All forms of transportation that are based with an NPC or through an object in the world (Rune essence mine, Spirit Trees, ships, etc) are marked on the mini-map and on the world map with the right-facing green with orange trim arrow. All other forms (Lyre, jewelry, etc) is obviously not displayed on the mini-map.
Table of Contents
- Quest Items
- Running and Walking
Teleports are the easiest way to get around for most people with decent magic levels. The following is a table of regular magic teleports.
|10||Mobilising Armies Teleport||1 Law, 1 Water, 1 Air|
|25||Varrock Teleport||1 Law, 3 Airs and 1 Fire|
|31||Lumbridge teleport||1 Law, 3 Airs and 1 Earth|
|37||Falador Teleport||1 Law, 3 Airs and 1 Water|
|40||Teleport To House||1 Law, 1 Air and 1 Earth|
|45||Camelot Teleport||1 Law and 5 Airs|
|51||Ardougne Teleport||2 Laws and 2 Waters|
|58||Watchtower Teleport||2 Laws and 2 Earths|
|61||God Wars Dungeon Teleport*||2 Laws and 2 Fires|
|61||Trollheim Teleport*||2 Laws and 2 Fires|
|64||Ape Atoll Teleport*||2 Laws, 2 Waters, 2 Fires and 1 Banana|
*God Wars Dungeon Teleport requires completion of The Mighty Fall, Trollheim Teleport requires completion of Eadgar's Ruse, and Ape Atoll Teleport requires completion of the King Awowogei sub-quest of Recipe for Disater.
There are also Teleother spells that, upon the target's approval, teleport someone else to a location.
|74||Teleother Lumbridge||1 Law, 1 Earth and 1 Soul|
|82||Teleother Falador||1 Law, 1 Water and 1 Soul|
|90||Teleother Camelot||1 Law and 2 Souls|
Ancient Magick is very expensive to use. Some of these teleports don't have much use as of yet. The following is a list of Ancient Magick teleports.
|2 Laws, 1 Fire and 1 Air|
(West Of Digsite)
|2 Laws and 1 Soul|
|2 Laws and 1 Blood|
|2 Laws and 4 Waters|
(Ruins West Of The Bandit Camp - Level 17 Wilderness)
|2 Laws, 3 Fires and 2 Airs|
(Graveyard of Shadows - Level 19 Wilderness)
|2 Laws and 2 Souls|
(Demonic Ruins - Level 62 Wilderness)
|2 Laws and 2 Bloods|
(Ice Plateau - Level 65 Wilderness)
|2 Laws and 8 Waters|
The home teleport uses the "lodestone network." This network includes 15 different cities across the map. No magic level or runes are required. In order to use the lodestone network you must activate each lodestone by first traveling to the lodestone and click, "Activate," on the actual lodestone. After that you are free to teleport using that lodestone whenever you wish.
Casting this spell takes a long time, so it is not recommended to use in dire situations.
To activate the lodestone network, click the home teleport button on any spellbook or in the bottom left corner of the minimap.
|Map Icon||Location||Map Image||Notes||Members Only?|
|Al Kharid||North of the palace||No|
|Ardougne||North city entrance, west of wheat field||Yes|
|Ashdale||Center of the island||No|
|Bandit Camp||Southeast of the camp in the desert. Requires the completion of the Desert Treasure quest.||Yes|
|Burthorpe||Unlocked by default
Northeast of the bank
|Canifis||North of Canifis||Yes|
|Catherby||North of the fishing shop||Yes|
|Draynor Village||By the junction that leads to Draynor Manor, north of the city||No|
|Eagle's Peak||West of Tree Gnome Stronghold||Yes|
|Edgeville||East of Monastery, northwest of the bank||No|
|Falador||North of the north gate||No|
|Fremennik Province||East of Rellekka||Yes|
|Karamja||South of Brimhaven||Yes|
|Lumbridge||Unlocked by default
At the castle gate
|Lunar Isle||Southwest of the bank in the main city
Lunar Diplomacy required
|Oo'glog||North of Oo'glog||No|
|Port Sarim||Between the fishing and cooking shops||No|
|Prifddinas||Center of the Tower of Voices||Yes|
|Seers' Village||West of the bank||Yes|
|Taverley||South of the house portal, north of the bank||Yes|
|Tirannwn||In a clearing with the Elf Tracker||Yes|
|Varrock||By the south gate of the city||No|
|Wilderness Volcano||South side of the volcano||No|
|Yanille||Outside of the west gate||Yes|
This spell can teleport you to:
Edgeville, if you use the Ancient spellbook
Lunar Isle, you use the Lunar spellbook
If your going to mine Rune/Pure essence, there are 5 places where you can get teleported from. You must have completed the Rune Mysteries quest to be able to mine Rune or Pure essence.
*= Members only area and therefore you can only use that certain wizard in a members world.
Wizard Aubury: (Located in the Varrock magic shop just south of the east bank). This is the fastest method to mine Rune essence for non-members as the bank is right north of the magic shop.
Wizard Sedridor: (Located in the basement of the magic tower just south of Draynor village). It is not suggested you use this method as the closest bank is in Draynor village which is a fairly far for Rune/Pure essence mining.
* Wizard Distentor: (Located in the Wizards' Guild just west of the Yanille bank, level 66 magic required to enter the magic guild, or lower using Magic Mind bomb). As you can see on the map below it is a straight path from the bank to the Wizards' Guild, therefore this is the fastest way for mining Rune/Pure essence.
* Wizard Cromperty: (Located in Ardougne, the house just North-east of the Ardougne market area). The closest bank is just south of the market area.
* The gnome Wizard Brimstail: (hiding in a cave in the south-west corner of Gnome Stronghold). There are no monsters in this dungeon so it is 100% safe to everyone who is willing to enter it. I suggest you don't use this one as the closest bank is the one in The Grand Tree, this is fairly far away from the Wizard Brimstail.
