CraftScape
world

Transportation Network

31 fairy ring codes, 18 lodestones, 7 spirit trees, 7 gliders, 6 balloons, 5 canoe stops and 6 wilderness obelisks.

31 fairy ring codes

CraftScape is a big map and walking it is slow. Every route out of that problem is gated behind something: a quest, a skill level, a charge on a piece of jewellery or a stack of logs. This guide covers what each network does, what it costs to open, and when it is the fastest way to get where you are going.

Teleport spells and the countdown

The spellbook holds fifteen teleports and they ladder up with Magic. Lumbridge opens at 10 for three air and one law rune, Varrock at 25, your construction island at 40, Camelot at 45, Edgeville at 48, Ardougne at 51 and Falador at 55. Death runes come in at the top end: Taverley at 60, Trollheim at 61, the Watch Tower at 65, Canifis at 70, Crandor at 85 and Eagles' Peak at 90. Entrana at 80 is the odd one out, asking only for water and law runes. Every one pays Magic experience, so a teleport you were making anyway is never wasted.

Casting is not instant. The spell holds you for three seconds with a countdown on screen, and the home and Lumbridge teleports hold you for five. Walk during that window and the spell breaks and puts you back on the spot you started from. You cannot begin a teleport while something that has hit you is still fighting you, and being dragged into combat mid cast collapses it. In player versus player areas, clicking on anything in the last seconds of the countdown cancels it too. Expect a short pause before you can cast another.

Lodestones, your spawn and the home teleport

Eighteen lodestone anchors are scattered across the map, from Lumbridge and Al-Kharid at Exploration 15 through Port Sarim, Draynor, Falador, Taverley, Burthorpe, Brimhaven, Catherby, Pollnivneach, Yanille, Varrock, Edgeville, Ardougne, Rellekka, Seers' Village and Canifis, up to Prifddinas at 90. You need the Exploration level before an anchor will do anything for you. Walking onto one that is not already yours offers to make it your spawn point for coins: a thousand at the two level 15 anchors, fifty thousand at every other one.

You only ever hold one anchor and it does two jobs. It is where the home teleport sends you, and it is where you reappear when you die. The home teleport itself is free, needs no runes and works from level one, but it carries a ten minute cooldown and the long five second cast, so treat it as a reset button rather than a commute. Moving your anchor to whatever you are training next is one of the cheapest quality of life buys in the game.

Home Teleport
Home Teleport

Fairy rings

Fairy rings have two locks. The network is opened during Fairy Tale II, and after that you must hold a dramen staff in your main hand every single time. Stand on a ring, interact, and a dial appears: three wheels of letters, a to d, i to l, and p to s. Thirty codes lead somewhere real, taking in Zanaris and a long list of otherwise awkward corners of the map. It is the widest network in the game and it costs nothing to use.

Dial a code that is not a destination and the ring fires anyway, dropping you at a random ring elsewhere on the network. That is a feature rather than a failure, and it is how you reach the one destination with no code of its own. The Fairy Queen's hideout opens if your last four dials, back to back, were air, dlr, djq and ajs. Three of those are dead codes, so you will bounce around the network on the way there. That is expected.

Gliders, spirit trees and balloons

Gliders come free with The Grand Tree. Seven landing pads sit across the world and every pad reaches every other pad in one click. You arrive in the air and glide down under your own control, so the landing is part of the trip. After the quest there is nothing else to pay: no fee, no charges, no waiting between hops. That makes it the network to reach for when you simply want to be somewhere else and do not care about landing next to a bank.

Spirit trees come from Tree Gnome Village and work the same way: click a tree, pick another of the seven, arrive instantly. They are free and uncapped too. The reason to keep both networks is coverage. The spirit tree list takes in the Grand Exchange, the Gnome Stronghold, Tree Gnome Village, the Battlefield of Khazard, Feldip Hills, Prifddinas and a stop east of the Poison Waste, so this is the one that puts you next to a bank when you need it.

Balloons need The Grand Tree as well, plus Firemaking 20, and they are the only network you can fail. Six sites: Entrana, Taverley and the Crafting Guild take ten oak logs, Varrock ten willow, Castle Wars ten yew and the Grand Tree ten magic. Entrana is the hub, so from there you can fly anywhere, but from any other site both ends must already be open. The logs are taken before you board. The flight is a grid you steer across, and clipping an obstacle or the edge crashes you back to Entrana, hurt, briefly blinded and out the logs.

