Treasure Trails/Full guide/Master
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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 | |
|---|---|---|
| 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 (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. | |
| Prayer potions | Used to restore prayer points. | |
| (Super) antipoison potions | Use this to cure poison caused by Ancient Wizards. | |
| Clue box | Protects clue scrolls while in the Wilderness. | |
| Kandarin headgear 4 | Used to teleport to Sherlock. | |
| Music cape | 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 |
|---|---|---|---|
| Required to complete a lap of the Rellekka Rooftop Course with full graceful outfit for Sherlock. | |||
| Not boostable | Not boostable | Required to wield godswords and Arclight. | |
| Required to dissect a sacred eel for Sherlock. | |||
| Required to build an eternal brazier to dock at Brittle Isle. | |||
| Required to craft a light orb for Sherlock. | |||
| Not boostable | Not boostable | Required to wear any Barrows armour for an emote clue. | |
| Required to enter the high tier of the Farming Guild. | |||
| Required to light redwood logs for Sherlock. | |||
| Required to fish a sacred eel for Sherlock. | |||
| Required to fletch rune darts for Sherlock. | |||
| Required to make anti-venom for Sherlock. | |||
| Not boostable | Not boostable | Required to cross the river into Zamorak's Fortress in the God Wars Dungeon. | |
| Required to catch a tecu salamander for Sherlock. | |||
| Required to cast Master Reanimation for Sherlock. | |||
| Required to mine runite ore with full prospector kit for Sherlock. | |||
| Not boostable | Not boostable | Required to show Falo the barrelchest anchor (must be repaired). | |
| Not boostable | Not boostable | Required to wear black dragonhide armour, crystal bow, and Karil's equipment for emote clues. | |
| Required to runecraft blood runes for Sherlock. | |||
| Not boostable | Not boostable | Required to dock at Brittle Isle. | |
| Required to kill a reanimated abyssal for Sherlock. | |||
| Required to smith a Rune med helm for Sherlock. | |||
| Required for Legends' Quest. | |||
| Required to pickpocket an elf for Sherlock.
Note: a different master clue step has a requirement of 81 Thieving which cannot be boosted. | |||
| 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. | |||
OR OR |
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.
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.
- ^ 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.
- ^ The Guardian boots or Echo boots can also be used and stored for this clue step.
- ^ Requires any one complete set
- ^ The Climbing boots (g) can also be used and stored for this clue step.
- ^ Variants such as the infernal axe and crystal axe can be used and stored for the emote clue at the Enchanted Valley.[1]
- ^ 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. | Dragon scimitar | |
| Dragon scimitar (or) | ||
| Dragon scimitar (cr) | ||
| A book that preaches of some great figure, lending strength, might and vigour. | God book[n 1] | |
| God book (or)[n 1] | ||
| A bow of elven craft was made, it shimmers bright, but will soon fade. | Crystal bow[n 2] | |
| Bow of faerdhinen[n 3] | ||
| A fiery axe of great inferno, when you use it, you'll wonder where the logs go. | Infernal axe[n 4] | |
| Infernal axe (or)[n 4][n 5] | ||
| A mark used to increase one's grace, found atop a seer's place. | Mark of grace | |
| A molten beast with fiery breath, you acquire these with its death. | Lava dragon bones | |
| A shiny helmet of flight, to obtain this with melee, struggle you might. | Armadyl helmet | |
| A sword held in the other hand, red its colour, Cyclops strength you must withstand. | Dragon defender[n 6] | |
| Dragon defender (t)[n 6] | ||
| Avernic defender[n 6][n 7] | ||
| A token used to kill mythical beasts, in hopes of a blade or just for an xp feast. | Warrior guild token | |
| Green is my favourite, mature ale I do love, this takes your herblore above. | Greenman's ale(m) | |
| It can hold down a boat or crush a goat, this object, you see, is quite heavy. | Barrelchest anchor[n 8] | |
| Barrelchest anchor (bh) | ||
| It comes from the ground, underneath the snowy plain. Trolls aplenty, with what looks like a mane. | Basalt | |
| No attack to wield, only strength is required, made of obsidian, but with no room for a shield. | Tzhaar-ket-om | |
| Tzhaar-ket-om (t) | ||
| Penance healers runners and more, obtaining this body often gives much deplore. | Fighter torso[n 6] | |
| Fighter torso (or)[n 6] | ||
| Strangely found in a chest, many believe these gloves are the best. | Barrows gloves | |
| These gloves of white won't help you fight, but aid in cooking, they just might. | Cooking gauntlets | |
| They come from some time ago, from a land unto the east. Fossilised they have become, this small and gentle beast. | Numulite | |
| To slay a dragon you must first do, before this chest piece can be put on you. | Rune platebody[n 9] | |
| Vampyres are agile opponents, damaged best with a weapon of many components. | Ivandis flail | |
| Rod of ivandis | ||
| Blisterwood flail | ||
| Hallowed flail | ||
| You won't bring me to heel, unless you have a bright red keel. | Dragon keel parts[n 10] | |
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.
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:
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 | |||
| 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 |
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 |
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. |
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.
