Treasure Trails/Guide/Coordinates


 * See also:Treasure Trails guide/Locate

Co-ordinates
While doing coordinates, you must have a chart, sextant, and watch in your inventory. Think of it as the RuneScape equivalent of geocaching. A modern day equivalent would be something along the lines of using a G.P.S. unit. If you don't have these items follow the instructions provided by hitting the back link to the main guide. Don’t forget your spade, or you won’t be able to actually to dig up the chest!



The Wizard Warning:
If you're doing a level 3 coordinate scroll, you will always be attacked by a powerful NPC so be prepared for combat. If you're in the Wilderness, you will be attacked by a level 65 Zamorak wizard who exclusively uses Flames of Zamorak, he will not melee. If you are anywhere else other than the wilderness (apart from the Duel Arena), you be attacked by a considerably more powerful level 108 Saradomin Wizard who will use Saradomin Strike and wields a Dragon Dagger (p++). The wizard must be killed before digging again. Failing to defeat the wizard before attempting to dig again will result in another wizard appearing; should this happen, all the wizards must be defeated before digging again (This is probably a bug, but must be dealt with either way.) Note: This applies only to level 3 clues; Wizards do not appear on level 2 coordinate clues. ==

Anti-Wizard Tactics: ==

There are a variety of methods used to kill the Saradomin wizard. It is recommended, no matter what method is being used, that players bring at least one prayer and/or super restore potion, antipoisen or related counter measures, and food. The Player is almost required to use protection prayers. The choice of Protection From Magic or Protection From Melee will significantly effect the battle. The wizard will react to which prayer you use and change its attack methods, so be prepared to defend against the other method. If the player decides to protect from melee and fend off the magic attacks they should wear the best dragonhide available to them. The wizard hits fairly hard with magic, especially compared to his melee hits, so a player using Protection From Melee might want to consider bringing a lot of food. Attacking the wizard with magic is a rather bad idea due to his high magic defense, but can be done with little additional difficulty if the player is at a high Magic level. Rangers should be cautioned that safe spots are not always available, so they will need to be prepared to take damage. If the player chooses to simply beat the stuffing out of the wizard, simply equip the best melee defense armor available and use the Protection From Magic prayer, or expect to take very heavy damage. If the player does choose the melee option, then they should bring an antipoison. The wizard's melee attacks inflict poison nearly 100% of the time (whether or not the attack does damage), and the poison damage starts at 68. The wizards cannot move very far from where they appear, thus negating their melee attack if the player maneuvers properly, however the wizard will disappear if the player moves too far away for too long. Regardless of your strategy do not go into a level 3 clue scroll battle half prepared, always bring a one-click teleport or ring of life, good food, antipoison, and have full prayer and lifepoints. The Zamorak wizard is considerably weaker, and barely warrants discussion. As he only appears in the Wilderness, there is a significant chance of Revenants attacking, which are far more dangerous. If encountered in a single combat zone, Revenants can steal your attention, at which point the Revenant must be dispatched before the wizard can be killed. Use your pick of the strategies above. He will not poison you, but you should still bring an antipoison in case you fight him beyond level 50 Wilderness (where revenants can poison you if they attack).

Finding Where To Dig:
Coordinate clues do not appear in level 1 clues so they will not be an issue for players with them. Wizards do not appear in level 2 clues, so they are much safer. Locating where to dig on your own is difficult and time consuming. The coordinates (0,0) are at the centre of the Observatory. The 'top of the world' (located at the northern Iceberg) is at about 30 North, and the southern Pest Control island area is the 'bottom of the world' about 18 South. The western extreme is Lunar Isle at about 12 West, and the eastern extreme is at Mos Le'Harmless at about 40 East. The map below may help you get a rough idea of where your clue is located. For example, anything greater than 20-north is usually a wilderness clue. Once the player has an idea where to head, they must use the sextant repeatedly to home in on the coordinates given in the clue. Once the sextant gives the same coordinates, the player must dig with a spade to claim their treasure. If the player does not wish to manually locate they’re clue, they may use the list in the next section.



A high resolution RuneScape world map marked with treasure trail coordinates is also available here.

The Exact Locations:
Every last one of them, listed here. If you don’t feel like globetrotting for hours, this list will tell you exactly where to dig. The list is complete, as there are a set number of coordinate clues. (If we somehow forgot one, please add it.) Sift through the list to find your clue; they are organized according into ascending numerical value. (00:00 north first, then 00:05 south, then 00:13 north, continuing accordingly.) Note: Traveling to the coordinates and digging will not produce the casket unless the player brings the sextant, watch, and chart. Even if you are taking the easy way out and not actually using them, you must still bring them.