Treasure Trails/Full guide/Medium

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Clue scroll (medium)

For the main article, see Treasure Trails.

Preparation

Medium clue scrolls can be between three and five clues long with some quest requirements. 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/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 Some clue steps require combat.

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 medium clue. Quest skill requirements are not noted in this table.

Skill level Details
Agility 35 [boostable] Required to enter the Barbarian Agility Arena.
Attack 30 [not boostable] Required to wield adamant weaponry.
Defence 40 [not boostable] Required to wear green or blue d'hide body.
Farming 45 [boostable] Required to enter the Farming Guild.
Magic 40 [not boostable] Required to wear mystic robes.
Ranged 50 [not boostable] Required to wear blue dragonhide armour.
Strength 30 [not boostable] Required to wield adamant warhammer.
Sailing 45 [not boostable]
Construction 48 [not boostable]
Slayer 51 [not boostable]
Woodcutting 40 [not boostable]
Crafting 34 [not boostable]
Hunter 45 [not boostable]
Required to reach The Summer Shore.

Additional requirements for ironmen

Players playing in the ironman mode may find it more difficult to obtain certain items required for emote clues. Possible challenges are listed below.

Skill level Details
Crafting 45 [boostable]
OR
Hunter 74 [boostable]
To obtain snakeskin boots.
Crafting 71 [boostable]
OR
The ability to kill brutal blue dragons.
To obtain blue d'hide body.
Slayer 87 [not boostable]
OR
Magic 66 [boostable]
OR
Hunter 83 [boostable]
OR
The ability to kill Scorpia, Vet'ion, Callisto, or Corporeal Beast.
To obtain mystic robe bottoms.
Magic 66 [boostable]
OR
Hunter 65 [boostable]
To obtain mystic gloves.
Slayer 52 [boostable] To obtain mithril boots.
Crafting 51 [boostable]
OR
The ability to kill bull sharks.
To obtain snakeskin chaps.

Note that a clue step requiring adamant boots is blocked for ironmen.[1]

Quest requirements

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

Quest Details
Biohazard Gives access to the Combat Training Camp.
Bone Voyage Gives access to Fossil Island.
Children of the Sun Gives access to Varlamore.
The Corsair Curse (Completion of quest not necessary) Gives access to Corsair Cove.
Creature of Fenkenstrain (Completion of quest not necessary) Gives access to Mausoleum.
Dragon Slayer I Gives access to green d'hide body and Crandor.
The Fremennik Trials Gives access to Miscellania.
Horror from the Deep (Completion of quest not necessary) Gives access to the Lighthouse.
Jungle Potion Gives access to Gabooty in Tai Bwo Wannai.
Lost City Gives access to the song Faerie.
Mountain Daughter (Completion of quest not necessary) Gives access to the song Cave of Beasts.
Nature Spirit (Completion of quest not necessary) Gives access to Mort Myre Swamp.
Priest in Peril Gives access to Morytania.
Ratcatchers (Completion of quest not necessary, must complete part 1 "Jimmy Dazzler" to access Ardougne rat pit.) Gives access to the song Catch Me If You Can.
Ironman: The Lost Tribe Gives access to Nardok's Bone Weapons to buy a bone dagger.
Sea Slug (Completion of quest not necessary) Gives access to Fishing Platform.
The Tourist Trap (Completion of quest not necessary) Gives access to the Desert Mining Camp.
Troubled Tortugans (Completion of quest not necessary) Gives access to The Great Conch.
Waterfall Quest (Completion of quest not necessary) Gives access to the Baxtorian Falls.

Music requirements

Music Track Unlock location Notes
Catch Me If You Can Ardougne Rat Pits Requires partial completion of Ratcatchers.
Cave of Beasts The Kendal's cave Requires partial completion [up to boss fight] of Mountain Daughter.
Devils May Care Smoke Devil Dungeon If you quickly enter and then exit the dungeon right away, then a facemask or slayer helmet is not necessary.
Faerie Zanaris Requires completion of Lost City.
Forgotten Ruins of Uzer N/A
Karamja Jam Brimhaven Dungeon Access to the dungeon requires a fee from either Saniboch or Banisoch.

Item requirements

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

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

  1. ^ 1.0 1.1 1.2 Not required for Ironman Mode players.[1]

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 BAKER Baraek Varrock Square (fur trader) 5
A BAS Saba Found in the cave on the path towards the Death Plateau west of Burthorpe. None
A BASIC ANTI POT Captain Tobias Port Sarim 6
AHA JAR Jaraah The hospital of the Emir's Arena. None
A HEART Aretha Soul Altar 2
ARC O LINE Caroline North Witchaven next to the row boat. After the Sea Slug quest, she is found wandering the coast. 11
AREA CHEF TREK Father Aereck Found in the church in Lumbridge.

