Treasure Trails/Full guide/Elite
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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 | |
|---|---|---|
| Clue scroll | 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. | |
| Prayer potions | Used to restore prayer points. | |
| Clue box | Protects clue scrolls while in the wilderness. | |
| Kandarin headgear 4 | 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 |
|---|---|
| Required to enter the Seers' Village Rooftop Course. | |
| Required to wield a black salamander. | |
| Required to complete Recipe for Disaster to wear Barrows gloves. | |
| Required to craft a green d'hide body for Sherlock. | |
| Required to activate Chivalry for Sherlock. | |
| Required to plant a watermelon seed for Sherlock. | |
| Required to light yew logs for Sherlock. | |
| Required to fish a shark for Sherlock. | |
| Required to create a yew longbow for Sherlock. | |
| Required to create a super defence potion for Sherlock. | |
| Required to catch a mottled eel for Sherlock. | |
| Required to start Dragon Slayer II. | |
| Required to mine Nickel ore for Sherlock. | |
| Required to activate Chivalry for Sherlock. | |
| Required to wear black dragonhide armour and wield a black salamander. | |
| Required to runecraft double cosmic runes for Sherlock. | |
| Required to enter Deepfin Point and mine Nickel ore for Sherlock. | |
| Required to kill a dust devil for Sherlock. | |
| Required to smith a mithril 2h sword for Sherlock. | |
| Required to equip granite shield. | |
| Required to picklock the Ardougne Castle Chest for Sherlock. | |
| Required to cut a yew log for Sherlock. | |
OR OR |
Required to access Warriors' Guild. |
| 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 |
|---|---|
| Required to make black d'hide chaps | |
| Required to obtain a black salamander | |
OR |
Required to obtain an amulet of glory |
| 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.
- ^ 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:
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 | 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. | 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 | 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. | 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. | 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. | 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 | 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 | 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 | 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 | 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. | 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. | 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. | 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 | 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 | 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. | 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 | 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. | 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. | 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. | 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. | 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 |
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 | 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 | 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 | 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) | 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. | 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 | 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 | 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 | 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. | 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 | 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. | 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. | 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 | 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. | 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 | 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. | Armadylean 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. | 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 | 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 | 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.
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.
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. | Completion of Monkey Madness I | Dragon scimitar/Dragon scimitar (or) | |
| Enchant a piece of dragonstone jewellery. | 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. | 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. | None | Fish offcuts/Fine fish offcuts/King worms | |
| Score a goal in skullball. | Completed Priest in Peril | Ring of charos | |
| Complete a lap of Ape Atoll agility course. | Started Monkey Madness I | Ninja monkey greegree/Kruk monkey greegree | |
| Create a super defence potion. | None | Cadantine potion (unf), white berries | |
| Steal from a chest in Ardougne Castle. | None | None (The chests are on the 1st floor, behind a door that needs to be picked) | |
| Craft a green dragonhide body. | None | Needle, thread, 3 green dragon leather | |
| String a yew longbow. | 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. | None | A weapon, facemask/slayer helmet | |
| Catch a black warlock. | None | Butterfly net and butterfly jar, but neither if catching barehanded (requires 55 Hunter) | |
| Catch a red chinchompa. | Completion of Eagles' Peak | Box trap | |
| Mine a mithril ore. | None | A pickaxe | |
| Smith a Mithril 2h Sword. | None | Hammer, 3 mithril bars | |
| Catch a raw shark. | None | Harpoon (if you cannot barbarian fish for them) Catching a big shark does not count | |
| Cut a yew log. | None | An axe | |
| Fix a magical lamp in Dorgesh-Kaan. | Completion of Death to the Dorgeshuun | Light orb | |
| Burn a yew log. | None | Tinderbox, yew logs | |
| Cook a swordfish | None | Raw swordfish | |
| Craft multiple cosmic runes from a single essence. | 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. | None | Rake, seed dibber, 3 watermelon seeds | |
| Activate the Chivalry prayer. | Completion of the Camelot training room | None | |
| Smith a tier 2 or above Shayzien platebody. | None | 4 Lovakite bars | |
| Mine some nickel. | None | A pickaxe |
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.
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