You must have started A Fairy Tale Part II - Cure a Queen, and gotten the Godfather's permission to use the fairy rings in order to use them. You must be wielding a Dramen staff or Lunar staff to use the rings.
Note: After completing A Fairy Tale Part III - Battle at Orks Rift you no longer need a Dramen/Lunar staff to use the rings.
The base Ring is located in Zanaris (Lost City), just north-west of the path to the Cosmic Altar.
Click on the fairy ring while wearing your dramen staff and enter codes by turning the 3 wheels:
After right-clicking Nuff's certificate and to study it, and reading the rune sign at the Cosmic altar, going to, air, dlr, djq, and ajs brings you to the queen.
|a i q||Mudskipper Point.|
|a i r||Island south of Witchaven.|
|a i s||Naragi homeland, from The World Wakes quest.
Note: Unlocked after completion of this section of the quest.
|a j r||Golden apple tree Slayer Dungeon.|
|a j q||Dorgesh-Kaan agility course.||None.|
|a j s||Small island with penguins, northwest of Miscellania.|
|a k s||Feldip hills.|
|a k q||Piscatoris Hunting grounds, just west of the Gnome Stronghold.|
|a l q||Haunted Woods east of Canifis.|
|a l p||Near Gu' Tanoth.||None.|
|a l r||New section of the Abyss, contains all creatures from the Runecrafting Abyss as well as Abyssal Demons in a non-multicombat area. Cannot be used for Runecrafting, and you are neither skulled or drained of prayer when you enter.||None.|
|a l s||McGrubber's Wood.|
|b i p||Polypore Dungeon on an island on the River Salve, east of the Mage Training Arena.|
|b i q||Kharidian desert, halfway between Shantay pass and Kalphite lair.|
|b i r||Other Realms- Sparse Plane||None.|
|b i s||Unicorn enclosure in Ardougne zoo.|
|b j q||Ancient Cavern ( Need to repair ring with 5 Bittercap Mushrooms and a Spade).||None.|
|b j r||Holy Grail land \ Fisher King's Realm (only works if you have finished the Holy Grail quest).||None.|
|b k p||Southwest of Castlewars.|
|b k q||Enchanted Valley.||None.|
|b k r||Morytania swamp, south of the gate.|
|b l p||Tzhaar caves.|
|b l q||Yu'Biusk|
|b l r||Outside Legends guild.|
|c i p||Miscellania, north of the castle.|
|c i q||South of Tree Gnome maze.|
|c j r||Eastern circle at maples north of Seers' Village and West of Sinclair Mansion.|
|c k p||Starflower area.||None.|
|c k r||Karamja, Tai Bwo Wannai lake.|
|c k s||Morytania, next to mushroom patch (Canifis).|
|c l p||Island east of Port Sarim (south of Draynor Village).|
|c l r||Mango Tree, near Ape Atoll Agility Course.|
|c l s||Hazelmere's peninsula, east of Yanille.|
|d i p||Islands- Mos Le'Harmless.||None.|
|d i r||Gorak area.||None.|
|d i s||Wizards tower.|
|d j p||Southeast of Ardougne at Necromancer's tower.|
|d j r||Western circle at maples north of Seers' Village and Northwest of Sinclair Mansion.|
|d k p||Karamja, karambwan fishing place.|
|d k r||Edgeville canoe npc.|
|d k q||Glacor cave||None|
|d k s||Polar Hunting area, northeast of Rellekka.|
|d l q||Desert lizards.|
|d l r||Isafdar, Island in the Poison Waste area.|
|d l s||Passage between Canifis and Mort'Ton.||None.|
The other combinations take you several steps from the original ring, or to small empty islands or areas.
Map of portals:
There are six obelisks located in the wilderness in various levels. The portals only teleport to each other and do so in a random fashion. You can activate the obelisks by activating one of the four Obelisks at each portal and then moving to the center area of the obelisk to be teleported. You can also activate the obelisks to teleport someone else. These obelisks will teleport any and all players that are in the center area of the portal.
Some nearby interests of the various portal locations:
- Level 13 - Edgeville, Mage of Zamorak, Graveyard, Chaos temple.
- Level 19 - Chaos temple, Salamander hunting area, Boneyard, Ruins, Black Unicorns (lvl 27), Green Dragons (lvl 79).
- Level 27 - Hobgoblin mine, Chaos Dwarves (lvl 48), Bandit Camp.
- Level 35 - Canoe route exit, Red Dragon Isle, Moss Giants (lvl 48).
- Level 44 - Ice Warriors (lvl 57), Ice Giants (lvl 53), Entrance to King Black Dragon, Lava Maze.
- Level 50 - Rogues' Castle, Chaos Elemental (lvl 305), Scorpion Pit
WARNING: If you are being attacked by another player, the teleport may also transport your attacker as well. The teleport might also transport you to an area where you can be attacked because you have moved deeper into the wilderness. Basically, the portals may either help or hinder you by transporting you to a different level in the Wilderness, so do not count on them to get you out of trouble.
This ship network will allow you to travel from dock to dock all around the world of Runescape. However, this doesn't come without a fee, the prices determine on which quests you have completed and if your carrying a Ring of charos (a). If you have completed the Cabin Fever quest all prices will be halved and if wearing a Ring of charos (a), the cost will be halved again, which results in the price decreasing rapidly.
- The prices displayed at the ships traveling to Mos L'harmless are already halved as traveling to there already requires you to have completed the Cabin Fever Quest.
- the prices displayed in the table below are the original values, this means that they aren't the prices when wearing a Ring of charos (a) or when you have completed the Cabin fever Quest. The Completion of the Cabin Fever quest or when wearing a Ring of charos (a), the prices will be halved, so if you have completed the Cabin Fever quest, and are wearing a Ring of charos (a), the price will be halved twice.
