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 the 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.

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, anti-poison 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 affect 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 defence, 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 defence armour 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 anti-poison. 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: 1) Bring a one-click teleport or ring of life. 2) Bring good food. 3) Bring potions including, anti-poison, and prayer restore. 4) Be fully healed before engaging. The Zamorak wizard is considerably weaker, and barely warrants discussion. However, as he only appears in the Wilderness there is a significant chance of Revenants attacking, which are far more dangerous then the Zamorak Mage will ever appear to be. 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. Do not dig again in a panic or you will generate another Zamorak wizard and compound your situation. Use your choice of the strategies above for fighting the wizard himself. He will not poison you, but players should still bring an anti-poison if fighting in high Wilderness where a revenants attack can poison you.

An Unfortunate Reality
Many Level 3 coordinate clues will lead a player into areas which are locked by quests. Some of these areas are related to master quests such as 'Legends' Quest' and 'Regicide' or others. If a player gets a clue that leads to an area they cannot access, they have 2 options. They must either complete the quest requirements, or destroy their clue scroll and hope that the next one does not lead them to the same areas. The second method is a major gamble, as 'locked' clues are mildly common for a level 3 clue. Players are encouraged to train until they can complete the clue. Remember: You can only own one clue at a time (Except with the H.A.M. thieving method which has no relevance here), so as long as you have a clue scroll in your inventory or bank, you will never get another one.

Please note: You DO NOT need to complete Legend's Quest in order to gain access to the Kharazi Jungle. All you need to have done is to start the quest, and have in your inventory a machete, a hatchet, and Radimus's Notes.

Finding Where To Dig
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' at 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 deep 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 as are on the clue, the player is standing on the correct location and must dig with a spade to claim the treasure directly beneth their feet. If the player does not wish to manually locate their clue, they may use the list in the next section.

Many players get confused as to which way to go when homing in on their target coordinates. If a player's target is 09:34N; 25:12E, (Shorthand, (09:34N; 25:12E) = 09 degrees and 34 minutes north; 25 degrees and 12 minutes east) using the map below he or she could figure out that those coordinates are somewhere in Varrock. Once a player is near his or her coordinates, he or she will have to use his or her sextant to determine his or her exact location, and move until his or her location and the coordinate clue's target are identical, then dig.

The problem comes when a person cannot figure out which way he or she needs to go. If the player has found himself or herself to be at 09:14N; 25:18E then he or she needs to go north a few steps and west a few steps. Often a player will go the exact wrong direction until he or she has found himself or herself to be obviously off target. Moving in an indicated direction will increase the numerical values of the degrees/minutes associated with your location, while moving away from that direction will decrease the values. If your value for how far east you are is too high, move more to the west (and vice versa). If the value for how far north you are is too low, move north (and vice versa).



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

The Exact Locations
This is a complete list with clues in a numerical sequence organised into ascending numerical value. (00:00 north first, then 00:05 south, then 00:13 north, continuing accordingly.) Traveling to the coordinates and digging will not produce the casket unless the player brings the sextant, watch, chart, and their clue scroll.