The Rogue Problem
The Rogue Problem is the story arc that answers "what now?" the moment you clear the Wizard Tower and claim your Squire rank. In the quest tab it's two quests: Rogue Hunting I (the 30-rogue hunt) and Rogue Hunting II (the Rogue Knight ladder). Where the roadmap used to drop you into an open-ended grind toward Knight, these hand you a guided path - and the Quest Journal points the way at every step.
It's the first chapter of Act II - The Soldier: the Sergeant sets you on the rogue rank and file - hunted along the safe road camps west of Lumbridge or, when you're ready for it, in Fallen Falador, the city the rogues seized when the demons took Varrock.
Getting in
- The quest auto-starts the moment you finish the War-Prep chain (the Wizard Tower and the Squire rank-up). No need to seek it out.
- Talk to the Recruiting Sergeant by the Lumbridge gate - he's had harder work waiting for you since you earned your rank.
- The Quest Journal tracks your objective the whole way. Type
::rogueproblemfor a quick status check, or::roguesfor your lifetime rogue tally.
The quest
| Step | What to do |
|---|---|
| Hunt | Cut down 30 of the rogue family (rogues, muggers, highwaymen, thugs, bandits, outlaws - and bot "Rogue Knights" - all count). Kills count anywhere: the safe road camps at the jail west of Lumbridge, Draynor's outskirts and south of Port Sarim are the intended first hunting grounds; Fallen Falador is denser hunting but lawless raid ground. |
| Knight | Clearing the hunt pays a soldier's purse (150,000 - buy Soldier at Duke Horacio, no rung skipped). Then kill your first assigned Rogue Knight - the Sergeant names the mark, the marker arrow leads you to the camp, and ::knights tracks the hunt. |
| Report | Return to the Recruiting Sergeant with word of the knight's fall. |
| Ladder | Break every camp on the Rogue Knight ladder - all fourteen knights, weakest to strongest, the Commander last. The spoils (knight kills, worn-kit drops, camp loot, bounties) pay your Knighthood along the way - buy it at Duke Horacio whenever your purse allows; buying it never ends the quest. |
The road camps are all safe, reclaimable ground - die there and your gear waits in a pile. Fallen Falador is not: it's lawless PvP ground, a raid city where only the banks are safe, and the road there crosses open wilderness. Cut your teeth on the roads first, and take nothing into Falador you can't afford to lose; the rogue tally, at least, is yours forever and death never resets it. See Death & item protection. Your first assigned Rogue Knight also waits on safe ground, at the Bandit Hideout west of Lumbridge: if he beats you (he might!), you walk straight back for the rematch.
The quest and the Rogue Knight ladder are one journey: fourteen named boss PKers, weakest to strongest, each guarding the gear that beats the next. The Rogue Problem completes only when the whole ladder is broken - that climb is where you actually learn to PK: switches at the low camps, prayer baits and freezers in the middle, held spec combos and momentum play at the top. Every beaten knight stays farmable after.
Rewards
- A soldier's purse (150,000) the moment the hunt clears - exactly enough to buy Soldier from Duke Horacio, so no rung is skipped.
- Knighthood is earned, not gifted: the ladder pays it - every knight drops coin and its full worn kit, the camp rogues drop theirs, and the Sergeant's rogue-hunting bounties keep coming. Climb until your purse covers the 500,000.
- Knighthood unlocks rune armour, your first companion (a levelable bot ally - muster one from General Zo in the castle courtyard), and the real wilderness / PK loop.
What comes after
Knight is the mid-game power spike, and you'll hit it mid-quest. With a companion at your side, sharpen up at the PK Training Arena (free loaner kits, sparring bots that teach real mechanics) between rungs, and hunt for real - player kills pay Blood Money. Entry bosses, the Fight Cave, and the war's Marches open up along the way too.
Breaking the final camp completes the quest - and opens War-Prep II (the Ranged drills, the road to Lord). Every beaten knight stays farmable for its signature gear (::knights). See the Gameplay roadmap for the full journey.
This page was last edited on 2026-08-05.
