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1.1. Welcome
The clues change during the week, thats a fact, They always show where the spies are currently at. Larry shouted If no-one listens before its too late, Well all be meeting with a very grim fate! Amaterasu123 For a long time Larry has been perceived to be more as one of the distractive factors on penguin hide and seek rather than a helper. I have come to another conclusion. Larry is actually helping us by telling where the penguins are at the time, but he only knows the current areas, not the disguises or where each penguin is from (areas of respawning). After completing Hunt for Red Raktuber quest, Larry is replaced by polarbear Chuck. With some quite intensive studying of the relation between clues and located penguins, I have been able to draw a sketch of areas for each clue. It is by no means yet final, lots of areas still need working on, not all clues are even known to me at the moment. But with the help of you, fellow penguin hunters, there might soon be more detailed areas and defined clue borders to help in keeping track with those unbelievably fast moving spies. I welcome all discussion about clues and locations within the Forum rules and rules of Jagex. I would also like to remind you, that I may use any suitable information you post to fill in the missing parts of my sketches, with the due references of course. This thread is in co-operation with Penguin locations v(xx) thread and Penguin Stuff thread. The owners of Penguin Locations v(xx) and Pengun Stuff are allowed to use any part of my posts if needed. The list of weekly penguins and updated locations are found on Penguin Locations v247, quick find code: 75-76-892-64978589 Interesting facts, theories and fiction of penguins are found on Penguin Stuff, quick find code: 75-76-388-58806030 The whole poem of Amaterasu123 was on Penguin Locations v25, p 30 |
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1.2. Table of content 1.1. Welcome 1.2. Table of content 1.3. Clues "I've heard there' a penguin located somewhere in Runescape" 1.4. Closed areas 1.5. Open areas Misthalin and Asgarnia 1.6. Open areas Kandarin 1.7. Open areas The Feldip Hills, The Fremennik Provence, Piscatoris/Eagles' Peak, White Wolf Mountains 1.8. Clues where to ... A I 1.9. Clues where to ... N O 1.10. Clues where to ... S W 2.1. Clue borders - Open areas - West 2.2. Clue borders - Open areas - West 2.3. Clue borders - Open areas - White Wolf Mountain / East 2.4. Clue borders - Closed areas 2.5. Confusing clue possibilities -- less common clues 2.6. Clue Analysis of the week 2.7. How does this all help you - Contributions - thread is open |
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1.3. Clues - "I've heard there's a penguin located somewhere in Runescape" Spot on, Larry - well said. Quite a wide range but absolutely true ![]() A clue tells the current location of any penguin, not the general location of some certain penguin. - there is no such thing as general location, although the first clues are close to respawn areas and can be seen as some kind of basic or home area clues for those certain penguins. Also some areas are closed and some are very big containing many cities and could be thought of being general in that aspect. A clue is not attached to a penguin but it is attached to an area that gets active when the penguin is there. - by this I mean that if Al kharid cactus penguin roams to Catherby and WWM rock penguin roams to Al Kharid, the cactus would make Larry give the near mountain of wolves clue and the rock would make Larry give the northern desert clue. But also, if Lumby bush penguin roams to Al Kharid, it would make Larry give the northern desert clue, and if Lumby would roam to WWM, Larry would give the near mountain of wolves clue. In fact, I think Larry doesn't give clues of penguins but clues of active areas. When a penguin crosses a border between these areas, the new area gets active and as a result Larry gives a clue attached to that area. There are 6 different types of areas for penguins considering the clues they can activate. - Closed areas with no clue borders to cross --- one unchanging clue - Closed aeras with one clue border --- two possible clues - Closed areas with many clue borders --- many possible clues - Open areas with no clue borders but possibility to roam many possible clues - Open areas with one clue border and possibility to roam -- many possible clues - Open areas with many clue borders to cross and possibility to roam --- many possible clues Closed locations don't necessariliy get a clue of their own, but are within a larger clue area. |