Note: If players failed to save Jarvis during the 2017 Halloween event, the answer is '20' instead of '19'.

19
ARE COL Oracle The peak of Ice Mountain west of Edgeville. 48
ARMCHAIR THE PELT Charlie the Tramp Next to the south entrance of Varrock. 0
BAIL TRIMS Brimstail In the cave west of the Stronghold Slayer Cave entrance in the Tree Gnome Stronghold. None
CALAMARI MADE MUD Madame Caldarium Next to a spa in the Corsair Cove. 6
CLASH ION Nicholas Most north-eastern point of Port Piscarilius, north of the fishing shop. 4
CUTE HI Teicuh Rune Shop in Tal Teklan. 4097
DT RUN B Brundt the Chieftain Rellekka, inside the main hall. 5
EEK ZERO OP Zoo keeper Ardougne Zoo

Note: If the player has completed Eagles' Peak, the answer is '51' instead of '50'.

50
EL OW Lowe Varrock archery store None
GOBLETS ODD TOES Otto Godblessed South of the Barbarian Outpost, in Otto's Grotto. 2
GOBLIN KERN King Bolren Tree Gnome Village, next to the spirit tree. None
GOT A BOY Gabooty Centre of Tai Bwo Wannai. 11
HALT US Luthas The owner of the banana plantation on Musa Point (Karamja). None
HEORIC Eohric Burthorpe Castle, top floor. 36
HICK JET Jethick Town square of West Ardougne. 38
HIS PHOR Horphis Arceuus Library 1
I AM SIR Marisi Marisi is a farmer found in the allotment patch located within Hosidius. 5
ICY FE Fycie Rantz's cave, south-east of Gu'Tanoth and far eastern portion of Feldip Hills (near the coast, north-east of gnome glider and AKS). None
I DOOM ICON INN Dominic Onion Nightmare Zone 9,500
I EVEN Nieve The Slayer master in Gnome Stronghold. 2
KAY SIR Sir Kay The courtyard in Camelot Castle. 6
LAME T Metla Stonecutter Outpost in the Avium Savannah. None
LARK IN DOG King Roald Ground floor of Varrock Palace. 24
LEAKEY Kaylee Rising Sun Inn in Falador. 18
LOW LAG Gallow Vinery in Hosidius. 12
ME IF Femi Just outside the gates of Tree Gnome Stronghold. None
NOD MED Edmond Behind the most north-western house in East Ardougne. 3
NOT RAG Elder Torgan To the north-west of the market in the Summer Shore, in the house with the cooking range symbol . None
OK CO Cook Ground floor of Lumbridge Castle. 9
PACINNG A TAIE Captain Ginea East of the War Tent in the Shayzien Encampment. 113
PEAK REFLEX Flax keeper Flax field south of Seers' Village. 676
PEATY PERT Party Pete Falador Party Room None
QUE SIR Squire Falador Castle Courtyard 654
R AK MI Karim Al Kharid kebab shop just south of the furnace. 5
RATAI Taria Rimmington bush patch 7
R SLICER Clerris Dense essence mine 738
SAND NUT Dunstan Anvil in north-eastern Burthorpe. 8
TAMED ROCKS Dockmaster Port Piscarilius, building north-east of the general store. 5
THICKNO Hickton Hickton's Archery Emporium in Catherby. Second house east of the bank. 2
UESNKRL NRIEDDO Drunken soldier The Cloak and Stagger tavern in Shayzien. 598
VESTE Steve By the entrance to the Stronghold Slayer Cave. 2

Ciphers

Ciphers are a method of encrypting information. In Old School RuneScape, ciphers are used as a step in a Treasure Trail. They use a Caesar shift in order to encrypt an NPC's name.

