Treasure Trails/Full guide/All
This article contains all the possible clues when doing clue scrolls. For clues related to a specific clue scroll, see Treasure Trails/Full guide.
For the main article, see Treasure Trails.
Preparation
[edit | edit source]Difficulty levels
[edit | edit source]The 'level' of a clue scroll relates to its difficulty. There are six levels of clue scroll: Beginner, Easy, Medium, Hard, Elite, and Master. An easy clue scroll is a low difficulty Treasure Trail, with a low reward yield. A medium clue scroll is a medium difficulty Treasure Trail with a more substantial reward yield. A hard clue scroll is a hazardous Treasure Trail, which can be very rewarding. An elite clue scroll is the penultimate, dangerous clue scroll (both to receive and to complete). Elite clue scrolls, however, require killing higher level monsters, which is rewarded by its greatest and most expensive rewards as compared to other levelled scrolls. A master clue scroll is the most dangerous clue scroll and requires not only killing higher level monsters in both single-way and multi-way combat but also high level skill requirements.
Clue scrolls are generated primarily by monster drops, but also can be generated through Thieving, and as certain activity rewards. Each level of clue has a very different set of possible rewards and items, and hazards, so it is worth knowing what the player is in for.
Length
[edit | edit source]- Beginner clue scrolls can be between one and three clues long with few or no quest requirements.
- Easy clue scrolls can be between two and four clues long with few or no quest requirements.
- Medium clue scrolls can be between three and five clues long with some quest requirements.
- Hard clue scrolls can be between four and six clues long, with multiple enemies to defeat and can have high-levelled quest requirements.
- Elite clue scrolls can be between five and seven clues long, with multiple fights, and puzzles every step.
- Master clue scrolls can be between five and eight clues long, with multiple fights, puzzles every step, and can have very high-levelled quest and skill requirements.
Recommended items
[edit | edit source]All level clues
[edit | edit source]| Item | Description | |
|---|---|---|
| Clue scroll | Must be in the inventory in order to receive the next step or reward. | |
| Spade or Eastfloor spade | Digging in certain locations is required for some clues. | |
| Teleportation runes and enchanted jewellery | Use this to travel over large distances. | |
| Energy potions (super) or stamina potions | Use these to restore energy. | |
| Money | Use this to buy items needed for emote clues and for travel costs. | |
| Ring of charos(a) | Used for extra benefits. | |
| Dramen or lunar staff | Use this to access the Fairy ring network shortly into Fairytale II - Cure a Queen (especially useful for medium clues). | |
Medium, hard and elite
[edit | edit source]Note: You are no longer required to own a sextant, watch, or chart in order to complete coordinate clues. Alongside the above mentioned items, for these types of clues, you will often need some additional tools:
| Item | Description | |
|---|---|---|
| Sextant | Use this to solve coordinate clues. | |
| Watch | Use this to solve coordinate clues. | |
| Chart | Use this to solve coordinate clues. | |
Hard, elite and master
[edit | edit source]Hard, elite, and master clues will often encounter various wizards and guardians that may prove difficult to fight. Therefore, the following items are recommended:
| Item | Description | |
|---|---|---|
| Food | Use this to restore your Hitpoints in combat. | |
| Prayer potions | Use this to restore your prayer points in combat. | |
| (Super) antipoison potions | Use this to cure poison caused by Saradomin wizards. | |
| Armour and a weapon | Use this to protect yourself and deal damage in combat. | |
Quests
[edit | edit source]Having a high amount of quest points is beneficial when doing Treasure Trails. Many higher-level trails will lead a player into areas, which are locked by quests. If this is the case, the player must do the quest, up to where access to the area is granted, if they wish to complete their trail. If the player hasn't done the needed quest yet, but they have the requirements or are in a position to get them quickly, it is recommended that the player (trains and) does the quest, rather than getting rid of the clue scroll.
- Starting Fairytale II - Cure a Queen is highly recommended, as you will be able to use the Fairy rings.
Anagrams
[edit | edit source]An anagram is a string of letters, which can be rearranged into another word or phrase. For example: orchestra is an anagram of carthorse.
The solution of an anagram is always the name of an NPC. Once the solution is found, the player can get their next clue by talking to that NPC. Often, when talking to an NPC, the player will receive a challenge scroll, puzzle box or light box that they must solve before receiving the next clue.
The anagrams in clue scrolls do not correspond with the number of spaces in a name; an anagram with no spaces may have an answer with a name corresponding with one or more spaces.
Beginner Anagrams
[edit | edit source]| Anagram | Solution | Location |
|---|---|---|
| AN EARL | Ranael | Al Kharid skirt shop |
| CHAR GAME DISORDER | Archmage Sedridor | Wizards' Tower basement |
| CARPET AHOY | Apothecary | South-west Varrock |
| I CORD | Doric | North of Falador |
| IN BAR | Brian | Port Sarim battleaxe shop |
| RAIN COVE | Veronica | Outside Draynor Manor |
| RUG DETER | Gertrude | West of Varrock, south of the Cooks' Guild |
| SIR SHARE RED | Hairdresser | Western Falador |
| TAUNT ROOF | Fortunato | Draynor Village Market |
Medium Anagrams
[edit | edit source]Hard Anagrams
[edit | edit source]Elite Anagrams
[edit | edit source]| Anagram | Solution | Location | Challenge answer |
|---|---|---|---|
| AT HERG | Regath | South-eastern corner of Arceuus in the General Store. | 25 |
| CAREER IN MOON | Oneiromancer | Astral Altar on Lunar Isle. | 25 |
| Cirr Jad | Jardric | Fossil Island museum camp. | 1 |
| COOL NERD | Old Crone | East of the Slayer Tower. | 619 |
| DR HITMAN | Mandrith | Outside the Wilderness Resource Area. | 28 |
| LADDER MEMO GUV | Guard Vemmeldo | Bank east of the Stronghold Slayer Cave. | 3 |
| MACHETE CLAM | Cam the Camel | Just outside the gates of the Emir's Arena, Camulet not required. | 6 |
| MAJORS LAVA BADS AIR | Ambassador Alvijar | North-east Dorgesh-Kaan, middle floor, just south of the house with the quest symbol. (You must complete Another Slice of H.A.M. before attempting). | 2,505 |
| NO OWNER | Oronwen | Lletya Seamstress shop in Lletya. | 20 |
| OUR OWN NEEDS | Nurse Wooned | Infirmary in the Shayzien Encampment. | 16 |
| SNAKES SO I SAIL | Lisse Isaakson | Neitiznot | 2 |
| UNLEASH NIGHT MIST | Sigli the Huntsman | Rellekka | 302 |
Master Anagrams
[edit | edit source]Ciphers
[edit | edit source]Ciphers are a method of encrypting information. In Old School RuneScape, ciphers are used as a step in a Treasure Trail. They use a Caesar shift in order to encrypt an NPC's name.
Coordinates
[edit | edit source]| Medium Coordinates: | 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 |
| Hard Coordinates: | 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 |
| Elite Coordinates: | 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 |
| Master Coordinates: | 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 |
During a Treasure Trail, a coordinate clue is a clue scroll that contains a set of coordinates. These coordinates indicate a precise point somewhere on the surface where the next clue scroll or treasure casket is buired.
Coordinates are presented in the following format:

03 degrees 00 minutes north/south
02 degrees 00 minutes east/west
In Old School RuneScape, one square of space is equivalent to 15/8 (1.875) minutes of arc. 0°00' degrees north and 0°00' degrees east is located in the middle of the Observatory.
A chart, sextant and watch may be used to determine one's present coordinates, but if using a guide to find the coordinates, players will only require a spade to dig up the clue.
On hard Treasure Trails, digging on the correct spot will cause a hostile level 108 Saradomin wizard to appear when outside of the Wilderness, otherwise the level 65 Zamorak wizard will appear. These wizards must be defeated in order to dig again to retrieve the clue scroll or treasure casket.
The Saradomin wizard will immediately attack the player with a poisoned dragon dagger. They will change attack styles between Melee and Magic to counter protection prayers if activated within melee distance. Keeping distance while praying Protect from Magic will cause them to attack only with Magic, allowing the player to negate all damage. The player may choose to pray Protect from Melee to prevent the poison on the first hit, then switch to Protect from Magic once at a distance. Alternatively, an antipoison potion may be used.
The Zamorak wizard will immediately attack the player with the Flames of Zamorak spell. Unlike their Saradomin wizard counterparts, they attack exclusively with Magic, do not deal poison and all damage can be negated with Protect from Magic. They are also generally weaker, having low Hitpoints and low Defence (except against Magic).
Warning: Clue steps involving the Zamorak wizard are generally above level 20 Wilderness, and dying will result in the loss of your clue scroll or casket; it will disappear if not among your protected items. You can mitigate risk by bringing only 3 items: a weapon (slashing if you need to cut a web), the clue scroll, and spade.
On elite Treasure Trails, digging on the correct spot will cause either a level 97 Armadylean guard or a level 125 Bandosian guard to appear, which must be defeated before the next clue scroll or the treasure casket may be dug up. Armadylean guards must be killed with either Ranged or Magic attacks, since they are in the form of an Aviansie. It is advised to use the Protect from Missiles prayer when fighting them, and Protect from Melee when fighting Bandosian guards.
On master Treasure Trails, digging in the correct spot will cause either three Ancient Wizards (levels 112, 98, 98) in multi-combat to appear, or a level 140 Brassican Mage, which need to be defeated before the next clue scroll or the treasure casket may be dug up. If the coordinates are located in a multi-combat area, three Ancient wizards, each attacking with a unique attack style, will appear. Melee wizards are poisonous, with poison dealing 8 damage to a player. In single-combat zones, a Brassican Mage will appear, and its attacks cannot be stopped by protection prayers.
Following is a list of all known coordinate clues and their corresponding locations. The list is organised into ascending numerical value (for example, 00:00 north first, then 00:05 south, then 00:13 north, continuing accordingly). Shorthand writing is used together with normal writing. An example: 09°34'N, 25°12'E = 09 degrees and 34 minutes north, 25 degrees and 12 minutes east. • Remember: You must have a spade with you to dig up coordinate clues.
Note that some of the clues may require skill or quest requirements before you will be able to get to that location.' These quests, which must be finished or partially completed, include: Bone Voyage, Regicide, Legends' Quest, Nature Spirit, The Grand Tree, Fairytale II - Cure a Queen, Troll Stronghold, Cabin Fever, The Fremennik Trials, and Watchtower. Some coordinates will also require a certain skill levels to complete the clue, though the required level is low.
