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.
Clue | Shorthand | Description | Image | Fight? |
---|---|---|---|---|
00 degrees 00 minutes north, 07 degrees 13 minutes west | 00.00 N 07.13 W | In Tirannwn, by the western spawn point of the roving elves, near the Tyras Camp. Watch out for stick trap. A Saradomin wizard will appear and attack. | Saradomin Wizard | |
00 degrees 05 minutes south, 01 degrees 13 minutes east | 00.05 S 01.13 E | West of the Tree Gnome Village, almost directly south of the fruit tree farming patch. On the other side of the river from the observatory. Note: it is thirteen not eighteen as the clue looks in low graphics | ||
00 degrees 13 minutes south, 13 degrees 58 minutes east | 00.13 S 13.58 E | Karamja, on Musa Point, west of the general store in the free-to-play section of the island, in the middle of the two lakes. At Present this clue is impossible as on the location of these coordinates is a piece of 'undergrowth'. | ||
00 degrees 18 minutes south, 09 degrees 28 minutes east | 00.18 S 09.28 E | South of Brimhaven at the gold mine near the entrance to the Brimhaven Dungeon. Dig 1 space south of the gold rock immediately in front of the dungeon door. | ||
00 degrees 20 minutes south, 23 degrees 15 minutes east | 00.20 S 23.15 E | Lumbridge Swamp. South of the swamp, south-west of the small hut, north of large east rock. 10 steps north of jungle plant then 1 step west (between the 2 ferns). | ||
00 degrees 30 minutes north, 24 degrees 16 minutes east | 00.30 N 24.16 E | Slightly north-east of the small hut (that leads to Zanaris) in Lumbridge swamp. Zandar Horfyre offers free transportation to this spot. | ||
00 degrees 31 minutes south, 17 degrees 43 minutes east | 00.31 S 17.43 E | [South of Port Sarim, just south of the ladder to the Asgarnian Ice Dungeon, on the edge of the cliff . | ||
01 degrees 18 minutes south, 14 degrees 15 minutes east | 01.18 S 14.15 E | 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 | 01.24 N 08.05 W | Directly north of the catapult used in Regicide. 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 up the path to Prifddinas. Before the bridge and the water, head west through the dense forest and continue west till arriving at a 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. A Saradomin wizard will appear and attack. This clue can be annoying due to the frequency of activating the stick traps, which deal 80 damage. There is a better success rate of passing the stick trap by turning off run and walking past the trap. | Saradomin Wizard | |
01 degrees 26 minutes north, 08 degrees 01 minutes east | 01.26 N 08.01 E | In the centre of Moss Giant Island. The island can be found by swinging on the rope swings west of Brimhaven. | ||
01 degrees 35 minutes south, 07 degrees 28 minutes east | 01.35 S 07.28 E | The Green Spider Island east of Yanille. Use Fairy ring code CLS. Dig between a boulder, a leafy tree, and a creeping plant. | ||
02 degrees 46 minutes north, 29 degrees 11 minutes east | 02.46 N 29.11 E | Duel Arena in obstacle combat area. You will need to duel another player with obstacles turned on to get to this spot. Make sure you have empty space in your inventory in case you receive your reward during this clue. You will not get the Saradomin Wizard here. | ||
02 degrees 48 minutes north, 22 degrees 30 minutes east | 02.48 N 22.30 E | Just west of the ladder leading to the HAM Dungeon, dig a space east of the nearest tree to the building. | ||
02 degrees 50 minutes north, 06 degrees 20 minutes east | 02.50 N 06.20 E | South of Ardougne Zoo, on a small cape. | ||
03 degrees 35 minutes south, 13 degrees 35 minutes east | 03.35 S 13.35 E | On Karamja, north-east of the nature altar. | ||
03 degrees 45 minutes south, 22 degrees 45 minutes east | 03.45 S 22.45 E | In the Bedabin camp, at the north side of the watering hole. A Saradomin Wizard will appear and attack. Be sure to bring Waterskins, as this area is affected by Desert heat. | Saradomin Wizard | |
