Combat only pure/Master-clues
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807 Master Clues
Completable Steps: 19% (or 57%, if you choose to do hot/cold steps) chance to get a completable step. 6-8 steps required for a casket.
Doing master clues can be very tedious on an 807 build. Hot/Cold steps are completable, but take a lot of time as combat only pures do not have access to a Strange Device and will have to manually dig around Gielinor.
For Falo the Bard steps you have to start the Fremennik Trials quest before Falo will talk to you.
Anagram: 5/16
Coordinate: 14/27
Cryptic: 18/30
Emote: 3/22
Hot / Cold: 106/136
Falo the Bard: 7/19
Sherlock: 5/25
Total (excl. Hot/Cold Tedium): 52/275 - (including Hot/Cold): 158/275
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
During a Treasure Trail, a coordinate clue is a clue scroll that contains a set of coordinates. These coordinates indicate a precise point somewhere on the surface where the next clue scroll or treasure casket is buired.
Coordinates are presented in the following format:
03 degrees 00 minutes north/south
02 degrees 00 minutes east/west
In Old School RuneScape, one square of space is equivalent to 15/8 (1.875) minutes of arc. 0°00' degrees north and 0°00' degrees east is located in the middle of the Observatory.
A chart, sextant and watch may be used to determine one's present coordinates, but if using a guide to find the coordinates, players will only require a spade to dig up the clue.
On hard Treasure Trails, digging on the correct spot will cause a hostile level 108 Saradomin wizard to appear when outside of the Wilderness, otherwise the level 65 Zamorak wizard will appear. These wizards must be defeated in order to dig again to retrieve the clue scroll or treasure casket.
The Saradomin wizard will immediately attack the player with a poisoned dragon dagger. They will change attack styles between Melee and Magic to counter protection prayers if activated within melee distance. Keeping distance while praying Protect from Magic will cause them to attack only with Magic, allowing the player to negate all damage. The player may choose to pray Protect from Melee to prevent the poison on the first hit, then switch to Protect from Magic once at a distance. Alternatively, an antipoison may be used.
The Zamorak wizard will immediately attack the player with the Flames of Zamorak spell. Unlike their Saradomin wizard counterparts, they attack exclusively with Magic, do not deal poison and all damage can be negated with Protect from Magic. They are also generally weaker, having low Hitpoints and low Defence (except against Magic).
On elite Treasure Trails, digging on the correct spot will cause either a level 97 Armadylean guard or a level 125 Bandosian guard to appear, which must be defeated before the next clue scroll or the treasure casket may be dug up. Armadylean guards must be killed with either Ranged or Magic attacks, since they are in the form of an Aviansie. It is advised to use the Protect from Missiles prayer when fighting them, and Protect from Melee when fighting Bandosian guards.
On master Treasure Trails, digging in the correct spot will cause either three Ancient Wizards (levels 112, 98, 98) in multi-combat to appear, or a level 140 Brassican Mage, which need to be defeated before the next clue scroll or the treasure casket may be dug up. If the coordinates are located in a multi-combat area, three Ancient wizards, each attacking with a unique attack style, will appear. Melee wizards are poisonous, with poison dealing 8 damage to a player. In single-combat zones, a Brassican Mage will appear, and its attacks cannot be stopped by protection prayers.
Following is a list of all known coordinate clues and their corresponding locations. The list is organised into ascending numerical value (for example, 00:00 north first, then 00:05 south, then 00:13 north, continuing accordingly). Shorthand writing is used together with normal writing. An example: 09°34'N, 25°12'E = 09 degrees and 34 minutes north, 25 degrees and 12 minutes east. • Remember: You must have a spade with you to dig up coordinate clues.
