Temple Trekking

 This is a dangerous activity in an instanced area.On death, all unprotected items will be moved to a grave outside the instance. All items left on the ground will be lost. Hardcore Ironmen will lose their status, and any items stored in any Item Retrieval Service will be deleted.

Temple Trekking is a members-only minigame in which the player must escort victims of vampyre rule from Burgh de Rott through Morytania to the Paterdomus, the temple on River Salve, on the way guiding them through bogs and over rivers while defending them from dangerous packs of monsters, some unique to this minigame. (Requires In Aid of the Myreque)

Burgh de Rott Ramble is the reverse route in which the player escorts mercenaries from the Paterdomus to Burgh de Rott. (Requires Darkness of Hallowvale)

The difficulty of either minigame is determined by whether the player chooses weaker or stronger people (called followers) to escort and whether the player chooses to take easier or harder paths through Morytania. Escorting weaker followers means a greater number of monsters will attack when a monster attack event occurs. Taking harder paths means the monsters will have higher combat levels when a monster attack event occurs.

A journey succeeds if the player and follower reach the destination, whereupon the player receives a reward. A journey fails if the player or follower is killed. A journey is aborted if the player chooses the escape path or teleports out of the minigame at any time.

Several events are likely to occur in each journey. There are three types of events: friendly events in which the player and follower can be healed and have their defences raised, combat events in multicombat area in which monsters attempt to attack the player and follower, and puzzle events, typically involve overcoming terrain obstacles, that the player must solve. All combat and some puzzle events are dangerous.

These two activities provides opportunities to cross-train in most skills. Combat experience (including Prayer) is gained during battle events. Monster drops and minigame rewards provide some of the staple materials used in Crafting, Cooking, Farming, Fletching, Herblore, Runecraft, and Smithing, while tomes of experience can be awarded for Agility, Firemaking, Fishing, Mining, Slayer, Thieving, and Woodcutting. Players can also pick up pieces of Lumberjack clothing, which are found only in this minigame.

Since the player loses if the follower is killed, one basic tactic in most combat events is for the player to shield the follower from the monsters. This means the player's body will typically be a meat-shield between fairly strong melee enemies and the follower. There are two practical strategies to achieve this:

• Wear high-defence melee armour. This helps protect the player from the monsters' attacks. This strategy means that the player should typically use melee, as the melee armour will interfere with using ranged or magic.
• Use protection Prayers. Most monsters attack with melee, so Protect from Melee can be used. Giant snails attack with ranged, so Protect from Missiles can also be used. When using prayer, any combat style can be used against most monsters, although generally melee is most effective. If using magic, Ancient Magicks are recommended, as some spells can damage a group of monsters.

Please note that players may not take any cat into this minigame.

Temple Trekking - Danger!
Temple Trekking - Dangerous Event Completed!
Temple Trekking - Failure...
Temple Trekking - Completed!

Getting there

There are several ways to reach Burgh de Rott quickly, where the minigame may be started. Some of these include:

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 that followers accept:

Item Heals
Thin snail meat 5–7
Lean snail meat 6–8
Fat snail meat 7–9
Salmon 9
Stew 11
Cooked slimy eel 6–10
Cooked meat 3
Tuna 10
Cooked fishcake 11
Lobster 12
Bass 13
Redberry pie 10
Apple pie 14
Garden pie 12
Fish pie 12
Cake 12
Chocolate cake 15
Cooked sweetcorn 10
Potato with butter 14

During the events, the follower can be resupplied with food. All food supplied during the event will heal the same amount (10 hit points), unlike the food supplied prior to starting (which heals the amount it is supposed to).

Your follower will lose all of their food if you use the escape option to leave the event or if you teleport out of the minigame. (Completing the event or using the evade option to evade an event does not cause follower food to be lost.)

Requirements to start

The following quests must be completed to play this minigame:

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.

