Treasure Trails/Guide/Coordinates

Coordinate clues
Coordinate clues will give the player the coordinates of the location where they are to dig. Using their tools, the player will have to find their way to the specific coordinates from where they are. An example of a coordinate clue would be 06 degrees 00 minutes south, 21 degrees 48 minutes east. That translates to west of the Bandit Camp (Kharidian Desert). Coordinate clues can be found on level 2, level 3 and level 4 trails. For coordinate clues, the player must have a chart, sextant, and watch in their inventory. They can then use the sextant to determine their current position in Runescape, and find out in which direction they have to travel. When the correct location is reached, the player must dig with a spade to find their next clue, or their reward. Coordinate clues are the RuneScape equivalent of geocaching. Players can use the Wiki Treasure Trail Coordinate Finder to see where their clue will take them.



In a level 3 trail, the player will be attacked by an NPC, so be prepared for combat. The NPC must be killed. After killing it, dig again on the coordinates to advance along the trail. If the player has to dig in the Wilderness, they will be attacked by a level 65 Zamorak wizard who uses the spell, Flames of Zamorak. This can easily be countered by the Protect from Magic or Deflect Magic prayers. Note that it can still be dangerous, since the player can encounter revenants in the Wilderness. It is advised to bring a Forinthry brace to counter a revenant's teleblock spell. When fighting the Zamorak mage and a revenant attacks, the revenant must be killed first. Since revenants can poison the player, it is helpful to bring an antipoison along when travelling through the Wilderness. Note: when fighting a Zamorak mage, don't dig again before killing it. This will cause another Zamorak mage to appear, which will also have to be killed.

If the player must dig anywhere else than the Wilderness, they will be attacked by a considerably more powerful level 108 Saradomin Wizard who will use Saradomin Strike spell, and wields a dragon dagger (p++). The only exception is the Duel Arena. If the player digs there, no wizard will appear. There are a variety of methods used to kill the Saradomin wizard. It is recommended, no matter what method is being used, that the player brings at least one prayer potion and/or It is recommended to use protection prayers. When the player uses a magic protection prayer, the wizard will melee, and vice versa. If the player decides to protect from melee they should wear the best dragonhide armour available to them. The wizard hits fairly hard with magic, so the player should bring a lot of food. In addition, the Saradomin Strike spell lowers one's prayer points by one with each successful cast. If the player protects from magic they should use good melee armour, preferably dragon or Barrows armour. When the wizard attacks with melee, he will almost always poison the player (damage starting at 68), so an anitpoison potion will be required. Attacking the wizard with magic is only effective if the player has a high magic level, otherwise the wizard's high magic defence will cause the player to rarely hit. Rangers should be cautioned that safe spots are not always available, so they will need to be prepared to take damage. Players using melee option should bring an anti-poison. If a safespot is available, they could also use a halberd. If the wizard is left alone for too long, he will disappear. The player will have to dig again, and fight the wizard who will have fully restored life points.

In a level 4 trail, when doing a scan clue or compass clue, the player can, upon digging, be attacked by an even more powerful NPC: the level 125 Guthix wizard. It will attack with all three combat styles (ranged, magic and melee). It uses the spell Claws of Guthix which will lower one's Defence, rune knives, and a dragon dagger p++ (in the Wilderness, the wizard is level 110 and wields a mithril dagger p++). For this enemy, much of the strategy pointed out above still works (for example, bring an antipoison for his melee attacks). While fighting the Guthix wizard, it is advised to wear melee armour, bring an antipoison, and use a magic protection prayer. This way, high melee and ranged defence, and immunity to magic damage and poison is provided.

It is difficult and time consuming to find out where to dig without using the list below. The map below may help to get a rough idea of where a 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 (which will tell them the coordinates of their current position) to home in on the coordinates given in the clue. Moving in an indicated direction will increase the numerical values of the degrees/minutes, while moving away from that direction will decrease the values. For example, if the player is at 07 degrees 13 minutes east, when walking to the west this number will decrease. When walking east, this will increase. So, if the player's value for how far east they are is too high, they should move more to the west (and vice versa). If the value for how far north they are is too low, they should move north (and vice versa). 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.



This map can be used to roughly determine where a clue will lead to. If a player's target is 09 degrees and 34 minutes north; 25 degrees and 12 minutes east, using this map they can figure out that those coordinates are somewhere in Varrock.

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

List of clues
Following is a list of all known coordinate clues and their corresponding locations. The list is organised into ascending numerical value (for example, 00:00 north first, then 00:05 south, then 00:13 north, continuing accordingly). Shorthand writing is used together with normal writing. An example: 09:34N; 25:12E = 09 degrees and 34 minutes north; 25 degrees and 12 minutes east.

Note: It is not required to complete Legend's Quest in order to gain access to the Kharazi Jungle. Bring a machete, a hatchet, and Radimus's notes after starting the quest.