Wilderness

The Wilderness, also called the wild, is a large and dangerous wasteland which makes up nearly the entirety of north-eastern Gielinor, with the exception of the Daemonheim peninsula, directly north of the kingdoms of Asgarnia and Misthalin.

There are also unofficial PKing worlds, where you can still use the Protect item prayer and curse. These worlds are 2 and 69.

Upon dying in the Wilderness, be it to player or monster, players will lose all of their items, except their three most valuable items. A maximum of five items can be saved by using the protect items prayer and a portent/sign of item protection unless on a high risk server. However, players who are skulled will lose all items by default.

Development history
The Wilderness was famous for being the only place where non-members could engage in Player-versus-Player (PvP) combat to gain all items that the defeated dropped until 10 December 2007, when the Duel Arena was opened to free players and the Bounty Hunter and Clan Wars minigames were introduced. Later when the classic Wilderness was reintroduced, Bounty Hunter was removed. All the minigames that used to be located in the Wilderness are now in the Gamers' Grotto north of Falador.

As of 15 October 2008, players were allowed to attack each other here (and across the rest of RuneScape in PvP worlds) on special Bounty Hunter worlds (These worlds have been rendered obsolete as of the first of February as the classic Wilderness area has been reintroduced). They could not, however, attack each other here on non-PvP worlds.

In the months between July 2008 and October 2008, however, players could only attack each other via activities. The Clan Wars free-for-all portals are very similar to the Wilderness before 1 July 2008, however with the arrival of Bounty worlds the Wilderness returned to being like old player killing. Players had to be careful entering the Wilderness as they could be attacked and likely killed by revenants.

From 24 December 2010 to 14 January 2011 a referendum to bring back the old Wilderness and free trade was conducted, in which ninety one percent of votes were a yes. As of 18 January 2011, the "Attack" option was secretly added to the menu while right-clicking on a player in the Wilderness in certain areas. Clicking it yielded "You can only attack players in a player-vs-player area". The Wilderness has now been returned to its original state as of 1 February 2011.

Following the Evolution of Combat, players who entered the Wilderness would be "auto-skulled", making them drop all items upon death unless the Protect Item prayer/curse was active. The now-removed abilities Single and Multi-Way Wilderness allowed players to dictate how the Wilderness will be towards them. This made the Wilderness very dangerous and unpopular with players, until Wilderness Warbands were released, as they provide free experience rewards with very little risk. Following the release of Legacy Mode, the Wilderness had its old mechanics back. There were also rocks with two crossed swords in dark red; these rocks are the borders between single and multi-way areas.

In-game history
The area that is now the Wilderness was formerly known as Forinthry. Like the rest of Gielinor, it was shaped by the god Guthix during the First Age and was an area filled with nature and life.

Forinthry was very rich in resources, and so a perfect place to build settlements. Zaros, a god who entered Gielinor after Guthix entered his sleeping state at the end of the first age, fully conquered this area during the Second Age. Many settlements were built, whose most powerful were Dareeyak, Carrallangar, Annakarl and Ghorrock. Forinthry formed a very big part of Zaros' mighty empire, which was the most powerful of Gielinor at that time, and stretched from northern Forinthry, through the north-west of Misthalin, and to the North-east of Morytania. Near the end of the second age, Zaros' Mahjarrat general Zamorak wanted to overthrow Zaros and was able to collect a group of followers. Those included (but were not limited to) the elder demon Thammaron, the vampyre Lord Drakan, the human warrior Viggora and the other Mahjarrat Zemouregal and Hazeel. When Zamorak got his hands on the Staff of Armadyl, he attacked Zaros' castle and after an intense battle, a large part of Zaros' powers were transferred via the staff to Zamorak, leading to his banishment. After that, the other gods banished Zamorak for defeating one of their kind, however, Zamorak returned as a God, with an army so big that he could conquer the world and declared war against all the other Gods, starting the God Wars.

