Teleports

* Great starting place for early combat levels. Rock crabs are not aggressive and are in single-combat.
2. Sand Crabs
	* Sand crabs are an ideal spot to afk combat. There are many spots to stand and auto-retaliate multiple crabs, while taking virtually 0 damage. Can be teleported to with ::train
3. Kalphites
	* Home to multiple types of kalphites, as well as the Kalphite Queen.
4. Mithril Dragons
	* Many mithril dragon spawns which have the chance to drop both the Dragon Full Helm and Draconic Visage.
5. Wyverns
	* Contains multiple types of Wyverns, each with a chance to drop the Ancient Wyvern Shield.
6. Demonic Gorillas
	* A high level slayer monster which attacks with all 3 combat styles, and has the ability to protect against all 3. Drops ballista pieces, as well as Zenyte shards.
7. Kraken Cave
	* Home to cave krakens, requiring 87 slayer and drops the Trident of the Seas and Kraken Tentacle. The entrance north gives access to the Kraken boss. These are unable to be attacked without a slayer task until spending 500 slayer points.
8. Third Age Warriors
	* A slayer monster which has a rare chance to drop the 3rd Age Crystal. They can be safespotted behind the fences.
9. Slayer Tower
	* Home to many slayer monsters including crawling hands, banshees, dust devils, infernal mages, bloodvelds, gargoyles, and abyssal demons.
10. Edgeville Dungeon
	* To east past an agility obstacle are moss giants and access to the Bryophyta boss, requiring Bryophyta's key to enter. North is a wilderness area containing thugs, chaos druids, earth warriors, and black demons.
11. Brimhaven Dungeon
	* A large slayer dungeon containing moss giants, fire giants, greater demons, black demons, red dragons, bronze dragons, iron dragons, and steel dragons.
12. Rellekka Dungeon
	* A large slayer dungeon containing cave crawlers, cave bugs, cave horrors, cockatrice, rockslugs, pyrefiends, basilisks, jellies, turoths, kurasks, and basilisk knights.
13. Lletya
	* A small elven city where elves can be pickpocketed, and elf warriors can be slain for crystal seeds and the New Crystal Shield.
14. Ice Dungeon
	* While nothing is to the west, ice warriors and ice giants can be slain to the west. South of these through the Icy Cavern entrance, Skeletal Wyverns can be slain for Granite Legs and a rare chance at the Draconic Visage (be sure to protect from Ranged and bring anti-fire)
15. Catacombs
	* A massive multi-combat slayer cave, perfect for barraging tasks. A map can be seen by using the ::map command in-game. This cave is home to hill giants, mutated bloodvelds, greater demons, greater nechyraels, abyssal demons, black demons, skeletons, hellhounds, cyclops, fire giants, steel dragons, twisted banshees, ankous, dagannoths, warped jellies, dust devils, lesser demons, and ghosts.
16. Karuulm Dungeon
	* A slayer dungeon with wyrms to the west, drakes and hydras to the north, as well as the Alchemical Hydra boss further up the north path.
17. Smoke dungeon
	* A multi-combat slayer dungeon with smoke devils, as well as the Thermonuclear Smoke Devil through the north-west crevice.
18. Lithkren Vault
	* Home to adamant dragons and rune dragons.

