|Released||25 June 2005 (Update)|
|Location||Under The Toad and Chicken|
|Music||The Far Side|
Getting there[edit | edit source]
- The quickest way to get there is by using a games necklace to Burthorpe and running south into the bar and down the trapdoor next to the bartender.
- Players can also use the Minigame Group Finder teleport to Burthorpe Games Room, go upstairs, then run south.
Facilities[edit | edit source]
- Brian O'Richard: Runs the maze minigame.
- Martin Thwait: Runs a general store, Martin Thwait's Lost and Found, which sells throwing knives, claws, lockpicks, and other items. The shop requires 50 Thieving and 50 Agility to open, and is notable for buying items at their High Level Alchemy price rather than their Low Level Alchemy price. Martin also provides the Thieving cape and hood to players with 99 Thieving.
- Emerald Benedict: Runs the bank. He stands 2 tiles away from an everlasting fire, making him one of the two closest banks to a Cooking location in all of Old School RuneScape, the other one being the range in the Myths' Guild.
- Grace: Proprietress of Grace's Graceful Clothing and seller of the Graceful outfit.
Wall safes[edit | edit source]
There are four wall safes in the middle of the waiting room. Players can attempt to crack these open, which on a successful attempt can provide uncut gems up to diamond or 20 or 40 coins. This is an easy way of getting uncut gems. Players can purchase a stethoscope from Martin Thwait to increase their chances of successfully cracking the safe open.
Maze[edit | edit source]
Introduction[edit | edit source]
The main attraction of the Rogues' Den is the Thieving and Agility maze. Attempting this minigame requires level 50 in both Thieving and Agility. The objective is to get to the centre without getting caught in one of the many traps. With every trap you disarm, your Thieving level is reduced temporarily, and with every obstacle you go through, your Agility will decrease a little. If either of these skills reaches 0, you lose the game and will be teleported back to start. You gain experience depending on how far you got in the maze. If you make it to the end, you can crack a safe for unique rewards (Rogue's equipment crate or a Rogue kit).
While you are in the maze, Prayer is reduced to zero. Agility, Thieving and Prayer are restored to their normal level when you leave the maze. Before attempting to start the minigame, you must bank everything including equipment, as you're not allowed to bring anything into the maze. When you enter the maze, Brian O'Richard will give you a mystic jewel, which allows you to leave the maze whenever you want.
Without using the level 80 Thieving shortcut, a single run can take about 4 minutes to complete, assuming you start every run with 100% energy and right after drinking a dose of a stamina potion. A run with the level 80 Thieving shortcut is significantly shorter, and takes only 2 minutes to complete.
Map[edit | edit source]
Traps and dangerous obstacles are shown in yellow on the map. You immediately leave the maze if you trigger a trap or touch a dangerous obstacle. Traps can be disarmed by searching them; this uses up Thieving points. Some traps can be run past or over without triggering them, without using up Thieving points. This is referred to on this page as the "run trick". However, only run over 3 traps maximum at a time. Longer runs will trigger a trap.
Less-dangerous obstacles are shown in green. You use up a certain amount of Agility points when you pass these obstacles. They are not dangerous unless you run out of Agility points, in which case you will fail them and immediately leave the maze. Watch your Agility points and make sure you have at least 6 points remaining for the last two obstacles.
All doors in the maze are one-way: you can only pass them in one direction. This includes the doors to go to the viewing gallery and even includes the first door you use to enter the maze. Passageways, however, are two-way.
Legend[edit | edit source]
- 1) Floor traps of all sorts, including floor spikes and pressure pads.
- 2) Spinning blades on pedestals (dangerous obstacles).
- 3) Contortion bars (less-dangerous obstacles).
- 4) Pendulums (less-dangerous obstacles).
- 5) Wall traps.
- 6) Ledges, either hand-hold ledges or "bridges" (both less-dangerous obstacles).
- 7) Floor blades (less-dangerous obstacles).
- 9) Moving blades hidden in walls (less-dangerous obstacles).
- A) Entrance to the maze.
- B) Locked doors. Players with level 80+ Thieving can pick the locks of these doors. The two locked doors in the west part of the maze open up a shortcut that is considerably quicker than the standard route.
- C) This room with spikes protruding from the floor can be seen from the viewing gallery but apparently is not connected to any other part of the maze.
