For the main article, see Treasure Trails.
Preparation[]
Master clue scrolls can be between five and eight clues long, with multiple fights and puzzles, and can have very high-levelled quest and skill 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. | |
Kandarin headgear 4 | To teleport to Sherlock. | |
Music cape | To teleport to Falo the Bard. | |
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.
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 |
---|---|---|---|
01 degrees 30 minutes north, 08 degrees 11 minutes west |
01.30N, 08.11W |
Regicide | Brassican Mage |
Image | Map | ||
Location notes | |||
In the hunter area directly south of the 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 54 minutes south, 08 degrees 54 minutes west |
01.54S, 08.54W |
Partial completion of Regicide | Brassican Mage |
Image | Map | ||
Location notes | |||
South of Port Tyras, easily accessible by charter ship or fairy ring code BJS (requires 76 ) |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
02 degrees 09 minutes south, 06 degrees 58 minutes west |
02.09S, 06.58W |
Access to fairy rings | Brassican Mage |
Image | Map | ||
Location notes | |||
Code (DLR) at the Poison Waste. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
03 degrees 09 minutes south, 43 degrees 26 minutes east |
03.09S, 43.26E |
Cabin Fever | Brassican Mage |
Image | Map | ||
Location notes | |||
Small island located north-east of Mos Le'Harmless, accessible through the eastern staircase located at the north-east corner of the Mos Le'Harmless 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). |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
03 degrees 26 minutes north,
12 degrees 18 minutes east |
03.26N,
12.18E |
Partial completion of Dragon Slayer | Brassican Mage (Level 140) |
Image | Map | ||
Location notes | |||
Crandor, centre of the island. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
03 degrees 50 minutes north,
09 degrees 07 minutes east |
03.50N,
09.07E |
None | Brassican Mage (Level 140) |
Image | Map | ||
Location notes | |||
Witchaven, east from the chapel. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
04 degrees 58 minutes north, 36 degrees 56 minutes east |
04.58N, 36.56E |
Partial completion of Darkness of Hallowvale | Brassican Mage |
Image | Map | ||
Location notes | |||
Located outside the entrance to the Meiyerditch Mine. An easy way to reach the mine is to ask a vyrewatch to send you to the mines, and then mining 15 daeyalt ores to leave. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
05 degrees 13 minutes north, 04 degrees 16 minutes west |
05.13N, 04.16W |
Partial completion of Regicide | Brassican Mage |
Image | Map | ||
Location notes | |||
East of the eastern entrance to Prifddinas. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
07 degrees 37 minutes north, 35 degrees 18 minutes east |
07.37N, 35.18E |
None | Brassican Mage |
Image | Map | ||
Location notes | |||
The graveyard where players fight Dessous during Desert Treasure. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
08 degrees 11 minutes north, 12 degrees 30 minutes east |
08.11N, 12.30E |
None. | Brassican Mage |
Image | Map | ||
Location notes | |||
Next to the ladder on the Water Obelisk Island. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
12 degrees 35 minutes north, 36 degrees 22 minutes east |
12.35N, 36.22E |
25 | Brassican Mage |
Image | Map | ||
Location notes | |||
Dig on the rocks, north of the wrecked ship, outside of Port Phasmatys. Climb the ladder of the wrecked ship, cross the gangplank, and jump on the rocks until the end is reached. Each jump requires 5% of your running energy. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
12 degrees 45 minutes north, 20 degrees 09 minutes east |
12.45N, 20.09E |
None. | Brassican Mage |
Image | Map | ||
Location notes | |||
By the Obelisk of Air in the Wilderness. Must be accessed through the Edgeville Dungeon. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
13 degrees 33 minutes south, 15 degrees 26 minutes east |
13.33S, 15.26E |
Partial completion of Monkey Madness | Brassican Mage |
Image | Map | ||
Location notes | |||
Eastern shore of Crash Island. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
16 degrees 41 minutes north, 30 degrees 54 minutes west |
16.41N, 30.54W |
100% favour with Great Kourend's Shayzien House | Ancient Wizards |
Image | Map | ||
Location notes | |||
By the lizardman shaman area west of Lizardman Canyon. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
18 degrees 03 minutes north, 03 degrees 03 minutes east |
18.03N, 03.03E |
1,000 coins (or completion of The Fremennik Trials) | Brassican Mage |
Image | Map | ||
Location notes | |||
On top of Waterbirth Island. Must be accessed through the dungeon. A pet rock/another player and a rune thrownaxe are required to reach the island's summit. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
19 degrees 43 minutes north, 23 degrees 11 minutes west |
19.43N, 23.11W |
none | Ancient Wizards |
Image | Map | ||
Location notes | |||
The coordinate is located in the crypt of the Arceuus House church. To reach the crypt, head to the church and climb up the stairs, and then, climb down the stairs that follow.
