For the main article, see Treasure Trails.
Preparation[]
Elite clue scrolls can be between five and seven clues long, with multiple fights and puzzles.
See also: Treasure Trails/Guide/Emote clues/Items
Picture | Item | Use |
---|---|---|
Clue scroll | Used to solve clues and required to exchange for a new clue scroll. | |
Spade | Use this to dig for a clue. | |
Teleportation runes and enchanted jewellery | Use this to travel over large distances. | |
Stamina, Super or Energy potions | Use these to restore energy. | |
Money | Use this to buy items needed for emote clues and 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. | |
Weapon and armour | You will have to kill a multiple monsters. Note that Armadylian guards are immune to melee and so you must bring a Ranged or Magic weapon. | |
Food | Use this to restore your Hitpoints in combat. | |
Prayer potions | Use this to restore your prayer points in combat. | |
Antidote++ or some other antipoison potion. | Use this to counter poison in combat. | |
Kandarin headgear 4 | To teleport to Sherlock. | |
Clue box | Protect your clue scroll while in the wilderness |
Anagrams[]
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.
Anagram | Solution | Location | Challenge answer |
---|---|---|---|
At Herg | Regath | Southeastern corner of Great Kourend's Arceuus House in Zeah, in the General Store. | 25 |
Career In Moon | Oneiromancer | Astral altar on Lunar Isle. | 25 |
Cool Nerd | Old Crone | East of the Slayer Tower. | 619 |
Dr Hitman | Mandrith | Outside the Wilderness Resource Area. | 28, Puzzle box, or Light box. |
Ladder Memo Guv | Guard Vemmeldo | Bank east of the Stronghold Slayer Cave. | 3 |
Majors Lava Bads Air | Ambassador Alvijar | North-east Dorgesh-Kaan, upper floor, just south of the house with the quest symbol. (You must complete Another Slice of H.A.M. before attempting). | 2,505 |
Machete Clam | Cam the Camel | Just outside the gates of the Duel Arena, Camulet not required. | 6 |
No Owner | Oronwen | Lletya Seamstress shop in Lletya. | 20 |
Or Zinc Fumes Ward | Wizard Frumscone | Downstairs in the Wizards' Guild (requires 66 Magic to enter, boosted). | Puzzle box |
Our Own Needs | Nurse Wooned | Shayzien House infirmary, north of Xeric's Look out. | 19 |
Snakes So I Sail | Lisse Isaakson | Neitiznot | 2 |
Unleash Night Mist | Sigli the Huntsman | Rellekka | 302 |
Coordinates[]
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
During a Treasure Trail, a coordinate clue is a clue scroll that contains a set of coordinates. Much like the real-world longitude & latitude geographic coordinate system, coordinates in RuneScape indicate a precise point somewhere on the surface where the next clue scroll, or potentially the treasure casket, is buried. Coordinates are presented in the following format:
03 degrees 00 minutes north/south
02 degrees 00 minutes east/west
In RuneScape, one square of space is equivalent to 1.875 minutes.
Although a chart, sextant and watch may be used to determine one's present coordinates, players only need a spade in their inventory to dig up the clue.
On hard Treasure Trails, digging on the correct spot will cause a level 108 Saradomin wizard to appear, which must be defeated before the next clue scroll or the treasure casket may be dug up. If the coordinates are located in the Wilderness, a weaker level 65 Zamorak wizard will appear instead, which must also be defeated in order to dig up the next clue scroll or the treasure casket. Saradomin wizards are poisonous and use both Melee, using a Dragon dagger (p++), and the Magic spell Saradomin Strike. It is advised to wear dragonhide armour and use the Protect from Melee prayer when fighting Saradomin wizards. Zamorak wizards use only the spell Flames of Zamorak. It is advised to use the Protect from Magic prayer when fighting the Zamorak wizard in the Wilderness, and to look out for player-killers, as other players can interrupt your fight.
On elite Treasure Trails, digging on the correct spot will cause either a level 97 Armadylian 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. Armadylian 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.
Due to the current threat of player-killers, if the coordinates for your scroll is near level 36 Wilderness, it is advisable to use the waka canoe, which requires 57 Woodcutting. This can take you to level 36 Wilderness so that potential player-killers don't immediately spot you going into the Wilderness and kill you. In addition, potential player-killers won't know whether you went into the Wilderness or to a different area. As a result, you should go to one or more different locations, and then take the waka to the Wilderness. This is because if another player spots you in the Wilderness, they might attempt to kill you. Using a games necklace and teleporting to Corporeal Beast works in similar fashion.
