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Clues Clues Clues

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Sep 2005
03-Feb-2009 23:27:36  Last edited on 27-Sep-2014 19:14:22 by elipile
1.1. Welcome



“The clues change during the week, that’s a fact,
They always show where the spies are currently at”.
Larry shouted “If no-one listens before it’s too late,
We’ll 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 v318 quick find code: 75-76-136-65485044
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
Sep 2005
03-Feb-2009 23:27:54  Last edited on 27-Mar-2013 17:53:24 by elipile
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
Sep 2005
03-Feb-2009 23:28:04  Last edited on 07-May-2009 00:41:36 by elipile
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.
Sep 2005
03-Feb-2009 23:28:13  Last edited on 10-Jun-2012 13:01:11 by elipile
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.
Sep 2005
03-Feb-2009 23:28:23  Last edited on 10-Jun-2012 13:04:12 by elipile
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
Sep 2005
03-Feb-2009 23:28:31  Last edited on 27-Oct-2012 12:54:48 by elipile
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
Sep 2005
03-Feb-2009 23:28:40  Last edited on 02-Sep-2013 19:47:01 by elipile
1.7. Open areas – The Feldip Hills, The Fremennik Provence, Piscatoris / Eagles' Peak, Arandar, White Wolf Mountain


Areas with one clue border and possibility to roam – many possible clues

-- Feldip Hills (Oo'glog, Feldip huter area, Feldip Hills, GuTanoth, Jiggig & southwest of CW, Divination skilling area) – near some ogres / somewhere in RuneScape -- 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
Sep 2005
03-Feb-2009 23:28:48  Last edited on 17-Sep-2013 09:14:19 by elipile
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
Sep 2005
03-Feb-2009 23:28:55  Last edited on 17-Sep-2013 09:17:25 by elipile
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
- west parts in Freda's (former sherpa's house) chicken coop

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, westrn edge of Taverley before the mountain, 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
– Lun
Sep 2005
03-Feb-2009 23:29:05  Last edited on 02-Sep-2013 19:49:17 by elipile
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
– south end of Wizards Tower isle
- Divination skilling area far southwest of Castle Wars

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 squares 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
Quick find code: 75-76-470-58336674