Forums

Penguin & Ghost Clues

Quick find code: 75-76-470-58336674

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
SECOND GHOST RUN ( ghost activating bloodsuckers rule clue in and around Burgh De Rott )

The ghost traversed into the town and continually activated bloodsucker rule clues. I have also included some images below which are not quite inside the town, but still nearby. Unfortunately, the ghost teleported near the western dock area before it was able to have another go at penetrating the southern border, so I wasn't able to get a chance at a second look of it.






Slightly out of the town:




Video: https://www.youtube.com/watch?v =o 3b-J-SZZ1Q

Due to unintended automatic formatting, you need to replace the surprised emoticon face with the single vowel letter: o

The evidence suggests the bloodsuckers rule clue likely covers all of Burgh, including the southern-most docks, and probably towards the east of town near the Vyrewatch too, though it didn't go far east enough for me to fully confirm this.

Additionally, here are two other images of the ghost from a completely separate run activating the bloodsuckers rule clue just northwest of the town on the other side of the fence (have included these pictures as they are unwalkable tiles for regular penguins to test on), which adds a tiny bit of extra support to the theory that the bloodsuckers rule clue covers the entirety Burgh De Rott:




21/22

23-May-2021 00:10:02 - Last edited on 23-May-2021 00:15:17 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
========================

With all that in mind, I should mention that there is a small patch of tiles that lie just towards the southeast of the Abbey towards the east of the Necrite rocks, which activates the "around the Al Kharid region, north of Shantay Pass" clue.

The fact that the ghost activated bloodsuckers towards the east of the Abbey seemed to suggest that those particular tiles have been purposefully added on by tacking on a small modification to cover that area, as the bloodsuckers clue is activating evidently further west than they are for the eastern border of the Al Kharid region hint to be fixed on the same eastern row all the way along.

However, neither of the ghosts in both videos went down into the area to the northeast of the Necrite rocks in the unwalkable bit of the ridge, so it is not currently known what will activate there.

The south/north border in that area between "around the Al Kharid region, north of Shantay Pass" and "in the north of the Kharidian desert" (just east of the Necrite rocks, SE of the Abbey) continues to follow the same as further towards the west:

00 degrees, 46 minutes south (around the Al Kharid region, north of Shantay Pass)
00 degrees, 48 minutes south (in the north of the Kharidian desert)

========================

Whilst neither videos were conclusive enough to say for sure, I believe the west/east border between "around the Al Kharid region, north of Shantay Pass" and "where bloodsuckers rule" (towards the east of Citharede Abbey) could be:

31 degrees, 43 minutes east (around the Al Kharid region, north of Shantay Pass)
31 degrees, 45 minutes east (where bloodsuckers rule)

22/22

23-May-2021 00:10:40

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Here are a couple of fresh finds, presented as case files #1 through to #4, with the final one being the most interesting case file.

1) Pointy-eared ones clue activating inside Longramble's Camp





Video: https://www.youtube.com/watch?v=VnQApI5ucCU

The ghost activated the pointy-eared ones clue inside this area. I should note that it also activated the clue beside the spirit tree, but unfortunately I must've pressed the Start Record button on my program around that time, which can take a moment or so to kick in, so the video didn't quite pick it up in time. I also caught the ghost towards the end of its spawn, so unfortunately I didn't pick up whatever area it explored before it got there.

Am still working on working on finding out approximately where the southern border of this hint ends, as I have literally no idea atm.

2) Beyond detection activating slightly northwest of the Macaroni penguin near Here Be Penguins (eastern isle), far north of Miscellania island, towards the south of the Mammoth iceberg and slightly northeast of Here Be Penguins (western isle)








Video: https://www.youtube.com/watch?v=TR6Yr_qDVp0

Followed a ghost that went activated beyond detection hints in the regions described in the title. It continously activated the BYD hint out of sight far north of Misc isle/south of the Mammoth iceberg too, before it came back into sight southwest and teleported.

1/3

17-Jun-2021 05:45:50 - Last edited on 17-Jun-2021 10:28:13 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
3) Another look at the eastern border of 'on an island, etc' hint




Video: https://www.youtube.com/watch?v=VMkf2xSHqas

Decided to post this here, as the ghost was a bit further north than the last case file I posted about it, so just wanted to further reinforce the notion that the east border should be set the same all the way along (to whatever it is exactly). It stopped at one moment, though it did so a few rows too soon to be of any use. It activated the island hint at what I have determined to be the 06 degrees, 35 mins east row, which doesn't really help us.