Note that some of the clues may require skill or quest requirements before you will be able to get to that location.' These quests, which must be finished or partially completed, include: Bone Voyage, Regicide, Legends' Quest, Nature Spirit, The Grand Tree, Fairytale II - Cure a Queen, Troll Stronghold, Cabin Fever, The Fremennik Trials, and Watchtower. Some coordinates will also require a certain skill levels to complete the clue, though the required level is low.
| 807 | Coordinate | Map | Notes | Image
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|---|---|---|---|---|
| 01 degrees 30 minutes north, 08 degrees 11 minutes west |
In the hunter area directly south of the Iorwerth Camp, past a stick trap, dig by the north-east edge of the pond. An Iorwerth camp teleport can greatly reduce the difficulty in reaching this position. Brassican Mage |
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| 01 degrees 54 minutes south, 08 degrees 54 minutes west |
South of Port Tyras, easily accessible by charter ship or fairy ring code BJS (requires |
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| 02 degrees 09 minutes south, 06 degrees 58 minutes west |
Code (DLR) at the Poison Waste. Brassican Mage |
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| 03 degrees 09 minutes south, 43 degrees 26 minutes east |
Small island located north-east of Mos Le'Harmless, accessible through the eastern staircase located at the north-east corner of the Mos Le'Harmless Cave. Remember to wear a Witchwood icon when traversing the dungeon, as well as bringing a light source for players who haven't lit the fire pit (requires completion of Making Friends with My Arm). Brassican Mage |
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| 03 degrees 26 minutes north, 12 degrees 18 minutes east |
Crandor, centre of the island. Brassican Mage |
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| 03 degrees 50 minutes north, 09 degrees 07 minutes east |
Witchaven, east from the chapel. Brassican Mage |
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| 04 degrees 58 minutes north, 36 degrees 56 minutes east |
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. Brassican Mage |
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| 05 degrees 13 minutes north, 04 degrees 16 minutes west |
East of the eastern entrance to Prifddinas. Be careful to not dig 1 tile east as it is in multi-combat and will spawn |
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| 07 degrees 37 minutes north, 35 degrees 18 minutes east |
The graveyard where players fight Dessous during Desert Treasure I. Brassican Mage |
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| 08 degrees 01 minutes north, 20 degrees 58 minutes west |
On Crabclaw Isle. Players must pay Sandicrahb 10,000 coins to reach the island, though this is reduced in half if the easy Kourend & Kebos Diary is completed, or free if the medium Kourend & Kebos Diary is completed. |
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| 08 degrees 11 minutes north, 12 degrees 30 minutes east |
Next to the ladder on the Water Obelisk Island. Brassican Mage |
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| 12 degrees 35 minutes north, 36 degrees 22 minutes east |
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. Brassican Mage |
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| 12 degrees 45 minutes north, 20 degrees 09 minutes east |
By the Obelisk of Air in the Wilderness. Must be accessed through the Edgeville Dungeon. Brassican Mage |
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| 13 degrees 33 minutes south, 15 degrees 26 minutes east |
Eastern shore of Crash Island. Brassican Mage |
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| 16 degrees 41 minutes north, 30 degrees 54 minutes west |
By the lizardman shaman area west of Lizardman Canyon. |
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| 18 degrees 03 minutes north, 03 degrees 03 minutes east |
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. Brassican Mage |
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| 18 degrees 26 minutes north, 37 degrees 15 minutes west |
In the north wing of the Farming Guild. Brassican Mage |
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| 19 degrees 43 minutes north, 23 degrees 11 minutes west |
The coordinate is located in the crypt of the Arceuus church. To reach the crypt, head to the church and climb up the stairs, and then, climb down the stairs that follow.
Players can make the |
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| 20 degrees 35 minutes north, 15 degrees 58 minutes east |
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. |
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| 20 degrees 45 minutes north, 7 degrees 26 degrees west |
Pirates' Cove |
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| 21 degrees 37 minutes north, 21 degrees 13 minutes west |
In the Arceuus essence mine. Easily reached with the fairy ring code CIS, but requires paying Trossa 80,000 coins to unlock. Brassican Mage |
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| 21 degrees 56 minutes north, 10 degrees 56 minutes west |
On Lunar Isle, dig on the island west of the astral altar. |
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| 22 degrees 24 minutes north, 31 degrees 11 minutes west |
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| 24 degrees 00 minutes north, 29 degrees 22 minutes east |
Blighted Volcano at level 51 Wilderness. |
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| 24 degrees 18 minutes north, 23 degrees 22 minutes east |
Inside the Resource Area, near the anvil. Requires 7,500 coins to enter. Brassican Mage |
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| 24 degrees 22 minutes north, 27 degrees 00 minutes east |
Outside Rogues' Castle, north of the Wilderness Obelisk. |
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| 25 degrees 00 minutes north, 17 degrees 18 minutes east |
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Cryptic clues
Cryptic clues are common riddle clues that can be found in all tiers of Treasure Trails. These clues demand a fairly wide variety of tasks. The tasks range from speaking to an NPC, searching a designated crate, or directing the player to dig in some fairly obscure location. For higher difficulty Treasure Trails, players may have to complete additional side tasks in order to complete the clue. These side task challenges may include finding a key or completing a puzzle box.
