Treasure Trails/Full guide/Elite

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Clue scroll (elite)

For ideal setups for elite clues, refer here.

Preparation

Elite clue scrolls can be between five and seven clues long, with multiple fights and puzzles.

Item Description
Must be in the inventory in order to receive the next step or reward.
Spade or Eastfloor spade Digging in certain locations is required for some clues.
Teleportation runes and enchanted jewellery Use this to travel over large distances.
Energy potions (super) or stamina potions Use these to restore energy.
Money Use this to buy items needed for emote clues and travel costs.
Dramen or lunar staff Use this to access the Fairy ring network shortly into Fairytale II - Cure a Queen (especially useful for medium clues).
Weapon and armour Some clue steps require combat.
Food Used to restore Hitpoints.
Used to restore prayer points.
Protects clue scrolls while in the wilderness.
Used to teleport to Sherlock.

Requirements

Skill requirements

Some clues will require items that have a certain skill requirement in order to wear, wield, or access. The table below shows the highest skill requirement, in order to complete every elite clue. Quest skill requirements are not noted in this table. Sherlock may also give you skill challenges which require certain skill levels to complete. Temporary skill boosts can be used for most non-combat skill challenges.

Skill level Details
Agility 60 [boostable] Required to enter the Seers' Village Rooftop Course.
Attack 70 [not boostable] Required to wield a black salamander.
Cooking 70 [boostable] Required to complete Recipe for Disaster to wear Barrows gloves.
Crafting 63 [boostable] Required to craft a green d'hide body for Sherlock.
Defence 65 [not boostable] Required to activate Chivalry for Sherlock.
Farming 47 [boostable] Required to plant a watermelon seed for Sherlock.
Firemaking 60 [boostable] Required to light yew logs for Sherlock.
Fishing 76 [boostable] Required to fish a shark for Sherlock.
Fletching 70 [boostable] Required to create a yew longbow for Sherlock.
Herblore 66 [boostable] Required to create a super defence potion for Sherlock.
Hunter 68 [boostable] Required to catch a mottled eel for Sherlock.
Magic 75 [not boostable] Required to start Dragon Slayer II.
Mining 74 [boostable] Required to mine Nickel ore for Sherlock.
Prayer 60 [not boostable] Required to activate Chivalry for Sherlock.
Ranged 70 [not boostable] Required to wear black dragonhide armour and wield a black salamander.
Runecraft 59 [boostable] Required to runecraft double cosmic runes for Sherlock.
Sailing 67 [not boostable] Required to enter Deepfin Point and mine Nickel ore for Sherlock.
Slayer 65 [boostable] Required to kill a dust devil for Sherlock.
Smithing 64 [boostable] Required to smith a mithril 2h sword for Sherlock.
Strength 50 [not boostable] Required to equip granite shield.
Thieving 72 [boostable] Required to picklock the Ardougne Castle Chest for Sherlock.
Woodcutting 60 [boostable] Required to cut a yew log for Sherlock.
Attack +Strength 130 [not boostable]
OR
Attack 99 [not boostable]
OR
Strength 99 [not boostable]
Required to access Warriors' Guild.
Combat level 85 Required for Dream Mentor, which is required to start Dragon Slayer II.

Additional Ironman requirements

Ironman players need to meet some more skill requirements to be able to solve all the clues, if they don't receive the amulet of glory (t) or black d'hide chaps from hard clues.

Skill level Details
Crafting 82 [boostable] Required to make black d'hide chaps
Hunter 67 [boostable] Required to obtain a black salamander
Crafting 80 [boostable] and Magic 68 [boostable]
OR
Hunter 83 [boostable]
Required to obtain an amulet of glory
Slayer 83 [boostable] Required to obtain dragon boots

Quest requirements

Some clues require access to areas or NPCs which may require quests. Some only require to start the quest in order to gain access.

Quest Details
Another Slice of H.A.M. Gives access to Ambassador Alvijar.
Beneath Cursed Sands Gives access to Necropolis.

Required to play "The Pharaoh" music track for Cecilia in Falador Park.

