Guilds and Skilling Areas
26 level-gated guild and skilling areas, from the Magic and Myths guilds to five mining guild tiers.
A good part of CraftScape's map is shut until you earn your way in. Some doors read a skill level, some read a finished quest, and a few want an item in your hand. This page covers what each gate asks for, how the doors behave when you meet them, and what is actually waiting on the other side.
How a gated door behaves
Most guild entrances are a pair of linked tiles rather than a door you open. A floating sign over the outer tile names the place, and a second line usually gives the requirement. Walk onto the outer tile and you are moved to its partner on the far side; walk onto the inner one and you come back out. If you do not meet the requirement nothing happens at all, and that silence is the only refusal you get. Wider entrances are several pairs side by side: three at the Warriors' Guild, four down the Mining Guild shaft, five across the front of the magic tower.
The Myths' Guild works the other way round. Rather than watching one tile it watches the whole area, so if you find a way in without Dragon Slayer finished you are picked up, put back outside and told plainly that you cannot access the guild. The same check sits on the bridge in the cave below it.
Two pieces of jewellery skip the walk. A skills necklace and /necklace offer the Cooking, Crafting, Fishing, Magic, Mining, Ranging and Warriors' guilds plus the Champions' Guild. A games necklace offers the Warriors' Guild and the Brimhaven agility training facility alongside Barrows, the King Black Dragon lair, the Corporeal Beast cave and the Cave of Ordeals. If you wear both, the games necklace answers first. Every one of these teleports drops you outside the gate, so you still need the requirement.
The six skill guilds
Five of them ask for level 50 in their own skill. The Cooking Guild holds a banker, a flour barrel on the threshold and a smoker inside. The Crafting Guild has a tanner, a bank deposit box, gold and silver rocks and a field of cows, dairy cows and chickens for hides and milk, with the crafting table sitting just outside the door. The Fishing Guild is the best water on the map: shark, swordfish, sturgeon, bass, sea turtle, manta ray and dark crab spots, three bankers and two fish shops stocking nets, rods, harpoons and fish up to lobster.
The Ranging Guild, also level 50, is an archery range with archers on the upper tier, a practice dummy, a tanner and a shop selling bows, crossbows, arrows and bolts up to mithril. The archers always drop bones, commonly drop coins, uncommonly drop adamant arrows and very rarely drop a baobab bow. The Mining Guild is a level 50 shaft down from Falador into coal, gold and mithril, with dwarves and a bank deposit box below. A second gated tile at its western end leads on to adamant and tin.
The Magic Guild is the odd one at level 66, and what stops you is a row of magic barrier tiles across the front of the tower in Yanille. Inside is a shop stocking beginner, apprentice and master wands, the full mystic set and runes up to blood, and on the top floor three portals that send you to the Sorcerers' Tower, the Dark Wizards' Tower and the Wizards' Tower. There is no bank in the guild itself, so stock up in Yanille before you cross.
The Warriors' Guild
The door reads your Attack and Strength together and wants them to total 100, so fifty and fifty gets you in just as surely as seventy and thirty. Inside are bankers and Slayer Master Sumona, who deals in boss tasks rather than ordinary slayer assignments, wants the boss slayer unlock first and will only hand out three tasks in an hour. Dying anywhere in the guild places your gravestone at the entrance rather than where you fell, and your token count sits in the hotbar the whole time you are inside.
The guild runs on warrior tokens. Click one of the three animation altars, pick a metal, and you must be carrying the full plate set for it: body, legs, boots and full helm. The set is taken and an animated suit of that armour attacks you. Kill it and the whole set comes back along with tokens, five for bronze, ten for iron, fifteen for steel, twenty for black, twenty five for mithril, thirty for adamant and forty for rune.
Tokens buy time in the cyclops rooms. Kamfreena on the top floor takes ten tokens to let you in and ten more for every minute you stay, warns you as you run low and puts you out when you run dry. Her cyclopes rarely drop the next defender up from the one you carry, running bronze, iron, steel, black, mithril, adamant and rune, and she turns you away once you hold the rune one. Lorelai runs the lower room on the same terms, but only opens it if a rune defender is in your inventory, and her cyclopes are the source of the dragon defender.
Agility: the training facility and the arena
The Brimhaven agility training facility is gated at level 40 Agility and holds three courses stacked above one another. The easy course pays 250 experience and two tickets, the medium 650 and five, and the hard course 4,000 and fifteen. Your first ever completion of a course pays four times the usual experience on top, and every tenth completion adds half again and doubles the tickets. Skipping a checkpoint voids the run. Use /cp to return to your last checkpoint, /res to go back to the start, and /tickets to check your balance.
