Here?s another bug, this one was widely leaked and patched.
In 2008, a safety glitch (where you can die anywhere and keep all your items) was discovered with the Tzhaar Fight Caves. To do this you would first go to a certain personalized area in the quest Kennith?s Concerns and simply commit suicide. When you enter the area, you are given a player effect that LIFTs you back into the personalized area when you log out and in from the area. JaGeX made it so the effect is removed when you teleport out, but forgot to do the same when exiting the area via death. After dying and being teleported to your chosen spawn point (Lumbridge/Falador/Camelot), you could log out and in and be force teleported back to the personalized area. If you teleported while the LIFT was in effect, you?d lose it as that player effect was designed to disappear upon teleporting. What you would do is smuggle the LIFT effect, run all the way from your spawn point to Port Sarim and take a boat ride to Karamja. From there you?d get into Tzhaar and enter the Tzhaar Fight Caves. You would then log out and in, where you?d LIFT into the personalized area from Kennith?s Concern and keep the Tzhaar Fight Caves player effects. This means that when you died, you would spawn in front of the Tzhaar Fight Caves with all your items as if you died in the minigame. If you teleported you would lose the effect as, just like the LIFT effect, it is designed to disappear upon teleporting.
Here's an example on how-to smuggle items, using barricades/bandages in Castle Wars as our example.
Bandages and barricades have always been long sought after by bug abusers, either to sell, abuse, or show off. Back in the Tainted Ones days way back when, Kami discovered that by simply backing out of a castle wars game into the waiting room with explosives in your inventory, you could commit suicide with them and spawn in the lobby with all your Castle War items. Back then none of the items were area based and could be used anywhere you wanted, meaning it was possible to block off areas on the main map with barricades. After the dying-in-the-waiting-room method was patched, forced teleports had to be used to smuggle them. Kami discovered that if you waited for a random event to spawn and teleport you out of CWs by not responding to them, it would act as a forced teleport and you would keep your CWs items. JaGex responded by making CWs items area based, meaning that even a forced teleport could not smuggle them. In early 2008, another method was discovered by Champ7020. By using a LIFT (log in forced teleport) and a what is known as a "log in interface", you could keep the barricades and stall them from disappearing. A log in interface is basically a player effect that can be smuggled from certain areas that causes an interface to show up immediately after logging in. This can be very useful in some cases where you need to log out and in but need to immediately stall whatever item/effect you're trying to keep from disappearing. By LIFTing out of Castle Wars and using a log in interface to stall the items from disappearing, you could cancel them from disappearing by simply dropping each of them one by one then picking them up. The act of dropping is a high priority command which is supposed to close interfaces, so you may be wondering how you could keep all of the smuggled items without the interface closing and having all of them (discluding the one you dropped) disappear. You would do what was called "interface dropping", which is simply opening another interface immediately after dropping an item. At this time, there was no delay between the two interfaces while dropping the items, so you could repeat this with all the items until they were all on the floor (or until you messed up and didn't click on an interface fast enough after dropping one of them, causing the rest of them to disappear). Last time I checked, this wasn't possible anymore, so if you want to keep more than one item, you will need something that will drop them all at once, such as death, or a completely different method of canceling the items from disappearing.
Here?s one more bug. This one is the infamous noclip glitch discovered in 2008 by Roboreapper and Champ7020, who told I, Svew, how it was performed. The 3 of us abused it for many months until it was finally patched.