Afterwards, it went further northeast and was out of sight for some time before it teleported, whilst continuously activating beyond detection hints. Must've been out on the water in the middle of nowhere.

4) "near a town of werewolves" activating north of Slayer Tower on water, incl approx north/south border with "where the Fremenik 'heim' and seek" hint

WOW!!!

Caught a ghost roaming north of Slayer Tower on the water. And the "near a town of werewolves" hint is activating much further north than I had originally expected! Scrap the previous case file I mentioned about the border being set at potentially 13 degrees, 13/15 min north notation just slightly north of the tower... that barely scratched the surface.









Video: https://www.youtube.com/watch?v=YhDIhscvTbU

N.B. there was quite a lot that went on in the video, including a point where it went out of sight for a bit back into the wildy, where nothing interesting happened. I wasn't sure whether to trim that part out, but decided to leave it in for full context. Therefore, I have provided specific timestamps for anyone who watches it to navigate to the interesting parts of the video if you want to skip past that.

2/3

17-Jun-2021 09:36:16

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Whilst the video was not conclusive enough to say for certain what the border is exactly, the north/south border between "where the Fremenik 'heim' and seek" and "near a town of werewolves" (towards the north of the Slayer Tower) appears to be:

14 degrees, 15 minutes north (where the Fremenik 'heim' and seek)
14 degrees, 13 minutes north (likely where the Fremenik 'heim' and seek)
14 degrees, 11 minutes north (???, but likely to be the werewolves hint I'd imagine)
14 degrees, 09 minutes north (near a town of werewolves)

This find would seem to suggest the town of werewolves hint would activate in the small patch of land to the east of the border guard in the southwest entrance to Daemonheim. However no Wildy rock can reach there now (or Daemonheim for that matter either, of course).

I wonder - did anyone test that particular area before it was closed off to Wildy penguins? Presumably, if the hint borders in that area has been left untouched, it would've surely activated bloodsuckers rule back in the day. I looked back through some old clue maps, but all of them seemed to suggest the 'heim' and seek hint covered that area, as the maps suggested the border was set just slightly north of the Slayer Tower.

If it used to activate the somewhere in Runescape clue there, or the 'heim' and seek hint after that was introduced into the game, that would suggest the border in that area was adjusted at some point.

This finding also now puts my earlier notion that the Peninsula resource dungeon isle could be covered entirely in a beyond detection zone into shaky ground.

Hopefully in the future, I (or someone) will be able to get a ghost up in the same latitude but much further east to see if the town of werewolves northern border is a perfect rectangle shape or if there will be some inconsistency.

3/3

17-Jun-2021 09:58:06 - Last edited on 17-Jun-2021 10:40:39 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Here is a fresh find from today.

Beyond detection activating south of the southern-most docks in Burgh De Rott, incl another look at the southern border of bloodsuckers rule (towards the south of Burgh De Rott)

The ghost wandered south of the area described in the title and continually activated beyond detection hints. It also activated a north Kharidian desert hint whilst out of sight on the water north and a bit east of Uzer. It went further south on the water than the other one I followed in the general area some time ago, which I have listed in a previous case file on this thread.










Video: https://www.youtube.com/watch?v=YhaENaEgvCA

I don't feel confident enough to give much of an updated border suggestion. My thoughts haven't really changed since the last post I made. With that said, I am reasonably sure it activates beyond detection at the 00 degrees, 01 minutes north row. With this find it reinforced my gut feeling further that the border could be connected to the Drakan's medallion charge technique. If that is the case, the border is likely:

00 degrees, 03 minutes north (where bloodsuckers rule)
00 degrees, 01 minutes north (somewhere beyond detection)

I will see if I can confirm this sometime in the future. Don't expect any updates on it soon though.

19-Jun-2021 12:15:58

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Some new case files to post here.

1) "near a tainted swamp" clue activating on water southeast/south of Incandescent wisp colony, incl water wall/south border for "around Feldip Hills, near Gu'Tanoth" towards the south of the Castle Wars (Rock) penguin spawn


The ghost wandered between these areas as described in the title.






Video: https://www.youtube.com/watch?v=Sf319EBZJxE

It appears as though it is likely not possible to activate a beyond detection hint on the water in the video. The ghost is contained by a water wall that prevents it from going further south. The video was almost conclusive on this for the Feldip Hills hint region in that area both west and east. The water wall does end somewhere towards the east. Haven't figured out exactly where yet, but its somewhere south and maybe a bit east/west of the nearby fairy ring. That is for another time and post.

