Treasure Trails/Full guide/Master

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Clue scroll (master)

For the main article, see Treasure Trails.

Preparation

Master clue scrolls can be between six and eight clues long, with multiple fights and puzzles, and can have very high-levelled quest and skill requirements. For each master clue step, there is an equal chance of rolling each category of step.[p 1] Once the step category is rolled, then there is an equal chance of rolling each step within that category. For a suggested inventory setup, see the Setups page.

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 (or Lumbridge & Draynor Elite Diary) 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.
(Super) antipoison potions Use this to cure poison caused by Ancient Wizards.
Protects clue scrolls while in the Wilderness.
Used to teleport to Sherlock.
Used to teleport to Falo the Bard.

Requirements

Skill requirements

Certain clues will require items that need a certain skill requirement in order to wear, wield or access. The table below shows the highest skill requirement, in order to complete every master 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 non-combat skill challenges.

Skill level Skill level
(with +5 spicy stew boost)
Skill level
(with consistent temporary boost item)
Details
Agility 80 [boostable] Agility 75 Agility 75 with summer pie Required to complete a lap of the Rellekka Rooftop Course with full graceful outfit for Sherlock.
Attack 75 [not boostable] Not boostable Not boostable Required to wield godswords and Arclight.
Cooking 72 [boostable] Cooking 67 Cooking 67 with chef's delight(m) Required to dissect a sacred eel for Sherlock.
Construction 72 [boostable] Construction 67 Construction 69 with crystal saw Required to build an eternal brazier to dock at Brittle Isle.
Crafting 87 [boostable] Crafting 82 Crafting 83 with mushroom pie Required to craft a light orb for Sherlock.
Defence 70 [not boostable] Not boostable Not boostable Required to wear any Barrows armour for an emote clue.
Farming 85 [boostable] Farming 80 Farming 82 with garden pie, or Farming 80 if bottle of potterington's marrow wine has not been used Required to enter the high tier of the Farming Guild.
Firemaking 90 [boostable] Firemaking 85 Firemaking 89 with chilhuac red Required to light redwood logs for Sherlock.
Fishing 87 [boostable] Fishing 82 Fishing 81 with super fishing potion Required to fish a sacred eel for Sherlock.
Fletching 81 [boostable] Fletching 76 Fletching 77 with dragonfruit pie Required to fletch rune darts for Sherlock.
Herblore 87 [boostable] Herblore 82 Herblore 83 with botanical pie Required to make anti-venom for Sherlock.
Hitpoints 70 [not boostable] Not boostable Not boostable Required to cross the river into Zamorak's Fortress in the God Wars Dungeon.
Hunter 79 [boostable] Hunter 74 Hunter 73 with super hunter potion Required to catch a tecu salamander for Sherlock.
Magic 90 [boostable] Magic 85 Magic 74 with super magic potion Required to cast Master Reanimation for Sherlock.
Mining 85 [boostable] Mining 80 Mining 82 with special attack of the dragon pickaxe, infernal pickaxe, 3rd age pickaxe, or crystal pickaxe Required to mine runite ore with full prospector kit for Sherlock.
Prayer 50 [not boostable] Not boostable Not boostable Required to show Falo the barrelchest anchor (must be repaired).
Ranged 70 [not boostable] Not boostable Not boostable Required to wear black dragonhide armour, crystal bow, and Karil's equipment for emote clues.
Runecraft 77 [boostable] Runecraft 72 Runecraft 76 with metztonalli white Required to runecraft blood runes for Sherlock.
Sailing 81 [not boostable] Not boostable Not boostable Required to dock at Brittle Isle.
Slayer 85 [boostable] Slayer 80 Slayer 80 with wild pie Required to kill a reanimated abyssal for Sherlock.
Smithing 88 [boostable] Smithing 83 Smithing 84 with Kovac's grog Required to smith a Rune med helm for Sherlock.
Strength 50 [boostable] Strength 45 Strength 40 with super combat potion Required for Legends' Quest.
Thieving 85 [boostable] Thieving 81 Thieving 82 with summer sq'irkjuice Required to pickpocket an elf for Sherlock.

Note: a different master clue step has a requirement of 81 Thieving which cannot be boosted.

Woodcutting 90 [boostable] Woodcutting 85 Woodcutting 87 with special attack of dragon axe, infernal axe, 3rd age axe, crystal axe, and felling axe equivalents Required to cut a redwood with full lumberjack outfit for Sherlock.

Note: Wearing a Forestry kit with the outfit in an attached Clothes pouch does not count.

Attack +Strength 130 [not boostable]
OR
Attack 99 [not boostable]
OR
Strength 99 [not boostable]
Not boostable Not boostable Required to access Warriors' Guild.

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
Cold War (partial completion) Required for the clockwork suit and access to the Iceberg.
Curse of the Empty Lord Required to talk to Viggora.
Darkness of Hallowvale Required for access to Meiyerditch.
Desert Treasure I Required for access to the Shadow Dungeon and ability to wield Ancient staff. Required for access to the Ice Path.
Dragon Slayer I Required to equip rune platebody.
Dragon Slayer II Required to access Myths' Guild.
Fairytale II - Cure a Queen Required for access to Enchanted Valley.
Family Crest Required to equip cooking gauntlets.
The Fremennik Isles Required to equip helm of neitiznot.
The Fremennik Trials (started) Required to talk to Falo the Bard.
Garden of Tranquillity (partial completion) Required to use angry emote on the Statue of Saradomin
The General's Shadow Required to wear shadow sword.
The Great Brain Robbery (partial completion) Required to show Falo the barrelchest anchor (must be repaired).
Heroes' Quest Required to wield dragon battleaxe.
Icthlarin's Little Helper (started) Required for access to Jalsavrah.
In Aid of the Myreque Required to wield rod of ivandis.
Legends' Quest Required for access to the Legends' Guild, bullroarer, wear cape of legends and dragon sq shield.
Lunar Diplomacy (started) Required to access Lunar Isle.
The Lost Tribe (partial completion) Gives access to Goblin Salute emote.
Making Friends with My Arm Required to talk to Snowflake.
Making History Required to talk to Jorral at his outpost.
Monkey Madness I Required to wield dragon scimitar.
Mourning's End Part II Gives access to the Death Altar and the area around it.
Priest in Peril Required for access to Mort'ton and Barrows.
Recipe for Disaster Required to show Falo the Bard Barrows gloves.
Regicide (started) Required for access to Port Tyras and Zul-Andra.
Roving Elves Required to wield crystal bow.
Royal Trouble Required for access to the Miscellania and Etceteria Dungeon.
Shades of Mort'ton Required to burn a Fiyr remain.
Shadow of the Storm Prerequisite for Arclight.
Song of the Elves Required to access Prifddinas and Gwenith.
Swan Song Required to access Piscatoris Fishing Colony.
The Tourist Trap (partial completion) Required to fletch a rune dart.
Underground Pass Required for Iban's staff and for access to Iban's Temple.
Wanted! Required to wear white armour.

