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Up to date as of February 07, 2010

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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.

  • Ranged and normal Magic are generally impractical for this minigame. The player's body will typically be a meat-shield between fairly strong melee enemies and the follower. However, Ancient Magicks could come in useful in some events, as they are multi-combat. Also, binding or ice spells may be useful to keep monsters at bay for a few more seconds.


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.

Contents

Supplying your follower

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.

Follower Inventory

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.

Requirements to start

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:

A high end gear set-up

Weapons and Armour

  • One standard weapon (Abyssal Whip shown). Fast weapons are recommended for this minigame, especially on route 3: You have to kill a monster fast when he attacks your follower.
  • Dragon dagger or Dragon Claws for its special attack to protect the follower.
  • Ancient Mace may be used to regain some prayer points mid-trek.
  • Rod of Ivandis prior to completion of Legacy of Seergaze or other silver weapon. See below.
  • Ivandis flail is highly recommended after having completed Legacy of Seergaze. It is the ONLY way to deal with the vyrewatch event. The more experience with the flail, the better.
  • Salve amulet (e) many of the combat encounters are undead; a salve(e) amulet boosts accuracy and strength against undead by 20% the non-enchanted version only boosts by 15%
  • A high Melee defence and Prayer bonus setup is recommended. Veracs or Proselyte will conserve both prayer and food.
  • Snelm for fighting giant snails.
Inventory
Provisions for one Trek and Ramble.
  • Guthix balance potion for slaying vampyres.
  • Druid pouch to defend against Ghasts. Stock up before starting.
  • Knife to skin Snakes
  • A Prayer potion is optional, and recommended for first time trekking via the Route 3.
  • A hatchet and a Tinderbox may be helpful, however, they are provided in events when needed.
  • Food -- Lobsters are given as a reward and can also heal the follower, however a basket or sack of food is much more affordable for healing the follower mid-trip as well as for the campsite event. This is especially true with weaker companions and harder routes.
  • Enough open space to pick up items quickly during events.
  • If using prayer it is suggested that you bring a Holy Wrench from Rum Deal as it give a prayer boost when you use a prayer potion.

Prayer

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.

Silver weapon

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.

  • Rod of Ivandis will perform capably, and using its special with Guthix balance potion allows the player to finish off Juvinates at slightly below 50% health.
  • Wolfbane is fast and has a prayer bonus, but will not perform as well.
  • Darklight or Silverlight
  • Blessed hatchet
  • Silver bolts used with a crossbow (iron or better.)
  • Silver Sickle (b) (Also good against Ghasts)
  • Ivandis flail is recommended if accessible, since it acts as both a silver sickle(b) and rod of ivandis, thus allowing the player to deal with both ghasts and juvinates. It is also essential since it is the only known way of dealing with vyrewatch, which may appear during a trek, so having one after completing Legacy of Seergaze is necessary.
  • Rune throwing axes will not hurt Juvinates, but using their special at the beginning of an encounter will keep them from attacking, and likely killing, the follower (especially on harder routes).

People to escort

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.

Name Image Class Notes
Fyiona Fray, Dalcian Fang, Mage and Adventurer File:Bluetrek.PNG 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 File:Yellowtrek.PNG 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 File:Redtrek.PNG 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.

Routes

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.

  • Route 1: This is the easy and circuitous route through the Mort Myre Swamp. The player will need to complete 0-3 events on this path, and can choose to evade any combat events. The monsters on this path are around level 80. Rune armour should be a minimum for combat events on this route. Players in Burgh de Rott who do not wish to partake in Temple Trekking events needing a quick shortcut to Paterdomus may be able to use this route to that end. They can evade events that take place not close enough to Paterdomus, and then leave the trail for events that take place when Paterdomus comes close.
Temple Trekking routes.
  • Route 2: This is the medium route that travels along the River Salve. There can be 0-4 events on this path and the monsters will be around level 110. Prayer may be useful for certain events depending on the player's level, so choosing pure defence armour or prayer armour will be at the player's discretion. In order to evade combat events, the player must complete at least 50% of the event first.
  • Route 3: This is the hard route which uses the shortcut in Canifis, narrow pathways through the Hollows and the boat to Mort'ton. The monsters are around level 140, and there is no way to evade any event. There can be 1-5 events on this path, but most often there will be 3 events. Prayer will be important to surviving this route at any level, so having Prayer boosting gear is recommended. Escorting a weak follower is not recommended for this route.