Medium Coordinates
[edit | edit source]Quick links: 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 05 minutes south, 01 degrees 13 minutes east |
00.05S, 01.13E |
None. | |
| Image | Map | ||
| Location notes | |||
| West of the Tree Gnome Village, almost directly south of the fruit tree patch. On the east side of the river from the Observatory. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 13 minutes south, 13 degrees 58 minutes east |
00.13S, 13.58E |
None. | |
| Image | Map | ||
| Location notes | |||
| On Karamja, west of the general store in the free-to-play section of the island, in the middle of the two small lakes. Close to Amulet of glory teleport. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 18 minutes south, 09 degrees 28 minutes east |
00.18S, 09.28E |
None. | |
| Image | Map | ||
| Location notes | |||
| South-west of Brimhaven at the gold mine near the entrance to the Brimhaven Dungeon. Dig one space south of the gold rock in front of the dungeon door. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 20 minutes south, 23 degrees 15 minutes east |
00.20S, 23.15E |
None. | |
| Image | Map | ||
| Location notes | |||
| South of the Water Altar ruins. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 30 minutes north, 24 degrees 16 minutes east |
00.30N, 24.16E |
None. | |
| Image | Map | ||
| Location notes | |||
| North-east of the Zanaris shed entrance located in the Lumbridge Swamp. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 31 minutes south, 17 degrees 43 minutes east |
00.31S, 17.43E |
None. | |
| Image | Map | ||
| Location notes | |||
| South of Port Sarim, just south of the ladder to the Asgarnian Ice Dungeon, on the edge of the cliff. Close to fairy ring AIQ. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 01 degrees 18 minutes south, 14 degrees 15 minutes east |
01.18S, 14.15E |
None. | |
| Image | Map | ||
| Location notes | |||
| Across the water from Musa Point, on the western seaweed spawn next to the river. Tiadeche from the Tai Bwo Wannai Trio quest can be found to the east. Use fairy ring code DKP or the gnome glider transport to Karamja. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 01 degrees 26 minutes north, 08 degrees 01 minutes east |
01.26N, 08.01E |
||
| Image | Map | ||
| Location notes | |||
| In the centre of Moss Giant Island west of Brimhaven. The island can be found by swinging on the rope swings west of Brimhaven. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 01 degrees 33 minutes south, 24 degrees 24 minutes west |
01.33S, 24.24W |
Completion of Children of the Sun | |
| Image | Map | ||
| Location notes | |||
| East the Civitas illa Fortis western bank, dig just south of the statue of Emperor Imafore. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 01 degrees 35 minutes south, 07 degrees 28 minutes east |
01.35S, 07.28E |
None. | |
| Image | Map | ||
| Location notes | |||
| On the peninsula to Hazelmere's house, directly east of Yanille. Use the fairy ring code CLS and run north. Dig between a boulder, a leafy tree, and a creeping plant. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 16 minutes north, 12 degrees 07 minutes east |
02.16N, 12.07E |
Partial completion of Dragon Slayer I | |
| Image | Map | ||
| Location notes | |||
| Southern coast of Crandor. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 43 minutes south, 33 degrees 26 minutes east |
02.43S, 33.26E |
None. | |
| Image | Map | ||
| Location notes | |||
| Directly north of the teak tree south-east of Uzer. Can be reached relatively easily via fairy ring DLQ in Nardah by running north and then east following the map border. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 48 minutes north, 22 degrees 30 minutes east |
02.48N, 22.30E |
None. | |
| Image | Map | ||
| Location notes | |||
| Just west of the trapdoor leading to the H.A.M. Hideout, dig 2 spaces east and 1 south of the nearest tree to the building. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 50 minutes north, 06 degrees 20 minutes east |
02.50N, 06.20E |
None. | |
| Image | Map | ||
| Location notes | |||
| South of Ardougne Zoo, on a small cape. Can be reached easily via DJP next to the Tower of Life or the Ardougne cloak teleport to the monastery. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 03 degrees 07 minutes south, 03 degrees 41 minutes west |
03.07S, 03.41W |
None. | |
| Image | Map | ||
| Location notes | |||
| Just south-west of Castle Wars, fairy ring code BKP. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 03 degrees 35 minutes south, 13 degrees 35 minutes east |
03.35S, 13.35E |
None. | |
| Image | Map | ||
| Location notes | |||
| On Karamja, north of the Nature Altar. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 04 degrees 00 minutes south, 12 degrees 46 minutes east |
04.00S, 12.46E |
None. | |
| Image | Map | ||
| Location notes | |||
| In the centre of the Karamja Jungle mine, north of Shilo Village. Dig two spaces north-west of the mithril rocks. You can use fairy ring code CKR and run north-east. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 04 degrees 13 minutes north, 12 degrees 45 minutes east |
04.13N, 12.45E |
Partial completion of Dragon Slayer I | |
| Image | Map | ||
| Location notes | |||
| North side of Crandor. King Scorpions can be aggressive to low levelled players. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 05 degrees 20 minutes south, 04 degrees 28 minutes east |
05.20S, 04.28E |
None. | |
| Image | Map | ||
| Location notes | |||
| Feldip Hills, south-east of Gu'Tanoth and north of fairy ring code AKS. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 05 degrees 43 minutes north, 23 degrees 05 minutes east |
05.43N, 23.05E |
None. | |
| Image | Map | ||
| Location notes | |||
| Just south of the Champions' Guild, opposite side of the River Lum in Lumbridge | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 06 degrees 31 minutes north, 01 degrees 46 minutes west |
06.31N, 01.46W |
None. | |
| Image | Map | ||
| Location notes | |||
| Travel south-west of the Tree Gnome Stronghold, and you will come across three ponds. Dig in between the two eastern ponds. Easily reached by teleporting with the Necklace of passage by teleporting to the Outpost. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 06 degrees 41 minutes north, 27 degrees 15 minutes east |
06.41N, 27.15E |
None. | |
| Image | Map | ||
| Location notes | |||
| Dig on the hill north-west of the Exam Centre. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 06 degrees 58 minutes north, 21 degrees 16 minutes east |
06.58N, 21.16E |
None. | |
| Image | Map | ||
| Location notes | |||
| Located at the north-east fence outside of Draynor Manor, on the southern side of the River Lum. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 07 degrees 05 minutes north, 30 degrees 56 minutes east |
07.05N, 30.56E |
Priest in Peril (to enter Canifis) | |
| Image | Map | ||
| Location notes | |||
| In Mort Myre Swamp, north of the Nature Grotto. Next pond south of the two most western fishing spots. Dig west of a rotting swamp tree. Note that there are ghasts in the swamp, so be sure to bring some druid pouches. One can use fairy ring BKR and run south-west. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 07 degrees 33 minutes north, 15 degrees 00 minutes east |
07.33N, 15.00E |
None. | |
| Image | Map | ||
| Location notes | |||
| South-east of Taverley, on the peninsula where the Lady of the Lake wanders around. Dig north of the non-examinable bush on the western part of the peninsula. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 08 degrees 11 minutes south, 04 degrees 48 minutes east |
08.11S, 04.48E |
Spade | |
| Image | Map | ||
| Location notes | |||
| South-east edge of Feldip Hills, by the crimson swifts. South-east of fairy ring AKS. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 08 degrees 33 minutes north, 01 degrees 39 minutes west |
08.33N, 01.39W |
None. | |
| Image | Map | ||
| Location notes | |||
| At Tree Gnome Stronghold, in the south-western section there is a bridge, and a pen containing terrorbirds. Open the gate in the east of the pen and go to the edge of the river as far east as possible and dig there. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 09 degrees 33 minutes north, 02 degrees 15 minutes east |
09.33N, 02.15E |
Started Waterfall Quest
Rope |
|
| Image | Map | ||
| Location notes | |||
| Go to the Baxtorian Falls, board the log raft, use a rope with the rock to get to the second island with the dead tree. Dig north of the dead tree. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 09 degrees 35 minutes north, 01 degrees 50 minutes west |
09.35N, 01.50W |
None. | |
| Image | Map | ||
| Location notes | |||
| This is on the west side of the river in the Gnome Stronghold. Walk north of the terrorbird pen and dig right above the rock. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 09 degrees 48 minutes north, 17 degrees 39 minutes east |
09.48N, 17.39E |
None. | |
| Image | Map | ||
| Location notes | |||
| Ice Mountain, located north of Barbarian Village. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 10 degrees 45 minutes north, 04 degrees 31 minutes east |
10.45N, 04.31E |
Recommended:
20 Agility for Shortcut |
|
| Image | Map | ||
| Location notes | |||
| By the shore line north of the Coal Trucks. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 11 degrees 03 minutes north, 31 degrees 20 minutes east |
11.03N, 31.20E |
Completion of Priest in Peril | |
| Image | Map | ||
| Location notes | |||
| South of the big roots that are found east of the path to the Slayer Tower. North of the fairy ring code CKS. Also close to the Slayer Tower teleport of the slayer ring. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 11 degrees 05 minutes north, 00 degrees 45 minutes west |
11.05N, 00.45W |
None. | |
| Image | Map | ||
| Location notes | |||
| In the swamp located in the north-west corner of the Tree Gnome Stronghold, west of the Grand Tree, directly south of the tortoise pen. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 11 degrees 18 minutes north, 30 degrees 54 minutes east |
11.18N, 30.54E |
Completion of Priest in Peril. | |
| Image | Map | ||
| Location notes | |||
| On the path to the Slayer Tower, just before the entrance. Easily reached by teleporting with fairy ring code CKS or the Slayer Teleport teleport of the slayer ring. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 11 degrees 33 minutes north, 02 degrees 24 minutes west |
11.33N, 02.24W |
None. | |
| Image | Map | ||
| Location notes | |||
| North-east of Eagles' Peak. Dig on the eastern side of the fence just slightly south of the coniferous tree. Easily reached by teleporting with the fairy rings with code AKQ. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 11 degrees 41 minutes north, 14 degrees 58 minutes east |
11.41N, 14.58E |
None. | |
| Image | Map | ||
| Location notes | |||
| Immediately north of a table in Burthorpe located east of the pub and west of Turael's house. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 12 degrees 28 minutes north, 34 degrees 37 minutes east |
12.28N, 34.37E |
Priest in Peril | |
| Image | Map | ||
| Location notes | |||
| In the castle grounds of Fenkenstrain's Castle in Morytania. Dig two steps north of the northernmost door. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 12 degrees 39 minutes north, 30 degrees 07 minutes west |
12.39N, 30.07W |
None. | |
| Image | Map | ||
| Location notes | |||
| Dig in the graveyard just south of the History and hearsay teleport location found in Kharedst's memoirs or the Book of the dead | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 14 degrees 54 minutes north, 9 degrees 13 minutes east |
14.54N, 9.13E |
None. | |
| Image | Map | ||
| Location notes | |||
| Two paces west of the Swaying tree, located east of Rellekka. Easily reached by using the fairy ring code AJR. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 15 degrees 22 minutes north, 07 degrees 31 minutes east |
15.22N, 07.31E |
None. | |
| Image | Map | ||
| Location notes | |||
| In Pontak's garden in south-eastern Rellekka, between the cabbages and the potatoes. Easily reached by teleporting with the lyre or Fremennik sea boots. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 17 degrees 39 minutes north, 37 degrees 16 minutes west |
17.39N, 37.16W |
45 Farming | |
| Image | Map | ||
| Location notes | |||
| Inside the Farming Guild, close to the entrance. Dig next to the western patch of marigolds. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 22 degrees 07 minutes south, 23 degrees 13 minutes east |
22.07S, 23.13E |
Partial Completion of the Troubled Tortugans quest | |
| Image | Map | ||
| Location notes | |||
| At the centre of the Great Conch, just north east of fairy ring code CJQ. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 22 degrees 30 minutes north, 03 degrees 01 minutes east |
22.30N, 03.01E |
Completion of the Fremennik Trials quest | |
| Image | Map | ||
| Location notes | |||
| At the end of the path leading to the mining area on Miscellania. Accessible via fairy ring code CIP or teleporting with the Ring of wealth (if you have completed Throne of Miscellania). | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 23 degrees 05 minutes north, 41 degrees 22 minutes east |
23.05N, 41.22E |
Completion of Bone Voyage | |
| Image | Map | ||
| Location notes | |||
| On the small island reachable by a small boat at the north-east end of the Mushroom Forest, or by using the zip line (requires 74 Agility) behind the Magic Mushtree at the House on the Hill (digsite pendant teleport to Fossil Island). | |||
Hard Coordinates
[edit | edit source]Quick links: 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 00 minutes north, 07 degrees 13 minutes west |
00.00N, 07.13W |
Regicide | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| In Tirannwn, dig by the western spawn point of the roving elves south-east of the catapult, near the Tyras Camp. Watch out for the stick trap. Port Tyras is accessible via the charter network if the player wishes to avoid walking long distances.
From Tyras Camp: go north past the dense forest, walk a few steps east and go south past the stick traps. Also can use fairy ring BJS and run north to Tyras Camp (requires From Lletya: go out of the city, past the trip wire, south over the leaf trap, past the Elf Tracker, west through the dense forest, over a second trip wire, north through another dense forest, then west and south past the stick trap. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 01 degrees 24 minutes north, 08 degrees 05 minutes west |
01.24N, 08.05W |
Regicide | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| In the hunter area directly south of the Iorwerth Camp, past a stick trap, dig by the north-east edge of the pond. An Iorwerth camp teleport can greatly reduce the difficulty in reaching this position.
From Lletya: Pass the tree, go west across the tripwire, continue west through the dense forest. Turn north and up the path to Prifddinas. Before the bridge and the water, head west through the dense forest. Then, keep going west past the leaves pitfall trap, then south-west past a stick trap. From Port Tyras: Go north through dense forest then east; go south through dense forest; step over tripwire; go east through the dense forest then north-west for quite a while; jump over the leaves. Finally, continue west till you arrive at an elven lamp next to mushrooms. Head south down the small path to the pond. Pass the stick trap and dig by the north-east edge of the pond. This clue can be frustrating due to the frequency of activating the stick traps, which deal significant amounts of damage. There is a better success rate of passing the trap by turning off run and walking past the trap. It's recommended to follow this map in order to not get lost. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 01 degrees 30 minutes north, 20 degrees 01 minutes east |
01.30N, 20.01E |
Partial completion of Fairytale II - Cure a Queen for access to fairy rings. | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| Located on Draynor island, which only be accessed via fairy ring CLP. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 39 minutes north, 29 degrees 58 minutes east |
02.39N, 29.58E |
None. | |
| Image | Map | ||
| Location notes | |||
| Eastern side of the Emir's Arena. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 48 minutes north, 08 degrees 05 minutes east |
02.48N, 08.05E |
|
Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| Little island, fairy ring code AIR. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 48 minutes north, 34 degrees 33 minutes east |
02.48N, 34.33E |
Started In Aid of the Myreque | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| Dig 4 steps south of the pile of bricks east of the broken wall. Teleporting with the Morytania legs is the quickest way. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 58 minutes north, 34 degrees 30 minutes east |
02.58N, 34.30E |
Started In Aid of the Myreque | Saradomin wizard |
| Image | Map | ||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 03 degrees 18 minutes north, 12 degrees 31 minutes east |
03.18N, 12.31E |
Partial completion of Dragon Slayer I | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| Crandor, centre of the island. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 03 degrees 45 minutes south, 22 degrees 45 minutes east |
03.45S, 22.45E |
None. | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| In the Bedabin Camp in the Kharidian Desert, just south-west of the Shantay Pass. Dig north side of the watering hole. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 04 degrees 03 minutes south, 03 degrees 11 minutes east |
04.03S, 03.11E |
Partial completion of Watchtower
20 coins if Watchtower has not been completed, or if you have used the bridge to cross back[1] (if you used the bridge to cross back, but have |
Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| In Gu'Tanoth. You must have gotten far enough through the Watchtower quest to gain access. After crossing the fourth bridge, stand near the tree there and dig. You need 20gp to pay the guard to cross the bridge if Watchtower has not been completed, or if you have used the bridge to cross back.[1] (if you used the bridge to cross back, but have | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 04 degrees 05 minutes south, 04 degrees 24 minutes east |
04.05S, 04.24E |
None. | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| On the island where Gorad is located. From Castle Wars, go south around Jiggig then south-east along the coast. Follow the coastline until you see a hole in the ground that you can enter. Enter it, and you will end up on the island. Note that you do not need a skavid map to enter this cave. Dig on the east side of the island, near a spear wall. Alternately, you can use the Feldip Hills gnome glider or fairy ring code AKS and run north-west. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 04 degrees 16 minutes south, 16 degrees 16 minutes east |
04.16S, 16.16E |
Partial completion of The Grand Tree | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| Outside the east wall of the Karamja Shipyard building with G.L.O. Caranock, use the gnome glider and dig directly by the window. It may also be faster to get there by using fairy ring (DKP). | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 04 degrees 41 minutes north, 03 degrees 09 minutes west |
04.41N, 03.09W |
Start of Regicide | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| Located near the Red spiders' eggs on the Arandar mountain pass leading to Tirannwn. The Outpost teleport on necklace of passage for close access. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 05 degrees 03 minutes north, 34 degrees 58 minutes west |
05.03N, 34.58W |
Completion of Children of the Sun | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| Located west of Nemus Retreat across the bridge. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 05 degrees 37 minutes north, 31 degrees 15 minutes east |
05.37N, 31.15E |
Partial completion of Nature Spirit | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| In Mort Myre Swamp, over Nature Spirit's grotto, dig to the north of the grotto tree. Druid pouches are strongly recommended as ghasts may rot your food. (Fairy ring BIP) | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 05 degrees 50 minutes south, 10 degrees 05 minutes east |
05.50S, 10.05E |
Saradomin wizard | |
| Image | Map | ||
| Location notes | |||
| On Cairn Isle, Karamja. Fairy ring code CKR is very close; area is south-west of the fairy ring. Dig in the centre of the hut with the broken walls. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 06 degrees 00 minutes south, 21 degrees 48 minutes east |
06.00S, 21.48E |
None. | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| West of the Bandit Camp in the Kharidian Desert, at the small peninsula. Dig at the very edge. Bring waterskins or Desert amulet 4 as this area is affected by desert heat. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 06 degrees 11 minutes south, 15 degrees 07 minutes east |
06.11S, 15.07E |
None. | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| On the southern part of eastern Karamja, just north of some stepping stones across a waterfall. Dig in the brown patch of ground near the jogres. A gnome glider destination is close to the area. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 07 degrees 43 minutes south, 12 degrees 26 minutes east |
07.43S, 12.26E |
Partial completion of Legends' Quest | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| An axe and machete is required, or have 79 Agility for the vine shortcuts!