Item requirements (Emote clues)

'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 master STASH units. The STASH units require 2 mahogany planks, a gold leaf and 10 Nails to build.

  1. ^ The Abyssal whip (or), Volcanic abyssal whip, Frozen abyssal whip, Abyssal tentacle and Abyssal tentacle (or) can also be used and stored for this clue step.
  2. ^ The Guardian boots or Echo boots can also be used and stored for this clue step.
  3. ^ Requires any one complete set
  4. ^ The Climbing boots (g) can also be used and stored for this clue step.
  5. ^ Variants such as the infernal axe and crystal axe can be used and stored for the emote clue at the Enchanted Valley.[1]
  6. ^ Variants such as the infernal pickaxe, dragon pickaxe (upgraded), and dragon pickaxe (or) can be used and stored for the emote clue at the Soul Altar.

Item requirements (Falo the Bard)

This is a list of all items that Falo the Bard may ask you to show.

Lyric Item
A blood red weapon, a strong curved sword, found on the island of primate lords.
A book that preaches of some great figure, lending strength, might and vigour.
A bow of elven craft was made, it shimmers bright, but will soon fade.
A fiery axe of great inferno, when you use it, you'll wonder where the logs go.
A mark used to increase one's grace, found atop a seer's place.
A molten beast with fiery breath, you acquire these with its death.
A shiny helmet of flight, to obtain this with melee, struggle you might.
A sword held in the other hand, red its colour, Cyclops strength you must withstand.
A token used to kill mythical beasts, in hopes of a blade or just for an xp feast.
Green is my favourite, mature ale I do love, this takes your herblore above.
It can hold down a boat or crush a goat, this object, you see, is quite heavy.
It comes from the ground, underneath the snowy plain. Trolls aplenty, with what looks like a mane.
No attack to wield, only strength is required, made of obsidian, but with no room for a shield.
Penance healers runners and more, obtaining this body often gives much deplore.
Strangely found in a chest, many believe these gloves are the best.
These gloves of white won't help you fight, but aid in cooking, they just might.
They come from some time ago, from a land unto the east. Fossilised they have become, this small and gentle beast.
To slay a dragon you must first do, before this chest piece can be put on you.
Vampyres are agile opponents, damaged best with a weapon of many components.
You won't bring me to heel, unless you have a bright red keel.
  1. ^ 1.0 1.1 The book must be completed. Any book will be accepted.
  2. ^ An inactive Crystal bow does not work.
  3. ^ The Bow of faerdhinen (c) and all colour variations can also be used for this clue step.
  4. ^ 4.0 4.1 The uncharged version can also be used for this clue step.
  5. ^ The Infernal axe (or) (Trailblazer Reloaded) variant does not work for this clue step.
  6. ^ 6.0 6.1 6.2 6.3 6.4 The locked variation can be used for this clue step.
  7. ^ The Ghommal's avernic defender 5, Ghommal's avernic defender 6, and their locked variations can be used for this clue step.
  8. ^ A broken anchor does not work.
  9. ^ Trimmed, god, and heraldic variants do not work.
  10. ^ Large dragon keel parts do not work.

Other requirements

Requirement Details
Full angler's outfit To complete a challenge for Sherlock.
Full graceful outfit To complete a challenge for Sherlock; an Agility cape can be substituted for graceful cape.
Full lumberjack outfit To complete a challenge for Sherlock.
Full prospector's outfit To complete a challenge for Sherlock; Varrock armour 4 can be substituted for prospector jacket.
Fire cape To complete an emote clue.

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
A Elf Knows Snowflake Weiss Light box or puzzle box.
Brucie Catnap Captain Bruce Shayzien Light box or puzzle box.
Car If Ices Sacrifice Zul-Andra, on the dock near Priestess Zul-Gwenwynig. Light box or puzzle box.
Ded War Edward Inside Rogues' Castle Light box or puzzle box.
Dim Tharn Mandrith Outside the Wilderness Resource Area. Light box or Puzzle box
Duo Plug Dugopul Graveyard on Ape Atoll, south of Awowogei's throne room. Light box or puzzle box.
Forlun Runolf Miscellania and Etceteria Dungeon (Requires partial completion of Royal Trouble.) Light box or puzzle box.
Im N Zezim Immenizz The impling inside Puro-Puro. Light box or puzzle box.
Mal in Tau Luminata East of the Burgh de Rott entrance, in town. Light box or puzzle box.
Mold La Ran Old Man Ral Meiyerditch Light box or puzzle box.
Mus Kil Reader Radimus Erkle Legends' Guild Light box or puzzle box.
Rip Maul Primula Myths' Guild Light box or puzzle box.
Rue Go Goreu Lletya Light box or puzzle box.
Slam Duster Grail Guildmaster Lars Woodcutting Guild in Hosidius. Light box or puzzle box.
Ten Wigs On Wingstone Between Nardah and the Agility Pyramid. Light box or puzzle box.
Twenty Cure Iron New Recruit Tony Graveyard of Heroes in Shayzien. Light box or puzzle box

Coordinates

Quick links: 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 During a Treasure Trail, a coordinate clue is a clue scroll that contains a set of coordinates. 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
01 degrees 30 minutes north,
08 degrees 11 minutes west
01.30N,
08.11W
Regicide
Brassican Mage
Image Map
Location notes
In the hunter area directly south of the Iorwerth Camp, past a stick trap, dig by the north-east edge of the pond. An Iorwerth camp teleport can greatly reduce the difficulty in reaching this position.

From Lletya: Pass the tree, go west across the tripwire, continue west through the dense forest. Turn north and up the path to Prifddinas. Before the bridge and the water, head west through the dense forest. Then, keep going west past the leaves pitfall trap, then south-west past a stick trap.

From Port Tyras: Go north through dense forest then east; go south through dense forest; step over tripwire; go east through the dense forest then north-west for quite a while; jump over the leaves. Finally, continue west till you arrive at an elven lamp next to mushrooms. Head south down the small path to the pond. Pass the stick trap and dig by the north-east edge of the pond.

This clue can be frustrating due to the frequency of activating the stick traps, which deal significant amounts of damage. There is a better success rate of passing the trap by turning off run and walking past the trap.

It's recommended to follow this map in order to not get lost.

Coordinates Shorthand Requirements Fight
01 degrees 54 minutes south,

08 degrees 54 minutes west

01.54S,

08.54W

Partial completion of Regicide
Brassican Mage
Image Map
Location notes
South of Port Tyras, easily accessible by charter ship or fairy ring code BJS (requires Agility 76 )

Coordinates Shorthand Requirements Fight
02 degrees 09 minutes south,
06 degrees 58 minutes west
02.09S,
06.58W
Partial completion of Fairytale II - Cure a Queen for access to fairy rings.
Brassican Mage
Image Map
Location notes
Fairy ring (DLR) at the Poison Waste.