Cabin Fever Gives access to Mos Le'Harmless and its nearby cave.
Darkness of Hallowvale (started) Gives access to Meiyerditch.
Death to the Dorgeshuun Gives access to Dorgesh-Kaan.
Desert Treasure I (partial completion) Gives access to the Shadow Dungeon.
Dragon Slayer II (partial completion) Gives access to Lithkren.
Eagles' Peak Required to catch a carnivorous chinchompa for Sherlock.
Elemental Workshop II Required to wield the mind shield.
Fairytale II - Cure a Queen (partial completion) Gives access to fairy rings.
The Fremennik Exiles (partial completion) Gives access to the Island of Stone.
The Fremennik Isles Gives access to Neitiznot and Jatizso; required to wear helm of neitiznot.
The Great Brain Robbery (partial completion) Gives access to Harmony Island.
Haunted Mine Gives access to Tarn's Lair.
The Heart of Darkness (partial completion) Gives access to Ruins of Tapoyauik.
Heroes' Quest Gives access to the Heroes' Guild and required to wield dragon battleaxe.
Horror from the Deep Required to equip a filled god book.
In Aid of the Myreque Gives Access to Burgh de Rott.
Jungle Potion Gives access to the Hardwood Grove.
Legends' Quest Gives access to the Kharazi Jungle, Legends' Guild and cape of legends.
Lunar Diplomacy Gives access to Lunar Isle and Pirates' Cove.
Making Friends with My Arm (partial completion) Gives access to Weiss.
Mourning's End Part I (started) Gives access to Lletya and mourner gear.
Monkey Madness I Gives access to Crash Island and Ape Atoll.
Plague City (partial completion) Gives access to West Ardougne.
Priest in Peril Gives access to Canifis.
Recipe for Disaster Required to wear Barrows gloves.
Regicide (started) Gives access to Tirannwn. Highly recommended to complete the quest, as travelling becomes easier with using a charter ship to Port Tyras.
Shilo Village Gives access to Shilo Village.
Sins of the Father (partial completion) Required to unlock music track Lament for the Hallowed.
The Slug Menace Required to wear proselyte hauberk.
Troubled Tortugans Required to kill Shellbane gryphon.
Song of the Elves Gives access to Prifddinas.
Spirits of the Elid Gives access to the crack west of Nardah.
Swan Song Gives access to the Piscatoris Fishing Colony.
Troll Romance (partial completion) Gives access to Trollweiss Mountain.
Troll Stronghold (partial completion) Gives access to Trollheim.
Underground Pass Gives access to Tirannwn.

Music requirements

Music Track Unlock location Notes
Lament for the Hallowed Darkmeyer Requires partial completion of Sins of the Father to travel to Icyene Graveyard.
The Pharaoh Sophanem Unlocks during Beneath Cursed Sands

Item requirements

'Minimum level requirements' indicates the level required to equip all items on the list in order to complete their respective clue steps.

Any quantities below indicate how many of each item is required to fill all available elite STASH units. The STASH units require 2 mahogany planks and 10 Nails to build.

  1. ^ The Dragon boots (g), Primordial boots, and Avernic treads (pr)(and upgrades of it) can also be stored and used for this clue step.

Anagrams

An anagram is a string of letters, which can be rearranged into another word or phrase. For example: orchestra is an anagram of carthorse.

The solution of an anagram is always the name of an NPC. Once the solution is found, the player can get their next clue by talking to that NPC. Often, when talking to an NPC, the player will receive a challenge scroll, puzzle box or light box that they must solve before receiving the next clue.

The anagrams in clue scrolls do not correspond with the number of spaces in a name; an anagram with no spaces may have an answer with a name corresponding with one or more spaces.

Anagram Solution Location Challenge answer
AT HERG Regath South-eastern corner of Arceuus in the General Store. 25
CAREER IN MOON Oneiromancer Astral Altar on Lunar Isle. 25
Cirr Jad Jardric Fossil Island museum camp. 1
COOL NERD Old Crone East of the Slayer Tower. 619
DR HITMAN Mandrith Outside the Wilderness Resource Area. 28
LADDER MEMO GUV Guard Vemmeldo Bank east of the Stronghold Slayer Cave. 3
MACHETE CLAM Cam the Camel Just outside the gates of the Emir's Arena, Camulet not required. 6
MAJORS LAVA BADS AIR Ambassador Alvijar North-east Dorgesh-Kaan, middle floor, just south of the house with the quest symbol. (You must complete Another Slice of H.A.M. before attempting). 2,505
NO OWNER Oronwen Lletya Seamstress shop in Lletya. 20
OUR OWN NEEDS Nurse Wooned Infirmary in the Shayzien Encampment. 16
SNAKES SO I SAIL Lisse Isaakson Neitiznot 2
UNLEASH NIGHT MIST Sigli the Huntsman Rellekka 302

Coordinates

Quick links: 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 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:

(click to enlarge)

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.