Weapons and armour

• One standard weapon. Fast weapons are recommended for this minigame, especially on route 3: You have to kill a monster quickly when it attacks your follower.
• Dragon dagger for its special attack to protect the follower.
• Ancient mace may be used to regain some prayer points mid-trek.
• An Efaritay's aid or a silver weapon for fighting vampyres. One of these is required for killing vampyres. See below.
• Salve amulet (e), because many of the combat encounters are undead; a salve amulet (e) boosts accuracy and strength against undead by 20% the non-enchanted version only boosts by 15%.
• Dragon or crystal halberd can be very useful to melee monsters safely, especially if they get stuck behind obstacles.
• A high Melee defence and Prayer bonus setup is recommended. Guthans or Proselyte will conserve both prayer and food.
• Snelm for fighting giant snails.

Inventory

• Guthix balance potion is recommended for slaying vampyres.
• Druid pouch to defend against Ghasts. Stock up before starting.
• Knife or dagger to skin Snakes and to get branches on the Bog puzzle.
• Prayer potions are optional, and recommended for first time trekking via the Route 3.
• An axe and a tinderbox may be helpful, however, they are provided in events when needed.
• Food, both for personal healing and to heal the follower. Remember that the follower can accept any type of food mid-trip, so a basket or sack of food is highly recommended. A sack filled with food also saves a lot of work with the campsite event.
• A (super) combat potion can help you deal damage as it is normally hard to kill juvinates.
• 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 gives a prayer boost when you use a prayer potion.
• Hammer for an event where you need to repair a bridge. (equip a woodcutting axe to avoid needing the hammer)

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 handy). 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 weapons

Unless you are wearing an Efaritay's aid, Vampyre Juvinates can only be harmed by relatively weak silver weaponry. Because of this an Efaritay's aid is strongly recommended. A dragon defender will greatly increase accuracy against Juvinates if using a one handed weapon.

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.

Names Class Notes
Fyiona Fray
Dalcian Fang
Mage
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
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
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.

Routes

Temple Trekking 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 mostly 3 events on this path, but it can also be between 0-7. Players 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.
• 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 0-5 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 but is still possible.

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.

A player and his escort are healed by Abidor Crank.

Friendly event

A man named Abidor Crank will appear as an event and heal you and the follower, boosting your Defence level by 10 and your Hit points by 15. He also turns all Rotten foods into Stews.

Combat events

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 themself 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 Juvinates Must be killed with silver weapons, listed above. Rod of ivandis 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 damage. 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.
Ghasts You need Druid pouches 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 (up to 12 on the hard route), 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 the 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, however they are also notorious for passing through players. Once they are lined up, you may wish to attack each one to ensure they do not pass through you. Use Salve amulet to increase damage. Having a quick means of killing, such as a Dragon dagger for its special, will be useful for taking care of shades that attack your follower.
Swamp snakes Giant snakes with fast, hard-hitting melee attacks that attack in packs. Their attacks hit up to 18 damage on the hard route, so death could come quickly without Protect from Melee up. They are also extremely large in terms of game dimensions, so may sometimes get stuck easily behind obstacles. Because of this, a Halberd or range weapon is extremely useful to use to conserve prayer and/or food. They can also easily stack on the same tiles that one swamp snake is already on. 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 do not directly drop anything, but instead leave behind a corpse; a knife can be used on it to get 2-5 (Swamp) Snake hides. If a snake manages to attack your follower and is subsequently killed by you, it will drop bones instead of a corpse. This will never happen if all the snakes are attacking you. There is a glitch where a snake will be on top of another snake, will have a yellow dot on the minimap, but 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. Another glitch occurs randomly when a swamp snake spawns outside the map, making it harder to kill if not using ranged or magic. These glitches are yet to be fixed by Jagex.
Giant snails Uses a Magical Ranged attack that easily penetrates melee defence and hits up to 17 on the hard route when not wearing a Snelm. Use Protect from Missiles 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 'Protect from Missiles' prayer, even if you are wearing a Snelm, as the snails' attacks rarely miss even against high magic defence armour, and you can still take damage very quickly. They drop Snail shells redeemable for 600 coins in Dorgesh-Kaan, and can potentially drop Perfect snail shells instead, which give 1000 coins and 500 Crafting experience.
Nail beasts Shrieking beasts that attack with a flurry of claws and bites, landing three separate hits in a single attack. Their max damage per individual hit is low (4 on the hard route) and the time between flurries is quite long (half the speed of an abyssal whip), but the individual strikes have very high accuracy, so Protect from Melee is a must. They have low defence and hitpoints and don't usually threaten your follower, but they will need to be killed if they do because of their accuracy. They drop Nail Beast Nails and Big bones. This event does not occur often. Nail beasts are weak to Sanfew serums if they are "used" on them, which deals 20-40 damage per dose and grants Attack experience. This requires the player to have no weapons equipped; if they do, it will automatically be unequipped if there is space in their inventory.
Head and tentacles Appears only during boat trip of route 3. It is actually five parts, a level 140 Head and four level 99 Tentacles. The Tentacles can hit anywhere on the boat, but will usually only attack the follower if they are directly in front of one. If the player poisons or envenoms one part of the monster, all of them become afflicted. 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 its attacks can be avoided by hitting it and moving to the opposite side of the boat. Kill the part attacking the follower first.