Cipher Solution Location Challenge answer
BMJ UIF LFCBC TFMMFS Ali the Kebab seller

(Known as Isma'il The Kebab Seller after The Feud quest)

Pollnivneach 399
ECRVCKP MJCNGF Captain Khaled Large eastern building in Port Piscarilius. The reminisce teleport fisher's flute in the Book of the dead takes you to just west of the building. 5
GUHCHO Drezel Paterdomus Temple; Drezel can be found in the cave north of the Paterdomus Temple, which lies next to Canifis. Drezel is also an NPC for several quests (fairy code CKS and then go north-west to the end of the bridge, where you can climb down the trapdoor to find Drezel) 7
HQNM LZM STSNQ Ironman tutor Lumbridge 666
QSPGFTTPS HSBDLMFCPOF Professor Gracklebone Arceuus Library, ground floor (fairy ring code CIS) 9
XJABSE USBJCPSO Wizard Traiborn Wizards' Tower, 1st floor (fairy ring code DIS) 3150

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
00 degrees 05 minutes south,

01 degrees 13 minutes east

00.05S,

01.13E

None. No
Image Map
Location notes
West of the Tree Gnome Village, almost directly south of the fruit tree patch. On the east side of the river from the Observatory.
Coordinates Shorthand Requirements Fight
00 degrees 13 minutes south,

13 degrees 58 minutes east

00.13S,

13.58E

None. No
Image Map
Location notes
On Karamja, west of the general store in the free-to-play section of the island, in the middle of the two small lakes. Close to Amulet of glory teleport.
Coordinates Shorthand Requirements Fight
00 degrees 18 minutes south,

09 degrees 28 minutes east

00.18S,

09.28E

None. No
Image Map
Location notes
South-west of Brimhaven at the gold mine near the entrance to the Brimhaven Dungeon. Dig one space south of the gold rock in front of the dungeon door.
Coordinates Shorthand Requirements Fight
00 degrees 20 minutes south,

23 degrees 15 minutes east

00.20S,

23.15E

None. No
Image Map
Location notes
South of the Water Altar ruins.
Coordinates Shorthand Requirements Fight
00 degrees 30 minutes north,

24 degrees 16 minutes east

00.30N,

24.16E

None. No
Image Map
Location notes
North-east of the Zanaris shed entrance located in the Lumbridge Swamp.
Coordinates Shorthand Requirements Fight
00 degrees 31 minutes south,

17 degrees 43 minutes east

00.31S,

17.43E

None. No
Image Map
Location notes
South of Port Sarim, just south of the ladder to the Asgarnian Ice Dungeon, on the edge of the cliff. Close to fairy ring AIQ.

Coordinates Shorthand Requirements Fight
01 degrees 18 minutes south,

14 degrees 15 minutes east

01.18S,

14.15E

None. No
Image Map
Location notes
Across the water from Musa Point, on the western seaweed spawn next to the river. Tiadeche from the Tai Bwo Wannai Trio quest can be found to the east. Use fairy ring code DKP or the gnome glider transport to Karamja.
Coordinates Shorthand Requirements Fight
01 degrees 26 minutes north,

08 degrees 01 minutes east

01.26N,

08.01E

Agility 10 No
Image Map
Location notes
In the centre of Moss Giant Island west of Brimhaven. The island can be found by swinging on the rope swings west of Brimhaven.
Coordinates Shorthand Requirements Fight
01 degrees 33 minutes south,

24 degrees 24 minutes west

01.33S,

24.24W

Completion of Children of the Sun No
Image Map
Location notes
East the Civitas illa Fortis western bank, dig just south of the statue of Emperor Imafore.
Coordinates Shorthand Requirements Fight
01 degrees 35 minutes south,

07 degrees 28 minutes east

01.35S,

07.28E

None. No
Image Map
Location notes
On the peninsula to Hazelmere's house, directly east of Yanille. Use the fairy ring code CLS and run north. Dig between a boulder, a leafy tree, and a creeping plant.

Coordinates Shorthand Requirements Fight
02 degrees 16 minutes north,

12 degrees 07 minutes east

02.16N,

12.07E

Partial completion of Dragon Slayer I No
Image Map
Location notes
Southern coast of Crandor.
Coordinates Shorthand Requirements Fight
02 degrees 43 minutes south,

33 degrees 26 minutes east

02.43S,

33.26E

None. No
Image Map
Location notes
Directly north of the teak tree south-east of the Ruins of Uzer. Can be reached relatively easily via fairy ring DLQ in Nardah by running north and then east following the map border.
Coordinates Shorthand Requirements Fight
02 degrees 48 minutes north,

22 degrees 30 minutes east

02.48N,

22.30E

None. No
Image Map
Location notes
Just west of the trapdoor leading to the H.A.M. Hideout, dig 2 spaces east and 1 south of the nearest tree to the building.
Coordinates Shorthand Requirements Fight
02 degrees 50 minutes north,

06 degrees 20 minutes east

02.50N,

06.20E

None. No
Image Map
Location notes
South of Ardougne Zoo, on a small cape. Can be reached easily via DJP next to the Tower of Life or the Ardougne cloak teleport to the monastery.

