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The Ghost Penguin

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GhostPenguin
Nov Member 2017

GhostPenguin

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The Shadow Realm (ghost) penguin is an additional penguin that you can spy every week as part of the Penguin Hide and Seek D&D. You require the Some Like it Cold quest to spy on it, as well as having the ring of visibility worn to see it, which you can obtain from partial completion of the Desert Treasure quest. Spying on the ghost penguin awards you 3 penguin points.

This penguin is hard to find; it has a blueish ghostly appearance. It teleports around RuneScape frequently to a new spawn. It can also walk through players, some walls, NPC'S, water and hills. Upon spying the penguin you will be rewarded 3 penguin points which you can exchange with Chuck like your other penguin points.

Tips:

While you may watch any spawn, it is recommended to watch one of these spawns or hop between them:
• Goblin Village, Death Plateau, Zanaris, Draynor Manor, Dorgesh-Kaan, McGrubor's Wood, Lumber Yard.


If the ghost penguin goes on water/hills, use a item in your inventory on it and it'll try to take you to the penguin.

Particulars:

• The examine is "License to Chill"
• It does not show up as a dot on the minimap
• It makes a faint ambient sound when it moves, which sounds like crunching on snow
• It will not be at the same location on all worlds (for example, if it was on W2 at Rellekka it does not mean it will be there on W36)
* The known amount of time it can remain at a spawn is from 15 seconds - 40 minutes
* Once the ghost has spawned, it may either start roaming immediately or sit on its spawn point for up to approximately 45 seconds

12-Sep-2020 22:41:56 - Last edited on 13-Sep-2020 00:24:03 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Finding methods

1. World hopping

One relatively quick and confident way to find the ghost without much prior knowledge of how the ghost mechanics work is to go to a confined spawn, notably Death Plateau or Lumber Yard and hop worlds till you find it. If you were to look at it from a purely mathematic viewpoint, you have a 1/34 chance per world to find the ghost at whichever spawn you choose to hop at. This can sometimes take only a few worlds to hop or sometimes well over 50, depending on your luck.

The only disadvantage of this method is that sometimes the servers block you for a few minutes from hopping worlds, due to 'too many attempts'.

2. Chuck clue spamming

Since the release of Back to the Freezer in a hidden update, Chuck now gives clues to the current location of the ghost penguin. This can be incredibly useful as to where you can find it. Once you become more and more acquantied with where each clue region is, you'll become faster at figuring out probable locations of the ghost. Note that any hints given are mixed in with other existing penguins, with the exception of the Back to the Freezer penguin which does not produce clues.

Because you need to account for the regular penguins producing clues, the best way to distinguish whether Chuck is really hinting at the ghost penguin is to find 'unique clues'. You can tell

The only negative to this is during some parts of the day when player counts are high on a particular world the dialog interface with Chuck becomes quite slow and takes a while to respond. You will either have to put up with it or wait till a quieter time of the day.

If you have only just one or two extra people helping out with finding the ghost, you can maximise your potential of finding it with several ways. There are almost always penguins trapped in clue regions where there are ghost spawns during the week,

12-Sep-2020 22:42:03 - Last edited on 13-Sep-2020 00:27:05 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
3. Spawn camping

This can be one of the most tedious ways to find the ghost penguin, and can take as few seconds or many hours (often the latter). It is where you go to any spawn and simply wait there until the ghost spawns. If you are finding it just for yourself, then any open spawn will do (Lighthouse, East Karamja etc), however if you want to locate it for others (i.e. your clan), then it would be best to camp at a confined spawn. Especically if you plan on being AFK for some of the time and only checking every couple of minutes, as you'll likely miss it spawn otherwise.

Remember - this is extremely boring and tedious (unless, you actually like waiting for the ghost). Be prepared to wait very long hours if you do this.

Spawns

The ghost penguin has 34 known spawns during the week. However, at reset, the ghost may be present at a 2-pt spawn. All 34 1-pt spawns are listed below, with both their primary clue, common abbreviations, close teleports and a picture of the ghost at each of them.

NOTE: Quite a few of these penguin spawns that have the fastest teleports require the use of fairy rings. I will simply list the fairy ring code, however the fastest way to access the fairy ring network is through the use of 'Portable Fairy Ring', an item unlocked at ... Invention. This can be quite expensive however; several alternatives include the use of a skill portal attuned to the Zanaris fairy ring from a grace of the elves, using a Tokkul-Zo to teleport to the Fight Cave and running northeast, or as the simplest option simply teleporting to Yanille lodestone and running north.

Teleports are listed from quickest to slowest (within reason, i.e. I am not going to list the Spirit Kyatt's teleport ability as an efficient way of getting to the Eagles Peak spawn). I have attached a snippet image of each of its spawns sitting on its spawn point.