Coordinates Shorthand Requirements Fight
00 degrees 18 minutes south,

02 degrees 35 minutes west

00.18S,

02.35W

Started Mourning's End Part I Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Flax field south of the Lletya bank. The image has the north compass facing east to provide a proper orientation.
Coordinates Shorthand Requirements Fight
00 degrees 35 minutes north,

35 degrees 50 minutes east

00.35N,

35.50E

Partial completion of Darkness of Hallowvale. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
After arriving at Meiyerditch, walk up the wall until you pass a section where the boards creak (you are informed in the chat pane). Kick the boards, and then climb down into the passage below. Dig west of the wall rubble. If you already completed Darkness of Hallowvale, then right-click on the boards for the option to climb down.

The Armadylean guard fails to spawn and you have to dig at the clue until it spawns the Bandosian guard, which might take several attempts.

Coordinates Shorthand Requirements Fight
00 degrees 41 minutes north,

27 degrees 35 minutes west

00.41N,

27.35W

Completion of Children of the Sun Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Dig by the river near the fishing spot north of the Fortis Aqueduct. It is south-east of Quetzacalli Gorge.
Coordinates Shorthand Requirements Fight
00 degrees 43 minutes north,

11 degrees 13 minutes west

00.43N,

11.13W

Completion of Pandemonium, 66 Sailing and an Adamant keel for traversing the crystal-flecked waters. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Sail north-west from Port Tyras and moor at Lledrith Island. Dig between the north-western most magic tree and the pond.

Coordinates Shorthand Requirements Fight
02 degrees 35 minutes south,

11 degrees 52 minutes east

02.35S,

11.52E

Jungle Potion quest and 100 trading sticks are required to enter. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Inside the Hardwood Grove at Tai Bwo Wannai. You will need 100 trading sticks for this unless you have completed the Karamja elite diary.
Coordinates Shorthand Requirements Fight
02 degrees 37 minutes north,

27 degrees 09 minutes west

02.37N,

27.09W

Children of the Sun is required to access the Proudspire. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
At the summit of the Proudspire. The quickest way to reach there is to fly to Quetzacalli Gorge via the Quetzal Transport System, then run east to the base of the mountain.

Coordinates Shorthand Requirements Fight
03 degrees 09 minutes south,

42 degrees 50 minutes east

03.09S,

42.50E

Cabin Fever Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Small island located north-east of Mos Le'Harmless, accessible through the western staircase located at the north-east corner of the Mos Le'Harmless 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). It is possible that an Armadylean guard may appear, which means you may have to bring Ranged equipment.
Coordinates Shorthand Requirements Fight
03 degrees 46 minutes north,

08 degrees 07 minutes west

03.46N,

08.07W

Regicide Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
North-west of Iorwerth Camp near some rabbits. East of Shark fishing spot.

Coordinates Shorthand Requirements Fight
05 degrees 07 minutes south,

13 degrees 26 minutes east

05.07S,

13.26E

Completion of the Shilo Village quest Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
North-east Shilo Village, dig in the centre of the bamboo pillars.
Coordinates Shorthand Requirements Fight
05 degrees 18 minutes north,

6 degrees 48 minutes west

05.18N,

6.48W

Completion of the Song of the Elves quest Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
In Prifddinas, just west of the Tower of Voices.
Coordinates Shorthand Requirements Fight
05 degrees 24 minutes south,

26 degrees 56 minutes east

05.24S,

26.56E

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
On top of a cliff to the west of Pollnivneach.
Coordinates Shorthand Requirements Fight
05 degrees 39 minutes south,

02 degrees 13 minutes east

05.39S,

02.13E

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Just south of Gu'Tanoth, west of Gnormadium Avlafrim's gnome glider.

Coordinates Shorthand Requirements Fight
06 degrees 28 minutes south,

03 degrees 48 minutes west

06.28S,

03.48W

None. Yes
Bandosian guard
Image Map
Location notes
On the north-eastern corner of the Isle of Souls. Fairy ring code BJP is nearby.
Coordinates Shorthand Requirements Fight
06 degrees 35 minutes north,

09 degrees 07 minutes east

06.35N,

09.07E

Started Legends' Quest Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Outside the Legends' Guild, north of the fountain.

Coordinates Shorthand Requirements Fight
08 degrees 15 minutes north,

35 degrees 24 minutes east

08.15N,

35.24E

Priest in Peril Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
North of Dessous's tomb from Desert Treasure I.
Coordinates Shorthand Requirements Fight
08 degrees 30 minutes south,

10 degrees 48 minutes west

08.30S,

10.48W

None. Yes
Armadylean guard
Image Map
Location notes
On the western end of the Isle of Souls by the fire remains.