- X means that you aren't able to travel that way. For example: you cant travel from Brimhaven to Brimhaven or from Port Phasmatys to Mos Le'harmless.
- To travel to Mos Le'Harmless you must have completed the Cabin Fever Quest.
- To travel to Port Tyras you must have completed the Regicide Quest.
- To travel to Port Phasmatys you must have completed the Ghost Ahoy Quest.
|Depature Docks Below||Brimhaven||Catherby||Port Sarim||Port Phasmatys||Port Tyras||Port Khazard||Karamja||Ship Yard||Mos Le'Harmless|
From Port Sarim, you can talk to either Seaman Lorris, Seaman Thresnor, or Captain Tobias. They will take you to the Musa Point Dock, East of Brimhaven, for 30 gp. If you are wearing Karamja gloves 1, Karamja gloves 2, or Karamja gloves 3, then it will only cost 15 gp.
The Musa Point dock on the northeast side of Karamja goes back to Port Sarim as well. To go to Port Sarim from this dock, talk to a Customs Agent. They will ask to search you, and you should let them. As long as you aren't carrying Karamja rum, they will let you go to Port Sarim for only 30 gp. If you are wearing Karamja gloves 1, Karamja gloves 2, or Karamja gloves 3, then it will only cost 15 gp.
North of Brimhaven there is a dock to Ardougne. Once again there are Customs Agents that will ask to search you and charge you 30 gp for passage. Let them search you, pay the 30 gp and the boat takes you to Ardougne. If you are wearing Karamja gloves 1, Karamja gloves 2, or Karamja gloves 3, then it will only cost 15 gp.
Just south of Cairn Isle on Karamja (West of Shilo Village) is a boat dock for the Lady of the Waves. You can go up the ladder to the dock and walk across onto the boat. Give Captain Shanks your ticket (purchased in Shilo Village for 20 - 50 gp) and travel to either Port Sarim or Port Khazard.
Buy tickets for the Lady of the Waves in Shilo Village from Seravel, upstairs in the Fishing Shop. They cost 25 gp each.
At Port Sarim you can talk to the Monks of Entrana on the dock and they will take you for FREE to Entrana. However, if you are wearing\holding any weapon, armor, or mystic robes, you will not be allowed to go to Entrana.
At Entrana, talk to the Monks of Entrana on the dock to go back to Port Sarim.
To get to Miscellania, talk to the Sailor on the dock north of the market in Rellekka. If you have done the Fremennik Trials Quest, he will take you to Miscellania for free, otherwise you cannot reach Miscellania.
On Miscellania, talk to the Sailor to get back.
You can board the ship to the Waterbirth island in Rellekka on the most north-western dock. Right click Jarvald then click "Travel Jarvald", or if you like a nice chat with him then just normal left click on him.
If you have had enough and you want to go back to Rellekka then simply go back to the east side of the Waterbirth Island and talk or travel Jarvald.
To travel to the Void Knight Outpost you should go to Port Sarim. Then go the the most South-eastern dock and talk to Squire. He will take you to the Void Knight Outpost.
If you want to go back to Port Sarim then go to the north part of the Void Knight Outpost on to the dock and talk to Squire once again. He will take you back to the Port Sarim docks.
To go to the Piscatoris Fishing Colony island you must travel west of the Tree Gnome Stronghold and talk to a lady named Kathy Corkat. Pay her 50 coins to travel to the north to the Piscatoris Fishing Colony island.
To travel back simply talk to Kathy Corkat again and she will take you back to the west of the Tree Gnome Stronghold for free.
You need to have atleast started the Rum Deal quest to use this transportation method. To travel simply talk to Pirate Pete (North-east of the ectofuntus), he will knock you down and when you wake up your on Braindeath Island.
To travel back simply talk to cap'n Braindeath.
You need to have atleast started the Cabin Fever quest to travel with Bill Teach. Board the ship then talk to Bill, you will either sail to Mos Le'Harmless or you will end up in a pirate fight (only when doing quest).
To get to Jatizso, talk to Maria Gunnars. To get to Neitiznot, talk to Mord Gunnars. If you want to get back from Jatizso or Neitiznot to Rellekka again, simply talk to Maria or Mard.
To get to Lunar Isle, talk to Lokar Searunner on Rellekka dock. If you have Seal of Passage, he'll let you travel without any questions. If you do not have Seal of Passage, he will tell you that you might be in trouble. Seal of Passage isn't needed to travel, but you will not be able to talk to anyone on Lunar Isle because they will send you back to Rellekka dock again.
Once you arrive to Pirates' Cove, go up the ladders and you will see a ship. Talk to Captain Bentley in order to get to Lunar Isle. Simply talk to Captain again if you want to get back.
The Canoe transportation system is described in detail in the Woodcutting skillguide. All Canoe Stations are located on the east river bank of the river Lum. You can travel North or South just by clicking on the desired station. The better the canoe, the further you can travel.
The canoes allow you to travel between the following places (here sorted from South to North):
- Champions Guild
- Barbarian village
- Wilderness pond (lvl-35 and there no canoe tree here!)
An Amulet of glory is an enchanted Dragonstone amulet. You need Level 80 crafting, Level 68 Magic, a dragstone, a gold bar, an amulet mould, a ball of wool, 1 cosmic rune, 15 earth runes, and 15 water runes to make and enchant. You can teleport to Edgeville, Karamja, Draynor Village, and Al Kharid by right clicking it while equiped or 'rubbing' it while in your inventory.
Some nearby interests to the possible teleport choices:
- Edgeville - City of Edgeville (has bank and other interests), Wilderness, Monastary, Mage of Zamorak (the abyss), and Barbarian Village.
