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The Ghost Penguin

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GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
McGrubor's Wood



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

1. Fairy ring network to code A L S
2. Seer's Village lodestone and run northwest, then pass the broken railing outside of the woods

Mudskipper Point



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

1. Fairy ring network > A I Q fairy ring
2. Port Sarim lodestone teleport, run south


Musa Point



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

1. Amulet of glory > Karamja (teleports you to the Banana Plantation on Musa Point), run west
2. Dungoneering cape teleport > Karamja Volcano resoure dungeon, then exit the dungeon
3. Tokkul-Zo teleport to the Main Plaza in TzHaar City, then run far south out through the entrance
4. Port Sarim lodestone, pay the sailors east of the lodestone a nominal fee, then run far west once you have arrived at the Musa Point docks


North Ardougne



Primary clue: '... located north of Ardougne.'
Secondary clue(s):
Abbrevations: north ardy, n ardy
Teleports:

1. Master Quest Cape/Sixth-age circuit > World Gate teleport, run east
2. Traveller's necklace > Outpost, run west
3. Book of Char teleport, run southeast (only once per day)
3. Eagles Peak lodestone, run far south and a bit southeast-ish


Observatory



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

1. 'Chipped' Watchtower teleport tablet/Dave's spellbook will take you to just south of its spawn
2. Ourania teleport (ZMI altar) whilst on Lunar Spellbook, run southwest

12-Sep-2020 22:43:12 - Last edited on 12-Sep-2020 23:34:29 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Port Khazard



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

1. Whilst on Lunar spellbook, teleport to just slightly west of Port Khazard with the Port Khazard teleport, and then run east
2. Ardougne cloak teleport, run east and a bit south, then east again
3. Charter docks system > Port Khazard

Relleka



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

1. Enchanted lyre (4), with the location set to Relleka (specifically 'Relleka' - not 'Relleka Market') is the fastest way to reach the spawn. Note however that you will need to continually recharge the lyres. Teleports you to 16 degrees, 31 minutes north. 06 degrees, 39 minutes east.
2. Fremenik sea boots 4 (from elite tasks) is only slightly slower than the Enchanted lyre teleport. This teleports you to 16 degrees, 05 minutes north. 06 degrees, 20 minutes east. This is only around two seconds slower than the lyre teleport. Considering that the lyre teleport animation takes approximately one second longer than using the boots, the difference is neglible.
3. Fremenik lodestone and run northwest.


Mining Camp



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

1. B I Q fairy ring; run south
2. Enlightened amulet > North of Desert Bandit Camp, run northeast


Smokey Well



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

1. Bandit Camp lodestone teleport; run east


White Wolf Mountain



Primary clue: '... located near a mountain of wolves.'
Secondary clue(s):
Abbrevations: wwm, W W M
Teleports:

1. Burthorpe lodestone; run southwest
2. Combat bracelet > Warriors Guild, run southwest-ish

12-Sep-2020 22:43:27 - Last edited on 12-Sep-2020 23:36:49 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

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



Primary clue: '... located near the coast, east of Ardougne.'
Secondary clue(s):
Abbrevations:
Teleports:

1. Ardougne teleport (spell or teletab) takes you to Ardougne market; run east
2. Cape of legends (teleport location set to front of the gates); run south
3. B L R fairy ring; run south

Wizards' Tower



Primary clue: '... where wizards study.'
Secondary clue(s):
Abbrevations: wiz, wiz tower
Teleports:

1. Fairy ring network to D I S
2. Wicked hood
3. Traveller's necklace

N.B. The Infinity Ethereal Outfit can teleport you to the tower, but you have to have all the outfit pieces fully equipped to do this, which makes it not practical compared to the Wicked hood.


Zanaris




Primary clue: '... located in the fairy realm.'
Secondary clue(s):
Abbrevations: zan
Teleports:

1. Fairy ring network (simply click 'Use' on the fairy ring, no need to select a destination), run north

12-Sep-2020 22:43:39 - Last edited on 12-Sep-2020 23:39:07 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

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

Since the release of Back to the Freezer quest on the 27 February 2017, Chuck now gives hints to the ghost penguin's location. This opens up a new avenue for finding the ghost. Note that the Freezer penguin for the week will not activate any clues. Therefore, if you get a hint for a clue region where the Freezer penguin is located, and no other penguin is there, then Chuck should be hinting at the ghost.