Players can make the ancient wizards unaggressive by going up the stairs and climbing down immediately. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
20 degrees 35 minutes north, 15 degrees 58 minutes east |
20.35N, 15.58E |
None. | Ancient Wizards |
Image | Map | ||
Location notes | |||
North-west of The Forgotten Cemetery, at level 38 Wilderness, there is a Chaos Temple. Dig inside the building. A cemetery teleport can be used to reach the coordinates relatively quickly. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
20 degrees 45 minutes north, 7 degrees 26 degrees west |
20.45N, 7.26.W |
Started Lunar Diplomacy to access Pirates' Cove | Ancient Wizards |
Image | Map | ||
Location notes | |||
Pirates' Cove |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
21 degrees 37 minutes north, 21 degrees 13 minutes west |
21.37N, 21.13W |
None. | Brassican Mage |
Image | Map | ||
Location notes | |||
In the Arceuus essence mine. Easily reached with the fairy ring code CIS, but requires paying Trossa 80,000 coins to unlock. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
21 degrees 56 minutes north, 10 degrees 56 minutes west |
21.56N, 10.56W |
Started Lunar Diplomacy | Ancient Wizards |
Image | Map | ||
Location notes | |||
On Lunar Isle, dig on the island west of the astral altar. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
22 degrees 24 minutes north, 31 degrees 11 minutes west |
22.24N, 31.11W |
None | Brassican Mage |
Image | Map | ||
Location notes | |||
Northern area of the sulphur mine in Great Kourend's Lovakengj House. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
24 degrees 00 minutes north, 29 degrees 22 minutes east |
24.00N, 29.22E |
None. | Ancient Wizards |
Image | Map | ||
Location notes | |||
Wilderness Volcano at level 51 Wilderness. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
24 degrees 18 minutes north, 23 degrees 22 minutes east |
24.18N, 23.22E |
None. | Brassican Mage |
Image | Map | ||
Location notes | |||
Inside the Resource Area, near the anvil. Requires 7,500 coins to enter. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
24 degrees 22 minutes north, 27 degrees 00 minutes east |
24.22N, 27.00E |
None. | Ancient Wizards |
Image | Map | ||
Location notes | |||
Outside Rogues' Castle, north of the Wilderness Obelisk. |
Coordinates | Shorthand | Requirements | Fight |
---|---|---|---|
25 degrees 00 minutes north, 17 degrees 18 minutes east |
25.00N, 17.18E |
52 | Brassican Mage |
Image | Map | ||
Location notes | |||
Players can boost their Agility to enter the Wilderness Agility Course. |
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 |
---|---|---|---|
2 musical birds. Dig in front of the spinning light. | Dig in front of the spinning light in Ping and Pong's room inside the Iceberg. A clockwork suit is required to enter the iceberg. | ||
A chisel and hammer reside in his home, strange for one of magic. Impress him with your magical equipment. | Wizard Cromperty at the north-east corner of East Ardougne. Speak to him while wearing equipment adding up to at least +100 in magical attack bonus. | ||
A dwarf, approaching death, but very much in the light. | Thorgel at the entrance to the Death altar. Requires partial completion of Mourning's Ends Part II. | ||
A massive battle rages beneath so be careful when you dig by the large broken crossbow. | North-east of the God Wars Dungeon entrance, climb the rocky handholds and dig by the large crossbow. | ||
Anger Abbot Langley. | Speak to Abbot Langley while you have a negative prayer bonus (currently only possible with an Ancient staff). | ||
Anger those who adhere to Saradomin's edicts to prevent travel. | Port Sarim docks, try to charter a ship to Entrana with armour or weapons equipped. | ||
Buried beneath the ground, who knows where it's found.
