H.A.M. Dungeon
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The H.A.M. Dungeon is the base of operations for the H.A.M. organisation. The entrance is located west of the Lumbridge general store in some ruins. To open the trapdoor, players need to pick the lock on it with their Thieving skill. They can do this by hand, but a lockpick will increase the chance of success.
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[edit] Main level
The main chamber is filled with both male and female H.A.M. members, and H.A.M. guards. The H.A.M. Deacon is on a podium preaching to his congregation about monsters, and other side rooms contain other H.A.M. members. Players can find Johanhus Ulsbrecht to the south-west, and Jimmy the Chisel is locked in a cell.
- With 15 Thieving, a player may pickpocket the female H.A.M. members[1] for H.A.M. robes and other items (including level 1 clue scrolls).
- At 20 Thieving, the same can be done with male H.A.M. members[1] for the same items, although better rates at higher items.
- There is a chance when the player is caught thieving H.A.M. members that said player will be kicked out of the dungeon or locked in their cell with Jimmy the Chisel.
- Players wearing a full H.A.M. robes (shirt, robe, hood, cloak, logo, boots and gloves) on the ground floor of the dungeon have a better chance at pickpocketing success.
[edit] Store rooms
Having at least gone halfway through Death to the Dorgeshuun, there is another secret dungeon in the H.A.M. lair. When the player picks the lock to the secret entrance, just south of the podium in the main chamber, the player will gain access to the H.A.M. store rooms. The stores are patrolled by guards, though after you have finished the quest, they are not aggressive (i.e. they will not attack players unless attacked first).
Pickpocketing the guards will yield the same finds as when you pickpocket a male H.A.M. member, but you will also receive keys (bronze, iron, silver and steel), which can be used to open the chests in rooms. Unlike when pickpocketing upstairs, you will not be thrown out of the dungeon when pickpocketing in the stores, you will just receive up to three points of damage when you fail.
The doors to the rooms are locked. You need to pick the lock (gives 4 Thieving experience) to get in to open the chests. You can pick the locks without a lockpick, but having one helps. When you try to pick the locks on the doors, the guards will attack you. The trick is to stop them patrolling. If you pickpocket a guard and fail, he will stop patrolling and return to his start position. Whilst in this state, they will not attack when you try to pick the locks on the doors. There are five rooms with chests in.
Each time you open a chest with the correct key, you will use that key. The chest can contain coins, gems (sapphire to diamond) and jewellery (rings, amulets, necklaces made of gold and sapphire to diamond). The gold jewellery is not worth it, so just drop that. All the rest of the jewellery can be sold for good money at Grum's Gold Exchange in Port Sarim (hop worlds if there is already stock there to get the best price), or if you want to stay a while, bring a Staff of fire and some nature runes and High Level Alchemy the jewellery you get.
- Room 1, to the south-west, in addition to having a locked door, also has two cracks in the wall to the north and south, which can be used to enter the room without picking the lock. The chest in this room requires a bronze key.
- Room 2, to the north-west, has a chest that requires a silver key.
- Room 3, the the south-east, has a chest that requires a steel key.
- Room 4, to the north-east, has a chest that requires an iron key.
- Room 5, the large room to the north, has a door that is not locked. It has two chests, both of which require steel keys.
[edit] Quests
All the following quests are involved with the H.A.M. Dungeon:

