As per popular demand, this page combines all pages of text clues so that you can easily use the Find feature on your browser (CTRL + F) to search for text clues of any type, without having to switch pages. All image clues such as Maps can be found on their respective pages off the Treasure Trails menu. If you prefer to have text clues sorted by category, please navigate back to the Treasure Trails menu by clicking the appropriate button below.
An anagram is a word where the letters of the original word are rearranged to make a new word. If you get an anagram clue, it will usually say that it's an anagram right on the clue. If it doesn't say that it's an anagram or that you need to unscramble the letters, if the words on the clue just don't make any sense, you can be pretty sure that the clue is, in fact, an anagram. Here's a list of all the known anagram clues:
Anagrams
Anagram
Person
Town/Location
A ZEN SHE
Zenesha
East Ardougne market - platebody seller
ACE MATCH ELM
Cam the Camel
Al Kharid outside Duel Arena gate, Camulet *NOT* required.
AHA JAR
Jaraah
Duelling Arena hospital
AN PAINT TONIC
Captain Ninto
Dwarf Passage under White Wolf Mountain, near the beer area. (Requires Fishing Contest to enter.)
ARC O LINE
Caroline
East of Ardougne on the coast, at the Sea Slug quest start. After Kennith's Concerns quest she is upstairs in Kennith's house. Challenge scroll solution here.
ARE COL
Oracle
Ice Mountain North of Falador. Challenge scroll solution here.
ARR! SO I AM A CRUST, AND?
Ramara du Croissant
Piscatoris forge, in the house with the furnace (requires completion of Swan Song quest)
BAIL TRIMS
Brimstail
Gnome Stronghold, east of the bridge on the west side of the Stronghold. Enter the hollowed rock, which leads to his cave. Challenge scroll solution here.
BOAST B
Sabbot
North-west of Burthorpe (north of the Warrior's Guild) in an unmarked cave to the north-west
BY LOOK
Bolkoy
Upstairs in the Tree Gnome Village (the Maze). Challenge scroll solution here.
C ON GAME HOC
Gnome Coach
Gnome Stronghold, outside the Gnomeball Field (he circles the field clockwise). Challenge scroll solution here.
DT RUN B
Brundt
Rellekka chieftain, inside the Longhall in Rellekka. Challenge scroll solution here.
Keldagrim Sculptor's studio, on north-east side of town.
ICY FE
Fycie
In a cave in Ogre Country South of Gu'tanoth, directly to the North of NPC Rantz, in the valley where the Chompy Bird Hunting quest start is
I EAT ITS CHART HINTS DO U
Shiratti the Custodian
Nardah
I FAFFY RUN
Fairy Nuff
(Clue requires Lost City quest.) Fairy Nuff is North of Lost City (Zanaris) bank.
If you've started the Fairy Tale part 2 quest, get the certificate from the room north of the bank, then use Fairy Ring codes AIR, DLR, DJQ, AJS.
After the completion of the Fairy Tale part 3 quest, Fairy Nuff is located north of the Lost City bank again.
Owner of Charter Ships, speak to him at the southern dock in Port Sarim.
SEQUIN DIRGE
Queen Sigrid
Queen of Etceteria, in the castle. You must have completed Fremennik Trials quest to go there. If you have completed Blood Runs Deep, she will be in the Miscellania castle on the first floor (2nd floor USA) instead.
SNAH
Hans
The confused lad around Lumbridge Castle
THEM CALL CAME
Cam the Camel
Al Kharid outside Duel Arena gate, Camulet *NOT* required.
WINSTON LANE
Nails Newton
By the Taverly lodestone, just outside the Pick and Lute Tavern.
Challenges will not be in a clue scroll like all the other clues. They will be in challenge scrolls. When you get a challenge scroll, you need to figure out the answer, return to whoever gave you the challenge and give them your answer by speaking to them again. Below is a list of possible challenges you will be given by various NPC's. Should you find any not listed here, please let us know through our Website Updates and Corrections forum.
Challenges
NPC
Challenge
Answer
Bolkoy
How many flowers are there in the clearing below this platform?
13
Brundt
How many people are waiting for the next Bard to perform?
4
Caroline
How many fishermen are there on the fishing platform?
A coordinate clue will give the exact location of your next clue with coordinates, for example, "04 degrees, 13 minutes North, 12 degrees, 45minutes East". Specific tools will be needed to find the location of your next clue/reward as well as dig it up. The tools include, a sextant (or meerkat familiars), a watch and a navigation chart; even with the exact digging location known, you will still need the tools in the inventory. To get the navigation tools, take your clue and head to the house north of the Observatory (which is north of Castle Wars). When you arrive at the house, you'll find a Professor and his assistant. Talk to the Professor, and ask him to help you with treasure trails. He will tell you to get a watch and a sextant.
To get the watch go to the Clocktower (located South of Ardougne). Speak with brother Kojo and ask him for the watch.
To get the sextant go to the Khazard Docks (located North-east of Yanille). Speak with Murphy and ask him for the sextant.
When you have your watch and sextant (or meerkat familiars), go back to the Professor and speak with him again. He will give you a long lesson on how to use the sextant. He will also give you a chart. If you didn't read his speech or didn't understand it, see below for instructions on how to use the sextant. Both the watch and chart can be added to your toolbelt. The sextant, however, cannot.
You cannot make your own watch and/or sextant if you've never had them before. But if you lose your watch and/or sextant and need replacements, you can make new ones yourself if you have level 28 craftingand you have access to a player-owned home with a workshop. To get a replacement chart, you must go back and visit the Professor again.
How to use the sextant to get locations:
When you have the sextant (or meerkat familiar, click on it to 'look through' and get your location. However, before it's able to tell you your position, you will need to click on the up and down arrows until you have the horizon in the middle of the eye piece. After that, use your right and left arrows to get the sun in the centre of the eye piece as well. When you have this, and your eye piece looks like the one to the right, click "Get location" under the sextant image (above your chat box).
If you are lucky to have obtained a meerkat pouch from a previous clue, you can summon the meerkat (level 3 summoning required) and use it in the place of a sextant.
How to use your location:
Now you know how to get your current location, but you still need to learn how to get to your desired location (the one on the clue scroll). First you want to find the right longitude (east-west). If your clue says 12 degrees, 56 minutes east, and you're at 6 degrees 12 minutes east, then simply walk East until you hit 12 degrees. Once you do that, you can try to hit the minutes by going a little more East. Then you try to find the right latitude (South-North). Go North/South until you hit the right place. This can be tricky, and the first 5 times you'll have to think and try a lot to get it right.
Alternatively, to help you with finding the right location, you can use the Treasure Locator Tool. This is a pop-up, so it might not open if you have a pop-up blocker active. This locator is not 100% accurate, but it's pretty close, and it should give you an idea of where to go with your sextant for the right location. We have also compiled a list of known coordinates in text format, if you feel more comfortable using that. But remember, you must have your navigation tools with you when you dig. We have made the treasure locator and the list of coordinates available to you to make it easier for you to find the location of your coordinates -- but that doesn't mean that you can forget about getting the sextant, watch and chart. You can't. And these navigation tools are not tradeable, so you don't have any choice about getting them.
When you're at the right location, and you've double checked it, dig with a spade on the spot.
One word of caution:
If you have a Clue Scroll (hard) coordinates clue that leads to a spot in the wilderness, be prepared to fight a level 65 or 74 Zamorak Wizard. The wizard is very protective of any treasure that may be buried in the wilderness, and he won't let you get it without a fight. He will attack you with Flames of Zamorak, and your best defence is to use prayer and have Protect-from-Magic on.
If your Clue scroll (hard) coordinates clue leads to a spot outside the wilderness, you'll have to fight and kill a level 65 or 74 Zamorak Wizard. Formerly you usually faced a Saradomin Wizard, but this NPC was removed from the game due to a Treasure Trails update in November 2014.
If you have a Clue scroll (elite) a Guthix Wizard will attack you, using all three combat styles, melee, ranged with rune knives and magic using Claws of Guthix.
Once you've killed your wizard, dig again in the same spot to get the casket containing your treasure/next clue. If you're not sure which level clue you have, think of the monster that dropped the first clue scroll in your treasure trail, then refer to the Basics page and the monster table.
If you are lucky to have obtained a meerkat pouch and some Fetch Casket scrolls from a previous clue, you can summon the meerkat (level 3 summoning required) and use the Fetch Casket scrolls in the place of a shovel to avoid invoking a Guthix, Saradomin or Zamorak wizard.
Important things to remember:
When you have a coordinates clue to solve, you must have the sextant, watch, chart and clue in your inventory to dig up the casket containing your treasure/next clue. And don't forget to bring your spade (if you don't have one stored in your toolbelt) with you! You can't dig anything up with your hands!
If you lose or misplace your sextant, watch or chart, simply go back to the NPC that gave it to you in the first place to get another. For the sextant, see Murphy. For the watch, see Brother Kojo. For the chart, go see the Professor.
You can also make a replacement sextant and/or watch yourself if you have level 28 craftingand have access to a player-owned house with a workshop. You cannot make a replacement chart if you lose it. To get a replacement chart, you must go back and visit the Professor again.
With certain clues, you might be asked to go to an area that is only accessible if you have completed or started a certain quest. This is particularly true for Clue scrolls (hard), but it can also happen for other level clues. For example, you may get a clue that leads you to the Kharazi Jungle, South of Shilo Village. To enter the jungle, you will need to at least start the Legends Quest. If your clue leads to the Canifis area in Morytania, you will need to have completed Priest in Peril and, depending on WHERE in Morytania the coordinates lead, you may also have to start Nature Spirit. There are other clues like this, so be aware that this CAN happen. In the Full List of Coordinates section below, we have included the name of the quest next to the coordinates' location if a quest is required to access the location.
If you're heading into the wilderness on a coordinates clue, bring only the basic necessities with you. This means bring only your clue, spade, sextant, watch, and chart, your weapon, and whatever food you need to survive an attack. If you get attacked by a monster or a player or cannot survive the attack from the Zamorak wizard, drop everything except your clue scroll before you die. You can easily replace the lost items, but you will lose your clue scroll if you hang onto these other things. Of course, this only works if you do not have a skull hanging over your head...
A meerkat familiar (available only from treasure trail rewards) can be used as a substitute for a sextant and the meerkat's scroll ability can be used instead of a shovel.
To find the coordinates you are looking for quickly, just use CTRL + F. If you have new coordinates to add that are not on this list, please tell us on our Website Updates and Corrections forum.
Latitude
Longitude
Approximate Location
Exact Location
00.00 North
07.13 West
Southern part of Isafdar, north-east of Tyras Camp. You must have started the
Regicide Quest and have level 56 agility to access this area. (The charter ship may be convenient.) Zamorak wizard will attack.
In Lumbridge Swamp go to the shack for the Lost City (Zanaris), and head slightly north-east until you see an open area with rocks on the ground. It's easy to spot once you see the area.
From the Elven camp in Tirannwn, go South over the log bridge, then West into the area where the rabbits/bears are. Go a little South-west. There's a stick trap there; dig just past the stick trap. You must have started the
Regicide Quest and have level 56 agility to access this area. Zamorak wizard will attack.
A bit south of Ardougne, on the East coast, north of the Tower of Life and Necromancer Tower. There's a small outcrop toward the water with a willow tree on it. Dig on the north-east side of the tree.
Ogre City, in the centre on the Eastern side. You must have started the Watchtower Quest to access this area. Some players get asked for 20gp to reach this area. If the guard won't accept 20gp, try giving him a rock cake (which can be stolen from the market (requires level 15 Thieving) in the middle of the city). Go up the ramp to the gate, all the way south along the western wall, and jump two obstacles to reach this dead end area. Zamorak wizard will attack.
The coordinates are located on the small island East of Ogre City, between the spear wall and the dead tree. However, to get to that island, you have to walk around the outside of Gu'Tanoth (Ogre City) until you get to the bottom. Start on the Castle Wars side (West side of Gu'Tanoth) and go South until you reach the bottom corner. Then start walking East. Not too far from the South-western corner, you'll see a dungeon entrance just beyond a some ruins near the slope. Go inside the cave, and you'll instantly appear on the island. No quests are required to get onto the island.
Refer to this map to see where the dungeon entrance is -- at the green dot in the bottom left-hand corner. Zamorak wizard will attack.
Crandor, near the broken walls and pillars and scorpions toward the north-east. You must have at least started the
Dragonslayer Quest to get onto Crandor Island.
Karamja Shipyard, east of the Southernmost house. Dig right against the house wall under the east window. The password to the Shipyard is ka-lu-min, but you must have started the Grand Tree Quest to access this area. Zamorak wizard will attack.
Arandar, South of the winding path to Prifddinas, amidst the red spider egg spawns. You must have at least started the
Regicide Quest and have level 56 agility to access this area. Zamorak wizard will attack.
Mort Myre Swamp, on the Nature Grotto island, just North of the tree. You must have started the
Nature Spirit Quest to get into Mort Myre Swamp. If you bring food, bring druid pouch(es). Zamorak wizard will attack.
In the Kharidian desert to the West of the Bandit camp, on the tip of the peninsula. Dig 3 steps to the West of the cactus with white spikes. Zamorak wizard will attack.
Mort Myre Swamp, directly across the river from the digsite, well south and west of the swamp gate entrance, one pond South of the fishing spots pond. Find the dead tree and dig next to it. You must have started the
Nature Spirit Quest to get into Mort Myre Swamp. If you bring food, bring druid pouch(es).
South edge of Kharazi Jungle pond. You must have started the
Legends Quest to get into the Kharazi Jungle, and carry a machete and hatchet. Zamorak wizard will attack.
Mort Myre Swamp, across the river from the digsite, straight south of the swamp gate entrance, north-east of the fishing spots pond. You must have started the
Nature Spirit Quest to get into Mort Myre Swamp. If you bring food, bring druid pouch(es). Zamorak wizard will attack.
Kharazi Jungle, on the small peninsula in the most South-western corner. Dig 2 steps North of the corpse.
You must have started the Legends Quest and bring a machete and hatchet to get into the Kharazi Jungle. Zamorak wizard will attack.
Inside the Tree Gnome Stronghold, on the other side of the river to the West. Cross the bridge into the terrorbird enclosure, and go out the north-eastern gate. Dig a little to the South-east of the gate towards the water.
Baxtorian Falls, on the second island in the river, bring a rope. Use a raft to get to the first island, then use a rope with the rock on the second island to get to the second island. Dig next to the dead tree. You must have at least started the Waterfall Quest to get to the second island. Clue scroll (medium).
Morytania, south of the Slayer tower, a little to the East of the gate in the fence, near a double root sticking out of the ground. You must have completed the
Priest in Peril Quest to get into Morytania. Clue scroll (medium).
North-east of the Air Obelisk (reached by travelling through wilderness section of Edgeville dungeon.) It's 3 paces east of the ladder. Beware of player-killers, this is level 7 wilderness. Zamorak wizard will attack.
Level 11 Wilderness, North of Edgeville. Trees south-west of the Wilderness Volcano, near the bronze arrow respawns and the bears. Dig in the middle of the 4 mushrooms. Zamorak mage will attack.
Near the entrance to Mad Eadgar's cave at the peak of Trollheim. You must have started the Troll Stronghold Quest to reach this area. Zamorak wizard will attack.
Troll camp west of Trollheim, at the top of the ramp leading into the Stronghold itself. Dig slightly south of the cave entrance into the Stronghold. You must have started the
Troll Stronghold Quest to reach this area. Zamorak wizard will attack.
Level 22 Wilderness, north of the black salamander Hunter area, East of the Boneyard and south of Clan Wars arena itself. Dig near the centre of the 3 volcanoes. Zamorak mage will attack.
Level 28 Wilderness Ruins located between the Wilderness volcano and the Boneyard areas. Clue is north of the eastern building. Zamorak Mage will attack.
Level 35 Wilderness, between Clan Wars and Red Dragon Isle, north of "Eastern" Ruins and Graveyard of Shadows. There are Chaos Dwarves and rocks. Dig in the middle of the 4 large, white rocks. Zamorak mage will attack.
(North of the Moss Giants) in level 36 Wilderness north of the Wilderness volcano (former Bounty Hunter Minigame), south-west of Red Dragon Isle, south-east of Lava Maze. The exact spot is a little to the North of the small pond. Zamorak mage will attack.
Altar South of Ice Giants in level 38 Wilderness, south-west of Lava Maze, outside of the building on the far West (south-western) side. Zamorak Mage will attack.
Miscellania, on the path to the northern mining area. Dig right before the end of the path. You must have completed the Fremennik Trials Quest to take the boat to Miscellania.
Demonic ruins in level 47 Wilderness, north of Clan Wars. Dig inside the building, one pace south of the burnt bones next to the large rib cage. Zamorak Mage will attack.
Rogues' Castle in level 53 Members Wilderness, directly to the North of the North tower. Be on the lookout for the level 305 Chaos Elemental, who likes to hide on the West side of the Castle. Get too close, and he will attack you! Zamorak Mage will attack when you dig.
North of the entrance to the Ardougne Teleport House area (Deserted Keep) in level 55 Members Wilderness. Dig a little to the north-east of the cobweb. Remember to bring a knife or a slash weapon to cut the cobwebs at the entrance. Zamorak Mage will attack.
North-west outside the level 56 Members Wilderness agility course, towards the northern edge, close to the fence and the water. Zamorak Mage will attack.
Axe Hut in level 56 Members Wilderness, located north-east of Ardy teleport lever area; one step West outside the North door. Zamorak Mage will attack.
Elite clues are the highest level clue scrolls only obtained by killing certain high-level monsters. A list of all Clue scrolls (elite) droppers can be found on the Basics and FAQ Page. Elite clue scrolls are completely different from the lower level scrolls because they are the only scrolls to contain the following three clue types. You will not find these types below as any other level of clue scroll.
Orb clue scrolls only include a vague area the casket it is contained in. It will then give you an amount of paces around where the treasure is buried. This amount of paces equals the amount of land around the treasure that the attached scanning orb will work at.
In order to solve an Orb scan clue, you must enter the area the clue indicates and choose the scan option with the orb clue. Once you scan for the casket inside the provided scanning radius, a large yellow arrow will begin flashing to show you where to dig. Should you be at the right location, but on on the wrong level (e.g. the location is underground while you are above ground), you will get a message saying "Try scanning a different level."
Clue
Possible Orb Scan Locations
This scroll will work in the deepest levels of the Wilderness. Orb scan range: 25 paces.
West end of Scorpion Pit in level-54 Wilderness
Near the anvil located west from Mage Arena Bank teleport lever
East of Rogue's Castle near the teleport obelisk
South-west of the Mage arena
North of the gate near the Frozen Waste Plateau
At the entrance to the Wilderness Agility Arena
Peninsula North of the Lava Bridge
Just South of the Lava Bridge
West of the Mage arena entrance
North-east of Rogues' Castle
On the Rogues' Castle Wilderness Teleport Portal
Just West of the Pirate Ship in level 55 wilderness
Southern Jatizso, just north of where the dock is attached to the land
Near the bridge to the ice-covered area on Jatizso
At the mine on the ice-covered area north of Jatizso
Small ice-covered island with coal rocks and a rune rock. Accessed from the eastern tip of Neitiznot
Near the east cave entrance on the northern-most ice-covered island
In the Yak pen
Eastern tip of Neitiznot near the water channel between the two isles
In the centre of the village in Neitiznot, west of the Large Geyser
This scroll will work in the crater of the Wilderness volcano. Orb scan range: 11 paces.
South end of the Wilderness Volcano
Near the lava at the centre of the crater
North-east of the Southern strip of lava
Near the Eastern strip of lava
North-west of the Eastern strip of lava
This scroll will work on and under White Wolf Mountain. Orb scan range: 38 paces.
On top of the mountain, near the ladder that goes to the Ice Queen
At the end of a cave under the White Wolf Mountain; go through the rockslide at the northern end of the Mountain (requires a pickaxe) and then down the northern ladder, after that proceed north to reach it
On the north-western mound; go through the rockslide at the northern end of the Mountain, go down the southern laddern, proceed south-west and go up the first ladder you see to reach it
Southern entrance to the mountain, the western, dead-end path. South of the dead tree
In the tunnels leading to the Ice Queen's Lair
This scroll will work in the dark and damp caves below Lumbridge Swamp. Orb scan range: 11 paces.
Go west from the entrance to the Lumbridge Caves and then proceed south
The room with the Big Frogs directly south of the entrance to the Lumbridge Caves
The room between the entrance to Lumbridge Castle Cellar and the tunnel to the Tears of Guthix area
Path directly south of the entrance from the swamp, just past the Wall Beast
This scroll will work within the walls of Varrock. Orb scan range: 16 paces.
South of the western bank in Varrock
Near the south entrance to Varrock
Near the Spirit Tree at the Grand Exchange
South-east corner of the Grand Exchange
In the corner directly west from the south entrance to Varrock
Inside Horvik's Armour Shop
Directly west of the Grand Exchange
Directly North of the tree in the middle of the Varrock Castle
South-west corner of the city
North of the steps to the museum
In front of the middle cage in the centre of Varrock
South of Guidor's House in the South-East part of the city
In the courtyard of the castle, between the two fountains
This scroll will work within the walls of East or West Ardougne. Orb scan range: 22 paces.
North-east corner of West Ardougne, next to the Mourner HQ
North of nurse Sarah's house in West Ardougne.
West of the graveyard in West Ardougne
Between the Jade Vine patches
Near the entrance to the Underground Pass
South-west corner of West Ardougne
In between the house with the anvil and the house next to it in West Ardougne
South of the Kiln
North of Edmund's House
North of the Butler House
This scroll will work in the desert, east of the Elid and north of Nardah. Orb scan range: 27 paces.
North from the Pharaoh Queen's pyramid (south from the Ruins of Uzer)
Halfway between Nardah and the fairy ring DLQ
Near Nardah, a few paces north from Ali the Wise's house
North from Nardah by the east edge of the map
North of the desert Hunter area and south of the mining pit
Near the desert Hunter area, east from the bridge crossing River Elid
Rock South-west of Uzer
Near the Desert Lizards
Peninsula North-east of Pollnivneach across the river
North-west of the Dominion Tower on the cliffs above the west bank of the River Elid
South-west of Nardah, north of the Agility pyramid, 2 steps south of the crevice & 2 steps east of the dead bush.
This scroll will work in the cave goblin city of Dorgesh-Kaan. Orb scan range: 16 paces.
Southern end of Dorgesh-Kaan, near the building with a water source and a cooking range
Northern end of Dorgesh-Kaan on the first floor (second floor USA), north of the building with the Quest start point for Another Slice of H.A.M
First floor (second floor USA), north of the train station entrance
Long, rectangular room to the east of the general store
Long, rectangular hallway to the west of the general store
Centre of the market area, a few steps south of the general store.
South-east corner of the city
This scroll will work within the walls of Falador. Orb scan range: 22 paces.
South from the Gem seller in Falador, near the underwall shortcut
South-east from the western bank, near the shortcut on the west wall
In the yard of the White Knights' Castle
East of Wyson the gardener's house
North-west wall of the Barber Shop
West of the entrance to the Mining Guild
Southern entrance to the city
North-east wall of the pub
South-east corner of Falador
North-east corner of Falador
This scroll will work within the Haunted Woods. Orb scan range: 11 paces.
South-east corner of the Haunted Woods (west from Port Phasmatys)
On the small peninsula in the lake right next to the western entrance to Port Phasmatys
South-east of Mazchna, the slayer master.