During the God Wars, Forinthry was under constant attacks of Zamorak and Saradomin's armies and soon started to crumble, the fortresses were dominated and many of Zaros' remaining followers sided with Zamorak to not be his victims, and soon, the remaining settlements of Forinthry were destroyed with the exception of Ghorrock, which was dominated by Zamorak, until it became so cold that it became impossible to control it.

After 4,000 years of battle, Zamorak managed to take the Stone of Jas from Saradomin, and used its power to sear the entire continent of Forinthry (likely to eliminate evidence of Zaros), turning it into the cursed wasteland today known as the Wilderness. As a result, the Anima Mundi cried out in agony, which awoke Guthix from his long slumber and put an end to the God Wars by creating the Edicts of Guthix, which banned all gods from ever directly influencing Gielinor again. Guthix went deep into the depths of Gielinor and wept, saddened by the effects the God Wars had had on the world that he had shaped and loved. The Wars ended, but the damage was done, many races like the aviansies, icyenes, ourgs and wyrms were almost wiped out of existence, and all of Gielinor suffered from the effects of the wars, but not one kingdom suffered as heavily as Forinthry.

Forinthry is today known as the Wilderness and is now nothing but a cursed wasteland feared by adventurers. Today, many ruins of the once mighty cities still remain in these lands, barely recognisable as the great cities they were but rather piles of bricks and spirits of the creatures who died during the God Wars who were forced by the gods to look after the Wilderness. They started patrolling the Wilderness, attacking anything alive they would encounter, these spirits became known as the revenants. Many of those who died in the Wilderness after that point, have ended up within a Spirit Plane, created by the Spirit Beast. The origins of this beast are unknown. Everyone unlucky enough to die in the Wilderness will be trapped in this realm for the rest of eternity. While the spirit beast slowly drains the souls of the unfortunate mortal victims, it makes itself even more powerful.

During the Fourth Age, there were many attempts to recolonize the Wilderness. A new city was built at Dareeyak's old location and the Bonde family managed to build a successful farm in the 1700s, however, they were massacred by a group of rogues. There are still many creatures wandering around in the Wilderness, like many species of giants and demons. Due to the Wilderness being a site of ancient battles, it is also a place where dragons reside. Some outlaws, mostly Zamorakians, have also managed to set up their bases there, like bandits, dark warriors, rogues and pirates. In year 169 of the Fifth Age, many adventurers, who had grown tired of the Revenants' constant terror, teamed up to fight the Revenants and reclaimed the land from their tyranny. The adventurers' efforts were successful, and the Revenants were banished to a cave known as the Forinthry Dungeon. Despite this, the Revenants still remain dangerous to anyone wishing to explore the cave, but are not nearly as powerful as they were above ground.

Revenants
Revenants were added by Jagex to challenge players after player killing was removed. They would randomly appear and attack players in the Wilderness. Revenants are the ghost-like spirits of creatures killed during the God Wars. All of them could teleblock, freeze, and use all three sides of the combat triangle. In members Wilderness, most of them could also poison the player (except for the revenant dragon, which could poison players anywhere in the Wilderness). They can also unleash hefty damage despite their combat level; even the level 7 revenant imps can hit up to 90 life points. The further north players went, the higher the danger level got. The danger level represents the potential combat levels of revenants they could engage in combat. A danger level of 1 meant you could be attacked by revenants within 1 combat level of your own; a danger level of 2 meant you could fight revenants within 2 combat levels of your own; and so on.

After the Wilderness and Free Trade Update on 1 February, revenants were removed from the Wilderness surface and banished to the Forinthry Dungeon. They also lost their ability to teleblock and freeze players, but they are still extremely dangerous and should not be underestimated.

Teleport restrictions
Teleports will not work above Wilderness Level 20, except for a select few such as the amulet of glory, which may be used by members up to level 30. However, the Teleport Block spell will prevent using any means of teleportation for 5 minutes.

If you have completed Spirit of Summer, you can use Jennica's ring to activate portals throughout the Wilderness, even from the axe hut at level 55. The teleport restrictions of the wilderness do not exist in the spirit realm.

