|Also called||Burgh de Rott Ramble|
|Released||28 March 2006 (Update)|
|Location||Paterdomus & Burgh de Rott|
|Skills||Combat, Woodcutting, Firemaking, Cooking|
|Reward currency||Reward token|
Temple Trekking is a members-only minigame in which the player must escort victims of vampyre rule from Burgh de Rott through Morytania to the Paterdomus, the temple on River Salve, on the way guiding them through bogs and over rivers while defending them from dangerous packs of monsters, some unique to this minigame. (Requires In Aid of the Myreque)
Burgh de Rott Ramble is the reverse route in which the player escorts mercenaries from the Paterdomus to Burgh de Rott. (Requires Darkness of Hallowvale)
The difficulty of either minigame is determined by whether the player chooses weaker or stronger people (called followers) to escort and whether the player chooses to take easier or harder paths through Morytania. Escorting weaker followers means a greater number of monsters will attack when a monster attack event occurs. Taking harder paths means the monsters will have higher combat levels when a monster attack event occurs.
A journey succeeds if the player and follower reach the destination, whereupon the player receives a reward. A journey fails if the player or follower is killed. A journey is aborted if the player chooses the escape path or teleports out of the minigame at any time.
Several events are likely to occur in each journey. There are three types of events: friendly events in which the player and follower can be healed and have their defences raised, combat events in multicombat area in which monsters attempt to attack the player and follower, and puzzle events, typically involve overcoming terrain obstacles, that the player must solve. All combat and some puzzle events are dangerous.
These two activities provides opportunities to cross-train in most skills. Combat experience (including Prayer) is gained during battle events. Monster drops and minigame rewards provide some of the staple materials used in Crafting, Cooking, Farming, Fletching, Herblore, Runecraft, and Smithing, while tomes of experience can be awarded for Agility, Firemaking, Fishing, Mining, Slayer, Thieving, and Woodcutting. Players can also pick up pieces of Lumberjack clothing, which are found only in this minigame.
Since the player loses if the follower is killed, one basic tactic in most combat events is for the player to shield the follower from the monsters. This means the player's body will typically be a meat-shield between fairly strong melee enemies and the follower. There are two practical strategies to achieve this:
- Wear high-defence melee armour. This helps protect the player from the monsters' attacks. This strategy means that the player should typically use melee, as the melee armour will interfere with using ranged or magic.
- Use protection Prayers. Most monsters attack with melee, so Protect from Melee can be used. Giant snails attack with ranged, so Protect from Missiles can also be used. When using prayer, any combat style can be used against most monsters, although generally melee is most effective. If using magic, Ancient Magicks are recommended, as some spells can damage a group of monsters.
Please note that players may not take any cat into this minigame.
Getting there[edit | edit source]
There are several ways to reach Burgh de Rott quickly, where the minigame may be started. Some of these include:
- Fairy ring code CKS (Canifis)
- Fairy ring code BIP (with 50 agility) takes you to the southern end of the swamp
- Kharyrll Teleport (requires completion of Desert Treasure and 66 Magic)
- Ectophial and running west to Canifis
- Teleport to the Slayer Tower just north of Canifis using a slayer ring
- Walking from Varrock
- Using a player-owned house with a Kharyrll Teleport
- Using a Mort'ton teleport scroll
- Using a Barrows teleport (tablet) and walking south-west. This is a much cheaper alternative to the Mort'ton teleport.
- Using the Shades of Mort'ton minigame teleport and running south
- Using Morytania legs 3’s teleport to Burgh de Rott
Supplying your follower[edit | edit source]
A follower can hold 15 items of food in their backpack, also called the Follower Inventory. They will retain items from one trip to the next, even after logout. The Follower Inventory is used by all followers, so anything given to one is available to all followers, regardless of difficulty and location.
It is a good idea to fill their pack before starting a trek, while talking to them, and before agreeing to escort them.
To fill their pack, use a food item on them. They will "open their backpack" which opens the Follower Inventory, and complete list of food items they will accept and spaces remaining. It is not possible to see what they already have in their pack, only how many more items that can be given. The follower inventory can only be filled with the items listed below before the trip. If desired, food can also be taken back out if it has just been put in.
After giving food to the follower it is recommended to then return to the bank to retrieve additional food for the trip. Once ready, restart the dialogue and agree to escort them.
Items that followers accept:
|Thin snail meat||5–7|
|Lean snail meat||6–8|
|Fat snail meat||7–9|
|Cooked slimy eel||6–10|
|Potato with butter||14|
During the events, the follower can be resupplied with food. All food supplied during the event will heal the same amount (10 hit points), unlike the food supplied prior to starting (which heals the amount it is supposed to).