Lucky for you, A man called Jorral may have a clue. |
Speak to Jorral to receive a strange device, which works similarly to the enchanted key (must have Making History quest completed). | ||
Come brave adventurer, your sense is on fire. If you talk to me, it's an old god you desire. | Speak to Viggora. He can be found in three locations, but players can only make progress by speaking to him in the location he was spoken to during the Curse of the Empty Lord miniquest. He can be found at one of the following locations:
A ring of visibility and ghostspeak amulet are required to make progress through the clue. |
||
Darkness wanders around me, but fills my mind with knowledge. | Speak to Biblia on the Arceuus House Library's top floor. | ||
Dig in front of the icy arena where 1 of 4 was fought. | Where you fought Kamil from Desert Treasure, dig north east of the first small rock just past the wolves. | ||
Falo the bard wants to see you. | Speak to Falo the Bard, who is located on the road to the Fremennik Province. | ||
Faint sounds of 'Arr', fire giants found deep, the eastern tip of a lake, are the rewards you could reap. | Dig south of the pillar at the end of the Deep Wilderness Dungeon. | ||
Fiendish cooks probably won’t dig the dirty dishes. | Dig by the fire in the Rogues' Den. | ||
Ghommal wishes to be impressed by how strong your equipment is. | Speak to Ghommal with a total Melee Strength bonus of over 100. (Note: Amulet of strength gives +10, even better than a fury for this clue.) | ||
Great demons, dragons, and spiders protect this blue rock, beneath which, you may find what you seek. | Dig by the runite rock in the Lava Maze Dungeon. | ||
Guthix left his mark in a fiery lake, dig at the tip of it. | Dig at the tip of the lava lake that is shaped like a Guthixian symbol, west of the Mage Arena. | ||
Hopefully this set of armour will help you to keep surviving. | Speak to Sir Vyvin while wearing white platebody, and platelegs. | ||
Here, there are tears, but nobody is crying. Speak to the guardian and show off your alignment to balance. | Talk to Juna while wearing three Guthix related items. Known working items include: Guthix armour, Void Knight equipment, Book of Balance, Guthix Staff, Guthix cape, and Guthix mjolnir. | ||
If you're feeling brave, dig beneath the dragon's eye. | Dig below the mossy rock under the Viyeldi caves. Requires progress or completion of Legends' Quest. Items needed: Pickaxe, unpowered orb, lockpick (multiple recommended), a rope, a spade, and any Charge Orb spell. A bravery potion is also required if the quest is not completed (You also need any Axe and a Machete to get through the jungle). | ||
I lie beneath the first descent to the holy encampment. | Dig immediately after climbing down the first set of rocks towards Saradomin's Encampment within the God Wars Dungeon. Two ropes are needed; one to enter the dungeon and another to enter Saradomin's Encampment (not required if you've used once before already). 70 Agility is also required (cannot be boosted). | ||
Kill the spiritual, magic and godly whilst representing their own god | Kill a spiritual mage in the God Wars Dungeon - 83 Slayer requirement.
