This is a dangerous minigame. If you die here, you will lose your items! Please only bring items that you are willing to lose.
Temple Trekking is a members-only minigame in which the player must escort victims of vampyre rule from Burgh de Rott through Morytania to Paterdomus, the temple on River Salve, on the way guiding them through bogs and over rivers and defending them from dangerous packs of monsters, some unique to this minigame.
Burgh de Rott Ramble is the reverse route in which the player escorts potential Myreque recruits from Paterdomus to Burgh de Rott.
In either minigame, the player chooses the difficulty level by choosing from weaker or stronger people to escort, and chooses the enemy monsters' levels by selecting from easier to harder paths through Morytania.
This minigame provides opportunities to cross-train in most skills. Combat experience* (including Prayer) will be gained during battle events, while the monster drops and end rewards will provide the staple materials used in Crafting, Cooking, Farming, Fletching, Herblore, Runecrafting, and Smithing, while Tomes of experience will be given for Agility, Firemaking, Fishing, Mining, Slayer, Thieving, and Woodcutting. Players can also pick up pieces of Lumberjack clothes found only in this minigame.
Note: This is a dangerous minigame. If you die, you will need to return to the starting place to retrieve your items; if you played Temple Trekking, you must return to Burgh de Rott to retrieve your items; if you played Burgh de Rott Ramble, you will need to return to the Paterdomus Temple.
A follower can hold 15 items of food in their backpack, also called the Follower Inventory. They will retain items from one trip to the next, even after logout. The Follower Inventory is used by all followers, so anything given to one is available to all followers, regardless of difficulty and location.
It is a good idea to fill their pack before starting a trek, while talking to them, and before agreeing to escort them.
To fill their pack, use a food item on them. They will "open their backpack" which opens the Follower Inventory, and complete list of food items they will accept and spaces remaining. It is not possible to see what they already have in their pack, only how many more items that can be given. The follower inventory can only be filled with the items listed below before the trip. If desired food can also be taken back out if it has just been put in.
After giving food to the follower it is recommended to then return to the bank to retrieve additional food for the trip. Once ready, restart the dialogue and agree to escort them.
Items followers will accept:
During the events the follower can be resupplied with food. At this point, all food types are accepted, not just the ones specified. For this reason, it is advantageous to allocate one inventory slot for a sack filled with a food, such as cabbages, allowing for healing and food replenishment of the follower, as much as 10 times.
It used to be that you would supply them with the cheapest food because they would all heal the same amount of hitpoints to your follower. Since an update foods can now heal different amounts.
If you abandon your follower by teleporting out of the minigame they will lose all of their food.
The following Quests must be completed to play this minigame:
Not needed, but giving some extra content:
Temple trekking starts at the town of Burgh de Rott. Start the minigame by speaking to one of the NPCs standing nearby.
Burgh de Rott Ramble starts on the east side of the River Salve just outside the temple. A player can start at either side.
The following items are recommended:
During treks it is recommended, but not necessary, to have full prayer points. Certain monsters in the events can hit hard (so Protect prayers come in very useful). Also, you need prayer points to collect items for druid pouches, if you need any. The Paterdomus temple and Nature Spirit altar are quite close by to the start of each route. Prayer potions can be used too. However, higher-level players who have brought the correct equipment should have little need of prayer though it does make it safer and easier for lower-level players.
Vampyres Juvinates can only be harmed by relatively weak silver weapons. A Rune defender will greatly increase attack speed against Juvinates if using a one handed weapon.
The people to escort are divided into 3 groups: easy, medium and hard. The followers on Temple Trekking are clothed in colours that intend to show their difficulty, while the followers on Burgh de Rott Ramble are dressed to resemble typical player characters and their likely abilities. In combat and campsite events, the number of monsters faced (or people helped) are determined by which follower is escorted. Easy/strong followers have 3, Medium have 4, and Hard/weak have 5 or 6. The number of monsters a player defeats on a Trek or Ramble will largely determine the size of reward.
|Fyiona Fray, Dalcian Fang, Mage and Adventurer||Easy||They have the best Attack and Defence level as well the most Hitpoints. Only three monsters will appear in any event, making them easier to defend and combat events shorter. Because there are fewer monsters, the rewards will generally be lower per Trek.|
|Jayene Kliyn, Valantay Eppel, Ranger and Apprentice||Medium||They have slightly less Attack, Defence and Hitpoints. Four monsters will appear in combat events, so defending them won't be terribly difficult, but each trip will likely be more rewarding.|
|Rolayne Twickit, Smiddi Ryak, Woman-At-Arms and Forester||Hard||They have very low Attack, Defence and Hitpoints, and five monsters will appear in combat events. Defending these followers can be tricky sometimes, and a trek will end very fast if the player allows more than one monster to attack them.|
Citizens of Burgh de Rott and the mercenaries of Misthalin can be escorted by 3 different paths, the main difference being the combat level of the monsters faced. Depending upon combat level and available gear, choose an appropriate path.