In the middle of the Kharazi Jungle, next to the water pool. Remember to bring Radimus notes if you have not completed Legends' Quest. One can use fairy ring CKR and run south. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 08 degrees 03 minutes north, 31 degrees 16 minutes east |
08.03N, 31.16E |
Started Priest in Peril | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| South-west of fairy ring code BKR and slightly north-east of the fishing spot (the one just south-west of the word Morytania on the world map), in the centre of Mort Myre swamp. Dig between the easternmost and middle logs. Bring druid pouches to prevent ghasts from rotting your food. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 08 degrees 05 minutes south, 15 degrees 56 minutes east |
08.05S, 15.56E |
Partial completion of Legends' Quest | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| South-east of the easternmost mahogany in the Kharazi Jungle. Remember to bring an axe and a machete (and your Radimus notes if you have not finished Legends' Quest) to cut through the jungle. (Note: There may or may not be a totem pole at this location). | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 08 degrees 26 minutes south, 10 degrees 28 minutes east |
08.26S, 10.28E |
Partial completion of Legends' Quest | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| In the south-west peninsula of the Kharazi Jungle on Karamja. Dig north of a skeleton. Remember to bring an axe and a machete (and your Radimus notes if you have not finished Legends' Quest) to cut through the jungle. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 10 degrees 03 minutes north, 32 degrees 13 minutes west |
10.03N, 32.13W |
None. | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| At the southern end of Shayziens' Wall. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 12 degrees 05 minutes south, 38 degrees 58 minutes west |
12.05S, 38.58W |
Saradomin wizard | |
| Image | Map | ||
| Location notes | |||
| On Laguna Aurorae, south-west of the spirit tree and south of the Kurask Lair. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 13 degrees 46 minutes north, 21 degrees 01 minutes east |
13.46N, 21.01E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| North of the Edgeville level 11 Wilderness and south-west of Ferox Enclave, near horseshoe-shaped mushroom patch. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 16 degrees 03 minutes north, 14 degrees 07 minutes east |
16.03N, 14.07E |
Start Troll Stronghold, bring climbing boots | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| On the summit of Trollheim, near the entrance to Eadgar's cave. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 16 degrees 07 minutes north, 22 degrees 45 minutes east |
16.07N, 22.45E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In the Graveyard of Shadows in the Wilderness, immediately north of a dead tree. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 16 degrees 31 minutes north, 12 degrees 54 minutes east |
16.31N, 12.54E |
Partial completion of the Troll Stronghold quest | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| At the entrance to the Troll Stronghold, next to the sleeping troll called Mushroom. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 16 degrees 35 minutes north, 27 degrees 01 minutes east |
16.35N, 27.01E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In level 22 Wilderness, past the Black Salamanders. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 16 degrees 43 minutes north, 19 degrees 13 minutes east |
16.43N, 19.13E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In the northern section of the Bandit Camp in level 23 Wilderness. The burning amulet can teleport you close to there. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 16 degrees 43 minutes north, 26 degrees 56 minutes east |
16.43N, 26.56E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In the black salamander hunting area in the level 23 Wilderness. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 16 degrees 45 minutes north, 03 degrees 05 minutes west |
16.45N, 03.05W |
Completion of Swan Song | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| North-east of the Piscatoris Fishing Colony bank. fairy ring code AKQ | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 16 degrees 48 minutes north, 30 degrees 01 minutes west |
16.48N, 30.01W |
None. | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| In the west end of the Lizardman Canyon between Lovakengj and Shayzien. Use fairy ring code DJR to get there quickly. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 17 degrees 50 minutes north, 08 degrees 30 minutes east |
17.50N, 08.30E |
None. | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| North-east of Rellekka, immediately east of Larry and his boat, north of the rock crabs, and north-west of fairy ring code DKS. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 18 degrees 22 minutes north, 16 degrees 33 minutes east |
18.22N, 16.33E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In the south-west section of the Forgotten Cemetery in level 29 Wilderness. Dig immediately south of one of the graves, located in the second column from the south. A cemetery teleport will teleport a player here. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 18 degrees 50 minutes north, 20 degrees 26 minutes east |
18.50N, 20.26E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In the Bandit camp mining site in level 31 Wilderness. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 19 degrees 00 minutes north, 27 degrees 13 minutes east |
19.00N, 27.13E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In level 32 Wilderness, south of the Silk Chasm. Dig in the area wherein there are several Black Knights. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 19 degrees 09 minutes north, 21 degrees 58 minutes east |
19.09N, 21.58E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In level 32 Wilderness, by the black chinchompa hunting area. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 19 degrees 24 minutes north, 30 degrees 37 minutes west |
19.24N, 30.37W |
None. | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| In Lovakengj, dig south of the burning man located south-east of the lovakite mine. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 19 degrees 43 minutes north, 25 degrees 07 minutes east |
19.43N, 25.07E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In level 35 Wilderness just a little south-east of the Lava Dragon Isle by some Chaos dwarves, you will come across four large cave like objects. Dig almost directly in the centre of them. This area can be accessed via the canoe system (requires | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 20 degrees 05 minutes north, 21 degrees 52 minutes east |
20.05N, 21.52E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In level 36 Wilderness, just north of a pond by some moss giants. This can be difficult because of the nearby moss giants and skeletons. The Wilderness canoe destination is a quick way to get here. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 20 degrees 33 minutes north, 15 degrees 48 minutes east |
20.33N, 15.48E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| North-west of The Forgotten Cemetery, at level 38 Wilderness, there is a Chaos Temple. Dig outside the building, just to the south of the altar. A cemetery teleport can be used to reach the coordinates relatively quickly. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 20 degrees 45 minutes north, 41 degrees 35 minutes east |
20.45N, 41.35E |
Completed Bone Voyage | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| On Fossil Island, east of the Museum Camp. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 21 degrees 24 minutes north, 17 degrees 54 minutes east |
21.24N, 17.54E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| Level 41 Wilderness, in the area with the lesser demons, west of the Lava Maze, about three squares west and two squares south of the ladder to the King Black Dragon's lair. A burning amulet will take players close to this location.
The Ghorrock Teleport is also a short distance west of the location. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 22 degrees 35 minutes north, 19 degrees 18 minutes east |
22.35N, 19.18E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In the Wilderness near the two runite rocks located north of the Lava Maze. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 22 degrees 45 minutes north, 26 degrees 33 minutes east |
22.45N, 26.33E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In the Demonic Ruins in level 44 Wilderness. Dig on top of the north-east icosagram, immediately north-west of one of the burnt bones spawns.
Easily reached by casting Annakarl Teleport or using its magic tablet equivalent. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 23 degrees 03 minutes north, 41 degrees 24 minutes east |
23.03N, 41.24E |
Completion of Bone Voyage | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| On the small island reachable by a small boat at the north-east end of the Mushroom Forest, or by using the zip line (requires 74 Agility) behind the Magic Mushtree at the House on the Hill (digsite pendant teleport to Fossil Island). | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 23 degrees 03 minutes north, 02 degrees 01 minutes east |
23.03N, 02.01E |
Partial completion of Fairytale II - Cure a Queen for access to fairy rings. | Saradomin wizard |
| Image | Map | ||
| Location notes | |||
| Small island located north of Miscellania. Only reachable via fairy ring AJS. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 23 degrees 30 minutes north, 16 degrees 33 minutes east |
23.30N, 16.33E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| Frozen Waste Plateau | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 24 degrees 24 minutes north, 26 degrees 24 minutes east |
24.24N, 26.24E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| In the northern area of the Rogues' Castle in the Wilderness. Take caution when travelling here as the deadly Chaos Elemental lurks nearby. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 24 degrees 56 minutes north, 22 degrees 28 minutes east |
24.56N, 22.28E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| North of the Deserted Keep in the Wilderness. Dig six squares north of the spider web that must be slashed. This area can be reached via the teleport lever. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 24 degrees 58 minutes north, 18 degrees 43 minutes east |
24.58N, 18.43E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| One step north and then one step west of the northern door of the Pirates' Hideout in the Wilderness. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 25 degrees 03 minutes north, 17 degrees 05 minutes east |
25.03N, 17.05E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| North-west of the Wilderness Agility Course in level 56 Wilderness. North-eastern corner of the Frozen Waste Plateau. Reachable via the ancient spell, Ghorrock Teleport (requires | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 25 degrees 03 minutes north, 23 degrees 24 minutes east |
25.03N, 23.24E |
None. | Zamorak wizard |
| Image | Map | ||
| Location notes | |||
| Immediately north of the magic axe hut, which is located north-east of the Deserted Keep in the Wilderness. Quickly reachable by pulling the Ardougne teleport lever in East Ardougne and running north-east from the Deserted Keep. | |||
Elite Coordinates
[edit | edit source]Quick links: 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 18 minutes south, 02 degrees 35 minutes west |
00.18S, 02.35W |
Started Mourning's End Part I | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Flax field south of the Lletya bank. The image has the north compass facing east to provide a proper orientation. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 35 minutes north, 35 degrees 50 minutes east |
00.35N, 35.50E |
Partial completion of Darkness of Hallowvale. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| After arriving at Meiyerditch, walk up the wall until you pass a section where the boards creak (you are informed in the chat pane). Kick the boards, and then climb down into the passage below. Dig west of the wall rubble. If you already completed Darkness of Hallowvale, then right-click on the boards for the option to climb down. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 41 minutes north, 27 degrees 35 minutes west |
00.41N, 27.35W |
Completion of Children of the Sun | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Dig by the river near the fishing spot north of the Fortis Aqueduct. It is south-east of Quetzacalli Gorge. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 00 degrees 43 minutes north, 11 degrees 13 minutes west |
00.43N, 11.13W |
Completion of Pandemonium, 66 Sailing and an Adamant keel for traversing the crystal-flecked waters. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Sail north-west from Port Tyras and moor at Lledrith Island. Dig between the north-western most magic tree and the pond. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 35 minutes south, 11 degrees 52 minutes east |
02.35S, 11.52E |
Jungle Potion quest and 100 trading sticks are required to enter. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Inside the Hardwood Grove at Tai Bwo Wannai. You will need 100 trading sticks for this unless you have completed the Karamja elite diary. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 37 minutes north, 27 degrees 09 minutes west |
02.37N, 27.09W |
Children of the Sun is required to access the Proudspire. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| At the summit of the Proudspire. The quickest way to reach there is to fly to Quetzacalli Gorge via the Quetzal Transport System, then run east to the base of the mountain. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 03 degrees 09 minutes south, 42 degrees 50 minutes east |
03.09S, 42.50E |
Cabin Fever | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Small island located north-east of Mos Le'Harmless, accessible through the western staircase located at the north-east corner of the Mos Le'Harmless Cave. Remember to wear a Witchwood icon when traversing the dungeon, as well as bringing a light source for players who haven't lit the fire pit (requires completion of Making Friends with My Arm). It is possible that an Armadylean guard may appear, which means you may have to bring Ranged equipment. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 03 degrees 46 minutes north, 08 degrees 07 minutes west |
03.46N, 08.07W |
Regicide | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| North-west of Iorwerth Camp near some rabbits. East of Shark fishing spot. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 05 degrees 07 minutes south, 13 degrees 26 minutes east |
05.07S, 13.26E |
Completion of the Shilo Village quest | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| North-east Shilo Village, dig in the centre of the bamboo pillars. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 05 degrees 18 minutes north, 6 degrees 48 minutes west |
05.18N, 6.48W |
Completion of the Song of the Elves quest | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| In Prifddinas, just west of the Tower of Voices. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 05 degrees 24 minutes south, 26 degrees 56 minutes east |
05.24S, 26.56E |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| On top of a cliff to the west of Pollnivneach. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 05 degrees 39 minutes south, 02 degrees 13 minutes east |
05.39S, 02.13E |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Just south of Gu'Tanoth, west of Gnormadium Avlafrim's gnome glider. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 06 degrees 28 minutes south, 03 degrees 48 minutes west |
06.28S, 03.48W |
None. | Bandosian guard |
| Image | Map | ||
| Location notes | |||
| On the north-eastern corner of the Isle of Souls. Fairy ring code BJP is nearby. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 06 degrees 35 minutes north, 09 degrees 07 minutes east |
06.35N, 09.07E |
Started Legends' Quest | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Outside the Legends' Guild, north of the fountain. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 08 degrees 15 minutes north, 35 degrees 24 minutes east |
08.15N, 35.24E |
Priest in Peril | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| North of Dessous's tomb from Desert Treasure I. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 08 degrees 30 minutes south, 10 degrees 48 minutes west |
08.30S, 10.48W |
None. | Armadylean guard |
| Image | Map | ||
| Location notes | |||
| On the western end of the Isle of Souls by the fire remains. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 09 degrees 46 minutes south, 43 degrees 22 minutes east |
09.46S, 43.22E |
Started The Great Brain Robbery | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| East side of Harmony Island. It is suggested to bring Ranged equipment as it is possible an Armadylean guard will appear. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 10 degrees 05 minutes south, 24 degrees 31 minutes east |
