10th squad sigil

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10th squad sigil
10th squad sigil.png
Released6 December 2004 (Update)
Quest itemMonkey Madness I
OptionsWear, Drop
ExamineIt's the official sigil of the 10th squad of the Royal Guard.
Value1 coin
High alch0 coins
Low alch0 coins
Weight0.085 kg
Advanced data
Item ID4035
10th squad sigil detail.png

The 10th squad sigil is an item used to teleport to the final boss during the Monkey Madness I quest. It will no longer teleport you to the boss fight arena after you defeat the Jungle Demon. It can be safely thrown away after the quest, however it can be kept as a cosmetic item. If lost, the sigil may be recovered by speaking to Waymottin, the gnome mage at the end of the Ape Atoll Dungeon. However, if you have completed Monkey Madness II, it can be reclaimed by Zooknock upstairs in the house south-west of Anita's. If lost due to death, you may reclaim it by speaking to Death.

Attempting to equip the sigil in the Wilderness during the quest will result in a message saying You cannot teleport out of the Wilderness using the sigil.

 Attack bonuses10th squad sigil equipped.png10th squad sigil equipped female.png
 Defence bonuses
 Other bonusesSlot
StrengthRangedMagic damagePrayerNeck slot

Trivia[edit | edit source]

  • In terms of lore, the sigil itself does not teleport the player character to the arena. Rather, it marks them as a member of 10th squad[1], which in turn makes them a target for the spell that Glough designed to teleport the entire squad into a trap[2].

References[edit | edit source]

  1. ^ Garkor in Monkey Madness I. Old School RuneScape. "It is these sigils that identify us as a member of the squad."
  2. ^ G.L.O. Caranock in Monkey Madness I. Old School RuneScape. "My superior has sent you a few tricks which may prove useful. [...]. High magic: the ability to summon the entire 10th squad to a single location."