This article is a consolidation of all subpages of the Treasure Trails/Guide page. It simply transcribes everything from the subpages. For this reason, this may lead to inconsistencies or things being repeated twice.
For the main article, see Treasure Trails.
The 'level' of a clue scroll relates to its difficulty. There are four levels of clue scroll, Easy, Medium, Hard, and Elite. A clue scroll (easy) is a low difficulty treasure trail, with a low reward yield. A clue scroll (medium) is a medium difficulty treasure trail with a more substantial reward yield. A clue scroll (hard) is a hazardous Treasure trail which can be very rewarding. A clue scroll (elite) is the most dangerous clue scroll to receive and complete. However, it has the greatest and most expensive rewards.
- Easy scrolls can be between 1 and 5 clues long with few or no quest requirements.
- Medium scrolls can be between 1 and 7 clues long with some quest requirements.
- Hard scrolls can be between 1 and 8 clues long, with multiple enemies to defeat and can have high-levelled quest requirements.
- Elite scrolls can be between 5 and 10 clues long, with multiple fights, and puzzles every step.
- Master scrolls are between 7 and 12 clues long, with high-levelled quest and skill requirements.
All level clues
|Clue scroll||Required to get the next clue (or the reward)|
|Spade||Use this to dig for a clue|
|Ring of wealth||Gives an increased drop rate for clues|
| ||Teleportation runes and jewellery||Use this to travel over large distances|
|Money||Use this to buy items needed for emote clues|
|Ring of charos (a)||Use this to decrease charter ship prices|
| ||Dramen or lunar staff||Use this to access the fairy ring network after Fairytale II - Cure a Queen (especially useful for level 2 clues) Note: after Fairytale III - Battle at Orks Rift no items are needed to use the fairy rings|
Level 2 and above
|Sextant||Use this to solve coordinate clues|
|Watch||Use this to solve coordinate clues|
|Chart||Use this to solve coordinate clues|
|Rope||Use this to enter caves|
Level 3 and above
|Food||Use this to restore your life points in combat|
|Prayer potions||Use this to restore your prayer points in combat|
|(Super) antipoison potions||Use this to counter poison in combat|
| ||Decent Armour and a decent weapon||Use proper armour to protect yourself and deal decent damage in combat|
Having a high amount of quest points is beneficial when doing treasure trails. Many higher-level trails will lead a player into areas which are locked by quests. If this is the case, the player must do the quest, up to where access to the area is granted, if they wish to complete their trail. If the player hasn't done the needed quest yet, but they have the requirements or are in a position to get them quickly, it is recommended that the player (trains and) does the quest, rather than getting rid of the clue scroll.
Treasure Trail rewards
Treasure trails can be the single most lucrative thing a player ever does. However it is akin to winning the lottery. A player may emerge from a clue with a willow shortbow and a Coif, or they could gain a Zamorak page, a 3rd Age Armour Piece, and assorted Rune Armour all from the same clue. The value of the rewards garnered depend heavily on the level of the clue scroll completed. Players completing level 3 clues will never see a Willow shortbow no matter how many clues they complete, likewise players completing a Level 1 Clue will never be rewarded with a 3rd age armour piece. Once completed, the rewards given by a clue are absolutely random and unaffected by any factor provided elsewhere in the game.
Higher level clues generally give better rewards but, due to the randomness of rewards given, there is a very large variance in value or the rewards. As an example, for all levels of clues, players can get random pieces of armour. The type of armour received differs based on the level of the clue completed, with level 1 clues generating Black armour, level 2 clues generating Adamant, and level 3 clues generating Rune armour. Similar trends exist with other reward items such as bows, and ranged armour. Although generally speaking the reward from a higher level clue will be worth more than a lower level counterpart, there are some notable exceptions (such as rune nails as opposed to an adamant platebody) where a high level clue generate a low yield. These instances of poor rewards range from rare to mildly uncommon.
A clue scroll could generate well over 120 million gold pieces worth of items, depending on the current prices of the various pieces of 3rd age armour. Other rewards include the God Armours, the gilded and trimmed armours, the heraldic armour, as well as several unique items such as sleeping caps, boater hats, animal staves, and animal masks.
For a complete list of the items which can only be obtained from a clue scroll see the Treasure Trails Rewards Guide. Be aware that there are items that can be obtained from a clue scroll that are not unique to treasure trails. These items are also listed in the Rewards Guide and so will not be detailed here, but include items such as various bows, ranged and melee armour, and weapons.
The update along with elite clue scrolls made a mechanism to make sure that each clue scroll will generate at least one item that is a unique treasure trail item. This unique item can vary, from being as little as one coloured firelighter, to a part of the Third-Age Druidic Equipment.
Chest keys are 'step two' of a clue. Sometimes, a clue will lead the player to a locked chest or drawer. A key will be needed to open it, which will be dropped by a specific monster. A clue will tell which monster to kill. These chest key clues are usually found on lower level trails. The key will disappear when used to open the chest or drawer. Before and after the trail, the monster will no longer drop the key.
An anagram is a string of letters which may be rearranged into another word or phrase. For example: orchestra is an anagram of carthorse. Anagrams can appear in level 2, level 3, and level 5 clues. Below is a complete list of anagram solutions. If one is missing, please add it to the list. The solution of an anagram is always the name of an NPC. Once the solution is found, the player can get their next clue by talking to that NPC. When the player talks to the solution NPC in a level 3 trail, they will receive a challenge scroll or a puzzle box. Solve the puzzle box and talk to the NPC again, or tell the NPC the answer to the challenge scroll, to receive the next clue.
List of solutions
Following is a list of all known anagrams and their solutions. It is also listed whether or not you receive a puzzle box or challenge scroll, and the answers to the challenge scrolls.
If the anagram is not listed, the Category:Non-player characters may help.
Note: The number of letters in the anagram Them Call Came and Cam the Camel are not the same; Them Call Came has 2 Ls and Cam The Camel has only 1, however, it is still the correct solution.
|A Pure Glow||Paul Gower||At the Gower farm before the Gower Quest. After the quest he is located at the Life altar.|
|A Zen She||Zenesha||The Platebody shop on the southern edge of Ardougne centre square.||Puzzle box|
|Ace Match Elm||Cam the Camel||North of the glider in Al Kharid, outside of the town. Camulet not required.||Puzzle box|
|Ah; wet arm||Amaethwr||Farmer in Lletya||Lockbox|
|Aha Jar||Jaraah||The hospital of the Duel Arena.||None|
|An Paint Tonic||Captain Ninto||In the bar under White Wolf Mountain, requiring the quest Fishing Contest. Shortcut tunnel entrance available north of Taverley lodestone, next to the flax field, or north of the Catherby lodestone.||Puzzle box|
|Arc O Line||Caroline||North Witchaven next to the rowboat. After Sea Slug quest is found wandering the coast. After finishing Kennith's Concerns quest, Caroline may be found from upstairs of her house directly west from the church.||11|
(0 after Salt in the Wound)
|Are Col||Oracle||The peak of Ice Mountain, west of Edgeville.||48|
|Arr! So I am a crust, and?||Ramara du Croissant||Near the small furnace in Piscatoris Fishing Colony, requiring the Swan Song quest. North from the fairy ring code akq. Or teleport to Memorial to Guthix site with Memory strand. Alternatively, teleport to Eagles' Peak lodestone and travel with the boat to Piscatoris.||Puzzle box|
|Bail Trims||Brimstail||In the cave west of the southern bank in Gnome Stronghold.||None|
|By Look||Bolkoy||In the Tree Gnome Village general store.||13|
|Boast B||Sabbot||Teleport to the Burthorpe lodestone, then go in the dungeon under Death Plateau (directly north of the Warriors' Guild). After completion of Death Plateau Quest, Sabbot is found in the Chamber to the West.||None|
|C On Game Hoc||Gnome Coach||Walking around outside the Gnome Ball course, west of the Grand Tree.||6|
|Dt Run B||Brundt||Longhall in the centre of Rellekka.||4|
|Eek Zero Op||Zookeeper||Ardougne Zoo||40, +1 if Eagles' Peak is completed,|
+1 if Hunt for Red Raktuber is completed
|El Ow||Lowe||Varrock archery store||None|
|Ergo I Dig Clay||Celia Diggory||In The Empty Throne Room, east of the Digsite.||Tower Puzzle|
|Err Cure It||Recruiter||Centre square of West Ardougne.||20|
|Goblin Kern||King Bolren||Tree Gnome Village, next to the spirit tree.||None|
|Got A Boy||Gabooty||Centre of Tai Bwo Wannai.||11|
|Gulag Run||Uglug Nar||To the west of Jiggig and Yanille, just south of the Castle Wars lobby.||Puzzle box|
|Halt Us||Luthas||The owner of the banana plantation on Musa Point, Karamja.||33 (or None)|
|He Do Pose. It Is Cultrrl, Mk?||Riki the sculptor's model||East side of Keldagrim, inside of the "gravestone exchange" shop.||Puzzle box|
|Hear A Lady Rant||Lady Trahaearn||By the Seren stones in Trahaearn District, Prifddinas||None|
|Icy Fe||Fycie||Rantz's cave, south-east of Gu'Tanoth and in the far eastern portion of Feldip Hills near the coast. Use fairy ring code AKS, or Gnome glider to Lemantolly Undri (requires partial completion of One Small Favour up to when you repair the landing strip). Less close methods are a Gu'Tanoth Teleport scroll, Oo'glog lodestone, or Yanille lodestone.||None|
