Rogues' Den
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| Rogues' Den | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Released | 22 June 2005 (Update) | ||||||||||||||||||
| Type | Minigame | ||||||||||||||||||
| Members | Yes | ||||||||||||||||||
| Location | Under The Toad and Chicken | ||||||||||||||||||
| League region | |||||||||||||||||||
| Participants | 1 | ||||||||||||||||||
| Skills | Agility, Thieving | ||||||||||||||||||
| Reward currency | None | ||||||||||||||||||
| Tutorial | No | ||||||||||||||||||
| Music | The Far Side, The Rogues' Den | ||||||||||||||||||
| Map | |||||||||||||||||||
The Rogues' Den is a hideout located beneath a trapdoor in The Toad and Chicken inn in Burthorpe, containing a variety of Thieving and Agility related activities. While there are no entry requirements, its main attraction is the Maze exploration minigame, which requires 50 Agility and 50 Thieving (unboostable). The maze is notable for offering a chance to earn pieces of Rogue equipment, which provide a chance to receive double loot from Pickpocketing. Wearing the full set guarantees double loot.
Outside of the maze there are several shops, a fire next to a bank, and four wall safes with a chance to provide uncut gems up to diamond or 20 to 40 coins when cracked open.
Transportation
- Use a Games necklace to teleport to Burthorpe, run south to the inn, and go down the trapdoor near the bartender.
- Use a Combat bracelet to teleport to the Warriors' Guild, then run east to the inn.
- Minigame Teleport to the Burthorpe Games Room, go upstairs twice, and then run south to the bar.
Facilities
Martin Thwait runs the general store Martin Thwait's Lost and Found, which sells throwing knives, claws, lockpicks, and other items. Access to the shop requires 50 Thieving and 50 Agility or 99 Thieving. It is notable for buying items at their High Level Alchemy price rather than their Low Level Alchemy price. Martin also sells the Thieving cape and hood to players with 99 Thieving.
Emerald Benedict runs the bank. He stands one tile away from an everlasting fire, making him one of the three closest banks to a Cooking location other than the range in the Myths' Guild and the sulphur vent in Mor Ul Rek.
Grace runs Grace's Graceful Clothing which sells the Graceful outfit and Amylase pack in exchange for Marks of grace.
Wall safes
In the middle of the waiting room, there are four wall safes that players can attempt to crack. Attempting to crack a safe requires level 50 Thieving. Successful attempts yield uncut gems (up to diamonds), 20 or 40 coins, making it a convenient way to obtain uncut gems, especially for ironmen.
The Stethoscope boosts the chance of successfully cracking a wall safe while in your inventory, and can be purchased from Martin Thwait's Lost and Found in the same area.
Opening a wall safe is a task in the hard Falador diary.
Maze
| Tile markers |
|---|
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| Tile markers guide • Data |
The objective of the minigame is to get to the centre of the maze without getting caught in one of the many traps. Entering the maze requires level 50[not boostable] in both Thieving and Agility, and no items can be brought or worn inside.
Players must talk to Brian O'Richard to enter the maze before playing the first time; subsequent games can be started directly by entering the doorway. Upon entering the maze, Prayer is reduced to zero, and Thieving and Agility are set to their normal levels. A mystic jewel is placed in the inventory, which allows players to teleport back to the lobby at any time.
Navigating traps and obstacles in the maze reduces Thieving and Agility levels, respectively. If either skill would drop below zero, players are teleported back to the lobby. No damage is taken from traps or obstacles under any circumstances. Additionally, all skills except for Hitpoints do not naturally restore when in the maze. This also applies to skills that have been boosted, meaning that a boosted level can be held indefinitely by staying within the maze.
At the end of the maze, wall safes can be cracked for a chance to receive unique rewards: a Rogue's equipment crate or a Rogue kit. Cracking the safe teleports players back to the lobby, where they also receive 12 experience in both Agility and Thieving for each level that has been drained from the respective skill.
If the maze is failed or otherwise left prematurely, only a fraction is rewarded of the 12xp per level drained, depending on distance into the maze at the moment of departure. Leaving the maze also restores Prayer, Thieving, and Agility to their normal levels.
Without using the level 80 Thieving shortcut, a single run can take about 3 minutes and 40 seconds to complete, assuming it began with 100% run energy and right after drinking a dose of a stamina potion. It is possible to complete the maze without drinking a stamina potion beforehand whilst having enough run energy throughout the entire maze at around level 75 Agility. With the level 80 Thieving shortcut, runs only take about 2 minutes to complete.
Note: As no items or gear are allowed inside of the maze, before entering, it is recommended to drink a single dose of a stamina potion and to drop or smash the empty vial.
Map
Traps and dangerous obstacles are shown in yellow on the map. You immediately leave the maze if you trigger a trap or touch a dangerous obstacle. Traps can be disarmed by searching them; this uses up Thieving points. Some traps can be run past or over without triggering them, without using up Thieving points. This is referred to as the "run trick".
