For the main article, see Treasure Trails.
Preparation[]
Hard clue scrolls can be between four and six clues long, with multiple enemies to defeat and can have high-levelled quest requirements.
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. | |
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, caused by Saradomin wizards and Double agents. | |
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 |
---|---|---|---|
A Zen She | Zenesha | The platebody shop on the southern edge of Ardougne Centre Square. | Puzzle box |
Ace Match Elm | Cam the Camel | North of the glider in Al Kharid, outside of the town. Camulet not required. | Puzzle box |
An Paint Tonic | Captain Ninto | In the bar under White Wolf Mountain, requiring the quest Fishing Contest. | Puzzle box |
Arr! So I am a crust, and? | Ramara du Croissant | In the forge in Piscatoris Fishing Colony, requiring the quest Swan Song (north from the fairy ring code AKQ). | Puzzle box |
Baker Climb | Brambickle | Located on Trollweiss Mountain. | Puzzle box |
By Look | Bolkoy | In the Tree Gnome Village general store. | 13 |
Blue Grim Guided | Lumbridge Guide | Just outside of Lumbridge Castle. | Puzzle box |
C On Game Hoc | Gnome Coach | Walking around outside the Gnome Ball course, west of the Grand Tree. | 6 |
Copper Ore Crypts | Prospector Percy | Motherlode Mine, a pickaxe is needed to reach him. | 12 |
Dekagram | Dark Mage | Centre of the inner ring of the Abyss. | 13 |
Do Say More | Doomsayer | East of Lumbridge Castle, near the Lumbridge Guide. | 95 |
Dr Warden Funk | Drunken Dwarf | In Keldagrim, east side in the house with broken glass. | Puzzle box |
Dragons Lament | Strange Old Man | Gravedigger at the Barrows. | 40 |
Gulag Run | Uglug Nar | To the west of Jiggig, just south of the Castle Wars lobby. | Puzzle box |
He Do Pose. It Is Cultrrl, Mk? | Riki the sculptor's model | East side of Keldagrim, south of the kebab seller. | Puzzle box |
I Eat Its Chart Hints Do U | Shiratti the Custodian | North of the fountain in Nardah. | Puzzle box |
I Faffy Run | Fairy Nuff | Before Fairy Tale II - Cure a Queen, she can be found just north of the bank in Zanaris. After Fairy Tale II, however, players must get the certificate from the potion shelf (located in the room north of the fairy bank) and use the fairy rings in this order AIR, DLR, DJQ, AJS. | Puzzle box |
Land Doomd | Odd Old Man | The limestone mine north-east of Varrock (Silvarea). | Puzzle Box |
Me Am The Calc | Cam the Camel | Just outside the gates of the Duel Arena, Camulet not required. | Puzzle box |
Motherboard | Brother Omad | Monastery south of Ardougne. | 129 |
My Mangle Lal | Lammy Langle | Hosidius House spirit tree patch | Puzzle box |
O Birdz A Zany En Pc | Cap'n Izzy no Beard | Entrance of the Brimhaven Agility Arena. | 33 |
Profs Lose Wrong Pie | Professor Onglewip | Ground floor of the Wizards' Tower south of Draynor. | Puzzle box |
Quit Horrible Tyrant | Brother Tranquility | Mos Le'Harmless or Harmony Island | 7 |
Rat Mat Within | Martin Thwait | Rogues' Den | 2 |
Red Art Tans | Trader Stan | Port Sarim charter ship | Puzzle box |
Sequin Dirge | Queen Sigrid | Throne room of Etceteria Castle. | Puzzle box |
Slide Woman | Wise Old Man | Draynor Village | 28 |
Them Cal Came | Cam the Camel | Just outside the gates of the Duel Arena, Camulet not required. | Puzzle box |
Veil Veda | Evil Dave | Down the trapdoor in the house directly west of Edgeville bank, where the evil rats are located for the Recipe for Disaster quest.