When doing medium Treasure Trails, clues will occasionally lead to a locked chest or drawer, which requires a key to open. Attempting to open the chest or drawer will provide a clue to which specific, usually local, monster to kill. Monsters that drop treasure trail keys drop them only when the player is in possession of that clue. It is worth noting that for clue steps involving keys, it is possible to obtain the key before reading the hint, which could save the player some time.
During hard clue scrolls, players may get shown a fairy ring code followed by some numbers. To solve these, the player must travel to the corresponding fairy ring and then take the number of steps shown by the numbers, in order of the compass direction (North, East, South, West), and then dig at that spot.
During hard or master clues, players may receive a puzzle box challenge from an NPC. Players must unscramble the image in order to receive the next clue or the reward.
During master clues, players are given three cryptic clues in one step. Players must go to the destination each cryptic provides and dig at the correct spot, or talk to the correct NPC, to obtain a torn part of the next step. When all three are obtained, they can be combined into either a new clue step, or the reward casket.
Clue juggling can make this process quicker if solving many master clue scrolls.
| 807 | 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. |
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| 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. |
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| A dwarf, approaching death, but very much in the light. | Thorgel at the entrance to the Death altar. Requires partial completion of Mourning's End Part II. |
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| 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.
This shortcut can be used at 1 Agility and gives no agility XP. |
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| Anger Abbot Langley. | Speak to Abbot Langley while you have a negative prayer bonus (currently only possible with an Ancient staff). |
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| 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. |
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| Come brave adventurer, your sense is on fire. If you talk to me, it's an old god you desire. | Speak to Viggora. Note that he can be found (is visible) in 3 locations, but you can only speak to (and continue the clue) the version of him that you spoke to during Curse of the Empty Lord miniquest. You can check your quest log to find out which location.
A ring of visibility and ghostspeak amulet are required to make progress through the clue. |
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| Darkness wanders around me, but fills my mind with knowledge. | Speak to Biblia on the Arceuus Library's top floor. |
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| Dig in front of the icy arena where 1 of 4 was fought. | Where you fought Kamil from Desert Treasure I, dig north-east of the first small rock just past the wolves. |
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| 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. |
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| Elvish onions. | Dig in the onion patch east of the allotment patches in the east part of Prifddinas. Requires completion of Song of the Elves. |
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| Fiendish cooks probably won’t dig the dirty dishes. | Dig by the fire in the Rogues' Den. |
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| Ghommal wishes to be impressed by how strong your equipment is. | Speak to Ghommal with a total Melee Strength bonus of 100 or more. (Note: Amulet of strength gives +10, even better than a fury for this clue. A dragon battleaxe gives +85 and is relatively easy to obtain for earlier-game players. A Godsword on its own is over 100 Strength bonus.) |
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| 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. |
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| 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. |
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| Here, there are tears, but nobody is crying. Speak to the guardian and show off your alignment to balance. | Talk to Juna while wearing three Guthix-affiliated items. All Void Knight equipment is Guthix-affiliated. |
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| Hopefully this set of armour will help you to keep surviving. | Speak to Sir Vyvin while wearing white platebody and white platelegs (white full helm is not needed). |
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| 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 spade, and any Charge Orb spell. A bravery potion and rope are also required if the quest is not completed (You also need any Axe and a Machete to get through the jungle).