Coordinates Shorthand Requirements Fight
03 degrees 09 minutes south,

43 degrees 26 minutes east

03.09S,

43.26E

Cabin Fever
Brassican Mage
Image Map
Location notes
Small island located north-east of Mos Le'Harmless, accessible through the eastern staircase located at the north-east corner of the Mos Le'Harmless 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).
Coordinates Shorthand Requirements Fight
03 degrees 26 minutes north,

12 degrees 18 minutes east

03.26N,

12.18E

Partial completion of Dragon Slayer I
Brassican Mage
Image Map
Location notes
Crandor, centre of the island.
Coordinates Shorthand Requirements Fight
03 degrees 50 minutes north,

09 degrees 07 minutes east

03.50N,

09.07E

None.
Brassican Mage
Image Map
Location notes
Witchaven, east from the chapel.

Coordinates Shorthand Requirements Fight
04 degrees 58 minutes north,

36 degrees 56 minutes east

04.58N,

36.56E

Partial completion of Darkness of Hallowvale
Brassican Mage
Image Map
Location notes
Located outside the entrance to the Meiyerditch Mine. An easy way to reach the mine is to ask a vyrewatch to send you to the mines, and then mining 15 daeyalt ores to leave.

Coordinates Shorthand Requirements Fight
05 degrees 13 minutes north,

04 degrees 16 minutes west

05.13N,

04.16W

Partial completion of Regicide
Brassican Mage
Image Map
Location notes
East of the eastern entrance to Prifddinas. Be careful to not dig 1 tile east as it is in multi-combat and will spawn Ancient Wizards instead.

Coordinates Shorthand Requirements Fight
07 degrees 37 minutes north,

35 degrees 18 minutes east

07.37N,

35.18E

None.
Brassican Mage
Image Map
Location notes
The graveyard where players fight Dessous during Desert Treasure I. Fairy ring BKR is west of the graveyard.

Coordinates Shorthand Requirements Fight
08 degrees 01 minutes north,

20 degrees 58 minutes west

08.01N,

20.58W

None.
Ancient Wizards
Image Map
Location notes
On Crabclaw Isle. Players must pay Sandicrahb 10,000 coins to reach the island, though this is reduced in half if the easy Kourend & Kebos Diary is completed, or free if the medium Kourend & Kebos Diary is completed.
Coordinates Shorthand Requirements Fight
08 degrees 11 minutes north,

12 degrees 30 minutes east

08.11N,

12.30E

None.
Brassican Mage
Image Map
Location notes
Next to the ladder on the Water Obelisk Island.

Coordinates Shorthand Requirements Fight
12 degrees 35 minutes north,

36 degrees 22 minutes east

12.35N,

36.22E

Agility 25
Brassican Mage
Image Map
Location notes
Dig on the rocks, north of the wrecked ship, outside of Port Phasmatys. Climb the ladder of the wrecked ship, cross the gangplank, and jump on the rocks until the end is reached. Each jump requires 5% of your running energy.
Coordinates Shorthand Requirements Fight
12 degrees 45 minutes north,

20 degrees 09 minutes east

12.45N,

20.09E

None.
Brassican Mage
Image Map
Location notes
By the Obelisk of Air in the Wilderness. Must be accessed through the Edgeville Dungeon.

Coordinates Shorthand Requirements Fight
13 degrees 33 minutes south,

15 degrees 26 minutes east

13.33S,

15.26E

Partial completion of Monkey Madness I
Brassican Mage
Image Map
Location notes
Eastern shore of Crash Island.

Coordinates Shorthand Requirements Fight
16 degrees 41 minutes north,

30 degrees 54 minutes west

16.41N,

30.54W

None.
Ancient Wizards
Image Map
Location notes
By the lizardman shaman area west of Lizardman Canyon.

Coordinates Shorthand Requirements Fight
18 degrees 03 minutes north,

03 degrees 03 minutes east

18.03N,

03.03E

1,000 coins (or completion of The Fremennik Trials)
Brassican Mage
Image Map
Location notes
On top of Waterbirth Island. Accessed by climbing a set of rocks with level 85 Agility, or by running through the dungeon, in which a pet rock/another player and a rune thrownaxe are required to reach the island's summit.
Coordinates Shorthand Requirements Fight
18 degrees 26 minutes north,

37 degrees 15 minutes west

18.26N,

37.15W

Farming 85
Brassican Mage
Image Map
Location notes
In the north wing of the Farming Guild.

Coordinates Shorthand Requirements Fight
19 degrees 43 minutes north,

23 degrees 11 minutes west

19.43N,

23.11W

None.
Ancient Wizards
Image Map
Location notes
The coordinate is located in the crypt of the Arceuus church. To reach the crypt, head to the church and climb up the stairs, and then, climb down the stairs that follow.

Players can make the ancient wizards unaggressive by going up the stairs and climbing down immediately.

Coordinates Shorthand Requirements Fight
20 degrees 35 minutes north,

15 degrees 58 minutes east

20.35N,

15.58E

None.
Ancient Wizards
Image Map
Location notes
North-west of The Forgotten Cemetery, at level 38 Wilderness, there is a Chaos Temple. Dig inside the building. A cemetery teleport can be used to reach the coordinates relatively quickly.
Coordinates Shorthand Requirements Fight
20 degrees 45 minutes north,

7 degrees 26 degrees west

20.45N,

7.26.W

Started Lunar Diplomacy to access Pirates' Cove
Ancient Wizards
Image Map
Location notes
Pirates' Cove

Coordinates Shorthand Requirements Fight
21 degrees 37 minutes north,

21 degrees 13 minutes west

21.37N,

21.13W

None.
Brassican Mage
Image Map
Location notes
In the dense essence mine. Easily reached with the fairy ring code CIS.
Coordinates Shorthand Requirements Fight
21 degrees 56 minutes north,

10 degrees 56 minutes west

21.56N,

10.56W

Started Lunar Diplomacy
Brassican Mage
Image Map
Location notes
On Lunar Isle, dig on the island west of the Astral Altar.

Coordinates Shorthand Requirements Fight
22 degrees 24 minutes north,

31 degrees 11 minutes west

22.24N,

31.11W

None.
Brassican Mage
Image Map
Location notes
Northern area of the sulphur mine in Lovakengj.

Coordinates Shorthand Requirements Fight
24 degrees 00 minutes north,
29 degrees 22 minutes east
24.00N,
29.22E
None.
Ancient Wizards
Image Map
Location notes
Blighted Volcano at level 51 Wilderness.
Coordinates Shorthand Requirements Fight
24 degrees 18 minutes north,

23 degrees 22 minutes east

24.18N,

23.22E

None.
Brassican Mage
Image Map
Location notes
Inside the Resource Area, near the anvil. Requires 7,500 coins to enter (or 6,000, 3,750 or no coins with medium, hard and elite Wilderness Diary respectively).
Coordinates Shorthand Requirements Fight
24 degrees 22 minutes north,

27 degrees 00 minutes east

24.22N,

27.00E

None.
Ancient Wizards
Image Map
Location notes
Outside Rogues' Castle, north of the Wilderness Obelisk.