|I Eat Its Chart Hints Do U||Shiratti the Custodian||North of the fountain in Nardah (run south from the fairy ring with code DLQ, or teleport to Nardah with Desert amulet 2 or higher).||Puzzle box|
|I Faffy Run||Fairy Nuff||Before Fairy Tale II - Cure a Queen she can be found just north of the bank in Zanaris. Between Fairy Tale II and Fairy Tale III, however, players must get the certificate from the potion shelf (located in the room north of the fairy bank) and use the fairy rings in this order AIR, DLR, DJQ, AJS. After Fairy Tale III she can be found just north of the bank again.||Puzzle box|
|Im Krom||Rommik||Rommik's Crafty Supplies in Rimmington.||7|
|I SAW THE LIE||Ali the Wise||The northernmost house in Nardah||None|
|Iz A Ammo Load For Mrs Yakkers||Moldark, Emissary of Zamorak||North-east of the bank in Edgeville.||7 (3 after Ritual of the Mahjarrat and before Rebuilding Edgeville)|
|Land Doomd||Odd Old Man||The Limestone mine north-east of Varrock. The bonesack(e) (or the Ram skull helm(e) version) provides a quick teleport to the Odd Old Man. The invitation box can be also used to get a quick teleport.||Puzzle Box|
|Lark In Dog||King Roald||Ground floor of Varrock Palace.||24|
|Me Am The Calc||Cam the Camel||Just outside the gates of the Duel Arena, Camulet not required.||Puzzle box|
|Me if||Femi||Just outside the gates of Tree Gnome Stronghold.||None|
|Nod med||Edmond||Behind the most north-western house in East Ardougne.||3|
|O Birdz A Zany En Pc||Cap'n Izzy no Beard||The Agility Arena entrance in Brimhaven.||33|
|O eastern wishes||Sensei Seaworth||Tuai Leit||Towers Puzzle|
|Ok Co||Cook||Ground floor of Lumbridge Castle.||7|
|Or A Vile||Valerio||Next to the dancers southwest of Citharede Abbey. You need to choose the "listen" option (not talk to).||17|
|Or Zinc Fumes Ward||Wizard Frumscone||Basement of the Wizard's Guild in Yanille (requires 66 Magic to enter, stat boosting can be used).||Puzzle box|
|Pin heir all in place||Philipe Carnillean||In the Carnillean household. If Carnillean Rising is completed, depends on the amount of quest points (See: Adventures of his own)||None|
|Peaty Pert||Party Pete||Falador Party Room||None|
|Profs Lose Wrong Pie||Professor Onglewip||Ground floor of the Wizards' Tower, south of Draynor.||Puzzle box|
|R Ak Mi||Karim||Al Kharid Kebab shop just south of the furnace.||5|
|Rebirth Quaintly Rot||Brother Tranquility||Mos Le'Harmless or Harmony Island||None|
|Red Art Tans||Trader Stan||Port Sarim docks, next to the charter ship.||Puzzle box|
|Reign us if immortal||Malignius Mortifer||North of the White Knight Camp at Port Sarim.||Lockbox|
|Sequin Dirge||Queen Sigrid||Throne room of Etceteria Castle, or in the throne room of Miscellania Castle after completing Blood Runs Deep.||Puzzle box|
|Snah||Hans||Lumbridge Castle courtyard.||None|
|Soy Drain||Ysondria||The Nexus in Lumbridge Swamp.||8|
|Stab Ob||Sabbot||The cave below the Death Plateau, next to the Troll Invasion gatehouse.||None|
|Taboo Rises Shyly||Soothsayer Sybil||Outside the entrance to Telos, the Warden's arena||None|
|Them Cal Came||Cam the Camel||Just outside the gates of the Duel Arena, Camulet not required.||Puzzle box|
|We Irk Over Namesake||Ramokee Skinweaver||Polypore Dungeon||None|
|Winsome Lad||Wise Old Man||Draynor Village||None|
|Winston Lane||Nails Newton||Next to the Taverley Lodestone.||10|
The celtic knot is a puzzle from an elite Treasure Trail that must be solved in order to proceed further. It was released on 4 August 2010 as part of the rework and expansion of the treasure trails reward system.
To solve a real-life celtic knot puzzle, you must make the knot have rotational symmetry. A celtic knot puzzle has two solutions, as rotational symmetry can go two directions. Interactive celtic knot solvers for RuneScape can be found online.
A celtic knot puzzle is based on decorative knots or chord designs, both physically and visually depicted in various art media, which usually are shown as being endless, interlaced, or continuously looping.
The RuneScape celtic knot puzzle consists of three loops, each one a different colour and with a different sequence of 16 runestones. It will appear on the screen when the player attempts to open a puzzle scroll box or puzzle casket. The message at the top of the puzzle reads, "Paths interlace and intersect. May runes match where they meet," which describes the goal of the puzzle as well as its function. The arrows are used to move the runestones on a loop one space in the desired direction, and there is a button which can be hovered over to "flip" the puzzle, revealing the runestones hidden under the intersections. Once all runes are matched (indicated with a green circle surrounding the junctions of the loops), the knot can be "unlocked" to open the scroll box.
There are two procedures that can be undertaken here, either manually or automatically using an online tool.
The general algorithm to solve these puzzles is as follows:
- First choose one ring. This will be your primary ring.
- Choose another ring to be your secondary ring.
- Choose a spot where these two rings intersect to focus on. Begin by matching all possibilities of the secondary ring to the rune of the primary ring at the intersection you are focusing on.
- If, when this intersection turns green, all other intersections of these two rings are not green, turn the first ring one spot and try again. Keep doing this until all of the intersections between the first two rings are green
- Lastly, turn the third ring to match the first two.
- If all possibilities of one intersection on this ring are tried, and the puzzle is not solved, move the first ring one space and keep trying.
- When all intersections are green, click "Unlock" to solve the puzzle.
A more advanced, but less time and click-intensive method is as follows:
- Choose your primary and secondary rings.
- Choose two intersection slots, as close together as possible, where your primary and secondary rings intersect.
- Make note of the runes in the intersection slots on the primary ring, as well as the number of spaces between the intersections on your secondary ring (don't forget to invert paths). The spaces are counted on the secondary ring because the distance between intersections may differ between the two rings, and the secondary ring is the one that will be rotated. An example of this can be seen in the 10-intersection knot. If red is primary and grey is secondary, the red ring has three spaces between the upper intersections, while grey has only one.
- Look for this same pattern of runes in the secondary ring. The runes in between the intersection slots are not important. For example, if the primary ring intersections have a Law Rune and a Lava Rune, and there are two spaces between these intersections on the secondary ring, look on the secondary ring for a Law Rune, two spaces, and a Lava Rune.
- If there is no pattern match on the secondary ring, rotate the primary ring once.
- Repeat steps 3-5 until all of the intersections between the primary and secondary ring are a match.
- Rotate the third ring until all of the intersections match.
- When all intersections are green, click "Unlock" to solve the puzzle.
Below are simple ways to solve the puzzles. These may not be all the types of puzzles.
- Move the red knot clockwise up to 16 times. You are looking to match the two intersections where the red and blue knots meet. A green circle indicates matching intersections.
- If the two intersections are not matching after a full rotation of the red knot, move the blue knot clockwise once.
- Repeat until the two intersections match.
- Simply move the silver knot until the remaining four intersections match.
- Move the red knot clockwise 16 times. You are looking to match the four intersections where the red and silver knots meet. A green circle indicates a matching intersection.
- If all four intersections are not matching after a full rotation of the red knot, move the silver knot clockwise once.
- Repeat until the red and silver intersections match.
- Simply move the blue knot until the remaining four intersections match.
- Move the red knot clockwise up to 16 times. You are looking to match the four intersections where the red and silver knots meet. A green circle indicates a matching intersection.
- If the four intersections do not match after a full rotation of the red knot, move the silver knot clockwise once.
- Again move the red knot up to 16 times until the four intersections match.
- Continue this process until you match the four intersections between the red and silver knots.
- Next move the blue knot until the remaining six intersections match.
- Move the red knot clockwise up to 16 times. You are looking to match the four intersections where the red and blue knots meet. A green circle indicates a matching intersection.
- If the four intersections are not matching after a full rotation of the red knot, move the blue knot clockwise once.
- Repeat until the four intersections match.
- Simply move the silver knot until the remaining eight intersections match.
- Players may rotate the knots either clockwise or counter-clockwise. The direction does not matter as long as the direction is consistent.
- If the last knot will not match, the first two knots may not be matching correctly. Try another intersection combination.
- Players can deduce what runes can and cannot be possibilities by looking carefully at the knots and using the following guidelines:
- If a particular type of rune appears on only one of the three knots, that rune type cannot be a possibility for any of the intersections and can be completely eliminated altogether.
- If a particular type of rune appears on two of the three knots, that rune is only a possibililty for the intersection of the two knots it appears on, and not at any of the intersections with the knot it does not appear on.
- While doing Celtic knots, the clockwise rotation may not be needed by experienced players. Always remember to use the Invert paths so you can tell what runes are on the knot that is being covered in and saves time.
- This article is about the challenge scrolls found in treasure trails. For the rare scrolls dropped by various monsters, see Champion scroll.