- Karamja - Musa Point, TzHaar (bank, minigames, and many other interests), and Brimhaven Agility Arena.
- Draynor Village - City of Draynore Village (has bank and other interestes), Wizards' Tower (essence mining), and Lumbridge Swamp.
- Al Kharid - City of Al Kharid (has bank, tanner, and other interests), Shantay Pass and Kharidian Desert, and Duel Arena.
It can hold up to 4 charges at a time and can be recharged. To recharge an Amulet of Glory, you must go to the Fountain of Heros at the end of the Hero's Guild basement and use your amulet with it.
The Amulet of glory can be recharged an unlimited amount of times and does not disintegrate when it has no charges left. (As an added bonus, you get more gems while Mining if you are wearing a charged glory ammy.) There is also an Amulet of Glory (t) that can get found from Treasure trail rewards or purchased from other players. This amulet has the same effects and uses as the normal Amulet of Glory.
A Ring of duelling is an enchanted Emerald ring. You need Level 27 Crafting, Level 27 Magic, an emerald, a gold bar, ring mould, a cosmic rune, and 3 air runes to make and enchant. It starts with 8 charges and cannot be recharged. After the 8 uses, the ring disintegrates and disappears. You can teleport to the Al Kharid Duel Arena, Castle Wars Arena, Mobilising Armies, and Fist of Guthix by right clicking or 'rubbing' it while in your inventory.
Some nearby interests to the possible teleport choices:
- Al Kharid Duel Arena - Duel Arena Minigame(has bank and prayer recharge), Mage Training Arena (Minigame, 2 Magic trees), City of Al Kharid (Bank, Tanner, and many other interests), Shantay Pass and Kharidian Desert, and City of Lumbridge (prayer recharge, bank, and other interests).
- Castle Wars Arena - Castle Wars Minigame(has bank), City of Yanille (many interests), Tree Gnome Village, and the Observatory.'
A Ring of life can cost anywhere from 1k to 10k. A Ring of life is an enchanted Diamond ring. It has only one charge and it disintegrates when you use it. It cannot be rubbed and may be a lifesaver in combat. When it is equipped and you get down to below 10% of your HP, you will automatically be teleported to Lumbridge. This may seem like dying... only you keep your stuff. The drawback of the Ring of life is if you are fighting something that can wipe out more than 10% of your HP, it may kill you with one blow before the Ring can kick in to save you!
A ring of wealth is an enchanted dragonstone ring. It has 4 charges and does not disintegrate when used. You can use it at any time you wish, including combat.
When rubbing your ring of wealth you are able to teleport to these locations:
- Grand Exchange
A Games necklace is an enchanted Sapphire necklace. You need Level 22 Crafting, Level 7 Magic, a sapphire, a gold bar, necklace mould, a cosmic rune, and a water rune to make the necklace and enchant it. It starts with 8 charges and cannot be recharged. After the 8 uses, the necklace disintegrates and disappears. You can teleport to Clan Wars, Wilderness Volcano, the Burthorpe Games Rooms or Barbarian Outpost by right clicking it while equipped or 'rubbing' it while in your inventory.
Some nearby interests to the possible teleport choices:
- Burthorpe Troll Invasion - The Warrior Guild (with bank and minigame), the Heroes Guild (to charge your Amulet of Glory and can charge prayer), the Rogues Den (with bank and minigame), and Turael (Slayer Master).
- Barbarian Outpost teleport - Barbarian Outpost Agility Training Arena, Barbarian Assault Minigame (has bank deposit only), Tree Gnome Stronghold (Level 37 Agility needed, has Banks and many other interests), Baxtorian Falls, Coal Trucks mining area, and the Lighthouse (where you can buy/replace Godbooks).
A Skills necklace is an enchanted Dragonstone necklace. You need 72 Crafting, 68 Magic, a dragonstone, a gold bar, necklace mould, a cosmic rune, 15 earth runes, and 15 water runes to make the necklace and enchant it. It starts with 4 charges and can be recharged at the Totem pole in the Legends' Guild (requires completion of Legends' Quest). You can teleport to the Fishing Guild, Mining Guild, Crafting Guild, or Cooking Guild by 'Operating' it while equipped or 'rubbing' it while in your inventory. When equipped, the Skills necklace also increases your chances of getting a casket when big net fishing.
Some nearby interests to the possible teleport choices:
NOTE: You will still need to have the items and/or levels to enter each of the guilds.
- Fishing Guild - Bank (inside Fishing Guild), Ranging Guild, Hemenster, East Ardougne, and Moss Giant Area.
- Mining Guild - Falador East Bank, Dwarven mines, Falador Park, White Knight's Castle, and Allotment patch (south of Falador).
- Crafting Guild - Dark Wizards' Tower, mines west of Falador, Falador west Bank, Melzar's Maze, Peninsula full of hobgoblins, Rimmington mining area, Rimmington, and Rimmington House teleport.
- Cooking Guild - Gertrude's house, Barbarian Village, Barbarian Village Canoe station, Western Varrock, and Varrock West Bank.
A Combat bracelet is an enchanted Dragonstone bracelet. You need 74 Crafting, 68 Magic, a dragonstone, a gold bar, bracelet mould, a cosmic rune, 15 earth runes, and 15 water runes to make the necklace and enchant it. It starts with 4 charges and can be recharged at the Totem pole in the Legends' Guild (requires completion of Legends' Quest). You can teleport to the the Warriors' Guild, Champions' Guild, Ranging Guild, and Monastary (west of Edgeville) by right clicking it while equipped or 'rubbing' it while in your inventory. When equipped, the Combat bracelet will also update your slayer total every tenth target while completing a slayer task.
Some nearby interests to the possible teleport choices:
NOTE: You will still need to have the items and/or levels to enter each of the guilds.