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1.4. Closed areas Closed areas with no clue borders to cross one unchanging clue Ape Atoll where monkeys rule Dorgesh-Kaan - where the big-eyed goblins dwell Dragontooth Island near the island of Dragontooth Eastern Karmaja deep in the jungle Entrana where no weapons may go Jatizso and Neitiznot on islands where brothers quarrel Keldagrim - where the dwarves dig deep Lighthouse between Fremennik and barbarians Lumberyard in the kingdom of Misthalin Lunar Isle on a large crescent island McGrubors' Wood somewhere in the kingdom of Kandarin Miscellania & Etceteria in the island, etc. Mos Le'Harmless where pirates feel mostly harmless Port Phasmatys where bloodsuckers rule (unclear) Sophanem in the southern desert Tirannwn near the pointy-eared ones (Lletya, Tyras Camp, south of Elf Camp, limestone mine and south of Prifdinnas) Zanaris - in the fairy realm Closed areas with one clue border two possible clues Karamja where banana smugglers dwell / deep in the jungle Kharidian Desert in the southern desert / in the northern desert Morytania where bloodsuckers rule / near the dungeons of daemonheim Closed areas with many clue borders many possible clues Al Kharid in the northern desert / in the southern desert / in the kingdom of Misthalin / where bloodsuckers rule Gnome Stronghold near a big tree surrounded by small pleople / north of Ardougne / around Ardougne / somewhere in the kingdom of Kandarin Wilderness in the Wilderness / in the frozen wastes / where Fremennik 'heim' and seek "Starting Area" (Varrock, Lumbridge, Draynor Village, Draynor Manor ) in the kingdom of Misthalin / where wizards study / in the kingdom of Asgarnia / near Port Sarim / in the northern desert NOTE: Some of the closed areas are slightly larger than the border of that area is in the RuneScape map. |
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1.5. Open areas Misthalin and Asgarnia Open areas Misthalin Areas with one clue border and possibility to roam many possible clues Edgeville in the kingdom of Misthalin, in the Wilderness if a penguin is just by the wall Barbarian village in the kingdom of Misthalin west, north and east of Draynor Manor in the kingdom of Misthalin north and east of Varrock in the kingdom of Misthalin, in the Wilderness if a penguin is just by the wall Digsite in the kingdom of Misthalin, where bloodsuckers rule if a penguin is on the very east edge of Digsite by the river Temple of Paterdomus where bloodsuckers rule Open areas Asgarnia Area with many clue borders to cross and possibility to roam many possible clues -- Burthorpe where Imperial Guard train -- Goblin village in the kingdom of Asgarnia, in the Wilderness if penguin is just by the ditch -- Ice Mountain in the kingdom of Asgarnia -- Black Knights' Fortress - in the kingdom of Asgarnia, Wilderness if penguin is north of the Fortress -- Monastery - in the kingdom of Asgarnia, Wilderness if penguin is just by the wall -- Taverley in the kingdom of Asgarnia -- Dark Wizard's Tower - in the kingdom of Asgarnia, -- Falador in the kingdom of Asgarnia -- Crafting Guild - in the kingdom of Asgarnia -- Melzar's Maze - near Port Sarim -- Rimmington - near Port Sarim -- Rimmingotn southwest coast - where banan smugglers dwell -- Rimmington south coast - near the mud skippers -- Mudskipper Point deep in the jungle -- Port Sarim near Port Sarim |