Challenge scrolls are logical problems posed to the player by an NPC. They appear in Medium and Hard clues in Treasure Trails and have two steps to it: first the player has to find the right NPC to speak to (when they get a cryptic or anagram clue), and then they have to solve the riddle, to advance along their trail. Thus, challenge scrolls don't count as a regular clue. To complete the scroll, view the question on the scroll, then speak to the NPC which gave it to provide the answer. When the correct answer is provided the challenge is complete, and the player will receive either the next clue, or the reward. It is also possible able to obtain more than one challenge scroll by asking the NPC players got it from with a full inventory. Every time players talk to the NPC, another appears on the ground that they can pick up. However, if they already have one in their inventory or bank, they cannot pick another one up.
List of solutions
The following is a list of all known challenge scrolls and their solutions. The riddles are usually fairly simple, but sometimes call on trivial facts such as 'How many animals are in the Ardougne Zoo?' This list will allow players to bypass counting animals.
|Zoo keeper||How many animals are in the Ardougne Zoo?||40, +1 if Eagles' Peak is completed,|
+1 if Hunt for Red Raktuber is completed
|Luthas and Cap'n Izzy No-Beard's parrot||How many banana trees are there in the plantation?||33|
|King Roald||How many bookcases are there in the Varrock palace library?||24|
|Gabooty||How many buildings in the village?||11|
|Cook||How many cannons does Lumbridge castle have?||7|
|Caroline||How many fishermen on the fishing platform?||11, 0 after Salt in the Wound|
|Bolkoy||How many flowers are in the clearing below this platform?||13|
|Gnome Coach||How many gnomes on the gnome ball field have red patches on their uniforms?||6|
|Recruiter||How many houses have a cross on the door?||20|
|Brundt||How many people are waiting for the next bard to perform?||4|
|Edmond||How many pigeon cages are there around the back of Jerico's house?||3|
|Oracle||If x is 15 and y is 3, what is 3x + y?||48|
|Karim||I have 16 kebabs, I eat one myself and share the rest equally between 3 friends. How many do they have each?||5|
|Hazelmere / Brimstail||What is 19 to the power of 3?||6859|
|Gnome ball referee||What is 57x89+23?||5096|
|Valerio||How many windows in the Abbey courtyard?||17|
|Moldark, Emissary of Zamorak||How many bottles are there on the stall to the east of Mr Ex?||
|Ysondria||How many ore rocks are there in the nearby copper and tin mine?||10|
|Nails Newton||How many tables are there in the Pick and Lute Inn?||10|
|Rommik||How many rocks in the Rimmington mine cannot be used to make bronze?||11, 7 after the Mining/Smithing Rework update|
When a compass clue is clicked on it will display an interface with an arrow that points in the direction of a spot that the player must locate. The arrow only shows the direction of the required location, and not the distance to it. Therefore, the most common method for completing compass clues effectively and efficiently is by triangulation. This is done by teleporting around RuneScape to gain an idea of where the location might be e.g. teleport to Taverley; if the compass points west, the player should go to a location to the west of Taverley; if the compass points east, the player should go a location to the east of Taverley. Additionally a player can tell if they are near to or from the correct location based on how fast the arrow changes direction (if the player is close to the right spot the arrow will change the direction in which it is pointing more quickly as the player moves around). Once the player has established that they are close to the correct location, they should move in the direction indicated by the compass.
When the player is standing at the correct location, the compass' arrow will change to an 'X' symbol. When standing on the spot shown by the X the player can dig to receive their next clue or casket. Digging may spawn a Guthix wizard for elite clues or a cabbagemancer for master clues, however players can avoid this by using a meerkat familar's fetch casket special move to retrieve the next clue or casket.
The locations in this guide are grouped by region. The following map may also be useful:
|South-east of the Warriors' Guild.|
|North-east of the Heroes' Guild.|
|East of the eastern cave entrance leading to the top of White Wolf Mountain. Three paces east and one pace north of the small patch of white flowers just outside the entrance.|
|East of the building next to Heroes' Guild.|
|East of the shop that sells Gaius's Two-Handed Shop.|
|On Death Plateau.|
|South of Death Plateau, three paces south and one pace east of the eastern side of the entrance to Sabbot's cave.|
|South of Falador, south of the Clan Camp.|
|South of Falador, south-west of the Crafting Guild, on the peninsula with hobgoblins.|
|South of Falador, just north-west of the Crafting Guild.|
|West of Falador, just east of the entrance of the Dark Wizards' Tower.|
|West of Falador, just west of the Falador mining site.|
|West of Falador, just south of the Witch's house.|
|In the centre of the White Knights' Castle courtyard.|
|Just north of Cassie's Shield Shop.|
|Just north of Wayne's Chains - Chainmail Specialist.|
|North-east of Falador, east of the flickering wisp colony and standing stones.|
|South of the Heist entrance.|
|At the farm south of Falador.|
|North of Artisans Workshop.|
|South-east of Falador and south-west of Draynor Manor.|
|In the centre of Goblin Village.|
|East of the entrance to the Dwarven Mine.|
|South-west of the Dwarven Mine.|
|On the south-east corner of Ice Mountain.|
|South-east of the Black Knights' Fortress, just west of the beacon.|
|South-east of the jewellery shop.|
|In Port Sarim Jail. One step north of the location pictured.|
|South-east of Port Sarim Jail.|
|On Mudskipper Point, just north of Thurgo's hut.|
|East of the the Player-owned port minigame portal.|
|Just west of the POH portal and Rimmington General Store and south-east of the bush patch.|
|North of the Chemist's House, 2 steps north from the square outside the door.|
|East of Rimmington Mine.|
|West of Melzar's Maze.|
|East of Hetty's house and south of the Rimmington wheat field. 9 steps south of the map square outside the south-eastern corner of the wheat field.|
|At the entrance of the Grotworm Lair east of Rimmington.|
|On the peninsula south of Taverley, south of the entrance to the Taverley Slayer Dungeon is located.|
|Just south of the Heroes' Guild and west of the stone circle.|
|Just south of the Heroes' Guild.|
|West of the pen for cows and sheep. Two paces west and one pace north of the broken piece of fencing.|
|Just north-west of Daemonheim Castle.|
|South-east of Daemonheim Castle.|
|South of Daemonheim Castle. Just east of the steps south of the Rewards Trader.|
|Eastern part of Daemonheim, north of the spot where a ferry can be taken to Al Kharid.|
|South-eastern part of Daemonheim, just north of the entrance to the Daemonheim resource dungeon. One pace south of the location pictured.|
|South-eastern part of Daemonheim, north-west of the entrance to the Daemonheim resource dungeon. Three paces north-west of the location above.|
|On the southern coast of Daemonheim.|
|North-east of the gate between Daemonheim and the Wilderness.|
|West of a tent.|
|Just south-west of Daemonheim Castle, two steps west and two steps north of the south-western corner of the frozen auto-grouping chamber.|
|Up the first stairway, by the statue near the sotapanna.|
|East of Ling on the beach, three paces east of the south-eastern corner of the campfire.|
|On the beach where the salty crabletines are located, in between four palm trees.|
|On Cyclosis, right next to Odd Billy.|
|In the graveyard, east of the dead moai|
|On the south west beach|
|At the stairs on Goshima|
|At the trees on Goshima|
|Next to dead druid at the bottom of the main pier (South).|
|North of the stairs, two paces north-east of the upper part of the corpse.|
|North of the island on the 1st island of The Islands That Once Were Turtles|
|North of the Tortle portal on the 2nd island of The Islands That Once Were Turtles.|
|Southwest of the boulder on the 3rd island of The Islands That Once Were Turtles.|
|South east of the dock stairs.|
|In the bamboo forest north of the junction between the temple and the Rumberry bush field|
|Directly west of Azalea Oakheart and the gnomecopter.|
|North of Waiko moai. Three paces west of the middle of the bench under the cherry blossom.|
|On the beach north of Rosie (supplies). Right east of the green starfish.|
|East of Khan's house.|
|Southern beach, five paces east and three north of the green starfish.|
|West of Ted and his campfire on Whale's Maw.|
|In the shipwreck north of the tortle hunting spot. Two paces south-east of the entrance in the stern.|
|East of the shipwreck on the far west of the island, west of the tortle hunting spot.|
|South-west of the khan's house, just west of the moai stump.|
|South of the pool on the grass.|
|South of the Castle Wars lobby.|
|South of Castle Wars, along the southern coastline. South-east of the group of three islands.|
|South of Castle Wars, south-west of the group of three islands. North-east of fairy ring (code BKP).|
|South-west of Castle Wars, on the south-western coastline.|
|South-west of Castle Wars, in the Chompy Bird Hunting area.|
|North of the entrance to Castle Wars.|
|East of the Feldip Hunter Area and north-east of Oo'glog. South-east of the building near the crimson swifts.|
|North-east of the Hunter expert.|
|North-west of the Feldip Hunter Area and the Hunter expert.|
|On the coastline west of the Feldip Hunter Area.|
|North of Mobilising Armies and south-west of the vibrant wisp colony.|
|Three paces east from western coast by jungle strykewyrms, two paces north-west of the north-western corner of the rock formation closest to the shore.|
|One pace east of a lone fern just south of jungle strykewyrms.|
|South of Mobilising Armies.|
|Next to barb-tailed kebbits, five paces east of the eastern tip of the northernmost boulder used for trapping them.|
Northern Feldip Hills
|South of Jiggig and south-west of Gu'Tanoth.|
|South-west of the gnome glider.|
|East of the fairy ring (code AKS).|
|East of Gu'Tanoth.|
|South of Gu'Tanoth.|
|East of Gu'Tanoth, by the iron ore rocks.|
|East of Rantz.|
|Near the western shoreline, four paces east and two paces north of the northern part of the ogre standard.|
