Mole Hunting Guide

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Skill Defence Logo This area has been rated as medium risk. If you die you can reclaim your items from your grave which will appear in Falador park outside the lair. You can choose to respawn in Falador as well, leaving you a very short walk to reclaim your items.
Minigame Grouping Icon This activity supports the Grouping System.
 

Overview

Underneath the park of Falador resides the Giant Mole, the result of an accident involving a suspicious plant growth potion. If you dare to take this great beast on, during the fight you will take on her young, the crumbling of the tunnels above you, all in the search of her skins, claws and nose to trade with Wyson the gardener, the person responsible for her creation, for bird nests. It is strongly recommended to have 20 Agility before fighting the Giant Mole as it enables use of various underground Agility shortcuts in the lair, making chasing down the mole through various chambers much easier.

Giant Mole Overview Picture Combat Level Lifepoints
110 78,000
Combat Style(s) Weakness
Melee None
Maximum Hit
Standard: 720
Special: 200+ per second
Drops Summary
The Giant Mole is renowned for its mole skin, mole claw and mole nose drops, which can be exchanged with Wyson the gardener for assorted Bird's nests. More exotically, the mole drops some dragon weapons such as the dragon 2h sword. It can also rarely drop the clingy mole, which can be attached to your anti-dragon shield to give it a stat boost as well as the ability to reduce up to 150 dragonfire or Giant Mole hits by 75%. Finally, numbing roots can be rarely dropped, which can be eaten in other combat situations to reduce damage over time effects.
Special Notes
The Giant Mole's combat mechanics make it a particularly tricky mid-levelled boss to hunt. As well as it's main melee attack, the Giant Mole has a variety of special attacks based on her arena that it can use in each chamber.

On top of this, the mole will dig away from the player periodically to another area of her large lair, meaning running energy is vital to keep up with her.
Minimum Requirements (Team 3+)
Around combat level 100 for each team member will be more than enough. Each team member should have between good to end-game gear, with Runite/Barrows armour/weapons being a minimum setup for meleers. A mid to high agility level is advised for better run energy.
Solo Requirements
Around level 110 Combat with Chaotic weaponry or equivalent Magic/Ranged weapons. Decent protection from melee attacks such as Barrows armour or equivalent is advised, as well as plenty of food for the special attacks. A mid to high agility level is advised for better run energy.
Giant Mole Overview Picture Combat Level Lifepoints
110 80,000
Combat Style(s) Weakness
Melee None
Maximum Hit
Standard: 720
Special: 400+ per second
Drops Summary
All the drops from the normal mode Giant Mole still apply, however there are some more exclusive drops available to hard mode. Particularly sought after is the ultra-growth potion (1), a rare drop which when used on a tree patch will advance the stage of a growing tree forward by one.
Special Notes
In Hard mode, the Giant Mole not only has higher health, her special attacks will do more damage. There are no changes to the actual fight, however.
Minimum Requirements (Team 3+)
Around combat level 120 for each team member will be more than enough. Each team member should have between good to end-game gear, with Barrows armour/weapons being a minimum setup for meleers. A mid to high agility level is advised for better run energy.
Solo Requirements
Around level 150 Combat with Chaotic weaponry or equivalent Magic/Ranged weapons. Decent protection from melee attacks such as Barrows armour or equivalent is advised, as well as plenty of food for the special attacks. A mid to high agility level is advised for better run energy.
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Getting to the Giant Mole

To find the Giant Mole, head to Falador Park (south of the Falador loadstone) and head towards the giant, mutated plants. Click on the roots to gain access to the lair, along with the following three options:

Mole Interface

Choosing option one will take you to a normal mode fight. The game will ask you to enter in how many players you want, from 1 to 16. Choosing 1 will take you straight to an instance. More than one, and you will be asked what your combat level cap will be for entrants (up to a max of 200) and if you want a key (similar to a password) or not. 2 does the same actions, expect the fight will be hard mode. Option three will enable you to join your friends on their instance, provided you meet the set caps and know the keys.