Be sure to wear armour corresponding to their god. |
File:Cryptic clue - kill spiritual mage gwd.png | |
My life was spared but these voices remain, now guarding these iron gates is my bane. | Speak to the Key Master in Cerberus' Lair. | ||
One of several rhyming brothers, in business attire with an obsession for paper work. | Speak to Piles in the Resource Area. An entry fee of 7,500 coins is required (6,000 if the medium Wilderness Diary is completed, 3,750 if the hard diary is completed, or free if the elite diary is completed). | ||
Pentagrams and demons, burnt bones and remains, I wonder what the blood contains. | Dig under the blood rune spawn next to the Demonic Ruins. | ||
Robin wishes to see your finest ranged equipment. | Robin at the inn in Port Phasmatys. Speak to him while wearing equipment adding up to 182 ranged attack bonus or over. | ||
She's small but can build both literally and figuratively, as long as you have their favour | Speak to Lovada south of the Lovakengj House blast mine. | ||
Shhhh! | Speak to Logosia in the Arceuus House Library's ground floor. | ||
South of a river in a town surrounded by the undead, what lies beneath the furnace? | Dig in front of the Shilo Village furnace. | ||
This place sure is a mess. | Ewesey is located in the Hosidius House mess hall in Great Kourend. | ||
The far north eastern corner where 1 of 4 was defeated, the shadows still linger. | Dig on the northeastern-most corner of the Shadow Dungeon. Bring a ring of visibility. | ||
Under a giant robotic bird that cannot fly. | Dig next to the terrorbird display in the south exhibit of Varrock Museum's basement. | ||
Where safe to speak, the man who offers the pouch of smallest size wishes to see your alignment. | Speak to the Mage of Zamorak in the Zamorakian chapel south of Aubury's Rune Shop in East Varrock while wearing three items aligned to Zamorak. |
Emote clues[]
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 outside K'ril Tsutsaroth's chamber. Beware of double agents! Equip a Zamorak full helm and the shadow sword. | 70 Hitpoints is required to access this part of the God Wars Dungeon. Completion of The General's Shadow miniquest is required to obtain the Shadow sword. | ||
Blow a raspberry at the bank of the Warrior's guild. Beware of double Agents!
Equip a dragon battleaxe, a dragon defender and a slayer helm of any kind. |
|||
Bow near Lord Iorwerth. Beware of double agents! Equip a new imbued crystal bow. | The bow only has to be imbued from Nightmare Zone. Works with any amount of charges left on the bow as long as it's imbued, and therefore does not actually need to be a "new" bow as the scroll says.
(A 2/10 (i) Crystal Bow would work) |
||
Cheer in the Entrana church. Beware of double agents! Equip a set of full black d'hide armour. | Players must take a needle, thread, and six black dragon leathers, and craft the armour after arriving at Entrana. Players with level 88 in Construction can make a master STASH unit to store the d'hide armour in. | ||
Clap in the magic axe hut. Beware of double agents. Equip only flared trousers | Level 55 Wilderness, north-east of the Deserted Keep.
Lockpick required to enter |
||
Cry in the Tzhaar gem store. Beware of the double agents! Equip a fire cape and a TokTz-Xil-Ul. | The Toktz-xil-ul requires level 60 Ranged to equip. Turn off Auto Retaliate before performing the emote, as you may lose the TokTz-Xil-Ul from retaliating against the double agent!
The Fire max cape works in place of a Fire cape. |
||
Dance in Iban's temple. Beware of double agents! Equip Iban's staff, a black mystic top, and a black mystic bottom. | Requires completion of Underground Pass. Iban's staff (u) can be used as a substitute.
