Temple Trekking

Temple Trekking is a Members-only minigame in which the player must escort victims of vampyre rule from Burgh de Rott through Morytania to Paterdomus, the temple on River Salve, on the way guiding them through bogs and over rivers and defending them from dangerous packs of monsters, some unique to this minigame. Burgh-de-Rott Ramble is the reverse route in which the player escorts potential Myreque recruits from Paterdomus to Burgh-de-Rott.

In either minigame, the player chooses the difficulty level by choosing from weaker or stronger people to escort, and chooses the enemy monsters' levels by selecting from easier to harder paths through Morytania.

This minigame provides oppurtunities to cross-train in most skills. Combat experience* (including Prayer) will be gained during battle events, while the monster drops and end rewards will provide the staple materials used in Crafting, Cooking, Farming, Fletching, Herblore, Runecrafting, and Smithing, while Tomes of experience will be given for Agility, Firemaking, Fishing, Mining, Slayer, Thieving, and Woodcutting. Players can also pick up pieces of Lumberjack clothes found only in this minigame.


 * Ranged and normal Magic are generally impractical for this minigame. The player's body will typically be a meatshield between fairly strong melee enemies and the follower.  However, Ancient Magicks could come in useful in some events, as they are multi-way combat.

Note: This is dangerous minigame. If you die here, you will lose your items!

Requirements to Start
The following Quests must be completed to play this minigame:


 * Priest in Peril
 * Nature Spirit at least started.
 * In Search of the Myreque
 * In Aid of the Myreque
 * Darkness of Hallowvale for Burgh-de-Rott Ramble.

Temple trekking starts at the town of Burgh de Rott. Start the minigame by speaking to one of the NPCs standing nearby. Burgh-de-Rott Ramble starts on the east side of the River Salve just outside the temple. A player can start at either side.

The following items are recommended:

Weapons and Armour Inventory
 * One standard weapon (Dragon scimitar shown).
 * DDS's special to save your follower from attackers.
 * Rod of Ivandis or other silver weapon. See below.
 * Ancient Mace may be used to regain some prayer points mid-trek.
 * Choose your best Melee defence and Prayer bonus setup. |Veracs or |Proselyte will conserve both prayer and food.
 * Snelm for fighting giant snails.
 * Guthix balance potion for slaying vampyres.
 * Druid pouch to defend against Ghasts. Stock up before starting.
 * Food -- Lobsters are given as a reward and can also heal your follower.
 * Salve amulet for fighting shades.
 * Knife to skin Snakes
 * A Prayer potion is optional -- the setup above will not require any.
 * An Axe and a Tinderbox may be helpful, however, they are provided in events when needed.
 * Enough open space to pick up items quickly during events.

Vampyres Juvinates can only be harmed by relatively weak silver weapons. A Rune defender will greatly increase your speed against Juvinates.
 * Rod of Ivandis will perform capably, and using its special with Guthix balance potion allows the player to finish off Juvinates at 50% health.
 * Wolfbane is fast and has a prayer bonus, but will not perform as well.
 * Darklight or Silverlight
 * Silver Sickle (b) (Also good against Ghasts)

People to Escort
The people to escort are divided into 3 groups: easy, medium and hard. The followers on Temple Trekking are clothed in colors that intend to show their difficulty, while the followers on Burgh-de-Rott Ramble are dressed to resemble typical player characters and their likely abilities. In combat and campsite events, the number of monsters faced (or people helped) are determined by which follower is escorted. Easy/strong followers have 3, Medium have 4, and Hard/weak have 5. The number of monsters a player defeats on a Trek or Ramble will largely determine the size of reward.

