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Teleports and how to get anywhere

The teleport window, the three spellbooks, and the handful of shortcuts worth remembering.

Nothing in this game is a walk. The teleport window covers every fight and every skilling site, and the spellbooks cover the rest.

The teleport window

::teles, or the Portal Nexus beside the bank at home. The window is a rail of categories with sub-filters down the side, a search box, a live preview of where a row lands, and a favourites list you fill yourself.

  • Bosses - the largest tab, filtered by Wilderness, Instanced, Slayer, God Wars and Desert Treasure.
  • Raids - the four raid lobbies.
  • Wilderness - the levers, the mage bank and the deep-Wilderness landmarks.
  • Skilling - the gathering and training sites, filtered by skill.
  • Training - the low-level monster grounds.

Every row on it is listed on the teleports page, with what it costs in risk: a row marked dangerous drops you somewhere you can be attacked.

Reading a row before you click it

A row does one of three things, and the window says which:

  • a fixed row travels to a tile you could also have walked to;
  • an instance row makes a private copy of somewhere, so there is no public tile to name;
  • a dynamic row works out where it is landing at the moment you click it.

An instance entry is not a teleport as far as the rules are concerned, but it still refuses to run from the Wilderness at any level, so a raid lobby is never an escape.

The spellbooks

All three are the real Old School books.

  • Standard covers the usual teleport set.
  • Lunar ships Home and Vengeance live; its other teleports open the teleport window instead.
  • Arceuus ships everything except the thralls and reanimation.

Switch at the home altar or with ::modern, which refuses while you are in combat or in the Wilderness.

Shortcuts worth knowing

  • ::home from anywhere.
  • ::bank opens the bank from anywhere, once you own the Sanguine Ferry pact from the blood fountain.
  • ::house goes to your own house; ::dzone goes to the Crimson Court if your rank reaches it.
  • The home obelisk sends you out into the Wilderness and can never be teleported to, so it is a one-way door rather than a shortcut back.
  • Obelisks in the Wilderness carry all three of their Old School options, and setting a destination needs the Easy Combat Achievement tier claimed.