(Requires completion of Shadow of the Storm quest to open the trapdoor.) (On Examine: A clue suggested by Marfn.) |
666 |
Woo An Egg Kiwi | King Awowogei | Ape Atoll | 24 |
Ciphers[]
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 a NPC's name.
Cipher | Solution | Location | Challenge answer |
---|---|---|---|
GBJSZ RVFFO | Fairy Queen | Fairy Resistance Hideout (requires Fairytale II - Cure a Queen quest to be finished, use a fairy ring with the codes a•i•r, d•l•r, d•j•q and a•j•s in that order) | Puzzle box |
HCKTA IQFHCVJGT | Fairy Godfather | Zanaris throne room (requires you to have started Fairytale I - Growing Pains) | 64 |
OVEXON | Eluned | Outside Lletya or north-east of the Tyras Camp; requires you to have started Regicide quest (after talking to the Elf Tracker). | 53,000 |
UZZU MUJHRKYYKJ | Otto Godblessed | Otto's Grotto | 3 |
VTYR APCNTGLW | King Percival | Fisher Realm - Requires Holy Grail quest (fairy ring code BJR, then run south) | 5 |
ZHLUG ROG PDQ | Weird Old Man |
Kalphite Lair entrance (north-west of fairy ring BIQ) |
150 |
ZSBKDO ZODO | Pirate Pete | On the dock north-east of the Ectofunctus | Puzzle box |
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 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 76 ). 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 Elf Camp, past a stick trap, dig by the north-east edge of the pond. An Elf 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 a 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 |
|
Saradomin wizard |
Image | Map | ||
Location notes | |||
Located on a small island that can only be accessed via fairy ring code CLP. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
02 degrees 46 minutes north, 29 degrees 11 minutes east |
02.46N, 29.11E |
Another player's assistance | Another player |
Image | Map | ||
Location notes | |||
Duel Arena in combat area. You will need to duel another player to get to this spot. Make sure that the Obstacles option is on. |
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 | 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 Shanty 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 |
Started Watchtower
20 coins |
Saradomin wizard |
Image | Map | ||
Location notes | |||
In Gu'Tanoth. You must have started 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. |
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-west around Jiggig then south-east along the coast. At the south-western side of Gu'Tanoth is a cave; enter this cave, and you will end up on the island. 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 Ship yard 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 |
Completion of Regicide | Saradomin wizard |
Image | Map | ||
Location notes | |||
Located near the Red spiders' eggs on the Arandar mountain pass leading to Tirannwn. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
05 degrees 37 minutes north, 31 degrees 15 minutes east |
05.37N, 31.15E |
None. | 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 |
15 | 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 tree 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 |
---|---|---|---|
13 degrees 46 minutes north, 21 degrees 01 minutes east |
13.46N, 21.01E |
None. | Zamorak wizard |
Image | Map | ||
Location notes | |||
Just north of the Edgeville level 11 Wilderness, 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 | 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. |
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 43 minutes north, 30 degrees 01 minutes west |
16.43N, 30.01W |
5% favour with the Shayzien House. | Saradomin wizard |
Image | Map | ||
Location notes | |||
In the west end of the Lizardman Canyon between Great Kourend's Lovakengj House and Shayzien House. Entering the Canyon requires 5% favour with the Shayzien House. 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, north of Venenatis. Dig in the area wherein there are several Black Knights. |
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 Great Kourend's Lovakengj House, 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 57 ), just keep heading east from the pond at which you arrive. If using the canoe system, beware of Vet'ion as you are walking toward the clue location. |
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. |
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 00 minutes north, 41 degrees 33 minutes east |
23.00N, 41.33E |
Completion of Bone Voyage | Saradomin wizard |
Image | Map | ||
Location notes | |||
Small island located north of Fossil island. Only reachable via the rowboat found in the north-east corner of the Mushroom Forest. Select 'Row to Sea'. |
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 | Saradomin wizard |
Image | Map | ||
Location notes | |||
Small island located north of Miscellania. Only reachable via fairy ring code AJS. |
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 |
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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 96 ). Or Ice Plateau Teleport via the Lunar Spellbook. |
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. |
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 |
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46 is my number. My body is the colour of burnt orange and crawls among those with eight. Three mouths I have, yet I cannot eat. My blinking blue eye hides my grave. | Dig on top of the sapphire spawn in the Spiders' nest in level 46 Wilderness (north-west of Lava Dragon Isle). | ||
And so on, and so on, and so on.