Coordinates Shorthand Requirements Fight
03 degrees 07 minutes south,

03 degrees 41 minutes west

03.07S,

03.41W

None. No
Image Map
Location notes
Just south-west of Castle Wars, fairy ring code BKP.
Coordinates Shorthand Requirements Fight
03 degrees 35 minutes south,

13 degrees 35 minutes east

03.35S,

13.35E

None. No
Image Map
Location notes
On Karamja, north of the Nature Altar.

Coordinates Shorthand Requirements Fight
04 degrees 00 minutes south,

12 degrees 46 minutes east

04.00S,

12.46E

None. No
Image Map
Location notes
In the centre of the Karamja Jungle mine, north of Shilo Village. Dig two spaces north-west of the mithril rocks. You can use fairy ring code CKR and run north-east.
Coordinates Shorthand Requirements Fight
04 degrees 13 minutes north,

12 degrees 45 minutes east

04.13N,

12.45E

Partial completion of Dragon Slayer I No
Image Map
Location notes
North side of Crandor. King Scorpions can be aggressive to low levelled players.

Coordinates Shorthand Requirements Fight
05 degrees 20 minutes south,

04 degrees 28 minutes east

05.20S,

04.28E

None. No
Image Map
Location notes
Feldip Hills, south-east of Gu'Tanoth and north of fairy ring code AKS.
Coordinates Shorthand Requirements Fight
05 degrees 43 minutes north,

23 degrees 05 minutes east

05.43N,

23.05E

None. No
Image Map
Location notes
Just south of the Champions' Guild, opposite side of the River Lum in Lumbridge

Coordinates Shorthand Requirements Fight
06 degrees 31 minutes north,

01 degrees 46 minutes west

06.31N,

01.46W

None. No
Image Map
Location notes
Travel south-west of the Tree Gnome Stronghold, and you will come across three ponds. Dig in between the two eastern ponds. Easily reached by teleporting with the Necklace of passage by teleporting to the Outpost.
Coordinates Shorthand Requirements Fight
06 degrees 41 minutes north,

27 degrees 15 minutes east

06.41N,

27.15E

None. No
Image Map
Location notes
Dig on the hill north-west of the Exam Centre.
Coordinates Shorthand Requirements Fight
06 degrees 58 minutes north,

21 degrees 16 minutes east

06.58N,

21.16E

None. No
Image Map
Location notes
Located at the north-east fence outside of Draynor Manor, on the southern side of the River Lum.

Coordinates Shorthand Requirements Fight
07 degrees 05 minutes north,

30 degrees 56 minutes east

07.05N,

30.56E

Priest in Peril (to enter Canifis) No
Image Map
Location notes
In Mort Myre Swamp, north of the Nature Grotto. Next pond south of the two most western fishing spots. Dig west of a rotting swamp tree. Note that there are ghasts in the swamp, so be sure to bring some druid pouches. One can use fairy ring BKR and run south-west.
Coordinates Shorthand Requirements Fight
07 degrees 33 minutes north,

15 degrees 00 minutes east

07.33N,

15.00E

None. No
Image Map
Location notes
South-east of Taverley, on the peninsula where the Lady of the Lake wanders around. Dig north of the non-examinable bush on the western part of the peninsula.

Coordinates Shorthand Requirements Fight
08 degrees 11 minutes south,

04 degrees 48 minutes east

08.11S,

04.48E

Spade No
Image Map
Location notes
South-east edge of Feldip Hills, by the crimson swifts. South-east of fairy ring AKS.
Coordinates Shorthand Requirements Fight
08 degrees 33 minutes north,

01 degrees 39 minutes west

08.33N,

01.39W

None. No
Image Map
Location notes
At Tree Gnome Stronghold, in the south-western section there is a bridge, and a pen containing terrorbirds. Open the gate in the east of the pen and go to the edge of the river as far east as possible and dig there.

Coordinates Shorthand Requirements Fight
09 degrees 33 minutes north,

02 degrees 15 minutes east

09.33N,

02.15E

Started Waterfall Quest

Rope

No
Image Map
Location notes
Go to the Baxtorian Falls, board the log raft, use a rope with the rock to get to the second island with the dead tree. Dig north of the dead tree.
Coordinates Shorthand Requirements Fight
09 degrees 35 minutes north,

01 degrees 50 minutes west

09.35N,

01.50W

None. No
Image Map
Location notes
This is on the west side of the river in the Gnome Stronghold. Walk north of the terrorbird pen and dig right above the rock.
Coordinates Shorthand Requirements Fight
09 degrees 48 minutes north,

17 degrees 39 minutes east

09.48N,

17.39E

None. No
Image Map
Location notes
Ice Mountain, located north of Barbarian Village. The lasser teleport teleport you very close to the spot.

