Strategies for Asuran Arsenal

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This article is a strategy guide for Asuran Arsenal.
Information on mechanics, setups, and tactics is on this page.
This is a dangerous activity.
If you die, you will lose your items and will need to reclaim them from Death or your gravestone.
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Levels
Worn
Inventory
Other

Features

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Within the Asuran Arsenal are many sources of loot, and security systems to prevent unwelcome thieves from stealing. Each source of loot provides loot points into the stolen goods bag that is received when entering the heist. Partially interacting with any of these loot sources and then leaving to steal from a different source will retain the progress that the loot source had, so that returning to it does not force the player to start it from the beginning. This progress is reset if the heist is exited.

Guards and traps

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Seems like they run the place.
The Keeper and their Projection are stationary guards in the Asuran Arsenal. They each have a detection circle around them that will return the player back to the most recent checkpoint, if the player stays too long within their circle. The keeper appears in the first section, and will only catch players attempting to cross the barriers beside them, or standing north of them. The projection appears above one of three security projectors, cycling between them periodically. Getting caught by the keeper or projection will forfeit 20 loot points, reduced to 14 with the Thieving master cape perk.

Shocking.
Electricity traps consist of purple electricity falling down to the ground in set patterns. They may be avoided by walking in the gaps in their patterns. Being hit by an electricity trap causes heavy damage and forfeits 10 loot points, reduced to 7 with the Thieving master cape perk.

Dragonfire. Now on wheels.
Siege engines fire short range flames in a 2x3 area in front of them. They attack for 5 ticks, then rest for 4 ticks, before repeating. They may be avoided by walking during the gaps in their firing pattern. Being hit by a siege engine causes heavy damage and forfeits 10 loot points, reduced to 7 with the Thieving master cape perk.

Add velocity and heat until the problems go away.
Siege cannons fire long range projectiles that move in a line until they hit a wall or obstacle. They may be avoided by walking during the gaps in their firing pattern. Being hit by a siege cannon causes heavy damage and forfeits 15 loot points, reduced to 10 with the Thieving master cape perk.

Loot sources

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Locked up tight, to keep adventurers like you out.
Chests may be opened with a lockpick at 108 Thieving, taking 4 successes to complete the process. Opening a chest will award 15 loot points, and one of the chests in the first section will also award the Code tablet.

I wonder if I can open it and take a peek inside.
Safes in the Asuran Arsenal are opened in the same way as in the safecracking activity. Each safe has 4 dial locks, requires 114 Thieving, and when opened will award 35 loot points. The Stethoscope will increase the speed with which safes can be opened.

Locked up tight, to keep adventurers like you out.
Ornate Chests are similar in function to chests, but have a lower success chance. Each ornate chest requires 108 Thieving and awards 25 loot points upon opening.

Contains unknown bounties.
There is one rare chest at the end of the vault, which requires 108 Thieving and 7 successes to open. It awards 75 loot points, and provides the player the option to teleport out of the vault once it is open.

Traversal

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Locked up tight, to keep adventurers like you out.
Locked doors may be opened with a lockpick at 108 Thieving, taking 6 successes to complete the process. Opening a door does not award any points, but gives access to new areas. The door will remain unlocked until the heist is exited for any reason.

A pylon, the premier in barrier-unlocking technology.
There are three red barriers in the Asuran Arsenal, which split the heist up into separate sections. Each barrier starts off in a impassable state, and can be unlocked by activating the dragonkin pylon in its section. Each pylon requires a different method to activate, which are covered in the sections for each section. There are also two smaller unlocked barriers in the first section which do not require pylon activation to pass.

A gap in the wall big enough to squeeze through.
Crevices (85 Agility), rubble (75 Agility), handholds (10 Agility), railings (97 Agility), low walls (1 Agility), and dropdowns (10 Agility) are all Agility obstacles that allow access to new locations. They do not give loot points, and can inflict a small amount of damage if they are failed.

Ground floor[UK]1st floor[US]

Sections

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The vault can be divided up into 4 sections by the barriers and dials which inhibit progress.

The first section consists of a central room with The Keeper, and 2 side rooms. There is a checkpoint at the start of this section.

