them, otherwise it picks up leather gloves.
  • Icefiend: it fights with Fire Strike when Magic is at least 13 and higher than the lower of Attack and Strength, and the runes for 10 casts are affordable. Otherwise it fights in melee gear on Aggressive. It takes up to 20 food and buys kebabs when you own fewer. The subquest won’t start with less than 20 Strength unless you have 13 Magic.

No fights; it takes only 3 food. It gathers the slop ingredients: charcoal, bread, water, an orange and a knife, a blue, green or purple dye, spice and fishing bait.

  • The blue dye comes from Aggie, with woad leaves bought from Wyson.
  • It makes the soggy bread, orange slices, dyed orange and spicy maggots itself.
  • It climbs into the Goblin Cook’s kitchen by the hut ladder, and out again when the next step is elsewhere.
  • It carries the shop costs plus 200 coins for boat fares.
  • Extra checks: if you don’t own them yet, it needs 42 Crafting to blow the empty fishbowl and 4 Smithing for the bronze wire.
  • Supplies: it blows the fishbowl, smiths 3 bronze wire at the Varrock West anvil, and brings a needle, a pestle and mortar, and raw cod and bread with a knife. Below 62 Cooking it takes 3 spare sets of cod and bread in case the fishcake burns.
  • Murphy in Port Khazard makes the diving helmet and apparatus, and replaces lost pieces.
  • Weight: Murphy won’t take you over 27 kg. It packs the helmet, apparatus and light melee gear, and 6 to 10 food. If he refuses more than 5 times, the script stops.
  • Pets: Murphy won’t dive with a follower out. The script doesn’t put it away for you, so pick up your pet first.
  • Under the sea: it kills mudskippers for 5 hides and crabs for meat. Neither is aggressive. Teleports and banking don’t work down there, so when it’s out of food below 50% health it climbs the anchor and restocks.
  • The fishcake is cooked on the Lumbridge Castle range. A burn uses a spare set; with none left, it dives again.

No fights and no food. It takes an egg from the Lumbridge farm, and milk, flour and a cake tin from shops (the Culinaromancer’s Chest sells all three).

  • Traiborn’s quizzes in the Wizards’ Tower are answered from a built-in table. An unknown question gets a guess, and a wrong answer only restarts that quiz.
  • The cake is mixed after the last quiz and baked on the Lumbridge Castle range.
  • Extra check: you need a cat. If you own none, it buys a kitten from Gertrude for 100 coins: “Needs a cat for the hell-rats: 100 coins buy a kitten from Gertrude.”
  • Stews: it carries at least 12 plain stews, made from potatoes picked north-west of Lumbridge, a bowl of water and cooked meat, cooked on the Lumbridge Castle range.
  • Spices: only hell-rats drop them, and only a cat catches them. It takes your best hunting cat (wily, lazy, grown, then kitten) to Evil Dave’s basement through the trapdoor in Doris’s house, and picks up the spices. A kitten gets fed; it buys raw sardines only if you own no other kitten food.
  • The recipe: it works out the right spice mix by tasting, and remembers what it learned on this account.
  • Bank trip: no food, Varrock and Lumbridge teleports.

If Evil Dave keeps refusing the stew, or the cat can’t be found or dropped, only this subquest stops for the run. The rest of the plan carries on.