04 degrees 00 minutes south, 12 degrees 46 minutes east | 04.00 S 12.46 E | In the centre of the mine, north of Shilo Village (not the gem rock mine, but rather the one just north-west of the Nature altar). | ||
04 degrees 03 minutes south, 03 degrees 11 minutes east | 04.03 S 03.11 E | In the Ogre City. You must have started the Watchtower quest to gain access. This point is after crossing the fourth bridge. Twenty coins will be needed to pay an ogre guard if you haven't already done so. A Saradomin wizard will appear and attack. | Saradomin Wizard | |
04 degrees 05 minutes south, 04 degrees 24 minutes east | 04.05 S 04.24 E | From castle wars, go south past Jiggig and then east around Gu'Tanoth, until you see a cave. Enter this cave and you will end up south-east of Yanille, on the island where the ogre Gorad lives. Dig on the east side of the island, near one of the spear walls. A Saradomin wizard will attack and must be killed. Another faster way to get to the dungeon is by using the Gnome Glider(Use Duelling Ring to get to Kharid) to get to Feldip Hills if you have finished One Small Favour. | Saradomin Wizard | |
04 degrees 13 minutes north, 12 degrees 45 minutes east | 04.13 N 12.45 E | North side of Crandor. Requires completion of Dragon Slayer. | ||
04 degrees 16 minutes south, 16 degrees 16 minutes east | 04.16 S 16.16 E | Outside the east wall of the Ship yard building where G.L.O. Caranock hangs out, dig directly by the window. A Saradomin wizard will attack. You need to have started or finished The Grand Tree to access this area. | Saradomin Wizard | |
04 degrees 41 minutes north, 03 degrees 9 minutes west | 04.41 N 03.09 W | By one of the Red spiders' eggs spawns in Arandar Pass. A Saradomin wizard will attack. You'll have to complete the quest 'Regicide' to access the area. | Saradomin Wizard | |
05 degrees 20 minutes south, 04 degrees 28 minutes east | 05.20 S 04.28 E | In the Feldip Hills. East and North of the Glider. Dig at the eastern end of an iron rock mine, between two "rockslides". | ||
05 degrees 37 minutes north, 31 degrees 15 minutes east | 05.37 N 31.15 E | In Mort Myre swamps, over Nature Spirit's grotto, dig to the north of the grotto tree. A Saradomin Wizard will appear and attack. Druid pouches are recommended, because ghasts may rot your food. Note: There is currently a glitch where the special move of the Meerkats familiar will not prevent the Saradomin Wizard from appearing. | Saradomin Wizard | |
05 degrees 43 minutes north, 23 degrees 05 minutes east | 05.43 N 23.05 E | In the cow pasture, directly across the River Lum from the Champions' Guild bush farming patch. | ||
05 degrees 50 minutes south, 10 degrees 05 minutes east | 05.50 S 10.05 E | On Cairn Isle, Karamja, (Fairy Ring - CKR is very close) dig in the centre of the hut with the broken walls. A Saradomin Wizard will attack. | Saradomin Wizard | |
06 degrees 00 minutes south, 21 degrees 48 minutes east | 06.00 S 21.48 E | West of the Bandit Camp (Kharidian Desert), where the coast looks like a nose. Dig at the tip of the "nose". A Saradomin Wizard will attack. Bring Waterskins, as this area is affected by desert heat. | Saradomin Wizard | |
06 degrees 11 minutes south, 15 degrees 07 minutes east | 06.11 S 15.07 E | On the eastern half of southern Karamja (probably best to take gnome glider there and travel south), just north of some stepping stones across a waterfall. Dig in the brown patch of ground near the Jogres. A Saradomin Wizard will attack. | Saradomin Wizard | |
06 degrees 31 minutes north, 01 degrees 46 minutes west | 06.31 N 01.46 W | Travel south-west from the Tree Gnome Stronghold and you should see three small lakes. Dig in the middle of the two eastern lakes. | ||
07 degrees 05 minutes north, 30 degrees 56 minutes east | 07.05 N 30.56 E | In Mort Myre Swamp. Next lake south of the 2 most western fishing spots. Dig west of a rotting tree. | ||
07 degrees 33 minutes north, 15 degrees 00 minutes east | 07.33 N 15.00 E | South east of Taverley, on the peninsula where the The Lady of the Lake resides. Dig on the south-west part of the peninsula. | ||