Coordinates Shorthand Requirements Fight
23 degrees 58 minutes north,

18 degrees 22 minutes east

23.58N,

18.22E

None.
Brassican Mage
Image Map
Location notes
South-east of the Wilderness Agility Course.

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
2 musical birds. Dig in front of the spinning light. Dig in front of the spinning light in Ping and Pong's room inside the Iceberg. A clockwork suit is required to enter the iceberg.
A chisel and hammer reside in his home, strange for one of magic. Impress him with your magical equipment. Wizard Cromperty at the north-east corner of East Ardougne. Speak to him while wearing equipment adding up to at least +100 in magical attack bonus. The passive magic attack multiplication effect of Tumeken's shadow does not count towards the +100 requirement, but its base magic attack bonus of +35 will.
A dwarf, approaching death, but very much in the light. Thorgel at the entrance to the Death Altar. Requires partial completion of Mourning's End Part II. Easily reached by entering the Death Altar via the Abyss and then leaving.
A massive battle rages beneath so be careful when you dig by the large broken crossbow. North-east of the God Wars Dungeon entrance, climb the rocky handholds and dig by the large crossbow.
Anger Abbot Langley. Speak to Abbot Langley while you have a negative prayer bonus (currently only possible with an Ancient staff or an Ancient sceptre).
Anger those who adhere to Saradomin's edicts to prevent travel. Port Sarim docks, try to charter a ship to Entrana with armour or weapons equipped.
Buried beneath the ground, who knows where it's found.

Lucky for you, A man called Jorral may have a clue.

Speak to Jorral to receive a strange device, which works similarly to the enchanted key (must have Making History quest completed).

For a list of all possible locations, see here.

Come brave adventurer, your sense is on fire. If you talk to me, it's an old god you desire. Speak to Viggora. Note that he can be found (is visible) in 3 locations, but you can only speak to (and continue the clue) the version of him that you spoke to during Curse of the Empty Lord miniquest. You can check your quest log to find out which location.

A ring of visibility or a ring of shadows and ghostspeak amulet are required to make progress through the clue.

Darkness wanders around me, but fills my mind with knowledge. Speak to Biblia on the Arceuus Library's top floor.
Dig in front of the icy arena where 1 of 4 was fought. Where you fought Kamil from Desert Treasure I, dig north-east of the first small rock just past the wolves.
Faint sounds of 'Arr', fire giants found deep, the eastern tip of a lake, are the rewards you could reap. Dig south of the pillar at the end of the Deep Wilderness Dungeon.
Falo the bard wants to see you. Speak to Falo the Bard, who is located on the road to the Fremennik Province.
Elvish onions. Dig in the onion patch east of the allotment patches in the east part of Prifddinas. Requires completion of Song of the Elves.
Fiendish cooks probably won't dig the dirty dishes. Dig by the fire in the Rogues' Den.
The doorman of the Warriors' Guild wishes to be impressed by how strong your equipment is. Speak to Ghommal (or Laidee Gnonock after While Guthix Sleeps) with a total Melee Strength bonus of 100 or more. (Note: Amulet of strength gives +10, even better than a fury for this clue. A dragon battleaxe gives +85 and is relatively easy to obtain for earlier-game players. A Godsword or Barrelchest anchor on its own is over 100 Strength bonus.)
Great demons, dragons, and spiders protect this blue rock, beneath which, you may find what you seek. Dig by the runite rock in the Lava Maze Dungeon.
Guthix left his mark in a fiery lake, dig at the tip of it. Dig at the tip of the lava lake that is shaped like a Guthixian symbol, west of the Mage Arena.
Here, there are tears, but nobody is crying. Speak to the guardian and show off your alignment to balance. Talk to Juna while wearing three Guthix-affiliated items. All Void Knight equipment is Guthix-affiliated.
Hopefully this set of armour will help you to keep surviving. Speak to Sir Vyvin while wearing white platebody and white platelegs/white plateskirt (white full helm is not needed).
If you're feeling brave, dig beneath the dragon's eye. Dig below the mossy rock under the Viyeldi caves. Requires progress or completion of Legends' Quest.

If the quest has not been completed, a bravery potion and rope is required.

If the player has 91 Agility[boostable], they can purchase a long rope from the Darkmeyer General Store and attach it to rocks and use it to avoid having to navigate the perilous slope.

If the player does not have 96 Agility[boostable], a pickaxe, a lockpick, unpowered orb, 3 cosmic runes and 30 elemental runes of one type are additionally required to enter the Viyeldi caves.

I lie beneath the first descent to the holy encampment. Dig immediately after climbing down the first set of rocks towards Saradomin's Encampment within the God Wars Dungeon. Two ropes are needed; one to enter the dungeon and another to enter Saradomin's Encampment (not required if you've used once before already). 70 Agility is also required (cannot be boosted).
My life was spared but these voices remain, now guarding these iron gates is my bane. Speak to the Key Master in Cerberus' Lair.
One of several rhyming brothers, in business attire with an obsession for paper work. Speak to Piles in the Resource Area. An entry fee of 7,500 coins is required (6,000 if the medium Wilderness Diary is completed, 3,750 if the hard diary is completed, or free if the elite diary is completed).
Pentagrams and demons, burnt bones and remains, I wonder what the blood contains. Dig under the blood rune spawn next to the Demonic Ruins.
Robin wishes to see your finest ranged equipment. Robin at the inn in Port Phasmatys. Speak to him while wearing equipment adding up to 180 ranged attack bonus or over (crystal bow gives +100 ranged attack bonus on its own). The bonuses from a toxic blowpipe does not count.
She's small but can build both literally and figuratively. Speak to Lovada south of the Lovakengj blast mine.
Shhhh! Speak to Logosia in the Arceuus Library's ground floor.
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.
South of a river in a town surrounded by the undead, what lies beneath the furnace? Dig in front of the Shilo Village furnace.
The far north eastern corner where 1 of 4 was defeated, the shadows still linger. Dig on the north-eastern-most corner of the Shadow Dungeon. Bring a ring of visibility or a ring of shadows.
This place sure is a mess. Ewesey is located in the Hosidius mess hall.
Under a giant robotic bird that cannot fly. Dig next to the terrorbird display in the south exhibit of Varrock Museum's basement.
Where safe to speak, the man who offers the pouch of smallest size wishes to see your alignment. Speak to the Mage of Zamorak in the Zamorakian chapel south of Aubury's Rune Shop in East Varrock while wearing three items aligned to Zamorak.