Mole Entrance
Giant Mole Underground
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Preparing for Battle

Though one of the lower levelled bosses in Gielinor, the normal mode Giant Mole is not to be underestimated. The normal fight is recommended for a player at about level 110 combat, whereas hard mode recommends a combat level of level 140, though higher levels are recommended for more efficient kills, and less need to bank as often between kills. Since the mole has no weaknesses, it can be tackled with all combat types, with recommended setups as shown below.

Skill Attack Logo  Solo Mole Hunting

Helmet: Bandos helmet > Verac's helm > Guthan's helm/Dharok's helm > Dragon full helm > Dragon helm > Helm of neitiznot > Granite helm > Rock-shell helm/Rune full helm
Amulet: Saradomin's whisper > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Bandos chestplate > Verac's brassard > Guthan's platebody/Dharok's platebody > Dragon platebody > Dragon chainbody > Granite body > Rock-shell plate/Rune platebody > Rune chainbody
Legs: Bandos tassets > Verac's plateskirt > Guthan's chainskirt/Dharok's platelegs > Dragon platelegs/Dragon plateskirt > Granite legs > Rock-shell legs/Rune platelegs/Rune plateskirt
Boots: Bandos boots > Dragon boots > Warpriest of Armadyl boots > Rune boots
Gloves: Bandos gloves > Culinaromancer's gloves 10 > Warpriest of Armadyl gauntlets
Cape: Completionist cape > Max cape > Skill cape > Tokhaar-kal > Fire cape > Ardougne cloak 4 > Obsidian cape
Ring: Sixth-Age circuit/Superior leviathan ring > Warrior ring > Tokkul-Zo > Ring of wealth > Ring of life
Main-hand weapon: Chaotic claw > Chaotic rapier/Chaotic longsword > Chaotic maul > Armadyl godsword/Bandos godsword/Saradomin godsword > Abyssal vine whip/Korasi's sword > Saradomin sword/Zamorakian spear > Abyssal whip/Dharok's greataxe/Guthan's warspear/Verac's flail > Dragon claw > Dragon dagger/Dragon longsword/Dragon scimitar/Dragon mace > Granite maul/Granite mace
Off-hand weapon: Off-hand chaotic claw > Off-hand chaotic rapier/Off-hand chaotic longsword > Enhanced excalibur > Off-hand dragon claw > Off-hand dragon dagger/Off-hand dragon longsword/Off-hand dragon scimitar/Off-hand dragon mace
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of vampyrism > Scrimshaw of strength


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Bunyip for passive healing, a Spirit kyatt with the appropriate scrolls for damage output, or a War tortoise for carrying more supplies/drops.
Helmet: Ganodermic visor > Hood of subjugation > Ahrim's hood > Grifolic visor > Infinity hat > Batwing hood/Skeletal helm
Amulet: Arcane stream necklace > Saradomin's hiss > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Ganodermic poncho > Garb of subjugation > Ahrim's robe top > Grifolic poncho > Infinity top > Batwing torso/Skeletal top
Legs: Ganodermic leggings > Gown of subjugation > Ahrim's robe skirt > Grifolic leggings > Infinity bottoms > Batwing legs/Skeletal bottoms
Boots: Ganodermic boots > Boots of subjugation > Infinity boots > Batwing boots/Skeletal boots
Gloves: Ganodermic gloves > Gloves of subjugation > Grifolic gloves > Infinity gloves > Batwing gloves/Skeletal gloves
Cape: Completionist cape > Max cape > God cape > Skill cape > Ardougne cloak 4 > Obsidian cape
Ring: Sixth-age circuit > Seers' ring > Tokkul-Zo > Ring of life > Ring of wealth
Main-hand weapon: Virtus wand > Chaotic staff > Abyssal wand > Armadyl battlestaff > Wand of treachery/Ahrim's wand/Staff of light > Ahrim's staff > Grifolic wand > Dragon battlestaff/God staff > Ancient staff/Bat wand
Off-hand weapon: Virtus book > Abyssal orb > Ahrim's book of magic > Grifolic orb > Bat book
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of the elements > Scrimshaw of magic


