Skill Training Guides

OSRS Hunter Training Guide 1–99: Bird Houses & Rumours

Build a Hunter route with current bird-house XP, active traps, Hunters’ Rumours, drift nets and Herbiboar. Prepare equipment, access and realistic session comparisons.

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Old School RuneScape · Guides & insightsKnowledge for your next adventure

Hunter training works best when you separate recurring runs from continuous training. Bird houses fit between other activities; rumours provide varied assignments and rewards; active trapping or drift nets keep you earning experience throughout a session. Combining those approaches is often more useful than forcing one method from 1 to 99.

This OSRS Hunter guide explains the preparation, milestones and trade-offs behind a practical route. Recent changes affect bird-house experience, trap limits and rumour assignments, so old screenshots and remembered rates should not be treated as current instructions.

Choose a practical route to your next milestone

Milestone

Useful approach

Preparation

1–9

Natural History Quiz

Speak to Orlando Smith in Varrock Museum's basement

9–46

Bird-house runs plus optional active creatures

Bone Voyage, appropriate bird houses or trapping tools

44+

Drift net fishing if you also need Fishing

44 Hunter, 47 Fishing, Fossil Island and underwater equipment

46/57

Novice or adept rumours

Visit the Burrow and prepare tools for the assigned creature

72+

Expert rumours or preferred active methods

Travel setup and a sensible assignment strategy

80+

Herbiboar as another continuous option

31 Herblore, Bone Voyage and run recovery

91+

Master rumours

Complete At First Light and meet the unboostable level

The Natural History Quiz gives 1,000 Hunter experience and reaches level 9 from level 1. It is a convenient start without buying a trapping setup. From there, decide whether you need immediate levels or are happy to accumulate them across recurring runs.

Bird houses require at least level 5 Hunter to place the regular tier, so the quiz also covers that opening requirement. Bone Voyage is the larger access project; its requirements and museum preparation belong in your plan before purchasing a large stack of logs.

Bird-house runs: the complete setup

A bird house trap set on Fossil Island for passive Hunter training

There are four bird-house spots on Fossil Island: two in Verdant Valley, one north of the Mushroom Meadow mushtree and one near the Tar Swamp entrance. A full run checks all four, replaces the houses and adds seeds to each one.

For your first setup, bring four suitable logs, four clockworks, a hammer, a chisel and 40 cheap eligible low-level seeds. Ten low-level seeds fill each house. Some higher-tier seeds need only five, but expensive seeds do not produce better rewards. Potato, onion or cheap hop seeds are practical examples when available cheaply.

Crafting level determines which house you can make; Hunter level determines which one you can place. These are different requirements. Normal accounts can use pre-made tradeable houses when available, while Ironmen need to plan their own Crafting and clockwork production. Making clockworks requires access to an appropriate crafting table, which adds Construction preparation.

Unlock the Fossil Island option on your digsite pendant by using it on the strange machine at the House on the Hill. Activate the relevant mushtrees as you explore. The efficient recurring route assumes those transport links already work, rather than including the whole first exploration in every run.

After about 50 minutes, a fully filled house can be dismantled for Hunter experience and rewards. The clockwork is returned. You therefore reuse the mechanisms while consuming fresh logs and seeds for the next run; you do not need to buy four new clockworks every time.

Current bird-house levels and experience

The following Hunter experience totals are for collecting four completely filled houses. Crafting experience for making replacements is separate. Early and middle tiers had their Hunter experience reduced in August 2026, so older calculators or guides may show larger numbers.

House

Hunter to place / Crafting to make

Hunter XP per full four-house run

Regular

5 / 5

448

Oak

14 / 15

672

Willow

24 / 25

896

Teak

34 / 35

1,120

Maple

44 / 45

1,476

Mahogany

49 / 50

1,920

Yew

59 / 60

2,448

Magic

74 / 75

3,876

Redwood

89 / 90

4,800

A short run does not mean you can repeat it continuously. For example, four full maple houses provide 1,476 Hunter experience. Three completed runs provide 4,428, with growth waiting between them. Multiplying a fast run into an uninterrupted hourly rate describes active time efficiency, not experience you can collect in one ordinary hour of waiting.

For recurring runs, bring a charged pendant, four replacement houses or logs, the required tools if crafting and fresh seeds. An extra clockwork can let you build a replacement while moving. The Reset option can also dismantle and rebuild using the returned mechanism when you have the materials, but still add seeds afterwards.

Before leaving each spot, check that the new house is baited. Forgetting seeds is more expensive in lost waiting time than saving a few clicks. Bank the nests and rewards, then return to your other activity instead of standing beside a growing trap.

Active trapping: prepare for the creature, not just the level

Hunter methods use different equipment. Bird snares do not catch chinchompas, a butterfly net does not replace a noose wand and net traps require the relevant rope-and-net setup. Read the creature's method before travelling and bring a spare where losing or dropping equipment would end the trip.

For methods that support multiple ordinary traps, the current limit starts at two traps from level 1, rises to three at 40, four at 60 and five at 80. Hunting the relevant Wilderness creatures allows one extra. Not every Hunter activity uses that limit; do not assume five deadfalls or bird houses can be placed anywhere because you reached 80.