Players with level 91 Agility can attach a long rope, purchased from the Darkmeyer General Store, to the rock next to the blue hat to instantly climb down the large cliff. |
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| I lie beneath the first descent to the holy encampment. | Dig immediately after climbing down the first set of rocks towards Saradomin's Encampment within the God Wars Dungeon. Two ropes are needed; one to enter the dungeon and another to enter Saradomin's Encampment (not required if you've used once before already). 70 Agility is also required (cannot be boosted). |
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| My life was spared but these voices remain, now guarding these iron gates is my bane. | Speak to the Key Master in Cerberus' Lair. |
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| 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). |
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| Pentagrams and demons, burnt bones and remains, I wonder what the blood contains. | Dig under the blood rune spawn next to the Demonic Ruins. |
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| Robin wishes to see your finest ranged equipment. | Robin at the inn in Port Phasmatys. Speak to him while wearing equipment adding up to 180 ranged attack bonus or over. |
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| She's small but can build both literally and figuratively, as long as you have their favour | Speak to Lovada south of the Lovakengj blast mine. |
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| Shhhh! | Speak to Logosia in the Arceuus Library's ground floor. |
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| South of a river in a town surrounded by the undead, what lies beneath the furnace? | Dig in front of the Shilo Village furnace. |
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| The far north eastern corner where 1 of 4 was defeated, the shadows still linger. | Dig on the north-eastern-most corner of the Shadow Dungeon. Bring a ring of visibility. |
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| This place sure is a mess. | Ewesey is located in the Hosidius mess hall. |
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| Under a giant robotic bird that cannot fly. | Dig next to the terrorbird display in the south exhibit of Varrock Museum's basement. |
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| 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. Elite clues do not involve fighting the Double Agent.
Note that wearing any version of a required item different than the standard one will not work (for example, a Rune platebody (t) will not work in place of a Rune platebody).
For players who do Treasure Trails frequently, it is not recommended to keep items for all emote clues banked, as hundreds of different items are used across the Treasure Trail levels which take up significant bank space. Players with the appropriate construction level can build STASH units to store emote clue items near where the emote clue is located, saving bank space.
A list of items used in each level of Treasure Trail can be found here.
| 807 | Clue | Items | Notes | Map
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|---|---|---|---|---|
| Beckon by a collection of crystalline maple trees. Beware of double agents! Equip Bryophyta's staff and a nature tiara. | The maple trees are found within the town of Gwenith, which requires completion of Song of the Elves to reach. Bryophyta's staff can either be uncharged or charged; both can be used. |
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| 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. |
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| Blow a raspberry at the bank of the Warrior's guild. Beware of double agents! Equip a dragon battleaxe, a slayer helm of any kind and a dragon defender or avernic defender. | Any variant of Slayer helmet is acceptable. A total of 130 levels in Attack and Strength or level 99 in either skill is required to enter the guild. |
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| Bow in the Iorwerth Camp. Beware of double agents! Equip a charged crystal bow. | Bow near the stools at the south-eastern fire in the Iorwerth Camp. Works with any amount of charges left on the bow, or the Bow of Faerdhinen. |
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| 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. Alternatively, you can ask a friend to make it for you. Players with level 88 in Construction can make a master STASH unit to store the d'hide armour in. |
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| Clap in the magic axe hut. Beware of double agents. Equip only flared trousers | Level 55 Wilderness, north-east of the Deserted Keep.
Lockpick required to enter |
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| Cry in the Tzhaar gem store. Beware of the double agents! Equip a fire cape and a TokTz-Xil-Ul. | The Toktz-xil-ul requires level 60 Ranged to equip. Turn off Auto Retaliate before performing the emote, as you may lose the TokTz-Xil-Ul from retaliating against the double agent!
The fire max cape and infernal cape work in place of a fire cape. |
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| Dance in Iban's temple. Beware of double agents! Equip Iban's staff, a black mystic top, and a black mystic bottom. | Requires completion of Underground Pass. Iban's staff (u) can be used as a substitute.
Note that the temple cannot be entered until the Regicide quest is started. |
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| Dance in the King Black Dragon's lair. Beware of double agents! Equip a black d'hide body, black d'hide vambraces and a black dragon mask. | An anti-dragon shield is recommended to defend against the King Black Dragon's attacks. A STASH unit is found at the south-east corner of the lair for emote item storage. |
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| Do a jig at the barrow's chest. Beware of double agents! Equip any full barrows set. | Any set of Barrows equipment. |
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| Flap at the death altar. Beware of double agents! Equip a death tiara, a legend's cape and any ring of wealth. | The flap emote requires opening the Gift of Peace at the centre of the Stronghold of Security's first level. Accessing the death altar requires completion of Mourning's End Part II, and a Cape of legends can only be obtained after completion of Legends' Quest. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| Show your anger towards the Statue of Saradomin in Ellamaria's garden.