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Bunyip for passive healing, a Spirit kyatt with the appropriate scrolls for damage output, or a War tortoise for carrying more supplies/drops.
Helmet: Armadyl helmet > Karil's coif > Royal d'hide coif > Demon slayer circlet > God d'hide coif/Black d'hide coif/Skirmisher helm > Red d'hide coif > Blue d'hide coif/Spined helm
Amulet: Saradomin's murmur > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Armadyl chestplate > Karil's top > Royal d'hide body > Demon slayer torso > God d'hide body/Black d'hide body/Skirmisher cuirass > Red d'hide body > Blue d'hide body/Spined body
Legs: Armadyl chainskirt > Karil's skirt > Royal d'hide chaps > Demon slayer skirt > God d'hide chaps/Black d'hide chaps/Skirmisher tassets > Red d'hide chaps > Blue d'hide chaps/Spined chaps
Boots: Armadyl boots > Demon slayer boots > Skirmisher boots > Spined boots/Ranger boots > Snakeskin boots
Gloves: Armadyl gloves > Royal d'hide vambraces > Demon slayer gloves > Black d'hide vambraces > Skirmisher gloves > Red d'hide vambraces/culinaromancer's gloves 10 > Blue d'hide vambraces/Spined gloves/Warpriest of armadyl gauntlets > Green d'hide vambraces
Cape: Completionist cape > Max cape > Ava's alerter > Ava's accumulator > Skill cape > Obsidian cape > Cape of legends > Soul Wars cape > Warpriest of armadyl cape
Ring: Sixth-age circuit/Superior leviathan ring > Archers' ring > Tokkul-zo > Ring of wealth > Ring of life
Main-hand weapon: Chaotic crossbow/Zaryte bow/Royal crossbow > Crystal bow/Karil's crossbow/Karil's pistol crossbow > Elder shortbow/Dragon 2h crossbow/Dragon crossbow > God bow/Gravite shortbow > Seercull/Magic shortbow
Off-hand weapon: Off-hand chaotic crossbow > Karil's off-hand pistol crossbow > Off-hand dragon crossbow
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of cruelty > Scrimshaw of ranging


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Bunyip for passive healing, a Spirit kyatt with the appropriate scrolls for damage output, or a War tortoise for carrying more supplies/drops.
Helmet: Malevolent helm > Torva full helm > Tetsu helm > Bandos helmet > Verac's helm > Guthan's helm/Dharok's helm
Amulet: Saradomin's whisper > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Malevolent cuirass > Torva platebody > Tetsu body > Bandos chestplate > Verac's brassard > Guthan's platebody/Dharok's platebody
Legs: Malevolent greaves > Torva platelegs > Tetsu legs > Bandos tassets > Verac's plateskirt > Guthan's chainskirt/Dharok's platelegs
Boots: Steadfast boots > Torva boots > Bandos boots > Dragon boots
Gloves: Razorback gauntlets > Torva gloves/Goliath gloves Bandos gloves > Culinaromancer's gloves 10
Cape: Completionist cape > Max cape > Tokhaar-kal > Fire cape > Skill cape > Ardougne cloak 4 > Obsidian cape
Ring: Sixth-Age circuit/Superior leviathan ring > Warrior ring > Tokkul-Zo > Ring of wealth > Ring of life
Main-hand weapon: Drygore mace > Drygore rapier/Drygore longsword > Chaotic claw > Chaotic rapier/Chaotic longsword > Chaotic maul > Armadyl godsword/Bandos godsword/Saradomin godsword > Abyssal vine whip/Korasi's sword > Saradomin sword/Zamorakian spear > Abyssal whip/Dharok's greataxe/Guthan's warspear/Verac's flail
Off-hand weapon: Off-hand drygore mace > Off-hand drygore rapier/Off-hand drygore longsword > Off-hand chaotic claw > Off-hand chaotic rapier/Off-hand chaotic longsword > Enhanced excalibur
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of vampyrism > Scrimshaw of strength