It is natural for Chuck to offer more clues to a particular clue region if there is more than one penguin residing in it. For example, if you had four penguins trapped inside the Relleka cow pen at once, Chuck is definitely going to have a preference for a fremenik and barbarian clue. Sometimes if there is just one penguin in a clue region and Chuck starts dishing out more clues than you'd expect, you may have a gut feeling without being sure that the ghost is residing in that clue region as well. With that said, its not unheard of for Chuck to give the same hint for one sole penguin 3-4 times in a row. Think of it this way - you have a 1/11 chance of receiving a clue related to the ghost.

Also, watch out for various clue traps associated with regular penguins being in common traps, that may lead to you believe the hint you are getting is a unique ghost hint when its not really. Some spots to watch out for are...

South yanille wall: Chuck will hint '... near some ogres' if a penguin in the wall is at the southern bit in the middle, rather than '... south of Ardougne'.
Freda's house: Chuck will hint '... near the bees and flax' if a penguin that is trapped in Freda's garden is in a certain patch of it, rather than '... located where the Imperial Guard train'
Lletya penguin: On the very eastern rows, a Lletya toadstool will activate '... somewhere in Gielinor', rather than '... near the pointy-eared ones.'

12-Sep-2020 22:43:45 - Last edited on 12-Sep-2020 23:41:44 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
As you start to find the ghost more and more using Chuck's clues, you'll be better at gauging and probing its current location out. The best way to find a unique hint is to go to a world which has trapped penguins (notably W60 or W71), find a list of them, and then compare those penguin locations to what clues they would be giving. For example, if we had say these penguins for the week...

-Port Khazard barrel - last in house northeast of Ardougne market (... located around Ardougne)
-NW Ardougne bush - last in Ardougne castle, north wing (... located around Ardougne.)

-Goblin Village bush - last west of low wall leading to Death Plateau, northwest of Troll Invasion (... located where the Imperial Guard train)
-Ice Mountain rock - last in farmhouse south of Falador (... located in the kingdom of Asgarnia)

-Desert cactus (FREEZER) - last in house south of Sumona in Pollnivneach (... located in the southern desert.)
-Ape Atoll barrel - confined to south side of island, outside monkey gate (... located where monkeys rule)

-Lletya toadstool - cannot leave town, can roam up to tree gate (located near the pointy-eared ones)
-Jatizso rock - last in anvil house in Jatizo town (... located on islands where brothers quarrel)


-Dragontooth crate - cannot leave the island (…located near the island of Dragontooth)
-Mort Myre rock - last inside Slayer Tower (... where bloodsuckers rule)
-Piscatoris crate - last inside Ardougne castle, south wing (... somewhere around Ardougne)


If you were to get a '... between Fremenik and barbarians' clue here, you would know this is the ghost. Similarly, if you got a '... in the southern desert' clue, you would know this is the ghost as well because the Freezer penguin does not activate clues.

12-Sep-2020 22:43:55 - Last edited on 12-Sep-2020 23:42:21 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Here are the ghost spawns that reside within particular clue regions:

Kingdom of Misthalin: Draynor Manor, Lumber Yard, Digsite, Lumbridge Swamp
Kingdom of Asgarnia: Ice Mountain, Goblin Village
Kingdom of Kandarin: Mcgrubor's Woods
South of Ardougne: Port Khazard, Gnome Maze, Castle Wars, Observatory
located deep in the jungle: Mudskipper Point, Central Karamja, East Karamja
Located between Fremennik and barbarians: Relleka, Lighthouse, Barbarian Outpost
Located in the northern desert: Al Kharid, Mage Training Arena
Located in the southern desert: Mining Camp, Smokey Well
Located where banana smugglers dwell: Brimhaven, Musa Point


located where banana smugglers dwell: Can also be south/southeast-ish of Witchaven on water
located in the Wilderness: the ditch north of Ice Mountain


Note that if Chuck gives a '... somewhere in Gielinor' hint, this is one of the most difficult ones to suss out. There are several existing patches that are known to activate it. It is also quite likely that there are many unknown patches of water that can activate it. It may just be better to wait until a couple of minutes have passed until you start questioning Chuck for (hopefully) a more useful clue.

Remember that some other penguins may activate this clue. For example, Lletya does activate it. Another common trap is the relatively new trap called Needle Skips house far northwest of Piscatoris Fishing Colony. The whole area up there activates the '... somewhere in Gielinor' clue and Jagex has not added a new clue region for that patch yet, or extended the '... where fishers colonise' clue.