|South-west of the ogre boat, between the southern two blue flowers near the shoreline.|
|North of Oo'glog, at the hunter area.|
|North of Oo'glog's north wall, east of the Oo'glog lodestone.|
|West of the entrance to Oo'glog.|
|In the south-east corner of Oo'glog, south-east of the robust glass machine.|
|Just south of Oo'glog's south wall, south of the general store.|
|South of the Monastery of Ascension.|
|Right north-east of Oo'glog, two paces west of the tip of the small peninsula.|
|Just south of the door to the Lighthouse.|
|East of the lighthouse.|
|East of the lighthouse, north-east of the crystal tree.|
|In the northern part of Rellekka, just north of the sand pit in the area of hobgoblins.|
|In the northern part of Rellekka, just north of the mining site in the area of rock crabs.|
|In the south-western part of Rellekka. South-west of the building containing a furnace and spinning wheel.|
|South-east of the Rellekka POH portal.|
|East of Rellekka and north-west of the Fremennik lodestone.|
|East of Rellekka and west of the entrance to the Mountain Camp.|
|At the entrance to the Mountain Camp.|
|South-west of the Mountain Camp and the swaying tree.|
|South-east of the sparkling wisp colony, two paces north and one pace west of the eastern set of bullrushes by the shore.|
|In the middle of the marketplace.|
|North of Lalli.|
|Outside of Rellekka in the south-west. North-east of the path to the Lighthouse.|
|Southeastern Rellekka, just east of the house with Freidir and Inga.|
|South of the entrance to Rellekka, north of the POH portal. Three paces south and five paces west of the small obelisk.|
|On the path to the Trollweiss Hunter Area.|
|Within the Trollweiss Hunter Area.|
|On the western side of the Trollweiss Hunter Area.|
|2 steps north of the Ice sculpture near Erjolf's cave.|
Kandarin, Piscatoris and Gnome Stronghold
|North of East Ardougne. One pace west of the deposit box in Manor Farm.|
|In East Ardougne, just west of Elena's house.|
|South-east of East Ardougne. South-east of Ardougne Zoo and north-west of the Necromancer's Tower.|
|South of East Ardougne. East of the Ardougne Monastery and south-west of Tower of Life.|
|North-east of West Ardougne and south-east of the Fishing Guild. Near the moss giants, plague sheep, and warrior women.|
|North-east of West Ardougne and south-east of the Fishing Guild. In the area with plague sheep.|
|North-east of West Ardougne and northwest of the Fishing Guild. Two steps northeast of the north-eastern tile of the base of the oak tree that lies between two other oak trees near the coastline.|
|North-west of West Ardougne, in the enclosure with many Apple Trees. Two paces north of the Barrel Tap.|
|North of West Ardougne. North-east of the Combat Training Camp.|
|North of West Ardougne. North-east of the Combat Training Camp.|
|North of West Ardougne. South of the Combat Training Camp.|
|South of West Ardougne's south wall, south of the cemetery.|
|South of West Ardougne's south wall, south-west of the cemetery.|
|South of West Ardougne's south wall, by the general store.|
|Just north of West Ardougne's north wall.|
|South of West Ardougne, on the gnomes' side on the Khazard Battlefield, four steps south and one step east of the easternmost flag.|
|South-west of West Ardougne. In the mining area just north-east of the Ourania Runecrafting Altar entrance. One step west of the location pictured.|
|South-west of West Ardougne, on the Khazard Battlefield.|
|South-west of West Ardougne. In the graveyard just south of the entrance to the Ourania Runecrafting Altar entrance.|
|South-west of West Ardougne, south of the Observatory.|
|South-west of West Ardougne. Inside some ruins east of the Observatory.|
|North-east of the Legends' Guild.|
|North of the Legends' Guild.|
|West of the entrance of the Legends' Guild.|
|Just south of The Poison Arrow pub.|
|East of the Carnillean mansion south of Ardougne Castle.|
|East Ardougne market, in the house with a cooking range, two steps south of the central bookcase.|
|East Ardougne, north of the Servants' Guild. Two steps north of the inside corner of the hedge surrounding the guild.|
|South-east of the Clock Tower and north-west of the Ardougne Monastery.|
|South of the Ardougne Zoo, at the crossroad.|
|North of the Barbarian Agility Course and south-east of Barbarian Assault.|
|Just east of Hadley's house.|
|Just south-east of Otto's Grotto.|
|At the southern end of the slope leading to Baxtorian Falls.|
|Just south of Catherby, on the island with Obelisk of Water which can only be accessed through Taverley Dungeon.|
|South-east of Hickton's Archery Emporium.|
|South-west of the bank and candle shop. North-east of the docks where Arhein and the charter ship are located.|
|West of Catherby, in the field of beehives.|
|At the end of the White Wolf Mountain area, northeast of the Catherby lodestone. Three paces south of the middle of the evergreen southwest of the cave into the mountain.|
|North of Catherby farming patches.|
|Near the cave entrance north of Catherby, on top of the White Wolf Mountain|
|Outside the Piscatoris Fishing Colony, west of the entrance.|
|Just west of the Piscatoris Fishing Colony, outside the colony.|
|Just north-east of the Phoenix Lair. North-west of the fairy ring (code AKQ).|
|In the Piscatoris Hunter Area, south-east of the fairy ring (code AKQ) and east of the two rare tree minimap icons.|
|On the tip of the peninsula with airut in the north-western part of the Piscatoris Hunter Area, near the stone with the depiction of Tuska.|
|West of the falconry area.|
|South-west of the falconry area.|
|South-east of the falconry area. One pace east of the location pictured.|
|North-east of Eagles' Peak and south-west of the falconry area.|
|East of the falconry area. One step northeast of the second right-angled concave corner in the fence, counting from the north.|
|On the northern side of Eagles' Peak, at the foot of the mountain.|
|North-west of the musician.|
|North of the falconry area, near the coast.|
|North of the Fight Arena and south of Ardougne Monastery.|
|Just south-east of the Fight Arena.|
|South west of the second General store in Port Khazard.|
|West of the first General store in Port Khazard.|
|North of the church.|
|West of McGrubor's Wood, south of Galahad's house.|
|Inside McGrubor's Wood, four paces north of the western side of the gate.|
|North of the coal trucks.|
|North-west of the Ranging Guild, just east of Grandpa Jack's house.|
|South of Seers' Village, just north of the Sorcerer's Tower. Four paces north and four east of the centre of the trunk of the oak just north of the tower.|
|At the entrance to temple of Ikov, two steps south of the southern statue of a warrior.|
|At the pillory, just west of the Forester's Arms pub.|
|East of Camelot Castle.|
|Just west of the estate agent.|
|Just south of Sinclair Mansion.|
|North-east of Sinclair Mansion.|
|North-west of Sinclair Mansion.|
|West of Sinclair Mansion.|
|North of Seers' Village and west of Sinclair Mansion. South-west of the first bridge on the path from Seers' Village to Rellekka.|
|West of Sinclair Mansion. West of the first bridge on the path from Seers' Village to Rellekka and north of the Seers' Village hops patch.|
|West of Sinclair Mansion. West of the first bridge on the path from Seers' Village to Rellekka and north-east of the Seers' Village hops patch, in the middle of the Maple Trees south of the path. Two paces south of the northernmost of the fungus.|
|North of Seers' Village and south of Rellekka. Just south of the second bridge on the path from Seers' Village to Rellekka, where the Council workman and musician are located.|
|North of the Tree Gnome Stronghold and just south of the cobalt skillchompa hunter area.|
|Southeast of the Grand Tree and west of Otto Godblessed, two steps west of the northern half of the southern bench.|
|East of the Tree Gnome Stronghold.|
|North-west of the Grand Tree, in the centre of the pen of tortoises.|
|North of the gnomeball field.|
|North-west of Tree Gnome Stronghold entrance and west of the Gnome Stronghold agility course. On the ground floor near the treetops bank icon.|
|West of the entrance of the Stronghold and north of the area for hunting charm sprites.|
|West of the entrance of the Stronghold and north-east of the area for hunting charm sprites.|
|West of the entrance of the Stronghold and north-west of the area for hunting charm sprites.|
|West of Nyriki Tapio's house.|
|East of Brimstail's cave.|
|West near a bunch of trees.|
|Just outside Char's training cave south of the Eagles' Peak lodestone.|
|Just south of the church in Witchaven.|
|South of the mine north of Witchaven.|
|North of Yanille.|
|South of Yanille.|
|East of the sandpit and POH portal.|
|East of Yanille. North of Hazelmere's island.|
|North-west of Yanille lodestone.|
|South of the house with the anvil.|
|West of the compost mound at Fight Arena.|
|South-west of the Gnome Maze, near the broken walls.|
|West of Gnome Maze, eight steps east and four steps south of the southeastern corner of the fruit tree patch.|
|Just east of the spirit tree.|
|North of the Brimhaven Dungeon entrance.|
|South-west of the Brimhaven Dungeon entrance. Two paces north-east of the north-eastern corner of the bush on the beach.|
|East of the Brimhaven mine.|
|South-east corner of Moss Giant Island.|
|Directly south of the port.|
|Just east of Dead Man's Chest, two steps north of the western side of the bench.|
|On the beach in the south-western part of the town. Four paces north and one pace west of the fire remains near Lubufu.|
|Outside the east wall of Shilo Village, right next to the waterfall.|
|On the north-western coast of Karamja, east of the fairy ring (code DKP).|
|North-west of the gnome glider.|
|East of the Jade Vine Maze.|
|South-west of log crossing Agility shortcut over the river.|
|Just west of the Shipyard.|
|On the northern coastline, just east of the Pothole Dungeon entrance.|
|North of the gleaming wisp colony.|
|Just north of nature altar.|
|South of the bridge leading to Cairn Isle.|
|South of Cairn Isle and north-west of the Kharazi Jungle.|
|North of the gnome glider, one step east and four steps north of the fire.|
|South of the Karamja Volcano.|
|East of the Karamja Volcano.|
|Inside the banana plantation, just next to the northwestern entrance.|
|South of the general store.|
|In the centre of the village.|
|West of the village.|
|South of the village, west of the karambwanji lake.|
|South-east of the village, east of the karambwanji lake. Sixteen paces north and five paces east of the shortcut to Shilo Village.|