There was a moment, at 00:48 in the video where the ghost had almost entered (or had entered) the tainted swamp region and was running along the wall. But it took off to the northwest right after that. If it had kept running along the wall just for a moment after 00:49 and gave me a little more room to grab another hint (for the tainted swamp clue, that is), we would know for 100% certainty. That's the only little gripe I have about it which reduced my confidence rate on it slightly. I keep rewatching the clip over and over and suspect there may have been just one or two tiles in it. Hmm....

I mention this because there is an irregularity in the distinctive line running down through the water, and I'm not sure how the ghost will respond to it in terms of its movement exactly. I didn't see this at first until I investigated the area further after the clue run.



1/4

11-Aug-2021 07:44:36 - Last edited on 11-Aug-2021 07:44:50 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
The water wall towards the south of the Castle Wars (Rock) spawn is:

04 degrees, 46 minutes south -- this is where the ghost hit the water wall in the Feldip Hills clue region, and can't roam any further south
04 degrees, 48 minutes south -- ghost cannot reach this row

This is based on the scanner in the clip telling me how many steps away it was combined with the sextant information, then using more expansive ground towards the east to determine where it was.

Additionally, the border above seems likely (but not confirmed) to be the southern border for the "near a tainted swamp" hint. It would seem quite likely though that the ghost would still not be able to roam beneath 04 degrees, 46 mins south whilst it is in this region due to the presumed water wall affecting it in this area too, so it would seem unlikely to be able to activate beyond detection in that southern region either. The fourth picture posted above shows the ghost perched right beside the line in the water, but not quite up against it.

Will try to see if I can confirm this for certain in the future and also clear up what it'll do when it passes that irregular shaped line on the water. But for now, this finding is a good start.

2) "around Feldip Hills, near Gu'Tanoth" hint activating southwest of Longramble





Video: https://www.youtube.com/watch?v=S7j0LQP1VWg

Unfortunately, the ghost did not venture far enough north to confirm approximately where its northern border is. But, it possibly meets with the southern border of the pointy-eared ones clue (see case file further below for more information).

2/4

11-Aug-2021 07:48:28

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
3) East/west border of "around the Al Kharid region, north of Shantay Pass" and "where bloodsuckers rule" (towards the east of Duel Arena) confirmed




The tile I am standing on in the first picture is: 02 degrees, 00 minutes north. 30 degrees, 46 minutes east (ghost is three steps west of me)

The tile I am standing on in the second picture is: 02 degrees, 58 minutes north. 30 degrees, 45 minutes east (ghost is one step west of me)

The border is:

30 degrees, 41 minutes east (around the Al Kharid region, north of Shantay Pass)
30 degrees, 43 minutes east (where bloodsuckers rule)

4) Beyond detection zone towards southern-middle Poison Waste, incl approx southern border of pointy-eared clue






Video: https://www.youtube.com/watch?v =D XnePqTWL18

I believe the southern border of the pointy-eared ones clue (at least, in the Poison Waste area) could possibly be:

02 degrees, 01 minutes south (somewhere beyond detection)
02 degrees, 00 minutes south (near the pointy-eared ones)

Or somewhere around there. The video wasn't conclusive enough to say for sure exactly, but it gave a rough idea. If its not that then it should only be a row or two out.

Presumably this pointy-eared clue runs on the same south border all the way along west/east. It would seem logical to assume the beyond detection in the Poison Waste area stretches all the way along west too to wherever the western border of the tainted swamp clue is (and most likely out into the sea too).

3/4

11-Aug-2021 08:17:39 - Last edited on 12-Aug-2021 02:36:52 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Lastly, I just wanted to mention two things that I missed putting into previous 'heim' and seek case file postings.

Both the small patch of land that would presumably activate the town of werewolves hint towards the southeast of Hilda and Torsteg (in southwestern Daemonheim) and the woodcutting resource dungeon isle continue playing the Daemonheim music soundtracks. So the music does not seem connected to the penguin clue borders in both areas.

Additionally, the Drakans medallion is not of any assistance to speculate further in both areas. It doesn't save a charge in the area mentioned above. It does activate on the very southern end of the resource dungeon isle on just a few rows, though the border is irregular and I highly doubt it is related to penguin clue borders in that region in any way:

13 degrees, 45 minutes north (uses a charge -- considers I am not in Morytania)
13 degrees, 43 minutes north (DOES NOT use a charge -- considers I am in Morytania)

So, this does not help us in any way with theorizing what clue will be activated on the southern-middle end of the resource dungeon isle. But both were definitely worth checking out.

4/4

11-Aug-2021 08:27:50 - Last edited on 11-Aug-2021 12:51:45 by GhostPenguin

Quick find code: 75-76-470-58336674 Back to Top