Coordinates Shorthand Requirements Fight
09 degrees 46 minutes south,

43 degrees 22 minutes east

09.46S,

43.22E

Started The Great Brain Robbery Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
East side of Harmony Island. It is suggested to bring Ranged equipment as it is possible an Armadylean guard will appear.

Coordinates Shorthand Requirements Fight
10 degrees 05 minutes south,

24 degrees 31 minutes east

10.05S,

24.31E

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
South of the Ancient Pyramid. If you are having trouble finding the exact spot, increase the brightness to max to help see the contrast in sand colour. 16 blocks south of the northern cactus.
Coordinates Shorthand Requirements Fight
10 degrees 52 minutes north,

30 degrees 54 minutes west

10.52N,

30.54W

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
By the Ruins of Morra.

Coordinates Shorthand Requirements Fight
10 degrees 54 minutes north,

20 degrees 50 minutes west

10.54N,

20.50W

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
One step north of the bronze pickaxe spawn found in the small ruins north of the Hosidius mine.

Coordinates Shorthand Requirements Fight
12 degrees 31 minutes north,

43 degrees 11 minutes east

12.31N,

43.11E

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Dig south-east of the evergreen tree on the north-eastern portion of Dragontooth Island. Players will require a ghostspeak amulet and 25 ecto-tokens (10 if wearing a Ring of charos (a)) or a one-time payment of 500 ecto-tokens at the Ghost captain to get to the island.
Coordinates Shorthand Requirements Fight
12 degrees 35 minutes north,

36 degrees 20 minutes east

12.35N,

36.20E

Agility 25 Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Dig on the rocks, north of the wrecked ship, outside of Port Phasmatys. Climb the ladder of the wrecked ship, cross the gangplank, and jump on the rocks until the end is reached. Each jump requires 5% of your running energy.

Coordinates Shorthand Requirements Fight
13 degrees 45 minutes south,

15 degrees 30 minutes east

13.45S,

15.30E

Partial completion of Monkey Madness I Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Eastern shore of Crash Island, visited during the Monkey Madness I quest. There are poisonous scorpions there-bring an anti-poison.

Coordinates Shorthand Requirements Fight
14 degrees 13 minutes south,

27 degrees 26 minutes east

14.13S,

27.26E

Partial completion of Beneath Cursed Sands Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Dig in the mining site at the south-west part of the necropolis. Can be quickly accessed with level 62 Agility via the fairy ring code AKP.
Coordinates Shorthand Requirements Fight
14 degrees 15 minutes south,

08 degrees 01 minutes east

14.15S,

08.01E

Partial completion of Monkey Madness I Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Dig on top of the starfish on the south-westernmost shore of Ape Atoll.

Coordinates Shorthand Requirements Fight
16 degrees 09 minutes north,

10 degrees 33 minutes east

16.09N,

10.33E

A rope (if Mountain Daughter not completed) Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
By the lake north of the Mountain Camp in the Fremennik Province. Fairy ring AJR is nearby.

Coordinates Shorthand Requirements Fight
17 degrees 58 minutes north,

19 degrees 05 minutes east

17.58N,

19.05E

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
East of the Wilderness Obelisk in level 28 Wilderness.

Coordinates Shorthand Requirements Fight
18 degrees 05 minutes north,

12 degrees 05 minutes east

18.05N,

12.05E

Access to Trollheim, requires quests Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
West of the entrance to the Ice Path, where the Troll child resides.

Coordinates Shorthand Requirements Fight
19 degrees 56 minutes north,

02 degrees 31 minutes west

19.56N,

02.31W

Partial completion of The Fremennik Isles Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
At the very south-eastern part of Neitiznot. Dig 4 spaces west of the ladder.

Coordinates Shorthand Requirements Fight
20 degrees 11 minutes north,

07 degrees 41 minutes west

20.11N,

07.41W

Started Lunar Diplomacy to access Pirates' Cove Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
In the south-western area of the Pirates' Cove, near the windswept tree.
Coordinates Shorthand Requirements Fight
20 degrees 13 minutes north,

08 degrees 07 minutes east

20.13N,

08.07E

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
In the north-western part of the Trollweiss and Rellekka Hunter area. The fairy ring code DKS can be used to teleport nearby.
Coordinates Shorthand Requirements Fight
20 degrees 24 minutes north,

03 degrees 52 minutes west

20.24N,

03.52W

Started The Fremennik Isles to access Neitiznot Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Outside the town near the bridge.

Coordinates Shorthand Requirements Fight
21 degrees 03 minutes north,

24 degrees 13 minutes east

21.03N,

24.13E

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Level 40 Wilderness, in the Lava Dragon Isle. An Anti-dragon shield

or Antifire potion is recommended to bring for some protection against dragonfire attacks.