07 degrees 43 minutes south, 12 degrees 26 minutes east | 07.43 S 12.26 E | In the middle of the Kharazi Jungle, right below the pond south of Shilo Village. Remember to bring a hatchet and a machete to cut through the jungle. A Saradomin Wizard will attack. You must have at least started the Legends Quest in order to gain access to the area. | Saradomin Wizard | |
08 degrees 03 minutes north, 31 degrees 16 minutes east | 08.03 N 31.16 E | South-west of BKR fairy ring (more precisely WSW) and slightly north-east of the fishing spot (the one just above the words Mort Myre on the map), in the centre of Mort Myre swamp. Dig between the farthest east and middle logs. A Saradomin Wizard will attack. Warning: Bring druid pouches to prevent Ghasts from rotting your food. | Saradomin Wizard | |
08 degrees 05 minutes south, 15 degrees 56 minutes east | 08.05 S 15.56 E | In the south-west part of the Herblore Habitat area. A quick way of getting to the Herblore Habitat Area is to buy special teleports from Bettamax in the centre of Taverly for 2000gp. A Saradomin Wizard will attack. | Saradomin Wizard | |
08 degrees 26 minutes south, 10 degrees 28 minutes east | 08.26 S 10.28 E | In the south-west corner of the Kharazi Jungle on Karamja. Dig north of a skeletal corpse. A Saradomin Wizard will attack. You need to have at least started Legends' Quest to access the area. | Saradomin Wizard | |
08 degrees 33 minutes north, 01 degrees 39 minutes west | 08.33 N 01.39 W | At Tree Gnome Stronghold, in the south-west section you'll find a bridge, and a pen containing Terrorbirds. Open the gate by them and go to the edge of the river as far east as you can and dig there. | ||
09 degrees 33 minutes north, 02 degrees 15 minutes east | 09.33 N 02.15 E | You must have at least begun the Waterfall quest to get here. Go to the Baxtorian falls, board the log raft, use a rope with the rock to get to the second island with the tree and dig in the centre of that island. | ||
09 degrees 48 minutes north, 17 degrees 39 minutes east | 09.48 N 17.39 E | On Ice Mountain, south of the oracle, in an area where there are Icefiends. | ||
11 degrees 03 minutes north, 31 degrees 20 minutes east | 11.03 N 31.20 E | East of the fence opening to the Slayer Tower grounds. | ||
11 degrees 05 minutes north, 00 degrees 45 minutes west | 11.05 N 00.45 W | In the Tree Gnome Stronghold swamp, west of the Grand Tree. | ||
11 degrees 41 minutes north, 14 degrees 58 minutes east | 11.41 N 14.58 E | In the fenced in area, outside of the bar in Burthorpe. | ||
12 degrees 48 minutes north, 20 degrees 20 minutes east | 12.48 N 20.20 E | Three squares east of the ladder which gives you access to the Air Obelisk in level 7 wilderness. Can only be accessed via the Edgeville Dungeon. A Zamorak Wizard will attack. | Zamorak Wizard | |
13 degrees 46 minutes north, 21 degrees 01 minutes east | 13.46 N 21.01 E | Just outside the south-west corner of Stealing Creation in level 11 wilderness. There are 3 small mushrooms and lots of trees, dig in the centre of the mushrooms. A Zamorak Wizard will attack. | Zamorak Wizard | |
14 degrees 54 minutes north, 9 degrees 13 minutes east | 14.54 N 09.13 E | Two steps west of the Enchanted lyre swaying tree which is east of Rellekka | rare tree icon. | |
16 degrees 03 minutes north, 14 degrees 07 minutes east | 16.03 N 14.07 E | Above the entrance to Mad Eadgar's cave on Trollheim mountain, next to the Trollheim teleport spot. A Saradomin Wizard will attack. | Saradomin Wizard | |
16 degrees 31 minutes north, 12 degrees 54 minutes east | 16.31 N 12.54 E | In the Troll Stronghold (area), outside next to the sleeping troll, Mushroom. A Saradomin Wizard will attack. | Saradomin Wizard | |
16 degrees 35 minutes north, 27 degrees 01 minutes east | 16.35 N 27.01 E | Just east of the clan wars area, located at level 22 wilderness. A Zamorak wizard will attack. | Zamorak Wizard | |
16 degrees 43 minutes north, 19 degrees 13 minutes east | 16.43 N 19.13 E | At the Bandit Camp in the level 23 Wilderness, dig south of the most northern lake in the northern-east corner, near the Giant rats. A Zamorak wizard will attack. | Zamorak Wizard | |