10.05S, 24.31E |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| South of the Ancient Pyramid. If you are having trouble finding the exact spot, increase the brightness to max to help see the contrast in sand colour. 16 blocks south of the northern cactus. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 10 degrees 52 minutes north, 30 degrees 54 minutes west |
10.52N, 30.54W |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| By the Ruins of Morra. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 10 degrees 54 minutes north, 20 degrees 50 minutes west |
10.54N, 20.50W |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| One step north of the bronze pickaxe spawn found in the small ruins north of the Hosidius mine. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 12 degrees 31 minutes north, 43 degrees 11 minutes east |
12.31N, 43.11E |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Dig south-east of the evergreen tree on the north-eastern portion of Dragontooth Island. Players will require a ghostspeak amulet and 25 ecto-tokens (10 if wearing a Ring of charos (a)) or a one-time payment of 500 ecto-tokens at the Ghost captain to get to the island. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 12 degrees 35 minutes north, 36 degrees 20 minutes east |
12.35N, 36.20E |
Armadylean guard or Bandosian guard | |
| Image | Map | ||
| Location notes | |||
| Dig on the rocks, north of the wrecked ship, outside of Port Phasmatys. Climb the ladder of the wrecked ship, cross the gangplank, and jump on the rocks until the end is reached. Each jump requires 5% of your running energy. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 13 degrees 45 minutes south, 15 degrees 30 minutes east |
13.45S, 15.30E |
Partial completion of Monkey Madness I | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Eastern shore of Crash Island, visited during the Monkey Madness I quest. There are poisonous scorpions there-bring an anti-poison. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 14 degrees 13 minutes south, 27 degrees 26 minutes east |
14.13S, 27.26E |
Partial completion of Beneath Cursed Sands | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Dig in the mining site at the south-west part of the necropolis. Can be quickly accessed with level 62 Agility via the fairy ring code AKP. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 14 degrees 15 minutes south, 08 degrees 01 minutes east |
14.15S, 08.01E |
Partial completion of Monkey Madness I | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Dig on top of the starfish on the south-westernmost shore of Ape Atoll. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 16 degrees 09 minutes north, 10 degrees 33 minutes east |
16.09N, 10.33E |
A rope (if Mountain Daughter not completed) | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| By the lake north of the Mountain Camp in the Fremennik Province. Fairy ring AJR is nearby. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 17 degrees 58 minutes north, 19 degrees 05 minutes east |
17.58N, 19.05E |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| East of the Wilderness Obelisk in level 28 Wilderness. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 18 degrees 05 minutes north, 12 degrees 05 minutes east |
18.05N, 12.05E |
Access to Trollheim, requires quests | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| West of the entrance to the Ice Path, where the Troll child resides. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 19 degrees 56 minutes north, 02 degrees 31 minutes west |
19.56N, 02.31W |
Partial completion of The Fremennik Isles | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| At the very south-eastern part of Neitiznot. Dig 4 spaces west of the ladder. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 20 degrees 11 minutes north, 07 degrees 41 minutes west |
20.11N, 07.41W |
Started Lunar Diplomacy to access Pirates' Cove | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| In the south-western area of the Pirates' Cove, near the windswept tree. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 20 degrees 13 minutes north, 08 degrees 07 minutes east |
20.13N, 08.07E |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| In the north-western part of the Trollweiss and Rellekka Hunter area. The fairy ring code DKS can be used to teleport nearby. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 20 degrees 24 minutes north, 03 degrees 52 minutes west |
20.24N, 03.52W |
Started The Fremennik Isles to access Neitiznot | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Outside the town near the bridge. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 21 degrees 03 minutes north, 24 degrees 13 minutes east |
21.03N, 24.13E |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Level 40 Wilderness, in the Lava Dragon Isle. An Anti-dragon shield
or Antifire potion is recommended to bring for some protection against dragonfire attacks. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 22 degrees 54 minutes north, 29 degrees 01 minutes east |
22.54N, 29.01E |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| At the Fountain of Rune in the north-eastern Wilderness, in the small 'C' shaped wall. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 23 degrees 48 minutes north, 11 degrees 43 minutes west |
23.48N, 11.43W |
Started Lunar Diplomacy to access Lunar Isle | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Outside the western wall on Lunar Isle. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 24 degrees 07 minutes north, 23 degrees 22 minutes east |
24.07N, 23.22E |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Inside the Resource Area (3 steps north of the fire). Requires 7,500 coins to enter (or 6,000, 3,750 or no coins with medium, hard and elite Wilderness Diary respectively). | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 24 degrees 15 minutes north, 13 degrees 30 minutes east |
24.15N, 13.30E |
Partial completion of Making Friends with My Arm | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Inside the largest building in Weiss. Players must complete the quest up to the point where they speak to Mother. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 24 degrees 20 minutes north, 18 degrees 50 minutes east |
24.20N, 18.50E |
None. | Armadylean guard |
| Image | Map | ||
| Location notes | |||
| South of the Pirates' Hideout in level 54 Wilderness. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 25 degrees 03 minutes north, 29 degrees 22 minutes east |
25.03N, 29.22E |
None. | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| On the peninsula in the north-easternmost corner of the Wilderness, north of the Blighted Volcano. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 25 degrees 48 minutes north, 35 degrees 00 minutes east |
25.48N, 35.00E |
Partial completion of Dragon Slayer II | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| Need to take the rowboat to travel to Lithkren.The rowboat is located south-west of Mushroom Meadow Mushtree(Mycelium Transportation System). Walk west on the island and dig east next to the skroom next to the bones. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 26 degrees 43 minutes north, 01 degrees 22 minutes east |
26.43N, 01.22E |
Partial completion of The Fremennik Exiles | Armadylean guard or Bandosian guard |
| Image | Map | ||
| Location notes | |||
| North-east corner of the Island of Stone. | |||
Master Coordinates
[edit | edit source]Quick links: 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 01 degrees 30 minutes north, 08 degrees 11 minutes west |
01.30N, 08.11W |
Regicide | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| In the hunter area directly south of the Iorwerth Camp, past a stick trap, dig by the north-east edge of the pond. An Iorwerth camp teleport can greatly reduce the difficulty in reaching this position.
From Lletya: Pass the tree, go west across the tripwire, continue west through the dense forest. Turn north and up the path to Prifddinas. Before the bridge and the water, head west through the dense forest. Then, keep going west past the leaves pitfall trap, then south-west past a stick trap. From Port Tyras: Go north through dense forest then east; go south through dense forest; step over tripwire; go east through the dense forest then north-west for quite a while; jump over the leaves. Finally, continue west till you arrive at an elven lamp next to mushrooms. Head south down the small path to the pond. Pass the stick trap and dig by the north-east edge of the pond. This clue can be frustrating due to the frequency of activating the stick traps, which deal significant amounts of damage. There is a better success rate of passing the trap by turning off run and walking past the trap. It's recommended to follow this map in order to not get lost. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 01 degrees 54 minutes south, 08 degrees 54 minutes west |
01.54S, 08.54W |
Partial completion of Regicide | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| South of Port Tyras, easily accessible by charter ship or fairy ring code BJS (requires | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 02 degrees 09 minutes south, 06 degrees 58 minutes west |
02.09S, 06.58W |
Partial completion of Fairytale II - Cure a Queen for access to fairy rings. | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| Fairy ring (DLR) at the Poison Waste. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 03 degrees 09 minutes south, 43 degrees 26 minutes east |
03.09S, 43.26E |
Cabin Fever | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| Small island located north-east of Mos Le'Harmless, accessible through the eastern staircase located at the north-east corner of the Mos Le'Harmless Cave. Remember to wear a Witchwood icon when traversing the dungeon, as well as bringing a light source for players who haven't lit the fire pit (requires completion of Making Friends with My Arm). | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 03 degrees 26 minutes north,
12 degrees 18 minutes east |
03.26N,
12.18E |
Partial completion of Dragon Slayer I | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| Crandor, centre of the island. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 03 degrees 50 minutes north,
09 degrees 07 minutes east |
03.50N,
09.07E |
None. | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| Witchaven, east from the chapel. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 04 degrees 58 minutes north, 36 degrees 56 minutes east |
04.58N, 36.56E |
Partial completion of Darkness of Hallowvale | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| Located outside the entrance to the Meiyerditch Mine. An easy way to reach the mine is to ask a vyrewatch to send you to the mines, and then mining 15 daeyalt ores to leave. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 05 degrees 13 minutes north, 04 degrees 16 minutes west |
05.13N, 04.16W |
Partial completion of Regicide | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| East of the eastern entrance to Prifddinas. Be careful to not dig 1 tile east as it is in multi-combat and will spawn Ancient Wizards instead. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 07 degrees 37 minutes north, 35 degrees 18 minutes east |
07.37N, 35.18E |
None. | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| The graveyard where players fight Dessous during Desert Treasure I. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 08 degrees 01 minutes north, 20 degrees 58 minutes west |
08.01N, 20.58W |
None. | Ancient Wizards |
| Image | Map | ||
| Location notes | |||
| On Crabclaw Isle. Players must pay Sandicrahb 10,000 coins to reach the island, though this is reduced in half if the easy Kourend & Kebos Diary is completed, or free if the medium Kourend & Kebos Diary is completed. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 08 degrees 11 minutes north, 12 degrees 30 minutes east |
08.11N, 12.30E |
None. | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| Next to the ladder on the Water Obelisk Island. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 12 degrees 35 minutes north, 36 degrees 22 minutes east |
12.35N, 36.22E |
Brassican Mage | |
| Image | Map | ||
| Location notes | |||
| Dig on the rocks, north of the wrecked ship, outside of Port Phasmatys. Climb the ladder of the wrecked ship, cross the gangplank, and jump on the rocks until the end is reached. Each jump requires 5% of your running energy. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 12 degrees 45 minutes north, 20 degrees 09 minutes east |
12.45N, 20.09E |
None. | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| By the Obelisk of Air in the Wilderness. Must be accessed through the Edgeville Dungeon. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 13 degrees 33 minutes south, 15 degrees 26 minutes east |
13.33S, 15.26E |
Partial completion of Monkey Madness I | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| Eastern shore of Crash Island. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 16 degrees 41 minutes north, 30 degrees 54 minutes west |
16.41N, 30.54W |
None. | Ancient Wizards |
| Image | Map | ||
| Location notes | |||
| By the lizardman shaman area west of Lizardman Canyon. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 18 degrees 03 minutes north, 03 degrees 03 minutes east |
18.03N, 03.03E |
1,000 coins (or completion of The Fremennik Trials) | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| On top of Waterbirth Island. Accessed by climbing a set of rocks with level 85 Agility, or by running through the dungeon, in which a pet rock/another player and a rune thrownaxe are required to reach the island's summit. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 18 degrees 26 minutes north, 37 degrees 15 minutes west |
18.26N, 37.15W |
Brassican Mage | |
| Image | Map | ||
| Location notes | |||
| In the north wing of the Farming Guild. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 19 degrees 43 minutes north, 23 degrees 11 minutes west |
19.43N, 23.11W |
None. | Ancient Wizards |
| Image | Map | ||
| Location notes | |||
| The coordinate is located in the crypt of the Arceuus church. To reach the crypt, head to the church and climb up the stairs, and then, climb down the stairs that follow.
Players can make the ancient wizards unaggressive by going up the stairs and climbing down immediately. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 20 degrees 35 minutes north, 15 degrees 58 minutes east |
20.35N, 15.58E |
None. | Ancient Wizards |
| Image | Map | ||
| Location notes | |||
| North-west of The Forgotten Cemetery, at level 38 Wilderness, there is a Chaos Temple. Dig inside the building. A cemetery teleport can be used to reach the coordinates relatively quickly. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 20 degrees 45 minutes north, 7 degrees 26 degrees west |
20.45N, 7.26.W |
Started Lunar Diplomacy to access Pirates' Cove | Ancient Wizards |
| Image | Map | ||
| Location notes | |||
| Pirates' Cove | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 21 degrees 37 minutes north, 21 degrees 13 minutes west |
21.37N, 21.13W |
None. | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| In the dense essence mine. Easily reached with the fairy ring code CIS. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 21 degrees 56 minutes north, 10 degrees 56 minutes west |
21.56N, 10.56W |
Started Lunar Diplomacy | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| On Lunar Isle, dig on the island west of the Astral Altar. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 22 degrees 24 minutes north, 31 degrees 11 minutes west |
22.24N, 31.11W |
None. | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| Northern area of the sulphur mine in Lovakengj. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 24 degrees 00 minutes north, 29 degrees 22 minutes east |
24.00N, 29.22E |
None. | Ancient Wizards |
| Image | Map | ||
| Location notes | |||
| Blighted Volcano at level 51 Wilderness. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 24 degrees 18 minutes north, 23 degrees 22 minutes east |
24.18N, 23.22E |
None. | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| Inside the Resource Area, near the anvil. Requires 7,500 coins to enter (or 6,000, 3,750 or no coins with medium, hard and elite Wilderness Diary respectively). | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 24 degrees 22 minutes north, 27 degrees 00 minutes east |
24.22N, 27.00E |
None. | Ancient Wizards |
| Image | Map | ||
| Location notes | |||
| Outside Rogues' Castle, north of the Wilderness Obelisk. | |||
| Coordinates | Shorthand | Requirements | Fight |
|---|---|---|---|
| 23 degrees 58 minutes north, 18 degrees 22 minutes east |
23.58N, 18.22E |
None. | Brassican Mage |
| Image | Map | ||
| Location notes | |||
| South-east of the Wilderness Agility Course. | |||
Cryptic clues
[edit | edit source]Cryptic clues are common riddle clues that can be found in all tiers of Treasure Trails. These clues demand a fairly wide variety of tasks. The tasks range from speaking to an NPC, searching a designated crate, or directing the player to dig in some fairly obscure location. For higher difficulty Treasure Trails, players may have to complete additional side tasks in order to complete the clue. These side task challenges may include finding a key or completing a puzzle box.