Coordinates Shorthand Requirements Fight
22 degrees 54 minutes north,

29 degrees 01 minutes east

22.54N,

29.01E

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
At the Fountain of Rune in the north-eastern Wilderness, in the small 'C' shaped wall.

Coordinates Shorthand Requirements Fight
23 degrees 48 minutes north,

11 degrees 43 minutes west

23.48N,

11.43W

Started Lunar Diplomacy to access Lunar Isle Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Outside the western wall on Lunar Isle.

Coordinates Shorthand Requirements Fight
24 degrees 07 minutes north,

23 degrees 22 minutes east

24.07N,

23.22E

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Inside the Resource Area (3 steps north of the fire). Requires 7,500 coins to enter (or 6,000, 3,750 or no coins with medium, hard and elite Wilderness Diary respectively).
Coordinates Shorthand Requirements Fight
24 degrees 15 minutes north,

13 degrees 30 minutes east

24.15N,

13.30E

Partial completion of Making Friends with My Arm Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Inside the largest building in Weiss. Players must complete the quest up to the point where they speak to Mother.
Coordinates Shorthand Requirements Fight
24 degrees 20 minutes north,

18 degrees 50 minutes east

24.20N,

18.50E

None. Yes
Armadylean guard

Bandosian guard

Image Map
Location notes
South of the Pirates' Hideout in level 54 Wilderness.

Coordinates Shorthand Requirements Fight
25 degrees 03 minutes north,

29 degrees 22 minutes east

25.03N,

29.22E

None. Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
On the peninsula in the north-easternmost corner of the Wilderness, north of the Blighted Volcano.
Coordinates Shorthand Requirements Fight
25 degrees 48 minutes north,

35 degrees 00 minutes east

25.48N,

35.00E

Partial completion of Dragon Slayer II Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
Need to take the rowboat to travel to Lithkren.The rowboat is located south-west of Mushroom Meadow Mushtree(Mycelium Transportation System). Walk west on the island and dig east next to the skroom next to the bones.

Coordinates Shorthand Requirements Fight
26 degrees 43 minutes north,

01 degrees 22 minutes east

26.43N,

01.22E

Partial completion of The Fremennik Exiles Yes
Armadylean guard or Bandosian guard
Image Map
Location notes
North-east corner of the Island of Stone.

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.

Clue Notes Task Image
A demon's best friend holds the next step of this clue. Kill a hellhound.

Note: Killing Cerberus will count, but hellhounds inside the God Wars Dungeon will not count.

A Guthixian ring lies between two peaks. Search the stones and you'll find what you seek. Search the stones several steps west of the Guthixian stone circle in Taverley, search the stones.
A reck you say; let's pray there aren't any ghosts. Speak to Father Aereck in Lumbridge.
A ring of water surrounds 4 powerful rings, dig above the ladder located there. Dig by the ladder leading to the Dagannoth Kings' room in the Waterbirth Island Dungeon.
Banish a chilling spirit. Kill a Frost Nagua. Amoxliatl also counts for this.
Crush the spirited earth. Kill an Earthen Nagua.
Desert insects is what I see. Taking care of them was my responsibility. Your solution is found by digging near me. Dig next to the entomologist, in the Kalphite Cave east of Shantay Pass.
Dig under Razorlor's toad batta. Dig on the toad batta spawn in Tarn's Lair. See this map for directions. From the entrance, follow the route C-K, or, alternatively, D-S-Q-P-O-N-M-L.

Or faster: from the Slayer ring teleport, east, jump west past mages, get pushed by wall crushers, south, south, west, west, south, search the tile (floor) to deactivate the log trap and jump over, south, south, "go down", but you'll fall right where the toad batta is.

Dig where the forces of Zamorak and Saradomin collide. Dig next to the law rift in the Abyss, in the north-east section.
Dobson is my last name, and with gardening I seek fame. Horacio, located in the garden of the Handelmort Mansion in East Ardougne.
Does one really need a fire to stay warm here? Located next to the fire near the Volcanic Mine entrance on the Fossil Island Volcano.
Even the seers say this clue goes right over their heads. Search the crate on the Seers' Village Rooftop Course. Requires 60 Agility (can be boosted from 55 with a Summer pie).
Ghostly bones. Kill an Ankou, which can be found on the 4th level of Stronghold of Security, the Stronghold Slayer Cave (Slayer task required), the Catacombs of Kourend, and The Forgotten Cemetery.
Green is the colour of my death as the winter-guise, I swoop towards the ground. Required: , partial completion of Troll Romance.