Useful active milestones include falconry at 43, grey chinchompas at 53, red chinchompas at 63 and black chinchompas at 73. Chinchompa trapping needs the relevant Eagles' Peak progress. Bring the right trap, identify available hunting space and test catches before filling your bank with supplies.

Net-trap salamanders are another way to vary training. The creature's displayed requirement matters: swamp lizards, orange salamanders and red salamanders unlock at different levels. A recommended training range may start above a creature's minimum because failures or competing methods affect efficiency.

Current deadfall and other method changes make some historical experience rankings unreliable. Rather than declaring one low-level creature universally fastest, compare a short prepared session with your bird-house and rumour plan. Include time spent resetting traps, dropping loot and travelling.

Hunters' Rumours: levels, access and the basic loop

The Burrow beneath the Hunter Guild where Guild Hunters assign rumours

Speak to Guild Scribe Verity in the Burrow beneath the Hunter Guild to begin. A Guild Hunter assigns a creature; hunt that creature until its rare part is obtained, then return for completion experience and a hunters' loot sack.

Tier

Unboostable Hunter level

Assigning hunter

Novice

46

Huntmaster Gilman

Adept

57

Cervus or Ornus

Expert

72

Aco or Teco

Master

91, plus At First Light

Wolf

At First Light introduces the guild and is required for master rumours. It is not a prerequisite for every lower tier. Individual assigned creatures can still have their own quest or location requirements, so keep your unlocked transport and hunting access in mind.

Before leaving the guild, confirm the assigned creature, its location and method. Pack the correct tools, enough recovery supplies and a return route. Leave a free inventory slot for the rare part. A normal part may drop to the ground with a full inventory, while the guaranteed pity-threshold part is discarded until you make room for the next catch.

Rumours include a pity system that limits very long unlucky assignments. The threshold depends on the hunting method and can improve with guild hunter equipment. It is not a universal guarantee after the same number of catches for every creature.

Turn in the rare part before hunting another assignment. Keeping an extra part is not a reliable way to pre-complete a different rumour, and holding a rare part prevents receiving another until it is dealt with. Confirm the reward and next assignment rather than leaving the guild on yesterday's task.

Make rumours efficient without building a confusing block list

Different Guild Hunters have different assignment lists. Each can hold an incomplete rumour, and a task already held with one hunter cannot simultaneously be assigned by another. This supports blocking unwanted tasks, but an early player should first learn the basic routes.

After several completions, record which tasks take longest for your account and why. A difficult journey may be solved by a teleport rather than blocking the creature. A method you dislike despite good access may be a stronger candidate for a deliberate block.

Set up one preferred assigning hunter and check the current task lists before using other hunters to hold blocks. Recent additions and removals mean an old copied setup may no longer work as described. Avoid repeatedly clearing assignments without understanding which hunter is holding what.

At ten completed rumours, the basic quetzal whistle blueprint becomes available from Soar Leader Pitri. Crafting and using a suitable whistle improves return travel and lets you check the current rumour. Treat better transport as part of the training setup, rather than judging rates using long walks you could remove.

Drift nets when both Hunter and Fishing matter

Drift net fishing requires unboostable 44 Hunter and 47 Fishing, plus Bone Voyage. It awards both skills, making it a useful alternative when you still want Fishing levels. It should not be advertised as the fastest Hunter-only method simply because the combined experience number is large.

Prepare a fishbowl helmet and diving apparatus from the Pirate Pete part of Recipe for Disaster, with flippers strongly recommended. A suitable fish-chasing weapon improves success. Ceto's fishing area costs 200 numulites for daily access or 20,000 for permanent access.

Set nets at the anchors, chase nearby shoals into them and replace nets when full. Nets are consumed, so include their purchase or production in the cost. Banking fish costs numulites and can slow the route, while offsetting some supplies. Compare Hunter XP, Fishing XP and net expense as three separate results.

Herbiboar and chinchompas as later options

Herbiboar requires 80 Hunter, 31 Herblore and Fossil Island access. Inspect a starting object, follow the tracks through the Mushroom Forest, kick the final burrow and harvest the stunned creature. Bring run recovery, a return route and space for herbs.

Magic secateurs, equipped or carried, add a harvested herb. They are helpful, but ordinary secateurs are not required to perform the harvest. Herbiboar combines movement, Hunter experience and herb rewards; higher Herblore affects the herbs available, so profit varies by account and prices.

Red chinchompas offer a non-Wilderness box-trapping option, with useful hunting areas unlocked through later account progression. Black chinchompas can provide strong experience and valuable catches, but their Wilderness location adds player-killing risk. Bank regularly according to a chosen risk budget and include losses, escapes and travel in your comparison.

A simple session checklist

  1. Choose recurring progress, continuous Hunter experience or combined-skill training.

  2. Verify access, actual creature requirement and the required trapping equipment.

  3. Check transport charges, run recovery and available inventory space.

  4. Do a bird-house run if ready, then start the continuous activity you selected.

  5. Record experience, rewards and full session time before extending the method.

Change one problem at a time: missing bait, a poor return teleport or a frequently idle trap can matter more than switching to a new creature immediately. Keep bird-house waiting separate from active training time and keep rare rewards separate from guaranteed experience.

Independent guide: Onyx Services is an independent service provider and is not affiliated with, endorsed by, or sponsored by Jagex Ltd. RuneScape and Old School RuneScape are trademarks of Jagex Ltd.

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