On master Treasure Trails, digging in the correct spot will cause either three Ancient Wizards (levels 112, 98, 98) in multi-combat, 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. 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: 09.34N, 25.12E = 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.
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
00 degrees 18 minutes south, 02 degrees 35 minutes west |
00.18S, 02.35W |
Started Mourning's Ends Part I | Armadylian 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. | Armadylian 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 |
---|---|---|---|
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. | Armadylian guard or Bandosian guard |
Image | Map | ||
Location notes | |||
Inside the Hardwood Grove at Tai Bwo Wannai. You will need 100 trading sticks for this. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
03 degrees 09 minutes south, 42 degrees 50 minutes east |
03.09S, 42.50E |
Cabin Fever | Bandosian guard or Armadylian 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 Caves. 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 Armadylian 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 | Bandosian guard or Armadylian guard |
Image | Map | ||
Location notes | |||
North-west of Elf 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 | Bandosian guard or Armadylian guard |
Image | Map | ||
Location notes | |||
North-east Shilo Village, dig in the centre of the bamboo pillars. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
05 degrees 24 minutes south, 26 degrees 56 minutes east |
05.24S, 26.56E |
None. | Bandosian guard or Armadylian 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. | Armadylian 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 35 minutes north, 09 degrees 07 minutes east |
06.35N, 09.07E |
Started Legends' Quest | Bandosian guard or Armadylian 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 | Bandosian guard or Armadylian guard |
Image | Map | ||
Location notes | |||
North of Dessous's tomb from Desert Treasure. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
09 degrees 46 minutes south, 43 degrees 22 minutes east |
09.46S, 43.22E |
Started The Great Brain Robbery | Bandosian guard or Armadylian guard |
Image | Map | ||
Location notes | |||
East side of Harmony Island. It is suggested to bring Ranged equipment as it is possible an Armadylian guard will appear. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
10 degrees 05 minutes south, 24 degrees 31 minutes east |
10.05S, 24.31E |
None. | Bandosian guard or Armadylian guard |
Image | Map | ||
Location notes | |||
South of the Desert Treasure 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 54 minutes north, 20 degrees 50 minutes west |
10.54N, 20.50W |
None. | Bandosian guard or Armadylian guard |
Image | Map | ||
Location notes | |||
Between the magic trees north of Logava Gricoller's Cooking Supplies. Easily accessible by using Xeric's talisman to teleport to Xeric's Glade. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
12 degrees 31 minutes north, 43 degrees 11 minutes east |
12.31N, 43.11E |
None. | Bandosian guard or Armadylian guard |
Image | Map | ||
Location notes | |||
Dig south-east of the evergreen tree on the northeastern 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 |
25 | Bandosian guard or Armadylian 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 | Bandosian guard or |
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 15 minutes south, 08 degrees 01 minutes east |
14.15S, 08.01E |
Partial completion of Monkey Madness I | Armadylian 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) | Bandosian guard or armadylian guard |
Image | Map | ||
Location notes | |||
By the lake north of the Mountain Camp in the Fremennik Province. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
18 degrees 05 minutes north, 12 degrees 05 minutes east |
18.05N, 12.05E |
Access to Trollheim, requires quests | Bandosian guard or armadylian 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 | Bandosian guard or Armadylian guard |
Image | Map | ||
Location notes | |||
At the very southeastern 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 | Bandosian guard or Armadylian guard |
Image | Map | ||
Location notes | |||
In the southwestern 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. | Bandosian guard or Armadylian guard |
Image | Map | ||
Location notes | |||
In the northwestern part of the Trollweiss and Rellekka Hunter area. The fairy ring code DKS can be used to teleport nearby. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
21 degrees 03 minutes north, 24 degrees 13 minutes east |
21.03N, 24.13E |
None. | Armadylian 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. | Armadylian 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 | Armadylian 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. | Armadylian guard or Bandosian guard |
Image | Map | ||
Location notes | |||
Inside the Resource Area (3 steps north of the fire). Requires 7,500 coins to enter. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
24 degrees 45 minutes north, 17 degrees 24 minutes east |
24.45N, 17.24E |
52 Agility | Armadylian guard |
Image | Map | ||
Location notes | |||
In the Wilderness Agility Course in level 55 Wilderness. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
25 degrees 03 minutes north, 29 degrees 22 minutes east |
25.03N, 29.22E |
None. | Armadylian guard or Bandosian guard |
Image | Map | ||
Location notes | |||
On the peninsula in the north-easternmost corner of the Wilderness, north of the Wilderness Volcano. |
Cryptic clues[]
Cryptic clues are common riddle clues that can be found in all level Treasure Trails. These clues demand a fairly wide variety of tasks. The tasks can be 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 or master clues, players may receive a puzzle box challenge from a 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. Players must go to the destination each cryptic provides and dig at the correct spot to obtain a torn part of the clue scroll. When all three are obtained they automatically fuse to become the next step in the treasure trail or a casket.