Players need to slide down to where Trollweiss grows on Trollweiss Mountain.

Has no one told you it is rude to ask a lady her age? Speak to Mawrth in Lletya
His bark is worse than his bite. Speak to Barker at Canifis's Barkers' Haberdashery.
I am the one who watches the giants. The giants in turn watch me. I watch with two while they watch with one. Come seek where I may be. Speak to Kamfreena on the top floor of the Warriors' Guild.
I burn between heroes and legends. Speak to the candle maker in Catherby.
I live in a deserted crack collecting soles. Enter the crack west of Nardah rug merchant, and talk to the genie. A rope and a lightsource are required (partial completion of Spirits of the Elid required).
In a while... Kill a crocodile.
Let's hope you don't meet a watery death when you encounter this fiend. Kill a waterfiend. Players cannot kill those found in the Kraken Cove as part of this clue.
Mix yellow with blue and add heat, make sure you bring protection. Kill a green dragon or brutal green dragon. Players who have completed Dragon Slayer II can use the Myths' Guild basement to kill green dragons outside the Wilderness.
More resources than I can handle, but in a very dangerous area. Can't wait to strike gold! Dig in the centre of the three gold rocks in the Resource Area deep in the Wilderness. 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).
Observing someone in a swamp, under the telescope lies treasure. Dig by the telescope in the island where Broken Handz can be found (fairy ring code DLR).
Reflection is the weakness for these eyes of evil. Kill a basilisk, which requires a mirror shield and 40 Slayer. Basilisk knights also count, requiring 60 Slayer and completion of The Fremennik Exiles.
Right on the blessed border, cursed by the evil ones. On the spot inaccessible by both; I will be waiting. The bugs' imminent possession holds the answer. Dig right under the fairy ring located west of Filliman's grotto. The fairy ring code is BIP. Players without access to fairy ring transport can use the shortcut to get to the island provided they have 50 Agility.
Scattered coins and gems fill the floor. The chest you seek is in the north east. Kill the King Black Dragon for a key (elite), and then open the closed chest in the north-east corner of the lair.
'See you in your dreams' said the vegetable man. Speak to Dominic Onion at the Nightmare Zone teleport spot.
Show this to Sherlock. Sherlock can be found south of Seers' Village. Players will have to perform one of the Sherlock tasks in order to complete this challenge.
Speak to a Wyse man. Talk to Wyson the gardener at Falador Park.
Surround my bones in fire, on top the wooden pyre. Finally lay me to rest, before my one last test. Kill a confused barbarian or lost barbarian within the Ancient Cavern to receive mangled bones. Construct a pyre ship and burn the bones onto the pyre with logs, a tinderbox, and an axe. Kill the ferocious barbarian spirit that spawns to receive the next clue.
The beasts retreat, for their Queen is gone; the song of this town still plays on. Dig near the birthplace of a blade, be careful not to melt your spade. (Requires full completion of the Swan Song quest. There is no need to accept the reward though!) Dig in front of the small furnace in the Piscatoris Fishing Colony.
Their bane awaits, but don't be going in there without permission. Kill the shellbane gryphon. A gryphon Slayer task is not required to complete the clue step.
Three rule below and three sit at top. Come dig at my entrance. Dig in front of the entrance to the Waterbirth Island Dungeon.
Varrock is where I reside, not the land of the dead, but I am so old, I should be there instead. Let's hope your reward is as good as it says, just 1 gold one and you can have it read. Talk to Aris, west of Varrock Square.
With a name like that, you'd expect a little more than just a few scimitars. Speak to Daga on Ape Atoll. Note: If Monkey Madness II has not been completed, you must be wielding any Monkey Greegree to speak to Daga. Either way, you do NOT need a M'speak amulet
W marks the spot. Dig in the middle of the Warriors' Guild entrance hall. To enter, a player must have their Attack and Strength levels add up to a total of 130 or have either one equal to 99.
With drinks and dwarves I make my way, upon my head a glass will stay. Speak to Funbo in The Lost Pickaxe pub in Cam Torum.
You'll get licked. Kill a bloodveld. Mutated variants do work. Bloodvelds in the God Wars Dungeon do work.
You'll have to plug your nose if you use this source of herbs. Kill an aberrant spectre or deviant spectre and pick up the clue or casket that it drops.
You might have to turn over a few stones to progress. Kill a rock crab and pick up the casket or clue that it drops.
You must be 100 to play with me. Speak to the Veteran boat squire at Pest Control.
You were 3 and I was the 6th. Come speak to me. Speak to Vannaka in Edgeville Dungeon.
You will have to fly high where a sword cannot help you. Kill an aviansie.

