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This article is about the standard doors. For other uses, see Door (disambiguation).
"Trapdoor" redirects here. For the for the constructable version, see trapdoor (player-owned house). For the feature that players can use to travel quickly, see trapdoor shortcut.
For doors that connect rooms in Dungeoneering, see Dungeoneering/Doors.
The entrance to the Tree Gnome Stronghold is a large gate, which behaves like an unlocked door.
The minimap (and world map) shows doors as red marks in the white lines that represent walls.

A door or a gate is an entrance (or exit) in a wall or fence, which sometimes acts as a passage through a physical boundary. It could be an entrance into a city, a building, a room, or a field (especially when outdoors). The names of particular doors or gates may include an adjective or other qualifier. For example, the guards' entrance to the Black Knights' Fortress is called a sturdy door.

The buildings in Al Kharid and the Kharidian Desert have a curtain that serves in place of a door. A trapdoor is a similar concept, except that it allows passage vertically downwards from one storey to another. It always has a ladder, a staircase, steps, or a rope below to allow passage back up again.

Walls appear as white lines on the minimap and the world map, and doors are represented by red lines. Players can pass through an open door by left-clicking on a location or object on the other side of it, either in the main playing area or on the minimap. See game controls for more information on moving around and on using less-common pointing devices.

A closed door acts as a physical boundary. If it is unlocked, players can open it by left-clicking on it. Characters will not open a door automatically, and open doors may close after 300 seconds. Many players find this frustrating, although it may be compared to a game world respawn. Doors are special, movable game objects and have a respawn clock like any other object. While a longer delay could be used, the relatively short timer is presumably to cripple simple macros that are unable to open doors.

Some doors are locked, but players can often unlock them via the Thieving skill. For example, the entrance to the H.A.M. Dungeon is a locked trapdoor. Players must pick the lock to gain access. A lockpick may be useful or even necessary to unlock some doors in this way. Some locked doors can only be unlocked with a key, usually as part of a quest.

Players can close an open door by left-clicking on it (the door itself must be clicked on, not the doorway). This can be used to prevent other players or monsters from getting out of a room, effectively trapping them inside. In the past, this could be done maliciously; for example, to trap a player in a room with dangerous random events like the evil chicken or a shade, although the discontinuation of those dangerous events makes that no longer a problem.

After many complaints from players, any given player can only close a door up to five times in quick succession. After this, they will be greeted with the message: "The door seems to be stuck." They can, however, still open closed doors. However, some doors, such as the doors in the Piscatoris Fishing Colony and all banks, cannot be closed by players to avoid locking players out.

Gallery[edit | edit source]

Graphical updates[edit | edit source]

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
  • patch 27 May 2014 (Update):
    • A fix for doors that were disappearing in HTML5 has been applied.
  • patch 3 July 2013 (Update):
    • The prison door atop the Grand Tree now opens correctly.
  • patch 2 October 2012 (Update):
    • The Rimmington crafting store now has a door.
  • patch 1 February 2011 (Update):
    • Iron gate opening and closing sounds have been updated.
  • patch 24 June 2010 (Update):
    • Removed floor texturing where a trapdoor has been placed down.
  • patch 25 May 2010 (Update):
    • The doors in Fish Flingers now open the other way.
  • patch 9 November 2009 (Update):
    • A hole for a cellar door can no longer be walked on.
    • A metal gate no longer sounds like a wooden door.
  • patch 26 October 2009 (Update):
    • A certain trapdoor no longer floats.
  • patch 20 October 2009 (Update):
    • Added sound effects to a couple of doors.
  • patch 7 October 2009 (Update):
    • Adjusted the sound effects for a couple of wooden doors.
  • patch 2 September 2009 (Update):
    • Fixed a graphical issue with some doors being too tall for their buildings.
  • patch 10 August 2009 (Update):
    • Door sounds have been updated.
  • update 13 February 2001 (Update):
    • Fixed the error which enabled you to make double doors vanish by lighting a fire next to them. So hopefully no more trapped people.

Trivia[edit | edit source]

  • If a player tries to light a fire in front of a closed door, a message "You can't light a fire here." will appear. However, if the door is open, the player is not restricted from lighting a fire in front of it.
  • On White Wolf Mountain, there is a trapdoor on the northern-most side that upon examining says "Don't you open that trapdoor!" This is a line of a song taken from The Trap Door, a kids' cartoon.
  • There was an unusable door in the north of Shilo Village, on the top floor of the tower where Duradel lives. If you tried to open it, for some reason it would say "I don't think that's possible".

See also[edit | edit source]