Canoes, obelisks and levers

Canoes run five stops along the river: Lumbridge, the Champions' Guild, Barbarian Village, Edgeville and, at the far end, the Wilderness. Woodcutting decides how far you may travel in one trip: one stop at level 12, two at 27, three at 42 and four at 57. Step up to a canoe, choose a stop inside your range, then click the log as it hops around the window. The Wilderness stop needs Woodcutting 57 and is one way, with no canoe waiting at that end to bring you home.

Six obelisks stand at increasing depths in the Wilderness. Step onto one and it throws you to another obelisk chosen at random, which makes them fast travel and a gamble in the same move, because you do not get to pick how deep you land. There is a six second wait between uses and, like the spells, they refuse to fire while something that has hit you is still on you. They are the quickest way to cover Wilderness ground if you can accept the destination.

Five levers do fixed jumps. One in Ardougne and one in Edgeville both drop you deep in the Wilderness, and a lever at that end sends you back to Edgeville, so it is a proper round trip rather than a one way door. The other two shuttle you between the Mage Arena and its bank. Levers ask for nothing at all: no quest, no level, no item, no charge. That is what makes them the standard way in and out of the deep Wilderness.

Jewellery, scrolls and capes

Type /ring and /necklace to use whatever ring and necklace you are wearing. A ring of dueling offers the Duel Arena or Castle Wars. A games necklace lists six fighting spots, with Barrows hidden until Priest in Peril and the Cave of Ordeals until Dragon Slayer. A skills necklace lists eight guilds, an amulet of glory four towns. Each trip spends a charge: the dueling ring and games necklace crumble to dust on the last one, while the skills necklace and glory empty and can be recharged at a fountain. The ring of stone carries no charges and goes to the Grand Exchange as often as you like.

Teleport scrolls are single use and go exactly where no spell will take you: the Digsite, Nardah, Mort'ton, Tai Bwo Wannai, Piscatoris, Feldip Hills, the Lumberyard, Mos Le'Harmless and Iorwerth Camp. Hold one in your main hand and interact to use it, and expect the same short countdown a spell gives you. They come out of clue scroll rewards, so they accumulate whether you want them or not. The master scroll book, itself a clue reward, fixes the storage problem: it holds up to eighteen different kinds, a hundred of each.

Skill capes carry teleports too. Wear one and its command works: /crafting, /farming, /fishing, /cooking, /strength and /hunter go to that skill's home ground, and /construction sends you to your own island. Each sits on a ten minute cooldown, the hunter trip is capped to a few uses a day on top of that, and none of them fire in a player versus player area. The Exploration cape is the interesting one: /exploration lists every beacon you have already visited, far more destinations than any other single item, at the cost of a half hour wait. The Agility cape's /agility is not a teleport, it is a burst of speed.

Every route

Ways to get around

Teleport spells Magic 10 to 90

Fifteen spellbook teleports, each with its own rune bill. Three seconds to cast, five for the home and Lumbridge ones, and every one but the free home teleport pays Magic experience.

Exploration lodestones Exploration 15 to 90

Eighteen anchors. Setting one costs a thousand coins at the two level 15 sites and fifty thousand everywhere else. Your anchor is your home teleport target and your respawn point.

Fairy rings Fairy Tale II, dramen staff held

Thirty dialled codes plus one hidden destination. Free and unlimited, with the widest coverage of any network. A wrong code still fires, sending you to a random ring.

Spirit trees Tree Gnome Village

Seven trees: the Grand Exchange, the Gnome Stronghold, Tree Gnome Village, the Battlefield of Khazard, Feldip Hills, Prifddinas and a stop east of the Poison Waste. Free and instant.

Gnome gliders The Grand Tree

Seven pads, every one connected to all the others. Free, instant, no cooldown, and you arrive gliding down from height.

Hot air balloons The Grand Tree, Firemaking 20

Six sites. Ten logs to open a route, one log a trip after that, and the logs are taken before you fly. Entrana is the hub. Crashing on the flight grid hurts you and puts you back at Entrana.

Canoes Woodcutting 12, 27, 42 or 57

Five stops along the river. Your Woodcutting level sets how many stops you may pass in one trip, and the Wilderness stop at 57 is a one way ride.

Wilderness obelisks and levers

Six obelisks at increasing depths, each throwing you to another at random with a six second wait and no use while something is on you. Five levers cover the deep Wilderness round trip and the Mage Arena bank, and ask for nothing.

Jewellery teleports

Use /ring and /necklace. The ring of dueling, games necklace, skills necklace and amulet of glory spend a charge per trip. The ring of stone has no charges and always goes to the Grand Exchange.

Teleport scrolls

Single use clue scroll rewards covering nine out of the way places no spell reaches. A master scroll book stores eighteen kinds, a hundred of each.