When doing medium Treasure Trails, clues will occasionally lead to a locked chest or drawer, which requires a key to open. Attempting to open the chest or drawer will provide a clue to which specific, usually local, monster to kill. Monsters that drop treasure trail keys drop them only when the player is in possession of that clue. It is worth noting that for clue steps involving keys, it is possible to obtain the key before reading the hint, which could save the player some time.
During hard clue scrolls, players may get shown a fairy ring code followed by some numbers. To solve these, the player must travel to the corresponding fairy ring and then take the number of steps shown by the numbers, in order of the compass direction (North, East, South, West), and then dig at that spot.
During hard or master clues, players may receive a puzzle box challenge from an NPC. Players must unscramble the image in order to receive the next clue or the reward.
During master clues, players are given three cryptic clues in one step. Players must go to the destination each cryptic provides and dig at the correct spot, or talk to the correct NPC, to obtain a torn part of the next step. When all three are obtained, they can be combined into either a new clue step, or the reward casket.
Clue juggling can make this process quicker if solving many master clue scrolls.
Beginner Cryptic clues
[edit | edit source]Easy Cryptic clues
[edit | edit source]Medium Cryptic clues
[edit | edit source]Hard Cryptic Clues
[edit | edit source]Elite Cryptic clues
[edit | edit source]Master Cryptic clues
[edit | edit source]| Clue | Notes | Task | Image |
|---|---|---|---|
| 2 musical birds. Dig in front of the spinning light. | Dig in front of the spinning light in Ping and Pong's room inside the Iceberg. A clockwork suit is required to enter the iceberg. | ||
| A chisel and hammer reside in his home, strange for one of magic. Impress him with your magical equipment. | Wizard Cromperty at the north-east corner of East Ardougne. Speak to him while wearing equipment adding up to at least +100 in magical attack bonus. The passive magic attack multiplication effect of Tumeken's shadow does not count towards the +100 requirement, but its base magic attack bonus of +35 will. | ||
| A dwarf, approaching death, but very much in the light. | Thorgel at the entrance to the Death Altar. Requires partial completion of Mourning's End Part II. Easily reached by entering the Death Altar via the Abyss and then leaving. | ||
| A massive battle rages beneath so be careful when you dig by the large broken crossbow. | North-east of the God Wars Dungeon entrance, climb the rocky handholds and dig by the large crossbow. | ||
| Anger Abbot Langley. | Speak to Abbot Langley while you have a negative prayer bonus (currently only possible with an Ancient staff or an Ancient sceptre). | ||
| Anger those who adhere to Saradomin's edicts to prevent travel. | Port Sarim docks, try to charter a ship to Entrana with armour or weapons equipped. | ||
| Buried beneath the ground, who knows where it's found.
Lucky for you, A man called Jorral may have a clue. |
Speak to Jorral to receive a strange device, which works similarly to the enchanted key (must have Making History quest completed).
For a list of all possible locations, see here. |
||
| Come brave adventurer, your sense is on fire. If you talk to me, it's an old god you desire. | Speak to Viggora. Note that he can be found (is visible) in 3 locations, but you can only speak to (and continue the clue) the version of him that you spoke to during Curse of the Empty Lord miniquest. You can check your quest log to find out which location.
A ring of visibility or a ring of shadows and ghostspeak amulet are required to make progress through the clue. |
||
| Darkness wanders around me, but fills my mind with knowledge. | Speak to Biblia on the Arceuus Library's top floor. | ||
| Dig in front of the icy arena where 1 of 4 was fought. | Where you fought Kamil from Desert Treasure I, dig north-east of the first small rock just past the wolves. | ||
| Faint sounds of 'Arr', fire giants found deep, the eastern tip of a lake, are the rewards you could reap. | Dig south of the pillar at the end of the Deep Wilderness Dungeon. | ||
| Falo the bard wants to see you. | Speak to Falo the Bard, who is located on the road to the Fremennik Province. | ||
| Elvish onions. | Dig in the onion patch east of the allotment patches in the east part of Prifddinas. Requires completion of Song of the Elves. | ||
| Fiendish cooks probably won't dig the dirty dishes. | Dig by the fire in the Rogues' Den. | ||
| The doorman of the Warriors' Guild wishes to be impressed by how strong your equipment is. | Speak to Ghommal (or Laidee Gnonock after While Guthix Sleeps) with a total Melee Strength bonus of 100 or more. (Note: Amulet of strength gives +10, even better than a fury for this clue. A dragon battleaxe gives +85 and is relatively easy to obtain for earlier-game players. A Godsword or Barrelchest anchor on its own is over 100 Strength bonus.) | ||
| Great demons, dragons, and spiders protect this blue rock, beneath which, you may find what you seek. | Dig by the runite rock in the Lava Maze Dungeon. | ||
| Guthix left his mark in a fiery lake, dig at the tip of it. | Dig at the tip of the lava lake that is shaped like a Guthixian symbol, west of the Mage Arena. | ||
| Here, there are tears, but nobody is crying. Speak to the guardian and show off your alignment to balance. | Talk to Juna while wearing three Guthix-affiliated items. All Void Knight equipment is Guthix-affiliated. | ||
| Hopefully this set of armour will help you to keep surviving. | Speak to Sir Vyvin while wearing white platebody and white platelegs/white plateskirt (white full helm is not needed). | ||
| If you're feeling brave, dig beneath the dragon's eye. | Dig below the mossy rock under the Viyeldi caves. Requires progress or completion of Legends' Quest.
If the quest has not been completed, a bravery potion and rope is required. If the player has 91 Agility[boostable], they can purchase a long rope from the Darkmeyer General Store and attach it to rocks and use it to avoid having to navigate the perilous slope. If the player does not have 96 Agility[boostable], a pickaxe, a lockpick, unpowered orb, 3 cosmic runes and 30 elemental runes of one type are additionally required to enter the Viyeldi caves. |
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| I lie beneath the first descent to the holy encampment. | Dig immediately after climbing down the first set of rocks towards Saradomin's Encampment within the God Wars Dungeon. Two ropes are needed; one to enter the dungeon and another to enter Saradomin's Encampment (not required if you've used once before already). 70 Agility is also required (cannot be boosted). | ||
| My life was spared but these voices remain, now guarding these iron gates is my bane. | Speak to the Key Master in Cerberus' Lair. | ||
| One of several rhyming brothers, in business attire with an obsession for paper work. | Speak to Piles in the Resource Area. An entry fee of 7,500 coins is required (6,000 if the medium Wilderness Diary is completed, 3,750 if the hard diary is completed, or free if the elite diary is completed). | ||
| Pentagrams and demons, burnt bones and remains, I wonder what the blood contains. | Dig under the blood rune spawn next to the Demonic Ruins. | ||
| Robin wishes to see your finest ranged equipment. | Robin at the inn in Port Phasmatys. Speak to him while wearing equipment adding up to 180 ranged attack bonus or over ( crystal bow gives +100 ranged attack bonus on its own). The bonuses from a toxic blowpipe does not count. | ||
| She's small but can build both literally and figuratively. | Speak to Lovada south of the Lovakengj blast mine. | ||
| Shhhh! | Speak to Logosia in the Arceuus Library's ground floor. | ||
| Show this to Sherlock. | Sherlock can be found south of Seers' Village. Players will have to perform one of the Sherlock tasks in order to complete this challenge. | ||
| South of a river in a town surrounded by the undead, what lies beneath the furnace? | Dig in front of the Shilo Village furnace. | ||
| The far north eastern corner where 1 of 4 was defeated, the shadows still linger. | Dig on the north-eastern-most corner of the Shadow Dungeon. Bring a ring of visibility or a ring of shadows. | ||
| This place sure is a mess. | Ewesey is located in the Hosidius mess hall. | ||
| Under a giant robotic bird that cannot fly. | Dig next to the terrorbird display in the south exhibit of Varrock Museum's basement. | ||
| Where safe to speak, the man who offers the pouch of smallest size wishes to see your alignment. | Speak to the Mage of Zamorak in the Zamorakian chapel south of Aubury's Rune Shop in East Varrock while wearing three items aligned to Zamorak. |
Emote clues
[edit | edit source]Emote clues involve equipping certain items in a particular location and performing an emote. These types of clues are featured in all levels of Treasure Trails. Once the emote has been performed, Uri will appear and give the player the next clue (or the reward, if the emote clue was the final step of the Treasure Trail). If the player has been requested to do another emote before talking to Uri, and they forgot to do it, he will say, I don't believe we have any business... but will not leave. The player can still perform the second emote and then talk to Uri to finish the clue. Easy clues require performing one emote, medium clues require performing two, and hard and above clues require performing one emote, then fighting an enemy such as the Double Agent. Elite clues do not involve fighting the Double Agent.
Note that wearing any version of a required item different than the standard one will not work (for example, a Rune platebody (t) will not work in place of a Rune platebody).
For players who do Treasure Trails frequently, it is not recommended to keep items for all emote clues banked, as hundreds of different items are used across the Treasure Trail levels which take up significant bank space. Players with the appropriate construction level can build STASH units to store emote clue items near where the emote clue is located, saving bank space.
A list of items used in each level of Treasure Trail can be found here.
Beginner Emote clues
[edit | edit source]| Clue | Items | Notes | Map |
|---|---|---|---|
| Blow a raspberry at Aris in her tent.
Equip a gold ring and a gold necklace. |
Aris can be found in her tent at Varrock Square. | ||
| Bow to Brugsen Bursen at the Grand Exchange. | Brugsen Bursen is found inside the Grand Exchange. | ||
| Cheer at Iffie Nitter.
Equip a chef's hat and a red cape. |
Iffie can be found in Thessalia's Fine Clothes store in Varrock. | ||
| Clap at Bob's Brilliant Axes.
Equip a bronze axe and leather boots. |
Bob's Brilliant Axes is located in south Lumbridge, right outside Lumbridge Castle. | ||
| Panic at Al Kharid mine. | Al Kharid mine is located just north of Al Kharid. The area is quite large, so the step can also be completed at the southern entrance of the mine or standing in the north-western corner outside the mine. | ||
| Spin at Flynn's Mace Shop. | Flynn's Mace Market is located near the north entrance of Falador. |
Easy Emote clues
[edit | edit source]Medium Emote clues
[edit | edit source]
Hard Emote clues
[edit | edit source]| Clue | Items | Notes | Map |
|---|---|---|---|
| Beckon on the east coast of the Kharazi Jungle. Beware of double agents!
Equip any vestment stole and a heraldic rune shield. |
Must have started Legends' Quest. Equipping the stole requires level 60 Prayer. The heraldic crest rune kiteshields do not work.
Note: An axe and machete are required to enter the Kharazi Jungle, or players may also use two vines on either side of the jungle that require 79 Agility. |
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| Blow a kiss between the tables in Shilo Village bank. Beware of double agents!
Equip a blue mystic hat, bone spear and rune platebody. |
Shilo Village is a village on Karamja. It is only accessible to players that have completed the Shilo Village quest. The gilded and trimmed versions of the rune platebody do not work. | ||
| Blow a raspberry in the Fishing Guild bank. Beware of double agents!
Equip an elemental shield, blue d'hide chaps and a rune warhammer. |
Requires Elemental Workshop I and 68 fishing to enter the guild (boost allowed) | ||
| Bow at the top of the lighthouse. Beware of double agents!
Equip a blue d'hide body, blue d'hide vambraces and no jewellery. |
Must have repaired the Lighthouse lighting mechanism in the Horror from the Deep quest to access. The fairy ring code ALP teleports you right outside the Lighthouse. | ||
| Cheer at the top of the agility pyramid. Beware of double agents!
Equip a blue mystic robe top, and any rune heraldic shield. |
Requires 30 Agility to reach the top of the pyramid, 40 Magic and 40 Defence to equip items. The player-made heraldic crest rune kiteshields do not work. Only the blue mystic robe top works! | ||
| Dance at the cat-doored pyramid in Sophanem. Beware of double agents!
Equip a ring of life, an uncharged amulet of glory and an adamant two-handed sword. |
Partial completion of Icthlarin's Little Helper required to access Sophanem. Your amulet of glory must be uncharged in order to work. Amulet of glory (t) does not work for this clue step. | ||
| Headbang at the exam centre. Beware of double agents!
Equip a mystic fire staff, a diamond bracelet and rune boots. |
The Digsite Exam Centre is located just south of the Digsite. | ||
| Jig at Jiggig. Beware of double agents!
Equip a rune spear, rune platelegs and any rune heraldic helm. |
South of Castle Wars, talk to the quest starter if you haven't started Zogre Flesh Eaters, and he will grant you access to the location in Jiggig; you need to jig. The gilded and trimmed versions of the rune platelegs do not work. Poisoned versions of the Rune Spear do not work.
Note: You need to complete Big Chompy Bird Hunting and Jungle Potion to start Zogre Flesh Eaters. |
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| Laugh in Jokul's tent in the Mountain Camp. Beware of double agents!
Equip a rune full helmet, blue d'hide chaps and a fire battlestaff. |
Bring rope if you haven't completed the Mountain Daughter quest. Go up the top path, and use on the boulder (fairy ring code: AJR). |
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| Panic by the pilot on White Wolf Mountain. Beware of double agents!