Your follower will lose all of their food if you use the escape option to leave the event or if you teleport out of the minigame. (Completing the event or using the evade option to evade an event does not cause follower food to be lost.)
Requirements to start[edit | edit source]
The following quests must be completed to play this minigame:
Temple trekking starts at the town of Burgh de Rott. Start the minigame by speaking to one of the NPCs standing nearby.
Burgh de Rott Ramble starts on the east side of the River Salve just outside the temple. A player can start at either side.
Weapons and armour[edit | edit source]
- One standard weapon. Fast weapons are recommended for this minigame, especially on route 3: You have to kill a monster quickly when it attacks your follower.
- Dragon dagger for its special attack to protect the follower.
- Ancient mace may be used to regain some prayer points mid-trek.
- An Efaritay's aid or a silver weapon for fighting vampyres. One of these is required for killing vampyres. See below.
- Salve amulet (e), because many of the combat encounters are undead; a salve amulet (e) boosts accuracy and strength against undead by 20% the non-enchanted version only boosts by 15%.
- Dragon or crystal halberd can be very useful to melee monsters safely, especially if they get stuck behind obstacles.
- A high Melee defence and Prayer bonus setup is recommended. Guthans or Proselyte will conserve both prayer and food.
- Snelm for fighting giant snails.
Inventory[edit | edit source]
- Guthix balance potion is recommended for slaying vampyres.
- Druid pouch to defend against Ghasts. Stock up before starting.
- Knife or dagger to skin Snakes and to get branches on the Bog puzzle.
- Prayer potions are optional, and recommended for first time trekking via the Route 3.
- An axe and a tinderbox may be helpful, however, they are provided in events when needed.
- Food, both for personal healing and to heal the follower. Remember that the follower can accept any type of food mid-trip, so a basket or sack of food is highly recommended. A sack filled with food also saves a lot of work with the campsite event.
- A (super) combat potion can help you deal damage as it is normally hard to kill juvinates.
- Enough open space to pick up items quickly during events.
- If using prayer it is suggested that you bring a holy wrench from Rum Deal as it gives a prayer boost when you use a prayer potion.
- Hammer for an event where you need to repair a bridge. (equip a woodcutting axe to avoid needing the hammer)
During treks it is recommended, but not necessary, to have full prayer points. Certain monsters in the events can hit hard (so Protect prayers come in handy). Also, you need prayer points to collect items for druid pouches, if you need any. The Paterdomus temple and Nature Spirit altar are quite close by to the start of each route. Prayer potions can be used too. However, higher-level players who have brought the correct equipment should have little need of prayer though it does make it safer and easier for lower-level players.
Silver weapons[edit | edit source]
Unless you are wearing an Efaritay's aid, Vampyre Juvinates can only be harmed by relatively weak silver weaponry. Because of this an Efaritay's aid is strongly recommended. A dragon defender will greatly increase accuracy against Juvinates if using a one handed weapon.
- Rod of ivandis will perform capably, and using its special with Guthix balance potion allows the player to finish off Juvinates at slightly below 50% health.
- Ivandis flail, which requires A Taste of Hope, is largely stronger than a Rune scimitar. It retains the Rod of ivandis' special ability but does not have or lose charges.
- Blisterwood flail, which requires Sins of the Father.
- Wolfbane is fast and has a prayer bonus, but will not perform as well.
- Demonbane weapons (Arclight recommended)
- Blessed axe
- Silver bolts used with a crossbow (iron or better)
- Silver sickle (b) (also good against Ghasts)
- Rune throwing axes will not hurt Juvinates, but using their special at the beginning of an encounter will keep them from attacking, and likely killing, the follower (especially on harder routes).
People to escort[edit | edit source]
The people to escort are divided into 3 groups: easy, medium and hard. The followers on Temple Trekking are clothed in colours that intend to show their difficulty, while the followers on Burgh de Rott Ramble are dressed to resemble typical player characters and their likely abilities. In combat and campsite events, the number of monsters faced (or people helped) are determined by which follower is escorted. Easy/strong followers have 3, Medium have 4, and Hard/weak have 5 or 6. The number of monsters a player defeats on a Trek or Ramble will largely determine the size of reward.
|Easy||They have the best Attack and Defence level as well the most Hitpoints. Only three monsters will appear in any event, making them easier to defend and combat events shorter. Because there are fewer monsters, the rewards will generally be lower per Trek.|
|Medium||They have slightly less Attack, Defence and Hitpoints. Four monsters will appear in combat events, so defending them won't be terribly difficult, but each trip will likely be more rewarding.|
|Hard||They have very low Attack, Defence and Hitpoints, and five monsters will appear in combat events. Defending these followers can be tricky sometimes, and a trek will end very fast if the player allows more than one monster to attack them.|
Routes[edit | edit source]
Citizens of Burgh de Rott and the mercenaries of Misthalin can be escorted by 3 different paths, the main difference being the combat level of the monsters faced. Depending upon combat level and available gear, choose an appropriate path.