Note that the temple cannot be entered until the Regicide quest is started. |
||
Dance in the King Black Dragon's lair. Beware of double agents! Equip a black d'hide body, black d'hide vambs and a black dragon mask. | An anti-dragon shield is recommended to defend against the King Black Dragon's attacks. A STASH unit is found at the south-east corner of the lair for emote item storage. | ||
Do a jig at the barrow's chest. Beware of double agents! Equip any full barrows set. | Any set of Barrows equipment. | ||
Do a push up at the bank of the Warrior's guild. Beware of double agents! Equip a dragon battleaxe, a dragon defender and a slayer helm of any kind. | Any variant of Slayer helmet is acceptable. The push up emote must be unlocked as well. | ||
Flap at the death altar. Beware of double agents! Equip a death tiara, a legend's cape and any ring of wealth. | The flap emote requires opening the Gift of Peace at the centre of the Stronghold of Security's first level. Accessing the death altar requires completion of Mourning's Ends Part II, and a Cape of legends can only be obtained after completion of Legends' Quest. | ||
Goblin Salute at the Goblin Village. Beware of double agents! Equip a Bandos platebody, Bandos cloak and Bandos godsword. | The Goblin Salute emote requires partial completion of The Lost Tribe quest. | ||
Jump for joy in the centre of Zul-Andra. Beware of double agents! Equip a dragon 2h sword, bandos boots and an obsidian cape. | Partial completion of Regicide is required to reach Zul-Andra. | ||
Panic by the big egg where no one dare goes and the ground is burnt. Beware of double agents! Equip a dragon med helm, a TokTz-Ket-Xil, a brine sabre, rune platebody and an uncharged amulet of glory. | Panic by the big egg on the east side of Lava Dragon Isle. Be careful of the lava dragons and player killers roaming the area. | ||
Show your anger at the Wise old man. Beware of double agents! Equip an abyssal whip, a legend's cape and some spined chaps. | A volcanic abyssal whip or frozen abyssal whip can be used for this clue. | ||
Show your anger towards the Statue of Saradomin in Ellamaria's garden.
Beware of double agents! Equip a Zamorak godsword. |
75 Attack is required to wield the Zamorak godsword. Completion of Garden of Tranquillity is required. | ||
Slap your head in the centre of the Kourend catacombs. Beware of double agents! Equip the arclight and an amulet of the damned. | Teleport to Kourend teleports the player directly to the Catacombs' main entrance. Partially charged items work. | ||
Spin in front of the Soul altar. Beware of double agents! Equip a dragon pickaxe, helm of neitiznot and a pair of rune boots. | Completion of The Fremennik Isles is required to wear the helm of neitiznot. A dragon pickaxe (or) or Infernal pickaxe works too. | ||
Stamp in the Enchanted valley west of the waterfall. Beware of double agents! Equip a dragon axe. | Fairy ring code BKQ (requires partial completion of Fairytale II - Cure a Queen) and the Stamp emote unlocked. (The area shown in the photo is too far west - stand just west of the waterfall!) | ||
Swing a bullroarer at the top of the watchtower. Beware of double agents! Equip a dragon plateskirt, climbing boots and a dragon chainbody. | Partial completion of Legends' Quest is required to obtain the bull roarer. Completion of Watchtower Quest is required. Death Plateau is also required to wear climbing boots. | ||
Wave on the northern wall of the Castle Drakan. Beware of double agents! Wear a dragon sq shield, splitbark body and any boater. | Completion of Legends' Quest and partial completion of Darkness of Hallowvale is required. Any coloured boater will work. | ||
Yawn in the 7th room of Pyramid Plunder. Beware of double agents! Equip a pharoah sceptre and a full set of menaphite robes. | 81 Thieving (cannot be boosted) is required to reach this room, in addition to completing Icthlarin's Little Helper. Any amount of charges will work for the Pharaoh's sceptre, and any menaphite clothing will work as long as all the pieces are the same colour. |
Hot Cold clues are clues in which a strange device obtained from talking to Jorral will tell the player in the chatbox whether the player is Hot (close to) or Cold (far away from) the intended location to dig. This is based on an older children's game. There are 116 unique Hot/Cold locations.