Clue | Notes | Task | Image |
---|---|---|---|
A demon's best friend holds the next step of this clue. | Kill a hellhound.
Note: Killing Cerberus or hellhounds inside the God Wars Dungeon does not count. |
||
A Guthixian ring lies between two peaks. Search the stones and you'll find what you seek. | Search the stones several steps west of the Guthixian stone circle in Taverley, search the stones. | ||
A reck you say; let's pray there aren't any ghosts. | Speak to Father Aereck in Lumbridge. | ||
A ring of water surrounds 4 powerful rings. Dig by the ladder that is located there. | Dig by the ladder leading to the Dagannoth Kings' room in the Waterbirth Island Dungeon. | ||
Dig under Razorlor's toad batta. | Dig on the toad batta spawn in Tarn's Lair. See this map for directions. From the entrance, follow the route C-K, or, alternatively, D-S-Q-P-O-N-M-L.
Or alternatively, from the Slayer ring teleport, east, past mages, get pushed by wall crushers, south, south, west, south, search the tile for the log and jump over, south, south, "go down", but you'll fall right where the toad batta is. |
||
Dig where the forces of Zamorak and Saradomin collide. | Dig next to the law rift in the Abyss, in the north-east section. | ||
Desert insects is what I see, Taking care of them was my responsibility. Your solution is found by digging near me. | Dig next to the entomologist, in the Kalphite Cave east of Shantay Pass. | ||
Dobson is my last name, and with gardening I seek fame. | Horacio, located in the garden of the Handelmort Mansion in East Ardougne. | ||
Does one really need a fire to stay warm here? | Located next to the fire near the Volcanic Mine entrance on the Fossil Island Volcano. | ||
Even the seers say this clue goes right over their heads. | Search the crate on the Seers' Village Agility Course. Requires 60 Agility (can be boosted from 55 with a Summer pie). | ||
Ghostly bones. | Kill an Ankou, which can be found on the 4th level of Stronghold of Security, the Stronghold Slayer Cave, the Catacombs of Kourend, and The Forgotten Cemetery. | ||
Green is the colour of my death as the winter-guise, I swoop towards the ground. | Required: , partial completion of Troll Romance.
Players need to slide down to where Trollweiss grows on Trollweiss Mountain. |
||
His bark is worse than his bite. | Speak to Barker at Canifis's Barkers' Haberdashery. | ||
In a while... | Kill a crocodile. | ||
I burn between heroes and legends. | Speak to the candle maker in Catherby. | ||
I am the one who watches the giants. The giants in turn watch me. I watch with two while they watch with one. Come seek where I may be. | Speak to Kamfreena on the top floor of the Warriors' Guild. | ||
I live in a deserted crack collecting soles. | Enter the crack west of Nardah rug merchant, and talk to the genie. A rope and a lightsource are required (Spirits of the Elid required). | ||
Let's hope you don't meet a watery death when you encounter this fiend. | Kill a waterfiend. | ||
Mix yellow with blue and add heat, make sure you bring protection. | Kill a green dragon. Note Brutal Green Dragons do NOT work. | ||
Reflection is the weakness for these eyes of evil. | Kill a basilisk, which requires a mirror shield and 40 Slayer. | ||
Right on the blessed border, cursed by the evil ones. On the spot inaccessible by both; I will be waiting. The bugs' imminent possession holds the answer. | Dig right under the fairy ring located west of Filliman's grotto. The fairy ring code is BIP. Players without access to fairy ring transport can use the shortcut to get to the island provided they have 50 Agility. | ||
Scattered coins and gems fill the floor. The chest you seek is in the north east. | Kill the King Black Dragon for a key (elite), and then open the closed chest in the north-east corner of the lair. | ||
'See you in your dreams' said the vegetable man. | Speak to Dominic Onion at the Nightmare Zone teleport spot. | ||
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. | ||
Stop crying! Talk to the head. | Talk to the Head mourner in the Mourner Headquarters in West Ardougne. Starting Mourning's Ends Part I is required. Bring mourner gear, unless the player has a slayer ring, in which they can teleport to dark beasts and head east towards the headquarters. | ||
Speak to a Wyse man. | Talk to Wyson the gardener at Falador Park. | ||