Items that allow member teleportation to up to level 30 Wilderness:


 * Amulet of glory
 * Combat bracelet
 * Skills necklace
 * Pharaoh's sceptre
 * Ring of wealth
 * Grand seed pod
 * Ring of life
 * Saradominist, Zamorakian, Armadylean and Bandosian tokens (applicable to F2P players up to level 30 Wilderness)

The Wilderness wall
The Wilderness is separated from safer areas by a wall on its southern edge, requiring players to click on it to enter the Wilderness. Formerly a ditch, it required the same action to enter the Wilderness; jumping over. This was to prevent players from wandering into the Wilderness and getting killed, or getting 'lured' or tricked into going into the Wilderness with popular luring techniques such as Tree Luring prior the Wilderness changes. After clicking the wall, players are presented with a screen that asks whether they really want to enter the Wilderness. Players who click yes will then jump over the wall. Above it, there are a few safe spaces. This has, however, reduced the level 1 Wilderness to 4 tiles.

Jagex added the ditch/wall functionality on 18 April 2007. They also added the option not to receive this warning message every time on 17 July 2007. Players can toggle this and other warning messages on and off via the Doomsayer in Lumbridge. Before the Z-buffering update, the Wilderness Wall was actually a ditch, but due to problems with graphics coding, it was changed into a wall.

Player killing
Reintroduced into the Wilderness on 1 February 2011, PKing can be one of the most profitable activities in RuneScape, though it can also be one of the most dangerous. Player killing can take place in the Wilderness. When a player is killed in the Wilderness, none of their lost items are protected by a gravestone. Instead, they are dropped on the ground and available to the killer, or if the player was killed by a monster, to everyone. Depending on combat level, player killers risk nothing to hundreds of millions worth of gear.

PKing also saw the return of looters, low level accounts with the purpose of picking up the remains of a drop after the killer finished taking the most expensive items. They are a hindrance to PKers since they almost always stand on top of the loot and plant marker plants to hamper the killer from picking it up quickly. If a player gets a kill and must teleport away or is killed right after by a PKer, all of the loot could become visible to everyone after a short amount of time, and experienced looters will often pick up the best right away.

PKing also saw the return of griefing/griefers, who target players who are in the wilderness for non-combat reasons (such as penguin hunting). This is often pointless, as these targeted players often carry nothing into the wilderness and thus only drop bones, and the main result is the frustration of the grieved player.

Economic effects of player killing
In the weeks following the return of player killing, the price of commonly used PKing gear, including armour, weapons, and food plummeted. The abyssal whip, rune platebody and platelegs, and sharks crashed to almost half their price before the update. Rune scimitars went from 30k to 17k. Barrows equipment also crashed significantly. While its demand rose, this can be explained: However, the special PvP drops that were formerly only acquired from PvP, and now from revenants, such as vesta's longsword, skyrocketed. This is because they were much easier to get from PKing rather than killing revenants now, whose drop rate of these items is extremely low.
 * With Bounty and PvP worlds, not all of the victim's items became the killer's loot - oftentimes the loot was a lot worse than the value of their lost items. Ancient artefacts were introduced, items that could be sold to an NPC named Mandrith for a set amount of coins. As a result, the supply of gear was low as it was constantly removed from the game and the coins added into the game caused inflation; therefore prices rose.
 * After 1 February 2011, the drop system changed. All tradeable items such as the gear used in PKing lost upon death remained in the game as players picked them up and sold them. So the supply remained constant, unlike its decrease in PvP worlds. The effect of prices was particularly strong on Abyssal whips, which were mostly not transferred when one was lost in a PvP world. Now, all of them remain in the game as well as new ones coming in from abyssal demons.
 * The return of free trade came with the return of real world trading. They began using bots again to gather resources, including high level fish: sharks, rocktail, monkfish, etc. The supply of them increased dramatically and lowered the prices. Unused food lost in player killing was also picked up by looters.