To find your location, click on the strange device and it will tell you how close you are to the treasure. (you will also take some damage). Its temperature is based on the distance of the treasure from the player, measured in the number of steps it would take to reach the treasure, ignoring any obstacles (this is the Chebyshev distance between the player and treasure). Then, teleport or walk to another location, and check to see if the strange device has gotten warmer. Repeat to pinpoint a location. You can also use the list or map to help you find your location.
When you dig at the dig spot, you will be attacked by a Brassican Mage in a single-combat area, or three Ancient Wizards if your clue leads you to a multi-combat area.
In the fight against the Brassican Mage, his attacks are not affected by protection prayers; however, ranged armour seems to help. The three Ancient Wizards are a lot stronger and will use all three combat styles alongside poisoning you (poison cannot be blocked by protection prayers)
The locations in this guide are grouped by region:
Asgarnia[]
Location | Image | Map |
---|---|---|
North of the Warriors' Guild in Burthorpe. | ||
East of Jatix's Herblore Shop in Taverley. | ||
West of Barbarian Village. | ||
North of Miazrqa's tower, outside Goblin Village. | ||
In the cow pen north of Sarah's Farming Shop. | ||
Outside the Falador Party Room. | ||
Outside the Crafting Guild cow pen. | ||
In the centre of the Rimmington mine. | ||
Mudskipper Point, on the starfish in the south-west corner. | ||
The Troll arena, where the player fights Dad during the Troll Stronghold quest. Bring climbing boots. |
Desert[]
Location | Image | Map |
---|---|---|
West of Nardah genie cave. | ||
West of Al Kharid mine. | ||
North of Menaphos gate. | ||
Bedabin Camp, dig around the north tent. | ||
West of Uzer. | ||
West of Pollnivneach. | ||
Next to Mage Training Arena. | ||
South-west of Shantay Pass. |
Feldip Hills[]
Location | Image | Map |
---|---|---|
West of Jiggig, east of the fairy ring BKP. | ||
West of the southeasternmost lake in Feldip Hills. | ||
East of the gnome glider (Lemantolly Undri). | ||
South of Rantz, six steps west of the empty glass bottles. | ||
South of Jiggig. | ||
Outside the red chinchompa hunting ground entrance, south of the Hunting expert's hut. | ||
South-east of the ∩-shaped lake, near the icon. | ||
Directly west of the Castle Wars balloon. |
Fremennik Province[]
Location | Image | Map |
---|---|---|
At the Mountain Camp. | ||
At the Rellekka Hunter area, near the icon. | ||
West of the Keldagrim entrance mine. | ||
Outside the fence in the south-western corner of Rellekka. | ||
South-east of the Lighthouse. | ||
Inside Etceteria's castle, in the southern staircase. | ||
Outside Miscellania's courtyard. | ||
Central Fremennik Isles mine. | ||
West Fremennik Isles mine. | ||
West of the Jatizso mine entrance. | ||
Pirates' Cove | ||
Astral altar | ||
Lunar Isle, inside the village. | ||
Lunar Isle, north of the village. |
Kandarin[]
Location | Image | Map |
---|---|---|
North-west of the Sinclair Mansion, near the log balance shortcut. | ||
Catherby, between the bank and the beehives, near small rock formation. | ||
Grand Tree, just east of the terrorchick gnome enclosure. | ||
Between the Seers' Village bank and Camelot. | ||
McGrubor's Wood | ||
South of Fishing Guild | ||
Outside Witchaven, west of Jeb, Holgart, and Caroline. | ||
Ground floor inside the Necromancer Tower. Easily accessed by using fairy ring code DJP. | ||
South of the Fight Arena, north-west of the Nightmare Zone. | ||
Tree Gnome Village, near the icon. | ||
Grave of Scorpius | ||
Khazard Battlefield, in the small ruins south of tracker gnome 2. | ||
West Ardougne, near the staircase outside the Civic Office. | ||
South-west Tree Gnome Stronghold | ||