Less-dangerous obstacles are shown in green. You use up a certain amount of Agility points when you pass these obstacles. They are not dangerous unless you run out of Agility points, in which case you will fail them and immediately leave the maze. Watch your Agility points and make sure you have at least six (6) points remaining for the last two obstacles.
All doors in the maze are one-way: you can only pass them in one direction. This includes the doors to go to the viewing gallery and even includes the first door you use to enter the maze. Passageways, however, are two-way.
| |
| Legend | |
|---|---|
| 1 | Floor traps, including floor spikes and pressure pads. Disabling these traps drains your Thieving by 1. |
| 2 | Spinning blades on pedestals. Cannot be disabled. |
| 3 | Contortion Bars, agility obstacles which drain Agility by 5 and cannot be failed until you run out of agility. |
| 4 | Pendulums, agility obstacles which drain Agility by 3 and cannot be failed until you run out of agility. Causes you to fall on the floor (cancels previous inputs) |
| 5 | Wall traps. Disabling these traps drains your Thieving by 1. |
| 6 | Ledges, either hand-hold ledges or bridges which drain Agility by 4 (7 for longest and final ledge) and cannot be failed until you run out of agility. |
| 7 | Floor blades, drains Agility by 3 and cannot be failed until you run out of agility. Causes you to fall on the floor (cancels previous inputs) |
| 8 | Areas patrolled by Rogue Guards who will kick you out of the maze if you get too close. There will be nearby flash powders to blind them and run past them while they can't see you. |
| 9 | Moving blades hidden in walls (less-dangerous obstacles). |
| A | Entrance to the maze. |
| B | Locked doors. Players with level 80+ Thieving can pick the locks of these doors. The two locked doors in the west part of the maze open up a shortcut that is considerably quicker than the standard route. |
| C | This room with spikes protruding from the floor can be seen from the viewing gallery but apparently is not connected to any other part of the maze. |
| D | Flash powder, which can be used to temporarily blind rogue guards. |
| E | The three tiles marked in yellow on the map are incorrect tiles and will not open the mosaic door. |
| F | The tile marked in red on the map is the correct tile for the door. |
| G | The mosaic door, which opens when the correct tile is inserted (see image below) |
| H | Grill room. There is only one correct path through the grills (shown on the map). The room is not dangerous, however, as choosing the wrong grills only results in you having to find your way back to the starting grill and trying again. |
| I | The "room of death". If you are okay for Agility points, go along either of the side walls (you will automatically jump out of the way of the moving blades hidden in the walls). If you are running low on Agility, make your way across the floor traps (either searching them or running for short distances). Always avoid going anywhere near the spinning blades on the pedestals! |
| J | Eight wall safes, the objective of the maze. Open any one of them. |
| K | Two moving, spin-blade obstacles follow the path marked with yellow arrows on the map. The door in the western corridor blocks you from moving in the same direction as the spin blades. Instead, you must move in the directions indicated by the yellow arrows. You should run down these corridors and time your run to get into the side niches before a spin blade comes through. Note: These obstacles are not on the main path to get to the wall safes. You can take this route, but it is much longer to reach the safes this way. You do have to pass these obstacles if you want to get to the chest room. |
| L | Chest room. This room has many floor traps, so be careful. There are traps all next to the chest, but you can search a trap, disarm it, and have time to search the chest. However, be sure to search the trap to the front of the chest (the trap immediately west of the chest). Otherwise, when you go to search the chest, you will automatically move to this spot anyway. Almost all players regard the chest as a big waste of time, since it only yields 10 coins. |
| M | The gear door (not dangerous). You must solve a puzzle consisting of moving four gears to their correct positions for the door to open. You can keep trying as long as you like, and you can also just abandon the puzzle and go somewhere else without penalty. The gear door does not lead to any place interesting or rewarding. |
Walkthrough
Enter the Rogues' Den without any items in your inventory or equipped and without any follower. You will automatically receive a mystic jewel to leave the Den whenever you want.
For the most efficient path through the maze, either follow the instructions to import the tile markers above, or follow the below advice.
Pre-shortcut
| Minimap | Screenshot | Description |
|---|---|---|
| Walk over the floor traps at the start and go west through the contortion bars and pendulum. | ||
| Avoid the traps by staying on the stairs and go through the north-west gate. | ||
| Follow the line as shown to the side using the "run trick" where possible. Don't stand still on any traps or next to any wall traps. | ||
| Climb across one of the two ledges and go north. | ||
| Move past the blades and the pendulums.
Be sure to left click on one of the blades otherwise your character will try to walk around them. Walk over the ledge to the next room. | ||
| Be careful of the traps on the floor, and along the two walls.