Why enter the Wilderness?
Many players enter the Wilderness to kill other players,

There are also two Boss monsters located within The Wilderness:


 * King Black Dragon
 * Located in level 56 Wilderness, near the lava maze. One entrance to the King Black Dragon's lair is located in the Wilderness, but the lair itself is not. However, entering the lair via the Wilderness awards the player with a 10% damage boost.


 * Chaos Elemental
 * Located in the highest levels of the Wilderness, west of the Rogue's Castle.

The Wilderness Volcano is also a good area to train since it has greater demons and hellhounds. There is always plenty to kill since the monsters spawn fast and there is usually a small amount of players. Some places in the Wilderness spawn runes which players may collect for free, although it can be quite dangerous if other players pass by. Some players like to get together with friends and take the risk of hanging out in the Wilderness just for the fun of it.

For access to the Abyss
Members can use the Abyss to access the various altars throughout RuneScape to craft runes; the Zamorak mage that teleports players to the abyss is in level 5 Wilderness. Many players will risk being killed to craft runes here as it is the fastest way available to train Runecrafting for profit; normally only runes above cosmic are crafted here as any rune below this is not considered worth the risk, or it takes less time to reach the appropriate altar by other means. It should be noted that there will not always be player killers waiting by the rift - since the average runecrafter does not carry expensive items with them it is usually seen as a waste of time and resources to kill them.

For resources
There are many useful spawns in the Wilderness. Particularly, the only two non-members' spawn points for planks, which are required for the Dragon Slayer quest: There are also many respawns for bones in the Chaos Temple and the Boneyard, and members can collect white berries (a valuable potion ingredient) at Red Dragon Isle.
 * 1) In the Graveyard of Shadows, level 25-30 Wilderness. This place is filled with aggressive zombies, so lower levels may want to bring some food and/or armour.
 * 2) The Lava Maze (level 55-61) contains several item spawns such as iron full helm, gold necklace, staff of earth, steel platebody, along with coin respawn points. Bring food, as it contains black knights, king scorpions, hill giants and lesser demons.

There is a small hill at level 47 Wilderness South of the border where a cut sapphire will spawn. It is guarded by low-level spiders.

For ores
The risk factor and the aggressive monsters mean these mines are rarely mined-out, unlike the Mining Guild at busy times.

The Wilderness has one of the few places to mine runite ore in all Gielinor, being the only place free-to-play players could mine runite until the 19 July 2010 Dungeoneering update. After the 1 Feb 2011 Wilderness update, the runite rocks near the Lava Maze began spawning their ore much faster, making it well worth the risk for those who are bold enough to mine in level 50+ Wilderness.

The Wilderness' other mines are also usually empty of other players, and some of them have very large concentration of a specific rock. Examples are the Hobgoblin mine, which has 22 mithril rocks, the largest concentration of mithril ore anywhere in RuneScape.

While the best metal armour enables players to shrug off most of the monsters that frequent the mines, other players will frequently attack with magic as well, so ranged armour may be preferable to avoid susceptibility to magic attacks. Protect from Magic may also be used to help ward off magical attacks.

For clue scrolls
Members can obtain clue scrolls from monsters. The higher level clue scrolls often involve visits to the Wilderness, including to the parts with a very high danger level. Be warned that you can still be attacked by other players while fighting off any of the wizards that may attack you while digging for a casket, so be prepared for anything. Most of the time you will be incapable of teleporting, so you should be sure to bring a lot of food, preferably lobster or better.

For Agility training
Members have an Agility training course in the deep Wilderness. It is one of the fastest Agility training areas, though also the most dangerous, as you can be attacked at any time.

For Soul Reaper
With the release of Soul Reaper, the Chaos Elemental, King Black Dragon and Corporeal Beast are three of the twenty bosses that players may be assigned with in order to kill. Players must kill 5, 10, 20, 30 and 50 of them in order to meet part of the vanquisher override requirements. 100 of these bosses are required in order to meet part of the requirement for the title "Final Boss".