South of the Tree Gnome Stronghold, north-east of the Outpost. | ||
South-east of Almera's house on Baxtorian Falls. | ||
Inside the Barbarian Agility Course. Completion of Alfred Grimhand's Barcrawl is required. |
Karamja[]
Location | Image | Map |
---|---|---|
Musa Point, banana plantation. | ||
Brimhaven, east of the fruit tree patch. | ||
West of Brimhaven. | ||
West of the gnome glider. | ||
North-eastern part of Kharazi Jungle. | ||
South-western part of Kharazi Jungle. | ||
Northern part of Crash Island. |
Misthalin[]
Location | Image | Map |
---|---|---|
South of the stone circle near Varrock's entrance. | ||
Just north-west of the Lumbridge Fishing tutor. | ||
North of the pond between Lumbridge and Draynor Village. | ||
Nort-east of Gertrude's house west of Varrock. | ||
South of Draynor Village bank. | ||
South of Lumber Yard, east of Assistant Serf. |
Morytania[]
Location | Image | Map |
---|---|---|
In the north-east area of Burgh de Rott, by the reverse-L-shaped ruins. | ||
West of Port Phasmatys, south-east of fairy ring. | ||
Inside The Hollows, south of the bridge which was repaired in a quest. | ||
Inside the Mort Myre Swamp, north-west of the Nature Grotto. | ||
At Haunted Mine quest start. | ||
South of the Mausoleum. | ||
Northern area of Mos Le'Harmless, between the lakes. | ||
Near Mos Le'Harmless southern bar. | ||
Northern part of Dragontooth Island. | ||
Southern part of Dragontooth Island. |
Western Provinces[]
Location | Image | Map |
---|---|---|
North-west of Eagles' Peak. | ||
Piscatoris Fishing Colony | ||
Eastern part of Piscatoris Hunter area, south-west of the Falconry. | ||
South-west of the crystal gate to Arandar. | ||
East of Elf Camp. | ||
North-west of Elf Camp. | ||
In Lletya. | ||
Near Tyras Camp. | ||
The northern house at Zul-Andra. |
Wilderness[]
Location | Image | Map |
---|---|---|
North of the Grand Exchange, level 5 Wilderness. | ||
South-east of the Dark Warriors' Fortress, level 12 Wilderness. | ||
East of the Corporeal Beast's lair, level 20 Wilderness. | ||
East of Venenatis' nest, level 28 Wilderness. | ||
East of the Wilderness canoe exit, level 35 Wilderness.
NOTE: This area is on the single/multi-combat border. It is recommended to dig in the single combat area, so you get the Brassican Mage instead of the Ancient Wizards. |
||
South-east of the Chaos Temple, level 37 Wilderness. | ||
South of Callisto, level 38 Wilderness. | ||
South-west of the Deserted Keep, level 49 Wilderness. | ||
West of the Wilderness Agility Course, level 54 Wilderness. |
Zeah[]
Location | Image | Map |
---|---|---|
Next to the bank in the Lovakengj House blast mine. | ||
Northern part of the Lovakengj House blast mine. | ||
Next to the lovakite furnace in the Lovakengj House. | ||
Next to mithril rock in the Lovakengj mine. | ||
Western entrance in the Lovakengj House's sulphur mine. | ||
South-east of the bank in the Shayzien House. | ||
Overpass between the Lovakengj and Shayzien House. | ||
Within Lizardman Canyon, east of the ladder. Requires 5% favour with the Shayzien House. | ||
Shayzien, south-east of the Combat Ring. | ||
North-west of the bank in the Shayzien House. | ||
North-west of the Arceuus House Library. | ||
By the entrance to the Arceuus House church. | ||
West of the Dark Altar. | ||
By the southern entrance to the Arceuus House. | ||
By the Arceuus essence mine. | ||
North-east of the Arceuus essence mine. | ||
South of the Piscarilius mine. | ||
South of The Golden Field tavern in the northern area of Great Kourend's Hosidius House. | ||
East of Mess hall. | ||
East of Watson's house. | ||
North of Vannah's Farm Store, between the chicken coop and willow trees. |
Falo the Bard[]
Falo the Bard is an NPC whom players must visit if their master clue scroll directs them to him. Players must start The Fremennik Trials in order to speak to him.