South of the cow pen
Peninsula South-west of the musician near the cow pen
Just north of the Werewolf agility course entrance
The Compass section of this guide is currently undergoing a series of updates. Many new locations will be added and the old ones will be put in new tables with exact location images.
The table below contains the new content; the old table is at the bottom of this section.
Compass clues provide you with an arrow pointing to the direction of the casket, but it does not give any indication of the distance. To solve a compass clue you must simply move in the direction the compass is pointing. Once you arrive at the right spot to dig, the arrow turns into a cross. Known compass locations can be found in the tables below.
The below table shows the Compass locations from the original guide. They will be removed when they've been replaced by new locations and images in the table above.
Possible Compass clue solutions
Location
Map
Location
Map
Black Knights' Fortress
West of Falador and south of Taverley, near the mine
Kharidian Desert (south-west from Pollnivneach)
South from the Coal Trucks
Near Brimhaven Player-Owned House portal
Pollnivneach
West wall of Port Phasmatys
North of the north-east agility spot in the Gnome Stronghold
Near the Gnome Glider on the small peninsula in south-western Karamja
West from Seers' Village (near the log shortcut to Coal Trucks)
Melzar's Maze
North-east area of Burthorpe
North East of Mort Myre Swamp (in the Graveyard)
Temple of Ikov entrance (south from Ranging Guild)
North-east of Legends' Guild
North of Falador
South wall of Piscatoris Fishing Colony
Behind Canifis bank
North-west from north entrance to Falador
South from Castle Wars
Western tip of Rellekka
West from Gnome Stronghold entrance
North of West Ardougne
Banana plantation on Karamja
South-west from Tower of Life
White Knights' Castle
North of East Ardougne and south-west of the Fishing Guild
Inside the cow pen west from Ectofuntus
Seers' Village
Feldip Hills (south from Gu'Tanoth)
Musa Point
Outside Shilo Village
Port Khazard
Goblin Village
Ruins of Uzer
North of the Fight Arena
Small island west of Brimhaven
Port Sarim jail
Ectofuntus
East from Tai Bwo Wannai
Kharidian Desert (north-west from the Ruins of Uzer)
Kharidian Desert (on a peninsula directly west from the DLQ Fairy Ring)
Oo'glog
West of Mort'ton
Outside Legends' Guild
Water Obelisk island in Taverley
Red Salamander Hunter area
South-west corner of Piscatoris Hunter area (north-west from Eagles' Peak)
Outside Falador shield shop
Haunted Woods (south-west from the ALQ Fairy Ring)
Yanille
Outside Monastery
Nardah
Outside Warriors' Guild
Brimhaven, north of the gold mines
Graveyard south of the Haunted Woods
North of Rellekka
West of Tree Gnome Village (maze)
Near the Mushroom Farming patch west from Canifis
Kharidian Desert (north from the Desert Treasure pyramid)
Beehives (east of the flax field, west of Catherby)
Rellekka Market
Over the bridge that is just south-east of Shanty Pass
Battlefield (north from Tree Gnome Village)
In the middle of the lake located in southern Taverley
The plateau to the east of Sophanem
East of the Ruins of Uzer
Between Death Plateau and Warriors' Guild
Desert Strykewyrm area
Hobgoblin peninsula near the Crafting Guild
Fight Arena (south-east corner)
Mort'ton
Northern end of Karamja's southern half (near the entrance to the Jogre Cave)
Rellekka (north from the Mining pen)
Feldip Hills (east from the AKS Fairy Ring)
Catherby
East from Ectofuntus
Outside Mobilising Armies
North-west of Barrows
North of the bridge from Mort'ton to Burgh de Rott
Near the Karambwan Fishing spots in the north-east corner of Karamja (north-east from the DKP Fairy Ring)
Barbarian Outpost
Farm south of Falador
Southern part of Falador
North from Oo'glog
Tree Gnome Stronghold (north from the Gnomeball Field)
Western area of Seers' Village
Outside the wall near the north-east corner of Oo'glog
North-east from Shilo Village (near the Agility shortcut to eastern Karamja)
South of Baxtorian Falls
West from Lumbridge's windmill
Mort Myre Swamp (near Filliman's grotto)
South-east of Castle Wars near the Zyogre Flesh Eaters quest start
Kharidian Desert (northern end, near the entrance to the Desert Eagle cave)
North-west from Crafting Guild
Crossroads east of the Crafting Guild
White Wolf Mountain (Catherby side entrance)
Ardougne market
South wall of Varrock (north-east from the Dark Wizards)
With a Celtic Knot puzzle, you will have to move three tracks (blue, grey and red) until every intersection has a matching rune on the top and bottom of the interlacing tracks. When two of the same runes are on top of each other because the rune is the same on both intersecting tracks, a green ring will appear on the rune. A red ring means there are different runes on two intersecting tracks. The goal of this puzzle is to have green rings at every intersection. Below are a view visual examples in the form of an image and a video which will help you understand the puzzle enough to solve it.
You can move the tracks clockwise or anticlockwise by clicking on the relevant arrow. Once all intersections have matching runes, press 'Unlock' and you will have completed the puzzle.
An unfinished and a finished puzzle
Hints:
Log out to reset the puzzle, if necessary.
Use the 'Invert Paths' button by hovering over it to view what is on the track beneath the visible track.
Do not look at all the tracks at a time. This will make the puzzle seem too difficult. If you focus on getting two tracks to line up correctly first, then it won't take much to match up the third track.
You can use trial and error, or the "brute force method" to solve this puzzle. Keep the grey track locked in place and keep cycling through on another track until all intersections match up. If this doesn't work, continuing by moving the grey track one place ahead then cycling through the other track once more. Eventually, this will solve the puzzle for you. Then simply move the cycle through the final track until the intersections turn to green rings. To see this method in practical use, please refer to the video below.
Celtic Knot Brute Force Method User Video
Video by wyodaniel :: Used on Tip.It with permission
**Note: Like the slider puzzles, you MUST complete your puzzle before you log out. If you log out of the game before you finish it, any progress you've made on solving it will be lost. The puzzle always resets itself when you log out of the game. When you finish your puzzle, click Unlock immediately. Remember to do this BEFORE you log out!
A Guthix Wizard is a foe you only encounter on Elite treasure trails. These may appear when you dig at a compass or scan location, as mentioned above. A Guthix Wizard can use all three combat styles (melee, ranged and magic), however will use the one you are most vulnerable to. For example, if you wear armour with high magic defence (such as Armadyl) and pray protection against ranged, he will melee you.
When meleeing, he will attack with a poisoned dragon dagger, inflicting a poison that starts off doing 70 damage. When ranging, he will use rune knives. When maging, he will use Claws of Guthix. Many players prefer to tackle these wizards by using melee armour and praying protection against magic, however some suggest using magic defensive armour combined with protection from melee. The Guthix Wizard you encounter in dangerous areas like the Wilderness or the Chaos Tunnels, is level 126, and the one encountered elsewhere is level 133.
Some clue scrolls will contain specific orders of where and how to perform an emote. Upon successful completion, a mysterious man named Uri will reward you with a chest as well as a humorous quip.
It is very important that you follow Uri's emote instructions specifically. When doing the clue, you must wear exactly what the clue says. This means that you must acknowledge the difference between enchanted/unenchanted jewellery, a staff/battlestaff, and likewise.
Also, some clues say, "Beware of double agents!" In these clues you will be attacked by a Double Agent (level 108 non-wild, 68 in-Wilderness) when you properly perform the emote. You can change into armour or weapons when fighting the Double Agent, but you must change back into the proper attire before doing the emote again to talk to Uri (in the wilderness you do not have to repeat the emote for Uri to appear).
Here are the known Uri Emote clues:
Uri's Emote Clues
Directions
Items
Town/Location
Beckon in Tai Bwo Wannai. Clap before you talk to me. Equip green dragonhide chaps, a ring of duelling, and a mithril medium helmet.