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1.6. Open areas Kandarin Area with many clue borders to cross and possibility to roam many possible clues -- Castle Wars south of Ardougne -- northwest of Castle Wars - west of Ardougne, in the hills -- Yanille south of Ardougne -- ZMI south of Ardougne -- southwest of ZMI - west of Ardougne, in the hills -- Gnome maze south of Ardougne -- Port Khazard south of Ardougne -- Clock Tower, Monastery, Necromancer, Tower of Life south of Ardougne -- Battlefield south of Ardougne -- West Ardougne, north of it around Ardougne -- Combat Training Camp around Ardougne -- Outpost around Ardougne -- south of Gnome Stronghold, apple orchard around Ardougne -- west of Outpost north of Ardougne / near the pointy-eared ones -- southwest and west of Gnome Stronghold, north of well and statue near a big tree surrounded by short people -- East Ardougne, and close surroundings around Ardougne -- north side of East Ardougne, farm, windmill and farming patches around Ardougne -- Witchaven near the coast, west of Ardougne -- Legends Guild near the coast, west of Ardougne -- Keep Le Fatye near the coast, west of Ardougne -- Sorcerer's Tower - somewhere in the kingdom of Kandarin -- Ranging Guild - somewhere in the kingdom of Kandarin -- Fishing Guild - somewhere in the kingdom of Kandarin -- Baxtorian waterfalls - somewhere in the kingdom of Kandarin -- Barbarian Outpost between Fremmenik and barbarians / somewhere in the kingdom of Kandarin -- Seers' Village somewhere in the kingdom of Kandarin -- Camelot near the Castle of Arthur -- Catherby near a mountain of wolves -- Sinclair Mansion - somewhere in the kingdom of Kandarin -- Sinclair Mansion (east side) - near bees and flax |
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1.7. Open areas The Feldip Hills, The Fremennik Provence, Piscatoris / Eagles' Peak, Arandar, White Wolf Mountain Areas with no clue borders but possibility to roam many possible clues -- Feldip Hills (Oo'glog, Feldip huter area, Feldip Hills, GuTanoth, Jiggig =south of CW) near some ogres -- roaming possibility to Kandarin and further Areas with one clue border and possibility to roam - many possible clues -- Fremennik Province (Rellakka, north of Barbarian Outpost, north of Sinclair Mansion) between Fremennik and barbarians / near the bees and flax -- roaming possibility to Kandarin and further Areas with many clue borders and possibility to roam - many possible clues -- Piscatoris hunter area / Eagles Peak where eagles fly / where fishers colonise / somewhere in the kingodm of Kandarin / near a big tree surrounded by short people / near some pointy-eared ones -- roaming possibility to Kandarin and further -- White Wolf Mountain near mountain of wolves / where Imperial Guard train / near the bees and flax -- roaming possibility to both Kandarin or Ardougne and further |
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1.8. Clues where to ... A I Around Ardougne Outpost, Combat Training Camp, East Ardougne, south from Fishing Guild, Ardougne farm and windmill Between Fremennik and barbarians The Fremennik Provence, Rellakka, Lighthouse, north coast of the Barbarian Outpost Deep in the jungle Karamja south of the isthmus; Tai Bwo Wannai, nature altar, hunter area, around Shilo Village, eastern island - Mudskipper Point In the fairy realm - Zanaris In the frozen wastes - most northwestern coner of wilderness by the walls of Frostenhorn In the island, etc. Miscellania and Etceteria In the kingdom of Asgarnia Monastery, Ice Mountain, Goblin Village, Taverley, Falador, Crafting Guild "Starting area" = by the stone fence northwest from Draynor Village market In the kingdom of Mishalin Edgeville, Barbarian Village, north of Varrock, east of Varrock, Digsite, west of Temple of Paterdomus, west of Al Kharid Bank, north of Al Kharid scorpion mine by the fence, northwest of Mage Training Arena by the fence, northeast of Mage Training Arena by the north fence to 5 squares west from north of the bridge to Polypore dungeon "Starting area" = Draynor Manor, Draynor Village, Lumbridge Swamp, Lumbridge, Varrock Sawmill In the northern desert Al Kharid, Duel Arena, Mage Training Arena northeast of Shantay Pass and northern parts of eastern desert - by east fence in potatoe field south of Varrock - by east fence in cow pen east of Lubridge - by the toll gate to Al Kharid and by the fence east of Lumbridge In the southern desert The Kharidian Desert south of the Shantay Pass - inside the Shantay Pass In the Wilderness Wilderness square south of the wall and the area north of Black Knights Fortress west edge of Daemonheim |