12-Sep-2020 22:47:35 - Last edited on 12-Sep-2020 23:42:54 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Respawns (aka double/triple/quadruple spawning)

One of the quirks of the ghost penguin is that it can respawn at the same spawn as its currently at, after it has teleported. For example, a ghost can spawn at Lumber Yard, stay for ten minutes and then teleport but instantaneously respawn right back at the very same spawn. This phenomenon is not rare but not overly common either. It is also referred to as 'double-spawning' or 'triple-spawning' and so on.

Note that if you are following the ghost by using an item on it, and it teleports and respawns back to the same spawn, your player character will automatically readjust and walk/run towards its new spawn as long as its in a reasonable distance. For example, if you are in the western side of gnome maze and it teleports there back to its maze spawn, your character will immediately turn back and run there too.

So far, I have seen it double spawn at the following spawns:

Relleka
Castle Wars
Gnome Maze
Draynor Manor
Al Kharid
Death Plateau
Port Khazard
Lumber Yard
Zanaris
McGrubor's Wood
Goblin Village
Entrana
Digsite

I have seen it triple spawn at the following spawns:

Dorgesh-Kaan
Draynor Manor

and heard of at:

Eagles Peak

I have seen it quadruple spawn just once at Draynor Manor.

It's likely it can respawn at all spawns at least once, if not twice. These are just the ones I have personally seen it happen.

12-Sep-2020 22:47:47 - Last edited on 12-Sep-2020 23:43:35 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
[work in progress]

Water walls are invisible walls on the water which the ghost cannot pass. Most of the time this is beneficial. On the map below (as of 2020) I have noted down all the water walls that I know of which are resembled as red lines on the map . There will definitely be more out there.

Mudskipper point
slightly ne of wizards tower
very far southeast of waterbirth isle, there is a very small water wall
entrana
ne of musa volcano
far east of east karamja spawn
south of witchaven
around polypore dungeon entrance
west and north of brimhaven spawn
around most of entrana

Here is an example of a water wall. The water wall is quite clear in this picture - almost as a line contrasted between the darker and lighter areas of the water, with the ghost unable to move out further east of Entrana.

12-Sep-2020 22:47:57 - Last edited on 12-Sep-2020 23:56:21 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
[work in progress]

1-PT SPAWNS:

Here is a suggested bank preset. This will of course differ based on which spawns you wish to teleport to, what teleports you want to have and so on. Feel free to mix it up. If you like to herd penguins in conjunction with finding the ghost occasionally, you may want to include platypus/tooth creature etc.

Notably, rune pouches are helpful here to store your runes. Passage of the abyss is also helpful as you can store multiple ring of duelling, digsite pendants, game necklaces etc. You may want/need two of these passages as one can only store up to six teleportation devices at a time. Finally, globetrotter arm guards from Treasure Trails can also store teleport scrolls.

Magic whistle (Brimhaven teleport in conjunction with fairy ring)
Ardougne cloak 4 (Chuck clues/Port Khazard if needed)
Tokkul-Zo/Portable Fairy ring(s)
Goblin Village sphere
Dorgesh-Kaan sphere

12-Sep-2020 22:48:09 - Last edited on 12-Sep-2020 23:57:08 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
2-PT SPAWNS:

Finding good teleports to go to 2-pt spawn locations are generally more difficult than 1-pt spawns, but I have found several teleportation devices which are useful.

Ectophial (access Canifis Crate/Port Phasmatys spawns)
Miscellania teleport scroll (Miscellania spawn)
Tirannwn quiver (access Tyras Catapult, Elf Camp, Lletya or Prifiddinas South Gate spawns)
Crystal teleport seed (Lletya spawn)
Portable fairy rings (D L Q for North of Nardah spawn)
Luck of the dwarves (Keldagrim spawn)
Dungoneering cape (trimmed or untrimmed, for Dragontooth Island spawn via Celestial dragon dungeon teleport). Alternatively, attune a skill portal to the Radiant wisp colony.
Seal of passage, for Lunar Isle spawn. Only once per day, but that is fine if its just for reset.
Attune skill portal to Incandescent wisp colony. Run east to Castle Wars (Rock) spawn.

Sophanem slayer dungeon teleport tablet. Alternatively, attune a skill portal to the wisp colony there.

You may also wear a divination master outfit and tele to

For Zanaris fairy rings, you will want to have a selection of codes laid out.

DKP

12-Sep-2020 22:48:24 - Last edited on 12-Sep-2020 23:57:30 by GhostPenguin

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