Beware of double agents! Equip a Zamorak godsword. |
75 Attack is required to wield the Zamorak godsword.
Zamorak godsword (or) can be used as substitute. Completion of Garden of Tranquillity is required. |
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| Slap your head in the centre of the Kourend catacombs. Beware of double agents! Equip the arclight and an amulet of the damned. | Kourend Castle Teleport teleports the player directly to the Catacombs' main entrance. Partially charged items work. |
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| 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. Any variant of a dragon pickaxe will work, as well as a crystal pickaxe. |
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| Stamp in the Enchanted valley west of the waterfall. Beware of double agents! Equip a dragon axe. | Fairy ring code BKQ (requires partial completion of Fairytale II - Cure a Queen) and the Stamp emote unlocked. The infernal axe and crystal axe can be used instead of a regular dragon axe. |
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| 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. |
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| 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. The location is accessed starting in the south-west of Meiyerditch and following north on the western wall. |
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| 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
Hot Cold clues are clues in which a strange device will tell the player in the chatbox whether the player is Hot (close to) or Cold (far away from) the intended location to dig. This is based on an older children's game.
To find your location, click on the strange device and it will tell you how close you are to the treasure. (if solving a master clue, you will also take some damage). Its temperature is based on the distance of the treasure from the player, measured in the number of steps it would take to reach the treasure, ignoring any obstacles (this is the Chebyshev distance between the player and treasure). Then, teleport or walk to another location, and check to see if the strange device has gotten warmer. Repeat to pinpoint a location. You can also use the list or map to help you find your location. For each location, there is a 9x9 square in which you can dig to find the treasure.
Master Clues
Master tier Hot Cold clues can direct the player anywhere on the mainland. The player will always take 3-8 damage when feeling the strange device. Note: This damage can be fatal. The master clue strange device can be obtained by talking to Jorral in the outpost north-west of West Ardougne. Note: Completion of the Making History quest is required to collect the master clue strange device from Jorral, and proceed with any Hot Cold clue of master Treasure Trails.
When fully locating and digging at the correct spot, you will be attacked by a Brassican Mage in a single-combat area, or three Ancient Wizards if your clue leads you to a Multicombat area. Due to the damage given from the strange device prior to locating the spot, it is highly recommended to bring food and heal before and during the fight.
In the fight against the Brassican Mage, his attacks are not affected by protection prayers; however, ranged armour seems to help. The Ancient Wizards each cover an attack style of the whole combat triangle, with the Melee one poisoning you (poison cannot be blocked by protection prayers). After defeating the foe(s), dig at the spot again to complete the Hot Cold clue.
Doing Jorral Master clue steps are very tedious. 106/136 (77.9%) Hot/Cold steps are completable as a combat only pure, but you will need to dig at every accessible spot in order to see if it is completable or not.
This used to be incompletable, but was changed at some unknown point. Formerly, if a combat only found the location of a Hot/Cold step without the strange device, they would have been prompted with the chat box message, "You have a strange feeling that there's something here to be found, but you can't find it."
Falo the Bard
Combat only pure/Falo the Bard
Sherlock
Sherlock is a character to whom players must speak if their elite or master clue directs them to do so. He is located between the Sorcerer's Tower and Keep Le Faye. Players may teleport to Sherlock once per day with the Kandarin headgear 3 (from the hard Kandarin Diary), or an unlimited number of times with the Kandarin headgear 4 (from the elite diary).
Sherlock will assign players a skill challenge, which may consist of one of the following (temporary skill boosts may be used where applicable). Once complete, he will give players their next clue or reward.