- Route 1: This is the easy and circuitous route through the Mort Myre Swamp. The player will need to complete mostly 3 events on this path, but it can also be between 0-7. Players can choose to evade any combat events. The monsters on this path are around level 80. Rune armour should be a minimum for combat events on this route. Players in Burgh de Rott who do not wish to partake in Temple Trekking events needing a quick shortcut to Paterdomus may be able to use this route to that end. They can evade events that take place not close enough to Paterdomus, and then leave the trail for events that take place when Paterdomus comes close.
- Route 2: This is the medium route that travels along the River Salve. There can be 0-4 events on this path and the monsters will be around level 110. Prayer may be useful for certain events depending on the player's level, so choosing pure defence armour or prayer armour will be at the player's discretion. In order to evade combat events, the player must complete at least 50% of the event first.
- Route 3: This is the hard route which uses the shortcut in Canifis, narrow pathways through the Hollows and the boat to Mort'ton. The monsters are around level 140, and there is no way to evade any event. There can be 0-5 events on this path, but most often there will be 3 events. Prayer will be important to surviving this route at any level, so having Prayer boosting gear is recommended. Escorting a weak follower is not recommended for this route but is still possible.
Events[edit | edit source]
There are 3 different types of events that might happen when you're moving forward. Each path has a different amount of spots where an event may occur. Once an event occurs, the player and follower are pulled into the event area. The player will start in front of a section of path with blue stones. Right-clicking will display an Escape option, which abandons the trip and leaves the player in the middle of the swamp normally. At the opposite end of the area is the path that allows the player to "Continue-trek", once the event is completed. In combat events on the easy and medium routes, there are paths that evade-event that when used will skip the event and continue trekking, adding no reward and increasing the chance for another event. On the medium route, 50% of the monsters must be killed before being able to use Evade-event.
Friendly event[edit | edit source]
Combat events[edit | edit source]
In combat events a certain number of enemies will attack player and escort. For most of the combat events, the monsters give a few seconds before attacking. This is the player's chance to position themself between the follower and the monsters. All combat events are multi-way combat. Combat events provide the majority of the end reward when completed.
|Vampyre Juvinates||Must be killed with silver weapons, listed above. Rod of ivandis and Guthix balance potion are strongly recommended. They can take a very long time to kill on the harder paths, but are not particularly strong, not hitting any harder than 10 damage. If they get to your follower, they must be killed before they will stop. Juvinates that are cured will give a variety of items (steel-adamant, level-2 clues, etc.), roughly equivalent to those found in black chests in Shades of Mort'ton minigame.|
|Ghasts||You need Druid pouches to fight them, otherwise they just rot your food. They hit at half the speed of a whip or dagger, but can still do a lot of damage (up to 12 on the hard route), so Protect from Melee prayer is recommended when fighting more than one. Because they attack so slowly, prayer can be conserved by turning it off between attacks. Only hidden ghasts will attack your follower, use a Druid pouch on the hidden ghast to reveal it, drawing its attention to you. They drop the same items as normal ghasts from the swamp. If you have no druid pouches left, then cast bloom (near some rotting logs etc.) with the sickle (b) or similar item to get more, as you would in the swamps normally. However, if you have no prayer left either, your only options are to evade the event (if possible) or escape.|
|Shades||Riyl, Asyn, or Fiyr varieties depending on the route. This event only occurs at Mort'ton, and drop the remains used for the Shades of Mort'ton minigame. They can end your trip quickly if they start piling on your follower. They begin attacking quickly, giving little time for positioning your follower. They are often lined up, however they are also notorious for passing through players. Once they are lined up, you may wish to attack each one to ensure they do not pass through you. Use Salve amulet to increase damage. Having a quick means of killing, such as a Dragon dagger for its special, will be useful for taking care of shades that attack your follower.|