Coordinates Shorthand Requirements Fight
10 degrees 45 minutes north,

04 degrees 31 minutes east

10.45N,

04.31E

Recommended:

20 Agility for Shortcut

No
Image Map
Location notes
By the shore line north of the Coal Trucks.

Coordinates Shorthand Requirements Fight
11 degrees 03 minutes north,

31 degrees 20 minutes east

11.03N,

31.20E

Completion of Priest in Peril No
Image Map
Location notes
South of the big roots that are found east of the path to the Slayer Tower. North of the fairy ring code CKS. Also close to the Slayer Tower teleport of the slayer ring.
Coordinates Shorthand Requirements Fight
11 degrees 05 minutes north,

00 degrees 45 minutes west

11.05N,

00.45W

None. No
Image Map
Location notes
In the swamp located in the north-west corner of the Tree Gnome Stronghold, west of the Grand Tree, directly south of the tortoise pen.
Coordinates Shorthand Requirements Fight
11 degrees 18 minutes north,

30 degrees 54 minutes east

11.18N,

30.54E

Completion of Priest in Peril. No
Image Map
Location notes
On the path to the Slayer Tower, just before the entrance. Easily reached by teleporting with fairy ring code CKS or the Slayer Teleport teleport of the slayer ring.
Coordinates Shorthand Requirements Fight
11 degrees 33 minutes north,

02 degrees 24 minutes west

11.33N,

02.24W

None. No
Image Map
Location notes
North-east of Eagles' Peak. Dig on the eastern side of the fence just slightly south of the coniferous tree. Easily reached by teleporting with the fairy rings with code AKQ.
Coordinates Shorthand Requirements Fight
11 degrees 41 minutes north,

14 degrees 58 minutes east

11.41N,

14.58E

None. No
Image Map
Location notes
Immediately north of a table in Burthorpe located east of the pub and west of Turael's house.

Coordinates Shorthand Requirements Fight
12 degrees 28 minutes north,

34 degrees 37 minutes east

12.28N,

34.37E

Priest in Peril No
Image Map
Location notes
In the castle grounds of Fenkenstrain's Castle in Morytania. Dig two steps north of the northernmost door.
Coordinates Shorthand Requirements Fight
12 degrees 39 minutes north,

30 degrees 07 minutes west

12.39N,

30.07W

None. No
Image Map
Location notes
Dig in the graveyard just south of the History and hearsay teleport location found in Kharedst's memoirs or the Book of the dead

Coordinates Shorthand Requirements Fight
14 degrees 54 minutes north,

9 degrees 13 minutes east

14.54N,

9.13E

None. No
Image Map
Location notes
Two paces west of the Swaying tree, located east of Rellekka. Easily reached by using the fairy ring code AJR.

Coordinates Shorthand Requirements Fight
15 degrees 22 minutes north,

07 degrees 31 minutes east

15.22N,

07.31E

None. No
Image Map
Location notes
In Pontak's garden in south-eastern Rellekka, between the cabbages and the potatoes. Easily reached by teleporting with the lyre or Fremennik sea boots.

Coordinates Shorthand Requirements Fight
17 degrees 39 minutes north,

37 degrees 16 minutes west

17.39N,

37.16W

45 Farming No
Image Map
Location notes
Inside the Farming Guild, close to the entrance. Dig next to the western patch of marigolds.

Coordinates Shorthand Requirements Fight
22 degrees 07 minutes south,

23 degrees 13 minutes east

22.07S,

23.13E

Partial Completion of the Troubled Tortugans quest No
Image Map
Location notes
At the centre of the Great Conch, just north east of fairy ring code CJQ.
Coordinates Shorthand Requirements Fight
22 degrees 30 minutes north,

03 degrees 01 minutes east

22.30N,

03.01E

Completion of the Fremennik Trials quest No
Image Map
Location notes
At the end of the path leading to the mining area on Miscellania. Accessible via fairy ring code CIP or teleporting with the Ring of wealth (if you have completed Throne of Miscellania).

Coordinates Shorthand Requirements Fight
23 degrees 05 minutes north,

41 degrees 22 minutes east

23.05N,

41.22E

Completion of Bone Voyage No
Image Map
Location notes
On the small island reachable by a small boat at the north-east end of the Mushroom Forest, or by using the zip line (requires 74 Agility) behind the Magic Mushtree at the House on the Hill (digsite pendant teleport to Fossil Island).