Note that in order for the skill challenge to count as completed, the challenge scroll must be held in the inventory when the action is performed. If the challenge is completed but the challenge scroll is not in the player's inventory, it will not be counted and the player must do it again with the challenge scroll in their inventory.
| 807 | Task | Skill(s) requirements | Other requirements |
Items required |
|---|---|---|---|---|
| Equip an abyssal whip in front of the abyssal demons of the Slayer Tower. | 70 | Completion of Priest in Peril | Abyssal whip (frozen and volcanic work, but abyssal tentacle does not) | |
| Smith a runite med helm. | 88 | None | Hammer, runite bar | |
| Teleport to a spirit tree you planted yourself. | 83 | Completion of Tree Gnome Village | Spirit sapling, spade, trowel, spade. A spirit tree planted in a superior garden will work as well. | |
| Create a Barrows teleport tablet. | 83 | 100% Arceuus favour, being on the Arceuus spellbook | Dark essence block, 2 soul runes, 2 law runes, 1 blood rune | |
| Slay a Nechryael in the Slayer Tower. | 80 | None | None | |
| Kill the spiritual, magic and godly whilst representing their own god. | 83 | Completion of Troll Stronghold or 60 Strength or |
Equipment to kill a spiritual mage, and a god item aligned with that mage. | |
| Create an unstrung dragonstone amulet at a furnace. | 80 | None | Gold bar, dragonstone, amulet mould | |
| Burn a magic log. | 75 | None | Tinderbox, magic logs | |
| Burn a redwood log. | 90 | None | Tinderbox, redwood logs | |
| Complete a lap of the Rellekka rooftop agility course whilst sporting the finest amount of grace. | None | Graceful outfit | ||
| Mix an anti-venom potion. | 87 | None | Antidote++(1-4), 5-20 zulrah's scales | |
| Mine a piece of runite ore whilst sporting the finest mining gear. | 85 | None | A pickaxe, prospector kit or golden prospector kit (the Varrock armour 4 can be used as a substitute for the prospector jacket) | |
| Steal a gem from the Ardougne market. | 75 | None | None | |
| Pickpocket an elf. | 85 | Started Mourning's End Part I | None | |
| Bind a blood rune at the blood altar. | 77 | 100% Arceuus favour | Dark essence fragments | |
| Mix a ranging mix potion. | 80 | Completion of the herblore section of Barbarian Training | Ranging potion (2), caviar | |
| Fletch a rune dart. | 81 | Partial completion of The Tourist Trap. Ironmen may need other high requirements to obtain a Rune dart tip. | Rune dart tip, feather | |
| Cremate a set of fiyr remains. | 80 | Completion of Shades of Mort'ton | Magic pyre logs, tinderbox, fiyr remains | |
| Dissect a sacred eel. | 72 , 87 | Partial completion of Regicide | Knife, sacred eel, fishing rod, bait | |
| Kill a lizardman shaman. | None | 100% Shayzien favour | Combat equipment | |
| Angle for an Anglerfish in your finest fishing gear. | 82 | 100% Piscarilius favour | Fishing rod, sandworms, angler's or spirit angler's outfit | |
| Chop a redwood log whilst sporting the finest lumberjack gear. | 90 | Completion of In Aid of the Myreque, 75% Hosidius favour | An axe, lumberjack outfit | |
| Craft a light orb in the Dorgesh-Kaan bank. | 87 | Completion of Death to the Dorgeshuun | Cave goblin wire, and an Empty light orb or a Glassblowing pipe and molten glass.
Adding wire to the empty orb completes the challenge. | |
| Kill a reanimated abyssal. | 90 , 85 | 60% Arceuus favour | Ensouled abyssal head, 4 soul runes, 2 blood runes, 4 nature runes | |
| Kill a Fiyr shade inside Mort'tons shade catacombs. | 65 | Completion of Shades of Mort'ton | 65 firemaking is required to light Yew pyre logs in combination with Asyn remains for a silver key. Use this silver key to access them and combat equipment to kill one |
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.
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. This is then repeated for all lights until a light is found which is only controlled by one switch. The position of the switch which turns that particular light on is the permanent position of that switch. Thus, it no longer becomes necessary to check that particular switch, thereby halving the remaining switch permutations. In other words, finding one is twice as hard as finding the next with the first one being the hardest to find.
Alternatively, spam click one switch so you can note on a 5x5 grid which lights are controlled by that switch. Once you've done that for all 8 switches it will be clear which lights are only controlled by only one switch. Once you have the correct position of each of those switches, you can usually figure out the rest from the lights that are controlled by 2 switches (since you likely already have the permanent position of one of the two) or (after that) 3, etc.
There is also a brute-force method, which requires turning the switches on in this order from left to right until the light box is solved:
| 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 | |
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