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 axe, 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 axe to repair the bridge. It is possible, yet rare, for Undead Lumberjacks to spawn while there are trees. In which case you can mix and match logs and planks. The Undead lumberjacks here do not drop the Lumberjack clothing pieces.
• Event with Zombie and NO trees: Kill a Zombie for a Bronze axe, 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 axe 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. You will not receive duplicate pieces of the Lumberjack Outfit. You normally can only receive one piece of clothing or food per encounter. If multiple Undead Lumberjacks are killed at the same time, each one killed at that time will have a chance to drop a piece allowing you to obtain several pieces during one encounter. This can be accomplished by using chinchompas, the dragon 2h sword, or burst/barrage spells from the Ancient Magicks. Once a piece drops, the player will no longer be able to receive another piece during that encounter.
• It is possible to experience both variants of the bridge event on the same trek/ramble, or even multiple of the same one.
• It is possible to bring logs or planks of any type to repair the bridge.
Bog Use any item that has a slash attack option (e.g. a longsword, dagger, axe, Abyssal whip) or a knife on a spiny bush to get some branches. Use these to feel the firmness of the bog. Continue over the marsh walking on firm ground. If you walk on soft ground, you will sink into it and be taken back to shore. Note: It is advised to bring more than one branch because they get stuck in the bog at times. You can go back and get more branches if necessary by either retracing your steps or intentionally stepping onto soft ground to get back to shore. The bog event is often confused with the river (see below).
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
Due to a bug, it is currently impossible to encounter the campsite event.

3 to 5 starving adventurers (Marv, Hank, Wilf, Sarah and/or Rachel) will be seated around a dead campfire. To continue, they must be fed or they turn into Ghasts, which must be killed to continue. Following a bug fix in 2015, purple sweets will now work to cure the adventurers. Previously it would consume the entire stack. Most foods work, but in the event there are 5 snails, a bronze axe, a tinderbox, and 2 dead trees which will provide everything needed to cook and feed them. Priority for feeding them is: ghastly, very sick and sick. When rewards are calculated, this event counts as a combat event. Having a basket or a sack filled with food makes the 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 the player a Reward token. These tokens can be blue, yellow, or red, depending on the chosen route. The reward amount is determined by how many monsters are fought, what level they were, and how many puzzle events were completed, as explained below. The token given can be exchanged for the reward anywhere.

This table shows the max reward possible on any trek for each item. The player may select from any of the following rewards:

Item Path 1 Path 2 Path 3 Max Value (with max rewards)
Pure essence 50-150

100 - 300

120-380

240 - 760

370-660

740 - 1,320

660 1,320
Bow string 100-200

10,900 - 21,800

150-250

16,350 - 27,250

200-300

21,800 - 32,700

300 32,700
Silver bar 5-50

430 - 4,300

50-100

4,300 - 8,600

100-150

8,600 - 12,900

150 12,900
Herbs (tarromin/harralander and toadflax)[1] 5-15 10-20 15-30 30 (See below)
Coal (2x) and Iron ore (1x)[2] 21-72