Cryptic clues

Cryptic clues are common riddle clues that can be found in all tiers of Treasure Trails. These clues demand a fairly wide variety of tasks. The tasks range from speaking to an NPC, searching a designated crate, or directing the player to dig in some fairly obscure location. For higher difficulty Treasure Trails, players may have to complete additional side tasks in order to complete the clue. These side task challenges may include finding a key or completing a puzzle box.

When doing medium Treasure Trails, clues will occasionally lead to a locked chest or drawer, which requires a key to open. Attempting to open the chest or drawer will provide a clue to which specific, usually local, monster to kill. Monsters that drop treasure trail keys drop them only when the player is in possession of that clue. It is worth noting that for clue steps involving keys, it is possible to obtain the key before reading the hint, which could save the player some time.

During hard clue scrolls, players may get shown a fairy ring code followed by some numbers. To solve these, the player must travel to the corresponding fairy ring and then take the number of steps shown by the numbers, in order of the compass direction (North, East, South, West), and then dig at that spot.

During hard or master clues, players may receive a puzzle box challenge from an NPC. Players must unscramble the image in order to receive the next clue or the reward.

During master clues, players are given three cryptic clues in one step. Players must go to the destination each cryptic provides and dig at the correct spot, or talk to the correct NPC, to obtain a torn part of the next step. When all three are obtained, they can be combined into either a new clue step, or the reward casket.

Clue juggling can make this process quicker if solving many master clue scrolls.

Clue Notes Task Image
A graceful man of many colours, his crates must be full of many delights. Kill a hill giant to obtain the key. Search the crate on the 2nd floor of Osten's shop in Shayzien.
A town with a different sort of night-life is your destination.

Search for some crates in one of the houses.

Search the crate inside of the clothes shop in Canifis. (fairy ring code CKS)
Are you somewhat entertained? Speak to Gloria inside the Fortis Colosseum.
Find a crate close to the monks that like to paaarty! The crate is in the east side of the Kandarin Monastery, which is south of Ardougne and where Brother Omad is found.
Go to the village being attacked by trolls, search the drawers in one of the houses. Go to Dunstan's house in the north-east corner of Burthorpe. Kill Penda in The Toad and Chicken to obtain the key.
Go to this building to be illuminated, and check the drawers while you are there. The 1st floor of the Lighthouse (fairy ring code ALP).

Kill a Rellekka marketplace guard to obtain the key. (Note: Starting the Horror from the Deep quest and speaking to Gunnjorn to obtain the Lighthouse key is required! Level 35 Agility is required to talk to Gunnjorn. You must also repair the bridge with two wooden planks, a hammer and 60 steel nails.)

I'd like to hear some music. Come and see me on the bridge in Falador Park, and play: <some music>

Thanks, Cecilia

Speak to Cecilia, who is located on the bridge in Falador Park.
In a town where everyone has perfect vision, seek some locked drawers in a house that sits opposite a workshop. The drawers is in Seers' Village in the house south of the Elemental Workshop entrance.

Kill any chicken to obtain a key. (Note: The closest chicken is just by the entrance of the Ranging Guild, west of Seers' Village.)

In a town where the guards are armed with maces, search the upstairs rooms of the Public House. Search the drawers in the pub north of Ardougne Castle.

Kill a guard dog at Handelmort Mansion to obtain the key.

In a town where thieves steal from stalls, search for some drawers in the upstairs of a house near the bank. Kill any guard located around East Ardougne for a medium key. Then, search the drawers in the upstairs hallway of Jerico's house, which is the house with pigeon cages located south of the northern East Ardougne bank.
In a town where wizards are known to gather, search upstairs in a large house to the north. Travel to Yanille and head to the house north-west of the bank. Kill a man nearby to receive a key. Go upstairs in the house and search the chest.
In a village made of bamboo, look for some crates under one of the houses. Search the crate by the house at the northern point of the broken jungle fence in Tai Bwo Wannai.
Probably filled with wizards socks. Kill one of the wizards for the key. Search the drawers in the basement of the Wizards' Tower south of Draynor Village. (fairy ring code DIS)
Search the basket of apples in an orchard, south of the unknown grave surrounded by white roses. It's in the orchard north-west of Hosidius.
Search the crate abandoned in the shadow of a mountain's grace. Search the crate inside the lone building in the Gloomthorn Trail.
Search the upstairs drawers of a house in a village where pirates are known to have a good time. The house in the south-east corner of Brimhaven, north-east of Davon's Amulet Store.

Kill any pirate located around Brimhaven to obtain the key.

