Wilderness Agility Course

Background
The Wilderness agility course (labeled on the world map as "Agility Training Area") requires level 52 agility to enter. The course is divided into two parts: the edge and the main course. Players who are entering the main course must balance themselves through the edge.

The course is regarded as the best course for players who have mid-level Agility to gain experience, as the other best one Ape Atoll Agility Course has a higher failing rate. However, this course is quite dangerous to most of the agility trainers since Revenants would usually patrol inside or around the area, sometimes killing the players who are training.

Equipments
To get the light weight to reduce the failing rate, weight-reducing gear like Boots of lightness, Spotted cape or Spottier cape and Penance gloves proves useful.

Since Revenants may roam the area, it is important to bring items that players are willing to lose. Antipoisons are also important to cure the poisonous attack from them.

If players are just two or three levels above 52 agility, a lot of food should be brought. Higher agility level would require less food. 10 or above effective food should be brought to restore hitpoints.

If players are using the Ardougne Wilderness lever, a slash weapon or a knife should be brought.

Transportation
Players can use teleports from Ancient Magicks (Ghorrock Teleport with 96 Magic) or Lunar Spells (Ice Plateau Teleport, 89 Magic) to reach the course. Just go a bit east to reach the gate.

Players who do not have the magic level to cast the spells above can pull the lever near the entrance to West Ardougne in East Ardougne and then walk west and get pass the Mage Arena, Pirates' Hideout after slashing a web. Taking this path would be more easily attacked by wandering Revenants. Note that a slashing weapon or knife is needed.

On Ground
The table below lists all the obstacles that gives experience. Note that there is no bonus if any one or more of the obstacles are failed.

It is notable that there are two 25-combat skeletons between the log balance and the hanging rock.

Underground
It is possible to fall on the ropeswing and log. If the player fails these obstacles, they will be placed in a small dungeon, with 4 bones spawns and several skeletons. The ladder to escape is in the northeastern part of this dungeon. The stepping stones can be failed as well, but failing these will only send you to the side of the ladder, at the same time deducting 26.6% (rounded down) of players' remaining hitpoints.

Revenants
If players are unluckily attacked by Revenants, they should proceed to either the rock climbing or pipe squeezing as soon as possible and then hop world. Since Revenants cannot get through the solid pipe and the height of the rocks but the other obstacles. Staying with the two areas can protect players for a few seconds.

If players meets Revenants when they are crossing the edge from the outside, they may have the higher possibility of being pulled down from the edge by Revenants' spells or freezing darts. Or else, they will bear the damage and keep balancing to the gate.