3,087 - 10,584

66-165

9,702 - 24,255

150-216

22,050 - 31,949

145 Coal and 72 Iron 31,949
Watermelon seeds 10-20

170 - 340

15-30

255 - 510

20-40

340 - 680

40 680
Raw lobsters 2-35

290 - 5,075

30-65

4,350 - 9,425

60-80

8,700 - 11,600

80 11,600
XP Tome 1100-1650 XP tome 2035-3025 XP tome 4015-5005 XP tome N/A N/A
Random
1. The herbs are lesser amounts of Toadflax, and greater amounts of either Harralander or Tarromin. The amount of Toadflax is 1/2 the other herb plus 1, up to 10. So the max Herb reward is 10 Toadflax and 20 Harralander or Tarromin.
2. Total values indicate the combination Coal + Iron ore (e.g. a reward of 21 would be 14 Coal and 7 Iron)

The player may select a Tome of experience as one of the rewards. These tomes give some experience in one of the following skills, chosen at random when the tome is selected: Agility, Thieving, Slayer, Firemaking, Fishing, Woodcutting, or Mining. Each tome has a fairly high value for alchemy (2000 for low alchemy, 3000 for high); tomes for undesired skills may be better used to this end. The colour of the tome is the same as the colour of the reward token used.

Item Level Xp
Blue tome Level 1 Random amount of experience (1100-1650) in a defined skill.
Yellow tome Level 2 Random amount of experience (2035-3025) in a defined skill.
Red tome Level 3 Random amount of experience (4015-5005) in a defined skill.

Trek points

All rewards other than tomes of experience are distributed based on the amount of "points" the player earns during the trek. Points are earned by completing puzzle events and killing NPCs.

• Most puzzle events give 500 points regardless of route chosen
• The bridge event where zombies are killed for planks awards 0 points
• The Abidor Crank event awards 0 points
• Killing an NPC yields either 325, 625, or 1125 points depending on whether route 1, 2, or 3 was chosen
• The head and tentacles on route 3 awards the player 4000 points

The maximum amount of points that can be earned on a trek is 8000 and the minimum amount of points that can be earned on a trek is 325. If a player manages to earn no points on a trek, their reward will still be treated as if they had earned 325 points. It is important to note that the difficulty of the player's follower does not directly affect their points, but allows them to earn more points as the number of NPCs in a combat event increases from 3 to 5 as follower difficulty increases.

The exact formula for determining the number of rewards based on points is

${\displaystyle {\text{Reward count}}={\text{low}}+\left\lfloor ({\text{high}}-{\text{low}})*({\text{points}}-325)/(8000-325)\right\rfloor }$

where points is the player's Temple Trekking points for the trek, low is the minimum amount of the given reward for the tier of reward token, and high is the maximum amount.

For example, if the player earned 500 points on route 2 and picked bow strings as their reward, they would be given ${\displaystyle 150+\left\lfloor (250-150)*(500-325)/(8000-325)\right\rfloor =150+2=152}$ bow strings. For the ore and herb rewards, this formula gives the sum of the two given rewards. For example, the same player would earn ${\displaystyle 66+\left\lfloor (165-66)*(500-325)/(8000-325)\right\rfloor =66+2=68}$ combined coal and iron ore.

• Iron and coal amounts
• ${\displaystyle {\text{Iron ore amount}}=\left\lfloor {\text{Reward count}}/3\right\rfloor }$
• ${\displaystyle {\text{Coal amount}}={\text{Reward count}}-{\text{Iron ore amount}}}$
• Herb amounts
• ${\displaystyle {\text{Low level herb amount}}=\left\lfloor 2*{\text{Reward count}}/3\right\rfloor }$
• ${\displaystyle {\text{High level herb amount}}={\text{Reward count}}-{\text{Low level herb amount}}}$

Changes

Date Changes
20 January 2021
(update)

Multi-combat has been reintroduced to the Shade encounter.

2 July 2015
(update)

Feeding purple sweets to the sickly NPC during Temple Trekking no longer consumes the entire stack.

Trivia

• The description for the clothes reads, "You'll certainly be alright wearing these", referring to The Lumberjack Song in the British comedy sketch television show Monty Python's Flying Circus. The clothes themselves look just like the clothes from Monty Python. This is one of many references to Monty Python found in RuneScape.
• When you examine lumberjack zombies, it will say “He's the one, but he's not alright” which is another reference to Monty Python’s The Lumberjack Song.
• Temple Trekking is disabled in Deadman worlds.