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Unicorn stallion and the appropriate scrolls for healing, a Steel titan with the appropriate scrolls for damage output, or a Pack yak for carrying more supplies/drops.
Helmet: Tectonic mask > Virtus mask > Seasinger's hood > Ganodermic visor > Hood of subjugation > Ahrim's hood
Amulet: Arcane stream necklace > Saradomin's hiss > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Tectonic robe top > Virtus robe top > Seasinger's robe top > Ganodermic poncho > Garb of subjugation > Ahrim's robe top
Legs: Tectonic robe bottom > Virtus robe legs > Seasinger's robe bottom > Ganodermic leggings > Gown of subjugation > Ahrim's robe skirt
Boots: Virtus boots/Ragefire boots > Ganodermic boots > Boots of subjugation > Infinity boots
Gloves: Virtus gloves/Spellcaster gloves/Static gloves > Ganodermic gloves > Gloves of subjugation > Grifolic gloves > Infinity gloves
Cape: Completionist cape > Max cape > God cape > Skill cape > Ardougne cloak 4 > Obsidian cape
Ring: Sixth-age circuit > Seers' ring > Tokkul-Zo > Ring of life > Ring of wealth
Main-hand weapon: Seismic wand > Virtus wand > Chaotic staff > Abyssal wand > Armadyl battlestaff > Wand of treachery/Ahrim's wand/Staff of light > Ahrim's staff
Off-hand weapon: Seismic singularity > Virtus book > Abyssal orb > Ahrim's book of magic
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of the elements > Scrimshaw of magic


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Unicorn stallion and the appropriate scrolls for healing, a Steel titan with the appropriate scrolls for damage output, or a Pack yak for carrying more supplies/drops.
Helmet: Sirenic mask > Pernix cowl > Death lotus hood > Armadyl helmet > Karil's coif > Royal d'hide coif
Amulet: Saradomin's murmur > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Sirenic hauberk > Pernix body > Death lotus chestplate > Armadyl chestplate > Karil's top > Royal d'hide body
Legs: Sirenic chaps > Pernix chaps > Death lotus chaps > Armadyl chainskirt > Karil's skirt > Royal d'hide chaps
Boots: Pernix boots/Glaiven boots > Armadyl boots > Demon slayer boots > Skirmisher boots
Gloves: Pernix gloves > Tracking gloves/Swift gloves > Armadyl gloves > Royal d'hide vambraces > Demon slayer gloves > Skirmisher gloves
Cape: Completionist cape > Max cape > Ava's alerter > Ava's accumulator > Skill cape
Ring: Sixth-age circuit/Superior leviathan ring > Archers' ring > Tokkul-zo > Ring of wealth > Ring of life
Main-hand weapon: Ascension crossbow > Death lotus dart > Chaotic crossbow/Zaryte bow/Royal crossbow > Crystal bow/Karil's crossbow/Karil's pistol crossbow
Off-hand weapon: Off-hand ascension crossbow > Off-hand death lotus dart > Off-hand chaotic crossbow > Karil's off-hand pistol crossbow
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of cruelty > Scrimshaw of ranging


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Unicorn stallion and the appropriate scrolls for healing, a Steel titan with the appropriate scrolls for damage output, or a Pack yak for carrying more supplies/drops.

Team Attack Icon Mole Guide  Team Mole Hunting

Helmet: Bandos helmet > Verac's helm > Guthan's helm/Dharok's helm > Dragon full helm > Dragon helm > Helm of neitiznot > Granite helm > Rock-shell helm/Rune full helm > Adamant full helm > Adamant helm
Amulet: Saradomin's whisper > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Bandos chestplate > Verac's brassard > Guthan's platebody/Dharok's platebody > Dragon platebody > Dragon chainbody > Granite body > Rock-shell plate/Rune platebody > Rune chainbody > Adamant platebody > Adamant chainbody
Legs: Bandos tassets > Verac's plateskirt > Guthan's chainskirt/Dharok's platelegs > Dragon platelegs/Dragon plateskirt > Granite legs > Rock-shell legs/Rune platelegs/Rune plateskirt > Adamant platelegs/Adamant plateskirt
Boots: Bandos boots > Dragon boots > Warpriest of Armadyl boots > Rune boots > Adamant boots
Gloves: Bandos gloves > Culinaromancer's gloves 10 > Warpriest of Armadyl gauntlets
Cape: Completionist cape > Max cape > Tokhaar-kal > Fire cape > Skill cape > Ardougne cloak 4 > Obsidian cape
Ring: Sixth-Age circuit/Superior leviathan ring > Warrior ring > Tokkul-Zo > Ring of wealth > Ring of life
Main-hand weapon: Chaotic claw > Chaotic rapier/Chaotic longsword > Chaotic maul > Armadyl godsword/Bandos godsword/Saradomin godsword > Abyssal vine whip/Korasi's sword > Saradomin sword/Zamorakian spear > Abyssal whip/Dharok's greataxe/Guthan's warspear/Verac's flail > Dragon claw > Dragon dagger/Dragon longsword/Dragon scimitar/Dragon mace > Granite maul/Granite mace > Rune claw
Off-hand weapon: Off-hand chaotic claw > Off-hand chaotic rapier/Off-hand chaotic longsword > Enhanced excalibur > Off-hand dragon claw > Off-hand dragon dagger/Off-hand dragon longsword/Off-hand dragon scimitar/Off-hand dragon mace > Offhand rune claw
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of vampyrism > Scrimshaw of strength