Equip mithril platelegs, a ring of life, and a rune axe. |
Panic by Captain Bleemadge on White Wolf Mountain. Be careful of the aggressive level 73 Big Wolf. | ||
| Panic in the heart of the Haunted Woods. Beware of double agents!
Have no items equipped when you do. |
Nothing | The location is east of the Fairy ring ALQ in the Haunted Woods. Players should be careful of the Feral Vampyres summoned by the spider roaming around that area. | |
| Panic on the Wilderness volcano bridge. Beware of double agents! | Required: The Blighted Volcano is located in the north-east corner of the Wilderness. Players should be cautious of player killers and dangerous monsters. A Clue Box may also be helpful. |
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| Panic outside the Twilight Temple. Beware of double agents!
Equip a rune longsword, rune platebody and a rune plateskirt. |
Twilight Temple is located in Varlamore, which is accessible upon completion of Children of the Sun. Beware of Twilight Emissaries, ranging from level 34 to 117 (aggressive, multi-combat). | ||
| Salute in the banana plantation. Beware of double agents!
Equip a diamond ring, amulet of power, and nothing on your chest and legs. |
Players can perform the emote near the STASH (if they have built one) within the Musa Point banana plantation. | ||
| Salute in the centre of the mess hall. Beware of double agents!Equip a rune halberd, rune platebody and an amulet of strength. | Kourend Castle Teleport teleports the player just north of the Mess. Salute in the centre of the kitchen rather than the dining room. | ||
| Shrug in the woods east of the Level 19 Wilderness Obelisk. Beware of double agents!
Equip rune platelegs, an iron platebody and blue d'hide vambraces. |
Players should be cautious of player killers. The step location is in level 19 Wilderness. You can bring a teleport as it is below level 20 Wilderness; however, be wary of Tele Block. | ||
| Yawn in the rogues' general store. Beware of double agents!
Equip an adamant square shield, blue dragon vambraces and a rune pickaxe. |
Bandit Camp general store in level 23 Wilderness, north of the Dark Warriors' Fortress. The burning amulet can take you there, but be wary of player killers and level 130 Bandits. |
Elite Emote clues
[edit | edit source]Master Emote clues
[edit | edit source]| Clue | Items | Notes | Map |
|---|---|---|---|
| Beckon by a collection of crystalline maple trees. Beware of double agents!
Equip Bryophyta's staff and a nature tiara. |
The maple trees are found within the town of Gwenith, which requires completion of Song of the Elves to reach. Bryophyta's staff can either be uncharged or charged; both can be used. | ||
| Blow a kiss outside K'ril Tsutsaroth's chamber. Beware of double agents!
Equip a Zamorak full helm and the Shadow sword. |
70 Hitpoints is required to access this part of the God Wars Dungeon. Completion of The General's Shadow miniquest is required to obtain the Shadow sword. | ||
| Blow a raspberry at the bank of the Warrior's[sic] guild. Beware of double agents!
Equip a dragon battleaxe, a slayer helm of any kind and a dragon defender or avernic defender. |
Any variant of Slayer helmet is acceptable. A total of 130 levels in Attack and Strength or level 99 in either skill is required to enter the guild. A trimmed dragon or avernic defender can be used. | ||
| Bow in front of the cave on Brittle Isle. Beware of double agents!
Equip a medallion of the deep and a rosewood blowpipe. |
81 Sailing and a boat with an eternal brazier are required to dock at Brittle Isle. At least one dart (adamant or lower) must be loaded in the blowpipe in order to equip it. | ||
| Bow in the Iorwerth Camp. Beware of double agents!
Equip a charged crystal bow. |
Bow near the stools at the south-eastern fire in the Iorwerth Camp. Works with any amount of charges left on the bow, or the Bow of Faerdhinen. | ||
| Cheer in the Entrana church. Beware of double agents!
Equip a set of full black dragonhide armour. |
Players must take a needle, thread, and six black dragon leathers, and craft the armour after arriving at Entrana (or trade another player on Entrana who has done so). Players with level 88 in Construction can make a master STASH unit to store the dragonhide armour in. | ||
| Clap in the magic axe hut. Beware of double agents!
Equip only flared trousers. |
Level 55 Wilderness, north-east of the Deserted Keep.
Lockpick required to enter |
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| Cry in the Tzhaar gem store. Beware of the double agents! Equip a fire cape and a TokTz-Xil-Ul. | The Toktz-xil-ul requires level 60 Ranged to equip. Turn off Auto Retaliate before performing the emote, as you may lose the TokTz-Xil-Ul from retaliating against the double agent!
The fire max cape, infernal cape, and infernal max cape work in place of a fire cape. |
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| Dance in Iban's temple. Beware of double agents!
Equip Iban's staff, a black mystic top, and a black mystic bottom. |
Requires completion of Underground Pass. Iban's staff (u) can be used as a substitute. The easiest route is from Lletya, running north to the Pass entrance.
Note that the temple cannot be entered until the Regicide quest is started. |
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| Dance in the King Black Dragon's lair. Beware of double agents! Equip a black d'hide body, black d'hide vambraces and a black dragon mask. | An anti-dragon shield is recommended to defend against the King Black Dragon's attacks. A STASH unit is found at the south-east corner of the lair for emote item storage. | ||
| Do a jig at the Barrows chest. Beware of double agents!
Equip any full barrows set. |
Any set of Barrows equipment. | Echo Ahrim's can be used for this clue. | |
| Flap at the Death Altar. Beware of double agents!
Equip a death tiara, a legend's cape and any ring of wealth. |
The flap emote requires opening the Gift of Peace at the centre of the Stronghold of Security's first level. Accessing the Death Altar requires completion of Mourning's End Part II, and a Cape of legends can only be obtained after completion of Legends' Quest. Accessing the altar through Guardians of the Rift works for this clue. | ||
| Goblin Salute at the Goblin Village. Beware of double agents! Equip a Bandos platebody, Bandos cloak and Bandos godsword. | The Goblin Salute emote requires partial completion of The Lost Tribe quest. An ornamental bandos godsword can be used for this clue. | ||
| Jump for joy in the centre of Zul-Andra. Beware of double agents! Equip a dragon 2h sword, Bandos boots and an obsidian cape. | Partial completion of Regicide is required to reach Zul-Andra. Guardian or echo boots can be used in place of Bandos boots. | ||
| Panic by the big egg where no one dare goes and the ground is burnt. Beware of double agents! Equip a dragon med helm, a TokTz-Ket-Xil, a brine sabre, rune platebody and an uncharged amulet of glory. | Panic by the big egg on the east side of Lava Dragon Isle. Be careful of the lava dragons and player killers roaming the area. | ||
| Salute outside the gates of Cam Torum. Beware of double agents! Equip a full set of blue moon equipment. | Perform the emote at the entrance to Cam Torum. Used versions of the armour pieces can be used for this clue (but not fully broken). | ||
| Show your anger at the Wise old man. Beware of double agents! Equip an abyssal whip, a legend's cape and some spined chaps. | Any whip variant can be used for this clue. | ||
| Show your anger towards the Statue of Saradomin in Ellamaria's garden. Beware of double agents!
Equip a Zamorak godsword. |
75 Attack is required to wield the Zamorak godsword.
Zamorak godsword (or) can be used as substitute. Partial completion of Garden of Tranquillity is required. |
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| Slap your head in the centre of the Kourend catacombs. Beware of double agents!
Equip arclight or emberlight along with the amulet of the damned. |
Kourend Castle Teleport teleports the player directly to the Catacombs' main entrance. Partially charged items work. An Emberlight or an inactive Arclight will work for this step. | ||
| Spin in front of the Soul Altar. Beware of double agents! Equip a dragon pickaxe, helm of neitiznot and a pair of rune boots. | Completion of The Fremennik Isles is required to wear the helm of neitiznot. The neitiznot faceguard can't be used. Any variant of a dragon pickaxe will work, as well as a crystal pickaxe. | ||
| Stamp in the Enchanted valley west of the waterfall. Beware of double agents!
Equip a dragon axe. |
Fairy ring code BKQ (requires partial completion of Fairytale II - Cure a Queen) and the Stamp emote unlocked. The infernal axe, crystal axe, dragon felling axe, and crystal felling axe can be used instead of a regular dragon axe. | ||
| Swing a bullroarer at the top of the watchtower. Beware of double agents!
Equip a dragon plateskirt, climbing boots and a dragon chainbody. |
Partial completion of Legends' Quest is required to obtain the bullroarer. Completion of Watchtower Quest is required. Death Plateau is also required to wear climbing boots. The gilded chainbody and plateskirt also work. | ||
| Wave on the northern wall of the Castle Drakan. Beware of double agents!
Wear a dragon sq shield, splitbark body and any boater. |
Completion of Legends' Quest and partial completion of Darkness of Hallowvale is required. Any coloured boater and the gilded dragon sq shield will work. The location is accessed by entering the western wall in the far south-west corner of Meiyerditch and following north.
With level 86 Agility, completion of Sins of the Father, and two long ropes, players can use an alternate route without the presence of vyrewatch by climbing the wall at the north-eastern side of Darkmeyer. After climbing the wall, players can then run north-west until they reach some rocks that must be jumped over. |
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| Yawn in the 7th room of Pyramid Plunder. Beware of double agents!
Equip a pharaoh's sceptre and a full set of menaphite robes. |
81 Thieving (cannot be boosted) is required to reach this room, in addition to completing Icthlarin's Little Helper. Any amount of charges will work for the Pharaoh's sceptre, and any menaphite clothing will work as long as all the pieces are the same colour. A set of menaphite clothing may be stored without storing the sceptre. | ||
| Think on the western coast of Salvager Overlook. Beware of double agents!
Equip a Hueycoatl hide coif and some Hueycoatl hide vambraces. |
Maps
[edit | edit source]Map clues are an image of a location the player needs to search to advance along their trail. Maps are found across all clue scroll difficulties. They are rough pictures of a very local area. If the map leads to an X, the player needs to take a spade to the place indicated on the map with the X and dig there. If the map leads to a crate, it must simply be searched. Sometimes, players may find a small pile of crates, or a multitude of them. Search all of them until the next clue or the reward is found. Maps can include landmarks such as buildings, fish to indicate fishing spots, roads, rivers, bridges, and so on.
Digging in the location pointed to by a map clue will never spawn any monsters.
Maps are sorted by boxes and then by X, and then from left to right based on the location of the mark.
Beginner Maps
[edit | edit source]| Map | Page | Location | Image |
|---|---|---|---|
| Clue scroll (beginner) - West of the Champions' Guild | Locate the single tree that is west of the Champions' Guild, outside Varrock. Dig two squares to the east of it. | ||
| Clue scroll (beginner) - At the standing stones north of Falador | Due east of Falador's north gate. Look for the (grapple) agility shortcut icon. | ||
| Clue scroll (beginner) - South of Draynor Village bank | South of Draynor Village bank, by the fishing spot. | ||
| Clue scroll (beginner) - South-east Varrock mine | South-east Varrock mine. Dig one square west of the small fern. | ||
| Clue scroll (beginner) - Directly behind the Wizards' Tower | Directly behind the Wizards' Tower, there's a fern you can use as a reference; the dig spot is one tile directly north of the fern. Fairy ring code DIS is very close. |
Easy Maps
[edit | edit source]| Map | Location | Image |
|---|---|---|
| Locate the single tree that is west of the Champions' Guild, outside Varrock. Dig two squares to the east of it. | ||
| Just north of Al Kharid, in the centre of the mine. | ||
| Directly behind the Wizards' Tower, there's a fern you can use as a reference; the dig spot is one tile directly north of the fern. Fairy ring code DIS is very close. | ||
| One tile west of the north door of Galahad's house, west of McGrubor's Wood. Fairy ring code ALS is very close, squeeze through the gate north-east of the fairy ring (around the building.) | ||
| Due east of Falador's north gate. Look for the (grapple) agility shortcut icon. | ||
| South-east Varrock mine. Dig one square south of the small fern. | ||
| The statue is located at the crossroads north of Falador. |
Medium Maps
[edit | edit source]| Map | Location | Image |
|---|---|---|
| Search the crate by the Clock Tower, south-west of East Ardougne. Using a Spirit tree to Battlefield of Khazard is the fastest route. Ardougne cloak's Monastery Teleport is also close by. | ||
| Inside McGrubor's Wood, west of Seers' Village. Fairy ring code ALS. If approaching from outside, squeeze through the broken fence by the northern half of the hut in the centre and search the crate south of the house. | ||
| Road between Rellekka and the Lighthouse. Fairy code ALP and run East. | ||
| By the entrance to the Ourania Cave. Use the spirit tree to the Khazard Battlefield, or teleport to Castle Wars with a Ring of dueling and run North past the Observatory. | ||
| South of the path to Mort'ton; fairy ring BIP is nearby (50 Agility is required when you use the fairy ring). | ||
| Just south of East Ardougne (straight south of town square), north of the Tower of Life, near the Necromancer Tower. Dig two spaces north of the smaller crate that Bonafido is leaning on. Fairy ring code DJP is very close, or use any Ardougne cloak to the Monastery. | ||
| On Miscellania, one of the Fremennik Isles, just east of the castle. Fairy ring code CIP accessible only after completing The Fremennik Trials. | ||
| Just west of the Chemist's house in Rimmington. South of Falador, west of Port Sarim. | ||
| West of the Crafting Guild. Dig north of the sandpile at the tip of the peninsula. | ||
| North of Seers' Village, along the path towards Rellekka. | ||
| South of Draynor Village bank, by the fishing spot. |
Hard Maps
[edit | edit source]| Map | Location | Image |
|---|---|---|
| Search the crate inside the Lumberyard, north-east of Varrock. | ||
| North-east of the Observatory, north of Castle Wars, search a crate in the western most building of the goblin overrun houses. This house holds the entrance stairs to the dungeon below. | ||
| In level 14 Wilderness, at the Dark Warriors' Fortress, search the pile of crates in the south-west corner of the central courtyard.