|Northwest of the village, two steps west of the southern side of the potted plant north of the general store.|
|East of the village, in the clearing east of the hardwood grove. Two paces south and four paces west of the creeping plant.|
|Inside the Shantay Pass, one step northwest of the location pictured.|
|South of Al Kharid bank.|
|North of Al Kharid Palace, just south-west of the Al Kharid lodestone.|
|East of Al Kharid and west of the Citharede Abbey. Just west of the desert strykewyrms.|
|At the entrance of the Duel Arena.|
|North of the north-western Duel Arena battleground, one pace south and two paces west of the rocks between the two paths.|
|West of the Mage Training Arena.|
|Inside Citharede Abbey, just west of the statue of Saint Elspeth.|
|Inside Citharede Abbey, just west of the musicians.|
|North-west of Citharede Abbey, three paces north and one pace east of the cuttable Kharidian cactus growing between the ruins.|
|North-western corner of Al Kharid, 3 steps east of the southern box.|
|Just east of the Al Kharid mining site. Two steps east of the set of cacti near the two palm trees.|
|On the coastline north of Pollnivneach and south of Dominion Tower.|
|South of the Dominion Tower entrance.|
|East of Dominion Tower, in the centre of the Uzer Hunter area.|
|East of Dominion Tower and about half-way between the tower and Uzer. Nine paces south and three paces west of the Kharidian cactus.|
|Near a group of rocks, north of the fairy ring (code DLQ).|
|Next to the fairy ring (code DLQ).|
|West of the Dominion Tower, near the Desert Phoenix. Three paces north and three paces east of the lone Kharidian cactus by the rock wall.|
|South of the Shantay Pass, near the desert wolves.|
|At the shortcut to Tuska, north-west of The Big Heist Lodge.|
|In the centre of the Bandit Camp, north-west of the Bandit Camp lodestone.|
|In the southernmost tent (containing Al Shabim) in the Bedabin Camp.|
|West of the Kalphite Hive and south of the Kalphite Nursery.|
|East of the Bedabin Camp and west of the Desert Mining Camp.|
|East of the Bedabin Camp, north-west of the Desert Mining Camp and the middle group of rocks. Two paces west of the north-western corner of the northernmost of the slightly taller rocks.|
|Just north-east of the Desert Mining Camp.|
|North of the fairy ring.|
|Near Bedabin Camp, two steps north of the cacti east of the Rug merchant.|
|South-west of the Kalphite Hive, near some palm trees.|
|North-east of the Bandit Camp lodestone, over the cliff.|
|On the peninsula north of Pollnivneach.|
|Across the river, north-east of Pollnivneach. Two paces west and one pace north of the Kharidian cactus closest to the river.|
|North-east of Ali the Mayor's house. One pace north and two paces east of the bigger of the round cacti.|
|West of The Asp & Snake Bar.|
|South of Pollnivneach. On the coastline south of the magic carpet.|
|South-west of the Smoke Dungeon.|
|South of Pollnivneach. Across the river and five paces west and three paces north of the larger of the round cacti nearby.|
|South-west of the summoning obelisk which is north-west of Pollnivneach.|
|North-west of the summoning obelisk which is north-west of Pollnivneach.|
|East across the river. Five paces east of the bigger of the round cacti.|
|North of the entrance to Heart of Gielinor, three paces east and two paces south of the bigger of the round cacti.|
|Just northeast of the closest group of rocks north of Nardah.|
|Southern Nardah, two steps north of the north-eastern corner of the clay oven.|
|West of the fountain.|
|Just north of Sophanem, on the west side of a lake.|
|Far north of Sophanem and east of the Jaldraocht Pyramid. Six paces south and eight paces west of the entrance to the summoning obelisk.|
|East of the Agility Pyramid.|
|North-east of Sophanem and west of the Agility Pyramid. Just south-east of the tent.|
|West of the Agility Pyramid.|
|West of Ullek. South of the Agility Pyramid and east of Sophanem.|
|East of Sophanem, four steps north of the Kharidian cactus that is in the middle of the group of cacti, near the southern shore.|
|In Ullek (east of Sophanem), west of the archaeologists.|
|In Ullek, just east of the southern passage to the swamps.|
|In the centre of the quarry.|
|South of the quarry.|
|East of the Exiled Kalphite Hive entrance.|
|North of the northeastern corner of Jaldraocht Pyramid, just south to a group of cacti.|
|South-west of the Exiled Kalphite Hive entrance, by the vultures. One pace west of the location pictured.|
|North-east of Jaldraocht Pyramid, seven steps south of the south-western corner of the third rock from the east in the group of four rocks.|
|West of Jaldraocht Pyramid, one pace south and three paces east of the bigger of the round cacti.|
|North of the Ruins of Uzer, east of the Uzer mining site.|
|Just east of Ruins of Uzer.|
|South of the Ruins of Uzer, just south-west of the oasis.|
|South of the Ruins of Uzer, east of the Uzer Mastaba.|
|In Ruins of Uzer, in the centre of the north-eastern circular building's ruins.|
|North of the Exam Centre, one step north of the location in the picture.|
|South-west of the Digsite. South-east of the bright wisp colony.|
|In the centre of the Digsite. One pace north of the location pictured.|
|At the south tip of the Digsite, north-west of the tent.|
|East of the Digsite and west of the River Salve.|
|North of the Digsite. East of the Lumber Yard and west of the beacon.|
|Inside the Lumber Yard.|
|North of the Broken Home manor.|
|Behind Paterdomus at the bottom of the stairs.|
|West of the Digsite. Five paces south and three paces west of Captain Errdo.|
|In the centre of the village. Five paces south and two paces west of Relomia, Emissary of Sliske.|
|Just west of the Wizards' Tower.|
|North-west of the Water Altar.|
|North-east of the Wizards' Tower.|
|South-east of Draynor Village and south-west of the Lumbridge crater. East of the pale wisp colony.|
|South of Draynor Jail.|
|North-east of Draynor Jail.|
|In the north-eastern part of Draynor, in the south-east corner of the wheat field.|
|West of Draynor Manor.|
|In the north-east corner of Draynor Manor grounds.|
|East of Draynor Manor.|
|South east of the clay mining spot.|
|South west of the clay mining spot.|
|Just east of the building with a potter's wheel in Barbarian Village.|
|West of the Edgeville Monastery and east of Ice Mountain.|
|In front of the Soul Wars portal.|
|South-east of the bank.|
|North-west of the Cooks' Guild. Three paces north-west of the north-western corner of the plant by the fence.|
|In Lumbridge Swamp, east of the water altar.|
|Eastern side of Lumbridge Swamp, north-east of the South-west Lumbridge swamp mining site and south-west of the ferry to Daemonheim.|
|Just south of Lumbridge Castle, in the castle courtyard.|
|Just west of Lumbridge cemetery.|
|Inside Lumbridge cow pen, Northeast of the gate and by the wall.|
|Just south of the Lumbridge cow pen.|
|In Lumbridge, west of the cow pen. Two paces south and one pace east of the south-eastern corner of the God Statue.|
|North of Lumbridge. At southern end of the potato field west of the northern entrance to Al Kharid mining site.|
|North-east of the Lumbridge Flour Mill and south-east of Beefy Bill's Supplies.|
|North of Fred the Farmer's farm.|
|In the north-west corner of the Grand Exchange.|
|South of the Cooks' Guild.|
|West of the Apothecary.|
|Just north of the pillory.|
|South of Varrock, south-east of the Varrock lodestone.|
|South of Varrock, outside the city walls. South of the Phoenix Gang Hideout and east of the stone circle of dark wizards.|
|Southeast of Varrock and west of Exam Centre. In the middle of the intersection of three paths.|
|Northeast of Horvik's Armour Shop.|
|Just north of the Varrock Museum.|
|East of the Varrock Museum, outside the city walls.|
|Northwest of Rag and Bone Man and east of sawmill.|
|East of Varrock's southern mine.|
|East of Varrock, in the middle of the crossroads northwest of the musician.|
|Just south of the two fountains, west of the Varrock Palace.|
|In the middle of the northern, square room in Dororan's and Gudrun's house.|
|North-east of the northern entrance to Varrock, between two trees.|
|On the ground floor of the Slayer Tower, just outside the chamber of banshees.|
|On the ground floor of the Slayer Tower, just west of the entrance.|
|North of Canifis, in the graveyard, four steps south of Mekritus A'hara's memorial statue.|
|In the centre of Canifis, just south of the tanner.|
|Just south-east of Canifis bank.|
|South of Fenkenstrain's Castle.|
|South of the old crone.|
|North of Mushroom patch, west of Canifis.|
|South-west of fairy ring (code ALQ).|
|South-east of fairy ring (code ALQ).|
|East of Canifis. Two paces south of the swamp tree south-east of the god statue.|
|In the Hunter area where swamp lizards can be hunted, south-west of the entrance to the Werewolf Skullball agility course.|
|Just west of the fairy ring (code BKR).|
|On the western coast of Mort Myre swamp, north-west of the Nature Grotto. Just south of the bank deposit box which is unlocked after completing the Deadliest Catch quest.|
|On the western coast of Mort Myre swamp, north-west of the Nature Grotto.|
|North-east of the Nature Grotto and west of The Hollows.|
|North-east of the Nature Grotto and just south-west of The Hollows.|
|North of the Nature Grotto.|
|South of the gate that leads to Canifis.|
|In the graveyard north of Castle Drakan. Two paces south of the stone cross grave in the northwestern part of the graveyard.|
|North-east of the Nature Grotto and north-west of The Hollows. Two steps south of the small bush on the southern bank of the lake with the tree shortcut.|
|On the western side of the swamp, south of the musician on the path leading to Mort'ton.|
|Just west of Mort'ton, east of the fishing spot on the path leading into the area.|
|In the north-western part of Mort'ton.|
|In Mort'ton, just north of the bridge to Burgh de Rott.|
|North-east of Burgh de Rott.|
|North of the gate to Burgh de Rott.|
|North-west of Barrows. One step north of the pictured location.|
|North-east of the entrance to Barrows.|
|South-west of Port Phasmatys west gate.|
|East of the Ectofuntus.|
|North of the Ectofuntus.|
|Just west of Alice's Farming Shop and east of the allotment, herb and flower patches.|
|Just west of the shipwreck and north of the allotment, herb and flower farming patches.|
|North west of the Musician near the farm patches.|
|South of the allotment, herb and flower farming patches.|
|South-east of the Port Tyras dock.|
All clue locations in the Wilderness have an extremely low chance of occuring.