For monster killing
The Wilderness has monsters that can be beneficial to kill for their drops or their experience e.g. greater demons. In members' worlds, green dragons and the King Black Dragon can be killed for dragon bones and dragon hide, and the Lava strykewyrm may be hunted for its level 85 component parts to create their respective weaponry. These are a few examples of monsters that attract players into the Wilderness despite the ever present risk of death.

For music
Some players wish to unlock as much music as possible, since they can get the Air Guitar emote upon unlocking 500 songs. Approximately 40 music tracks are unlocked in the Wilderness, in which 28 tracks can be unlocked in F2P. Exploration and training specific skills will unlock soundtracks and music in the Wilderness area.


 * List of music that can be unlocked in the Wilderness


 * Army of Darkness
 * Attack3
 * Attack5
 * Close Quarters
 * Complication
 * Crystal Sword
 * Dangerous
 * Dark
 * Dead Can Dance
 * Deep Wildy
 * Doorways
 * Eruption
 * Everlasting Fire
 * Faithless
 * Forbidden
 * Inspiration
 * Into the Abyss
 * Darkness
 * Mage Arena
 * Pirates of Peril
 * Regal
 * The Route of All Evil
 * The Route of the Problem
 * Scape Sad
 * Scape Wild
 * Shining
 * Troubled
 * Undercurrent
 * Venomous
 * Wild Isle
 * Wild Side
 * Wilderness I
 * Wilderness II
 * Wilderness III
 * Wildwood
 * Witching
 * Wonder
 * The Wrong Path

For money
Many players engage in player killing throughout the Wilderness to obtain valuables. When they kill a player, they will get all or nearly all of the items that the player was holding. Then the player killer takes the dropped items and does whatever they may wish to do with them. This includes using the High Level Alchemy or Low Level Alchemy spells on them or selling them for money. Another form of player killing for profit is bot slaying, where players can kill bots that attack green dragons for the bones they have collected. This can be an easy and reliable way for players to gain profit and acquire kills.

Many players also visit the Wilderness to kill green dragons, as the hides and bones they always drop are very profitable.

Another way to make money is by walking/running back and forth from Edgeville bank to the Red Dragon Isle, where players can pick up white berries, banking them, and later selling them at the Grand Exchange. White berries sell for coins each.

Many players have items that are of very little value to merchants and skill specialists. The general store in the Bandit Camp buys items for close to High Level Alchemy prices because the "Tax collectors do not visit his store." All Wilderness merchants are very high-level as a matter of personal safety.

For capes
Some players want to collect team capes, so they go in the Wilderness just to enhance their collection. These handy capes can vary in colours and designs.

You can find these capes by searching for men with big bags on their backs. Their location are in different places but are always near one place.

To slay revenants
Many players seek out revenants in the Forinthry Dungeon to kill them for their valuable drops, such as corrupt dragon armour, statuettes and Ancient Warriors' Equipment. The dungeon can be entered in either level 22 or 41 Wilderness near the western wall. Be warned that the dungeon is still considered a PvP area making it extremely dangerous.

For quests or miniquests
In most cases, quests that require players to enter the Wilderness will instead take them to safe, instanced versions of the relevant areas, making them completely safe. There are however, a few exceptions:


 * Devious Minds requires players to use The Abyss, which can only be accessed by talking to the Zamorak Mage in low-level Wilderness.
 * While Guthix Sleeps briefly places players on the roof of the high-level chaos temple. However, as it can only be accessed from Lucien's camp, and players are here very briefly, there is little threat.
 * One of a Kind requires players to travel to the Green dragon area of Forinthry Dungeon, after which a safe instance that may be teleported from will be created.

Additionally, the miniquest The Curse of Zaros may require players to enter the Wilderness, depending on which ghost locations the player gets.

For beacons
If the player has finished the All Fired Up quest, then the player may need to head into the Wilderness to light some beacons for the minigame of the same name. The beacons in the Wilderness are in the following locations: one on the Frozen Waste Plateau, one beacon is located in the low-level Wilderness north of the Grand Exchange, two other beacons north-east of the Lumber Yard and one beacon is located north of the altar in level 43 Wilderness.