Beckon in the digsite near the eastern winch. Bow or curtsy before you talk to me. Equip a pointed red and black snelm, snakeskin boots, and iron pickaxe.
In Shilo Village bank, between the two tables. You must have at least started the Shilo Village Quest to enter Shilo Village. Be careful that you have auto-retaliate OFF, otherwise when the double agent appears you will throw your mud pie at him.
Blow a raspberry at the monkey cage in Ardougne Zoo. Equip a studded leather body, bronze platelegs, and a mud pie.
Facing the monkey cage in Ardougne Zoo. Be careful that you have auto-retaliate OFF, otherwise when the double agent appears you will throw your mud pie at him.
Blow a raspberry in the Fishing Guild bank. Beware of double agents! Equip an elemental shield, blue dragonhide chaps, and rune warhammer.
Cheer in the Ogre Pen in the Training Camp. Show you are angry before you talk to me. Equip a green dragonhide body and chaps and a steel square shield.
On the causeway (long bridge) that leads to the Wizard's Tower, South of Draynor Village.
Cry in the Catherby ranging shop. Bow or curtsy before you talk to me. Equip a round red and black snelm, a hard leather body, and an unblessed silver sickle.
Cry on the platform of the north-west tree in the Gnome Agility Arena. Indicate "no" before you talk to me. Equip a steel kiteshield, ring of forging, and green dragonhide chaps.
Gnome Agility Training Course in the Gnome Stronghold. Cross the log at the beginning of the course, climb the netting to get into the tree, then climb the tree branch to the first platform.
Dance a jig by the entrance to the fishing guild. Equip an emerald ring, a sapphire amulet, and a bronze chain body.
Dance at the cat-doored pyramid in Sophanem. Beware of double agents! Equip a ring of life, an uncharged amulet of glory and an adamant two-handed sword.
Mausoleum in Morytania. You must have at least started the Creature of Fenkenstrain Quest to enter this area. Entrance is gained by pushing the easternmost gravestone east of Fenkenstrain castle, descending into the Experiment Dungeon and going north-west to the Mausoleum exit.
Panic by the pilot on White Wolf Mountain. Beware of double agents! Equip mithril platelegs, a ring of life, and a rune hatchet.
Panic in the heart of the Haunted Woods. Beware of double agents! Have no items equipped when you do.
Nothing. (After panic emote, you can put on armour to fight the double agent. Remove it after the fight before doing emote again.)
Just East of the Fairy Ring in Haunted Woods (see this picture), south-east of Fenkenstrain's Castle and the farming water pump. Must have completed Priest in Peril Quest to enter this area.
Panic in the Limestone Mine. Equip bronze platelegs, a steel pickaxe, and a steel medium helmet.
Shrug in the Zamorak Temple found in the Eastern Wilderness. Beware of double agents! Equip bronze platelegs, an iron plate body, and blue dragonhide vambraces.
In treasure trails you will sometimes get a clue saying something like "Speak to ....". This is a little list of the different NPCs (non-player characters) that you can find on treasure trails. To the left of each name there is a picture of what each NPC looks like in the game.
Riddles primarily test your RuneScape knowledge. If you remember most of the details you learned through quests and other information, you shouldn't have a problem with these. However, since there are usually one or two things that might have slipped your mind, here's a list of the current riddles. They are in alphabetical order after the first letter in the riddle (example: "My name is..." is under M).
**Note: When you go to some locations with chests or drawers, you may find that they are locked. If this happens, you will get a message giving you a hint about what to do next. The message might say "Beware of dog" or "It's a guard's life" or something similar when you try to open the chest/drawers. If you get a message like this, just look for it in the list that follows. Remember to have your clue scroll with you or else you will not get the key the monster drops.
46 is my number.
My body is burnt orange colour
and crawls with those with eight.
3 mouths I have yet I can not eat.
My blinking blue eye
hides my grave.
After trawling for bars, go to the nearest place to smith them and dig by the door.
Port Khazard smithy, dig right outside door.
Aggie I see
Lonely and southern I feel
I am neither inside nor outside
the house, yet no house would
be complete without me.
Your treasure waits beneath me.
Dig under the Southern window in Aggie the witch's house in Draynor Village.
A great view: watch the rapidly drying hides get splashed.
Check the box you are sitting on.
House north-east of Baxtorian Falls, search the boxes upstairs.
And so on, and so on, and so on. Walking from the land of many unimportant things leads to a choice of paths.
On Etceteria island (East of Miscellania), there is a tree in the road between the bridge and the castle yard entrance. Dig just north of the tree. You must have completed the Fremennik Trials Quest to take the boat to Miscellania.
As you desert this town,
keep an eye out for a set of spines
that could ruin nearby rugs:
dig carefully around the greenery.
Nardah, just west of the magic carpet guy, dig near two cacti.
A strange little man who sells armour only to those who've proven themselves to be unafraid of dragons.
Speak with Oziach (the seller of rune plates)in the most western house of Edgeville.
A town with a different sort of
night-life is your destination. Search for some crates in one of the houses.
Clothes shop in Canifis, search the crates. You must have completed the Priest in Peril Quest to enter Canifis.
**Barbarians rule ok
Kill a male barbarian in Barbarian Village to get the key for the chest.
**Beware of dog
Kill a guard dog to get the key for the drawers.
Being this far north has meant that these crates have escaped being battled over.
In the Ruins on the north side of Khazard Battlefield, just south of West Ardougne's walls.
Brush off the sand and then dig in the quarry.
There is a wheely handy barrow to the east.
Don't worry, its coal to dig there - in fact, it's all oclay.
Desert Granite Quarry near Enakhra's Lament start point. Dig near wheelbarrow.
By the town of the dead, walk south down a rickety bridge, then dig near the slime-covered tree.
Just west of the northern entrance to Port Phasmatys there is a small bridge. Cross it and the tree is closest to you.
Come to the evil ledge.
Yew know yew want to.
Try not to get stung.
Edgeville, dig East of the Southern yew tree.
Citric cellar.
Speak to Heckel Funch, Grand Tree, owner of the gnome cocktail ingredients shop (upstairs to the East).
Covered in shadows, the centre of the circle is where you will find the answer.
Mort'ton, dig at the centre of the crossroads, a few steps South of the Mort'ton General Store. You must have at least started the Nature Spirit Quest to enter Mort Myre Swamp to get to Mort'ton.
Dig here if you are not feeling too well after travelling through the desert. Ali heartily recommends it.
Dig next to the well in Pollnivneach near Ali the Mayor.
Dig near some giant mushrooms behind the Grand Tree.
Gnome Stronghold, dig on the West side of the bigger mushroom on the north-west side of the Grand Tree. Not on the NW side of the Grand Tree enclosure, but on the NW side of the actual tree trunk where you enter the tree to go upstairs to the shops.
**Don't forget to feed the chickens
Kill some chickens to get the key for the drawers.
Don't skip here, it's too muddy.
You'll feel like a star if you dig here, though.
Dig on the starfish south of the Mudskipper Fairy Ring (AIQ).
**Find a bar with a centre fountain in its city. Go upstairs and get changed.
Blue Moon Inn in Varrock. Go upstairs and search the drawers.
When you get to the drawers, you will find that they're locked, and there will be a message that says "Beware of Dog". Go to Handlemort Mansion in Ardougne (north-east of the chapel) and kill a guard dog for the key to the drawers.
Find a crate close to the monks who like to paaarty.
Monastery south of Ardougne Zoo, south-east of the Clocktower. Search the crate inside against the South wall, in the East room.
For any aspiring mage, I'm sure searching this bookcase will be a rewarding experience.
Search the bookcase on the east wall next to the rewards guardian on the first floor (second floor for USA) of the Mage Training Arena.
Four blades I have, yet draw no
blood;
Still I turn my prey to powder.
If you are brave, come search my
roof;
It is there my blades are louder.
Top of the windmill between Lumbridge and Draynor Village, search crate.
Generally speaking, his nose was very bent
Speak with General Bentnoze in the Goblin Village north of Falador.