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.

Clue Items Notes Map
Blow a kiss in the heart of the lava maze.

Equip black d'hide chaps, a spotted cape and a rolling pin.

Perform the emote at the centre of the Lava Maze, next to entrance of the Lava Maze Dungeon. A slashing weapon or knife is required to navigate the maze.
Bow on the ground floor of the Legend's guild.

Equip Legend's cape, a dragon battleaxe and an amulet of glory.

Players require completion of Legends' Quest to access the Legends' Guild. An amulet of glory with any amount of charges or an amulet of eternal glory will work.
Bow upstairs in the Edgeville Monastery.

Equip a completed prayer book.

Players require a Prayer level of 31 to enter the Edgeville Monastery. Any completed god book is usable for this clue.
Bow within the temple in Civitas illa Fortis.

Equip any piece of sunfire fanatic armour.

The temple is found near the southern entrance to Civitas illa Fortis.
Cheer in the Shadow dungeon.

Equip a rune crossbow, climbing boots and any mitre.

Requires partial completion of Desert Treasure I. Bring a ring of visibility or a ring of shadows. The ornamental rune crossbow also works. Climbing boots (g) do not work. The Egg priest mitre does not work.
Dance on the Fishing Platform.

Equip barrows gloves, an amulet of glory and a dragon med helm.

Barrows gloves require full completion of Recipe for Disaster to equip. An amulet of glory with any amount of charges or an amulet of eternal glory will work.
Do the crab dance by the monument on Wintumber Island.

Equip a crab helmet and a crab claw.

Requires level 63 sailing to reach Wintumber Island.
Headbang at the top of the Slayer Tower.

Equip a seercull, a combat bracelet, and helm of neitiznot.

Equipping the Helm of Neitiznot requires completion of The Fremennik Isles. If taking shortcuts to the top, it is advised to have a nosepeg or Slayer helmet in order to avoid stat draining from aberrant spectres.
Headbang in the Fight Arena pub.

Equip a pirate bandana, a dragonstone necklace and a magic longbow.

Near Nightmare Zone. On the west side of the fight arena.
Jump for joy at the Neitiznot rune rock.

Equip rune boots, a proselyte hauberk and a dragonstone ring.

Players must complete Fremennik Isles in order to access the Neitiznot runite rock. The Slug Menace must be completed in order to equip the Prostelyte Hauberk.
Jump for joy in the Ancient Cavern.

Equip a granite shield, splitbark body, and any rune heraldic helm.

Players need to have started the Barbarian Training miniquest in order to enter the caverns.

The rune heraldic helm is the rune helm from Treasure Trails, not the painted heraldic armour from player-owned houses!

Laugh by the fountain of heroes.

Equip splitbark legs, dragon boots and a rune longsword.

Completion of Heroes' Quest is required. The gilded dragon boots, Dragon boots (cr), primordial boots, Avernic treads (pr), Avernic treads (pr)(et), Avernic treads (pr)(pe), Avernic treads (max) also work.
Laugh in front of the gem store in Ardougne market.

Equip a Castle wars bracelet, a dragonstone amulet and a ring of forging.

Panic at the area flowers meet snow.

Equip blue d'hide vambraces, a dragon spear and a rune plateskirt.

Panic by the Trollweiss flowers after sledding down Trollweiss Mountain.

Make sure to bring a sled, otherwise you won't be able to complete the step. The poisoned dragon spear or rune plateskirt versions do not work.

Salute by the Charcoal Burners.

Equip a Farmer's strawhat, Shayzien body (5), and Pyromancer robes.

Salute by the charcoal furnace south of Hosidius
Salute in the warriors' guild bank.

Equip only a black salamander.

Black salamanders require 70 Ranged, 70 Magic, and 70 Attack to equip.
Shrug in the Shayzien war tent.

Equip a blue mystic robe bottom, a rune kiteshield and any bob shirt.

The War Tent is the large tent in the western end of the Shayzien Encampment. (South of the bank chest.)
Spin in West Ardougne Church.

Equip a dragon spear and red d'hide chaps.

Yawn at the top of Trollheim.

Equip a lava battlestaff, black d'hide vambraces and a mind shield.

Requires Elemental Workshop I and II and parts of Troll Stronghold completed. An ornamental lava battlestaff can be used.