|Swamp snakes||Giant snakes with fast, hard-hitting melee attacks that attack in packs. Their attacks hit up to 18 damage on the hard route, so death could come quickly without Protect from Melee up. They are also extremely large in terms of game dimensions, so may sometimes get stuck easily behind obstacles. Because of this, a Halberd or range weapon is extremely useful to use to conserve prayer and/or food. They can also easily stack on the same tiles that one swamp snake is already on. When starting a snake event, just get between the follower and the snakes the simplest way possible and stay still, letting them come to you. Moving too much on this event is the worst thing to do. Any snake that gets to your follower must be killed first. They do not directly drop anything, but instead leave behind a corpse; a knife can be used on it to get 2-5 (Swamp) Snake hides. If a snake manages to attack your follower and is subsequently killed by you, it will drop bones instead of a corpse. This will never happen if all the snakes are attacking you. There is a glitch where a snake will be on top of another snake, will have a yellow dot on the minimap, but sometimes won't appear on the game screen and won't have a right click option until you move. This can potentially kill the follower, as when you move to make it appear, it will then attack your follower. Another glitch occurs randomly when a swamp snake spawns outside the map, making it harder to kill if not using ranged or magic. These glitches are yet to be fixed by Jagex.|
|Giant snails||Uses a Magical Ranged attack that easily penetrates melee defence and hits up to 17 on the hard route when not wearing a Snelm. Use Protect from Missiles on hard routes when taking multiple attacks. A snail needs only be hit once to distract it from your follower. They heal rapidly. It is highly recommended that you use the 'Protect from Missiles' prayer, even if you are wearing a Snelm, as the snails' attacks rarely miss even against high magic defence armour, and you can still take damage very quickly. They drop Snail shells redeemable for 600 coins in Dorgesh-Kaan, and can potentially drop Perfect snail shells instead, which give 1000 coins and 500 Crafting experience.|
|Nail beasts||Shrieking beasts that attack with a flurry of claws and bites, landing three separate hits in a single attack. Their max damage per individual hit is low (4 on the hard route) and the time between flurries is quite long (half the speed of an abyssal whip), but the individual strikes have very high accuracy, so Protect from Melee is a must. They have low defence and hitpoints and don't usually threaten your follower, but they will need to be killed if they do because of their accuracy. They drop Nail Beast Nails and Big bones. This event does not occur often. Nail beasts are weak to Sanfew serums if they are "used" on them, which deals 20-40 damage per dose and grants Attack experience. This requires the player to have no weapons equipped; if they do, it will automatically be unequipped if there is space in their inventory.|
|Head and tentacles||Appears only during boat trip of route 3. It is actually five parts, a level 140 Head and four level 99 Tentacles. The Tentacles can hit anywhere on the boat, but will usually only attack the follower if they are directly in front of one. If the player poisons or envenoms one part of the monster, all of them become afflicted. If the head is near death and a tentacle is still alive, it will return to full health. The Head can hit very hard, but doesn't hit often and its attacks can be avoided by hitting it and moving to the opposite side of the boat. Kill the part attacking the follower first.|
Puzzle events[edit | edit source]
There are four different types of puzzle events.
|Name||What to do||Image|
|Bog||Use any item that has a slash attack option (e.g. a longsword, dagger, axe, Abyssal whip) or a knife on a spiny bush to get some branches. Use these to feel the firmness of the bog. Continue over the marsh walking on firm ground. If you walk on soft ground, you will sink into it and be taken back to shore. Note: It is advised to bring more than one branch because they get stuck in the bog at times. You can go back and get more branches if necessary by either retracing your steps or intentionally stepping onto soft ground to get back to shore. The bog event is often confused with the river (see below).|
|River||If you find a river without a bridge use a knife to cut 3 vines from the smaller trees, then wind the vines together to make a Long vine. Throw the Long vine to the larger tree's branch and swing over the river. If you do not have a knife, search the nearby backpack to find one.|
3 to 5 starving adventurers (Marv, Hank, Wilf, Sarah and/or Rachel) will be seated around a dead campfire. To continue, they must be fed or they turn into Ghasts, which must be killed to continue. Following a bug fix in 2015, purple sweets will now work to cure the adventurers. Previously it would consume the entire stack. Most foods work, but in the event there are 5 snails, a bronze axe, a tinderbox, and 2 dead trees which will provide everything needed to cook and feed them. Priority for feeding them is: ghastly, very sick and sick. When rewards are calculated, this event counts as a combat event. Having a basket or a sack filled with food makes the campsite event considerably easier and also allows you or your companion to have snail meat. Interestingly enough, if you manage to provide one of the campers with food just as they are about to become a Ghast, they heal anyway. This event can be annoying if a camper turns into a ghast, and you are not currently equipped for killing a ghast. If this is the case, you must give up the entire event without a reward, as there is no 'evade event' path available.