Events

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.

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Friendly event

Abidor Crank 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.

Combat events

Try to attack enemies so that your escort won't get hurt.

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.

Monster Name Notes Image
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.

Puzzle events

There are four different types of puzzle events.

Name What to do Image
Bridge
  • Event with Zombie and trees: Kill the Zombie for a Bronze hatchet, if needed. Chop down the trees and use the Logs to fill the gaps in bridge. You must either have a hammer in your inventory or be wielding a hatchet to repair the bridge.
  • Event with Zombie and NO trees: Kill a Zombie for a Bronze hatchet, if needed. Wait around, and Undead Lumberjacks will appear from the river. Kill them for planks to repair the bridge with - you must either have a hammer in your inventory or be wielding a hatchet to do this. Killing the Undead Lumberjacks will sometimes yield a piece of Lumberjack clothing. Just wait around for more lumberjacks if the first wave doesn't drop a piece. Unlike random event clothes, you may receive items you already have, repeatedly.
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.
Campsite

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.

Rewards

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
Pure Essence 667 Coins  84,042
Bowstring 242 Coins  52,272
Silver bar 153 Coins  48,807
Herbs (grimy Tarromin/Harralander and grimy Toadflax)* 101 (See below) Coins  212,907
Coal and Iron ore 145 and 72 Coins  53,837
Watermelon seeds 26 Coins  109,642
Raw Lobsters 80 Coins  33,920

Average Profit (assuming maximum reward): Coins  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.

Item Level Xp
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.

Trek ratings

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.

  • Abidor Crank and Bridge with Lumberjacks add nothing.
  • Bridge (with trees), Bog, and River add about 6.5 to the trek rating on all routes.
  • The swamp creature only appearing on Route 3 adds 50 to the Trek rating.
  • The remaining combat events and the Campsite event add the following approximate amounts of reward based on the number of monsters and the difficulty of the route. The table below shows how much is added per event completed.
Follower Easy Medium Hard
Route 1 12 16 20
Route 2 23 31 39
Route 3 42 56 70
  • A Trek with no rating will give 4% of the reward.
  • The amount of experience given by a Tome of experience is unaffected by Trek ratings.

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.

History

  • Before the 13 March 2007 update it was required you travel back to Burgh de Rott to collect the reward and restart the game. Now, the player has the option to escort mercenaries from the Paterdomus to Burgh de Rott for a reward in the same fashion if Darkness of Hallowvale is completed. This allows the game to be endlessly repeated with rewards at each end of the trip.
  • Before 24 April 2007, Wildblood seeds were given instead of Watermelon seeds, the maximum amount being 55.

Note

  • It is possible not to experience a single event during a trek, but this is very rare. If this does happen, you may still receive a small reward, despite not actually doing anything.
  • You cannot take followers with you on the trek - this includes all Summoning familiars and Pets. (You can't even bring summoning pouches with you; they will state that the 'swamp air' is not so good for the pouch) Followers also cannot be summoned at any time during the trek.
  • It is a good idea to take the weakest companion and the safest route if you are looking for the items that the monsters drop. You can evade events if you want, and if you get a good event, you will find 5 monsters of the lowest level.
  • The best way to get the items you want is to take Kharyll teleport, a fast weapon and some food with you. Teleport away at the following events: Bog, Juvinates, ghasts, Tentacle monster and Giant snails

Trivia

  • If your follower is very far away from you and you're being attacked, you will get the same message as if you use Summoning scrolls while your familiar is too far away.
  • Sometimes your follower won't appear during an event.
  • When you right-click on the tentacles of the swamp creature when they are first coming up it will show level 136, and once they reach the surface completely they will be level 99.
  • When you arrive at Mort'ton because of a Shade event, if you haven't started Shades of Mort'ton, it is still possible to get the grimy herbs from the smashed table by searching it.
  • When you examine lumberjack zombies, it will say: "He's the one, but he's not alright" which is a reference to Monty Pythons "Lumberjack song".
  • In the southeastern area of Damis's lair, an event in the minigame Temple Trekking is visible, but not accessible. This might mean that each piece of land that a Temple Trekking event takes place on is actually underground, since Damis's lair is underground.

See also

References


This article uses material from the "Temple Trekking" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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