|West of the Mage Arena.|
|South-east of the Pirates' Hideout and south-west of the Mage Arena.|
|In the Deserted Keep, just east of the teleport lever to Ardougne.|
|North of the Scorpion Pit.|
|On the small peninsula north-east of the Rogues' Castle.|
|On the north-eastern corner of the Wilderness North Volcano.|
|Wilderness North Volcano, three steps south of the central pool of lava.|
|East of Wilderness Agility Course, four paces south and one pace west of the trunk of the evergreen right east of the beacon.|
|In the middle of the Dark Warriors' Fortress|
|In the Wilderness, just north of the mind altar and Goblin Village.|
|In the Wilderness, just north-west of the Lumber Yard.|
|In the Wilderness, just north-east of the Lumber Yard.|
|In the Wilderness, north-east of Chaos altar in the middle of some dead trees.|
|East of the Dark Warriors' Fortress.|
|On the coast north-east of the Chaos Temple.|
|On the coast east of the Chaos Temple.|
|East of the Chaos Temple (Wilderness) and west of the entrance to Daemonheim.|
|On the coast in south-eastern area of the Wilderness. South-east of the area for hunting black salamanders.|
|In the western area of the Wilderness, in the southernmost building in the western Ruins.|
|East of the Wilderness Volcano. North of the Graveyard of Shadows and the eastern Ruins.|
|In the northernmost building in The Forgotten Cemetery.|
|North-east of The Forgotten Cemetery.|
|On top of the slope west of the Wilderness Volcano, north of a teleport obelisk.|
|Just south of the Lava Maze.|
|North-west of the Wilderness Volcano, south-west of the teleport obelisk.|
|Just north of Red Dragon Isle.|
|North-west of the entrance to the Corporeal Beast's lair.|
|On the eastern coastline of the Wilderness, south of the fishing spot.|
|North of Lava maze, near the deadly red spiders and runite rocks.|
|North-east of the Lava Maze.|
|North of the Lava Maze and south of the Mage Arena.|
|North-east of the Lava Maze.|
|North-east of the Demonic Ruins and south of the teleport obelisk.|
|North-east of the Demonic Ruins and west of the north-eastern gate into the Deep Wilderness.|
|North of the black salamander hunter area.|
|On the peninsula hosting the entrance to Dragonkin Laboratory. (Player killing isn't allowed in this area.)|
|North of Edgeville, two steps west and one step north of the second tree northeast of the beacon.|
|Just north of the north-western Wilderness Volcano entrance.|
|On the cliffs, south of the north-eastern Wilderness volcano entrance. Three tiles south of the southern of the two adjacent rocks west of the furnace.|
|South of the south-eastern entrance to the Wilderness Volcano.|
|Just south of the Wilderness Volcano, in level 16 Wilderness. Six paces east of the goblin musician.|
|North of the south-western entrance to the Wilderness Volcano.|
- Nearly all compass locations are located on the main, outdoor, layer of the world. When in locations like a player-owned house, in Zanaris, or inside any dungeon the compass will just spin in circles, as it cannot search for a spot on a different layer.
- There are a rare few compass spots that are located one layer higher than the rest of the world - one on the western side of the Trollweiss Hunter Area and two on the Ullek Plateau, west of Sophanem. Given that Prifddinas is also located on this layer, the compass will only function there if the clue scroll points to one of those spots.
During a Treasure Trail, a coordinate clue is a clue scroll that contains a set of coordinates. Much like the real-world longitude & latitude geographic coordinate system, coordinates in RuneScape indicate a precise point somewhere on the surface where the next clue scroll, or potentially the treasure casket, is buried. Coordinate clues will only appear in Treasure Trails of medium or hard difficulty. Coordinate clues may take players all over RuneScape, to nearly any geographic region in the game (including the deepest levels of the Wilderness), although coordinate clues will never point players underground or into dungeons or buildings. The coordinates are presented in the following format:
- 00 degrees 00 minutes north/south
00 degrees 00 minutes east/west
In RuneScape, one square of space is roughly equivalent to two minutes (exactly 1.875 minutes). As there are sixty minutes in a degree, each degree is roughly equivalent to thirty-two squares. (Note: The above location is the exact centre of the Observatory and is not actually a coordinate clue location.)
Prior to the 2018 clue scroll update, after receiving a coordinate clue players were required to locate the exact position (more precisely, the exact square) that the clue scroll indicates. This was accomplished by having a chart, sextant and watch in your inventory and right-clicking on a sextant to display an interface to determine your exact coordinates. The chart, sextant, and watch were, in later years, added to the tool belt. After the 2018 clue scroll update, the sextant interface was removed and replaced with a player animation and a re-display of the coordinates required.
To use a sextant in the tool belt, right click on a coordinate clue scroll and choose the sextant option. If any of the items are missing, the player will not be able to dig up the casket/box at the proper spot. A tool belt spade can be used by right-clicking the clue scroll and selecting Dig.
A meerkats pouch is a summoning pouch used to summon meerkats. Meerkats can be interacted with to provide sextant coordinates. When the appropriate coordinate is located, a fetch casket scroll enables the use of the meerkat's special move Fetch Casket to dig for a coordinate, compass, or scan clue without triggering an attack from a Saradomin, Guthix, Zamorak wizard, Cabbagemancer, Bandosian wild mage, or Armadylean shaman. Digging and retrieving a clue box using Fetch Casket activates the achievement Digging For Treasure. Digging up a clue box without using a fetch casket scroll will not work.
Meerkat pouches and fetch casket scrolls are possible rewards from any Treasure Trails and cannot be made by players.
Zamorak and Saradomin wizards
For hard Treasure Trails, digging on the correct spot will cause a level 70 Zamorak wizard or a level 98 Saradomin wizard to appear, which must be defeated before the next clue scroll or the treasure casket may be dug up. Zamorak wizards use only magic, attacking with Flames of Zamorak. The Saradomin wizard uses Air Surge and Saradomin Strike, and can also use a dragon dagger special attack with a high chance to cause poison. The wizards have no weakness so any combat style can be used to dispatch them effectively. Players who use the special ability of meerkats to dig for the scroll or casket will receive it mitigating the need to fight a Zamorak or Saradomin wizard.
The following map may be used to roughly determine the location of a given coordinate clue:
However, precise descriptions for each coordinate clue are listed below.
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 that some of the clues may require skill or quest requirements before you will be able to get to that location. In order to do every Hard coordinate scroll, Regicide, Legends' Quest, Nature Spirit, The Grand Tree and Watchtower must be at least partially completed. Note that some coordinates will need a skill level to do, though the required stat is low.
| 00 degrees 00 minutes north,|
07 degrees 13 minutes west
Quickest travel: Tirannwn quiver teleport to Eluned (if she is at the spawn currently). If she isn't, the Tirannwn quiver 2 can be used to teleport to Tyras Camp, then run north out of the camp and back down through the stick trap slightly to the east.
Alternate travel: Tirannwn lodestone, go west through the dense forest, step over the tripwire, then go north again through the dense forest, then just west, past the stick trap.
| 00 degrees 05 minutes south,|
01 degrees 13 minutes east
Alternate travel: Yanille lodestone, then run north-west.
| 00 degrees 13 minutes south,|
14 degrees 00 minutes east
On Musa Point, west of the general store in the free-to-play section of the island, in the middle of the two small lakes.