Emote clues

Emote clues involve equipping certain items in a particular location and performing an emote. These types of clues are featured in all levels of Treasure Trails. Once the emote has been performed, Uri will appear and give the player the next clue (or the reward, if the emote clue was the final step of the Treasure Trail). If the player has been requested to do another emote before talking to Uri, and they forgot to do it, he will say, I don't believe we have any business... but will not leave. The player can still perform the second emote and then talk to Uri to finish the clue. Easy clues require performing one emote, medium clues require performing two, and hard and above clues require performing one emote, then fighting an enemy such as the Double Agent. 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
Beckon by a collection of crystalline maple trees. Beware of double agents!

Equip Bryophyta's staff and a nature tiara.

The maple trees are found within the town of Gwenith, which requires completion of Song of the Elves to reach. Bryophyta's staff can either be uncharged or charged; both can be used.
Blow a kiss outside K'ril Tsutsaroth's chamber. Beware of double agents!

Equip a Zamorak full helm and the Shadow sword.

70 Hitpoints is required to access this part of the God Wars Dungeon. Completion of The General's Shadow miniquest is required to obtain the Shadow sword.
Blow a raspberry at the bank of the Warrior's guild. Beware of double agents!

Equip a dragon battleaxe, a slayer helm of any kind and a dragon defender or avernic defender.

Any variant of Slayer helmet is acceptable. A total of 130 levels in Attack and Strength or level 99 in either skill is required to enter the guild. A trimmed dragon or avernic defender can be used.
Bow in front of the cave on Brittle Isle. Beware of double agents!

Equip a medallion of the deep and a rosewood blowpipe.

81 Sailing and a boat with an eternal brazier are required to dock at Brittle Isle. At least one dart (adamant or lower) must be loaded in the blowpipe in order to equip it.
Bow in the Iorwerth Camp. Beware of double agents!

Equip a charged crystal bow.

or Bow near the stools at the south-eastern fire in the Iorwerth Camp. Works with any amount of charges left on the bow, or the Bow of Faerdhinen.
Cheer in the Entrana church. Beware of double agents!

Equip a set of full black dragonhide armour.

Players must take a needle, thread, and six black dragon leathers, and craft the armour after arriving at Entrana (or trade another player on Entrana who has done so). Players with level 88 in Construction can make a master STASH unit to store the dragonhide armour in.
Clap in the magic axe hut. Beware of double agents!

Equip only flared trousers.

Level 55 Wilderness, north-east of the Deserted Keep.

Lockpick required to enter

Cry in the Tzhaar gem store. Beware of the double agents!

Equip a fire cape and a TokTz-Xil-Ul.

The Toktz-xil-ul requires level 60 Ranged to equip. Turn off Auto Retaliate before performing the emote, as you may lose the TokTz-Xil-Ul from retaliating against the double agent!

The fire max cape, infernal cape, and infernal max cape work in place of a fire cape.

Dance in Iban's temple. Beware of double agents!

Equip Iban's staff, a black mystic top, and a black mystic bottom.

Requires completion of Underground Pass. Iban's staff (u) can be used as a substitute. The easiest route is from Lletya, running north to the Pass entrance.

Note that the temple cannot be entered until the Regicide quest is started.

Dance in the King Black Dragon's lair. Beware of double agents!

Equip a black d'hide body, black d'hide vambraces and a black dragon mask.

An anti-dragon shield is recommended to defend against the King Black Dragon's attacks. A STASH unit is found at the south-east corner of the lair for emote item storage.
Do a jig at the Barrows chest. Beware of double agents!

Equip any full barrows set.

Any set of Barrows equipment. Echo Ahrim's can be used for this clue.
Flap at the Death Altar. Beware of double agents!

Equip a death tiara, a legend's cape and any ring of wealth.

The flap emote requires opening the Gift of Peace at the centre of the Stronghold of Security's first level. Accessing the Death Altar requires completion of Mourning's End Part II, and a Cape of legends can only be obtained after completion of Legends' Quest. Accessing the altar through Guardians of the Rift works for this clue.
Goblin Salute at the Goblin Village. Beware of double agents!

Equip a Bandos platebody, Bandos cloak and Bandos godsword.

The Goblin Salute emote requires partial completion of The Lost Tribe quest. An ornamental bandos godsword can be used for this clue.
Jump for joy in the centre of Zul-Andra. Beware of double agents!

Equip a dragon 2h sword, Bandos boots and an obsidian cape.

Partial completion of Regicide is required to reach Zul-Andra. Guardian or echo boots can be used in place of Bandos boots.
Panic by the big egg where no one dare goes and the ground is burnt. Beware of double agents!

Equip a dragon med helm, a TokTz-Ket-Xil, a brine sabre, rune platebody and an uncharged amulet of glory.

Panic by the big egg on the east side of Lava Dragon Isle. Be careful of the lava dragons and player killers roaming the area.
Salute outside the gates of Cam Torum. Beware of double agents!

Equip a full set of blue moon equipment.

Perform the emote at the entrance to Cam Torum. Used versions of the armour pieces can be used for this clue (but not fully broken).
Show your anger at the Wise old man. Beware of double agents!

Equip an abyssal whip, a legend's cape and some spined chaps.

Any whip variant can be used for this clue.
Show your anger towards the Statue of Saradomin in Ellamaria's garden. Beware of double agents!

Equip a Zamorak godsword.

75 Attack is required to wield the Zamorak godsword.

Zamorak godsword (or) can be used as substitute.

Partial completion of Garden of Tranquillity is required.

Slap your head in the centre of the Kourend catacombs. Beware of double agents!

Equip arclight or emberlight along with the amulet of the damned.

Kourend Castle Teleport teleports the player directly to the Catacombs' main entrance. Partially charged items work. An Emberlight or an inactive Arclight will work for this step.
Spin in front of the Soul Altar. Beware of double agents!

Equip a dragon pickaxe, helm of neitiznot and a pair of rune boots.

Completion of The Fremennik Isles is required to wear the helm of neitiznot. The neitiznot faceguard can't be used. Any variant of a dragon pickaxe will work, as well as a crystal pickaxe.
Stamp in the Enchanted valley west of the waterfall. Beware of double agents!

Equip a dragon axe.

Fairy ring code BKQ (requires partial completion of Fairytale II - Cure a Queen) and the Stamp emote unlocked. The infernal axe, crystal axe, dragon felling axe, and crystal felling axe can be used instead of a regular dragon axe.
Swing a bullroarer at the top of the watchtower. Beware of double agents!

Equip a dragon plateskirt, climbing boots and a dragon chainbody.

Partial completion of Legends' Quest is required to obtain the bullroarer. Completion of Watchtower Quest is required. Death Plateau is also required to wear climbing boots. The gilded chainbody and plateskirt also work.
Wave on the northern wall of the Castle Drakan. Beware of double agents!

Wear a dragon sq shield, splitbark body and any boater.