Warning: Beware of level 145 dark warriors. This area is also a hotspot for player killers. |
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| South of Yanille bank. Behind the house with an anvil. | ||
| Level 50 Wilderness, near Wilderness Agility Course; south-west of Deep Wilderness Dungeon entrance and west of the Mage Arena. | ||
| The picnic tables south of the Legends' Guild, north-east of East Ardougne. South of fairy ring BLR | ||
| Located in West Ardougne, dig inside one of the destroyed buildings. It is in the north-east corner of the housing buildings in the south-west area of West Ardougne. Head due west from the main gate, and you'll get to the buildings. |
Elite Maps
[edit | edit source]| Map | Location | Image |
|---|---|---|
| In the south-west coast of Ape Atoll, there is a little shack where the crate is located.
Fairy ring code CLR is close to it. If you haven't completed Monkey Madness II then bring a ninja monkey greegree or Kruk greegree when using the fairy ring. |
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| East of the small building in Zul-Andra, next to the tree. Requires starting Regicide.
Fairy ring code BJS (76 Agility) |
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| East of the Burgh de Rott furnace. Requires starting In Aid of the Myreque. | ||
| Directly south of the Soul Altar. | ||
| Inside the mudskipper cave west of the Mogre Camp. Speak to Murphy at Port Khazard to go diving. Players must collect five rocks before going inside. | ||
| North east of Castle Wars, just west of fairy ring CIQ |
Hot Cold
[edit | edit source]

Hot Cold clues are clues in which a strange device will tell the player in the chatbox whether the player is Hot (close to) or Cold (far away from) the intended location to dig. This is based on an older children's game.
To find your location, click on the strange device and it will tell you how close you are to the treasure. (if solving a master clue, you will also take some damage). Its temperature is based on the distance of the treasure from the player, measured in the number of steps it would take to reach the treasure, ignoring any obstacles (this is the Chebyshev distance between the player and treasure). Then, teleport or walk to another location, and check to see if the strange device has gotten warmer. Repeat to pinpoint a location. You can also use the list or map to help you find your location. For each location, there is a 9x9 square in which you can dig to find the treasure.
Beginner Clues
Beginner tier Hot Cold clues can direct the player to one of five locations. These locations are not far away from each other and are all positioned in Asgarnia and Misthalin. The beginner clue version of the strange device can be obtained by talking to Reldo in the Varrock Palace Library. There are no requirements to begin and complete these clues.
Master Clues
Master tier Hot Cold clues can direct the player anywhere on the mainland. The player will always take 3-8 damage when feeling the strange device. Note: This damage can be fatal. The master clue strange device can be obtained by talking to Jorral in the outpost north-west of West Ardougne. Note: Completion of the Making History quest is required to collect the master clue strange device from Jorral, and proceed with any Hot Cold clue of master Treasure Trails.
When fully locating and digging at the correct spot, you will be attacked by a Brassican Mage in a single-combat area, or three Ancient Wizards if your clue leads you to a Multicombat area. Due to the damage given from the strange device prior to locating the spot, it is highly recommended to bring food and heal before and during the fight.
In the fight against the Brassican Mage, his attacks are not affected by protection prayers; however, ranged armour seems to help. The Ancient Wizards each cover an attack style of the whole combat triangle, with the Melee one poisoning you (poison cannot be blocked by protection prayers). After defeating the foe(s), dig at the spot again to complete the Hot Cold clue.
Beginner Hot Cold clue locations
[edit | edit source]| Location | Image | Map |
|---|---|---|
| Inside the wheat field next to Draynor Village | ||
| Atop Ice Mountain | ||
| Cow field north of Lumbridge | ||
| Patch of mushrooms just north-west of Draynor Manor | ||
| North-east of Al Kharid Mine |
Chronicle Trick
[edit | edit source]The Chronicle Trick is an easy way to determine which of the possible locations your clue is at, and is performed as follows:
1. Teleport to the Champions' Guild using the Chronicle, and check the orb
2. If it is Cold, the clue is on Ice Mountain.
3. If it is Hot, the clue is in the Draynor wheat field
4. If it is Very Hot or Incredibly Hot, the clue is in the cow field furthest north of Lumbridge Castle.
5. If Warm, the clue is either north of the Al Kharid mine, or it is behind Draynor Manor. Take a step Eastward and check the orb again. If it is warmer, the clue is in Al Kharid, otherwise, it is behind the Draynor Manor.
Crafting guild trick
[edit | edit source]The Crafting guild is a hotspot for clue hunters, and its location may be used to pinpoint the dig spot together with the Achievement diary cape. An Amulet of glory may also be used for this strategy.
From a central tile in the Crafting Guild, touch the strange device.
1. If the possible locations are either the cow field north of Lumbridge or north-east of Al-Kharid mine, teleport to Twiggy O'Korn with the achievement diary cape and touch the strange device again. The dig location will be determined and, if it's the cow field, run from there.
2. Otherwise, if you get the other three locations, run to the south-western corner of the Crafting Guild and touch the strange device. From here, the Ice Mountain location will be either determined or discarded.
3. If the Ice Mountain possibility is discarded, and the possible locations are either the Draynor wheat field and behind the Draynor Manor teleport to Twiggy O'Korn with the achievement diary cape and touch the strange device again. The dig location will be determined and, if it's the wheat field, run from there.
Master Hot Cold clue locations
[edit | edit source]Asgarnia
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| North of the Warriors' Guild in Burthorpe. | Single | ||
| East of Jatix's Herblore Shop in Taverley. | Single | ||
| West of Barbarian Village. | Single | ||
| North of Miazrqa's tower, outside Goblin Village. | Single | ||
| In the cow pen north of Sarah's Farming Shop. | Multi | ||
| Outside the Falador Party Room. | Single | ||
| Outside the Crafting Guild cow pen. | Single | ||
| In the centre of the Rimmington mine. | Single | ||
| Mudskipper Point, on the starfish in the south-west corner. | Single | ||
| The Troll arena, where the player fights Dad during the Troll Stronghold quest. Bring climbing boots. | Single |
Desert
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| West of Nardah genie cave. | Single | ||
| West of Al Kharid mine. | Single | ||
| North of Menaphos gate. | Single | ||
| Bedabin Camp, dig around the north tent. | Single | ||
| West of Uzer. | Single | ||
| West of Pollnivneach. | Single | ||
| Next to Mage Training Arena. | Single | ||
| South-west of Shantay Pass. | Single | ||
| South of Ruins of Ullek. | Single |
Feldip Hills
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| West of Jiggig, east of the fairy ring BKP. | Single | ||
| West of the south-easternmost lake in Feldip Hills. Clue Helper Location: Feldip Hills (SE) | Single | ||
| East of the gnome glider (Lemantolly Undri). | Single | ||
| South of Rantz, six steps west of the empty glass bottles. | Single | ||
| South of Jiggig. | Single | ||
| Outside the red chinchompa hunting ground entrance, south of the Hunting expert's hut. Clue Helper Location: Feldip Hills (red chinchompas) | Single | ||
| South-east of the ∩-shaped lake, near the |
Single | ||
| Directly west of the Castle Wars balloon. | Single |
Fremennik Province
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| At the Mountain Camp. | Single | ||
| At the Rellekka Hunter area, near the |
Single | ||
| West of the Keldagrim entrance mine. | Single | ||
| Outside the fence in the south-western corner of Rellekka. | Single | ||
| South-east of the Lighthouse. | Single | ||
| Inside Etceteria's castle, in the southern staircase. | Single | ||
| Outside Miscellania's courtyard. | Single | ||
| Central Fremennik Isles mine. | Multi | ||
| West Fremennik Isles mine. | Multi | ||
| West of the Jatizso mine entrance. | Single | ||
| Pirates' Cove | Multi | ||
| Astral Altar | Multi | ||
| Lunar Isle, inside the village. | Multi | ||
| Lunar Isle, north of the village. | Multi |
Great Kourend
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| Next to the bank in the Lovakengj blast mine. | Single | ||
| Northern part of the Lovakengj blast mine. | Single | ||
| Next to the lovakite furnace in Lovakengj. | Single | ||
| Next to mithril rock in the Lovakengj mine. | Single | ||
| Western entrance in Lovakengj's sulphur mine. | Single | ||
| South-east of the War Tent in the Shayzien Encampment. | Single | ||
| Overpass between Lovakengj and Shayzien. | Single | ||
| Within Lizardman Canyon, east of the ladder. | Multi | ||
| Shayzien, east of the Combat Ring. | Single | ||
| North of the bank, north of the Graveyard of Heroes, in Shayzien. | Single | ||
| North-west of the Arceuus Library. | Single | ||
| By the entrance to the Arceuus church. | Multi | ||
| West of the Dark Altar. | Single | ||
| By the southern entrance to Arceuus. | Single | ||
| North-east of the dense essence mine. | Single | ||
| South of the Piscarilius mine. | Multi | ||
| South of the gravestone in Kingstown. | Single | ||
| East of Mess hall. | Single | ||
| East of Watson's house. | Single | ||
| North of the Tithe Farm. | Single |
Kandarin
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| North-west of the Sinclair Mansion, near the log balance shortcut. | Single | ||
| Catherby, between the bank and the beehives, near small rock formation. | Single | ||
| Grand Tree, just east of the terrorchick gnome enclosure. | Single | ||
| Between the Seers' Village bank and Camelot. | Single | ||
| McGrubor's Wood | ![]() |
Single | |
| South of Fishing Guild | Single | ||
| Outside Witchaven, west of Jeb, Holgart, and Caroline. | Single | ||
| ground floor[UK]1st floor[US] inside the Necromancer Tower. Easily accessed by using fairy ring code DJP. | Multi | ||
| South of the Fight Arena, north-west of the Nightmare Zone. | Single | ||
| Tree Gnome Village, near the |
Single | ||
| Grave of Scorpius | Single | ||
| Khazard Battlefield, in the small ruins south of tracker gnome 2. | Single | ||
| West Ardougne, near the staircase outside the Civic Office. | Single | ||
| South-west Tree Gnome Stronghold | Single | ||
| South of the Tree Gnome Stronghold, north-east of the Outpost. | Single | ||
| South-east of Almera's house on Baxtorian Falls. | Single | ||
| Inside the Barbarian Agility Course. Completion of Alfred Grimhand's Barcrawl is required. | Single | ||
| On the Isle of Souls, by the entrance to the mine. | Single |
Karamja
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| Musa Point, banana plantation. | Single | ||
| Brimhaven, east of the fruit tree patch. | Single | ||
| West of Brimhaven. | Single | ||
| West of the gnome glider. | Single | ||
| North-eastern part of Kharazi Jungle. | Single | ||
| South-western part of Kharazi Jungle. | Multi | ||
| Northern part of Crash Island. | Single |
Kebos Lowlands
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| West of the Battlefront. | Single | ||
| West of the Farming Guild. | Single | ||
| South-west corner of the Kebos Swamp. | Single |
Misthalin
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| South of the stone circle near Varrock's entrance. | Single | ||
| Just north-west of the Lumbridge Fishing tutor. | Single | ||
| North of the pond between Lumbridge and Draynor Village. | Single | ||
| North-east of Gertrude's house west of Varrock. | Single | ||
| South of Draynor Village bank. | Single | ||
| South of Lumber Yard, east of Assistant Serf. | ![]() |
Single |
Morytania
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| In the north-east area of Burgh de Rott, by the reverse-L-shaped ruins. | Single | ||
| West of Port Phasmatys, south-east of fairy ring. | Single | ||
| Inside The Hollows, south of the bridge which was repaired in a quest. | Single | ||
| Inside the Mort Myre Swamp, north-west of the Nature Grotto. | Single | ||
| At Haunted Mine quest start. | Single | ||
| South of the Mausoleum. | Single | ||
| North-east of Slepe. | Single | ||
| Northern area of Mos Le'Harmless, between the lakes. | Single | ||
| Near Mos Le'Harmless southern bar. | Single | ||
| Northern part of Dragontooth Island. | Single | ||
| Southern part of Dragontooth Island. | Single | ||
| South-western part of Darkmeyer. | Single |
Varlamore
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| Amongst the trees at the Locus Oasis. | Single | ||
| In the centre of the Bazaar in Civitas illa Fortis. | Single | ||
| Overlooking the Sunset Coast. | Multi | ||
| On the Villa Lucens theatre stage in Aldarin. Completion of Death on the Isle is required. | Single | ||
| Directly north-east of the pit in the Tlati Rainforest | Single |
Western Provinces
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| North-west of Eagles' Peak. | Single | ||
| Piscatoris Fishing Colony | Multi | ||
| Eastern part of Piscatoris Hunter area, south-west of the Piscatoris falconry area. | ![]() |
Single | |
| South-west of the crystal gate to Arandar.
Note: This area is on a single/multi-combat border. It is recommended to dig in the single combat area, so you get the Brassican Mage instead of the Ancient Wizards. |
|||
| East of Iorwerth Camp. | Single | ||
| North-west of Iorwerth Camp. | Single | ||
| In Lletya. | Single | ||
| Near Tyras Camp. | Single | ||
| The northern house at Zul-Andra. | Single |
Wilderness
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| Inside the eastern ruins north of the Graveyard of Shadows, level 27 Wilderness. Clue Helper Location: Wildy (Graveyard of Shadows (N)) | Single | ||
| North of the Grand Exchange, level 5 Wilderness. Clue Helper Location: Wildy (Air Obelisk) | Multi | ||
| South-east of the Dark Warriors' Fortress, level 12 Wilderness. | Multi | ||
| East of the Corporeal Beast's Lair, level 20 Wilderness. | Multi | ||
| South of the Silk Chasm, level 32 Wilderness. | Multi | ||
| South-east of the Silk Chasm, level 28 Wilderness. | Single | ||
| East of the Wilderness canoe exit, level 35 Wilderness.