### Bosses

1. Blue Wraith
	* A multi-combat group boss with a chance to drop the wraith key, giving access to powerful melee gear.
2. Corporeal Beast
	* A very powerful boss dropping five different sigils, which can be combined with a spirit shield and holy elixir to make different spirit shields.
3. Godwars Dungeon
	* A massive boss dungeon home to the four godwars generals: Commander Zilyana, General Graardor, Kree'arra, and K'ril Tsutsaroth. Wearing certain god items will prevent aggression from the monsters there, and the Imbued blessing will give full protection.
4. Vorkath
	* A powerful dragon which can drop the draconic visage, the skeletal visage, and dragonbone necklace.
5. Lizardman
	* Strong slayer monsters which can drop shayzien armor, as well as a rare chance for the dragon warhammer.
6. Abyssal Sire
	* A strong demon boss which drops both abyssal shards and the Unsired. The Unsired can be used as a chance for the abyssal dagger, jar of miasma, abyssal head, or bludgeon pieces.
7. Dagannoths
	* Three dagannoth kings, each that deal a specific type of damage and can only be damaged by a certain damage type. Their rare drops include: dragon axe, seers ring, mystic mud staff, berserker ring, warrior ring, and archers ring.
8. Zulrah
	* A powerful snake which can drop the tanzanite fang, magic fang, serpentine visage, uncut onyx, jar of swamp, tanzanite mutagen, and magma mutagens.
9. Alchemical Hydra
	* A powerful hydra which can only be fought on a hydra slayer task. Drops include: hydra dragonhide, alchemical hydra heads, ferocious gloves, hydra's claw, hydra's heart, hydra's fang, and hydra's eye.
10. Nightmare
	* A very strong boss releasing on September 16th, which can drop the nightmare staff, volatile orb, harmonised orb, inquisitor's armor, and the inquisitor's mace.
11. King Black Dragon
	* A medium-level boss which can drop the dragon pickaxe, kbd heads, and a rare chance at the draconic visage.
12. Chaos Elemental
	* A medium level wilderness boss which can drop mysterious emblems, the chaos blessing, and the divine crystal.
13. Callisto
	* A medium level wilderness boss which can drop mysterious emblems, an uncut onyx, wilderness chest keys, and the tyrannical ring.
14. Venenatis
	* A medium level wilderness boss which can drop mysterious emblems, bloody keys, wilderness chest keys, and an uncut onyx.
15. Vetion
	* A medium level wilderness boss which can drop mysterious emblems, the odium ward, wilderness chest keys, and an uncut onyx.
16. Barrelchest
	* A medium level wilderness boss which can drop granite pieces, skilling task scrolls, and the barrelchest anchor.
17. Giant Mole
	* A medium level boss which can drop the granite maul, mole skin, and mole claw.
18. Crazy Archaeologist
	* A medium level wilderness boss which can drop the fedora, malediction ward, and chaos blessing.

### Minigames

1. Chambers of Xeric
	* A late game raid which can be fought in teams, or solo. Includes many powerful items such as dragon claws, twisted staff, twisted crossbow, twisted buckler, kodai insignia, dragon hunter crossbow, dinh's bulwark, ancestral armor, twisted bow, elder maul, or prayer scrolls to unlock augury and rigour.
2. Theatre of Blood
	* A laid game raid which will most likely be fought in teams. Includes many powerful items such as avernic defender, ghrazi rapier, scythe of vitur, verzik's enchantment, sanguinesti staff, justiciar faceguard, justiciar kiteshield, justiciar chestguard, justiciar legguards, holy ornament kit, and sanguine ornament kit.
3. Pest Control
	* A team based minigame where players must destroy all four portals in the time limit. 30m gold can be donated to well of goodwill for 5 bonus pest control points per round. 200 points are needed per piece to upgrade to elite void. 1310 points are needed for full elite void will all helms, and 1470 are needed to complete the collection log. The fighter torso, barrows gloves, and fighter hat can also be purchased here.
4. Warriors Guild
	* A guild where cyclops can be fought to obtain defenders up to dragon. 200 warriors tokens are required to enter the upper floor, which can be obtained by using a full rune set on the Magical Animator, and slaying the animated rune armor. You do not need to exit the cyclops room after each defender.
5. Recipe for Disaster
6. Lighthouse
7. Mage Arena
	* An arena where mages can be slain to gain points at Kolodion's shop inside the mage bank. These points can be used to purchase damaged books, god staves, and Iban's staff.
8. Barrows
	* A minigame requiring a spade to dig at 6 mounds and slay 6 mini-bosses for a chance at barrows armor in the final chest. Dharok, Guthan, Torag, and Verac all deal melee damage, Ahrim deals magic damage, and Karil deals ranged damage. One tomb will show a message instead of spawning a brother, and this should be returned to last. Once 5 brothers are dead, return to that tomb, enter using the chat message, navigate to the center to kill the final brother, and loot the chest for a chance at a barrows piece.
9. Fight Caves
	* A wave based minigame that focuses on correct use of protection prayers and safespotting enemies. When entering, select 10 waves as the same cape is rewarded for less effort. Watching a short Jad guide is recommended if this is your first time. Deaths in the fight caves are safe for hardcore ironmen.
10. The Inferno
	* A difficult combat challenge consisting of 3 waves: one Jad, two Jads, and Zuk. Sacrificing a fire cape at this teleport is required to attempt. This challenge requires correct use of protection prayers, as well as movement. Watching a short Zuk guide is recommended if this is your first time. Deaths in the inferno are safe for hardcore ironmen.
11. Duel Arena
	* A teleport to the duel arena in Al Kharid.
12. Gambling
	* An area where items or gold can be gambled with other players. Can also be accessed with ::gamble
13. Donator Barrows
	* A version of barrows where all 6 brothers are located in the same room. Onyx rank or higher is required to access.
14. Last Man Standing
	* A PVP minigame where you fight against other players. Deaths (should?) be safe for hardcore ironmen.