Surround my bones in fire, ontop the wooden pyre. Finally lay me to rest, before my one last test. | Kill a confused barbarian or lost barbarian within the Ancient Cavern to receive mangled bones. Construct a pyre ship and burn the bones onto the pyre with logs, a tinderbox, and an axe. Kill the ferocious barbarian spirit that spawns to receive the next clue. | ||
The beasts retreat, for their Queen is gone; the song of this town still plays on. Dig near the birthplace of a blade, be careful not to melt your spade. | (Requires full completion of the Swan Song quest. There is no need to accept the reward though!) Dig in front of the small furnace in the Piscatoris Fishing Colony. | ||
Three rule below and three sit at top. Come dig at my entrance. | Dig in front of the entrance to the Waterbirth Island Dungeon. | ||
Varrock is where I reside, not the land of the dead, but I am so old, I should be there instead. Let's hope your reward is as good as it says, just 1 gold one and you can have it read. | Talk to Gypsy Aris, west of Varrock Square. | ||
W marks the spot. | Dig in the middle of the Warriors' Guild entrance hall. To enter, a player must have their Attack and Strength levels add up to a total of 130 or have either one equal to 99. | ||
With a name like that, you'd expect a little more than just a few scimitars. | Speak to Daga on Ape Atoll. | ||
You'll get licked. | Kill a bloodveld. Mutated variants will not work. | ||
You'll have to plug your nose if you use this source of herbs. | Kill an aberrant spectre (Deviant spectres in catacombs will NOT work!) and pick up the clue or casket that it drops. | ||
You might have to turn over a few stones to progress. | Kill a rock crab and pick up the casket or clue that it drops. | ||
You will have to fly high where a sword cannot help you. | Kill an aviansie. | ||
You must be 100 to play with me. | Speak to the Veteran boat squire at Pest Control. | ||
You were 3 and I was the 6th. Come speak to me. | Speak to Vannaka in Edgeville Dungeon. |
Emote clues[]
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.
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 and can take up 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.
Clue | Items | Notes | Map |
---|---|---|---|
Blow a kiss in the heart of the lava maze.
Equip black d'hide chaps, a spotted cape and a rolling pin. |
Perform the emote at the centre of the Lava Maze, next to entrance of the Lava Maze Dungeon. A slashing weapon or knife is required to navigate the maze. | ||
Bow on the ground floor of the Legend's guild. Equip Legend's cape, a dragon battleaxe and an amulet of glory. | Players require completion of Legends' Quest to access the Legends' Guild. An amulet of glory with any amount of charges will work. | ||
Bow upstairs in the Edgeville Monastery.
Equip a completed prayer book. |
Players require a Prayer level of 31 to enter the Edgeville Monastery. Any completed god book is usable for this clue. | ||
Cheer in the Shadow dungeon.
Equip a rune crossbow, climbing boots and any mitre. |
Requires partial completion of Desert Treasure. Bring a ring of visibility. | ||
Dance on the Fishing Platform. Equip barrows gloves, an amulet of glory and a dragon med helm. | Barrows gloves require full completion of Recipe for Disaster to equip. | ||
Headbang at the top of the Slayer Tower.
Equip a seercull, a combat bracelet, and helm of neitiznot. |
Equipping the Helm of Neitiznot requires completion of The Fremennik Isles. If taking shortcuts to the top, it is advised to have a nosepeg or Slayer helmet in order to avoid stat draining from aberrant spectres. | ||
Headbang in the Fight Arena pub. Equip a pirate bandana, a dragonstone necklace and a magic longbow. | Near Nightmare Zone | ||
Jump for joy at the Neitiznot rune rock.
Equip rune boots, a proselyte hauberk and a dragonstone ring. |
Players must complete Fremennik Isles in order to access the Neitiznot rune rock. | ||
Jump for joy in the Ancient Cavern.
Equip a granite shield, splitbark body, and any rune heraldic helm. |
Players need to have started Barbarian Training in order to enter the caverns.
The rune heraldic helm is the rune helm from Treasure Trails, not the painted heraldic armour from player-owned houses! |
||
Laugh by the fountain of heroes.
Equip splitbark legs, dragon boots and a Rune longsword. |
Completion of Heroes' Quest is required. | ||
Laugh in front of the gem store in Ardougne market. Equip a Castlewars bracelet, a dragonstone amulet and a ring of forging. | |||
Panic at the area flowers meet snow. Equip blue d'hide vambs, a dragon spear and a rune plateskirt. | Panic by the Trollweiss flowers after sledding down Trollweiss Mountain.