- Warrior's Guild - Death Plateau, Burthorpe, Heroes' Guild, Rogue's Den, Turael (Slayer Master), and Northern Taverley.
- Champions' Guild - Southeast Varrock mining area, Southwest Varrock mining area, Bush Farming Patch, Hops Farming Patch, Varrock, and Draynor Manor.
- Ranging Guild - Hemester, Fishing Guild, Northern East Ardougne, Sorcerer's Tower, McGrubor's Wood, and Seers' Village.
- Monastary - Dwarven mines, Ice Mountain, Edgeville, Wilderness, and Barbarian Village.
Port Sarim - Karamja - free
Ardpugne to Brimhaven - free
Flying carpet - Reduces the price by 25 gp
The camulet, which you gain from Enakhra's Lament quest, allows you to teleport next to the pyramid, South of the Bandit Camp in the Kharidian desert.
To teleport, simply rub the amulet in your inventory.
The camulet has 4 charges and one charge is used every time you teleport. When there are no charges left, you can recharge it by using camel dung on the camulet.
The Fremennik Trials Quest is required to be able to enchant a Lyre. You may have as many lyres as you want; in order to make more cut branches from the tree and buy gold fleece from the Troll. Spin the fleece and use it on the lyre. You can re-enchant any Lyre by offering the Fossegrimen a Raw shark like you did in the quest, which will give it two uses, a manta ray which will give it three uses, or a Sea Turtle which will give it four uses. You may also wear your Ring of Charos (a) and enchant it with a bass, this will give it two uses. Playing the Enchanted Lyre will teleport you to Rellekka.
The Ghosts Ahoy Quest awards successful questers with the Ectophial. To use it simply click empty Ectophial and you will instantly be teleported to the Ectofunctus. To recharge it again (it doesn't turn to dust) just use it with the Ectofuntus where you just landed. This is a great way to get to the Slayer Tower, Canifis, and Skullball. Its also a great thing for intense combat since unlike teleport runes, it takes up one spot and unlike rings or ammys, it doesn't have interruptible menus.
First obtained when starting Mourning's End, Part 1 quest. It teleports you to the elf village of Letya. It is limited upto 3 uses normally before it must be recharged by the roving elf Ilfeen for a price. Additional teleport crystals can be obtained as drops from the elves around Letya. Useful since, as with harp and ectophial, it's a one click teleport. It places you near a bank, prayer altar and three Magic Trees.
|5 and later||150 gp|
Note: Revenants tend to hang around these spots from time to time and will be ready to get you with teleblock and freezing spells, so don't forget you're in the wilderness.
West of the Ardougne Castle but still in East Ardougne there is a shack that is just north of the northern watchtower that is next to the gate to West Ardougne. Inside is a lever. Pull the lever in the shack and it will teleport you to the Deserted Keep in level 55 wilderness. There is a lever there to pull to get back to Ardougne. This a great way to get to the Mage Arena and Rogues' Castle. You need to bring a sharp object (as in a weapon or knife) to cut through the web to get out of the Deserted Keep area.
This place is just west of the Deserted Keep (see above) and it is the only safe spot in the wilderness where you can't be attacked, and is the only place where you can teleport above level 20 wilderness. This level 55 wilderness place is used for banking (only bank in the wilderness!), buying runes (they sell cheep laws and nats), doing the Mage Arena miniquest, and buying/changing god capes and staffs. To get to the lever you must have a sharp object (as in a weapon or knife). You need that sharp object to cut through two webs to get to the lever. Just pull the lever and you are safe! Pull the lever in the Mage Arena ready room to get back out to the wilderness (but remember, you can teleport here!). If the webs aren't cut when you get back into the wilderness, you'll have to recut them.
Note: The actual mage arena where you fight mages is in the wilderness and you can be killed by Revenants.
Safe zone lever:
Rifts are an interesting, fast, and rather dangerous way of getting around. You must first complete a small miniquest to use rifts, click HERE to see how. Now, after completing that miniquest, just go back to the Zamorak Mage in the Wilderness, right-click him, and select Teleport.
Note: This does NOT work from Varrock or if you have any Saradomin items with you.
Now, you've been teleported to the mysterious Abyssal Space where you can use the Rifts to get around to many places around the world. As a note of caution: you ALWAYS get a skull above your head, ALWAYS lose all your prayer points, and the whole Abyssal Space is all multicombat, so this place is not a very friendly place to hang out. And the outer ring is literally crawling with level 81 Abyssal Walkers, level 59 Abyssal Guardians, and level 41 Abyssal Leeches that are all agressive. Ok, now you're in the outer ring of the Abbysal Space and you need to get into the inner ring to get to the rifts. To do so you either have to chop through tendrils with an axe (woodcutting), mine through the "rocks" with a pickaxe (mining), burn a boil (firemaking), distract the eyes (theiving), or crawl up the hole (agility). (You get 25 exp in the skill you used to get into the inner ring as an added bonus) Once in the inner ring, simply find the rift you wish to use to get to where you want to go. Each rift teleports you to that specific runecrafting altar. Also know that you do NOT have to have the runecrafting level to craft to runes to go to that altar, so a lvl 20 runecraft can still go to the chaos altar. This is a one way trip however, so don't go into the wrong rift.
List of Locations:
- Air - West of Varrock.
- Earth - Northeast of Varrock.
- Water - In the Lumbridge swamps.
- Fire - Just a few feet north of the entrance to the Al Kharid Dueling Arena.
- Body - Just west of the Barbarian Village.
- Cosmic - Zanaris (Lost City) (MUST have complete the Lost City quest to get here).
- Chaos - Lvl 9 wilderness northeast of Edgeville.
- Nature - On the north of the Shilo Village on Karamja.
