@MattPlaysRs
  @MattPlaysRs
Matt Plays | Nex Abuse - 7:44 Solo with All Glitches Used @MattPlaysRs | Uploaded January 2013 | Updated October 2024, 2 hours ago.
Thank you Jagex for patching the Cruor kick and Cruor poison! This video was uploaded on the 27th of December 2012, and just now made public. Enjoy! Watch in 720p!

Song:
Hans Zimmer - The Dark Knight Rises Theme

Theory:
Think of all of the south wall methods there were in runescape pre-eoc, such as the Nex south wall method, and the Zilyana south wall method. When a monster spawns, and you walk under it after attacking it, the direction it will walk is random, but it will never walk north. If the monster walks east, and you continue to walk it east, once it hits the east wall, it will walk west. If the monster walks west, and you continue to walk it, once it hits the west wall, it will walk south. Once the monster hits the south wall, if you continue to walk it, it will walk east all the way into the corner. The monster, now in the southwest corner, if you continue to go under it, it will walk back east again. From there on, it will walk from east wall to west wall, and if you continue to walk under it, you will never get hit by whatever it is you are attacking.

When you use the kick ability, if there is nothing interfering with it's direction, such as being against a wall or something, it will go in the direction you kick it. (if you are directly east of the monster and use kick, it will move 1 square west, if you are diagonal northeast from the monster and kick, the monster will move 1 square southwest) Since cruor is in the southeast corner, which is the position that all monsters will end up when walking (and in turn, turn around and walk back west) when you kick him, he is being kicked against the south wall (it interferes with the direction), which makes him go west.

This is really difficult to explain, because with the same logic you should be able to kick glacies as well, but that is not the case. I would have to think more deeply on this to provide a logical explanation, but it has something to do with the final position of monsters being walked is the southeast corner of whatever room you are in, provided it does not overlap any paths.
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Nex Abuse - 7:44 Solo with All Glitches Used @MattPlaysRs

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