Click in between the two trap tiles, then click at the bend past all the traps.
|
Long route
| Minimap | Screenshot | Description |
|---|---|---|
| Go north through the passageway, over the blade, and through another passageway. | ||
| Go east and stand before the traps (see screenshot), then click on the passageway while RUNNING so you will not activate the traps. | ||
| Walk carefully around the spinning blades and climb the ledge. | ||
| Right click on the first wall and use the function "Search wall" to temporarily disable this trap.
Then RUN past the other three walls. | ||
| Move past the blades into the next room.
Grab the south-eastern tile (see screenshot) and open the door. Click on the tile in the puzzle screen and you can proceed. | ||
| Pass through the grills as shown in the screenshot. | ||
| Walk all the way to the south.
Go to the west and stand still right before the three wall traps, Right click on the first wall and use the function "Search wall" to temporarily disable this trap. Then RUN past them. | ||
| Enter the next room, stop right before the traps and RUN past them.
Do the same for the next room and click on the pendulum. Watch out for the single floor trap in the small corridor after the pendulum. | ||
| Go to the left and again stop right before the first floor trap, then RUN past all of them. |
Post-shortcut
| Minimap | Screenshot | Description |
|---|---|---|
| Ignore the spinning blades.
Stop before the first floor trap and RUN past all of them. | ||
| Pick up the Flash powder, but do not get close to a guard.
Then, use the powder on the guard and RUN past him while he is stunned. Move past the last two pendulums and you have completed the maze. | ||
| Crack any of wall safes and you will teleport out of the maze.
Note: There is a chance to fail the lockpicking and end up without reward. You might want to use an Energy or Stamina potion before attempting the maze again. |
Rewards
At the end of the maze are wall safes that can be cracked in order to receive a reward. The wall safe opened has no effect on whether or not the attempt is successful.[1]
Players will also receive 12 experience per stat level drained in both Agility and Thieving. To maximize Agility experience players can jump back and forth at the last pendulum before the wall safe until the Agility level reaches between 0 and 5. At level 99 Agility and level 80 Thieving, up to 22k Agility xp per hour can be gained, along with a small amount of Thieving xp.
Players who successfully crack a wall safe are rewarded with one of the following items:
- Rogue kit, which can be turned once into a rope, chisel, tinderbox, or a spade.
- Rogue's equipment crate, which allows the player to select one piece of rogue equipment:
- Rogue mask (+5 to all defensive stats)
- Rogue top (+10 to all defensive stats)
- Rogue trousers (+7 to all defensive stats)
- Rogue gloves (+2 to all defensive stats)
- Rogue boots (+2 to all defensive stats)
- The player may alternatively choose to get a rogue kit from the crate.
Per piece of equipment worn, there is a 15% chance of pickpocketing twice the loot from an NPC. Wearing the full set instead guarantees the double loot. Experience drops remain unaffected.
Players can store the full set in their armour case in the costume room of their player-owned house.
| Chance for Rogue's equipment crate each attempt |
Expected attempts to crack a safe for full set |
Expected time to get full set | |
|---|---|---|---|
| 50 | 39.2% | 13 | 48 minutes |
| 60 | 40.8% | 12 | 45 minutes |
| 70 | 42.3% | 12 | 42 minutes |
| 80 | 43.9% | 11 | 23 minutes |
| 90 | 45.5% | 11 | 22 minutes |
| 99 | 46.9% | 11 | 22 minutes |
The percentage above includes failures to crack the safe as well as the chance of getting a rogue kit instead. As the success chance of a crack attempt is based on visible Thieving level, it will be influenced by any debuffs to your Thieving level suffered while navigating the maze. The calculations assume the player is taking no risks with the traps and is using stamina potions.
Changes
| Date | Changes |
|---|---|
| 23 October 2024 (Update) |
Players will no longer find themselves in unexpected locations when using the passageways to exit the maze. |
| 1 June 2017 (Update | poll) |
If you would find a piece of Rogue equipment, you will now instead find a Rogue's equipment crate allowing you to choose which piece you wish to get. |
| 24 August 2017 (Update) |
Brian O'Richard will now automatically give players a Mystic jewel when entering the Rogue's Den |
| 13 October 2016 (Update) |
Some messages on Rogues' Den reward traps are now filtered. |
| 15 October 2015 (Update) |
The Rogues' Den wall safes have been added to the Thieving skill guide. |
| 18-19 August 2014 |
Hotfix
Fixed a bug where dying within the maze in the Rogue's Den would result in the pause on natural stat regeneration to be kept outside of the maze, allowing for boosted stats to stay boosted until logout. |
| 23 January 2014 (Update) |
Emerald Benedict will no longer disappear under certain conditions. |
Trivia
- Brian O'Richard is a play on the name of the actor Richard O'Brien who used to host a popular UK TV program called The Crystal Maze.
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