17 degrees 50 minutes north, 08 degrees 30 minutes east | 17.50 N 08.30 E | North east of Rellekka by the rock crabs. North west of DKS fairy ring. Dig a bit east of the pier, on one of the seaweed spawns. A Saradomin Wizard will attack. | Saradomin Wizard | |
18 degrees 3 minutes north, 25 degrees 16 minutes east | 18.03 N 25.16 E | Level 28 wilderness, in the far east building of the Ruins north of the Graveyard of Shadows. Dig on or near the steel platelegs spawn. A Zamorak wizard will attack. | Zamorak Wizard | |
18 degrees 22 minutes north, 16 degrees 33 minutes east | 18.22 N 16.33 E | Level 29 wilderness just North-west from Bandit Camp, in the south-west section of the Forgotten Cemetery. Dig directly south of one of the graves. A Zamorak wizard will attack. | Zamorak Wizard | |
19 degrees 43 minutes north, 25 degrees 07 minutes east | 19.43 N 25.07 E | Level 34 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. A Zamorak Wizard will attack. This place is easily accessible via the canoe system, just keep heading east from your point of arrival. Warning: This area is multicombat, and revenants can team up against you here, although a Dwarf multicannon can keep them at bay. | Zamorak Wizard | |
20 degrees 05 minutes north, 21 degrees 52 minutes east | 20.05 N 21.52 E | 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. A Zamorak Wizard will attack. | Zamorak Wizard | |
20 degrees 7 minutes north, 18 degrees 33 minutes east | 20.07 N 18.33 E | In level 36 wilderness, just beneath the lava maze, 3 paces west of the eastern most set of iron rocks in the hobgoblin mine. Dig just west of a cluster of 8 iron rocks. A Zamorak Wizard will attack. | Zamorak Wizard | |
20 degrees 33 minutes north, 15 degrees 48 minutes east | 20.33 N 15.48 E | Level 38 wilderness, the very west side where there is a Chaos Temple. Dig outside the building, just to the south of the altar. A Zamorak wizard will attack. | Zamorak Wizard | |
21 degrees 24 minutes north, 17 degrees 54 minutes east | 21.24 N 17.54 E | Level 41 wilderness, in with the lesser demons, west of the lava maze in the wilderness, about 3 steps west & 3 steps south of the ladder to the King black dragon. A Zamorak wizard will attack. Do not enter the Lava Maze for this clue. | Zamorak Wizard | |
22 degrees 30 minutes north, 03 degrees 01 minutes east | 22.30 N 03.01 E | 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 | 22.35 N 19.18 E | Between the two western rune rocks north of the lava maze, in level 46 wilderness. A Zamorak wizard will attack. | Zamorak Wizard | |
22 degrees 45 minutes north, 26 degrees 33 minutes east | 22.45 N 26.33 E | 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. A Zamorak Wizard will attack. | Zamorak Wizard | |
24 degrees 24 minutes north, 26 degrees 24 minutes east | 24.24 N 26.24 E | Inside the Rogues' Castle in level 53 wilderness, just north of the north-west tower. Be careful of the Chaos Elemental and potential Revenants near the tower! A Zamorak Wizard will attack. | Zamorak Wizard | |
24 degrees 56 minutes north, 22 degrees 28 minutes east | 24.56 N 22.28 E | A little bit north of the spider web in level 55 wilderness, north of the lever to teleport to Ardougne. A Zamorak wizard will attack. | Zamorak Wizard | |
24 degrees 58 minutes north, 18 degrees 43 minutes east | 24.58 N 18.43 E | 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. A Zamorak wizard will attack. | Zamorak Wizard | |
25 degrees 03 minutes north, 17 degrees 05 minutes east | 25.03 N 17.05 E | Level 56 wilderness, north west of the agility course. A Zamorak wizard will attack. | Zamorak Wizard | |
25 degrees 03 minutes north, 23 degrees 24 minutes east | 25.03 N 23.24 E | 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. A Zamorak wizard will attack. It helps to have Jennica's ring and a Forinthry brace here, as you can access the Spirit Realm with the portal south of the building (using the brace to erase a revenant's teleblock if necessary), and you can teleport out of the Wilderness while in the Spirit Realm. | Zamorak Wizard |
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