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. | Dragon scimitar | |
| Dragon scimitar (or) | ||
| Dragon scimitar (cr) | ||
| A book that preaches of some great figure, lending strength, might and vigour. | God book[n 1] | |
| God book (or)[n 1] | ||
| A bow of elven craft was made, it shimmers bright, but will soon fade. | Crystal bow[n 2] | |
| Bow of faerdhinen[n 3] | ||
| A fiery axe of great inferno, when you use it, you'll wonder where the logs go. | Infernal axe[n 4] | |
| Infernal axe (or)[n 4] | ||
| Infernal axe (or) (Trailblazer Reloaded)[n 4] | ||
| A mark used to increase one's grace, found atop a seer's place. | Mark of grace | |
| A molten beast with fiery breath, you acquire these with its death. | Lava dragon bones | |
| A shiny helmet of flight, to obtain this with melee, struggle you might. | Armadyl helmet | |
| A sword held in the other hand, red its colour, Cyclops strength you must withstand. | Dragon defender[n 5] | |
| Dragon defender (t)[n 5] | ||
| Avernic defender[n 5][n 6] | ||
| A token used to kill mythical beasts, in hopes of a blade or just for an xp feast. | Warrior guild token | |
| Green is my favourite, mature ale I do love, this takes your herblore above. | Greenman's ale(m)[n 7] | |
| It can hold down a boat or crush a goat, this object, you see, is quite heavy. | Barrelchest anchor[n 8] | |
| Barrelchest anchor (bh) | ||
| It comes from the ground, underneath the snowy plain. Trolls aplenty, with what looks like a mane. | Basalt | |
| No attack to wield, only strength is required, made of obsidian, but with no room for a shield. | Tzhaar-ket-om | |
| Tzhaar-ket-om (t) | ||
| Penance healers runners and more, obtaining this body often gives much deplore. | Fighter torso[n 5] | |
| Fighter torso (or)[n 5] | ||
| Strangely found in a chest, many believe these gloves are the best. | Barrows gloves | |
| These gloves of white won't help you fight, but aid in cooking, they just might. | Cooking gauntlets | |
| They come from some time ago, from a land unto the east. Fossilised they have become, this small and gentle beast. | Numulite | |
| To slay a dragon you must first do, before this chest piece can be put on you. | Rune platebody[n 9] | |
| Vampyres are agile opponents, damaged best with a weapon of many components. | Ivandis flail | |
| Rod of ivandis | ||
| Blisterwood flail | ||
| Hallowed flail | ||
| You won't bring me to heel, unless you have a bright red keel. | Dragon keel parts[n 10] | |
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. | 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. | None | Hammer, runite bar | |
| Teleport to a spirit tree you planted yourself. | 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. | Being on the Arceuus spellbook | Dark essence block, 2 soul runes, 2 law runes, 1 blood rune | |
| Slay a Nechryael in the Slayer Tower. | None | None | |
| Kill the spiritual, magic and godly whilst representing their own god. | Completion of Troll Stronghold or |
Equipment to kill a spiritual mage, and a god item aligned with that mage. | |
| Create an unstrung dragonstone amulet at a furnace. | None | Gold bar, dragonstone, amulet mould | |
| Burn a magic log. | None | Tinderbox, magic logs | |
| Burn a redwood log. | None | Tinderbox, redwood logs | |
| Catch a tecu salamander.[2] | None | Small fishing net and rope | |
| Complete a lap of the Rellekka rooftop agility course whilst sporting the finest amount of grace. | None | Graceful outfit (An Agility cape can be used as a substitute for the graceful cape) | |
| Mix an anti-venom potion. | None | Antidote++(1-4), 5-20 zulrah's scales | |
| Mine a piece of runite ore whilst sporting the finest mining gear. | 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. | None | None | |
| Pickpocket an elf. | Started Mourning's End Part I | None | |
| Bind a blood rune at the Blood Altar. Either blood altar may be used. |
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. | Completion of the herblore section of the Barbarian Training miniquest | Ranging potion (2), caviar | |
| Fletch a rune dart. | 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. | Completion of Shades of Mort'ton | Magic or Redwood pyre logs, tinderbox, fiyr remains | |
| Dissect a sacred eel. | Partial completion of Regicide | Knife, sacred eel | |
| Kill a lizardman shaman. | None | None | Combat equipment |
| Angle for an Anglerfish in your finest fishing gear. | None | Fishing rod, sandworms, angler's or spirit angler's outfit | |
| Chop a redwood log whilst sporting the finest lumberjack gear. | 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. | 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. | None | Ensouled abyssal head, 4 soul runes, 2 blood runes, 4 nature runes | |
| Kill a Fiyr shade inside Mort'tons shade catacombs. | 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. |
- ^ "Poll 71 and Darkmeyer Updates". Old School RuneScape News. Jagex. 18 June 2020. Archived from the original.
- ^ 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.
Light boxes
Light boxes are a puzzle players will occasionally need to solve for a master Treasure Trail. Light boxes contain a 5x5 grid of lights and 8 switches to turn them on and off. The goal of the puzzle is to light all the lights.
If destroyed, or otherwise lost, the puzzle will have to be solved again from the beginning.
Solving the puzzle
One strategy is to concentrate on one light at a time and flip every switch, taking note on a piece of paper of which switches control that light. This is then repeated for all lights until a light is found which is only controlled by one switch. The position of the switch which turns that particular light on is the permanent position of that switch. Thus, it no longer becomes necessary to check that particular switch, thereby halving the remaining switch permutations. In other words, finding one is twice as hard as finding the next with the first one being the hardest to find.
Alternatively, spam click one switch so you can note on a 5x5 grid which lights are controlled by that switch. Once you've done that for all 8 switches it will be clear which lights are only controlled by only one switch. Once you have the correct position of each of those switches, you can usually figure out the rest from the lights that are controlled by 2 switches (since you likely already have the permanent position of one of the two) or (after that) 3, etc.
There is also a brute-force method, which requires turning the switches on in this order from left to right until the light box is solved:
| Brute force method (from left to right) | |||||||
|---|---|---|---|---|---|---|---|
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAF |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAG |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAF |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAH |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAF |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAG |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | ABAF |
| ABAC | ABAD | ABAC | ABAE | ABAC | ABAD | ABAC | |
References
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