User:Coopermor/Multiskilling Stealing artefacts

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Stealing artefacts is a Thieving minigame located in Port Piscarilius, requiring level 49 Thieving to participate. Few inventory spaces are required so it can be efficiently multiskilled to train multiple skills at once. This guide is focused on efficently multiskilling.

RuneLite Plugins

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There are a number of RuneLite plugins that make this training method easier.

Stealing Artefacts

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This plugin will highlight the Patrolmen and Patrolwomen, adds a highlight arrow to the targeted house, and highlights ladders and thieving targets, and will show if guards are lured.

This plugin will increase the render distance allowing you to click further away. The maximum Draw distance is 110. A high draw distance is recommended but will decrease performance.

Ground Markers

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Ground markers are used for efficient pathing.

Tile markers
Tile markers guide Data


Tile Indicators

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Highlight true tile should be enabled and optionally Highlight destination tile to see where your character is and where they are pathing to.

NPC Indicators

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Shift right-click the Patrolmen and Patrolwomen and Tag-all Patrolmen and Tag-all Patrolwomen. Shift right-click them again and change the Tag Style to True tile.

Custom Menu Swaps

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This plugin can hide many extraneous options to prevent misclicking. Add the following list to Custom Hides.

talk-to,man*
talk-to,woman*
talk-to,Pirate*
Trick-or-treat,Man*
Trick-or-treat,woman*
Pickpocket,man*
Pickpocket,woman*
attack,man*
attack,woman*
attack,mugger*
attack,pirate*
attack,rat*

NPC Idle Timer

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This can show when a guard will begin moving again. Add Patrolman,Patrolwoman to NPC Name, set the Time to start timer to 4, turn on Show timer in tick.

Lures

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There are two guards that need to be lured. When the guards are lured they will never stop you as long as there is a one tile gap between you and the guard. The two guards to lure are the Eastern Guard and South-East Guard.

South-East Guard

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First steal the artefact assigned. To lure the south-east guard make sure the walking guard is not facing south, stand the tile south of the pillar, walk under the guard, then climb up the ladder. After climbing down the ladder the guard should be facing the pillar. If you are using the Stealing Artefacts plugin they will be highlighted green.

Eastern Guard

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The sout-east guard needs to be lured first. Steal the assigned artefact. If the guard is facing west run around to the east and stand on the black tile marker. When the walking guard is not nearby, walk-under the stationary guard, then use the Book of the Dead teleport to Lunch of the Lancalliums.

If the guard is facing north, stand on the black tile south-west of the guard, then run under the guard. Use the Book of the Dead teleport to Lunch of the Lancalliums.

Houses

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There are six houses that can be assigned. This will cover the methods to return from each house.

South-East

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This is the shortest path and also the easiest.

There are two scenarios. If the guard's true-tile is on or before the white tile marker you can path to the green tile marker to south-east. When your true-tile reaches this point you continue east.

If the guard's true tile is past the white tile marker you must wait until the guard turns north. First path to the green marker in the door way. Then using NPC Idle Timer wait until the timer reaches zero. At this point you path to the south-east green tile marker, upon reaching it, continue east.

South

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This path has two patrolling guards. Which gives three possible scenarios. When you come down the ladder if the first guard is closer to you than the white tile marker you path to the green tile marker, wait until the timer ticks to 0, then path to the intersection green tile. If you need to delay path to the next green marker as the guard's true tile crosses the white tile marker. If the guard is far enough away immediately path to the green marker and continue east.

When you come down the ladder if the first guard is on or before the white tile marker you can path to the green tile marker safely. At this point you may need to delay for the guard that walks in the square.

North

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There are two guards, one patrolling to the north, and one patrolling in a square around the house. You must never leave the doorway if the northern guard is on the red square facing south.

If the guard walking the square is west of the doorway but north of the white tile you can path to the north-east without any delay.

If the guard is between the two tile markers by the southern bridge you path to the green tile marker just east of the doorway. As the guards true tile hits the white tile marker adjacent to the green tile marker you can continue east.

If the guard is in the north-east corner first path to the doorway green tile marker. As the guards true tile crosses the first white tile marker east of the doorway path all the way east.

If the guard is between the white tile markers in the south-west corner you want to path to the green tile marker to the east directly adjacent to the white tile marker. As the guards true tile crosses the white tile marker you can continue east.

Bridge

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There is a bridge that is required to be crossed for all three houses on the west side. There is a guard that patrols this four tile long bridge. The tile marked "safe" is safe to stand on. There are multiple ways to cross the bridge safely which all start by standing on the green tile marker closest to the guard.

As the guard's true tile aligns with the safe tile while moving westbound you can path to the east.

As the guard's true tile is one tile west of the safe tile while moving westbound you can path to the east.