Maps

Map clues are an image of a location the player needs to search to advance along their trail. Maps are found across all clue scroll difficulties. They are rough pictures of a very local area. If the map leads to an X, the player needs to take a spade to the place indicated on the map with the X and dig there. If the map leads to a crate, it must simply be searched. Sometimes, players may find a small pile of crates, or a multitude of them. Search all of them until the next clue or the reward is found. Maps can include landmarks such as buildings, fish to indicate fishing spots, roads, rivers, bridges, and so on.

Digging in the location pointed to by a map clue will never spawn any monsters.

Maps are sorted by boxes and then by X, and then from left to right based on the location of the mark.

Map Location Image
In the south-west coast of Ape Atoll, there is a little shack where the crate is located.

Fairy ring code CLR is close to it. If you haven't completed Monkey Madness II then bring a ninja monkey greegree or Kruk greegree when using the fairy ring.

East of the small building in Zul-Andra, next to the tree. Requires starting Regicide.

Fairy ring code BJS (76 Agility)

East of the Burgh de Rott furnace. Requires starting In Aid of the Myreque.
Directly south of the Soul Altar.
Inside the mudskipper cave west of the Mogre Camp. Speak to Murphy at Port Khazard to go diving. Players must collect five rocks before going inside.
North east of Castle Wars, just west of fairy ring CIQ

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.

Task Skill(s) requirements Other
requirements
Items required
Equip a Dragon Scimitar. Attack 60 Completion of Monkey Madness I Dragon scimitar/Dragon scimitar (or)
Enchant a piece of dragonstone jewellery. Magic 68 None 15 water and earth runes, 1 cosmic rune, any unenchanted dragonstone jewellery
Using an enchant dragonstone tablet does not count
Craft a nature rune. Runecraft 44 None Nature talisman/Nature tiara/Catalytic tiara/Hat of the eye[a] (not needed if using Abyss), pure essence

Note: Attempting to complete this step by accessing the Nature Altar through Guardians of the Rift aswell as Crafting a Nature Rune via the Ourania Altar will not work.

Catch a mottled eel with aerial fishing in Lake Molch. Fishing 73 , Hunter 68 None Fish offcuts/Fine fish offcuts/King worms
Score a goal in skullball. Agility 25 Completed Priest in Peril Ring of charos
Complete a lap of Ape Atoll agility course. Agility 48 Started Monkey Madness I Ninja monkey greegree/Kruk monkey greegree
Create a super defence potion. Herblore 66 None Cadantine potion (unf), white berries
Steal from a chest in Ardougne Castle. Thieving 72 None None (The chests are on the 1st floor, behind a door that needs to be picked)
Craft a green dragonhide body. Crafting 63 None Needle, thread, 3 green dragon leather
String a yew longbow. Fletching 70 None Bow string, and an Unstrung yew longbow or a Knife and yew logs.

Adding bow string to the unstrung yew longbow completes the challenge.

Slay a dust devil. Slayer 65 None A weapon, facemask/slayer helmet
Catch a black warlock. Hunter 45 None Butterfly net and butterfly jar, but neither if catching barehanded (requires 55 Hunter)
Catch a red chinchompa. Hunter 63 Completion of Eagles' Peak Box trap
Mine a mithril ore. Mining 55 None A pickaxe
Smith a Mithril 2h Sword. Smithing 64 None Hammer, 3 mithril bars
Catch a raw shark. Fishing 76 None Harpoon (if you cannot barbarian fish for them)
Catching a big shark does not count
Cut a yew log. Woodcutting 60 None An axe
Fix a magical lamp in Dorgesh-Kaan. Firemaking 52 , Crafting 52 Completion of Death to the Dorgeshuun Light orb
Burn a yew log. Firemaking 60 None Tinderbox, yew logs
Cook a swordfish Cooking 45 None Raw swordfish
Craft multiple cosmic runes from a single essence. Runecraft 59 Completion of Lost City Cosmic talisman/Cosmic tiara/Catalytic tiara/Hat of the eye[a] (not needed if using Abyss), pure essence

Note: Attempting to complete this step by accessing the Cosmic Altar through Guardians of the Rift will not work.

Plant a watermelon seed. Farming 47 None Rake, seed dibber, 3 watermelon seeds
Activate the Chivalry prayer. Defence 65 , Prayer 60 Completion of the Camelot training room None
Smith a tier 2 or above Shayzien platebody. Mining 65 , Smithing 63 None 4 Lovakite bars
Mine some nickel. Mining 74 ,Sailing 67 (to reach island) None A pickaxe
  1. ^ 1.0 1.1 attuned to catalytic tiara

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

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceTreasure Trails/Full guide/Elite
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureClue scroll (elite) · file details

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