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|This article is about a piece of content that has been removed from the game. Information is kept for historical purposes only.|
|This article is about a previous area of content under Burthorpe containing a range of Thieving and Agility traps. For the factory that replaced this area see the Flash Powder Factory|
The Rogues' Den used to be located under the Toad and Chicken pub in Burthorpe. The player could simply use a trapdoor behind the bar and travel down the ladder. However since the installation of the Flash Powder Factory, this is no longer possible.
Three characters were part of Rogues' Den: Brian O'Richard, Martin Thwait and Emerald Benedict.
Brian O'Richard was the owner of the maze and explained it's content to would be adventurers. Brian also gave players a gem to gain access to the maze itself. The gem provided help on the maze at any point.
Martin Thwait owned the Lost and Found store. He sold useful items including stethoscopes, to help players pick the safes. For more information on the safe/Thieving area, view the Thieving - Extra Features page.
Finally, Emerald Benedict provided banking services.
Anyone could enter through the pub trapdoor to the starting area, but to enter the maze itself players required at least level-50 Agility and Thieving. Level-80 Thieving allowed the player to use a range of shortcuts in the maze.
No items were allowed in the maze other than the items players got from the maze and the enchanted jewel given to them by Brian.
When players had spoken to Brian and accepted the challenge of the maze, he gave them a enchanted jewel to teleport them out, should they get stuck.
With nothing equipped and only the jewel in their inventory, players could pass through the northern grill to enter the maze. If they were wearing or carrying anything else, Brian would not allow them entry. Emerald Benedict could be used to bank any items the player was carrying.
In many areas of the maze, there were doors to the 'viewing area'. Players who entered this area forfeited their progress in the maze, but could view the maze from above and watch others attempting to get through, or simply plan their route.
Each time the player passed an obstacle, their Agility or Thieving level would be drained. This required players to choose their routes wisely based on their total Agility and Thieving levels, as each obstacle drained a different amount.
Agility and Thieving levels would not be restored inside the maze, so waiting for them to do so was not advised. If a player tried to pass an obstacle with insufficient points, they would fail the obstacle and be returned to the staff.
Depending on the route taken in the maze, players might have encountered a puzzle door. To get the door open, players were required to used their wits to solve the mind-bending trickery.
The second puzzle door was located in a room with puzzle pieces. Clicking the door opened up the puzzle.
If at any point players failed the maze, they were teleported out unharmed and had to start again if they wished to make it to the centre. They were still be awarded experience to those skills they used in the Den.
Before they made it to the center of the maze, they would have had to get past some guards (if they didn't already, on a different path.)
To get past these guards, they needed to pick up the nearby flash powder (by looking for red dots on their mini-map). With this in their inventory they could click on it to 'use' it and then select the guard before he got too close. The players' character then threw the powder which stunned the guard. The player could now run past them.
Once the player reached the centre of the maze, they would find a number of safes. By clicking on one of the safes, the player could attempt to crack it open and hopefully get a reward!
After picking the safe, the player was teleported out and congratulated by Brian. They also received experience in Thieving and Agility, gaining more experience based on how far they managed to get in the maze.
It was possible that a player could fail to pick the final safe and get no loot from it. Persistence was key to success.
Items gained from the safes included pieces of rogue armour, which are untradable and provided stats towards all defence bonuses - although they were mainly a status symbol to show the wearer's status as a rogue!
Please note that the damage and life bonus values will be divided by 10 (and rounded down) when using the Legacy combat system.
Aside from the rogue armour, it was also possible to get a (stackable) 'rogue kit', for all of the player's rogue needs.
Each rogue kit could be used to build either a spade, chisel, rope or tinderbox; perfect for when exploring new areas, not knowing what the owner might need to take!
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