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- Italian Song’s Bravery Lure Guide
- This guide is for the un-leaked “bravery” lure. It is not to be redistributed for any reason in any form.
- Requirements: NONE.
- Recommendations: 85 magic, One friend.
- Step 1: Rounding up the targets:
- Most lures, such as the jojo lure, black knights lure, and any other well known lure, targets one and only one person
- at a time. You see them beforehand, and based on either what they’re wearing, or their behavioral tendencies you
- decide to lure them. This can be very cool, but it’s also much more primitive. Anyone with half a brain will say “Hey, I
- wonder why this guy is singling out me to come to his party. It also happens that I’m wearing a party hat. THIS MUST
- BE A LURE!” The bravery lure, getting multiple people at a time, avoids this problem.Also, usually you are confined
- to what they are wearing. But with this lure, it is not out of the ordinary you are able to lure their entire bank. If not,
- their whole cash pile is guaranteed if you follow the steps correctly
- To start out, take a popular place, preferably the grand exchange, and do the average scamming roundup-drop
- party, giveaways, anything works. I usually say giveaway, because then I’m not expected to drop anything, which
- helps for reasons you’ll see later on, and I say a number usually smaller than 100mil. Although it might seem more
- effective to say “DROP PARTY MAX CASH ALL COME!” A smaller, more realistic giveaway is much more believable.
- And it doesn’t matter to the targets- usually they’ll settle for 100mil just as easily as they’d go for 1bil. Once you have
- about 5-15 people, head northwest towards the wilderness.
- Step 2: Decreasing Suspicion
- It’s great to have a large group of people with high risks following you at your disposal. But if you silently walk into
- the wilderness, there’s about a 100 percent chance that no one will come, except maybe the no-riskers. So you’re
- going to want to talk to them on the way there.
- You’ll automatically be bombarded with questions as soon as you leave the G.E. “Where are we going?” “Are you
- luring?” “Why not just drop here?” “Show me the cash you scammer!” There are counter measurements for these
- nooby questions. Quitting is always a good reason. From that point on you can easily make an excuse as to why
- you’re quitting. However, if you want to be more creative, it might be the difference between getting the lure or not.
- I say that every month I do a giveaway with the money I made at frost dragons. Then I quickchat my dungeoneering
- level. That helps back up my position, because even I don’t know any lurers with 85 dungeoneering. If you don’t have
- that you can use your other skills to create the same position. Now for the tricky part.
- What I usually do, is when I get to varrock church, I tell them “I’m going to try to lose some of you, so it’s a bigger
- split for those who stay.” Then I go up the ladder and quickly back down. Some fall for the trick, most don’t. By doing
- that it creates the question in the people’s heads : Why would he want to lose them if it was a lure? the Isn’t more
- people that follow better? It alsomakes them think when they get to the wild: “He wants me to be too scared to enter!
- That’s exactly what he wants me to do! I’m coming in!”
- Step 3 The lure:
- Now they’re in the wild. Most of them are probably camping the ditch, waiting to see what you’ll do. That is fine.
- What you actually want is for the people with no items to come in. Then, take them to very shallow wilderness.
- Automatically you’ll be down to 3-4 people, your targets have just narrowed themselves down for you. Then say
- something like this. “Giveaway time – whoever brought the most gets my (x) mil.” A bunch of people will say scam, lol,
- I brought nothing. This is what you want. Here is where the process comes in.
- You need a friend for this part. Start looking at what everyone brought. Unless the amount is very high, don’t skip to step four. What you’ll want to do is pretend to give the money to your friend, who supposedly brought the most. For
- more effective convincing, he can be one of the more skeptical followers, from the time you round them up to the time
- you give him the money. Either way, once you give him the money, have him act extremely surprised. People will still
- remain skeptical and ask him to show. It helps if he has the money to fulfill this requirement. Then, when everyone is
- still sucpicious of a lure, say “Thank you for coming all” and start to leave the wilderness. Now, those that followed you
- in and those who camped the ditch will follow you, wild with questions. “That’s it?!” “What about is?” “Didn’t you say
- there was more?” The question you’re looking for is “Wait, Can we play again?” Offer them an opportunity to play
- again for slightly less money. They’ll still graciously accept your offer. At this point you will probably be down to either
- one or two people. Say you will wait for them if they need to bank, which they will. Then go back into the wilderness,
- and see what you have lured.