12-Sep-2020 22:42:09 - Last edited on 13-Sep-2020 00:37:40 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Al Kharid



Primary clue: '... in the northern desert.'
Secondary clue(s):
Abbrevations: alk, al k, kharid
Teleports:

1. Al-Kharid lodestone, run southeast
2. Broomstick (after completion of 'Swept Away' quest), run slightly northwest-ish

Barbarian Outpost



Primary clue: '... located between Fremenik and barbarians.'
Secondary clue(s): '... located somewhere in the kingdom of Kandarin.'
Abbrevations:
Teleports:

1. Games necklace > Barbarian Outpost, run slightly northeast-ish
2. Whilst on Lunar spellbook, teleport to Barbarian Outpost using the spell

Brimhaven



Primary clue: '... located where banana smugglers dwell.'
Secondary clue(s):
Abbrevations: brim
Teleports:

1. Fairy ring network, teleport to B J R and use the 'Magic Whistle' to teleport right next to the spawn.
2. Run northwest from Karamja lodestone

Castle Wars



Primary clue: '... located south of Ardougne.'
Secondary clue(s):
Abbrevations: cwars
Teleports:

1. Ring of duelling
2. Hot air balloon network
3. Yanille lodestone, run west

N.B. This is one of the few 1-pt spawns you can watch while bankstanding.

12-Sep-2020 22:42:14 - Last edited on 12-Sep-2020 23:11:05 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Central Karamja



Primary clue: '... located deep in the jungle.'
Secondary clue(s):
Abbrevations:
Teleports:

1.
Wicked hood > Nature altar. The hood grants you two daily teleports (three if all wicked robes are owned), but can be topped up with Wicked hood teleport tokens (from Treasure Hunter). Alternatively, break nature altar teleport tablets, obtainable from The Great Orb Project minigame or Runespan).

2. Otherwise, use Tai Bwo Wannai teleport scrolls (from Treasure Trails/Grand Exchange) and run southeast. These scrolls are reletivaely cheap.

3. Teleport to Karamja lodestone and run southeast.

N.B. Since it spawns under a tree, it does not visibly show whether it has spawned or not. The tree is large enough to cover its body, so the ghost remains hidden until it moves away from its spawn. The spawn snippet demonstrates this.

Therefore, if you want to know whether its actually spawned or not, you will either have to hover your mouse cursor over the spawn point or zoom in until you can see the inside of the tree.

Death Plateau



Primary clue: '... located where the Imperial Guard train.'
Secondary clue(s):
Abbrevations: dp, dp path
Teleports: Games necklace > Troll Invasion and run northwest, climb over the ledge. Alternatively, Burthorpe lodestone and run northwest.

Digsite



Primary clue: '... located in the kingdom of Misthalin.'
Secondary clue(s):
Abbrevations: dig
Teleports:

1. Digsite pendant > Digsite
2. Archaelogy journal teleport
3. Master quest cape > The Empty Throne Room teleport

Draynor Manor



Primary clue: '... located in the kingdom of Misthalin.'
Secondary clue(s):
Abbrevations:
Teleports:

1. Draynor Village lodestone and run north.

12-Sep-2020 22:42:19 - Last edited on 12-Sep-2020 23:13:57 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Dorgesh-Kaan



Primary clue: '... located where the big-eyed goblins dwell.'
Secondary clue(s):
Abbrevations: dorg, dorgesh
Teleports:

1. Dorgesh-Kaan sphere, run to ground floor from wherever you are placed.
2. Lumbridge lodestone teleport, run west into the castle and down the ladder in the kitchen, run east and go through the hole in the wall, talk to Kazgar and go through the mines, and then enter Dorgesh Kaan by going through the mine entrance.
3. Fairy ring network > A J Q code, run north

N.B. If you are not using the spheres for teleportation, you will want to carry a light source with you.


Eagles' Peak



Primary clue: '... located where eagles fly.'
Secondary clue(s):
Abbrevations: eagles
Teleports:

1. Memory strands teleport, run south
2. Sixth-age circuit > Guthix Memorial, run east and south
3. Eagles Peak lodestone and run northwest

N.B. You can add the memory strands (from Divination) to your currency pouch, and then Favourite them to pin them to the front of the pouch interface.


East Karamja



Primary clue: '... located deep in the jungle.'
Secondary clue(s):
Abbrevations: east kara
Teleports:

1. Grace of the elves > Overgrown idols (with Overgrown idols selected as one of your two skill portals in the Max Guild garden)
2. Witchdoctor mask/Juju spirit teleport bag teleport > cros north over the jungle vines, run west, jump over the agility shortcut (stepping stones) and run northeast-ish
3. Gnome glider network > Gandius (Karamja), run west

12-Sep-2020 22:42:24 - Last edited on 12-Sep-2020 23:16:10 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

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



Primary clue: '... located where no weapons may go.'
Secondary clue(s):
Abbrevations:
Teleports:

1. Wicked hood/Water teleport tabs > Water altar, run west
2. Amulet of nature > Farming patch on Entrana, after planting hops that have become diseased
3. Balloon transport system > Entrana
4. Port Sarim lodestone, run northeast, travel to Entrana by talking to the monks


N.B. as you will probably know , you cannot have/be wearing any combat items/equipment while on Entrana or attempting to arrive on the island.