### Skilling

1. Thieving
	* One of the best teleports for reaching a bank, and is located next to thieving stalls, a furnace, an anvil, and a cooking range. Items thieved from stalls can be sold to Sigmund nearby for decent amounts of starter money.
2. Crafting Guild
	* A guild with gem rocks, gold rocks, and a crafting store with everything you will need for crafting.
3. Mining Guild
	* A guild with access to most types of ore, and a nearby bank chest.
4. Woodcutting Guild
	* A guild with access to most trees, and a bank chest located in the north-west corner. Redwoods can be cut at level 90 by climbing up the northern ladders.
5. Fishing Guild
	* A guild with access to most fishing locations, a nearby bank chest, and a fishing shop where all fishing equipment can be bought.
6. Hunting Grounds
	* A hunting area with access to different levels of birds, chinchompas, and red chinchompas.
7. Falador Farm
	* The main farming area. The master farmer sells farming equipment as well as seeds for non-ironmen. Zahur can be used with herbs and vials of water to create unfinished potions. The compost bin next to the farming patch can be used to refill compost. There is also a bank located to the east.
8. Gnome Agility
	* The starting agility course which should generally be trained until level 35 agility (or 30 once varrock course is added).
9. Barbarian Outpost
	* An agility course requiring level 35 agility, which should generally be trained at until 52 for the wilderness course, or 60 for the seers rooftop course.
10. Wilderness Agility
	* An agility course requiring level 52 agility, located in very deep wilderness. The nearest teleport/escape would be east to the mage bank.
11. Seers Rooftop
	* A rooftop agility course requiring level 60 agility. This course drops marks of grace at the end of the course, and should generally be trained at until level 80 agility.
12. Rellekka Rooftop
	* A rooftop agility course requiring level 60 agility. This course drops marks of grace at the end of the course, and should generally be trained at until level 90 agility.
13. Chaos Altar
	* A wilderness teleport where bones can be used on the chaos altar for insane experience. There is a large chance of bones being saved on this altar, leading to greater experience than a gilded altar.
14. Motherlode Mine
	* A great place to train mining, giving ores ranging from coal to runite depending on your mining level. Ores are mined from ore veins, and deposited in the hopper. The hopper will hold unlimited ore, which can be withdrawn from the ore-sack just east of the bank.
15. Rogues Den
	* This teleport is located very close to a bank, but seemingly has no other uses at this time.
16. Amethyst Mines
	* The deeper part of the mining guild where amethyst can be mined and banked nearby. There are also two runite rocks located at the east end.
17. Runecrafting
	* The go-to teleport for training runecrafting. The mage of zamorak located east of the teleport can be talked to for a small rune pouch, and can teleport you to the abyss. Rune essence can be bought at the general store west of ::home. Larger rune pouches can be obtained by killing monsters in the wilderness.

### Wilderness

A map of the wilderness can be viewed with the ::wildymap command.

1. West Dragons
	* A teleport to level 10 wilderness where green dragons can be killed. The command ::wests can be used.
2. East Dragons
	* A teleport to level 21 wilderness where green dragons can be killed. The command ::easts can be used.
3. Hill Giants
	* A teleport to level 17 wilderness where hill giants can be killed.
4. Mage Bank
	* A safe teleport inside the mage bank. The mage arena shop is located here, and mage capes can be obtained by going through the sparkling pool and praying at a statue. The command ::mb can be used.
5. Revenants
	* A teleport to level 39 wilderness where revenants can be killed inside the nearby cave. This is also a quick teleport to the black chinchompas to the southeast.
6. Dagon Hais
	* A teleport to level 25 wilderness where Dagon'hai mages can be killed.
7. Elder Druids
	* A teleport to level 15 wilderness where Elder Chaos Druids can be killed.

### Cities

1. Varrock
	* The location of Thessalia's shop and many Varrock diary places.
2. Lumbridge
	* The location of Hans, and a cow pen to the northeast.
3. Falador
	* The location of the nearby farm, as well as white knights which can be killed north in the castle for proselyte pieces.
4. Camelot
	* The 'Wedge' is located nearby for diary tasks.
5. Ardougne
	* The location of a fur stall and diary tasks.
6. Canifis
	* The location of werewolves and diary tasks.
7. Edgeville
	* The Weird Old Man is located in edgeville bank, which allows untradeable items to be bought back after death. Mysterious emblems can be traded in at the emblem trader, which can be used to buy items at the Bounty Hunter Store.