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Void spinner for passive healing, a Bronze minotaur with the appropriate scrolls for damage output, or a Bull ant for carrying more supplies/drops.
Helmet: Ganodermic visor > Hood of subjugation > Ahrim's hood > Grifolic visor > Infinity hat > Batwing hood/Skeletal helm > Splitbark helm
Amulet: Arcane stream necklace > Saradomin's hiss > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Ganodermic poncho > Garb of subjugation > Ahrim's robe top > Grifolic poncho > Infinity top > Batwing torso/Skeletal top > Splitbark body
Legs: Ganodermic leggings > Gown of subjugation > Ahrim's robe skirt > Grifolic leggings > Infinity bottoms > Batwing legs/Skeletal bottoms > Splitbark legs
Boots: Ganodermic boots > Boots of subjugation > Infinity boots > Batwing boots/Skeletal boots > Splitbark boots
Gloves: Ganodermic gloves > Gloves of subjugation > Grifolic gloves > Infinity gloves > Batwing gloves/Skeletal gloves > Splitbark gauntlets
Cape: Completionist cape > Max cape > God cape > Skill cape > Ardougne cloak 4 > Obsidian cape
Ring: Sixth-age circuit > Seers' ring > Tokkul-Zo > Ring of life > Ring of wealth
Main-hand weapon: Virtus wand > Chaotic staff > Abyssal wand > Armadyl battlestaff > Wand of treachery/Ahrim's wand/Staff of light > Ahrim's staff > Grifolic wand > Dragon battlestaff/God staff > Ancient staff/Bat wand > Splitbark wand
Off-hand weapon: Virtus book > Abyssal orb > Ahrim's book of magic > Grifolic orb > Bat book > Splitbark orb
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of the elements > Scrimshaw of magic


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Void spinner for passive healing, a Bronze minotaur with the appropriate scrolls for damage output, or a Bull ant for carrying more supplies/drops.
Helmet: Armadyl helmet > Karil's coif > Royal d'hide coif > Demon slayer circlet > God d'hide coif/Black d'hide coif/Skirmisher helm > Red d'hide coif > Blue d'hide coif/Spined helm > Green d'hide coif
Amulet: Saradomin's murmur > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Armadyl chestplate > Karil's top > Royal d'hide body > Demon slayer torso > God d'hide body/Black d'hide body/Skirmisher cuirass > Red d'hide body > Blue d'hide body/Spined body > Green d'hide body
Legs: Armadyl chainskirt > Karil's skirt > Royal d'hide chaps > Demon slayer skirt > God d'hide chaps/Black d'hide chaps/Skirmisher tassets > Red d'hide chaps > Blue d'hide chaps/Spined chaps > Green d'hide chaps
Boots: Armadyl boots > Demon slayer boots > Skirmisher boots > Spined boots/Ranger boots > Snakeskin boots
Gloves: Armadyl gloves > Royal d'hide vambraces > Demon slayer gloves > Black d'hide vambraces > Skirmisher gloves > Red d'hide vambraces/culinaromancer's gloves 10 > Blue d'hide vambraces/Spined gloves/Warpriest of armadyl gauntlets/Green d'hide vambraces
Cape: Completionist cape > Max cape > Ava's alerter > Ava's accumulator > Skill cape > Obsidian cape > Cape of legends > Soul Wars cape > Warpriest of armadyl cape
Ring: Sixth-age circuit/Superior leviathan ring > Archers' ring > Tokkul-zo > Ring of wealth > Ring of life
Main-hand weapon: Chaotic crossbow/Zaryte bow/Royal crossbow > Crystal bow/Karil's crossbow/Karil's pistol crossbow > Elder shortbow/Dragon 2h crossbow/Dragon crossbow > God bow/Gravite shortbow > Seercull/Magic shortbow/Rune crossbow > Yew shortbow
Off-hand weapon: Off-hand chaotic crossbow > Karil's off-hand pistol crossbow > Off-hand dragon crossbow > Off-hand rune crossbow
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of cruelty > Scrimshaw of ranging


