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GhostPenguin
Nov Member 2017

GhostPenguin

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Short teleportation zones

The ghost penguin's spawn timer is set for 10 minutes, however there are certain sections of Gielinor where the ghost does not like to go, so it will teleport in one of these places which I have labelled 'short ghost tele zones'. Here is a list of confirmed/known locations where the ghost can teleport early.

The red indicates confirmed short teleportation zones while yellow indicates possible unconfirmed short teleportation zones.



A few squares on water northeast of Castle Wars, near the small river flowing through.
West of Tai Bwo Wannai on water.
Possibly south (and maybe a little west-ish) of Witchaven on water.
East of the Fishing Platform on water.
A small section of water northwest of Relleka Snowy Hunter Area.
A section of water northwest of Lighthouse tower.
Tuska (the entirety of it).
East of Mudskipper Point.
South of Wizards Tower on water (may be part of the Tuska zone)
West of the Memorial to Guthix on water.
North of Musa Point on water.
East of shipyard on water.
Possibly a few tiles north of Entrana on water.
South of Entrana on water.
South or south-west-ish of the Shattered Anima Worlds.
East of Rantz Cave. This likely stretches up to south of Hazelmere's mansion island.
North of Menaphos. Not sure how wide of a range this one is (not too many ghosts go down that way). It's possible this zone is connected to the Tuska one, and spans far south from Tuska.
Southern ridge of Lletya possibly (observed for a 2-pt ghost spawn. Presumably the same for 1-pt spawns, i.e. Castle Wars or Observatory)
Needle Skips quest house (and part of Needle Skips). Not sure exactly how wide this zone is.
Possibly east of Hazelmere's island. Note that this area activates a Gielinor clue.
A certain tile or spot in Lumbridge Swamp or nearby somewhere (am trying to confirm this one).

12-Sep-2020 22:48:35 - Last edited on 13-Sep-2020 00:12:05 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

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I have noticed some short teleports when the ghost goes north of Prifidinnas on water, but I am not sure if it has moved further north (which would be where the west of the memorial to Guthix teleport zone is).

The ghost does not like going near Crandor (neither do implings...), so there are possibly short tele zones to the west of the Crafting Guild/Melzar's Maze, though I cannot confirm this.

One possible theory that comes to mind as to why the ghost teles at these locations is that it is outside of any known clue zone and is activating a 'somewhere in Gielinor' clue. Basically, the code for the ghost may say to it "You have a chance of teleporting if you are standing on a tile not known to be in any specific clue zone/area".

This would seem to make sense. A number of the locations listed above are in the region of a Gielinor clue. Though, some seem rather spotty (the zone near cwars), where I would expect that the zone area would still be within range of a known clue region. It's possible however since that area is bridging between both the south of Ardougne and west of Ardougne, in the hills clue zones that there lies a few tiles on the water.

I'll keep trying to receive a clue from Chuck when it goes near these locations that relates to the ghost.


The ghost is not guaranteed to teleport if it does step on a known tile or tiles that can make it teleport early but then leaves that tile for other 'safe' tile, i.e. sometimes it goes east of the Mudskipper Point spawn on the water but then comes back northwest and dosen't go back there, and it stays the typical ten minutes.

12-Sep-2020 22:48:46 - Last edited on 12-Sep-2020 23:58:55 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

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[continued]

The ghost tends to increment its teleporation times slowly over time; this is likely due to some server lag in the background. This is perhaps more apparent during the first few hours after the penguins reset each week (at least, on W60). I haven't gone into great analysis depth, but perhaps ghosts after reset tend to increment more than ghosts during the week, due to the increased number of players on? Just an entirely random thought. I don't have any evidence for or against this theory.

I remember back years ago, to a time when I was camping the Wizards Tower spawn. Something very curious happened - the ghost spawned, but teleported approximately ~15 seconds after it spawned, without even moving. This happened not once but twice.
I was puzzled at the time, but looking back at elipile's clue thread later on, page 73, post 9, she mentioned that the southern end of Wizard's Tower (where the spawn is) got covered by extending the '... where wizards study' clue to the southern end, which used to activate a somewhere in Gielinor Runescape" clue!


So, I am thinking, if my theory is right, it could be based on a time-based mechanism, rather than step-based. I.e. the ghost has a chance of teleporting based on the time its been in the Gielinor clue zone, rather than based on the number of steps it takes while its been in a Gielinor clue zone, since these two ghost spawns took no steps whatsoever.

12-Sep-2020 22:48:56 - Last edited on 13-Sep-2020 00:00:08 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

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2pt spawns

It was previously thought for a few years after the ghost had been released that it was incapable of spawning at 2-pt spawns. At least, no one had ever reported seeing one in a 2pt area. Until a few years later it was seen in Port Phasmatys. It was possibly assumed that the ghost *somehow* went all the way over from its Digsite spawn and *somehow* managed to enter Port Phasmatys, which would seem unlikely as its walls are probably solid as the town does not have new graphics. Other thoughts pointed towards Mod Nancy thinking something along the lines of "ah... lets just make the ghost spawn at Port Phasmatys so it can be with other ghosts too".