Rewards[edit | edit source]
After successfully completing a trek, the follower will give the player a Reward token. These tokens can be blue, yellow, or red, depending on the chosen route. The reward amount is determined by how many monsters are fought, what level they were, and how many puzzle events were completed, as explained below. The token given can be exchanged for the reward anywhere.
This table shows the max reward possible on any trek for each item. The player may select from any of the following rewards:
|Item||Path 1||Path 2||Path 3||Max||Value (with max rewards)|
100 - 300
240 - 760
740 - 1,320
8,900 - 17,800
13,350 - 22,250
17,800 - 26,700
355 - 3,550
3,550 - 7,100
7,100 - 10,650
|Herbs (tarromin/harralander and toadflax)||5-15||10-20||15-30||30 (See below)|
|Coal (2x) and Iron ore (1x)||21-72
3,528 - 12,096
11,088 - 27,720
25,200 - 36,513
|145 Coal and 72 Iron||36,513|
180 - 360
270 - 540
360 - 720
282 - 4,935
4,230 - 9,165
8,460 - 11,280
|XP Tome||1100-1650 XP tome||2035-3025 XP tome||4015-5005 XP tome||N/A||N/A|
- The herbs are lesser amounts of Toadflax, and greater amounts of either Harralander or Tarromin. The amount of Toadflax is 1/2 the other herb plus 1, up to 10. So the max Herb reward is 10 Toadflax and 20 Harralander or Tarromin.
- Total values indicate the combination Coal + Iron ore (e.g. a reward of 21 would be 14 Coal and 7 Iron)
The player may select a Tome of experience as one of the rewards. These tomes give some experience in one of the following skills, chosen at random when the tome is selected: Agility, Thieving, Slayer, Firemaking, Fishing, Woodcutting, or Mining. Each tome has a fairly high value for alchemy (2000 for low alchemy, 3000 for high); tomes for undesired skills may be better used to this end. The colour of the tome is the same as the colour of the reward token used.
|Blue tome||Level 1||Random amount of experience (1100-1650) in a defined skill.|
|Yellow tome||Level 2||Random amount of experience (2035-3025) in a defined skill.|
|Red tome||Level 3||Random amount of experience (4015-5005) in a defined skill.|
Trek ratings[edit | edit source]
The rewards above are distributed based on the difficulty of the Trek. Trek ratings are theoretical numbers, as there is no display in game to show how a Trek is rated. Assuming that when less than the maximum reward is given, a certain percentage is given according to a rating accumulated on a Trek, and that any rating in excess of 100 will result in a 100% reward is received, then each event adds the following amount to the Trek rating.
- Abidor Crank and Bridge with Lumberjacks add nothing.
- Bridge (with trees), Bog, and River add about 6.5 to the trek rating on all routes.
- The swamp creature only appearing on Route 3 adds 50 to the Trek rating.
- The remaining combat events and the Campsite event add the following approximate amounts of reward based on the number of monsters and the difficulty of the route. The table below shows how much is added per event completed.
- A Trek with no rating will give 4% of the reward.
- The amount of experience given by a Tome of experience is unaffected by Trek ratings.
It is possible (and common) to exceed a 100 Trek rating on Route 3, and even a 200 rating with the hardest combination. However, there is no extra reward for exceeding a 100 rating. A case study of 30 Treks shows that guiding the strongest followers on Route 3 tends to average a Trek rating of 89.9, with a reward average of 88.0% when excluding Tomes of experience, and an expected reward value of 82.3% had those tomes been measurable rewards. The approximate market value of the rewards totalled 786,000 coins, with 23,843 experience from tomes.
Changes[edit | edit source]
|2 July 2015
Feeding purple sweets to the sickly NPC during Temple Trekking no longer consumes the entire stack.
Trivia[edit | edit source]
- The description for the clothes reads, "You'll certainly be alright wearing these", referring to The Lumberjack Song in the British comedy sketch television show Monty Python's Flying Circus. The clothes themselves look just like the clothes from Monty Python. This is one of many references to Monty Python found in RuneScape.
- When you examine lumberjack zombies, it will say “He's the one, but he's not alright” which is another reference to Monty Python’s The Lumberjack Song.
- Temple Trekking is disabled in Deadman worlds.