**Go to the village being attacked by trolls, search the drawers in one of the houses
Dunstan's house (blacksmith) to the East of the Castle in Burthope. When you try to open the drawers, you'll find that they're locked and there will be a message that says "Wait til I get my hands on Penda, he's nicked the key again." Go to the house south-east of Dunstan's and kill Penda for the key to the drawers.
**Go to this building to be illuminated, and search the drawers while you are there.
Search the drawers to the East in the Lighthouse, south-west of Rellekka. You must have at least started the Horror from the Deep quest to enter the Lighthouse.
When you try to open the drawers, you will see that they're locked, and there will be a message that says "I'm guarding the key at the market". Go to the marketplace in Rellekka and kill a Fremennik guard for the key.
Hay! Stop for a bit and admire the scenery, just like the tourism promoter says.
At the Inn at the bottom of Baxtorian falls, search the hay bale inside the round building.
His head might be hollow, but the crates nearby are filled with surprises.
Search the crates to the West of the Golem at the ruins of Uzer, in the desert south-east of the Shantay Pass. You must have at least started the Tourist Trap Quest to get to this area.
I am a token of the greatest love. I have no beginning or end. My eye is red, I can fit like a glove. Go to the place where money they lend. And dig by the gate to be my friend.
Downstairs in the West bank in Varrock, dig by the gate.
Identify the back of this over-acting brother.
[He's a long way from home.]
Duelling Arena monk.
If a man carried my burden he would break his back
I am not rich but leave silver in my track
speak to the keeper of my trail
It's a snail, talk to Gerrant at the fish shop in Port Sarim.
If you didn't want to be here and in danger, you should lever things well enough alone.
Pull the wildy lever in Ardougne or alternatively in Edgeville (in the building south of the bank), then dig. Beware of player-killers!
If you look closely enough, it seems that the archers have lost more than their needles.
Search the haystack near the south-east fence in the Ranger's Guild in Hemenster. You need at least level 40 Ranged to enter the Ranger's Guild.
I lie lonely and forgotten in mid wilderness,
where the dead rise from their beds.
Feel free to quarrel and wind me up,
and dig while you shoot their heads.
Go to the Graveyard of Shadows in the Wilderness (level 20) and pick up the crossbow. Dig in the exact spot where the crossbow was. The Graveyard of Shadows is between the Wilderness volcano and the boneyard.
**I'm guarding the key at the market
Kill a Fremennik guard in Rellekka's marketplace to get the key for the drawers.
I'm sure they will let ya
buy some things here, as long
you are in good 'ealth
Search the crate in Lletya general store on north edge of town (Must have started Mourning's Ends Part 1 quest.)
In a village made of bamboo look for some crates under one of the houses.
Tai Bwo Wannai Village
**In a town where everyone has perfect vision, seek some locked drawers in a house that sits opposite a workshop.
Seers Village, house across the street (South) from the anvil house where you make the shield for the Elemental Workshop quest.
When you get to the drawers, you will find that they're locked, and there will be a message that says "Don't forget to feed the chickens." Go kill a chicken (closest is in Hemenster, across from the Ranging Guild) to get the key for the drawers.
**In a town where the guards are armed with maces, search the upstairs room of the Public House.
Drawers upstairs in Ardougne Tavern, North of the Ardougne Castle.
When you get to the drawers, you will find that they're locked and there will be a message that says "Beware of Dog". Go kill a guard dog for the key to the drawers (Handlemort mansion, south-east of the North bank).
**In a town where thieves steal from stalls, search for some drawers upstairs of a house near the bank.
House south of the North bank in Ardougne, upstairs, search the drawers.
When you get to the drawers, you will find that they're locked and there will be a message that says "It's a guard's life". Go kill a guard for the key to the drawers.
**In a town where wizards are known to gather, search upstairs in a large house to the north.
House north of the Wizard's Guild in Yanille, upstairs.
When you get to the chest, you will find that it's locked, and there will be a message that says "Stand by your man". Go downstairs and kill the level 4 man to get the key for the chest.
**It's a guard's life
Kill a guard to get the key for the drawers.
It seems to have reached the end of the line, and it's still empty.
Dwarven Mine. Search one of the empty carts to the south-east, where the scorpions are. (Click for picture.)
Look in the ground floor crates of houses in Falador.
Look through the crates in the building just east of the East bank in Falador.
Mine was the strangest birth under the sun.
I left the crimson sack, Yet life had not begun.
Entered the world, and yet was seen by none.
Dig at Red spiders eggs inside Karamja Volcano.
Must be full of railings.
Search the boxes just outside the north-west corner of Captain Lawgof's hut, at the Dwarf Cannon quest start (north of the Fishing Guild, in the Coal Trucks mining area).
My giant guardians below
the market streets would
be fans of rock and roll,
if only they could grab hold of it.
Dig near my purple smoke!
Dig beside the cauldron (big pot) in the Varrock sewers at the Moss Giants.
My home is grey, and made of stone;
A castle with a search for a meal.
Hidden in some drawers I am,
Across from a wooden wheel.
Drawers on the first floor (second floor USA) of Lumbridge Castle, in the room with the spinning wheel.
My name is like a tree, yet it is spelt with a "g" come see the fur which is right near me.
Speak with Wilough (the child near Baerek the fur merchant) in Varrock Market.
Navigating to this crate will be a trial.
South Rellekka, Swensen the Navigator's house, search the crate.
North of the best monkey restaurant on Karamja, look for the centre of the triangle of boats and search there.
The "monkey restaurant" is the banana plantation on Karamja. The dock next to it has a crate and 3 boats.
Observe: in the crate just north of the stairs leading down, you will find the answer.
Inside the Observatory north of Castle Wars, there is a crate north of the "stairs leading down" (back out of the Observatory).
Often sought out by scholars of histories past,
find me where words of wisdom speak volumes.
Examiner at the digsite.
One of the sailors in Port Sarim is your next destination.
Speak to Captain Tobias in Port Sarim, East of the Fishing Shop.
**Property of Black Heather
Kill Black Heather in the Bandit Camp (wild) to get the key for the chest.
**Property of the Clocktower Monastery
Kill a monk at the Monastery just south-east of the Clocktower to get the key for the chest.
**Probably filled with wizards' socks
Kill one of the Spellwisps outside the Wizards' Tower to receive a key, then search the cupboard on the 2nd floor (3rd floor USA) of the Wizards' Tower South of Draynor, where Sedridor the wizard lives.
Probably filled with books on magic
Search the south western bookcases on the ground level of the Wizards' Tower South of Draynor Village.
Read "How to breed scorpions." by O.W.Thathurt.
Staff enchanter Thormac's tower South of Seers' Village. Search the bookcase on the 1st floor (2nd floor USA).
**"Shiver me timbers!"
Kill a pirate to get the key for the drawers.
'Small shoe.' Often found with rod on mushroom.
Speak to one of the Gnome trainers at the agility arena in the Gnome Stronghold.
Snah? I feel all confused, like one of those cakes...
Speak with Hans in Lumbridge Castle.
Someone watching the fights in the Duel Arena is your next destination.
Speak to Jeed (female) in the middle of the Duel Arena East of Al-Kharid.
Sophind yourself some treasure by searching these boxes.
Search the stacked boxes by the bridge in Sophanem, north of the altar.
Speak to a referee.
Speak to a referee at the Gnome-Ball course in the Gnome Stronghold. Challenge scroll solution here.
Speak to the staff of Sinclair Mansion.
Speak to Louisa the maid in Sinclair Mansion, North of Camelot Castle.
**Stand by your man.
Kill the man downstairs to get the key for the chest.
Surprising? I bet he is...
Talk with Sir Prysin on the ground floor of Varrock Castle.
The beasts to my east snap claws and tails,
The rest to my west can slide and eat fish.
The force to my north will jump and they'll wail,
Come dig by my fire and make a wish.
Dig at the torch between the penguins and scorpions in Ardougne Zoo.
The cheapest water for miles around, but they react badly with religious icons.