Note: This area is on a single/multi-combat border. It is recommended to dig in the single combat area, so you get the Brassican Mage instead of the Ancient Wizards. |
|||
| South-east of the Chaos Temple, level 37 Wilderness. | Single | ||
| South of Callisto's Den, level 38 Wilderness. | Multi | ||
| South-west of the Deserted Keep, level 49 Wilderness. | Single | ||
| West of the Wilderness Agility Course, level 54 Wilderness. | Single |
Islands (Sailing)
[edit | edit source]| Location | Image | Map | Combat Type |
|---|---|---|---|
| At the southern part of Buccaneers' Haven. Note - requires 76 Sailing to disembark on the island. | Single | ||
| In the Cape Conch mine at the south-eastern part of the Great Conch. | Single | ||
| At the northern part of Drumstick Isle. | Single |
Falo the Bard
[edit | edit source]Falo the Bard is a Fremennik bard, whom players must visit if their master clue scroll directs them to him. Players must start The Fremennik Trials in order to speak to him. The fastest way to him is by using the Music cape or via fairy ring code CJR, walking south and then west across the bridge north of Seers' Village.
He will sing a ballad, of which players must find the item he is singing about. Players need to show him the item in order to progress to the next clue, the items cannot be noted.
| Lyric | Item | |
|---|---|---|
| A blood red weapon, a strong curved sword, found on the island of primate lords. | Dragon scimitar | |
| Dragon scimitar (or) | ||
| Dragon scimitar (cr) | ||
| A book that preaches of some great figure, lending strength, might and vigour. | God book[n 1] | |
| God book (or)[n 1] | ||
| A bow of elven craft was made, it shimmers bright, but will soon fade. | Crystal bow[n 2] | |
| Bow of faerdhinen[n 3] | ||
| A fiery axe of great inferno, when you use it, you'll wonder where the logs go. | Infernal axe[n 4] | |
| Infernal axe (or)[n 4][n 5] | ||
| A mark used to increase one's grace, found atop a seer's place. | Mark of grace | |
| A molten beast with fiery breath, you acquire these with its death. | Lava dragon bones | |
| A shiny helmet of flight, to obtain this with melee, struggle you might. | Armadyl helmet | |
| A sword held in the other hand, red its colour, Cyclops strength you must withstand. | Dragon defender[n 6] | |
| Dragon defender (t)[n 6] | ||
| Avernic defender[n 6][n 7] | ||
| A token used to kill mythical beasts, in hopes of a blade or just for an xp feast. | Warrior guild token | |
| Green is my favourite, mature ale I do love, this takes your herblore above. | Greenman's ale(m)[n 8] | |
| It can hold down a boat or crush a goat, this object, you see, is quite heavy. | Barrelchest anchor[n 9] | |
| Barrelchest anchor (bh) | ||
| It comes from the ground, underneath the snowy plain. Trolls aplenty, with what looks like a mane. | Basalt | |
| No attack to wield, only strength is required, made of obsidian, but with no room for a shield. | Tzhaar-ket-om | |
| Tzhaar-ket-om (t) | ||
| Penance healers runners and more, obtaining this body often gives much deplore. | Fighter torso[n 6] | |
| Fighter torso (or)[n 6] | ||
| Strangely found in a chest, many believe these gloves are the best. | Barrows gloves | |
| These gloves of white won't help you fight, but aid in cooking, they just might. | Cooking gauntlets | |
| They come from some time ago, from a land unto the east. Fossilised they have become, this small and gentle beast. | Numulite | |
| To slay a dragon you must first do, before this chest piece can be put on you. | Rune platebody[n 10] | |
| Vampyres are agile opponents, damaged best with a weapon of many components. | Ivandis flail | |
| Rod of ivandis | ||
| Blisterwood flail | ||
| You won't bring me to heel, unless you have a bright red keel. | Dragon keel parts[n 11] | |
Sherlock
[edit | edit source]Sherlock is a character to whom players must speak if their elite or master clue directs them to do so. He is located between the Sorcerer's Tower and Keep Le Faye. Players may teleport to Sherlock once per day with the Kandarin headgear 3 (from the hard Kandarin Diary), or an unlimited number of times with the Kandarin headgear 4 (from the elite diary).
Sherlock will assign players a skill challenge, which may consist of one of the following (temporary skill boosts may be used where applicable). Once complete, he will give players their next clue or reward.
Note that in order for the skill challenge to count as completed, the challenge scroll must be held in the inventory when the action is performed. If the challenge is completed but the challenge scroll is not in the player's inventory, it will not be counted and the player must do it again with the challenge scroll in their inventory.
Elite skill challenges
[edit | edit source]| Task | Skill(s) requirements | Other requirements |
Items required |
|---|---|---|---|
| Equip a Dragon Scimitar. | Completion of Monkey Madness I | Dragon scimitar/Dragon scimitar (or) | |
| Enchant a piece of dragonstone jewellery. | None | 15 water and earth runes, 1 cosmic rune, any unenchanted dragonstone jewellery Using an enchant dragonstone tablet does not count | |
| Craft a nature rune. | None | Nature talisman/Nature tiara/Catalytic tiara/Hat of the eye[a] (not needed if using Abyss), pure essence
Note: Attempting to complete this step by accessing the Nature Altar through Guardians of the Rift aswell as Crafting a Nature Rune via the Ourania Altar will not work. | |
| Catch a mottled eel with aerial fishing in Lake Molch. | None | Fish offcuts/Fine fish offcuts/King worms | |
| Score a goal in skullball. | Completed Priest in Peril | Ring of charos | |
| Complete a lap of Ape Atoll agility course. | Started Monkey Madness I | Ninja monkey greegree/Kruk monkey greegree | |
| Create a super defence potion. | None | Cadantine potion (unf), white berries | |
| Steal from a chest in Ardougne Castle. | None | None (The chests are on the 1st floor[UK]2nd floor[US], behind a door that needs to be picked) | |
| Craft a green dragonhide body. | None | Needle, thread, 3 green dragon leather | |
| String a yew longbow. | None | Bow string, and an Unstrung yew longbow or a Knife and yew logs.
Adding bow string to the unstrung yew longbow completes the challenge. | |
| Slay a dust devil. | None | A weapon, facemask/slayer helmet | |
| Catch a black warlock. | None | Butterfly net and butterfly jar, but neither if catching barehanded (requires 55 Hunter) | |
| Catch a red chinchompa. | Completion of Eagles' Peak | Box trap | |
| Mine a mithril ore. | None | A pickaxe | |
| Smith a Mithril 2h Sword. | None | Hammer, 3 mithril bars | |
| Catch a raw shark. | None | Harpoon (if you cannot barbarian fish for them) Catching a big shark does not count | |
| Cut a yew log. | None | An axe | |
| Fix a magical lamp in Dorgesh-Kaan. | Completion of Death to the Dorgeshuun | Light orb | |
| Burn a yew log. | None | Tinderbox, yew logs | |
| Cook a swordfish | None | Raw swordfish | |
| Craft multiple cosmic runes from a single essence. | Completion of Lost City | Cosmic talisman/Cosmic tiara/Catalytic tiara/Hat of the eye[a] (not needed if using Abyss), pure essence
Note: Attempting to complete this step by accessing the Cosmic Altar through Guardians of the Rift will not work. | |
| Plant a watermelon seed. | None | Rake, seed dibber, 3 watermelon seeds | |
| Activate the Chivalry prayer. | Completion of the Camelot training room | None | |
| Smith a tier 2 or above Shayzien platebody. | None | 4 Lovakite bars | |
| Mine some nickel. | None | A pickaxe |
Master skill challenges
[edit | edit source]| Task | Skill(s) requirements | Other requirements |
Items required |
|---|---|---|---|
| Equip an abyssal whip in front of the abyssal demons of the Slayer Tower. | Completion of Priest in Peril | Abyssal whip (frozen, volcanic, and abyssal tentacle also work, shattered relics ornament kit notably does not work) | |
| Smith a runite med helm. | None | Hammer, runite bar | |
| Teleport to a spirit tree you planted yourself. | Completion of Tree Gnome Village | Spirit sapling, spade, trowel, spade. A spirit tree planted in a superior garden will work as well.
If the player has planted their overworld spirit tree in the Farming Guild, 85 Farming is required if they are limited to one tree at a time. | |
| Create a Barrows teleport tablet. | Being on the Arceuus spellbook | Dark essence block, 2 soul runes, 2 law runes, 1 blood rune | |
| Slay a Nechryael in the Slayer Tower. | None | None | |
| Kill the spiritual, magic and godly whilst representing their own god. | Completion of Troll Stronghold or |
Equipment to kill a spiritual mage, and a god item aligned with that mage. | |
| Create an unstrung dragonstone amulet at a furnace. | None | Gold bar, dragonstone, amulet mould | |
| Burn a magic log. | None | Tinderbox, magic logs | |
| Burn a redwood log. | None | Tinderbox, redwood logs | |
| Catch a tecu salamander.[4] | None | Small fishing net and rope | |
| Complete a lap of the Rellekka rooftop agility course whilst sporting the finest amount of grace. | None | Graceful outfit (An Agility cape can be used as a substitute for the graceful cape) | |
| Mix an anti-venom potion. | None | Antidote++(1-4), 5-20 zulrah's scales | |
| Mine a piece of runite ore whilst sporting the finest mining gear. | None | A pickaxe, prospector kit or golden prospector kit (the Varrock armour 4 can be used as a substitute for the prospector jacket) Blast Mine does not work for this challenge | |
| Steal a gem from the Ardougne market. | None | None | |
| Pickpocket an elf. | Started Mourning's End Part I | None | |
| Bind a blood rune at the Blood Altar. Either blood altar may be used. |
Completion of Sins of the Father if not using Kourend's Blood Altar | Dark essence fragments or pure/daeyalt essence | |
| Mix a ranging mix potion. | Completion of the herblore section of the Barbarian Training miniquest | Ranging potion (2), caviar | |
| Fletch a rune dart. | Partial completion of The Tourist Trap. |
Rune dart tip, feather | |
| Cremate a set of fiyr remains. | Completion of Shades of Mort'ton | Magic or Redwood pyre logs, tinderbox, fiyr remains | |
| Dissect a sacred eel. | Partial completion of Regicide | Knife, sacred eel | |
| Kill a lizardman shaman. | None | None | Combat equipment |
| Angle for an Anglerfish in your finest fishing gear. | None | Fishing rod, sandworms, angler's or spirit angler's outfit | |
| Chop a redwood log whilst sporting the finest lumberjack gear. | None | An axe, lumberjack or forestry outfit
Wearing a forestry kit/forestry basket with either outfit stored counts. | |
| Craft a light orb in the Dorgesh-Kaan bank. | Completion of Death to the Dorgeshuun | Cave goblin wire, and an Empty light orb or a Glassblowing pipe and molten glass.
Adding wire to the empty orb completes the challenge. | |
| Kill a reanimated abyssal. | None | Ensouled abyssal head, 4 soul runes, 2 blood runes, 4 nature runes | |
| Kill a Fiyr shade inside Mort'tons shade catacombs. | Completion of Shades of Mort'ton | Combat equipment, and a silver or gold Shade key. To obtain the key, one needs at least 65 firemaking to light Yew pyre logs or better in combination with Asyn remains or better. |
- ^ 1.0 1.1 Jagex. Mod Ash's Twitter account. 12 September 2019. Archived from the original on 8 January 2022. Mod Ash: "Looks intentional - the dev specifically added something to wipe your payment status when you jump back, and it strains credibility that he typed it by accident." In response to the tweet: "Is the Ogre in Gu'tanoth supposed to charge you 20gp every time you jump over the bridge? I've had to pay a few times doing clue steps and I'm not sure if it's a bug or not. I noticed RS3 had this patched on Aug 19 2019."
- ^ Jagex. Mod Ash's Twitter account. 16 January 2024. Archived from the original on 16 January 2024. Mod Ash: "I think it's gated behind Priest in Peril. Which is uncommon behaviour for clues, but that one seems to be an exception."
- ^ Jagex. Mod Ash's Twitter account. 25 April 2019. Archived from the original on 30 May 2020. Mod Ash: "Interestingly, yes, that one is blocked for Iron players. The code does not say why."
- ^ Can be an Immature tecu salamander
Puzzle boxes
[edit | edit source]Occasionally, players will need to solve puzzle boxes for a hard, elite or master clue in a Treasure Trail. Puzzle boxes contain a scrambled image that players must work to unscramble by clicking on tiles to move them to an empty space. Once the puzzle box is completed, players will need to talk to the NPC who gave the puzzle box to receive the next clue or the reward.
A guide on how to solve puzzle boxes is available at Treasure Trails/Guide/Puzzle boxes.
| Troll | Castle | Tree |
|---|---|---|
|
|
|
| Cerberus | Gnome child | Zulrah |
|---|---|---|
|
|
|
| Theatre of Blood | ||
|---|---|---|
|
|
|
Light boxes
[edit | edit source]Light boxes are a puzzle players will occasionally need to solve for a master Treasure Trail. Light boxes contain a 5x5 grid of lights and 8 switches to turn them on and off. The goal of the puzzle is to light all the lights.
If destroyed, or otherwise lost, the puzzle will have to be solved again from the beginning.
Solving the puzzle
[edit | edit source]
One strategy is to concentrate on one light at a time and flip every switch, taking note on a piece of paper of which switches control that light. This is then repeated for all lights until a light is found which is only controlled by one switch. The position of the switch which turns that particular light on is the permanent position of that switch. Thus, it no longer becomes necessary to check that particular switch, thereby halving the remaining switch permutations. In other words, finding one is twice as hard as finding the next with the first one being the hardest to find.
There is also a brute-force method, which requires turning the switches on in this order from left to right:
| Brute force method (from left to right) | |||||||
|---|---|---|---|---|---|---|---|
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAF |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAG |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAF |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAH |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAF |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAG |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAF |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | |
References
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