Speak to a referee. Talk to a Gnome ball referee found on the Gnome Ball field in the Gnome Stronghold. You will receive a challenge scroll that you have to answer.

Answer: 5096

Speak to Donovan, the Family Handyman. Donovan the Family Handyman is found on the 1st floor of Sinclair Mansion.
Speak to Hajedy. Hajedy is found by the cart, located just south of the Brimhaven docks.
Speak to Kangai Mau. Kangai Mau is found in the Shrimp and Parrot in Brimhaven.
Speak to Roavar. Talk to Roavar in the Canifis tavern.
Speak to Uglug Nar. Uglug Nar is an ogre shaman outside of Jiggig, south of Castle Wars. You will receive a challenge scroll that you have to answer.

Answer: 6859

Speak to Ulizius. Ulizius is the monk who guards the gate into Mort Myre Swamp. (fairy ring code CKS)
The dead, red dragon watches over this chest. He must really dig the view. Search the chest underneath the Red Dragon's head in the Exam Centre.

Kill a barbarian in Barbarian Village, Barbarian Outpost or the Blue Moon Inn to receive the key.

This crate holds a better reward than a broken arrow. Inside the Ranging Guild. Search the crate behind the northern most building.
This crate is mine, all mine, even if it is in the middle of the desert. Centre of the Desert Mining Camp. Search the crates. Requires the metal key from The Tourist Trap to enter.
Try not to step on any aquatic nasties while searching this crate. Search the crate in Bailey's house on the Fishing Platform.
You'll need to look for a town with a central fountain. Look for a locked chest in the town's chapel. Search the chest by the stairs in the Varrock church, east of the palace.

Kill a monk in Ardougne Monastery to obtain the key.

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 in Tai Bwo Wannai. Clap before you talk to me.

Equip green d'hide chaps, a ring of dueling and a mithril med helm.

Do the emotes within the barricaded part of Tai Bwo Wannai.
Beckon in the Digsite, near the eastern winch. Bow before you talk to me.

Equip a green hat, snakeskin boots and an iron pickaxe.

Beckon in the Shayzien Combat Ring. Show your anger before you talk to me.

Equip an adamant platebody, adamant full helm and adamant platelegs.

The Combat Ring of Shayzien is located south-east of the bank. Other versions of the adamant platebody and legs do not work.
Cheer in the Barbarian Agility Arena. Headbang before you talk to me.

Equip a steel platebody, maple shortbow and a Wilderness cape.

Requires miniquest Alfred Grimhand's Barcrawl and 30 in Ranged (to wield the maple shortbow)

While level 35 Agility is required to enter the arena itself, the clue can be completed without it. Upon entering from the gate, walk into the building located to the south. Inside the building, walk to the most south-eastern corner, and do the emote. The Team cape i, Team cape x and Team cape zero can also be used.

Cheer in the Edgeville general store. Dance before you talk to me.

Equip a brown apron, leather boots and leather gloves.

Cheer in the Ogre Pen in the Training Camp. Show you are angry before you talk to me.

Equip a green d'hide body and chaps and a steel square shield.

Access to the Combat Training Camp requires completion of the Biohazard quest. Equipping the green d'hide body requires completion of Dragon Slayer I.
Clap in Seers court house. Spin before you talk to me.

Equip an adamant halberd, blue mystic robe bottom and a diamond ring.

Ironman accounts must start the Regicide quest to purchase an adamant halberd.

These can also be obtained as loot from Bull sharks .

Clap your hands north of Mount Karuulm. Spin before you talk to me.

Equip an adamant warhammer, mithril boots and a ring of life.

Fairy ring code CIR or Battlefront teleport, and run to the northern end of the volcano.
Cry in the Catherby Ranging shop. Bow before you talk to me.

Equip blue gnome boots, a hard leather body and an unblessed silver sickle.

Cry in the Draynor Village jail. Jump for joy before you talk to me.

Equip an adamant sword, a sapphire amulet and an adamant plateskirt.

Cry on the shore of Catherby beach. Laugh before you talk to me.

Equip an adamant sq shield, a bone dagger and mithril platebody.

Cry on top of the western tree in the Gnome Agility Arena. Indicate 'no' before you talk to me.

Equip a steel kiteshield, ring of forging, and green d'hide chaps.

Dance a jig under Shantay's Awning. Bow before you talk to me.

Equip a bruise blue snelm, an air staff and a bronze square shield.

South of Al Kharid, Shantay Pass. Only the pointed blue snelm will work!
Dance in the centre of Canifis. Bow before you talk to me.

Equip a green gnome robe top, mithril platelegs and an iron two-handed sword.