- Law - North Entrana island (Can NOT have any weapons, armor, or mystic robes to go here).
- Death - Not useable at this time.
- Blood - At the end of the tunnels in the laboratory in the Meiyrditch area.
- Soul - Not useable at this time.
In order to use the Eagle Transportation, you must have completed the Eagles' Peak quest.
After, you have spoken to Charlie at the Ardougne Zoo, go to a bank, grab a rope and a teasing stick OR a thatch spar OR a garden cane and head back to Eagles' Peak.
(Note: Rope can be bought from general stores, from Shantay from Shantay Pass, and Ned for 15 gp. You can also find rope at the Desert and Polar Eagles' caves, later to be detailed).
- You can buy a teasing stick from a hunter store.
- You can get a thatch spar from the Tai Bwo Wannai Clean Up mini-game.
- You can get a garden cane from the Creature of Fenkenstrain quest.
Once you enter the Eagles' Peak cave, head southwest and go east from Nickolaus. From there, you will meet three eagles.
*Note: You do not need to unlock all three caves to use a specific eagle. For example, if you unlocked the jungle eagle, you do not need to unlock the polar and desert eagle in order to use the jungle eagle.
First, use your rope on the Jungle Eagle.
You will enter a funny cutscene.
When you arrive at the Jungle Eagles' cave, you will see two cave exits. Exit out the smaller cave.
Outside, you will see a small vine. Use the teasing stick with the small vine.
The vine takes approximately 20 minutes to grow. You can not re-enter the cave, until it is fully grown.
(Note: If you have done the Fairy Tale II quest or can use the fairy rings, you can use the code "AKS" to go to the Felip hunter area, you be close to the gnome pilot. From there, walk southwest towards the hunter guide symbol and the cave should be directly to the west of him)
To go to the the Polar Eagles' cave, head north to the Trollweiss Hunting area.
Go due north and past the tracking area.
Teleport to Camelot or house teleport if your house is located in Relekka is recommended.
(Note: If you have done the Fairy Tale II quest or can use the fairy rings, you can use the code "DKS" to go to the Trollweiss Hunter area and walk to the cave)
Once you go to the end, head due east and will see the cave.
Climb up the rocks, and enter the cave. You need 35 Agility to climb up the rocks.
Use the rope on the Polar Eagle. You will return to the Eagles' Peak once more.
Go to Al Kharid. Teleport by Ring of Dueling or Glory Amulet is recommended.
Grab a Shantay pass and waterskins. You can buy them from Shantay at the entrance of Shantay Pass. (Note: If you have done the Fairy Tale II quest or can use the fairy rings, you can use the code "DLQ" to go to the Nardah hunter area and walk north to the cave)
Head due east and cross the bridge of the River Elid.
At the bridge, go all the way north, close to some mining rocks, and you will see a cave.
Enter the cave, push the boulder, and rope the Desert Eagle. You need 45 strength to push the boulder.
Karamjan Jungle Eagle
Head over to the giant root northeast of Shilo Village . Note: The area in and around the vine is full of aggressive and poisonous monsters! It is advised to bring armor, food, and antipoisons! A machete is also needed to cut through some of the hanging vines.
You should start by entering here.
Next head south and climb down. Now head northwest and climb down another vine to get back onto the ground level.
Immediately to the south of you, you will see the vines forming some sort of gate, with smaller vines hanging from it. Cut through them and crawl through. Go through another one of these, then climb up the vine to the southwest.
Climb up twice and you will find the platform with the eagle.
You will return to the Eagles' peak with all the three eagles once again.
Last, you can rope the Jungle eagle once more, exit the cave, and check on your vine.
Congratulations, you can now use all three caves!
Last words, the Eagle Transportation system is an effective way to transport between hunting areas.
The Jungle Eagle brings you west of the hunter guide in Feldip Hunter area.
The Polar Eagle brings you north of the Polar/Trollweiss Hunter area.
The Desert Eagle brings you to the Desert/Nardah Hunter area.
- The Karamjan Jungle Eagle brings you to the top of the Back to my Roots vine.
This transportation method came with the quest "Enlightened Journey". After you have completed the quest you will be able to fly around in the Balloon. This does have some requirements and in order to fly to an location you must first unlock it. To unlock it fly there from Entrana using the controls on the panel that will appear, failing will mean you crash, this requires you to get new logs and to try it again. The first Journey from Entrana to Another location takes more logs than Later Journeys. You must also have a certain Firemaking level to be able to fly to that location.
All the requirements for each Location are shown in the table below. The "Cost to Unlock" is the cost when you unlock the location and the "Cost" shows what is needed once it has been unlocked.
|Destination||Cost to Unlock||Cost||Firemaking Level Required|
|Taverley||Unlocked During the Quest||1 Log||20|
|Crafting Guild||10 Oak Logs||1 Oak Log||30|
|Varrock||10 Willow Logs||1 Willow Log||40|
|Castle Wars||10 Yew Logs||1 Yew Log||50|
|The Grand Tree||3 Magic Logs||1 Magic Log||60|
Sequences to Unlock a Destination:
Sequence: Relax, Drop sandbag x2, Relax x2, Pull normal rope x2, Relax x2, Pull emergency rope, Burn log, Pull normal rope, Burn log, Relax x2, Pull normal rope, Burn log x2, Relax x2.
Sequence: Relax x6, Burn log x2, Pull normal rope x4, Relax x2, Drop Sandbag, Relax x4.
Sequence: Relax x3, Drop sandbag, Relax, Pull emergency rope, Drop sandbag, Relax x3, Pull emergency rope, Drop sandbag, Relax, Pull normal rope, Relax, Pull emergency rope x2, Relax.
Sequence: Relax x3, Burn log x2, Relax x2, Pull emergency rope, Relax x4, Burn log, Pull emergency rope, Relax x2, Pull normal rope, Relax, Burn log, Relax.