There are 3 different types of events that might happen when you're moving forward. Each path has a different amount of spots where an event may occur. Once an event occurs, the player and follower are pulled into the event area. The player will start in front of a section of path with blue stones. Right-clicking will display an Escape option, which abandons the trip and leaves the player in the middle of the swamp normally. At the opposite end of the area is the path that allows the player to "Continue-trek", once the event is completed. In combat events on the easy and medium routes, there are paths that evade-event that when used will skip the event and continue trekking, adding no reward and increasing the chance for another event. On the medium route, 50% of the monsters must be killed before being able to use Evade-event.
A man named Abidor Crank will appear as an event and heal you and the follower, above maximum health if applicable and buff defence. He also turns all Rotten foods into Stews. Getting this event adds nothing to the end reward.
In combat events a certain number of enemies will attack player and escort. For most of the combat events, the monsters give a few seconds before attacking. This is the player's chance to position him- or herself between the follower and the monsters. All combat events are multi-way combat. Combat events provide the majority of the end reward when completed.
|Vampyre Juvinate||Must be killed with silver weapons, listed above. Rod of Ivandis/Ivandis flail and Guthix balance potion are strongly recommended. They can take a very long time to kill on the harder paths, but are not particularly strong, not hitting any harder than 10. If they get to your follower, they must be killed before they will stop. Juvinates that are cured will give a variety of items (steel-adamant, level-2 clues, etc.), roughly equivalent to those found in black chests in Shades of Mort'ton minigame.||
|Ghast||You need Druid pouch to fight them, otherwise they just rot your food. They hit at half the speed of a Whip or dagger, but can still do a lot of damage, so Protect from Melee prayer is recommended when fighting more than one. Because they attack so slowly, prayer can be conserved by turning it off between attacks. Only hidden ghasts will attack your follower, use a Druid pouch on the hidden ghast to reveal it, drawing its attention to you. They drop the same items as normal ghasts from the swamp. If you have no druid pouches left, then cast bloom (near some rotting logs etc.) with the sickle (b) or similar item to get more, as you would in the swamps normally. However, if you have no prayer left either, your only options are to evade the event (if possible) or escape.||
|Shades||Riyl, Asyn, or Fiyr varieties depending on the route. This event only occurs at Mort'ton, and drop the remains used for Shades of Mort'ton minigame. They can end your trip quickly if they start piling on your follower. They begin attacking quickly, giving little time for positioning your follower. They are often lined up single file, however they are also notorious for passing through players. Once they are lined up, you may wish to attack each one to assure they do not pass through you. Use Salve amulet to increase damage. Having Dragon dagger on hand will be useful for quickly taking care of shades that attack your follower. If internet isn't very good, you can miss the time to step and make your escort safe and that will end your escorting.||
|Swamp snake||Giant snakes that hit up to 18, attacking quickly and often in packs. Death could come quickly without Protect from Melee up. They are also extremely large in terms of game dimensions, so they may sometimes get stuck easily behind obstacles. When starting a snake event, just get between the follower and the snakes the simplest way possible and stay still, letting them come to you. Moving too much on this event is the worst thing to do. Any snake that gets to your follower must be killed first. They leave behind a corpse, use a knife on it to get 2-5 (Swamp) Snake hides. There is a glitch where if you kill a snake attacking the follower, it will sometimes drop bones instead of a corpse. This will never happen if all the snakes are attacking you. Also, there is another glitch where a snake will be on top of another snake, it will have a yellow dot on the minimap, but it sometimes won't appear on the game screen and won't have a right click option until you move. This can potentially kill the follower, as when you move to make it appear, it will then attack your follower. Both of these glitches are yet to be fixed by jagex.||
|Giant Snail||Uses a Ranged attack that penetrates defence and hits up to 18 when not wearing a Snelm. Use Protect from Range on hard routes when taking multiple attacks. A snail needs only be hit once to distract it from your follower. They heal rapidly. It is HIGHLY recommended that you use the 'Protection from missiles' prayer, even if you are wearing a Snelm, as you can still take damage very quickly. They drop Snail shells redeemable for 600 coins in Dorgesh-Kaan, Perfect snail shells give 1000 coins and 500 Crafting experience.||
|Nail Beast||Shrieking beasts that attack with a flurry of claws and bites, hitting up to triple 4 (so up to 12 total damage each flurry). The time between flurries is quite long. They have low defence and hitpoints and don't usually threaten your follower, but will need to be killed if they do. Drops Nail Beast Nails, Talon beast charm, and Big bones. Also drops Long, Sharp Claws and Sabre-like teeth, used in the Fur 'N Seek Wish List.||
|Swamp Creature||Appears only during boat trip of route 3. It is actually 5 parts, level-140 Head and 4 level-99 Tentacles. The Tentacles can hit anywhere on the boat, but will usually only attack your follower when directly in front of one. Poisoning one part poisons all parts. If the head is near death and a tentacle is still alive, it will return to full health. The Head can hit very hard, but doesn't hit often and is also 2.5 times as slow as whip or dagger. Kill the part attacking your follower first.||
|Vyrewatch||Appears only after Legacy of Seergaze, and can be killed only with a Flail of Ivandis. Drops a Vyre corpse which can be cremated in a manner similar to Shades of Morton. If your escort is being attacked by a Vyrewatch, using the Ivandis flail's special attack, after the Vyrewatch reaches half health, will both freeze the Vyrewatch for a period of time and divert its attention to you. Using a dose of Guthix Balance potion on a frozen Vyrewatch will deal a random amount of damage. Freezing and applying Guthix Balance is not required to kill the Vyrewatch.||
There are four different types of puzzle events.