Walking from the land of many unimportant things leads to a choice of paths. |
Dig on Etceteria next to the evergreen tree in front of the castle walls. | ||
A great view - watch the rapidly drying hides get splashed.
Check the box you are sitting on. |
Almera's house north of Baxtorian Falls, search the boxes on the 1st floor[?]. | ||
'A bag belt only?', he asked his balding brothers. | Talk to Abbot Langley in the monastery near Edgeville. | ||
Aggie I see, Lonely and southern I feel I am neither inside nor outside the house yet no house would be complete without me. Your treasure lies beneath me. | Dig outside the window of Aggie the Witch's house in Draynor Village. | ||
AIR 2331 | Dig 2 steps east and 1 step south of the center of the fairy ring. | ||
AIQ 0440 | Dig 4 steps east and 4 steps south of the center of the fairy ring (Mudskipper Point). | ||
ALP 1140 | Dig 1 step east and 3 steps south of the center of the fairy ring by the Lighthouse. | ||
BLP 6200 | Dig 6 steps north and 2 steps east of the center of the fairy ring. | ||
Between where the best are commemorated for a year, and a celebratory cup, not just for beer. | Dig at the Clan Cup Trophy at Clan Wars. | ||
BJR 1123 | Dig 1 steps south and 2 steps west of the center of the fairy ring. Partial completion of the Holy Grail quest is required to enter this area. | ||
BIP 7013 | Dig 6 steps north and 3 steps west of the center of the fairy ring (Fairytale II - Cure a Queen or 50 Agility required). | ||
CIS 0009 | Dig 9 steps west of the center of the fairy ring. Fairy Ring Code CIS (You can also use Skills necklace to teleport to the Woodcutting Guild and run north), (or use games necklace to teleport to Wintertodt camp and walk south.) | ||
Citric cellar. | Speak to Heckel Funch on the 1st floor[?] in the Grand Tree. | ||
CKP 0224 | Dig 2 steps south and 2 steps west of the center of the fairy ring. Fairy Ring Code CKP | ||
Come have a cip with this great soot covered denizen. | Talk to Miner Magnus east of the fairy ring (code CIP).
Answer: 8 |
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Come to the evil ledge, Yew know yew want to. Try not to get stung. | Dig in Edgeville, just east of the southern yew tree. | ||
Covered in shadows, the centre of the circle is where you will find the answer. | Dig in the centre of Mort'ton, where the roads intersect. Just south of Razmire Keelgan. | ||
DIP 8511 | Dig 7 steps north and 4 steps east of the center of the fairy ring. | ||
DKS 2310 | Dig 1 step north and 3 steps east of the center of the fairy ring (north east of Rellekka). | ||
Dig where 4 siblings and I all live with our evil overlord. | Dig in the chicken pen inside the Champions' Guild. Requires 32 quest points to enter. | ||
Four blades I have, yet draw no blood; Still I turn my prey to powder. If you are brave, come search my roof; It is there my blades are louder. | Lumbridge windmill, search the crates on the top floor. | ||
Generally speaking, his nose was very bent. | Talk to General Bentnoze, found in the topmost part of Goblin Village; he'll give you a puzzle box. | ||
Gold I see, yet gold I require. Give me 875 if death you desire. | Speak to Saniboch at the Brimhaven Dungeon entrance. | ||
His head might be hollow, but the crates nearby are filled with surprises. | Search the crates near the Clay golem in the ruins of Uzer. | ||
He knows just how easy it is to lose track of time. | Speak to Brother Kojo in the Clock Tower. Answer: 22. | ||
In the city where merchants are said to have lived, talk to a man with a splendid cape, but a hat dropped by goblins. | Talk to the head chef in Cooks' Guild west of Varrock. Remember to wear a Chef's Hat. | ||
I am a token of the greatest love. I have no beginning or end. My eye is red, I can fit like a glove. Go to the place where it's money they lend,
And dig by the gate to be my friend. |
Dig by the gate in the basement of the West Varrock bank. | ||
I lie lonely and forgotten in mid wilderness, where the dead rise from their beds.
