Thieves' GuildEdit This Entity
| Location | Requirements | Members |
| Lumbridge | Buyers and Cellars | Yes |
To reach the Thieves' Guild, enter the trapdoor north of the small house north of the furnace in Lumbridge (Picture).
This is where Guildmaster Darren Lightfinger and Chief Thief Robin are located. Talk to Darren to begin any unfinished capers. There is also a test dummy for pickpocketing here.
Most of the training opportunities are located in this central room.
Firstly, there are pickpocketing volunteers. When successful, you will receive 55 experience. When you fail, you will be stunned and hit for 1 life point, allowing you to train there without having to worry much about your health. You will also receive 1 Hanky Point to be traded in for experience.
The second method of training is looting the coshing volunteers. Looting these requires a Rubber blackjack, which can be bought at the general store. Successful looting rewards you with 148.5 experience and 4 Hanky Points. In the north-east section of this room, there are four wall safes. When successful, you will be rewarded with 75 experience and 1 Hanky Point. They reset after about 3 seconds.
Dodgy Derek sells a couple of Thieving essentials at reasonable prices, including Willow blackjacks. He also sells Rubber blackjacks necessary to train on the Coshing volunteers for 1 coin.
Mr. Pinsworth has "legally" gained access to the Grand Exchange system, allowing you to bank your items aswell as check up on your pending auctions.
This room cannot currently be entered, but there is a curious door with a large lock that may be used in a future update.
These are two sets of chests and doors. The north wall of chests and doors do not require a Lockpick, while the southern set does. The northern doors give 210 experience when picked and reset after about 5 minutes. The northern chests give 30 experience and reset after 30 seconds. The southern doors give 280 experience and reset after about 5 minutes. The southern chests give 180 experience and reset after 30 seconds.
Currently, this is only a bedroom with no further use.
Again, just a bedroom that at this time has no use.
Hanky Points are offered to offer a bit of an experience boost for training at the guild. When cashed in, you receive 50 times the number of your Points in experience. The catch is that you can only turn in between 44 and 84 points per week, changing depending on your Thieving level.
| Method | Experience | Hanky Points | Requirements |
| Pickpocket | 55 | 1 | None |
| Cosher (Blackjack) | 148.5 | 4 | Rubber blackjack |
| Wall safe | 75 | 1 | Stethoscope recommended |
| Northern door | 210 | 0 | None |
| Southern door | 280 | 0 | Lockpick |
| Northern chest | 120 | 1 | None |
| Southern chest | 180 | 4 | Lockpick |
A: You must complete all three capers after completing the Buyers and Cellars quest. For example, the general store can only be accessed after completing "Lost Her Marbles," and the bank can only be accessed after completing "A Guild of Our Own."
A: In comparison to other training methods, the Thieves's Guild isn't as quick as something like Pyramid Plunder, although the experience is decent. A pro would be the fact that you don't get injured as much as other methods, so it can save you some food and money.