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Void spinner for passive healing, a Bronze minotaur with the appropriate scrolls for damage output, or a Bull ant for carrying more supplies/drops.
Helmet: Bandos helmet > Verac's helm > Guthan's helm/Dharok's helm > Dragon full helm > Dragon helm > Helm of neitiznot > Granite helm > Rock-shell helm/Rune full helm
Amulet: Saradomin's whisper > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Bandos chestplate > Verac's brassard > Guthan's platebody/Dharok's platebody > Dragon platebody > Dragon chainbody > Granite body > Rock-shell plate/Rune platebody > Rune chainbody
Legs: Bandos tassets > Verac's plateskirt > Guthan's chainskirt/Dharok's platelegs > Dragon platelegs/Dragon plateskirt > Granite legs > Rock-shell legs/Rune platelegs/Rune plateskirt
Boots: Bandos boots > Dragon boots > Warpriest of Armadyl boots > Rune boots
Gloves: Bandos gloves > Culinaromancer's gloves 10 > Warpriest of Armadyl gauntlets
Cape: Completionist cape > Max cape > Tokhaar-kal > Fire cape > Skill cape > Ardougne cloak 4 > Obsidian cape
Ring: Sixth-Age circuit/Superior leviathan ring > Warrior ring > Tokkul-Zo > Ring of wealth > Ring of life
Main-hand weapon: Chaotic claw > Chaotic rapier/Chaotic longsword > Chaotic maul > Armadyl godsword/Bandos godsword/Saradomin godsword > Abyssal vine whip/Korasi's sword > Saradomin sword/Zamorakian spear > Abyssal whip/Dharok's greataxe/Guthan's warspear/Verac's flail > Dragon claw > Dragon dagger/Dragon longsword/Dragon scimitar/Dragon mace > Granite maul/Granite mace
Off-hand weapon: Off-hand chaotic claw > Off-hand chaotic rapier/Off-hand chaotic longsword > Enhanced excalibur > Off-hand dragon claw > Off-hand dragon dagger/Off-hand dragon longsword/Off-hand dragon scimitar/Off-hand dragon mace
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of vampyrism > Scrimshaw of strength


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Bunyip for passive healing, a Spirit kyatt with the appropriate scrolls for damage output, or a War tortoise for carrying more supplies/drops.
Helmet: Ganodermic visor > Hood of subjugation > Ahrim's hood > Grifolic visor > Infinity hat > Batwing hood/Skeletal helm
Amulet: Arcane stream necklace > Saradomin's hiss > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Ganodermic poncho > Garb of subjugation > Ahrim's robe top > Grifolic poncho > Infinity top > Batwing torso/Skeletal top
Legs: Ganodermic leggings > Gown of subjugation > Ahrim's robe skirt > Grifolic leggings > Infinity bottoms > Batwing legs/Skeletal bottoms
Boots: Ganodermic boots > Boots of subjugation > Infinity boots > Batwing boots/Skeletal boots
Gloves: Ganodermic gloves > Gloves of subjugation > Grifolic gloves > Infinity gloves > Batwing gloves/Skeletal gloves
Cape: Completionist cape > Max cape > God cape > Skill cape > Ardougne cloak 4 > Obsidian cape
Ring: Sixth-age circuit > Seers' ring > Tokkul-Zo > Ring of life > Ring of wealth
Main-hand weapon: Virtus wand > Chaotic staff > Abyssal wand > Armadyl battlestaff > Wand of treachery/Ahrim's wand/Staff of light > Ahrim's staff > Grifolic wand > Dragon battlestaff/God staff > Ancient staff/Bat wand
Off-hand weapon: Virtus book > Abyssal orb > Ahrim's book of magic > Grifolic orb > Bat book
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of the elements > Scrimshaw of magic