- Step 4: Getting them Deep
- Since you successfully got them into the wilderness before with less risk, and not one trace of a killing squad was
- seen, you can probably get them back into shallow wilderness without a problem. If you can kill them then using either
- yourself or a separate group of friends, feel free. But since you didn’t handpick their combat levels in the beginning,
- you’ll probably need to go deeper.
- Your friend, who has decided to play again, should still be with you. One of you should be on ancients, the other on
- regular spell book to teleblock. While they are still in the wilderness, check their wealths. It’s not unlikely that they
- brought their whole bank. What their bank is in terms of wealth is uncontrollable. But since finding a member with less
- than 1mil bank over level 70 combat is rare, you should be good to proceed.
- Check their wealths. At this point, you’ll probably have a target. One person may have brought 2mil, while the other
- person brought 20. However, they probably don’t expect to go past level one wilderness. Time to fix this. After
- checking their wealths, say it is a tie, and it must be settled by trivia. Tell them to follow you as ask you them
- questions. To make it more realistic, say the point scale is based on what they brought. The 20mil target only needs 2
- correct while the 2mil target needs 5. Before they can consider objecting, get your friend to follow you and start asking
- the questions. They’ll probably follow you to catch up to you, but then click away and say “can’t we do it here?” Tell
- them it’s part of the game, and if they leave they are disqualified. Have your friend, who is still acting as a contestant,
- to urge them to please leave, so his chances of winning are greater. Again, reverse psychology will probably prevail
- and result in them staying.
- Step 5: Sealing the Deal
- Step four ended around level 7 wilderness. If lucky, you may have the ability to kill them then and there. More
- realistically however, you’ll probably need to continue with trivia.
- ASK LEGITIMATE QUESTIONS. I can’t stress how stupid it would be to ask “What is my middle name”, have them
- say a random guess and tell them their first guess is correct. That will draw an alarm and have them leave on the
- spot. Questions you should ask should be relatively obscure but somewhat well known. One I like to ask is “Who is the
- fastest man in the world” and accept the answers “Usain Bolt, Hussain Bolt, Bolt,” etc. If you keep them entertained
- with the questions, it’ll be harder for them to be panicked about the fact that they are getting deeper and deeper into
- the wilderness. If you are convincing enough, there is no level of wilderness too deep for them- I’ve used the chaos
- teleports in the wilderness to get them as deep as level 52 without anything but a mere “Can we go back now? This is
- too deep for me.” However, I usually take them around 22 to 23 wilderness, where the lava wall doesn’t let you go
- any more north. This relaxes them because we won’t go any deeper, and it gives you time to set up. But it also makes
- their teleport useless. You don’t need to go this deep, but it helps if you’re solo luring, and you’re on ancients and not
- regular spellbook, or if the level gap is simply to vast and they are 20 levels lower than you. Usually your friend should
- be a lower level to avoid this problem, but if you talk correctly you can get them that deep without much suspicion.
- When you’re ready to kill them, ask another question. Say that this one is worth money even if they don’t have any
- points yet. Make sure they answer correctly by having your friend simply not. Then you can trade them their reward. It
- can be nothing, or it can be a set of four dragon battleaxes to protect over their whip. However, this will not work after
- April of 2011, as jagex made an update that higher priced items protect. That doesn’t mean you don’t want the rest of
- their gear, or the cash pile they most likely brought. Even if you give them absolutely nothing, it gives your friend the
- opportunity to change into the mage gear he was hiding behind nooby disguise gear. After you trade him, assuming
- your friend is ready, have him teleblock and go in for the kill. Securing the kill is now up to you, your stats, and the
- luck of jagex hitpoint systems. If you do mess up, don’t get too discouraged. I once got 35mil into the wilderness, no
- food, no teleports, then lured them into 23 wilderness. Somehow, I managed to fail and misclick while ancienting, and he used the trees to run south on half hp for 20 levels. To avoid this, stand south of them while attacking, or go for the
- quick kill with dragon claws or another good special weapon. When you do kill them, Take your loot, pat yourself on
- the back, and get back out there and make some more.
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