The fastest way to him is by using the Music cape or via fairy ring code CJR, walking south and then west across the bridge north of Seers' Village.
He will sing a ballad, of which players must find the item he is singing about. Players need to show him the item in order to progress to the next clue.
Lyric | Item |
---|---|
No attack to wield, only strength is required, made of obsidian but with no room for a shield. | Tzhaar-ket-om |
A shiny helmet of flight, to obtain this with melee, struggle you might. | Armadyl helmet |
Strangely found in a chest, many believe these gloves are the best. | Barrows gloves |
A sword held in the other hand, red its colour, Cyclops strength you must withstand. | Dragon defender |
A fiery axe of great inferno, when you use it, you'll wonder where the logs go. | Infernal axe |
A bow of elven craft was made, it shimmers bright, but will soon fade. | Crystal bow (doesn't have to be fully charged) |
A book that preaches of some great figure, lending strength, might, and vigour. | God book (must be completed) |
Vampyres are agile opponents, damaged best with a weapon of many components. | Rod of ivandis or Ivandis flail |
A molten beast with fiery breath, you acquire these with its death. | Lava dragon bones |
A mark used to increase one's grace, found atop a seer's place. | Mark of grace |
Green is my favorite, mature ale I do love, this takes your herblore above. | Greenman's ale(m) |
Penance healers runners and more, obtaining this body often gives much deplore. | Fighter torso |
To slay a dragon you must first do, before this chest piece can be put on you. | Rune platebody |
It can hold down a boat or crush a goat, this object, you see, is quite heavy. | Barrelchest anchor (broken anchor does not work) |
A blood red weapon, a strong curved sword, found on the island of primate lords. | Dragon scimitar (Dragon scimitar (or) does not work) |
These gloves of white won't help you fight, but aid in cooking, they just might. | Cooking gauntlets |
A token used to kill mythical beasts, in hope of a blade or just for an xp feast. | Warrior guild token |
They come from some time ago, from a land unto the east. Fossilised they have become, this small and gentle beast. | Numulite |
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 |
---|---|---|---|
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 |
---|---|---|
Cerberus | Gnome child | Zulrah |
---|---|---|
Light boxes[]
Light boxes are a puzzle players will occasionally need to solve for a master Treasure Trail. Light boxes contain a 5x5 grid of lights and 8 switches to turn them on and off. The goal of the puzzle is to light all the lights.
If destroyed, or otherwise lost, the puzzle will have to be solved again from the beginning.
Solving the puzzle[]
One strategy is to concentrate on one light at a time and flip every switch, taking note on a piece of paper of which switches control that light. Repeat this for all lights until finding one which is only controlled by one switch. The position of that switch which turns that light on is the permanent position of that switch. So you no longer need to check that switch and have halved the remaining switch permutations. In other words, finding one is twice as hard as finding the next with the first one being the hardest to find.
There is also a brute-force method, which requires turning the switches on in this order from left to right:
Brute force method (from left to right) | |||||||||
---|---|---|---|---|---|---|---|---|---|
ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAF | ABAC | ABAD |
ABAC | ABAE | ABAC | ABAD | ABAC | ABAG | ABAC | ABAD | ABAC | ABAE |
ABAC | ABAD | ABAC | ABAF | ABAC | ABAD | ABAC | ABAE | ABAC | ABAD |
ABAC | ABAH | ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAF |
ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAG | ABAC | ABAD |
ABAC | ABAE | ABAC | ABAD | ABAC | ABAF | ABAC | ABAD | ABAC | ABAE |
ABAC | ABAD | ABAC |
Items | |||||
Guides |
| ||||
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 |