Completion of Legends' Quest and partial completion of Darkness of Hallowvale is required. Any coloured boater and the gilded dragon sq shield will work. The location is accessed by entering the western wall in the far south-west corner of Meiyerditch and following north.

With level 86 Agility, completion of Sins of the Father, and two long ropes, players can use an alternate route without the presence of vyrewatch by climbing the wall at the north-eastern side of Darkmeyer. After climbing the wall, players can then run north-west until they reach some rocks that must be jumped over.

Yawn in the 7th room of Pyramid Plunder. Beware of double agents!

Equip a pharaoh's sceptre and a full set of menaphite robes.

81 Thieving (cannot be boosted) is required to reach this room, in addition to completing Icthlarin's Little Helper. Any amount of charges will work for the Pharaoh's sceptre, and any menaphite clothing will work as long as all the pieces are the same colour. A set of menaphite clothing may be stored without storing the sceptre.
Think on the western coast of Salvager Overlook. Beware of double agents!

Equip a Hueycoatl hide coif and some Hueycoatl hide vambraces.

Hot Cold

Hot Cold clues are clues in which a strange device will tell the player in the chatbox whether the player is Hot (close to) or Cold (far away from) the intended location to dig. This is based on an older children's game.

To find your location, click on the strange device and it will tell you how close you are to the treasure. (if solving a master clue, you will also take some damage). Its temperature is based on the distance of the treasure from the player, measured in the number of steps it would take to reach the treasure, ignoring any obstacles (this is the Chebyshev distance between the player and treasure). Then, teleport or walk to another location, and check to see if the strange device has gotten warmer. Repeat to pinpoint a location. You can also use the list or map to help you find your location. For each location, there is a 9x9 square in which you can dig to find the treasure.

Master Clues

Master tier Hot Cold clues can direct the player anywhere on the mainland. The player will always take 3-8 damage when feeling the strange device. Note: This damage can be fatal. The master clue strange device can be obtained by talking to Jorral in the outpost north-west of West Ardougne. Note: Completion of the Making History quest is required to collect the master clue strange device from Jorral, and proceed with any Hot Cold clue of master Treasure Trails.

When fully locating and digging at the correct spot, you will be attacked by a Brassican Mage in a single-combat area, or three Ancient Wizards if your clue leads you to a Multicombat area. Due to the damage given from the strange device prior to locating the spot, it is highly recommended to bring food and heal before and during the fight.

In the fight against the Brassican Mage, his attacks are not affected by protection prayers; however, ranged armour seems to help. The Ancient Wizards each cover an attack style of the whole combat triangle, with the Melee one poisoning you (poison cannot be blocked by protection prayers). After defeating the foe(s), dig at the spot again to complete the Hot Cold clue.

Jump to
Asgarnia • Desert • Feldip Hills • Fremennik Province • Great Kourend • Kandarin • Karamja • Kebos Lowlands • Misthalin • Morytania • Varlamore • Western Provinces • Wilderness • Islands (Sailing)
A map of Gielinor displaying most of the possible master clue locations.

Asgarnia

Location Image Map Combat Type
North of the Warriors' Guild in Burthorpe.
Single
East of Jatix's Herblore Shop in Taverley.
Single
West of Barbarian Village.
Single
North of Miazrqa's tower, outside Goblin Village.
Single
In the cow pen north of Sarah's Farming Shop.
Multi
Outside the Falador Party Room.
Single
Outside the Crafting Guild cow pen.
Single
In the centre of the Rimmington mine.
Single
Mudskipper Point, on the starfish in the south-west corner.
Single
The Troll arena, where the player fights Dad during the Troll Stronghold quest. Bring climbing boots.
Single

Desert

Location Image Map Combat Type
West of Nardah genie cave.
Single
West of Al Kharid mine.
Single
North of Menaphos gate.
Single
Bedabin Camp, dig around the north tent.
Single
West of the Ruins of Uzer.
Single
West of Pollnivneach.
Single
Next to Mage Training Arena.
Single
South-west of Shantay Pass.
Single
South of Ruins of Ullek.
Single

Feldip Hills

Location Image Map Combat Type
West of Jiggig, east of the fairy ring BKP.
Single
West of the south-easternmost lake in Feldip Hills. Clue Helper Location: Feldip Hills (SE)
Single
East of the gnome glider (Lemantolly Undri).
Single
South of Rantz, six steps west of the empty glass bottles.
Single
South of Jiggig.
Single
Outside the red chinchompa hunting ground entrance, south of the Hunting expert's hut. Clue Helper Location: Feldip Hills (red chinchompas)
Single
South-east of the ∩-shaped lake, near the icon.
Single
Directly west of the Castle Wars balloon.
Single

Fremennik Province

Location Image Map Combat Type
At the Mountain Camp.
Single
At the Rellekka Hunter area, near the icon.
Single
West of the Keldagrim entrance mine. Clue Helper Location: Fremennik Province mine Rellekka (SW)
Single
Outside the fence in the south-western corner of Rellekka.
Single
South-east of the Lighthouse.
Single
Inside Etceteria's castle, in the southern staircase.
Single
Outside Miscellania's courtyard.
Single
Central Fremennik Isles mine.
Multi
West Fremennik Isles mine.
Multi
West of the Jatizso mine entrance.
Single
Pirates' Cove
Multi
Astral Altar
Multi
Lunar Isle, inside the village.
Multi
Lunar Isle, north of the village.
Multi

Great Kourend

Location Image Map Combat Type
Next to the bank in the Lovakengj blast mine.
Single
Northern part of the Lovakengj blast mine.
Single
Next to the lovakite furnace in Lovakengj.
Single
Next to mithril rock in the Lovakengj mine.
Single
Western entrance in Lovakengj's sulphur mine.
Single
South-east of the War Tent in the Shayzien Encampment.
Single
Overpass between Lovakengj and Shayzien.
Single
Within Lizardman Canyon, east of the ladder.
Multi
Shayzien, east of the Combat Ring.
Single
North of the bank, north of the Graveyard of Heroes, in Shayzien.
Single
North-west of the Arceuus Library.
Single
By the entrance to the Arceuus church.
Multi
West of the Dark Altar.
Single
By the southern entrance to Arceuus.
Single
North-east of the dense essence mine.
Single
South of the Piscarilius mine.
Multi
South of the gravestone in Kingstown.
Single
East of Mess hall.
Single
East of Watson's house.
Single
North of the Tithe Farm.
Single