  • Extra check: it needs 17 Smithing to smith the iron spit, unless you already own one.
  • Supplies: an axe, the iron spit (smithed at the Varrock West anvil), 2 logs and a tinderbox, the ogre bellows from the chest in Rantz’s cave, an ogre bow, a ball of wool and a pickaxe.
  • Ogre arrows: it makes 15 whenever you have fewer than 5, from achey logs, wolf bones and feathers.
  • Wolf bones: it kills wolves in the Stronghold of Security. It uses ranged when twice your Ranged beats your Attack plus Strength and 50 arrows are owned or affordable, otherwise melee.
  • The hunt: ogre bow, all the ogre arrows and ranged armour within a 10,000-coin budget. It hunts the chompy with bloated toads, cooks it on the spit on Karamja, and rides the kids’ ogre boat back. For the jubbly it makes a balloon toad, then shoots, plucks and roasts the bird on Rantz’s spit.
  • Bank trip: up to 4 food, Lumbridge teleports, and Brimhaven teleports for the Karamja leg.
  • Extra checks:
    • Legends’ Quest must be started: it needs the Radimus notes to enter the Kharazi Jungle.
    • At least 8 food for the Evil Chicken’s Lair.
    • It doesn’t start while Swan Song is in progress, since the Wise Old Man talks of nothing else.
    • Sweetcorn: picked in the Varlamore field after Children of the Sun, taken from the Cam Torum spawn once far enough into Perilous Moons, or one you already own.
  • Supplies: raw chicken, milk and cream, sweetcorn and a pot, a machete, an axe, a pestle and mortar, and a dramen or lunar staff. A lost dramen staff is remade from a branch.
  • Bank trip: an escape teleport (up to 3 casts of Lumbridge, Varrock, Falador or Camelot Teleport), the lair gear, your staff, 2 raw chickens, 2 antifire and 2 prayer potions if you own them, and up to 18 food.
  • Style, picked from your levels and locked for the lair:
    • Ranged uses a crossbow (zaryte down to plain) with 150 bolts.
    • Magic uses a water spell with 300 casts (150 at least).
    • Otherwise it uses melee.
  • Shield: an anti-dragon shield is always worn, or your dragonfire shield or ward.
  • Evil Chicken: fought under Protect from Magic.
  • Black dragon: with ranged or magic, from a safespot. With melee, in the open under Protect from Melee, drinking antifire.
  • Leaving: it leaves the lair when it’s out of food below 50% health or out of ammo or runes, and teleports out below 40% health.
  • Jungle trip: machete, axe, the Radimus notes and 6 food.
  • Entrana: it banks every worn item and takes only 8 food and an escape teleport. It fights the dungeon zombies unarmed for a bronze axe and chops the dramen tree.
  • Flambe: it wears ice gloves if you own them, otherwise the anti-dragon shield.
  • Extra checks: you must own the M’speak amulet and a monkey greegree from Monkey Madness I.
  • Supplies:
    • From the mainland: a banana, rope, knife, pestle and mortar, and 4 doses of superantipoison from the Observatory spawns.
    • On Ape Atoll: monkey talismans from Tutab (1,000 coins each) and monkey nuts from Solihib, bought wearing a greegree.
    • Missing gorilla, zombie and ninja greegrees are made at Zooknock.
    • It gathers 3 sets of ingredients below 80 Cooking, 2 sets at 80+.
  • Pack: 14 food (10 at least), prayer potions (2 for the kills, 2 kept back for Zooknock’s tunnel) and the island coins plus 200.
  • Gear: ranged unless Attack and Strength are both 70+. It takes your best bow and ammo (100 to 500), with the M’speak amulet. Otherwise it uses Monkey Madness I’s melee gear.
  • Monkeys:
    • It kills one Monkey Guard, Monkey Zombie and Monkey Archer for their bones. Protect from Melee is used against guards and zombies and Protect from Missiles against archers, at 43+ Prayer.
    • With ranged, gorilla guards are shot from a safespot by the temple.
    • Monkeys it doesn’t need are escaped, not fought.
    • It restores prayer at the Gorilla Statue.
  • Big Snakes: it needs food and more than 25 health before dropping into the pit, and prays Protect from Melee.
  • Cooking: a burnt stuffed snake is dropped and the next one tried.
  • Travel: it leaves the islands with a teleport spell (Varrock, Ardougne after Plague City, Lumbridge, Falador or Camelot), or Lumdo’s boat to Crash Island if none is carried. On the mainland it doesn’t let the walker spend law runes on teleport spells.

The finale fights six bosses in Lumbridge Castle’s banquet hall: Agrith-Na-Na, Flambeed, Karamel, Dessourt, the Gelatinnoth Mother and the Culinaromancer. Prayer doesn’t work in the arena, so none of the fights use it.