Make sure to bring a sled, otherwise you won't be able to complete the step. |
||
Salute in the warriors' guild bank.
Equip only a black salamander. |
Black salamanders require 70 Ranged, 70 Magic, and 70 Attack to equip. | ||
Shrug in the Shayzien command tent. Equip a blue mystic robe bottom, a rune kiteshield and any bob shirt. | The command tent is the southernmost tent in the Shayzien House. | ||
Spin in West Ardougne Church.
Equip a dragon spear and red d'hide chaps. |
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Yawn at the top of Trollheim.
Equip a lava battlestaff, black d'hide vambraces and a mind shield. |
Requires Elemental Workshop I and II and parts of Troll Stronghold completed. |
Maps[]
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.
Map | Location | Image |
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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. Bring a ninja monkey greegree or Kruk greegree if 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. Players must collect five rocks before going inside. | ||
North east of Castle Wars, just west of fairy ring CIQ |
Sherlock[]
Sherlock is an NPC to whom players speak if their elite or master clue directs them to do so. He is located between the Sorcerer's Tower and Keep LeFaye. Players may teleport to Sherlock once a day with the completion of the hard Kandarin Diary using the Kandarin headgear 3. Upon completion of the elite Kandarin Diary, players have unlimited teleports to Sherlock using the Kandarin headgear 4.
He will assign players a skill challenge before giving them their next clue, which may consist of one of the following (temporary skill boosts may be used).
Note that in order for the challenge to be completed, the challenge scroll must be in your inventory. If the challenge is completed, but the challenge scroll is not in your inventory, it will not register as being completed.
Task | Skill(s) requirements | Other requirements |
Items required |
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Wield a dragon scimitar. | 60 | Completion of Monkey Madness I | Dragon scimitar |
Cast Lvl-5 Enchant. | 68 | None | 15 water and earth runes, 1 cosmic rune, any unenchanted dragonstone jewellery |
Craft a nature rune. | 44 | None | Nature talisman/nature tiara (not needed if using Abyss), pure essence |
Score a goal in skullball. | 25 | Completed Priest in Peril | Ring of charos |
Complete a lap at the Ape Atoll Agility Course. | 48 | Started Monkey Madness I | Ninja monkey greegree |
Create a super defence potion. | 66 | None | Cadantine potion (unf), white berries |
Steal from a chest in King Lathas' castle in East Ardougne. | 72 | None | None (The chests are on the middle floor, behind a door that needs to be picklocked) |
Craft a green d'hide body. | 63 | None | Needle, thread, 3 green dragon leather |
String a yew longbow. | 70 | None | Knife, yew logs, bow string |
Slay a dust devil. | 65 | None | A weapon, facemask/slayer helmet |
Catch a black warlock. | 45 | None | Butterfly net, butterfly jar |
Catch a red chinchompa. | 63 | None | Box trap |
Mine a piece of mithril ore. | 55 | None | A pickaxe |
Smith a mithril 2h sword. | 64 | None | Hammer, 3 mithril bars |
Catch a raw shark. | 76 | None | Harpoon (if you cannot barbarian fish for them) |
Chop a yew tree. | 60 | None | An axe |
Fix a magical lamp in Dorgesh-Kaan. | 52 | Completion of Death to the Dorgeshuun | Light orb |
Burn a yew log. | 60 | None | Tinderbox, yew logs |
Cook a swordfish. | 45 | None | Raw swordfish (has to be caught) |
Craft multiple cosmic runes from a single essence. | 59 | Completion of Lost City | Cosmic talisman/cosmic tiara (not needed if using Abyss), pure essence |
Plant a watermelon seed. | 47 | None | Rake, seed dibber, 3 watermelon seeds |
Activate the Chivalry prayer. | 60 , 65 | Completion of the Camelot training room | None |
Hand in a boxed set of Shayzien supply armour at tier 2 or above. | 63 | 40% favour with the Lovakengj House | Shayzien supply set (2). Hand it to the tier 2 armourer.
Warning: If you hand in an un-boxed set, the armourer will take the armour but the clue will not be registered as complete. You must put the armour in a Shayzien supply crate first. |
Puzzle Boxes
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 |
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Items | |||||
Guides |
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NPCs |
Uri • Sherlock • Falo the Bard • Double agent • Ancient Wizard • Armadylian guard • Bandosian guard • Brassican Mage • Saradomin wizard • Zamorak wizard | ||||
Other |
Clue droppers (Easy • Medium • Hard • Elite) • Emote items • Rewards • STASH • World map |