Kandarin

Location Image Map Combat Type
North-west of the Sinclair Mansion, near the log balance shortcut.
Single
Catherby, between the bank and the beehives, near small rock formation.
Single
Grand Tree, just east of the terrorchick gnome enclosure.
Single
Between the Seers' Village bank and Camelot.
Single
McGrubor's Wood
Single
South of Fishing Guild
Single
Outside Witchaven, west of Jeb, Holgart, and Caroline.
Single
ground floor inside the Necromancer Tower. Easily accessed by using fairy ring code DJP.
Multi
South of the Fight Arena, north-west of the Nightmare Zone.
Single
Tree Gnome Village, near the icon.
Single
Grave of Scorpius
Single
Khazard Battlefield, in the small ruins south of tracker gnome 2.
Single
West Ardougne, near the staircase outside the Civic Office.
Single
South-west Tree Gnome Stronghold
Single
South of the Tree Gnome Stronghold, north-east of the Outpost.
Single
South-east of Almera's house on Baxtorian Falls.
Single
Inside the Barbarian Agility Course. Completion of Alfred Grimhand's Barcrawl is required.
Single
On the Isle of Souls, by the entrance to the mine.
Single

Karamja

Location Image Map Combat Type
Musa Point, banana plantation.
Single
Brimhaven, east of the fruit tree patch.
Single
West of Brimhaven.
Single
West of the gnome glider.
Single
North-eastern part of Kharazi Jungle.
Single
South-western part of Kharazi Jungle.
Multi
Northern part of Crash Island.
Single

Kebos Lowlands

Location Image Map Combat Type
West of the Battlefront.
Single
West of the Farming Guild.
Single
South-west corner of the Kebos Swamp.
Single

Misthalin

Location Image Map Combat Type
South of the stone circle near Varrock's entrance.
Single
Just north-west of the Lumbridge Fishing tutor.
Single
North of the pond between Lumbridge and Draynor Village.
Single
North-east of Gertrude's house west of Varrock.
Single
South of Draynor Village bank.
Single
South of Lumber Yard, east of Assistant Serf.
Single

Morytania

Location Image Map Combat Type
In the north-east area of Burgh de Rott, by the reverse-L-shaped ruins.
Single
West of Port Phasmatys, south-east of fairy ring.
Single
Inside The Hollows, south of the bridge which was repaired in a quest.
Single
Inside the Mort Myre Swamp, north-west of the Nature Grotto.
Single
At Haunted Mine quest start.
Single
South of the Mausoleum.
Single
North-east of Slepe.
Single
Northern area of Mos Le'Harmless, between the lakes.
Single
Near Mos Le'Harmless southern bar.
Single
Northern part of Dragontooth Island.
Single
Southern part of Dragontooth Island.
Single
South-western part of Darkmeyer.
Single

Varlamore

Location Image Map Combat Type
Amongst the trees at the Locus Oasis.
Single
In the centre of the Bazaar in Civitas illa Fortis.
Single
Overlooking the Sunset Coast.
Multi
On the Villa Lucens theatre stage in Aldarin. Completion of Death on the Isle is required.
Single
Directly north-east of the pit in the Tlati Rainforest
Single

Western Provinces

Location Image Map Combat Type
North-west of Eagles' Peak.
Single
Piscatoris Fishing Colony
Multi
Eastern part of Piscatoris Hunter area, south-west of the Piscatoris falconry area.
Single
South-west of the crystal gate to Arandar.

Note: This area is on a single/multi-combat border. It is recommended to dig in the single combat area, so you get the Brassican Mage instead of the Ancient Wizards.

East of Iorwerth Camp.
Single
North-west of Iorwerth Camp.
Single
In Lletya.
Single
Near Tyras Camp.
Single
The northern house at Zul-Andra.
Single

Wilderness

Location Image Map Combat Type
Inside the eastern ruins north of the Graveyard of Shadows, level 27 Wilderness. Clue Helper Location: Wildy (Graveyard of Shadows (N))
Single
North of the Grand Exchange, level 5 Wilderness. Clue Helper Location: Wildy (Air Obelisk)
Multi
South-east of the Dark Warriors' Fortress, level 12 Wilderness.
Multi
East of the Corporeal Beast's Lair, level 20 Wilderness.
Multi
South of the Silk Chasm, level 32 Wilderness.
Multi
South-east of the Silk Chasm, level 28 Wilderness.
Single
East of the Wilderness canoe exit, level 35 Wilderness.

Note: This area is on a single/multi-combat border. It is recommended to dig in the single combat area, so you get the Brassican Mage instead of the Ancient Wizards.

South-east of the Chaos Temple, level 37 Wilderness.
Single
South of Callisto's Den, level 38 Wilderness.
Multi
South-west of the Deserted Keep, level 49 Wilderness.
Single
West of the Wilderness Agility Course, level 54 Wilderness.
Single

Islands (Sailing)

Location Image Map Combat Type
At the southern part of Buccaneers' Haven. Note - requires 76 Sailing to disembark on the island.
Single
In the Cape Conch mine at the south-eastern part of the Great Conch.
Single
At the northern part of Drumstick Isle.
Single

Falo the Bard

Falo the Bard is a Fremennik bard, whom players must visit if their master clue scroll directs them to him. Players must start The Fremennik Trials in order to speak to him. The fastest way to him is by using the Music cape or via fairy ring code CJR, walking south and then west across the bridge north of Seers' Village.

He will sing a ballad, of which players must find the item he is singing about. Players need to show him the item in order to progress to the next clue, the items cannot be noted.

Lyric Item
A blood red weapon, a strong curved sword, found on the island of primate lords.
A book that preaches of some great figure, lending strength, might and vigour.
A bow of elven craft was made, it shimmers bright, but will soon fade.
A fiery axe of great inferno, when you use it, you'll wonder where the logs go.
A mark used to increase one's grace, found atop a seer's place.
A molten beast with fiery breath, you acquire these with its death.
A shiny helmet of flight, to obtain this with melee, struggle you might.
A sword held in the other hand, red its colour, Cyclops strength you must withstand.
A token used to kill mythical beasts, in hopes of a blade or just for an xp feast.
Green is my favourite, mature ale I do love, this takes your herblore above.
It can hold down a boat or crush a goat, this object, you see, is quite heavy.
It comes from the ground, underneath the snowy plain. Trolls aplenty, with what looks like a mane.
No attack to wield, only strength is required, made of obsidian, but with no room for a shield.
Penance healers runners and more, obtaining this body often gives much deplore.
Strangely found in a chest, many believe these gloves are the best.
These gloves of white won't help you fight, but aid in cooking, they just might.
They come from some time ago, from a land unto the east. Fossilised they have become, this small and gentle beast.
To slay a dragon you must first do, before this chest piece can be put on you.
Vampyres are agile opponents, damaged best with a weapon of many components.
You won't bring me to heel, unless you have a bright red keel.
  1. ^ 1.0 1.1 The book must be completed. Any book will be accepted.
  2. ^ Falo also accepts an inactive Crystal bow.
  3. ^ The Bow of faerdhinen (c) and all colour variations can also be used for this clue step.
  4. ^ 4.0 4.1 4.2 The uncharged version can also be used for this clue step.
  5. ^ 5.0 5.1 5.2 5.3 5.4 The locked variation can be used for this clue step.
  6. ^ The Ghommal's avernic defender 5, Ghommal's avernic defender 6, and their locked variations can be used for this clue step.
  7. ^ Greenmans_ale(m) (keg) of any filling level does not work.
  8. ^ A broken anchor does not work.
  9. ^ Trimmed, god, and heraldic variants do not work.
  10. ^ Large dragon keel parts do not work.