Feel free to quarrel and wind me up and dig while you shoot their heads. |
Directly under the crossbow respawn in the Graveyard of Shadows in level 18 Wilderness. | ||
If a man carried my burden, he would break his back. I am not rich, but leave silver in my track. Speak to the keeper of my trail. | Speak to Gerrant in the fish shop in Port Sarim. | ||
It seems to have reached the end of the line, and it's still empty. | Search the carts in the northern part of the Dwarven Mine. | ||
I watch the sea. I watch you fish. I watch your tree. | Speak to Ellena at Catherby fruit tree patch. | ||
Identify the back of this over-acting brother.
(He's a long way from home.) |
Talk to Hamid, the monk at the altar in the Duel Arena. You will receive a puzzle box. | ||
If you look closely enough, it seems that the archers have lost more than their needles. | Search the haystack by the south corner of the Rangers' Guild. You need level 40 Ranged to access it. | ||
I have many arms but legs, I have just one, I have little family but my seed, You can grow on, I am not dead, yet I am but a spirit, and my power on your quests, you will earn the right to free it. | Spirit tree in Tree Gnome Village.
Answer: 13112221 |
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Leader of the Yak City. | Talk to Mawnis Burowgar in Neitiznot. Fremennik Isles jester part required. | ||
Mine was the strangest birth under the sun. I left the crimson sack, yet life had not begun. Entered the world, and yet was seen by none. | Inside Karamja Volcano, dig directly underneath the red spiders' eggs respawn. | ||
My home is grey, and made of stone; A castle with a search for a meal. Hidden in some drawers I am, across from a wooden wheel. | Open the drawers inside the room with the spinning wheel on the first floor of Lumbridge Castle. | ||
My name is like a tree, yet it is spelt with a 'g'.
Come see the fur which is right near me. |
Speak to Wilough, next to the fur merchant in Varrock Square. | ||
My giant guardians below the market streets would be fans of rock and roll, if only they could grab hold of it. Dig near my green bubbles! | Dig near the cauldron by moss giants under Varrock Sewers. A slash weapon or knife is required to navigate through the sewers.
Players with 51 Agility can use the shortcut pipe from Edgeville Dungeon to direct access the clue location; a slash weapon or knife is not required in this case. |
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Must be full of railings. | Search the boxes around the hut where the broken dwarf cannon is, close to the start of the Dwarf Cannon quest (Northwest of the Fishing Guild). | ||
Often sought out by scholars of histories past, find me where words of wisdom speak volumes. | Speak to an examiner at the Exam Centre. You might need to talk to several different examiners. | ||
Probably filled with books on magic. | Search the bookcase in the basement of Wizards' Tower. | ||
Rotting next to a ditch. Dig next to the fish. | Dig next to a fishing spot on the south-east side of Burgh de Rott. | ||
Read 'How to breed scorpions.' By O.W.Thathurt. | Search the northern bookcase on the 1st floor[?] of the Sorcerer's Tower. | ||
Surprising? I bet he is... | Talk to Sir Prysin in Varrock Palace. | ||
Snah? I feel all confused, like one of those cakes... | Talk to Hans roaming around Lumbridge Castle. | ||
Surviving. | Talk to Sir Vyvin on the 2nd floor[?] of Falador Castle (east side). | ||
'Small shoe.'