The agility arena is a separate place, a five by five grid of beacons beneath Brimhaven with an obstacle in every lane between them. Click the start beacon and one of the others lights up as your target. Reach it and you are paid Agility experience for the distance covered, then handed a fresh target. Obstacles that need a level say so on a sign above them, and failing one either damages you, drops you through the floor or throws you sideways before returning you to the nearest beacon.
Speed potions will not help you. Walking into the arena with one running strips it at once, drinking one inside does the same, starting a course clears it, and drinking one part way through a course voids the run outright. Tickets are spent on Ayzer, the agility master standing above the arena, who sells the agility body and chaps, the boots and a shortcut item. The boots cancel fall damage, the body and chaps give heat resistance, and the shortcut item sends you to your last checkpoint.
Quest locked ground
Two quests open a door and hand you a good deal else besides. Fishing Contest, which itself wants level 10 Fishing, opens Hemenster, a quiet stretch of bank with lobster, salmon, trout and tuna spots, along with the White Wolf Mountain tunnel. The Grand Tree, which wants level 25 Agility and the ability to kill a black demon, opens the mine under the tree, two level 37 shortcuts, the gnome glider network and the hot air balloons.
Dragon Slayer is the heaviest of them, asking twelve quest points, level 55 Defence and the ability to kill green dragons. It opens Crandor, the Myths' Guild, where a bank deposit box waits, and the extended part of the Corsair Cove cave past the gated bridge, where blue, red, black and rune dragons live. It also opens the Corsair Cove agility shortcuts at levels 30, 50, 60 and 70, and a one way passage inside the guild that drops you at the Heroes' Guild.
Experiments Part One wants level 43 Prayer, opens Fenkenstrain's Castle and the Experiment Cave below it, both crawling with level 50 experiment men, women, sheep and spiders, and unlocks prayer sceptre crafting at the Mausoleum's holy forge. The Abyss is opened by the Enter the Abyss miniquest, which needs Rune Mysteries first: take three scrying orb readings in the rune essence mine, arriving from Varrock, the Wizards' Tower and Ardougne. Arriving in the Abyss empties your prayer, and each of the twelve rifts only opens for someone who could craft that rune.
Dungeons that gate you some other way
The Stronghold of Security has no gate but the walk itself. Four levels descend under Barbarian Village: spiders, minotaurs, ghosts and skeletons, then zombies, hill giants, cave crawlers and rock crabs, then moss giants and hobgoblins, then ankou, hellhounds, demons and red spiders. Each level holds one chest you may open once. The first three pay 1,000, 3,000 and 6,000 coins, and the fourth gives fancy boots, which are untradable and return to your bank if you die.
Brimhaven Dungeon is entered from the Karamja coast and holds bronze, iron, steel, red, black and adamant dragons, fire giants, greater demons, black demons, moss giants and wolves. Four blockages bar the way and only a hatchet in your main hand clears them. A cleared blockage stays open for two minutes and then grows back, shoving anyone still standing in it to one side. Two agility shortcuts, at levels 60 and 65, climb to the upper level.
The Fremennik Slayer Dungeon holds rock slugs, cockatrice, cave crawlers, pyrefiends, basilisks, jellies, turoth and kurask, wanting Slayer levels from 18 up to 78 between them. Turoth and kurask cannot be attacked at all unless a leaf bladed weapon is in your main hand, and dying in the dungeon returns your gravestone to the mainland entrance. Brine Rat Cave opens when you dig with a spade on the patch of cracking ground outside, and the brine rats within come in two grades, wanting level 47 and level 73 Slayer.
The guilds and what gates them
Takes ten warrior tokens to open the cyclops room, then ten more for every minute you stay. She turns you away once you carry the rune defender, the best she can offer.
Runs the second cyclops room on the same token terms, but only opens it if you are carrying a rune defender. Her cyclopes are the only source of the dragon defender.
Explains the altars behind him. Each one takes a full plate set from you and gives it back, along with tokens, once you kill the armour it animates.
Hands out boss tasks rather than ordinary slayer ones. You need the boss slayer unlock before she will talk business, and she gives out at most three tasks an hour.
The agility master. He takes agility tickets for the agility body, chaps and boots and a shortcut item. The boots cancel fall damage, the body and chaps give heat resistance, and the shortcut item returns you to your last checkpoint.
Starts Enter the Abyss, and once the miniquest is finished he is the one who sends you into the Abyss.
Carries most of Experiments Part One. The Mausoleum is open to everyone, and its incinerators turn logs into ashes for Firemaking experience and burn bones with ashes for Prayer experience, but the holy forge only crafts prayer sceptres once that quest is done.
Patrols his castle and the cave beneath it. He very rarely drops the experiment key that opens the gate at the bottom of the Experiment Cave.
Waits behind that gate, which also wants level 50 Exploration. Rune armour pieces are rare from it, and dragon pieces very rare.
There is no Heroes' quest here, so he is the way in. He wants 10,000 coins the first time and waves you through free afterwards.