Sequence: Relax, Pull normal rope, Relax x2, Burn log, Relax x3, Pull emergency rope, Burn log, Relax x2, Burn log, Relax x6.
Sequence: Relax x3, Drop sandbag, Relax x5, Pull emergency rope, Relax x3, Pull normal rope x2, Relax x3.
Sequence: Drop sandbag x2, Burn log, Relax x5, Pull emergency rope, Relax, Burn log, Relax x2, Pull emergency rope, Relax x2, Drop sandbag, Relax x3.
Sequence:Burn Log, Relax x2, Pull emergency rope, Relax x5, Pull normal rope, Relax x2, Drop sandbag, Relax x2, Pull emergency rope, Burn log, Pull normal rope, Relax.
Sequence: Burn log, Relax x2, Pull normal rope, Relax x3, Burn log, Pull emergency rope, Relax x4, Drop sandbag, Pull emergency rope, Pull normal rope, Relax x2.
The Grand Tree:
Sequence: Relax x7, Pull normal rope, Relax x12.
Sequence: Burn log, Pull normal rope, Burn log, Pull normal rope, Burn log, Relax x2, Burn log, Pull normal rope, Relax x2, Drop sandbag, Relax x2, Pull emergency rope, Relax, Pull normal rope, Relax x2.
Sequence: Burn log x3, Relax x2, Pull normal rope, Burn log, Relax x5, Pull emergency rope, Relax, Pull emergency rope, Pull normal rope, Relax x2.
After doing the Regicide quest, you can use the Huge Gate south of the Tree Gnome Stronghold, west of Ardougne, and in the northeast corner of Arandar. It's the red square in the map below. This gate allows you to get Isafdar and the Elven lands there without going through the dreaded Underground Pass.
The Huge Gate
If you talk to Shantay at the Shantay Pass (South of the Al Kharid Palace) and ask what this place is, he'll give you these options.
If you say that you are an outlaw, he will throw you in his little jail on site. But, if you say you will not pay the 5 gp fine, you will be sent to the Port Sarim jail.
So, if you use a Amulet of glory to teleport to Al Kharid or use a ring of duelling, you can use this method to get to Port Sarim, Entrana, and Karamja.
After doing the Fishing Contest, you can take a tunnel under White Wolf Mountain so you dont have to walk over it. This is also where one of the mine carts from Keldagrim goes to.
On the top floor of the Wizards' Guild in Yanille (lvl 66 magic required) there are three portals in three different sides of the room.
- East - Wizards Tower southeast of Draynor.
- West - Thormacs Tower southwest of Seer's Village.
- South - Dark Wizards Tower.
A commonly overlooked and infrequently used way of getting to your respawn location (Falador or Lumbridge) is to simply die! While this is NOT recommended if you have more than 3 items or have a skull over your head, it works quite well if you are a low level player. Just run over to a higher lvl monster, turn off auto-retaliate, and get killed. You will find yourself in either Falador or Lumbridge.
Note: You lose all but your three most valueable items when you die. If you have a wilderness skull over your head you do not keep any items.
You arrive in Lumbridge:
After doing the Recruitment Drive quest, you can have your respawn location moved to the castle in Falador instead of Lumbridge. Simply talk to the man on the bench and ask about the Gaze of Saradomin. Say that you want it, and you now respawn in Falador.
You arrive in Falador:
The In Search of the Myreque Quest is required to use this route.
Just south of Canifis' Hair of the Dog Tavern (Beer Mug sign) is a small trapdoor entrance to the Myreque hideout.
Go down the trapdoor and through the cave to the wooden doors. Climb up the tree and and walk across each segment of the bridge. Then you have to right-click the tree to get the climb down option. Continue south a bit to get to the boat to Mort'ton.
You land in your boat on the east side of Mort'ton. Click ride the boat and pay Cyreg Paddlehorn 10 gp to get a ride back to the swamps.
The Tree Gnome Village Quest is required to use these trees. There are 10 different Spirit Tree locations (the white tree is where you are currently at):
Tree Gnome Village.
Tree Gnome Stronghold, northwest of the entrance to the Agility Course and southwest of the Grand Tree.
Battlefield of Khazard, northwest of the Clock Tower and southwest of the Carnillean Mansion in East Ardougne.
Northeast corner of the Grand Exchange in Varrock.
Outside the entrance to Mobilising Armies.
East of the bar in Port Sarim.*
South of Etcetaria castle.*
Southeast of Brimhaven docks.*
Upon completion of The Path of Glouphrie, you can use the spirit tree in the Poision Waste area.
Upon completion of Plague's End, you can use the tree in the Crwys Sector of Prifddinas.
*Must first be grown in the Spirit Tree patch using a Spirit sapling.
The Grand Tree Quest is required to use the gnome gliders. To use a glider, talk to the Gnome pilot near the glider and he will display a map for you. When traveling from anywhere but the Grand Tree, you must first fly to Ta Quir Priw (Grand Tree). From the Grand Tree you can then fly anywhere. NOTE: Sometime you can crash and land short of where you are headed.
Here is a translated list of the places you can fly:
- Ta Quir Priw - The Grand Tree.
- Lemantolly Undri - Western Feldip Hills (requires One Small Favor Quest).
- Gandius - Just south of the Ship Yard on eastern Karamja.
- Kar-Hewo - Al Kharid.
- Lemanto Andra - You usually crash just west of the Digsite.
- Sindarpos - White Wolf Mountain.
During and after the Monkey Madness Quest, you can talk to the gnome Daero at Blurberry's Bar in the Grand Tree to be taken to the secret military glider hangar. From there, speak to Waydar to get a flight to Crash Island (East of Ape Atoll). Upon landing, talk to the gnome Lumdo for a quick boat ride to Ape Atoll. Do this in reverse to get back.