Available points: 45
To complete this section:
  • Unlock the locked door to the western room
  • Loot the code tablet from one of the two chests in the western room (it may not be here)
  • Activate the system controls in the western room, which deactivates the keeper projector for 15 seconds
  • Cross one of the small barriers beside the keeper projector before it reactivates
  • Unlock the locked door to the eastern room, avoiding the moving electricity trap that passes the door
  • If not yet received, loot the code tablet from the chest in the eastern room
  • Activate the dragonkin pylon with the code tablet in the inventory, to deactivate the northern barrier and allow access to the second section

The second section consists of a central room with 3 side rooms, and three projectors that the Projection may appear on. The Projection will only appear on one of these projectors at a time, will move between projectors every 18 seconds in a counter-clockwise pattern. Before appearing on a projector, there is an animation of red sparkles that appears over the projector. There is a checkpoint at the start of this section. From this section onward, all loot sources are optional.

Available points: 100
To complete this section:
  • Take from the tablet without any weapons wielded to pick up the giant tablet.
    • You are reduced to half walking speed while carrying the giant tablet (move 1 tile every 2 ticks), and you cannot use movement abilities, interact with chests, safes, unlocked doors, or crevices.
  • Carry the tablet counter-clockwise around the central room to reach the lectern
    • Pass the first Siege engine trap, then stand north of the traps to be out of their range
    • Pass the first three of the four Siege cannons by walking on the metal grate walkway, timing movement to avoid each fireball. There are safe spots between each trap.
    • Wait until the projection is not present on the projector, then walk around the outside of next projector and Siege engine to stand by the barrier.
    • Wait until the projection is not present on the projector, then walk around the outside of next projector and Siege engine to stand in the south west corner between the door and the display tank. Time your movement to avoid the fireballs, passing the first fireball just after it hits the northern wall.
    • When the projection is not present, move around the two display tanks to hug the western wall, as there are no fireballs there. Time your movement to avoid the fireballs, passing into the path of the middle fireball just after it passes.
    • Place the tablet on the lectern, to activate the pylon and deactivate the northern barrier, allowing access to the third section.
When returning to the barrier, the crevice to the north of the lectern and locked door to the east may optionally be used to avoid some of the Siege cannon traps.

The third section consists of a long corridor with 2 side rooms, as well as rooms on the upper floors. There is no checkpoint for this section, as all of the no traps simply kill the player without returning them to a checkpoint. Only the ground floor[UK]1st floor[US] rooms are required to complete this section, but the other rooms contain many sources of loot.

East ground floor[UK]1st floor[US]

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Available points: 115

West ground floor[UK]1st floor[US]

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Available points: 85

To complete this section, activate the two strange conduits. In the western room, pass the three siege engines with timed movement. In the eastern room, avoid being hit by the electricity trap when it lands in front of the conduit. After activating both conduits, the dragonkin pylon becomes activated and the northern barrier is deactivated.

The western 1st floor[UK]2nd floor[US] room can be reached by ascending the south west or north west stairs and crossing the rubble (75 Agility).

West 1st floor[UK]2nd floor[US]

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Available points: 25

If entered from the north, the locked door (108 Thieving) must be passes to reach the ornate chest. However, the exit to the next room is via the handhold (10 Agility) in the north.

West 2nd floor[UK]3rd floor[US]

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Available points: 60

The exit to the next room is via the railing (97 Agility) to the east.

East 2nd floor[UK]3rd floor[US]

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Available points: 35

The exit to the next room is via the dropdown (10 Agility) just south of the entrance walkway.

East 1st floor[UK]2nd floor[US]

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Available points: 0

The exit to the next room is via the dropdown (10 Agility) to the south, which leads to the small room with the crevice and ornate chest on the ground floor[UK]1st floor[US].

The fourth section consists of a main corridor with an electricity trap, leading to the room with the rare chest. There is one optional side room to the north west.

Available points: 160

Summary

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The minimal path through the vault requires opening 2 locked doors, 1-3 chests to get the code tablet, carrying the giant tablet to the lectern, activating two strange conduits, and opening the rare chest.

There is a maximum of 625 loot points available, by looting every source. The stolen goods bag can hold up to a maximum of 500 points, so collecting everything is not required unless the player is caught multiple times. A total of 505 points can be received by omitting the 1st floor[UK]2nd floor[US] and 2nd floor[UK]3rd floor[US] optional side rooms, which reaches the cap with only a small amount of backtracking in the second section.

References

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  1. ^ Jagex. Mod Sponge's Twitter account. 24 November 2025. (Archived from the original on 25 November 2025.) Mod Sponge: "@AdamJrakula yeah, same tier as regular lockpick"
  2. ^ Jagex. Mod Sponge's Twitter account. 24 November 2025. (Archived from the original on 24 November 2025.) Mod Sponge: "Because I forgot to add a tooltip - Lockpicks will improve success rate when cracking chests by 3% and Master lockpick by 7% (both inside and outside the heists)"