Alternate travel: Brimhaven lodestone, then run east.
| 00 degrees 18 minutes south,|
09 degrees 28 minutes east
Quickest travel: Karamja lodestone, then run north-west.
Alternate travel: Charter a ship to Brimhaven, then run south
| 00 degrees 20 minutes south,|
23 degrees 15 minutes east
Alternate Travel: Draynor lodestone, then run south.
| 00 degrees 31 minutes south,|
17 degrees 43 minutes east
Quickest travel: Fairy ring, code AIQ, then run north.
Alternate travel: Port Sarim lodestone, then run south.
| 00 degrees 50 minutes north,|
24 degrees 16 minutes east
| 01 degrees 18 minutes south,|
14 degrees 15 minutes east
Across the water from Musa Point, on the western seaweed spawn next to the river. Tiadeche from the Tai Bwo Wannai Trio quest can be found to the east. Use fairy ring code DKP or the Gnome glider transport to Karamja.
| 01 degrees 24 minutes north,|
08 degrees 05 minutes west
From Lletya: Pass the tree, go west across the tripwire, continue west through the dense forest, continuing west past the Elf musician. Turn north and go up the path to Prifddinas. Before the bridge and the water, head west through the dense forest. Then South-West past a stick trap.
From Port Tyras: Go north through dense forest then east; go south through dense forest; step over tripwire; go east through the dense forest then north-west for quite a while; jump leaf trap. Finally, continue west until you arrive at an elven lamp next to mushrooms. Head south down the small path to the pond. Pass the stick trap and dig by the north-east edge of the pond.
From the Tirannwn lodestone: Go northwest until you reach a leaf trap, jump it and continue north until reaching a red mushroom patch. Turn west and pass the stick trap.
This clue can be annoying due to the frequency of activating the stick traps, which deal 300-400 damage. There is a better success rate of passing the trap by turning off run and walking past the trap.
It's recommended to follow the map from Regicide in order to not get lost.
Players with the Tirannwn quiver 3 or above can use it to teleport to the Elf Camp which is very close.
| 01 degrees 26 minutes north,|
08 degrees 01 minutes east
| 01 degrees 35 minutes south,|
07 degrees 28 minutes east
| 02 degrees 33 minutes north,|
28 degrees 45 minutes east
Duel Arena. Climb up the stairs and walk slightly north.
Quickest travel: Teleport with ring of duelling, then run east.
Alternate travel: Al Kharid lodestone, then run north-east to the Duel Arena.
| 02 degrees 48 minutes north,|
22 degrees 30 minutes east
In the Lumbridge Crater.
Lumbridge Lodestone is close by.
| 02 degrees 50 minutes north,|
06 degrees 20 minutes east
South-east of Ardougne Zoo, on a small cape.
| 02 degrees 50 minutes north,|
21 degrees 46 minutes east
In between the Draynor Jail and the Lumbridge Crater, 6 paces east of the northeastern exit to the fence surrounding the jail.
Amulet of glory teleport is the fastest way here, but you could use the Draynor Lodestone instead for quick transport.
| 03 degrees 03 minutes south,|
05 degrees 03 minutes east
South of Yanille there are 3 bushes in the shape of a triangle. Dig next to the bush farthest to the west.
Yanille lodestone is the quickest method here.
| 03 degrees 35 minutes south,|
13 degrees 35 minutes east
Players who have finished the Karamja Elite tasks may use the Northern Shilo Village shortcut, this also requires level 74 Agility.
If you can use fairy rings, then use c k r and run east.
Alternatively, you can run from the Karamja Lodestone.
| 03 degrees 39 minutes south, |
13 degrees 58 minutes east
Players who have finished the Karamja Elite tasks may use the northern Shilo Village shortcut, this also requires level 74 Agility.
Alternatively, you can run from the Karamja Lodestone.
| 03 degrees 45 minutes south,|
22 degrees 45 minutes east
In the Bedabin Camp, at the north side of the watering hole.
The fastest method is to use a Bandit Camp Teleport scroll and run north.
Alternatively, you may use the magic carpet transportation from Shantay Pass to get here, or you can run from the Bandit Camp Lodestone.
| 04 degrees 00 minutes south,|
12 degrees 46 minutes east
In the centre of the mine, north of Shilo Village. This is not the gem rock mine, but rather the one just north-west of the Nature altar, where you find Volencia moss during the Jungle Potion quest. Dig two spaces north-west of a mithril rock.
The Wicked hood teleport to the Nature altar is a quick method to get here.
Players who have finished the Karamja Elite tasks may use the northern Shilo Village shortcut, this also requires level 74 Agility.
Alternatively, you can run from the Karamja Lodestone or run north-east from the fairy ring CKR.
| 04 degrees 03 minutes south,|
03 degrees 11 minutes east
|Started Watchtower ; Skavid map|| |
In Gu'Tanoth. You must have started the Watchtower quest to gain access. After crossing the fourth bridge, stand next to the small fern there and dig. You will need a rock cake to get past the first low wall the first time through, as well as 20 coins to cross the broken bridge just beyond it.
You can reach this area by running from the Yanille lodestone, or by using a Ring of duelling to teleport to Castle Wars and run from there.
| 04 degrees 05 minutes south,|
04 degrees 24 minutes east
On the island where Gorad is located. From Castle Wars, go southeast around Jiggig then southeast along the coast. South of the southwestern corner of Gu'Tanoth is a round pit cave entrance, marked on the mini-map, enter and you will end up on the island. Dig on the east side of the island, near a spear wall. Alternately, the fairy ring ALP (after partial completion of Fairy Tale III - Orks Rift) brings you to under Gu'Tanoth, exiting this cave leaves you west of Gu'Tanoth, leaving a short run south-east to the cave entrance. Without Orks Rift, you can use fairy ring AKS and run north.
Alternatively, you can use the Yanille lodestone and run south-east then west around Gu'Tanoth to get to the cave.
| 04 degrees 13 minutes north,|
12 degrees 45 minutes east
|Started Dragon Slayer|
A quick way to get to the Crandor and Karamja Dungeon is to use the Tokkul-Zo teleport to Main Plaza and run south to the exit, putting you right next to the dungeon entrance. Alternatively, you may use the charter ship to either Brimhaven or Musa Point and run to the entrance that way.
| 04 degrees 16 minutes south,|
16 degrees 16 minutes east
|Started The Grand Tree|| |
Quickest travel: Charter a ship to the Shipyard, then run west.
Alternate travel: Take a Gnome glider to 'Gandius', then run north and into the Shipyard.
| 04 degrees 41 minutes north,|
03 degrees 09 minutes west
|Completed Regicide|| |
Dig by one of the Red spiders' eggs spawns in Arandar Pass. Can be reached by walking south from the Eagles' Peak lodestone to enter the large gates to the pass and follow the road until the spider egg spawns are seen. Players who have completed The Firemaker's Curse can use the Book of Char teleport and run south. Players who have also completed Fate of the Gods can teleport to the closer world gate using the Sixth-Age circuit teleport and run south. Players who have completed Plague's End can teleport to Prifddinas and go east.
| 05 degrees 37 minutes north,|
31 degrees 15 minutes east
|Started Nature Spirit|| |
Fetch casket scroll will NOT work here; attempting to do so will give the message: "You cannot use this scroll here, you are in a Summoning-free zone."
Alternate travel: fairy ring BKR into Mort Myre Swamp, then run south.
| 05 degrees 43 minutes north,|
23 degrees 05 minutes east
Use the Varrock Lodestone and run south-west.
| 05 degrees 50 minutes south,|
10 degrees 05 minutes east
| 06 degrees 00 minutes south,|
21 degrees 48 minutes east
West of the Bandit Camp (Kharidian Desert), at the small, nose-shaped peninsula near Tuska's corpse. Dig at the tip of the "nose". Bring waterskins, an Enchanted water tiara, or have Crocodile Tears completed, as this area is affected by desert heat.
Players with access to the Bandit Camp lodestone can use it and run west. Enlightened amulet can be used to teleport to the camp entrance.
| 06 degrees 11 minutes south,|
15 degrees 07 minutes east
Alternate travel: Charter a ship to Shipyard, then run south-west.
| 06 degrees 31 minutes north,|
01 degrees 46 minutes west
| 07 degrees 05 minutes north,|
30 degrees 56 minutes east
In Mort Myre Swamp north of the Nature Grotto. Next to the lake south of the 2 westernmost fishing spots. Dig west of a rotting swamp tree. Note: There are Ghasts in the swamp, be sure to bring a Druid Pouch or an Ouroboros Pouch.
The Fairy ring (code BKR) is very close by to this spot.
| 07 degrees 22 minutes north,|
14 degrees 15 minutes east
In the Taverley wheat field, south of the scarecrow. Taverley Lodestone is nearby. Players with the Slayer skillcape can activate the cape perk to teleport to Turael (or Spria if the player has completed While Guthix Sleeps) who is nearby.
| 07 degrees 33 minutes north,|
15 degrees 00 minutes east
You can run from the Falador lodestone to get here. Alternatively, players with the Slayer skillcape can activate the cape perk to teleport to Turael (or Spira if the player has completed While Guthix Sleeps). This takes you close to where you need to be.
| 07 degrees 41 minutes north,|
06 degrees 00 minutes east
Seers' Village lodestone can be used to get there quickly. Faster methods would be using a Skills necklace to teleport to the fishing guild or using an Ardougne cloak 2 or above to teleport to the Ardougne allotment and running north-west.
| 07 degrees 43 minutes south,|
12 degrees 26 minutes east
|Started Legends' Quest|| |
In the middle of the Kharazi Jungle, directly south of the water pool. If you've previously repaired it, using the fairy ring with code CJS and running west is fastest. Otherwise, remember to bring Radimus notes if you have not finished Legends' Quest. Use the fairy ring with code CKR and run south to enter the jungle.
| 08 degrees 03 minutes north,|
31 degrees 16 minutes east
South-west of BKR fairy ring (more precisely WSW) and slightly north-east of the fishing spot (the one just south-west of the word Morytania on the map), in the centre of Mort Myre Swamp. Dig between the farthest east and middle logs.