For trade
There is a shop selling pizza bases located in the Bandit Camp, as well as a general store which buys items from players for the High Level Alchemy price rather than the standard Low Level Alchemy price used in most general stores. However, due to the remoteness of the bandit camp, the stores are rarely used.

For Dungeoneering
Because Daemonheim is located in the Wilderness, some players may walk through the Wilderness to get to the peninsula. However, it is faster to get to Daemonheim by taking the Fremennik ship at Al Kharid or Taverley or to simply teleport there via the ring of kinship.

For fishing
Around level 45 in the Wilderness, on the east coast, there is a second F2P fishing spot for lobsters, tuna and swordfish. However, it's easier and safer to fish from Karamja to avoid the risk of player killers, as well as more convenient since the implementation of Stiles. The Lava Maze is the only lava eel fishing spot besides the one in the Taverley Dungeon near the group of baby blue dragons.

For penguin hunting
Sometimes penguins from Penguin Hide and Seek will be in the Wilderness, so if a player would like to maximise their weekly reward they would have to go in to the Wilderness to find the penguins. However, often penguin hunting clans can lead the penguins to relatively safe spots and thus reduce the risk.

For Demon Mobs
Demon Flash Mobs, released on 28 January 2013, occasionally spawn in the Wilderness. Mobs found in the Wilderness tend to have greater rewards than mobs that spawn outside of it.

For Warbands
Wilderness Warbands, released on 25 March 2013, is a very dangerous Distraction & Diversion, which happens every seven hours. The three possible locations of the warband camps are all in the Wilderness. The locations are Dark warrior fortress also known as DWF, east of the Lava Maze also known as ELM and finally Red Dragon Isle abbreviated to RDI. The minigame is very rewarding in experience or money.

For Shooting Stars
Shooting stars can land in the Wilderness and don't tend to have as much players come by due to the dangers of the Wilderness.

For Nature and Law Runes
Nature runes and law runes can be extremely hard to come by for ironmen without the necessary runecrafting levels. Members can buy law and nature runes from the runeshop beside the mage arena .The level 60 magic requirement for the mage arena does not apply for the shop.

Why not enter the Wilderness?
There is one main reason for players to refuse to enter the Wilderness: fear of death. A player can be killed very quickly in the Wilderness in many ways:
 * By other players - the level of players that can attack you increases as you go deeper into the Wilderness, so a person can be killed by a player whose combat level is much higher than their own.
 * By high-level monsters - some of the chief Wilderness attractions are some of the most likely places to die. Powerful monsters such as green and red dragons can be dangerous, and the Chaos Elemental makes the region from the scorpion pit to the skeletal fence to the Wilderness Volcano very unsafe.
 * By 'regular' monsters - almost all monsters in the Wilderness attack players on sight even if they are passive elsewhere. These creatures attack everyone - level 100+ players will still be attacked by giant rats.
 * By revenants - only in the Forinthry Dungeon. These undead creatures are much more dangerous than their combat level suggests. After the return of the Wilderness update, killing revenants is much more rewarding than before.

Features
All of the areas to the right except the Red Dragon Isle are available to free-to-play users.

Features
This area is only available to members. Note: The white line visible near the bottom is the fence separating the free-to-play and pay-to-play areas.

Mage Arena
This is where players with at least level 60 Magic can attempt Kolodion's challenge. Successful players receive the God cape and the God staff of their chosen God. Players here can also use Gundai to bank.

Obelisks
There are six Wilderness Obelisks. Each portal will randomly teleport anyone standing on the central pad to any of the other 5 pads. They are the only teleportation method to work beyond level 30 Wilderness apart from the Ardougne teleport lever, the Mage Arena teleport lever, and the Edgeville teleport lever. To activate the portal, touch any of the pillars on the side. You must be in the 3x3 area between the pillars to be teleported. It will not teleport you if you are teleblocked, and is useful sending PKers away to another location.

The portals are found in the following locations:

Be Warned: using this may also teleport other players if they are caught in the 3x3 square when the teleport activates. Thus, if you are teleported deeper into the Wilderness, they will be able to attack you.