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1.9. Clues where to ... N O Near the bees and flax on the east and souteast of Sinclair Mansion on the most northwest corner of White Wolf Mountain on most southern squares south of Fremennik Sayer Cave Near a big tree surrounded by short people The Tree Gnome Stronghold some squares outside stronghold fence on its southwest and east sides west from the stronghold by the river and lake Near the Dungeons of Daemonheim - east from the musician near undead farm, Haunted Woods south to the former black corner on map, untill couple of squares west of Ectofuntus and Port Phasmatys Near the Castle of Arthur south of Camelot including yews south of beehives Near the city of ghosts (clue removed, now part of "where bloodsuckers rule" ) Port Phasmatys, east parts, including bank and furnace and docks - the most eastern end of Pirate Pete's dock, also at the conjunction of the sea and Port Phasmaty's northern wall Near the coast, west of Ardougne Witchaven, Legends Guild, Keep Le Faye, the coast south of beehives Near the island of Dragontooth Dragontooth island Near a mountain of wolves -- White Wolf Mountain, Catherby, hut at Dwarven undrground pass in Taverley, coast sw of Taverley Near the mud skippers South coast in Rimmington, west of Skippy Near the pointy-eared ones Lletya, Tyras Camp by catapult, hunter area south of Elf Camp, Isafdar, south of Prifddinas, Arandar limestone qarry by mountain side west of 3 lakes south of Eagle's peak Near Port Sarim Port Sarim, Rimmington, Melzar's Maze "Starting area" = by stone fence west of Draynor Village market Near some ogres The Feldip Hills south from the south walls of Castle Wars and Yanille North of Ardougne west of Outpost south from Gnome Stonghold and hill giants On islands where brothers quarrel Jatizso and Neitiznot On a large crescend island Lunar Isle |
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1.10. Clues where to ... S W Somewhere in the kingdom of Kandarin Sinclair Mansion, Seer's Village, Sorcerer's Tower, McGrubors Woods, Ranging Guild, Fishing Guild, Baxtorian Falls, Otto's Grotto, most of Barbarian Outpost, north from Combat Training Camp McGubors' Wood Somewhere in RuneScape no know areas South of Ardougne Necromancer, Clocktower, Ouranina altar (ZMI), Monastery, Tower of Life, Port Khazard, Fight Arena, Tree Gnome Village, Observatory, Castle Wars, Yanille West of Ardougne, in the hills - northwest of Castle Wars, southwest of ZMI Where banana smugglers dwell Karamja north of the isthmus; Brimhaven and Musa Point on southwest coast of Rimmington Where the big-eyed goblins dwell -- Dorgesh-Kaan Where bloodsuckers rule Slayer Tower, Fenkenstrain's Castle, Canifis, Mort Myre Swamp, Abandoned mine, Mort΄ton, Barrows Port Phasmatys, some squars west outside Port Phasmatys, Ectofuntus, north and east of Ectofuntus Temple of Paterdomus Digsite by the river Polypore dungeon island and 4 squares west from its bridge where the dwarves dig deep Keldagrim Where eagles fly Eagles' Peak, Piscatoris hunter area, south of Eagle's Peak on both west and east of the mountains Where fishers colonise at the Fishing Colony fence north of Piscatoris hunter area, west from the Fishing Colony Where the Fremennik 'heim' and seek -- Daemonheim except the very western parts near Wilderness (presently no penguins can get in here) -- Wildernss at the end of stirpe of land north of entrance to Daemonheim Where Imperial Guard train Burthorpe and Ice Plateau, northern path of The White Wolf Mountain, east end of path from Fremennik to Troll Stronghold Where monkeys rule Ape Atoll Where no weapons may go Entrana Where pirates feel mostly harmess Mos Le'Harmless Where wizards study Wizards' Tower and most of its bridge |

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