Often found with rod on mushroom. |
Talk to any Gnome trainer in the Agility area of the Tree Gnome Stronghold. | ||
This aviator is at the peak of his profession. | Captain Bleemadge, the gnome glider pilot, is found at the top of White Wolf Mountain. | ||
The cheapest water for miles around, but they react badly to religious icons. | Search the crates in the General Store tent in the Bandit Camp, south of the Bedabin Camp. | ||
The mother of the reptilian sacrifice. | Talk to Zul-Cheray in a house near the sacrificial boat at Zul-Andra. | ||
This village has a problem with cartloads of the undead.
Try checking the bookcase to find an answer. |
Search the bookcase by the doorway of the building just south-east of the Shilo Village Gem Mine. | ||
The beasts to my east snap claws and tails, The rest to my west can slide and eat fish. The force to my north will jump and they'll wail, Come dig by my fire and make a wish. | Dig by the torch in the Ardougne Zoo, between the penguins and the scorpions. | ||
The keeper of Melzars...Spare? Skeleton? Anar? | Speak to Oziach in Edgeville. | ||
The King's magic won't be wasted by me. | Talk to the Guardian mummy inside the Pyramid Plunder minigame in Sophanem. Partial completion of Icthlarin's Little Helper is required. | ||
There is no 'worthier' lord. | Speak to Lord Iorwerth in the elven camp near Prifddinas. He will give you a puzzle box to solve. | ||
The magic of 4 colours, an early experience you could learn. The large beast caged up top, rages, as his demised kin's loot now returns. | Speak to Wizard Mizgog at the top of the Wizards' Tower south of Draynor. | ||
THEY'RE EVERYWHERE!!!! But they were here first. Dig for treasure where the ground is rich with ore. | Dig at Barbarian Village, next to the Stronghold of Security. | ||
When no weapons are at hand, then is the time to reflect. In Saradomin's name, redemption draws closer... | On Entrana, search the southern drawer in the house with the cooking range on the western side of the island. | ||
When you get tired of fighting, go deep, deep down until you need an antidote. | Go to Yanille Agility dungeon and fall into the place with the poison spiders, either by repeatedly walking across the balancing ledge (level 40 Agility required) or praying at the altar of Zamorak. Search the crate by the stairs leading up. | ||
You have all of the elements available to solve this clue.
Fortunately you do not have to go as far as to stand in a draft. |
Requirements: Started Elemental Workshop I
Search the crate, just west of the Air elementals, inside the Elemental Workshop. Note: A battered key is required to enter to workshop. |
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You will need to under-cook to solve this one. | Search the crate in the Lumbridge basement. |
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 |
---|---|---|---|
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.
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. | ||
Blow a raspberry in the Fishing Guild bank. Beware of double agents!
Equip an elemental shield, blue d'hide chaps and a rune warhammer. |
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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. Only Mystic robe top (blue) 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. | ||
Headbang at the exam center. 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.
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!
Equip any headband and crozier. |
Required: 60
The Wilderness 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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Salute in the banana plantation. Beware of double agents!
Equip a diamond ring, amulet of power, and nothing on your chest and legs. |
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Salute in the centre of the mess hall. Beware of double agents! Equip a rune halberd, rune platebody and an amulet of strength. | Teleport to Kourend teleports the player just north of the Mess. | ||
Shrug in the Zamorak temple found in the Eastern Wilderness. Beware of double agents!
Equip rune platelegs, an iron platebody and blue d'hide vambraces. |
It is highly recommended that players pray Protect from Magic; the temple is a multi-combat area with aggressive Elder chaos druids. The Zamorak Temple is in level 11 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. |
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 |
---|---|---|
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. |
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 |