|Name||What to do||Image|
|Bog||Use any item that has a slash attack option (for example, a longsword, dagger, Abyssal whip, etc) or a knife on a spiky bush to get some sticks. Use these sticks to feel firmness of the bog. Continue over the marsh walking on firm ground. If you walk on soft ground you will "eventually climb out". NOTE- bring more than one stick because they get stuck in the bog at times. The bog event is often confused with the river (see below). It is possible, however rare, to receive a bog which is impossible to cross, but make sure you have checked all along the bog's length for other firm spots before giving up.||
|River||If you find a river without a bridge use a Knife to cut 3 vines from the smaller trees, then wind the vines together to make a Long vine. Throw the Long vine to the larger tree's branch and swing over the river. If you do not have a Knife, search the nearby backpack to find one.||
3 to 5 starving adventurers will be seated around a dead campfire. To continue, they must be fed or they turn into Ghasts, which must be killed to continue. Most foods work, but in the event there are 5 snails, a Bronze hatchet, a Tinderbox, and 2 dead trees which will provide everything needed to cook and feed them. Priority for feeding them is: ghastly!!, very sick!, very sick, sick!, sick. When rewards are calculated, this event counts as a combat event. Having a basket or a sack filled with food makes campsite event considerably easier and also allows you or your companion to have snail meat. Interestingly enough, if you manage to provide one of the campers with food just as they are about to become a Ghast, they heal anyway.
This event can be annoying if a camper turns into a ghast, and you are not currently equipped for killing a ghast. If this is the case, you must give up the entire event without a reward, as there is no 'evade event' path available.
After successfully completing a trek, the follower will give a Reward token, which can be blue, yellow, or red tokens depending on the chosen route. The reward amount is determined by how many monsters are fought and what level they were, and how many puzzle events were completed. This is further explained below. The token given is exchanged at the location where the Trek began. Exchange tokens accordingly at Burgh de Rott's bank or with Hiylik Myna outside Paterdomus.
This table shows the max reward possible on any trek for each item.
|Item||Max amount||Max Profit|
|Herbs (grimy Tarromin/Harralander and grimy Toadflax)*||101 (See below)||212,907|
|Coal and Iron ore||145 and 72||53,837|
Average Profit (assuming maximum reward): 85,061
*The Herbs are lesser amounts of Toadflax, and greater amounts of either Harralander or Tarromin. The amount of Toadflax is 1/3 the other herb plus one, so the max Herb reward is 26 Toadflax and 75 Harralander or Tarromin.
Occasionally, Tomes of Experience are given as a reward. Unlike most experience tomes, the skill is predetermined and not selectable. These tomes give some experience in one of the following specific skills: Agility, Thieving, Slayer, Firemaking, Fishing, Woodcutting, or Mining. The colour of the tome depends upon which follower is escorted.
|Blue tome||Level 1||Random amount of experience (550-1100) in a defined skill.|
|Yellow tome||Level 2||Random amount of experience (990-2035) in a defined skill.|
|Red tome||Level 3||Random amount of experience (990-4015) in a defined skill.|
The rewards above are distributed based on the difficulty of the Trek. Trek ratings are theoretical numbers, as there is no display in game to show how a Trek is rated. Assuming that when less than the max reward is given, a certain percentage is given according to a rating accumulated on a Trek, and that any rating in excess of 100 will result in a 100% reward is received, then each event adds the following amount to the Trek rating.
It is possible (and common) to exceed a 100 Trek rating on Route 3, and even a 200 rating with the hardest combination. However, there is no extra reward for exceeding a 100 rating. A case study of 30 Treks shows that guiding the strongest followers on Route 3 tends to average a Trek rating of 89.9, with a reward average of 88.0% when excluding Tomes of experience, and an expected reward value of 82.3% had those Tomes been measurable rewards. The approximate market value of the rewards totalled 786,000 Coins, with 23,843 experience from Tomes.
Barbarian Assault • Blast Furnace • Castle Wars • Clan Wars • Fishing Trawler • The Great Orb Project • Pest Control • Shades of Mort'ton • Soul Wars • Stealing Creation • Trouble Brewing • Vinesweeper
Archery competition • Barrows • Champions' Challenge • Creature Creation • Gnome Ball • Gnome Restaurant • Impetuous Impulses • Mage Arena • Mage Training Arena • Pyramid Plunder • Ranging Minigame • Rogue Trader • Sorceress's Garden • Tai Bwo Wannai Cleanup • Tears of Guthix • Temple Trekking • Treasure Trails • TzHaar Fight Cave
Agility Pyramid • Ape Atoll • Bandos agility course • Barbarian Outpost • Brimhaven • Dorgesh-Kaan • Gnome Stronghold • Penguin • Rogue's Den • Werewolf Agility Course • Werewolf Skullball • Wilderness