Quickest travel: fairy ring BKR, then run south-west.
Alternate travel: Canifis Lodestone, then run south-west to the Mort Myre Swamp and continue south.
| 08 degrees 05 minutes south,|
15 degrees 56 minutes east
| 08 degrees 26 minutes south,|
10 degrees 28 minutes east
|Started Legends' Quest|| |
Quickest travel: Use fairy ring code CJS, then run south-west. You need to have repaired the fairy ring using 5 bittercap mushrooms first.
| 09 degrees 22 minutes north,|
02 degrees 24 minutes west
At the base of Eagles' Peak. Head south of the lodestone, and dig next to the tall grass at the base of where the path up the mountain begins.
Quickest travel: Eagles' Peak Lodestone, then run south.
Alternate travel: fairy ring AKQ to Piscatoris hunter area, then run east and take Kathy Corkat's boat south.
| 09 degrees 33 minutes north,|
02 degrees 15 minutes east
|Started Waterfall Quest|
| 09 degrees 48 minutes north,|
17 degrees 39 minutes east
| 11 degrees 03 minutes north,|
31 degrees 20 minutes east
East of the entrance to the Canifis Slayer Tower grounds.
Ring of slaying teleport can be used to get here very quickly. Other methods are the Canifis Lodestone or using the fairy ring code CKS.
| 11 degrees 05 minutes north,|
00 degrees 45 minutes west
In the Tree Gnome Stronghold swamp, west of the Grand Tree.
The fastest way here is to use a Grand seed pod. Alternatively, you can use the glider transport system or a spirit tree teleport.
| 11 degrees 41 minutes north,|
14 degrees 58 minutes east
| 12 degrees 48 minutes north,|
20 degrees 20 minutes east
|An emergency teleport to avoid Pkers|| |
Three squares east of the ladder which gives you access to the Air Obelisk in level 7 wilderness. Can be accessed via the Edgeville Dungeon, or after completing the hard Wilderness Tasks, run north from Edgeville bank and climb the rocks.
| 13 degrees 46 minutes north,|
21 degrees 01 minutes east
| 14 degrees 54 minutes north,|
09 degrees 13 minutes east
| 15 degrees 48 minutes north,|
13 degrees 52 minutes east
|Started Troll Stronghold|| |
Just south-west of entrance to Eadgar's cave, by Trollheim teleport.
Quickest travel: Trollheim Teleport
| 16 degrees 03 minutes north,|
14 degrees 07 minutes east
|Started Troll Stronghold|| |
Quickest travel: Trollheim teleport
| 16 degrees 20 minutes north,|
12 degrees 45 minutes east
|Started Troll Stronghold|| |
In front of the entrance to the Troll cave in Troll Stronghold. Four steps away from the entrance.
Quickest travel: Trollheim teleport
| 16 degrees 30 minutes north,|
16 degrees 28 minutes east
Level 22 Wilderness: Mid-northern room in the southwesternmost building of the western Wilderness Ruins, due east of the Trollheim Pyre shortcut. To gain access to the room, players must enter the main building from the eastern side, slightly west of the Spirit of Summer limpwurt patch.
| 16 degrees 35 minutes north,|
27 degrees 01 minutes east
| 16 degrees 43 minutes north,|
19 degrees 11 minutes east
At the Bandit Camp in level 22 Wilderness, dig south of the most northern lake in the northern-east corner, near the Giant rats. NOTE: Since the December 2011 Wilderness graphical update, this exact coordinate is covered by a wall. Digging one pace east of the northern point of that wall should yield your casket or scroll. The Bandit Camp is a very hostile area; there are level 118 Bandit Brawlers, who will attack players on sight if they are not skulled. They can use highly damaging abilities, including stuns and binds, and can quickly take down even a well-equipped player in seconds. It is highly recommended that the player have Mr Ex skull them in Edgeville or have an augmented item with the Committed perk equipped before proceeding inside.
Run north-west to get here from the Wilderness Lodestone.
| 17 degrees 50 minutes north,|
08 degrees 30 minutes east
| 18 degrees 03 minutes north,|
25 degrees 16 minutes east
You can get here by running north-east from the Wilderness Lodestone or if you own the Wilderness Sword 1 or above, run south-east from the wilderness herb patch teleport.
| 18 degrees 22 minutes north,|
16 degrees 33 minutes east
A quick way to access here is to teleport to the God Wars Dungeon, and run north following the agility shortcut down into the wilderness. Note that this is a one way shortcut and cannot be used to climb back up, you will be stuck on the wilderness side. A more simple route would be to run north-west from the Wilderness Lodestone.
| 19 degrees 43 minutes north,|
25 degrees 07 minutes east
Level 35 Wilderness just a little south-east of the southern side of Red Dragon Isle by some Chaos Dwarves, you should see 4 large cave like objects. Dig almost directly in the centre of them. This place is easily accessible via the canoe system, just keep heading east from your point of arrival.
Another way to get here too is to use the Wilderness sword teleport to the herb patch and run east.
| 20 degrees 05 minutes north,|
21 degrees 52 minutes east
In level 36 Wilderness, just north of a small lake by some moss giants. This can be difficult because of the nearby moss giants and skeletons. The wilderness canoe exit is a quick way to get here. If you start just west of the westernmost tip of the lake, walk 9 paces north and dig.
The Wilderness Sword provides a teleport to the herb patch just north of this location and is a very quick way to get here.
| 20 degrees 07 minutes north,|
18 degrees 33 minutes east
The fastest method to get here would be to run west from the wilderness sword herb patch teleport.
| 20 degrees 33 minutes north,|
15 degrees 48 minutes east
Warning: This area is a known hotspot for player killers
A quick way to access here is to teleport to God Wars Dungeon, and run north following the agility shortcut down into the wilderness. Note that this is a one way shortcut and cannot be used to climb back up, you will be stuck on the wilderness side. Run north from the agility shortcut.
| 21 degrees 24 minutes north,|
17 degrees 54 minutes east
If Wilderness hard tasks have been completed, you may select your destination from any wilderness obelisk. This will take you very close to where you need to be.
| 22 degrees 30 minutes north,|
03 degrees 01 minutes east
|Completed The Fremennik Trials|
At the end of the path leading to the northern houses in Miscellania. Use fairy ring code CIP.
| 22 degrees 35 minutes north,|
19 degrees 18 minutes east
If the Wilderness hard tasks have been completed, you may select a destination from any wilderness obelisk. Otherwise, you can run north-west from the wilderness sword herb patch teleport.
| 22 degrees 45 minutes north,|
26 degrees 33 minutes east
At Demonic Ruins level 47 Wilderness, middle of north-east room. Dig on the north-east pentagram, near one of the Burnt bones spawns. Make sure you have ground decorations turned on, or you won't be able to see the pentagrams.
Players on the Ancient Magicks spellbook with level 90+ in Magic can use the Annakarl Teleport to the Demonic Ruins.
| 24 degrees 26 minutes north,|
26 degrees 24 minutes east
Inside the Rogues' Castle in level 53 wilderness, just north of the north-west tower.
This area can be easily accessed by pulling the wilderness lever in either Edgeville or Ardougne. Simply slash the webs north and run east to Rogues' Castle.
| 24 degrees 56 minutes north,|
22 degrees 28 minutes east
| 24 degrees 58 minutes north,|
18 degrees 43 minutes east
Behind the Pirates' hideout in the level 56 wilderness - You have to dig directly north of the Pirate's bar - the casket is near the north-western corner.
This area can be quickly accessed if you have completed the elite wilderness tasks. Use the wilderness sword and teleport to the wilderness agility course. Another way here would be to use the lever in either Edgeville or Ardougne.
| 25 degrees 03 minutes north,|
17 degrees 05 minutes east
Level 56 Wilderness, north-west of the agility course.
| 25 degrees 03 minutes north,|
23 degrees 24 minutes east
Level 56 Wilderness, dig on the north side of the magic axe hut located north-east of the Deserted Keep. The fastest way to get there is to pull the Ardougne teleport lever and be transported to the Deserted Keep. It helps to have Jennica's ring as you can access the Spirit Realm with the portal south of the building, and you can teleport out of the Wilderness while in the Spirit Realm.
Cryptic clues are common riddle clues in higher level clues, but they can be found in lower level clues on occasion. These are labelled Treasure Clue in the top left corner when reading a clue. They will lead the player to an NPC to talk to, crates to search, or to a location where they are to dig. Hard level clues which lead the player to an NPC will normally result in a puzzle box.
Some clues require the player to obtain a key from a nearby monster to access the needed location. These chest key clues are usually found on lower level trails. Oddly, if there is a key involved in the clue, it is possible to get the key before reading the hint, which could save the player some time.
Note: Cryptic clues in the Wilderness have a lower chance of appearing than other clues.