Bandit camp in the desert South of Al-Kharid, search the crates in the general store.
The crate in the ground floor of a church is your next location.
Crate upstairs next to the staircase in the church of East Ardougne.
**The dead, red dragon watches over this chest. He must really dig the view.
Search the chest across the room facing the dragon's head in the Exam Centre, the Digsite building where the archeological expert is.
When you try to open the chest, it will be locked and there will be a message that says "Barbarians rule ok". Go kill a male barbarian in Barbarian Village for the key.
The gnomes' nearby cart must have collapsed under the weight of all the treasure in these boxes!
West of the Making History quest start (south of Gnome Stronghold), it's the boxes west of the cart.
The owner of this crate has a hunch that he put more than fish inside.
Beach south of Brimhaven where Lubufu is fishing for karambwan.
There is no "worthier" lord.
Lord Iowerth in the elven camp. You must have started the Regicide Quest and have at least level agility 56 to access this area.
The rock cakes to the south
are definitely more edible than the two
rocks I buried the treasure between.
In Gu´Tanoth, dig between two heaps of rocks just north of the Rock cake stall. (Requires starting Watchtower quest.)
The socks in these drawers
are holier than thine,
according to the tonsured owners.
North-eastern corner of the Monastery (west of Edgeville). You will need to kill a Zamorak monk to get a key. (Chaos Temple west of Goblin Village is one location.)
The treasure is buried in a small building full of bones. Here is a hint: it's not near a graveyard.
South west house at Rag and Bone Man quest start (north of limestone mine on road east of Varrock to Salve Temple). Dig just south of box of bones.
This aviator is at the peak of his profession.
Speak to the gnome on White Wolf's mountain, at the gnome glider.
This crate holds a better reward than a broken arrow.
Search the crates behind the armour salesman in the Ranger's Guild. You need at least level 40 Ranged to enter the Ranger's Guild.
This crate is mine, all mine, even if it is in the middle of the desert.
Search the crate next to the mining cart in the Desert Mining Camp, in the desert to the South of Al-Kharid. You must have at least started the Tourist Trap Quest to get to the Desert Mining Camp. To get into the Mining Camp you need a Metal Key. If you don't have it already it can be obtained from the Mercenary Captain just outside the gate.
This crate clearly marks the end of the line for coal.
Search the crate inside the coal trucks building in Seers Village. The crate is just to the north of the entrance.
This cupboard has treasure, pirate pots and corsair cutlery!
Search the cupboard in the kitchen east of the Dead Man's Chest pirate bar in Brimhaven.
This temple is rather sluggish. The chest just inside the entrance, however, is filled with goodies.
"Family Crest" (and slug) dungeon east of Ardougne, west of Witchaven. The chest is just inside the door.
This village has a problem with cartloads of the undead. Try checking the bookcase to find an answer.
Shilo Village, search the bookcase in the house on the North side of the river.
'Throat mage seeks companionship. Seek answers inside my furniture if interested.'
Search the drawers upstairs in the Necromancer's Tower south of Ardougne.
Try not to let yourself be dazzled when you search these drawers.
East Ardougne (near the gate to West Ardougne) search the drawers in Jimmy Dazzler's house near the pub.
Try not to step on any aquatic nasties while searching this crate.
Sea slug fishing platform, search the crate inside the house to the West (the house with the clay oven). You must have at least started the Sea Slug Quest to get to the fishing platform.
**Wait til I get my hands on Penda, he's nicked the key again.
Go to the house south-east of Dunstan's house and kill Penda for the key to the drawers.
When no weapons are at hand, then is the time to reflect. In Saradomin's name, redemption draws closer...
Search the drawers against the south wall in the house with glassblowing pipe spawn on Entrana
When you get tired of fighting, go deep, deep down until you need an antidote.
Yanille Agility Dungeon, downstairs. Pray at the Chaos alter to go down into the area with the Poison spiders and search the crate next to the stairs leading up. It's highly recommended that you bring an antipoison potion with you due to the Poison spiders near the crate. Level 40 agility is required to enter the dungeon or level 82 thieving for the alternate route.
While a sea view is nice, it seems this church has not seen visitors in a while. Dig outside the rim of the window for a reward.
Dig outside the west side of the church west of Port Sarim jail (south-east of Rimmington.)
You'll need to have Doug Deep into the distant past to get to these sacks.
At the digsite use a rope with the north-eastern winch and search the sacks on the north-western wall. (Requires Digsite quest.)
**You'll need to look for a town with a central fountain. Look for a locked chest in the town's chapel.
Chest in Varrock chapel.
When you get to the chest, you will see that it's locked, and there will be a message that says "Property of the Clocktower Monastery". Go to the Monastery just south-east of the Clocktower near Ardougne and kill a monk for the key.
You can cook food on me,
but don't cook any foodles -
that would just be wrong.
Dig at the fire near Captain Klemfoodle at Karamja glider location. Don't forget to bring a spade.
You don't need to go hopping mad - or take steps - to get to this treasure: just be totally shellfish.
North of Barbarian Outpost near the jumping stones, dig on the shell on the ground.
You have all of the elements available to solve this clue.
Fortunately, you do not have to go as far as to stand in a draft.
Search the crates downstairs in the anvil house to the West of the Bank in Seers' Village, the same house where you do the Elemental Workshop quest. The crates are just to the North of the anvil bench closest to the Air Elemental room where the bellows are. You will need the battered key to open the odd-looking wall to get to the stairs if you have not yet finished the Elemental Workshop Quest. After the quest you can open the wall without the key.
You will need to under-cook to solve this one.
Search the crates in the Lumbridge Castle's basement
You will need to wash the old ash off your spade when you dig here, but the only water nearby is stagnant.
Dig here near the Stagnant Lake on Braindeath Island. (Requires starting Rum Deal quest)
In treasure trails you will sometimes to asked to search some crates, boxes or chests all over RuneScape. Here's a list of the different places you may be asked to go to.
Note: When you go to some locations with chests or drawers, you may find that the chest/drawers is/are locked. If this happens, you will get a message giving you a hint about what to do next. The message might say "Beware of dog" or "It's a guard's life" or something similar when you try to open the chest/drawers. If you get a message like this, just look for message in the list of Riddles above. Remember to have your clue scroll with you, or else you will not get the key the monster drops.
Search
Clue:
Location:
Chest, Al-Kharid
Chest, ground floor in Al-Kharid palace.
Crate, most northern house, Al-Kharid
Crate, house with range in north Al-Kharid. The house is directly West of the silk stall.
Boxes, Al-Kharid
Boxes, in the large tent to the East of the silk stall.
Crate, Barbarian
Crate, helmet shop in Barbarian Village.
Boxes, Imperial Guard Camp in Burthorpe
Boxes, most north-western tent where the Imperial Guards are training in South Burthorpe
Drawers, Burthorpe
Drawers, house to the East of the blacksmith's house in Burthorpe.
Chest, Camelot
Chest, second floor (third floor USA) in Camelot Castle's West tower.
Drawers, Catherby Archery Store
Drawers, ground floor archery store in Catherby.
Crate, Draynor Manor
Crate, top floor of Draynor Manor, near Professor Oddenstein from the Ernest the Chicken quest.
Chest, Dwarven Mine
Chest, south-west of the ladder in the cul-de-sac (dead end tunnel) in the Dwarven Mine. Corner of the crossbow seller's room.
Crate, East Ardougne
Crate, west of the spices stall in Ardougne.
Crate, East Ardougne Guard House
Crate, inside the Guard House just south of the Ardougne wheat field (north-west of Ardougne marketplace.)
Drawers, upstairs in East Ardougne
Drawers, upstairs in the pub North of the Castle in East Ardougne.
Search the drawers on the first floor of a building overlooking Ardougne.
Drawers, upstairs in the house just north of the silk and silver stall.
Boxes, East Ardougne Armour Shop
Boxes, just outside the armour shop, south-west in the Ardougne Market.
