"Cache" redirects here. For the collection of files, see Jagex cache

This repeatable content has a hard reset. The next period's content will become available immediately, regardless of whether a player has logged out.

Guthixian Cache is a Divination-themed Distraction and Diversion. There are no skill requirements for this Distraction and Diversion, but more points can be acquired at certain level thresholds.

Guthixian Cache requires the player to hop into an energy rift, found at any of the wisp colonies (except the pale wisp and cursed wisp colonies) which appear for 10 minutes hourly, to collect memories of Guthix. While it appears every hour, the extra benefits for Divination only occur once every 3 hours. It can also be entered via The Archivist in the Hall of Memories.

The fastest way to get to an open energy rift is by using a ring of duelling to teleport to the Mobilising Armies area and running north. The second fastest method is teleporting to Falador via the lodestone and then running east.

Time until start 26 minutes Time until boosts start 146 minutes (wrong?)

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Overview Edit

When the cache is ready, all capable colonies will have their rifts widen, and the rocks that usually hover above the green vortexes shall disappear, and these whirl become glowing portals. At that point it's possible to jump inside the crater to reach the Cache.

Arriving there, players will find themselves in a large ancient room, full of roots laying over walls that hide some kind of old-fashioned machinery behind. A large doorway is blocked, with roots and debris. At the very centre of the room a raging and turbulent vortex swirls the green energy of the Anima Mundi. Within many shelves in the walls, are bottles of different sizes, from tiny to large, containing the precious memories of Guthix. The same way Divination is practised around Gielinor, those memories must be thrown into the rifts to ease the damage the soul of the world has suffered after the assassination of Guthix and its following events.

Around the room, Automatons scan the area, in order to protect the memories of the Lord of Balance, and to prevent any intruders from taking them away. Despite the memories needing to be taken to heal the wounds of the world, these creatures do not understand that, and tackle the player if carrying the bottles, considering them invaders. To subdue them and freely offer the memories into the unstable rift, players must assume the form of Cres, the deceased overseer of automatons, one of the Guardians of Guthix and the only one capable of disarming his former subordinates.

The Guthixian Cache opens every hour on the hour, and lasts for 10 minutes.

Subduing Edit

To subdue automatons, players can select the "Transform" option available by clicking one of the four Statues of Cres located in the four corners of the room. Players will then assume the Power of Cres which transforms the player into Cres and grants the ability to temporarily subdue NPC automatons. There are three types of automatons that can be subdued. (The required levels can be boosted.)

The cache always contains eight ancient automatons and two confused and enraged automatons.

Players can only stay transformed for 60 seconds until the Power of Cres fades or if they click on the statue again. Once players return to their normal state, they must wait another 60 seconds before assuming power from a Statue of Cres again.

If players log out or hop worlds, and reenter before the cache ends, they will remain in the arena but Cres cooldown will reset and will be forced to wait another 60 seconds. Accumulated points will be kept, but the automaton and converted memory count will reset, possibly lengthening the time before power ups can be used.

Converting Edit

To earn points for converting memories, players must first grab a memory from any of the deposits on the walls. The player must have both hands free to be able to carry memories, and may only carry one memory at a time. Once the player has a memory, they must run to the centre of the cache and deposit the memory into the unstable rift without being attacked by an active automaton. If a player runs into an active automaton during their journey to the centre of the room, the automaton will swipe the memory out of the player's hands, causing the jar to smash to the ground.

If the player deposits the memory just as an automaton is about to swipe the memory from them, the memory will not be lost and points will be gained. Players should not attempt to Surge next to an automaton, since the jar is likely to be smashed in the process.

There are four types of memories that can