From April, 2004, when we were still all pixelated in RS1, but the new game was on the horizon.
    My Favorite Skill
    
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    Strolling through sunny East Ardougne, I chanced upon a friend who asked for 
    help with the Dragon Quest… when I say a friend I mean of course I’d never 
    seen the fellow before, but he said plz very nicely; many, many times. By 
    his lvl he wasn’t close to ready, so I had to refuse… because of that, I 
    doubt if I will ever spend such fun times with him ever again (though I will 
    always have memories).  
      As he walked away I did try to impart some advice 
    to him on my own training methods- which have advanced my lvl far enough to 
    receive such occasional requests from a passer-by.  
     For my greatest skill there is no guild; and at present 
    no stat to represent my progress; yet it is a technique which, like 
    pk’ing (so I hear), can require all the guile of gameplay combined with the 
    manipulation if your internet connection.  
     My skill is not a unique one; in history and fiction it 
    has served a variety of heroes and legends throughout the ages; and has 
    rarely let me down as a technique for approaching difficult and dangerous 
    situations.  
      Centuries ago when Orville Wright looked to the sky and said:
     
      “Someday, man too will flee,” he could never have 
    known he would be speaking of the mmorpg that is RuneScape, and my favorite 
    skill: Fleeing.  
     Fleeing is not related to Skittishness, wherein a 
    player runs away upon sight of another player; nor Avoidance, where a 
    player- despite being endlessly sworn at- has the common sense to refuse 
    dueling someone ten lvls over themselves who is also pretending to be a 
    girl.  
     Fleeing is a method of getting where you are going to 
    do what you want to do and then leaving, without engaging in conflict; at 
    best with great speed, minimum distraction, and the least strain on your 
    inventory and resources.  
     Prayer is helpful to fleeing, I won’t lie to you; not 
    about that. Level 37 Paralyze Monster not only pleases the gods but has a 
    nifty side effect of creatures not being able to hit you. But the most 
    crucial parts of fleeing are a good magic lvl and more importantly a good 
    internet connection. With one, the ability to escape at any time is assured; 
    with the other, you can play during the busy weekend bloodbaths, when 
    everyone and their avatar are slaying everything in sight. This lets the 
    whole server run interference for you.  
      The higher your magic, the better 
    your fleeing; that’s common knowledge. You can’t even BEGIN to flee until lvl 26 magic. That’s one lvl above the required for Varrock Teleport. With a 
    magic lvl of 60, you are two lvls over the Watchtower Teleport. Add to that 
    a new mouse and a high speed connection, and you can estimate your fleeing 
    lvl well over lvl 70, depending on how much you practice.  
     There are a few different types of fleeing:  
     Hallway 
    Fleeing- we have all raised our Fleeing skill on this; an excellent place to 
    practice is the zombie maze in the Edgeville dungeon. As you approach the 
    nasty red dots, observe their ebb and flow back and forth; with easy 
    practice you can time your movements for a clear path.  
     Close Quarter or Melee Fleeing - If you are new to the 
    game, try running back and forth over the Karamja volcano a few times. If 
    so-called Deadly Red Spiders pester you, they are excellent practice 
    wherever found. For advanced pay players, the Temple of Ikov Quest- has a 
    hallway chock full of Ice Spiders, affording rare practice of all 
    types of fleeing! And the Shilo Village quest is one great retreat-o-rama! 
    Ideally you would get a bonus Fleeing lvl from this quest.  
      Members have the benefit of the dungeon of 
    Taverly, which affords quite an unusual bit of Zone Fleeing- finding spots 
    further out than the enemy usually wanders.  
      Spot Fleeing- Involves the use of obstacles (see 
    Ranging guide) and knowing the enemy. Skeletons are excellent for this, 
    being slow-witted compared to most creatures (nothing in their skulls).  
     And of course, whatever style of fleeing, if things 
    aren’t working to your advantage- Hop servers! Some games don’t even let
    you hop servers; we have a variety of countries to play on, a variety of 
    time zones to play in. If you find a training spot deserted on one server, 
    it may be completely full and ripe for Fleeing through on another!  
     In all forms of Fleeing, your map screen is your guide. 
    Anyone who hasn't visited the Wild find this out seeing the movie Alien. 
    However, you do not navigate by clicking your map; keep the wrist loose, 
    hover your mouse on the game screen as well; you must be prepared for both 
    distant and close-quarter Fleeing.  
     The poison scorpions in the Taverly dungeon are a prime 
    example of what I call ‘careful economy of movement to avoid death.’ 
    For those with a lvl high enough to intimidate the scorps, there is no need 
    to ever engage these evil creatures; instead, back up- there are two 
    excellent fleeing spots there. Play the situation like a refined game of 
    chess, where you are the one that looks like a horsey. You need never carry 
    cure poison again (except as a gift) and your inventory is that much 
    lighter.  
     Training spots being so crowded on weekends, I’m always 
    stuck for something to do - until I remembered I could practice my Fleeing. 
    I had yet to charge an orb, and I had a stack of them. Carefully I packed 
    maximum food versus orbs and made for the Taverly dungeon-- 
     I dodged the black knight by Hallway Fleeing; I then 
    Melee Fled the animated axes, Zone Fled the poison scorps, Melee Fled the 
    chaos dwarves and the Lessers. (From here until the poison spiders I 
    switched to map navigation.) I successfully Zone Fled the baby blues, the 
    daddy blues, the homesick blues; Hopped at the greater demons to find a 
    busier version of that area, passed the poison spiders n’stuff, charged my 
    orbs and said hello to other players, popped out on the island overhead with 
    a total loss of about 6 hit points from the whole trip.  
     As I stood on that tiny offshore island with my 
    successfully charged orbs, I considered mebbe trying to sell food to the 
    Catherby fishermen.  
      And then pop! I teleported to Camelot, not a 
    stones throw away, and joined them fishing. Surely an excellent example of 
    successful Fleeing. Without being so practiced in my skill, I would have 
    been dead three times over, mebbe more.  
     Since I have been fleeing so long, I estimate it to be 
    my highest skill-- somewhere around 85. Or even 95, depending on my mood. 
    Who is going to contradict me??  
     When Richard the 3rd cried out “A horse a horse, my 
    kingdom for a horse” at the Battle of Bosworth Field, he wasn’t just hoping 
    for a radical game update-- he was fleeing, and Fleeing with the best of 
    them!  
     He didn’t make it far, but what does the future of 
    Fleeing hold for us?  
     With RuneScape 2 (aka The Genie’s Revenge) we have 
    running, and there will undoubtedly be races held: great contests of stamina 
    and internet connections!  
     There will be other challenges to those who Flee- for 
    instance those scorpions in Taverly dungeon won’t get out of the way 
    anymore.  
     But perhaps with the advent of running in RS2, we may 
    someday get a Fleeing Stat; many players in the Wild I’m sure will be 
    practicing Fleeing regularly and in combination with agility.  
     The big question then being, will free to play have a 
    Fleeing Stat too?-Redrum Frank 
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