Overview

After completion of Buyers and Cellars, Darren Lightfinger has a few other odd-jobs of the sneaky kind that he needs done. As you complete these extra capers, the facilities will expand, giving you access to new areas and more training methods.

Guide

  1. Lobby:
    Here you can find Darren Lightfinger and Chief Thief Robin. You can speak to them to begin any of The Capers. Once you have completed Caper 3: A Guild of Our Own, you can teach Darren about Thieving and receive 2,000 experience by pickpocketing the nearby dummy Mark 1.

    Lobby
    Image last updated: Jan 26, 2020 Update Image?


  2. Coshing:
    In the South West corner of the Main Room, you will find 3 Coshing volunteers and the Advanced pickpocketing trainer. Note that you will need level 41+ Thieving, at least partial completion of The Feud (to step 9) to learn how to use a blackjack for Thieving, completion of the first Caper (From Tiny Acorns), and a Blackjack in order to use them for training; they will not be present until completion of the Caper. The amount of experience gained scales with your level. You will also gain 4 Hanky Points for each time you successfully obtain loot.
    Tip: Most people will "trap" one of the volunteers (or the trainer) on the opposite side of the door leading to the Lobby or to Dodgey Derek's Dirty Deals. This makes it so you do not have to chase them down to lure and cosh them again.

    Coshing Training
    Image last updated: Jan 26, 2020 Update Image?


  3. Pickpocketing:
    In the very center of the main room you will encounter the Pickpocketing trainer, 3 Pickpocketing volunteers, and 2 Mark II pickpocketing dummies. Note that you will need level 41+ Thieving and completion of the first Caper (From Tiny Acorns) in order to use them for training; they will not be present until completion of the Caper. When successful, you will "obtain" a Blue hanky, worth 1 Hanky Point, and Thieving experience - the amount gained scales with your level. If you fail, you will be stunned and get hit for 1 Life point.

    Check Your Pockets
    Image last updated: Jan 26, 2020 Update Image?


  4. Safes:
    In the North East corner of the main room you will find Safe-cracking trainer. Around him are 4 wall safes and 2 safecracking ones. The first 4 can be used for training after completion of the first 2 Capers (From Tiny Acorns and Lost Her Marbles); this is also when the Safe-cracking trainer will appear. For each successful looing of a safe, you will "obtain" a Blue hanky, worth 1 Hanky Point, and Thieving experience - the amount gained scales with your level. If you fail, you will spring a fake trap though these will not hurt you.
    You will need to wait until after completion of A Guild of Our Own before the Safe-cracking trainer will teach you about safecracking.

    Check Your Pockets
    Image last updated: Jan 26, 2020 Update Image?


  5. Chests:
    In the South East corner of the room is the Locks and traps trainer along with 6 cells that contain chests. To train here, you only need level 24+ Thieving and completion of the first Caper (From Tiny Acorns). The cells to the North will earn you 210 experience for the door and 30 for the chest as well as 1 Hanky point per chest. The Southern cells earn you 280 for the door and 180 for the chest as well as 4 Hanky points and a Lockpick is necessary to open. The chests will close after about about 30 seconds and the cell doors will close after about 5 minutes.

    Chests
    Image last updated: Jan 26, 2020 Update Image?


  6. Rooms:
    With the completion of Lost Her Marbles, the Guild expanded to include several bedrooms. Within each of them, there is at least 1 piece of furniture you can check. None of the drawers or bureaus give you anything.

    Rooms
    Image last updated: Jan 26, 2020 Update Image?


  7. Office:
    Along the Northern wall of the main hall appears to be an office. As of yet, there is no actual access to this room and attempting to enter it causes the Guild members to watch you.

    Office
    Image last updated: Jan 26, 2020 Update Image?


  8. Dodgey Derek's Dirty Deals:
    After completion of Lost Her Marbles, the Guild expanded to include a room on the Western side of the Guild. In this room you will find Dodgy Derek. He sells various thieving goodies to those willing to pay the price. Once you complete A Guild of Our Own, he will also run a reward shop where you can spend your Pilfer Points.

    Store
    Image last updated: Jan 26, 2020 Update Image?


  9. Bank:
    The final room accessed is where Mr Pinsworth runs the bank. It opens after completion of A Guild of Our Own.

    Bank
    Image last updated: Jan 26, 2020 Update Image?




The Capers

In order to access all the areas of the guild, you will need to complete 3 capers. Each one will unlock a new section of the guild. Below you will find guides on how to complete each one of these capers.

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