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Rogues' Den

Removed Content
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
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Sneaking around the Rogues' Den


Location

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Map of Burthorpe

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.

Requirements

Anyone could enter through the pub to the area, but to use the Rogues' Den maze itself players required least 50 Agility and 50 Thieving. 80 Thieving allowed the player to use a range of shortcuts in the maze.

Players are no longer able to access the Rogues' Den since the opening of the Flash Powder Factory.

Introduction

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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 O'Richard.

The Maze

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When players had spoken to Brian O'Richard and accepted the challenge of the maze, he gave them gem to help you out, if they got stuck.

Entering the grill to the north, with only this gem in their inventory, allowed them to to pass through it. If they were wearing or carrying anything else, Brian would not allow them entry. The banker here stored items to enable this to occur more easily.

Entering the grill, the challenge begun.

In many areas, there were doors to the 'viewing area'. If players entered that, they forfeited their progress in the maze. When in the viewing area are 'above' the maze players could watch progress of others, or even plan their route.

For each obstacle encountered, players skills were drained, so they were required to pick their routes wisely based on their total Agility and Thieving levels - each obstacle drained a different amount. If they used more Agility obstacles than Thieving, the challenge increased as their progress continued.

Agility and Thieving levels did not restore like normal, so waiting for them to do so was not advised. If they happened to run out of points, they failed the obstacle and were returned to the entrance.

Agility Obstacles

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Contortion bars were simple enough to get around. Players could imply click on the option to enter them and would then pass through, deducting 5 Agility Levels.
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For beating the Pendulum, 3 Agility points were deducted temporarily. To pass it, players could simply click the other side, and their character would time the jump through.
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For the price of 4 Agility points, players could easily cross the log from one side to another.
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The risk of jumping a blade takes more than courage, it will require 3 Agility points to make.
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For each hold you traverse an Agility point will be taken temporarily, so for this entire ledge, 4 Agility points will be taken (7 on a later ledge).
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The risk of jumping a blade took more than courage, it required 3 Agility points to make.
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For daring to make and survive this deadly leap under a spinning sawblade, 3 Agility points were taken from your total.
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These spinning blades were deadly to your efforts in the maze, so it was best to avoid them at all costs. No points were deducted from you, but being touched by a blade like this would cause you to fail the maze instantly.
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The second of the deadly spinning blades, again it was advised to avoid these at all costs by hiding in the alcoves nearby. If players were touched by them, they instantly failed the maze

Thieving Obstacles

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This floor trap took players straight out of the Rogue's Den if they failed them. To de-activate them, 1 Thieving point was necessary.
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These floor traps took players straight out of the Rogue's Den if they failed them. To de-activate them, 1 Thieving point was necessary.
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This floor trap took players straight out of the Rogue's Den if they failed them. To de-activate them, 1 Thieving point was necessary.
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Failing to search these walls took players straight out of the Rogue's Den if they failed them. To de-activate them, 1 Thieving point was necessary
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These required level 80 Thieving to open and gave access to a shortcut in the maze, or further chances of gaining treasure. For successfully picking the lock, 10 Thieving points was necessary.

Puzzle Doors

Depending on the route taken in the maze, players may 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 had to have to got 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.

Now that the player made it past the obstacles to the center of the maze, they were confronted with the safes and could simply chose a safe and click it to pick it open and then gain their prize!

Rewards

After picking the safe, there were teleported out and congratulated by Brian. They also received experience in Thieving and Agility. The further they get into the maze, the higher this experience was.

It was possible that they could fail the final safe and get no loot from it. Persistance will got players the items they sought.

Items gained from the safe include the pieces of Rogue armour, which are untradable and provide stats towards all Defence bonuses - although mainly it is a status symbol to show the players skills 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.

details title.png statistics title.png bonuses title.png
item title.png level title.png class title.png armour title.png accuracy title.png damage title.png prayer icon.png constitution icon.png strength icon.png magic icon.png ranged icon.png
Rogue mask member badge tiny.png 1 Combat icon No 0 0 0 0 0% 0% 0%
rogue head.gif
The above stats were listed prior to the Legacy combat update and may be incorrect. Please update them using Template:EquipmentRow. Please leave this template in place if you do not have the correct stats so that other users are able to track items that need updating.
Rogue top member badge tiny.png 1 Combat icon No 0 0 0 0 0% 0% 0%
rogue top.gif
The above stats were listed prior to the Legacy combat update and may be incorrect. Please update them using Template:EquipmentRow. Please leave this template in place if you do not have the correct stats so that other users are able to track items that need updating.
Rogue trousers member badge tiny.png 1 Combat icon No 0 0 0 0 0% 0% 0%
rogue legs.gif
The above stats were listed prior to the Legacy combat update and may be incorrect. Please update them using Template:EquipmentRow. Please leave this template in place if you do not have the correct stats so that other users are able to track items that need updating.
Rogue gloves member badge tiny.png 1 Combat icon No 0 0 0 0 0% 0% 0%
rogue gloves.gif
The above stats were listed prior to the Legacy combat update and may be incorrect. Please update them using Template:EquipmentRow. Please leave this template in place if you do not have the correct stats so that other users are able to track items that need updating.
Rogue boots member badge tiny.png 1 Combat icon No 0 0 0 0 0% 0% 0%
rogue boots.gif
The above stats were listed prior to the Legacy combat update and may be incorrect. Please update them using Template:EquipmentRow. Please leave this template in place if you do not have the correct stats so that other users are able to track items that need updating.

Aside from the rogue armour, it was also possible to get a (stackable) 'rogue kit', for all of the players rogue needs.

Each rogue kit can be used to build either a spade, chisel, rope or tinderbox; perfect for when exploring new areas, not knowing what you will need to take!

Development Team

Content Team
Developer: Graham B
Graphics Team
Graphics: Tom W, Neil R
Quality Assurance Team
QA: Adam D
Audio Team
Audio: Ian T

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