There are now Rug Merchants in seven locations throughout the world. You can talk to the Rug Merchants and ask them about the rugs, Ali, or the monkey around each Rug Merchant. You can also fly to different locations using the Magic Carpet. It costs 200 gp per trip. After the Feud quest, you can speak to Ali Morrisane. He'll ask you some help in his business and offer in exchange a reduction of the carpet price. From then on, the price for you will be 100 gp instead of 200. Using the Ring of Charos will even reduce the price to 100 gp.
Heres where you can fly to:
- Shantay Pass --> North of Pollnivneach.
- Shantay Pass --> Uzer (Must have done The Golem quest).
- Shantay Pass --> Bedabin Camp (Must have done the Tourist Trap).
- Uzer --> Shantay Pass.
- North of Pollnivneach --> Shantay Pass.
- South of Pollnivneach --> Menaphos.
- South of Pollnivneach --> Sophanem.
- Menaphos --> South of Pollnivneach.
- Sophanem --> South of Pollnivneach.
The Giant Dwarf Quest is required to use the dwarven mine cart system. The mine cart system is now free to use. The system hub is in southeastern Keldagrim. From there you may travel to the dwarven tunnel under White Wolf Mountain (must have completed Fishing Contest Quest) or to a point near the General Store in the Dwarven Mines under Ice Mountain.
The Shilo Village Quest is required to use the Shilo cart system. Just south of the Brimhaven dock to Ardougne, there is a Cart and a man named Hajedy.
In Shilo Village, east of the general store and west of the Bank, there is another cart.
Karamja: After completing the Hard Karamja task set, you can claim Karamja gloves 3, from a Jungle Forester. When 'operated', these will transport you to a new gem mining area located beneath the current gem mine in Shilo Village.
Lumbridge: After completing the Medium Lumbridge and Draynor Village task set, you can claim an Explorers ring (3) from from Ned in Draynor Village. This item gives unlimited teleports to the cabbage patch south of Falador.
Ardougne: After completing the Hard Ardougne task set, you can claim an Ardougne cloak 3 from Aleck. This teleports you to the farming patch north of East Ardougne once per day. After completing the Elite task set, you can claim the Ardougne cloak 4 which provides unlimited teleports to the farming patch.
Obviously you know how to Run and Walk. This section is mostly about making the most of your energy.
Note: While the running option is set to "Walk" you can hold the Control-key and click somewhere to run to that place!
These give you 20% energy for every one dose. They can hold up to (4) doses per vial (a total of +80% energy). These are very handy for long runs.
These give you 40% energy for every one dose. They can hold up to (4) doses per vial (a total of +160% energy).
The higher your agility level, the faster you regain energy. This does NOT make you run faster, however it makes you run LONGER. At level 99 agility, you regain your energy three times as fast as with level 1 agility. So, if you like PK'ing, get a decent agility level if you think you might lose.
There is a handful of items that actually reduce your weight when wore. They give a negative amount so you can last longer while longer and such.
Boots of Lightness:
The Boots of lightness are gotten fairly early on into the Temple of Ikov quest. They are colored a pale light blue color. The best part besides them being free is that they have a -4.5 kg weight! So, wear these and nothing else and you'll regain your energy even faster or wear them with other stuff to lighten your load. You don't actually have to start the quest to get the boots, just bring your candle and a knife, go down the stairs and cut the web at the Temple of Ikov to get the Boots of Lightness.
The Spotted cape is similar the the Boots of Lightness. It has a -3 kg weight when worn. It requires 40 Hunting to wear. It can be obtained by taking 2 spotted furs to the owner of the Fancy Dress Shop in Varrock and pay 400 coins to get this made.
The Spottier cape is similar to the Boots of Lightness. They have a -4.5 kg weight when worn, allowing you to run longer and gain energy faster. It requires 66 Hunting to wear, and can be obtained by giving 2 Dashing kebbit furs and 800 coins to the Fancy dress shop owner in Varrock.
The Agile top reduces your weight by 12 kg when worn. You must have 35 Defence and 35 Hitpoints in order to wear it. To obtain the agile top, you must complete 250 perfect laps of the Advanced Barbarian agility course.
The Agile legs reduce your weight by 10 kg when worn. You must have 35 Defence and 35 Hitpoints in order to wear them. To obtain the agile legs, you must complete 250 perfect laps of the Advanced Gnome agility course.
This Special Report was written by Slow Cheetah. Thanks to Fireball0236, Bectemir, Maonzhi, Mythiquedame, oakey_82, Carduel, Alk12, LogGamer, Blazedman, matt03030, Halk 5, gondomwinges, Runehq user, Darkstar5757, Im4eversmart, Lewt04, pokemama, bloodyneck, the_peleton, Imperial G96, Calvin406, Omaarr, longinius, Nuke-Marine, Ghoulies, Ponteaus, Shebok10, Garagedwella, NuclearBlade, amiele, yoshiman89, Aakanaar, falcon0300, varinathras, purplepartyhat, Peo, Killmouski, Viceroy10, InuYasha3336, tino_pham, Creepy, pretty_baby, assasin99911, Clamball, Chaosblade77, burtonboy127, DownStrike, alexon47, ossie000, Gregmasta, Jett_man, Skeletonmat, Taavi, Alfawarlord, Thehi, Jakesterwars, PkassosDream, lgunited623, magicbearer, Realruth, BobbehMan, Paige, Scott, Egekalaycan, M0o0o0o0oshu, Ninja2Dan, Mimz, and Javezz for corrections.
This Special Report was entered into the database on Mon, Jun 13, 2005, at 01:57:09 PM by Lewt04, and it was last updated on Mon, Oct 06, 2014, at 05:49:16 PM by Javezz.
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