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Bunyip for passive healing, a Spirit kyatt with the appropriate scrolls for damage output, or a War tortoise for carrying more supplies/drops.
Helmet: Armadyl helmet > Karil's coif > Royal d'hide coif > Demon slayer circlet > God d'hide coif/Black d'hide coif/Skirmisher helm > Red d'hide coif > Blue d'hide coif/Spined helm
Amulet: Saradomin's murmur > Amulet of fury > Desert amulet 4 > Amulet of glory
Body: Armadyl chestplate > Karil's top > Royal d'hide body > Demon slayer torso > God d'hide body/Black d'hide body/Skirmisher cuirass > Red d'hide body > Blue d'hide body/Spined body
Legs: Armadyl chainskirt > Karil's skirt > Royal d'hide chaps > Demon slayer skirt > God d'hide chaps/Black d'hide chaps/Skirmisher tassets > Red d'hide chaps > Blue d'hide chaps/Spined chaps
Boots: Armadyl boots > Demon slayer boots > Skirmisher boots > Spined boots/Ranger boots > Snakeskin boots
Gloves: Armadyl gloves > Royal d'hide vambraces > Demon slayer gloves > Black d'hide vambraces > Skirmisher gloves > Red d'hide vambraces/culinaromancer's gloves 10 > Blue d'hide vambraces/Spined gloves/Warpriest of armadyl gauntlets > Green d'hide vambraces
Cape: Completionist cape > Max cape > Ava's alerter > Ava's accumulator > Skill cape Obsidian cape > Cape of legends > Soul Wars cape > Warpriest of armadyl cape
Ring: Sixth-age circuit/Superior leviathan ring > Archers' ring > Tokkul-zo > Ring of wealth > Ring of life
Main-hand weapon: Chaotic crossbow/Zaryte bow/Royal crossbow > Crystal bow/Karil's crossbow/Karil's pistol crossbow > Elder shortbow/Dragon 2h crossbow/Dragon crossbow > God bow/Gravite shortbow > Seercull/Magic shortbow
Off-hand weapon: Off-hand chaotic crossbow > Karil's off-hand pistol crossbow > Off-hand dragon crossbow
Aura: Penance > Equilibrium > Inspiration > Vampyrism
Pocket: Sign of life > Sign of item protection > Scrimshaw of cruelty > Scrimshaw of ranging


You can use familiars to boost your damage output, heal you, or carry more supplies/drops. Suggested familiars for this gear are: a Bunyip for passive healing, a Spirit kyatt with the appropriate scrolls for damage output, or a War tortoise for carrying more supplies/drops.

Note:If you have unlocked the Sacrifice ability (either from The Bird and the Beast or from fighting either General Graardor and Kree'arra), it is strongly recommended to place on your ability bar. For more information on abilities, please see our Ability Book guide.

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Strategy

Note: There is no specific order in which the mole will visit each chamber, although she will always start and end the battle in the centre room.

Main Chamber (All)

This room is where the mole will start and end her fight. At the beginning of the battle, the mole will not use any of her special attacks that she uses in each of the separate chambers of the lair. At around 71k health remaining, the mole will dig away to a random chamber. You will be able to tell which chamber with the direction of her digging.

Mole Dig
The mole's digging points the way to where she is heading.

After the mole has visited each chamber of the lair, she will return to the middle at around 13k health remaining. Once she has returned there, she will use any and all of the special attacks from each room in quick succession, meaning a lot of damage can stack at the same time. Be sure to keep protection prayers on, or Soul Split if you have it, and keep an eye on your own health as you defeat the mole.

Main Chamber Multi
Here the mole is enraged, causing a rock fall and has summoned help.

North-West Chamber (Moles)

In this chamber of the lair, the mole can summon four Moles, all of which at level 85 and 100 health, which may not seem so dangerous, but can hit up to 210 each hit. Add that up with the four moles, and the damage will add up. As well as the extra damage, for every mole that is left alive, the strength and defence of the giant mole will go up. Should you wish to take them out, they aren't too hard to kill, but she will summon more once they are killed.