Recall stackable interfaces (SIs) and how they can stall high priority commands. Not too long after the first SI was discovered by Champ7020 and Roboreapper (it was done by spam clicking the quick chat help menu during a cutscene stall, recall that some stackable interfaces will only stack during cutscene stalls) and after I partnered up with them, another major bug was found. Roboreapper used their SI during a game in the Fishing Trawler, and realized you are teleported about 120 spaces west/east every time the boat floods or empties of water (120 spaces east when tele?d into the flooded boat, west when teleported back). If you stalled long enough to stack 2 teleports east from the empty boat, you?d be teleported into the flooded boat and teleported east AGAIN outside of the Fishing Trawler, into the cosmic altar. Areas off the map can be placed very close to each other; E.G. an underwater area from a quest who?s name I can't recall is less than 50 spaces south of the interior of the god wars dungeon. Anyways, let?s say you stacked 3 teleports east starting from the empty boat. You?d be teleported once into the flooded boat, a second time into the cosmic altar, then could teleport out (as the cosmic altar isn?t teleblocked [the Fishing Trawler?s teleblock effect is area based]), walk to the spot 120 spaces east of the area you desired to noclip into, and be teleported 120 spaces east into it. For example, if you wanted to get into the giant pillar the bankers at the grand exchange surround, I believe you had to stand a little west of the monastery near Edgeville and be teleported east. You could also stack, for example, 5 teleports east then 3 teleports west. The 5 teleports east would occur first as they?re executed in the order they were stacked, so you?d be teleported into the cosmic altar and would be able to teleport onto the main map and start noclipping with your stacked teleports.
If you understand how these bugs worked, you can go find yourself some partners and start finding bugs.
Pictures:
A client side bug, only the glitcher performing the glitch can see it:
A safety glitch, a bug that allows you to die anywhere and keep all your items, can act like a FT:
An invalid teleport, when a personalized area fails to load:
Barricades smuggled from Castle Wars by using a FT. Was showing them off in front of JMods lol...
Can you figure out how this was done?
The Tainted Ones:
Alright, this is a compilation of all of our bugs. I'm going to *try* to go in chronological order.
After this point, Tainted Ones was founded.
Armor in no armor duels.
This is a bug in which you could keep armor on in no armor duels. During a series of experiments in the duel arena, we discovered that someone could accept a duel, but never go into the arena if they were able to make a menu, or interface pop up before their entrance. This was very hard to do at first, because you had to quickly press accept, then open up a quest journal or something, and the timing was difficult. Then we discovered that someone could cast a teleother spell on you while you had the duel screen up, and this would immediately bring up the teleother screen before going into the duel. If you did not close the screen within 3 seconds, the duel would be canceled. If you did close the screen within 3 seconds, you would arrive in the duel a few seconds late. We discovered that if you did something to fill up your inventory at the same time you closed the screen, for example, slicing a pineapple so it takes up more spaces, or emptying a rune essence pouch, then it would not leave room for any items to be unequipped, and as a result you would keep them on. This was known as the hope campaign, and we scammed over 300M using a staking pure named "o o hope 0 o".
Discovery Credit: Kami, Robert
Forced Teleports, Multi Dueling, Attacking people from inside the arena
these bugs came hand in hand. We mostly used the effects this bug produced to make the first tainted ones video, so check that out to see its effects in action. Basically, after jagex caught on to the hope bug, they made it so that if you made a change to your inventory before the duel started, you wouldn't go in the duel at all. However, when the duel timed out after waiting for you, you would be instantly teleported to the duel arena hospital. Normally it would only take about 3 seconds to time out, but using multiple teleothers you could rig it so that you could delay it infinitely. As a result, you could be in castle wars with say, an inventory of barricades, then trick the game into thinking you just ended a duel, and be teleported to the duel arena with barricades in tote. this concept could be applied in a lot of other places. Jagex eventually fixed this bug by making it impossible to delay entrance to duels. This bug also caused a long episode between my main (kamiccolo90, lvl 102) and jagex, and i was eventually banned. Robert and me had tried messing with stakes to find a dupe bug, but we found out that the stake window acts as a temporary bank, and therefore it is near impossible to dupe, since you cant take an item out that isn't there.
Discovery credit: Kami, Robert.