Routes
Citizens in Burgh de Rott can be escorted by 3 different paths, the main difference being the combat level of the monsters faced. Choose an appropriate path for your combat level and available gear.
 * Route 1: This is the easy and circuitous route through the Mort Myre Swamp. The player will need to complete 0-2 events on this path, and can choose to evade any combat events. The monsters on this path are around level 80.  Rune armor should be a minimum for combat events on this route.  This trek could be used as a shortcut for travelling between Paterdomus and Burgh-de-Rott.
 * Route 2: This is the medium route that travels along the River Salve. There can be 1-4 events on this path and the monsters will be around level 110.  Prayer may be useful for certain events depending on the player's level, so choosing pure defence armor or prayer armor will be at the player's discretion.  In order to evade combat events, the player must complete at least 50% of the event first.
 * Route 3: This is the hard route which uses the shortcut in Canifis, narrow pathways through the Hollows and the boat to Mort'ton. The monsters are around level 140, and there is no way to evade any event. There can be 1-5 events on this path, but most often there will be 3 events.  Prayer will be important to surviving this route at any level, so having Prayer boosting gear is recommended.  Escorting a weak follower is not recommended for this route.

Events
There are 3 different types of events that might happen when you're moving forward. Each path has a different amount of spots where an event may occur. Once an event occurs, the player and follower are pulled into the event area. The player will start in front of a section of path with blue stones. Right-clicking will display an Escape option, which abandons the trip and leaves the player in the middle of the swamp normally. At the opposite end of the area is the path that allows the player to "Continue-trek", once the event is completed. In combat events on the easy and medium routes, there are paths that evade-event that when used will skip the event and continue trekking, adding no reward and increasing the chance for another event. On the medium route, 50% of the monsters must be killed before being able to use Evade-event.

Friendly Event
A man named Abidor Crank will appear as an event and heals you and the follower, above maximum health if applicable and buffs defence. He also turns all Rotten foods to Stews. Getting this event adds nothing to the end reward.

Combat events
In combat events a certain number of enemies will attack player and escort. For most of the combat events, the monsters give a few seconds before attacking. This is the player's chance to position him- or herself between the follower and the monsters. All combat events are multi-way combat. Combat events provide the majority of the end reward when completed.

Puzzle events
There is 4 different types of puzzle events.

Rewards
After successfully completing a trek, your follower will give you a Reward token. They can be blue, yellow, or red tokens, which tell nothing more than the chosen route. The reward amount is determined by how many monsters you fought and what level they were, and how many puzzle events were completed, further explained below. The token given is exchanged at the location where the Trek began. Exchange tokens accordingly at Burgh de Rott's bank or with Hiylik Myna outside Paterdomus.

This table shows the max reward possible on any trek for each item.


 * The Herbs are lesser amounts of Toadflax, and greater amounts of either Harralander or Tarromin. The amount of Toadflax is 1/3 the other herb plus one, so the max Herb reward is 26 Toadflax and 75 Harralander or Tarromin.

Trek ratings
The rewards above are distributed based on the difficulty rated on your Trek. Assuming a max rating of 100 in which 100% of the reward is received, then each event adds the following amount to your Trek rating.
 * Abidor Crank and Bridge with Lumberjacks add nothing.
 * Bridge (with trees), Bog, and River add about 6.5 to the trek rating on all routes.
 * The swamp creature only apearing on route 3 adds 50 to your Trek rating.
 * The remaining combat events and the Campsite event add the following approximate amounts of reward based on the number of monsters and the difficulty of the route. The table below shows how much is added per event completed.

There is no extra reward for exceeding a 100 rating, so consider the difficulty of the route and follower you choose, as your effort may be wasted, especially on the hardest combination in which a player could complete a trek rated over 200 and get the same reward as 100. A Trek with no rating will give 4% of the reward.

Occasionally, Tomes of Experience are given as a reward. They give some experience to a specific skill: Agility, Thieving, Slayer, Firemaking, Fishing, Woodcutting, or Mining. The amount of experience given does not coincide with any route ratings, its just a random number based on the color of book recieved. Blue books average around 1400 experience; yellow books, 2400.

History
Before the March 13th, 2007 update it was required you walk back to Burgh de Rott yourself to collect the reward and restart the game. Now, the player has the option to escort mercenaries from the Paterdomus to Burgh de Rott for a reward in the same fashion. This allows the game to be endlessly repeated with rewards at each end of the trip.

Before April 24th, 2007, Wildblood seeds were given instead of Watermelon seeds, the maximum amount being 55.