Dance in the dark caves beneath Lumbridge Swamp. Blow a kiss before you talk to me.

Equip an air staff, bronze full helm and an amulet of power.

You need a rope to enter this cave the first time.

You always need a light source in the caves, except when you have built the fire of eternal light.

If using the Lumbridge Castle basement to access the caves via the northern entrance, you will need to step one square south of the cave entrance as the square next to the entrance does not work when you dance.

Two STASH units are provided, one near each of the main entrances. Building one of them will automatically build the other one.

Jump for Joy in the mine near the Twilight Temple. Bow before you talk to me.

Equip a maple longbow, a ruby amulet and some steel platelegs.

Pendant of ates teleport to Twilight Temple, or Quetzal Transport System to Salvager Overlook and head east towards the East Salvager Overlook mine.
Jump for joy in the TzHaar sword shop. Shrug before you talk to me.

Equip a steel longsword, blue d'hide body and blue mystic gloves.

BLP
Jump for joy in Yanille bank. Dance a jig before you talk to me.

Equip a brown apron, adamantite medium helm and snakeskin chaps.

Nod your head where the River Ortus meets the Proudspire. Indicate 'no' before you talk to me.

Equip a blue wizard hat, a blue wizard robe and wear nothing on your legs.

Pendant of ates teleport to Twilight Temple, then run north-west past the Tower of Ascension to the end of the River Ortus.
Panic by the mausoleum in Morytania. Wave before you speak to me.

Equip a mithril plate skirt, maple longbow and no boots.

Starting Creature of Fenkenstrain quest is required to access the area. Go through the tombstone south-east of Fenkenstrain's Castle to reach the Experiment cave. If the quest is not completed, kill an Experiment for a key. Go north-west through the gate (unlocked if the quest has been completed) and up the ladder. Remember, no boots. After the quest you can repair the bridge to make a shortcut you can cross if you have 69 Agility.
Shrug in Catherby bank. Yawn before you talk to me.

Equip a maple longbow, green d'hide chaps and an iron med helm.

Spin on the bridge by the Barbarian Village. Salute before you talk to me.

Equip purple gloves, a steel kiteshield and a mithril full helm.

Think in the centre of the Observatory. Spin before you talk to me.

Equip a mithril chainbody, green dragonhide chaps and a ruby amulet.

Players who have completed the Observatory Quest with level 23 Agility, 24 Ranged and 28 Strength may use a shortcut by using the grapple-able rock just outside the observatory; players need only bring a crossbow and grapple for the first trip.

Otherwise, players must navigate through the Observatory Dungeon to reach this clue.

Yawn in the Castle Wars lobby. Shrug before you talk to me.

Equip a ruby amulet, a mithril scimitar and a Wilderness cape.

The Team cape i, Team cape x and Team cape zero can also be used.
Yawn in the centre of Arceuus library. Nod your head before you talk to me.

Equip blue dragonhide vambraces, adamant boots and an adamant dagger.

The fairy ring code CIS teleports you north of the library. Use the "yes" emote to nod your head.

Note: You cannot get this step playing Ironman Mode.[1]


Maps

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

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

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

Map Location Image
Search the crate by the Clock Tower, south-west of East Ardougne. Using a Spirit tree to Battlefield of Khazard is the fastest route. Ardougne cloak's Monastery Teleport is also close by.
Inside McGrubor's Wood, west of Seers' Village. Fairy ring code ALS. If approaching from outside, squeeze through the broken fence by the northern half of the hut in the centre and search the crate south of the house.
Road between Rellekka and the Lighthouse. Fairy code ALP and run East.
By the entrance to the Ourania Cave. Use the spirit tree to the Khazard Battlefield, or teleport to Castle Wars with a Ring of dueling and run North past the Observatory.
South of the path to Mort'ton; fairy ring BIP is nearby (50 Agility is required when you use the fairy ring).
Just south of East Ardougne (straight south of town square), north of the Tower of Life, near the Necromancer Tower. Dig two spaces north of the smaller crate that Bonafido is leaning on. Fairy ring code DJP is very close, or use any Ardougne cloak to the Monastery.
On Miscellania, one of the Fremennik Isles, just east of the castle. Fairy ring code CIP accessible only after completing The Fremennik Trials.
Just west of the Chemist's house in Rimmington. South of Falador, west of Port Sarim.
West of the Crafting Guild. Dig north of the sandpile at the tip of the peninsula.
North of Seers' Village, along the path towards Rellekka.
South of Draynor Village bank, by the fishing spot.

References

  1. ^ 1.0 1.1 1.2

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

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