Wilderness area of Edgeville dungeon
Although most of the Wilderness is an open area, the north part of Edgeville dungeon is considered the Wilderness too. It can be accessed by passing a members gate. The Wilderness level in the northernmost part is 5. Points of interest:
 * Several chaos druids in the Wilderness section, well known for their high drop rate for herbs.
 * There are six red spider's eggs respawns in this dungeon, making it easier to collect them for potions.
 * Several black demons live farther inside the dungeon, closer to a bank than most others.
 * The Earth Obelisk is in the dungeon near Chronozon, and the Air Obelisk can be accessed through the dungeon as well, past the Black Demons.
 * The dungeon is one of only 2 locations to house earth warriors. You need 15 Agility to cross the monkey bars to get to them.

Wilderness levels
Any player within a particular level range of your combat level can be attacked in the Wilderness. The range is calculated by taking your current user level and adding or subtracting the current Wilderness level you are in. The maximum Wilderness level is 75.

For example, in Level 1 Wilderness, a player who is level 100 can attack players who are level 99, level 101 or the same level. Also, if a player who is level 100 is in level 24 Wilderness, they are able to attack players between level 76 and level 124 combat.

The various combat level colours:


 * Green - Much Lower in Combat level.
 * Lime 1 - A medium amount lower in Combat level.
 * Lime 2 - A small amount lower in Combat level.
 * Yellow - Equal in Combat level.
 * Orange 1 - A small amount higher in Combat level.
 * Orange 2 - A medium amount higher in Combat level.
 * Red - Much Higher in Combat level.
 * White - Cannot attack (i.e. outside the Combat level range or in a safe area.)

Quests/miniquests
No quest starts in the Wilderness, but several take place partially or mostly in the Wilderness. However, according to Jagex, there is no PvP combat in quest areas in the Wilderness, and players on quests that enter the Wilderness have safe ways to transit the PvP parts of the Wilderness. Quests taking place partially or mostly in the Wilderness are:

Quests

 * Spirit of Summer
 * Summer's End
 * Defender of Varrock
 * The Curse of Arrav
 * The Temple at Senntisten
 * While Guthix Sleeps
 * Family Crest
 * The World Wakes (Sliske takes the player there in a cutscene)
 * One of a Kind
 * What Lies Below

Miniquests

 * The Curse of Zaros
 * The Abyss

Monsters in the Wilderness



 * {| width="55%"


 * Ankou
 * Bandits
 * Black demons
 * Black dragons
 * Black knights
 * Black unicorns
 * Chaos druids
 * Chaos dwarves
 * The Chaos elemental
 * Dark warriors
 * Dark wizards
 * Deadly red spiders
 * Giant rats
 * Giant spiders
 * Greater demons
 * Green dragons
 * Grizzly bears
 * Guard bandits
 * Hellhounds
 * Hill giants
 * Hobgoblins
 * Ice giants
 * Ice warriors
 * Lesser demons
 * Moss giants
 * Poison spiders
 * Rats
 * Red dragons
 * Revenants
 * Rogues
 * Spiders
 * Zombies
 * Skeletons
 * Lava strykewyrms
 * The WildyWyrm
 * }
 * Poison spiders
 * Rats
 * Red dragons
 * Revenants
 * Rogues
 * Spiders
 * Zombies
 * Skeletons
 * Lava strykewyrms
 * The WildyWyrm
 * }
 * Lava strykewyrms
 * The WildyWyrm
 * }

Updates

 * 22 February 2005 - Update:Wilderness Capes, and Changes
 * 24 April 2006 - Update:Wilderness graphical update
 * 18 April 2007 - Update:Wilderness Ditch
 * 1 July 2008 - Update:Wilderness Changes, Bounty Hunter and Clan Wars!
 * 1 February 2011 - Update:The Wilderness and Free Trade Return!
 * 11 November 2011 - Update:More Loot = More W00t!
 * 13 December 2011 - Update:The Real Wild Rework - New Wilderness Surface Environment Graphics (free and members)