- D) Flash powder, which can be used to temporarily blind rogue guards.
- E) The three tiles marked in yellow on the map are incorrect tiles and will not open the mosaic door.
- F) The tile marked in red on the map is the correct tile for the door.
- G) The mosaic door, which opens when the correct tile is inserted.
- H) Grill room. There is only one correct path through the grills (shown on the map). The room is not dangerous, however, as choosing the wrong grills only results in you having to find you way back to the starting grill and trying again.
- I) The "room of death". If you are OK for agility points, go along either of the side walls (you will automatically jump out of the way of the moving blades hidden in the walls). If you are running low on agility, make your way across the floor traps (either searching them or running for short distances). Always avoid going anywhere near the spinning blades on the pedestals!
- J) Eight wall safes, the objective of the maze. Open any one of them.
- K) Two moving, spin-blade obstacles follow the path marked with yellow arrows on the map. The door in the western corridor blocks you from moving in the same direction as the spin blades. Instead, you must move in the directions indicated by the yellow arrows. You should run down these corridors and time your run to get into the side niches before a spin blade comes through. Note: These obstacles are not on the main path to get to the wall safes. You can take this route, but it is much longer to reach the safes this way. You do have to pass these obstacles if you want to get to the chest room.
- L) Chest room. This room has many floor traps, so be careful. There are traps all next to the chest, but you can search a trap, disarm it, and have time to search the chest. However, be sure to search the trap to the front of the chest (the trap immediately west of the chest). Otherwise, when you go to search the chest, you will automatically move to this spot anyway. Almost all players regard the chest as a big waste of time, since it only yields 10 coins.
- M) The gear door (not dangerous). You must solve a puzzle consisting of moving four gears to their correct positions for the door to open. You can keep trying as long as you like, and you can also just abandon the puzzle and go somewhere else without penalty. The gear door does not lead to any place interesting or rewarding.
Walkthrough[edit | edit source]
Enter the Rogues Den without any items in your inventory or equipped. You will automatically receive a Mystic jewel to leave the Den whenever you want.
Pre-shortcut[edit | edit source]
Long route[edit | edit source]
|Go north through the passageway, over the blade, and through another passageway.
Go east and stand before the traps (see screenshot), then click on the passageway while RUNNING so you will not activate the traps.
|Walk carefully around the spinning blades and climb the ledge.|
|Right click on the first wall and use the function "Search wall" to temporally disable this trap.
Then RUN past the other three walls.
|Move past the blades into the next room.
Grab the south-eastern tile (see screenshot) and open the door. Click on the tile in the puzzle screen and you can proceed.
|Pass through the grills as shown in the screenshot.|
|Walk all the way to the south.
Go to the west and stand still right before the three wall traps, then RUN past them.
|Enter the next room, stop right before the traps and RUN past them.
Do the same for the next room and click on the pendulum.
|Watch out for the single floor trap in the small corridor after the pendulum (not pictured).
Go to the left and again stop right before the first floor trap, then RUN past all of them.
Post-shortcut[edit | edit source]
|Ignore the spinning blades.
Stop before the first floor trap and RUN past all of them.
|Pick up the Flash powder, but do not get close to a guard.
Then, use the powder on the guard and RUN past him while he is stunned.
Move past the last two pendulums and you have completed the maze.
|Lockpick any of wall safes and you will teleport out of the maze.
Note: There is always a small chance to fail the lockpicking and end up without reward.
Reward[edit | edit source]
Players who finish the maze are rewarded with one of the following items:
- Rogue kit, which can be turned once into a rope, chisel, tinderbox or a spade.
- Rogue's equipment crate, which allows the player to select one piece of rogue equipment:
While wearing pieces of rogue equipment, players have an increased chance of pickpocketing twice the loot from an NPC, with the full set guaranteeing the double loot. Experience drops remain unaffected.
Changes[edit | edit source]
|23 January 2014
|Emerald Benedict will no longer disappear under certain conditions.|
Trivia[edit | edit source]
- Brian O'Richard is a play on the name of the actor Richard O'Brien who used to host a popular UK TV program called The Crystal Maze.
- Martin Thwait is a reference to the character Thufir Hawat, master thief and assassin from the popular Sci-Fi series Dune.
- Previously, players were required to obtain a mystic jewel from Brian O'Richard prior to entering the maze. This was changed in an update.