Besides the GUI list (175 quest points, Desert Treasure, Horror from the Deep and the eight “Freeing” subquests):

  • “Requires ice gloves for Flambeed (the Ice Queen needs 50 Mining, 13 Magic and the standard spellbook).” If you can get them, it runs the Ice Queen fight from Heroes’ Quest first.
  • “Requires the standard spellbook (the Gelatinnoth Mother is fought with elemental spells).”
  • “Needs at least 10 karambwans or better for each Culinaromancer fight (no karambwan shop is open).”
  • Each boss gets its own trip from the Lumbridge Castle bank, then the portal in the banquet hall.
  • After a kill or a retreat it leaves by the white portal. The kill count keeps its place, so the next trip goes to the next boss.
  • If you start the script inside the arena, it fights on. After a death, the next trip re-gears.
  • Food: karambwan or better only. It fills every slot the gear and potions leave. Karambwans are bought from the Shrimp and Parrot in Brimhaven (325 coins each). Each trip needs 10 of them, or as many as you own if fewer.
  • Restore potions for Karamel: it takes 8 doses (restores before super restores). With 22+ Herblore it makes Restore potion(3)s itself from chaos druid herbs and red spiders’ eggs. They’re optional; without them it packs what you own.

The style is locked when the boss’s trip is planned:

Boss Styles it may use
Agrith-Na-Na Ranged or melee
Flambeed Magic (water) when ready, otherwise the best of your styles
Karamel Magic (fire) or ranged; melee only if neither is ready
Dessourt Magic or ranged; melee only if neither is ready
Gelatinnoth Mother Magic, with Horror from the Deep’s kit
Culinaromancer Any
  • Magic needs the standard spellbook and an affordable spell with at least 80 casts (it takes 200). Ranged needs 100+ ammo (it takes 200).
  • Otherwise it compares your Ranged, your Magic, and the lower of Attack and Strength.
  • On magic, Flambeed, Dessourt and the Mother are fought in tank armour (from a Neitiznot faceguard down to a mithril full helm, Bandos or Barrows down to rune bodies, kiteshields, and gloves), while Karamel and the Culinaromancer are fought in robes.
  • Flambeed’s trip wears the ice gloves (or smiths gloves (i)).
  • Rune gloves can be bought from the Culinaromancer’s Chest once seven subquests are done.
  • Flambeed: if he knocks your weapon off, it wields it again or picks it up.
  • Karamel: it stands next to her. On magic it drinks restores as Magic drains; on ranged or melee it drinks once the skill is 10 below its real level. Drained Magic is restored or waited out before the trip.
  • Gelatinnoth Mother: a staff of air with runes for all four elements (100 casts each), plus a crossbow and 100 bolts. Each colour is hit with its element’s strongest spell, and green with the crossbow. Orange (melee only) is waited out on food, as is green without a crossbow.
  • Culinaromancer: before the kill, it eats to make room for the reward lamp.

It eats at a health level based on each boss’s max hit, and leaves by the portal when:

  • it’s out of food and low on health;
  • it runs out of runes or ammo;
  • it has no ice gloves against Flambeed;
  • Magic has drained below Karamel’s spell and no restore is left;
  • it has no staff of air or runes for the Mother.

A trip that ends without a kill counts as lost. After three lost trips to the same boss, the quest sets itself aside (“Lost 3 trips to Karamel; waiting for a combat level to go up.”, with that boss’s name) until your Attack, Strength, Defence, Ranged, Magic or Hitpoints goes up. Restarting the script resets the count.

The 20,000 xp lamp is rubbed on the Lamp skill you chose in the editor if that skill is 50+. Otherwise, or on Default, it picks a random skill at 50+ (never Attack, Defence or Prayer). If no skill qualifies, it keeps the lamp. A lamp dropped for want of space is picked up first.

After the finale, add Buy Barrows Gloves from the Activities tab. It buys them from the Culinaromancer’s Chest for 130,000 coins.