Invisibility and walking around with 0 HP
This bug occurred when you preformed an ancient teleport spell, or a dragon ammy teleport, right as you were brought down to 0 hp. Timing could be difficult, but wasn't impossible. This bug wasn't very useful, but had benefits. You could stay invisible and gain hp, and people wouldn't be able to see you. You could also cast a teleport spell without actually teleporting there, which made it easier to train magic in some instances. I had my noob banned (nub n champs, lvl 64, also held the record for lowest level to do DT at 34, and lowest legend at 46) for abusing this bug, after i attracted the attention of several player mods while invisible.
Discovery Credit: Hipi
After this point, i took a very long break from RS, then came back shortly after the release of POH, using a level 106 account a friend gave me.
Minor House Bugs
After a day or so of messing with POH, It became very clear the houses were very buggy. You could go into another players build mode by having them leave the house, then re-enter in build mode, then use their butler to take you to them. This ultimately did not have many benefits. We also found you could poison people and kick them out of the house before death, and they would die and lose items... these were both very small bugs, and other people noticed them as well, which is why they were fixed.
Discovery Credit: Hipi, Racer (Jon)
Minor GP Dupe.
Eventually we got around to experimenting with the chests in the game room that held gp. after a little experimentation, we found out you could duplicate the GP in the chest by having the owner leave his house, then log out, during which time a second person still in the house would take the money out. When the first person logged in, the money would still be in the chest. This could be repeated infinitely, and two people could make 3M an hour using a mahogony chest with 50k. Unfortunately, this was also a fairly simple bug, and it was fixed within a few days, and we only made about 20M off it.
Discovery Credit: Kami, Hipi
Forced Teles are back, and Unlimited Instant Mage Xp!
Hipi was kind enough to notice that if you were trying to enter the shanty pass, and you teleported somewhere right as the disclaimer was placed in your inventory, it would tele you there, then immediately teleport you back to the pass. This works in a few other situations as well, i don't want go into detail explaining why, so we'll just leave it at that. I had the bright idea that you could teleport to you house, then be transported back to the pass, tricking the game into thinking your still inside the house. It worked perfectly, and as a result whenever you turned on build mode, it would take you into the build mode of your house. And as an added bonus, exiting through the portal would take you back to where you teleported from. Using this feature, not only could we get barricades and all that fun stuff once again, but we could also get more magic xp then we could ever need. We would go into the alchemists playground at mage arena, then teleport into the build mode using the bug. a friend would then come in my house and trade me money, millions of gp at a time, then i would exit through the portal, and be back in the alchemists playground with a lot of GP. When you deposit coins into the box in the alchemists playground, you get 2 xp per gp. We got a lvl 10 account to 87 magic with 4M gp cash, and this boosted him to 46 combat. Unfortunately, a friend of mine freaked out when i told him and tipped off jagex. as a result they made it so if you try putting in more then 120k, it kicks you out of the playground, and takes your money with no xp received. one of our members lost a few mil this way.
Note: in tainted ones two, we have a scene with the lvl 10 getting 87 magic instantly. you can watch it once the videos released.
Discovery Credit: Kami, Hipi
Glory Amulet Dupe
Now then, with the exception of the mage portion of that last bug, the rest of it still worked. I was able to engineer it so that you could walk around runescape with build mode on. and go in other peoples houses that way. Unfortunately this didn't wield the benefits I'd hoped, you couldn't take other peoples furniture, or build in their house. However, Hipi discovered that if you tried to take an item that you normally get back, such as a legends cape, glory ammy, or set of armor, you would get the item back, but the display would still be up. And so it was, the glory campaign began. I got together some good friends, and we got to work duping glories. within just a couple days we had 10k glorys sold, and a good 500m between us. Unfortunately, jagex was still onto us from the magic bug, and they apparently did a little trade tracing and were able to ban all of us, including our mules. The thing is, Jagex still didn't have a clue how the hell we did it, so in order to save my friends account, since he had the most to lose, we allowed him to tell them how the bug was done. The rest of us were banned, and thats how most of the Tainted Ones Martyrs came to be.