Mole Call For Aid
The mole will summon four level 85 moles to aid her.

South-West Chamber (Tremor Attack)

In this area of the lair, the mole will dig into the ground and come up again in a space around you, causing multiple hits of 200 damage. She can do this numerous times until her health has hit the next level for her to move on. The only way to avoid the attack is to move away from the mole in a large enough distance for her to miss. However, this is extremely difficult to achieve, and is so not recommended. Again, try to tank the hits and keep an eye on your health to make sure you don't die.

Mole Tremor
The mole rises from the ground to attack.

North-East Chamber (Enrage)

This chamber is probably the easiest of all of them, asides from the main in the beginning. The mole will glow green and red as she becomes enraged, hitting you for more damage, but in doing so will enable you to stun her for short periods of time. Make sure to have Kick or Backhand handy to stun her to save your health.

Mole Stunned
The mole will glow with red and green, hitting you harder.
Mole Balance Regain
After a short time, the mole will regain her balance and be immune to stuns again.

North-West Chamber (Falling Rocks)

Possibly the most difficult chamber, the mole can dislodge the roof of the lair, causing you to become stunned and take a serious amount of damage. Whilst you can use freedom to break the stun, you will not be able to stop the damage from the roof, which could take you down to half your HP in a matter of 30 seconds, unless you are stood in the tunnels. Lure the mole to the edge of the room to be able to avoid the falling damage completely, or otherwise tank the damage.

Mole Falling Rocks
The roof is caving in, causing a lot of damage. Lure to the tunnels to avoid this.

Hard Mode

All the phases of the mole remain the same in hard mode. The only differences for hard mode are the Giant mole's HP and how hard she hits. Everything will do more damage to you in hard mode than it will in normal, so make sure to have plenty of food or go in a group.

As well as the changes during the fight, in hard mode drops from the mole are increased. As well as this, hard mode mole also has a unique drop - the ultra-growth potion. This potion will skip two growth cycles of a growing tree if used on a tree patch.

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Rewards

Mole Rewards

The giant mole has several unique drops. These include mole noses, mole claws, mole skins (all of which can be traded to Wyson), clingy moles, as well as the ultra-growth potion. She also drops the dragon 2h sword.

Visit Wyson the gardener and trade your Mole skins or claws for a bird's nest*. These nests can contain:

*Birds nests with tree seeds will appear as a different item to those containing vegetable and herb seeds.

**White lilly seeds can now be traded to a gardener found in Falador Park, located to the east of the mole lair entrance for 100 farming xp per seed, for 50 seeds daily.

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Tips and Tricks

  • Bring your friends. With more people you'll kill it faster and more effectively.
  • Bring a Teleport of your choice along with you, just incase you happen to get in a sticky situation.
  • Watch your prayer. The consequences of not doing so could be fatal.
  • If you have completed all the Falador Tasks, you will be able to get a mole nose drop, which can also be traded to Wyson the gardener to get a higher value nest. He is just outside the lair entrance.
  • The mole will dig away from you at certain amounts of health. In easy mode it can be 55k, 44k, 28k or 13k health remaining, or in hard mode 71k, 59k, 45k, 36k or 22k.
  • It can be easy to safe spot the mole, as long as you keep a watch on where her young spawn.
  • The drops do differ between easy and hard mode.
  • If you go in a team to go to the mole, you will not need to use loot share. The mole lair will activate it and share drops between all players.
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Credits

Original Guide by: Nathaninch & Fudgy999

Rewrite by: Salleh

Special Thanks to: Dragonkng198 & Omnitec

Thanks to: Aurhora, Blood Angel, Cuba_Caramel, Dragontotem, Headnazgul, hotdogcore, ItsASpork, Jaffy1, Jurp, Kimberley, Lady_Shahdie, leonheart9000, The Marquis, metoo1000, Mikercool, mchainmail, misplacedme, naven, pokemama, Profins, sadler2k6, Stev, Skios, Vulxai, wyvren2000

Last Updated by: Arceus

Last updated: 11-Nov-2014


RuneScape 2007
Find this page on the Internet Archive with a date as close to Aug 10, 2007 as possible.

Will you use Menaphos to train your skills?



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