Hunters pointed towards the fact that most 2pt spawns are in difficult spots to reach, where players often do not go, and most are not covered at reset. And also the fact that the ghost is hard to see unless you are purposefully looking for it. If the ghost only solely spawns at 2-pt spawns at reset, and the rest of the week is solely 1-pt spawns, this leaves a brisk window of opportunity.

So far, the ghost has been confirmed to spawn at the following 2-pt spawns. Note that all these spawns have been right at reset, At a guess, I would say that it can spawn at all 2-pt spawns, these are just ones that have been confirmed.

- Scorpion Pit
- Old SC
- Port Phasmatys
- Canifis crate
- Ape bush
- Elf rock
- Elf camp
- Tyras Catapult
- Lletya
- Jatz (either bush or rock spawn)
- Piscatoris
- Mort Myre
- Keldagrim
- Possibly Castle Wars rock/Jiggig spawn (it was seen around there a minute or so after reset V610)


12-Sep-2020 22:49:06 - Last edited on 13-Sep-2020 00:34:10 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
I have also personally seen it in Keldagrim two minutes right after reset. Since it would be impossible for the ghost to come from anywhere else, it must've been a Keldagrim spawn. I can also confirm that Chuck gave a clue at the time for "... where the dwarves dig deep", and that there was no other regular penguin in Keldagrim during that week.

Whether this 2-pt spawn phenomenon is unique to reset is not absolutely certain, and also why it happens. Some players point towards the possibility that it is a glitch, citing that it only happens at reset. I have heard from a player before that she saw the ghost spawn at one of the Wildy spawns near the Lava Maze during the week, but I am unable to confirm this.

The only way I could possibly see the ghost spawning at two point spawns during the week would be if the code for Chuck's clues specifically excluded ghost hints if it was at a current 2-pt spawn, with the exception of hints for when the ghost spawns right at reset (see my note above regarding the Keldagrim spawn I saw). Myself and others have never seen Chuck uniquely hinting at what would be a two-point place during the week, at least to my knowledge.

12-Sep-2020 22:49:16 - Last edited on 13-Sep-2020 00:03:26 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

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Based on the sheer number of hints given by Chuck since its release with myself and nobody else reporting any unique hints that would relate to a 2-pt spawn where a regular penguin was not at during that week, it would seem incredibly unlikely for the ghost to spawn at 2-pt spawns during the week unless the clues were specifically excluded when it does. Or, if Jagex really wanted to get tricky, they have made it spawn only at 2-pt spawns where the regular 2-pt penguins have spawned during the week. For example, if the following 2-pt penguins have spawned for the week:

- Ape Atoll bush
- Piscatoris crate
- Southern Sophanem cactus
- Tirannwn (Prifddinas South Gate) rock
- Jatizo bush

That means the ghost could only spawn at those particular 2-pt spawns during the week and would mix these in with its 1-pt spawn cycle. Possibly, if Chuck wanted to be extra extra EXTRA tricky, the ghost could spawn at any 2-pt spawn in which a clue region resides for another existing regular penguin. i.e. if you took the Tirannwn spawn from the list above, the "... located near the pointy-eared ones" clue it gives, would mean the ghost could spawn at Tyras Catapult, Elf Camp or Lletya spawns during that week. Ghost hunters asking Chuck would just assume that any extra than normal clues he gives for those locations than what you'd usually expect are simply the regular ones wanting extra attention...

It may be that this whole 2-pt spawn thing is just a pheneonem unique to reset and is a gimmick by Jagex/Mod Nancy.

12-Sep-2020 22:49:26 - Last edited on 13-Sep-2020 00:04:13 by GhostPenguin

GhostPenguin
Nov Member 2017

GhostPenguin

Posts: 5,828 Rune Posts by user Forum Profile RuneMetrics Profile
Water walls

Sometimes you will notice, particularly at several water spawns, that sometimes in parts the water actually acts as a blockade for the ghost, i.e. it starts moving in a direct manner along a stretch of the water. This is what is referred to as a 'water wall'. Water walls occur somewhat randomly, howerver there are notably spots all around Entrana. It can be difficult to spot water walls visibly (most of the time they appear as normal water tiles). Below is an illustration of a visible example of a water wall on the east side of Entrana of which the ghost penguin is walking along. Notice the difference between the darker and lighter shades of water where the wall is.

The theory for this occuring is that back in the 'old days', i.e. perhaps around 2007 Runescape, most of the landscape was small, and you could only see a bit further into the distance compared to the draw distances we have these days. There would often be a black void around the edge of the islands, i.e. on Entrana, which essentially saying 'this is the end of the island'. Possibly, that black void is there, but we are simply seeing further.

For example, if you go to Entrana and have the Draw Distance graphical setting on Ultra, you still cannot see any part of Catherby even from the very northern tip of the island, which seems odd, as Catherby is really not too far away at all when you look on the world map. Instead, you just see water that stretches on where Catherby *should be*. Meanwhile, if you go to the Lighthouse, you can just make out the Waterbirth Island even though that is much further away than Entrana to Catherby, at least on the world map. Possibly the graphical team at Jagex has had to make some sort of override or patch to make it seem like you are seeing further. You may typically notice that whenever the ghost is at one of these spawns that there are often water walls around, notably on Entrana.

12-Sep-2020 22:50:07 - Last edited on 13-Sep-2020 00:04:40 by GhostPenguin

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