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 an abyssal whip in front of the abyssal demons of the Slayer Tower. Attack 70 Completion of Priest in Peril Abyssal whip (frozen, volcanic, and abyssal tentacle also work, shattered relics ornament kit notably does not work)
Smith a runite med helm. Smithing 88 None Hammer, runite bar
Teleport to a spirit tree you planted yourself. Farming 83 Completion of Tree Gnome Village Spirit sapling, spade, trowel, spade. A spirit tree planted in a superior garden will work as well.

If the player has planted their overworld spirit tree in the Farming Guild, 85 Farming is required if they are limited to one tree at a time.

Create a Barrows teleport tablet. Magic 83 Being on the Arceuus spellbook Dark essence block, 2 soul runes, 2 law runes, 1 blood rune
Slay a Nechryael in the Slayer Tower. Slayer 80 None None
Kill the spiritual, magic and godly whilst representing their own god. Slayer 83 Completion of Troll Stronghold or Strength 60 Strength or Agility 60 Agility Equipment to kill a spiritual mage, and a god item aligned with that mage.
Create an unstrung dragonstone amulet at a furnace. Crafting 80 None Gold bar, dragonstone, amulet mould
Burn a magic log. Firemaking 75 None Tinderbox, magic logs
Burn a redwood log. Firemaking 90 None Tinderbox, redwood logs
Catch a tecu salamander.[2] Hunter 79 None Small fishing net and rope
Complete a lap of the Rellekka rooftop agility course whilst sporting the finest amount of grace. Agility 80 None Graceful outfit (An Agility cape can be used as a substitute for the graceful cape)
Mix an anti-venom potion. Herblore 87 None Antidote++(1-4), 5-20 zulrah's scales
Mine a piece of runite ore whilst sporting the finest mining gear. Mining 85 None A pickaxe, prospector kit or golden prospector kit (the Varrock armour 4 can be used as a substitute for the prospector jacket)
Blast Mine does not work for this challenge
Steal a gem from the Ardougne market. Thieving 75 None None
Pickpocket an elf. Thieving 85 Started Mourning's End Part I None
Bind a blood rune at the Blood Altar.
Either blood altar may be used.
Runecraft 77 Completion of Sins of the Father if not using Kourend's Blood Altar Dark essence fragments or pure/daeyalt essence
Mix a ranging mix potion. Herblore 80 Completion of the herblore section of the Barbarian Training miniquest Ranging potion (2), caviar
Fletch a rune dart. Fletching 81 Partial completion of The Tourist Trap. Ironmen may need other high requirements to obtain a Rune dart tip. Rune dart tip, feather
Cremate a set of fiyr remains. Firemaking 80 Completion of Shades of Mort'ton Magic or Redwood pyre logs, tinderbox, fiyr remains
Dissect a sacred eel. Fishing 87 , Cooking 72 Partial completion of Regicide Knife, sacred eel
Kill a lizardman shaman. None None Combat equipment
Angle for an Anglerfish in your finest fishing gear. Fishing 82 None Fishing rod, sandworms, angler's or spirit angler's outfit
Chop a redwood log whilst sporting the finest lumberjack gear. Woodcutting 90 None An axe, lumberjack or forestry outfit

Wearing a forestry kit/forestry basket with either outfit stored counts.

Craft a light orb in the Dorgesh-Kaan bank. Crafting 87 Completion of Death to the Dorgeshuun Cave goblin wire, and an Empty light orb or a Glassblowing pipe and molten glass.

Adding wire to the empty orb completes the challenge.

Kill a reanimated abyssal. Magic 90 , Slayer 85 None Ensouled abyssal head, 4 soul runes, 2 blood runes, 4 nature runes
Kill a Fiyr shade inside Mort'tons shade catacombs. Firemaking 65 Completion of Shades of Mort'ton Combat equipment, and a silver or gold Shade key. To obtain the key, one needs at least 65 firemaking to light Yew pyre logs or better in combination with Asyn remains or better.
  1. ^ "Poll 71 and Darkmeyer Updates". Old School RuneScape News. Jagex. 18 June 2020. Archived from the original.
  2. ^ Can be an Immature tecu salamander

Puzzle boxes

Occasionally, players will need to solve puzzle boxes for a hard, elite or master clue in a Treasure Trail. Puzzle boxes contain a scrambled image that players must work to unscramble by clicking on tiles to move them to an empty space. Once the puzzle box is completed, players will need to talk to the NPC who gave the puzzle box to receive the next clue or the reward.

A guide on how to solve puzzle boxes is available at Treasure Trails/Guide/Puzzle boxes.

Troll Castle Tree
Cerberus Gnome child Zulrah
Theatre of Blood

Light boxes

Light boxes are a puzzle players will occasionally need to solve for a master Treasure Trail. Light boxes contain a 5x5 grid of lights and 8 switches to turn them on and off. The goal of the puzzle is to light all the lights.

If destroyed, or otherwise lost, the puzzle will have to be solved again from the beginning.

Solving the puzzle

The light box interface.

One strategy is to concentrate on one light at a time and flip every switch, taking note on a piece of paper of which switches control that light. This is then repeated for all lights until a light is found which is only controlled by one switch. The position of the switch which turns that particular light on is the permanent position of that switch. Thus, it no longer becomes necessary to check that particular switch, thereby halving the remaining switch permutations. In other words, finding one is twice as hard as finding the next with the first one being the hardest to find.

Alternatively, spam click one switch so you can note on a 5x5 grid which lights are controlled by that switch. Once you've done that for all 8 switches it will be clear which lights are only controlled by only one switch. Once you have the correct position of each of those switches, you can usually figure out the rest from the lights that are controlled by 2 switches (since you likely already have the permanent position of one of the two) or (after that) 3, etc.

There is also a brute-force method, which requires turning the switches on in this order from left to right until the light box is solved:

Brute force method (from left to right)
ABAC ABAD ABAC ABAE ABAC ABAD ABAC ABAF
ABAC ABAD ABAC ABAE ABAC ABAD ABAC ABAG
ABAC ABAD ABAC ABAE ABAC ABAD ABAC ABAF
ABAC ABAD ABAC ABAE ABAC ABAD ABAC ABAH
ABAC ABAD ABAC ABAE ABAC ABAD ABAC ABAF
ABAC ABAD ABAC ABAE ABAC ABAD ABAC ABAG
ABAC ABAD ABAC ABAE ABAC ABAD ABAC ABAF
ABAC ABAD ABAC ABAE ABAC ABAD ABAC

References

  1. ^

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/Master
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureClue scroll (master) · file details

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