As the guard's true tile aligns with the safe tile while moving eastbound you can move to the green tile that is not safe. You must delay for two ticks, then continue south.

North-West

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You must first path to the nearest green marker, then the next green marker. If your true tile is the tile between the two you are visible to the patrolman when he is facing west. Cross the bridge using any of the three previous techniques. If the patrolman walking around the house isn't nearby you can continue south, then east, to return the artefact.

Western

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The Western house is the exact same as the North-West house although there is no need to path to the western green tile first as you are south of the bridge guard's line of sight at all times. Simply path next to the bridge, then cross the bridge using any technique then continue south, then east.

South-West

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The South-West house is the same as the Western house with one added guard patrolling around the house. There are three possible scenarios.

If the guard is past the dooway but on or before the western white tile marker you can path directly to the northern bridge.

If the guard is past the western tile marker but before the white tile north of the door you want to path to the green tile marker outside of the doorway. As the guard's true tile is on the white tile marker north of the doorway you can path north.

If the guard is closer than the white tile marker north of the doorway then you path to the green tile marker in the doorway. Once the guard's true tile is on the the white tile that is two tiles diagonally north-east you can proceed to the north.

After passing this guard in all three scenarios the path is the same as the Western house.

Captain Khaled Alt Lure

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Capstain Khaled wanders in the north-east corner of the foodhall. Using an alt he can be trapped in the central corridor reducing the distance to finish a task and get a new one. The alt needs to tag a spider which has only two hitpoints. It is recommended to use a Fun Weapon or a spell that does no damage, such as Confuse.

  1. Turn off auto retaliate and enter combat with a spider.
  2. Wait for Captain Khaled to enter the furthest north-east corner of the room.
  3. Move to the marked tile 1 and the spider will be on the spider tile.
  4. Wait for Captain Khaled to move to the 3 tile, at this point move to the 2 tile.
  5. Captain Khaled can only move one tile west, when he does step to the 3 tile.
  6. Captain Khaled will have the player to the east, pillar to the north, spider to the west, and open tiles to the south. Once he moves south step into the area between the tables.
  7. Wait for Captain Khaled to moves west of the tile marked alt. Once he is west of the blue alt tile path the alt to the blue tile marker.

Khaled will now only walk between the tile west of the spider and two tiles west of the alt. This is about 9 tiles closer than his maximum range which saves up to 4 ticks per task.

Multiskilling

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Limited inventory spaces are required for artefacts and there is lots of time spent running which makes it ideal for multiskilling.

If the player has a Construction cape it can be worn as an alternative to the home teleport tablets to provide one extra inventory space for skilling. Ironmen may prefer bringing a rune pouch with runes for home teleport to remove the need to make teleport tablets.

Crafting

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Molten glass can be blown during artefacts. For the longest trips of the South-West house it is possible to blow an entire inventory of 22 molten glass. For shorter paths such as the South-East house not all will be able to be blown before finishing the task.

With a Gem bag it is also possible to cut gems during artefacts.

999999


The skilling loop is as follows:

  1. Get task assigned from Captain Khaled
  2. Bank teleport (such as Hallowed crystal shard)
  3. Bank all glass and withdraw 22 molten glass
  4. Book of the dead teleport to Fisher's Flute
  5. Run to target house blowing glass on the way
  6. Steal valuable
  7. Run to Captain Khaled blowing glass on the way
  8. Hand in task
  9. Repeat

When run energy is below 35% teleport to house and restore stats using a Revitalisation pool or better.

Herblore

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Making most potions causes the player to stop running. Potions that can be made while moving are Ancient brew, Forgotten brew, and Extended anti-venom+.

Potion Herblore Level XP GP/XP
Ancient Brew 85 190 −35.68
Forgotten Brew 91 145 −3.92
Extended anti-venom+ 94 80 −12.97
999
999999


The skilling loop is as follows:

  1. Get task assigned from Captain Khaled
  2. Bank teleport (such as Hallowed crystal shard)
  3. Bank all potions and withdraw 22 unfinished potions
  4. Book of the dead teleport to Fisher's Flute
  5. Run to target house making potions on the way
  6. Steal valuable
  7. Run to Captain Khaled making potions on the way
  8. Hand in task
  9. Repeat

When run energy is below 35% teleport to house and restore stats using a Revitalisation pool or better.

Firemaking

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999999

The skilling loop is as follows:

  1. Get task assigned from Captain Khaled
  2. Bank teleport (when out of logs, every 2-3 artefacts with a log basket)
  3. Fill inventory and log basket with logs
  4. Book of the dead teleport to Fisher's Flute
  5. Run to target house making fires on the way using knife-log to enter a 3 tick cycle
  6. Steal valuable
  7. Run to Captain Khaled making fires on the way
  8. Hand in task
  9. Repeat

When run energy is below 35% teleport to house and restore stats using a Revitalisation pool or better.