Drawers, East part of Falador
Drawers, upstairs in the first house East of the Mining Guild (the house South of the fountain) in Falador.
Chest, East part of Falador
Chest, upstairs in the house (the one with the range) North of the fountain in Eastern Falador.
Crate, Falador
Crate, house East of East bank in Falador.
Drawers, Falador
Drawers, upstairs in shield shop in Northern Falador.
Boxes, Falador
Boxes, General Store in Falador.
Drawers, Falador
Drawers, chain mail shop in Southern Falador.
Drawers, Gertrude
Drawers, bedroom of Gertrude's house, just south-west of Varrock West bank.
Crate, Hemenster
Building most to the north next to the fence in Hemenster (north-west of Range Guild.)
Crate, Horvik's Armoury
Crate, armour store in Varrock.
Crate, Lumbridge Castle
Crate, Southern tower in the Lumbridge Castle. When you're standing outside and facing the castle, it's inside the tower on the left -- the tower is part of the wall that surrounds the castle, it's not part of the actual castle building.
Boxes, Lumbridge
Boxes, house where all the goblins are, north-east of Lumbridge.
Crate, Port Sarim
Crate, Port Sarim fishing shop
Drawers, upstairs of houses in Seers' Village
Drawers, upstairs in the 2nd house to the South across the street from the bank in Seers' Village.
Crates, Taverley
Crates, 2-handed sword shop, north-west corner of Taverley.
Drawers, Taverley
Drawers, Southernmost house, directly South of the fountain in Taverley.
Drawers, Bank East of Varrock
Drawers, first floor (second floor USA) of the East bank in Varrock.
Drawers, Varrock
Drawers, first floor (second floor USA) of clothes shop in Varrock.
Crate, Varrock
Crate, house South of the sword shop in Varrock.
Crate, Varrock
Crate, south-east of Varrock Castle.
Crate, Varrock Castle
Crate, in the kitchen of Varrock Palace, crate most to the North along the East wall.
Crate, Varrock
Crate, near cart to the East of Varrock Palace entrance and south-west of the tree farming patch.
Crate, Yanille
Crate, ground floor of anvil house in Yanille.
Drawers, ground floor, Yanille
Drawers, Hunter shop east of the pub.
Crate, house with piano, Yanille
Crate, house to the North in Yanille.
Search a barrel east of Challenge Mistress Fara, in Burthorpe.
Barrel directly east across the path from Challenge Mistress Fara, west from Major Mary Rancour.
Search a barrel outside the mill, in Taverley.
Search a barrel south of the mill south-east of the Taverly lodestone.
Search chests found in the upstairs of shops in Port Sarim.
Upstairs in Port Sarim food shop.
Search for a crate in a building in Hemenster.
Building most to the north next to the fence in Hemenster (north-west of Range Guild.)
Search for a crate in Varrock Castle.
In the kitchen of Varrock Palace, search the northern-most crate along the East wall.
Search for a crate on the ground floor of a house in Seers' Village.
Search the crate on the ground floor of the house to the North of the Altar in Seer's Village (home of Phantuwti Fanstuwi Farsight, south of the bar.)
Search in the basement of the Artisan Dwarfs' Workshop in Falador.
Search the small crate to the south of Ingots for rail-making.
Search inside the drawers next to the spinning wheel in a building on the left side of the road walking to Hemenster.
Seers' Village, 2nd house to the South across the street from the bank. Spinning wheel and drawers are upstairs.
Search the boxes in one of the tents in Al Kharid.
Search in the large tent East of the silk stall.
Search the boxes in the goblin house near Lumbridge.
The house where all the goblins are, north-east of Lumbridge, next to the fishing spots.
Search the boxes in the house near the south entrance to Varrock.
House directly south of the sword shop, East of the Black Arm Gang hideout in Varrock.
Search the chest in the Duke of Lumbridge's bedroom.
Upstairs in Lumbridge Castle, Duke Horacio's bedroom.
Search the chest in the Dwarven Mine.
Chest, south-west of the ladder in the cul-de-sac (dead end tunnel) in the Dwarven Mine. Corner of the crossbow seller's room.
Search the chest in the left-hand tower of Camelot Castle.
Go inside the south-west corner tower of Camelot Castle. Climb the ladders to the second floor (third floor USA) and search the chest.
Search the crates in the Combat Academy.
Search the crates in the south-west of the Combat Academy in Lumbridge.
Search the crates in the East Ardougne's general store.
The crate is in the general store in East Ardougne.
Search the crates in the house in Al Kharid with racks of silk.
Search the crates in the house attached to the Gem stall.
Search the crate in the left-hand tower of Lumbridge Castle.
The crate is upstairs in the south tower located east of the Lumbridge teleport spot.
Search the crate near a cart in Port Khazard.
Search the crate next to the cart on the East side of the General Store, near the docks.
Search the crates in a shop in Taverley.
The crate is in the two-handed sword shop in the north-west corner of Taverley.
Search the crates in Canifis.
Crate, in the meat store to the left of the bank in Canifis.
Search the crates in Draynor Manor.
Crate, top floor of Draynor Manor, near Professor Oddenstein from the Ernest the Chicken quest.
Search the crates in Horvik's armoury.
Horvik's armoury in Varrock, east of the market square.
Search the crates in the most northern house in Al Kharid.
House with the range directly west of the silk stall in northern Al Kharid.
Search the crates in the shed just north of East Ardougne.
House near the guards just north east of the northern bank.
Search the crates in the guard house of the northern gate of East Ardougne.
The guard house is just south of the Ardougne wheat field (north-west of Ardougne marketplace.)
Search the crates just outside the Armour shop in East Ardougne.
Crates, south-west corner of the market area, north-west of the armour shop and west of the spice stall.
Search the crates near a cart in Varrock.
Outside on the Varrock Palace grounds, south-west of the tree farming patch.
Search the drawers above Varrock's shops.
Upstairs in Thessalia's clothes shop in Varrock.
Search the drawers found upstairs in the houses of East Ardougne.
Upstairs in the pub North of the Castle in East Ardougne.
Search the drawers in a house in Draynor Village.
Drawers in the northern-most house in Draynor Village.
Search the drawers in the upstairs of a house in Catherby.
Upstairs in the house North of the bank in Catherby.
Search the drawers in Falador's chain mail shop.
Chain mail shop south of the White Knight's castle and moat, southern chest of drawers.
Search the drawers in the ground floor of a shop in Yanille.
Hunting shop East of the pub in Yanille.
Search the drawers in one of Gertrude's bedrooms.
Bedroom of Gertrude's house, just south-west of Varrock West bank.
Search the drawers of houses in Burthorpe.
Search drawers in the house East of the blacksmith in Burthorpe.
Search the drawers on the first floor of a building overlooking Ardougne Market.
House to the North of Ardougne Market, right behind the North silk stall. Go up the stairs (second floor USA) to find the chest of drawers. See picture.
Search through chests found in the upstairs of houses in eastern Falador.
Upstairs in the first house East of the Mining Guild (the house South of the fountain) in Falador.
Search the tents in the Imperial Guard Camp in Burthorpe for some boxes.
South part of Burthorpe, the most north-western tent where the Imperial Guards are training. Search the boxes.
Search the upstairs drawers of a house in a village where pirates are known to have a good time.
House across from the bar in Brimhaven.
When you try to open the drawers, you'll find that they're locked, and there will be a message that says "Shiver me timbers!". Go outside after trying the drawers and kill a pirate to get the key for the drawers.
Search through chests found in the upstairs of houses in eastern Falador.
Chest, upstairs in the house (the one with the range) North of the fountain in Eastern Falador.
Search through some drawers found in Taverley's houses.
Drawers, Southernmost house near the herblore shop, directly South of the fountain in Taverley.
Search through some drawers in the upstairs of a house in Rimmington.
Drawers, Eastern house with a range.
Search upstairs in the houses of Seers' Village for some drawers.
Drawers, upstairs in the spinning wheel room, in the 2nd house to the South across the street from the bank in Seers' Village.