Feldip Hills



Primary clue: '... located near some ogres.'
Secondary clue(s):
Abbrevations: feldip
Teleports:

1. Fairy ring network > A K S, run northeast
2. Yanille lodestone, run southeast, south and then a bit east
3. Gu'tanoth teleport scroll, run east and south and then a bit east


Gnome Maze



Primary clue: '... located south of Ardougne.'
Secondary clue(s):
Abbrevations:
Teleports:

1. Spirit tree network > Tree Gnome Village and run west, pass through southern fence. You can check the southwestern area from here. If you want to access the southwestern area of the maze follow Elkoy to northwestern part of the maze, then run south

2. Teleport to Yanille lodestone and run north

N.B. If in centre of the maze, use Elkoy to follow through the maze, and then run straight south.


Tree Gnome Stronghold



Primary clue: '... located near a big tree surrounded by short people.'
Secondary clue(s):
Abbrevations: tgs, gnome strong
Teleports:

1. Eagles Peak lodestone, run southeast over the stile
2. Hazelmere's signet ring > Tree Gnome Stronghold teleport, run northwest-ish (cost of this ring is enormous)
3. Spirit tree network > Tree Gnome Stronghold (3), run far west

12-Sep-2020 22:42:36 - Last edited on 12-Sep-2020 23:19:49 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Goblin Village



Primary clue: '... located in the kingdom of Asgarnia.'
Secondary clue(s):
Abbrevations: gob village, gob
Teleports:

1. Goblin Village sphere
2. Whilst wearing the Master Archaelogy outfit > teleport to General Bentnoze/Wartface, the Archaelogical collectors
3/4. Falador lodestone, run far north. Or, while on the Normal spellbook, teleport to South Taverley, run east out through the gate and north to the village.

Note 1: if you have a slot on the Grace of the elves set to the Invention Guild, you can teleport here and run northwest over to the village.

Note 2: If you want to use the Wicked hood/teleport tabs, you can teleport to Mind Altar which is close by.


Ice Mountain



Primary clue: '... located in the Kingdom of Asgarnia.'
Secondary clue(s):
Abbrevations: ice, ice mtn
Teleports:

1. Lassar Teleport (while on Ancient Magicks), run north. N.B. While you must be on the Ancient Magicks spellbook to cast this teleport, it is still possible while on the Lunar spellbook, by casting 'Spellbook Swap', granting you the ability to make a single cast from the Ancient Magicks spellbook, thereby allowing you to use Lassar Teleport.
2. Combat bracelet > Monastery, run southwest-ish and west up over to the mountain
3. Edgeville lodestone, run southwest and west over to the mountain

Note: if you have a slot on the Grace of the elves set to the Invention Guild, you can teleport here and run north over to the mountain. Not quite as quick as the Lassar teleport though, but doesn't cost anything.

Note 2: If you want to use the Wicked hood/teleport tabs, you can teleport to Mind Altar which is close by.

12-Sep-2020 22:42:46 - Last edited on 12-Sep-2020 23:20:35 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

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



Primary clue: '... located between Fremennik and barbarians.'
Secondary clue(s):
Abbrevations:
Teleports:

1. Lighthouse teleport (expensive)
2. Games necklace > Barbarian Outpost, run north over the stones
3. While on Lunar spellbook, teleport to Barbarian Outpost, run northwest over the stones

Lumber Yard



Primary clue: '... located in the Kingdom of Misthalin.'
Secondary clue(s):
Abbrevations: sawmill, lumb yard
Teleports:

1. Lumber Yard teleport scroll (expensive)
2. Wicked hood > Earth altar
3. While wearing Master Archaelogy outfit, teleport to Infernal Source digsite, run east. Alternatively, teleport to Digsite (slightly slower), run inside the Archaelogy Guild building and teleport to the digsite.
4. Archaelogy journal teleport, run far north (do this if you don't have the ability to teleport to the Infernal Source digsite)
5. Invitation box (click on it twice), run west


Lumbridge Swamp



Primary clue: '... located in the Kingdom of Misthalin.'
Secondary clue(s):
Abbrevations: lumb swamp, lumby swamp
Teleports:

1. Enlightened amulet > The Nexus teleport, run slightly south
2. "Chipped" Lumbridge teleport/Dave's spellbook, run southeast
3. Water altar (via Wicked Hood/Teleport tabs), run southeast
4. Lumbridge lodestone, run south


Mage Training Arena



Primary clue: '... located in the northern desert.'
Secondary clue(s):
Abbrevations: mta
Teleports:

1. Ring of duelling > Duel Arena, run northeast
2. Fairy ring network to code B I P, then run west/southwest
3. Digsite pendant > Exam Centre, run south
4. Archaelogy journal teleport, run south

12-Sep-2020 22:42:57 - Last edited on 12-Sep-2020 23:30:53 by GhostPenguin

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