Skill Levels Required:
Quests Required:
Items Needed:
None
Directions:
North East of Lumbridge Castle. Accessed via the trap door North of the North-most building on the West side of the River Lum.
Persons:
Quests Available in the Guild:
Guild Map:
Tour:
  1. Lobby:
    Here you can find Darren Lightfinger and Chief Thief Robin. You can speak to them to begin any of The Capers. Once you have completed Caper 3: A Guild of Our Own, you can teach Darren about Thieving and receive 2,000 experience by pickpocketing the nearby dummy Mark 1.

    Lobby

  2. Coshing:
    In the South West corner of the Main Room, you will find 3 Coshing volunteers and the Advanced pickpocketing trainer. Note that you will need level 41+ Thieving, at least partial completion of The Feud (to step 9) to learn how to use a blackjack for Thieving, completion of the first Caper (From Tiny Acorns), and a Blackjack in order to use them for training; they will not be present until completion of the Caper. The amount of experience gained scales with your level. You will also gain 4 Hanky Points for each time you successfully obtain loot.
    Tip: Most people will "trap" one of the volunteers (or the trainer) on the opposite side of the door leading to the Lobby or to Dodgey Derek's Dirty Deals. This makes it so you do not have to chase them down to lure and cosh them again.

    Coshing Training

  3. Pickpocketing:
    In the very center of the main room you will encounter the Pickpocketing trainer, 3 Pickpocketing volunteers, and 2 Mark II pickpocketing dummies. Note that you will need level 41+ Thieving and completion of the first Caper (From Tiny Acorns) in order to use them for training; they will not be present until completion of the Caper. When successful, you will "obtain" a Blue hanky, worth 1 Hanky Point, and Thieving experience - the amount gained scales with your level. If you fail, you will be stunned and get hit for 1 Life point.

    Check Your Pockets

  4. Safes:
    In the North East corner of the main room you will find Safe-cracking trainer. Around him are 4 wall safes and 2 safecracking ones. The first 4 can be used for training after completion of the first 2 Capers (From Tiny Acorns and Lost Her Marbles); this is also when the Safe-cracking trainer will appear. For each successful looing of a safe, you will "obtain" a Blue hanky, worth 1 Hanky Point, and Thieving experience - the amount gained scales with your level. If you fail, you will spring a fake trap though these will not hurt you.
    You will need to wait until after completion of A Guild of Our Own before the Safe-cracking trainer will teach you about safecracking.

    Check Your Pockets

  5. Chests:
    In the South East corner of the room is the Locks and traps trainer along with 6 cells that contain chests. To train here, you only need level 24+ Thieving and completion of the first Caper (From Tiny Acorns). The cells to the North will earn you 210 experience for the door and 30 for the chest as well as 1 Hanky point per chest. The Southern cells earn you 280 for the door and 180 for the chest as well as 4 Hanky points and a Lockpick is necessary to open. The chests will close after about about 30 seconds and the cell doors will close after about 5 minutes.

    Chests

  6. Rooms:
    With the completion of Lost Her Marbles, the Guild expanded to include several bedrooms. Within each of them, there is at least 1 piece of furniture you can check. None of the drawers or bureaus give you anything.

    Rooms

  7. Office:
    Along the Northern wall of the main hall appears to be an office. As of yet, there is no actual access to this room and attempting to enter it causes the Guild members to watch you.

    Office

  8. Dodgey Derek's Dirty Deals:
    After completion of Lost Her Marbles, the Guild expanded to include a room on the Western side of the Guild. In this room you will find Dodgy Derek. He sells various thieving goodies to those willing to pay the price. Once you complete A Guild of Our Own, he will also run a reward shop where you can spend your Pilfer Points.

    Store

  9. Bank:
    The final room accessed is where Mr Pinsworth runs the bank. It opens after completion of A Guild of Our Own.

    Bank



The Capers

In order to access all the areas of the guild, you will need to complete 3 capers. Each one will unlock a new section of the guild. Below you will find guides on how to complete each one of these capers.

This Guild Guide was written by ChathMurrpau. Thanks to Previous guide writers: Laiorai and Motion Man, as well as 4399tina, perfect8soul, jimbob3930, and Wonder-Char for corrections.
This Guild Guide was entered into the database on Thu, May 13, 2010, at 03:17:29 AM by Motion_Man, and it was last updated on Sun, Jan 26, 2020, at 03:33:28 AM by Chath.

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