Fewest steps, and a diagonal counts as one step. When you click, the game runs a breadth-first
search outward from your tile. You always take a route with the fewest steps.
Tie-breaks: the earliest direction that still works. When several routes are equally short, go
step by step. At each step take the first direction in the order W, E, S, N, SW, SE, NW, NE that still
keeps you on a shortest route. Then do the same from the next tile.
So straight beats diagonal. All four straight directions come before the diagonals, so you take a
straight step whenever one still works. In open ground that means straight first and diagonal last: click 3 east
and 1 north and you go E, E, NE. When two straight steps both work (going round a pillar either way), W beats E
and S beats N.
(The game actually searches outward from you and reads the route backwards from the
destination. That always produces the same route as this forward rule, which the tests check on thousands of
random maps.)
No corner cutting. A diagonal step needs both tiles beside it to be walkable, and it's
blocked if a wall touches the corner it passes.
Ticks. Running moves 2 route tiles per tick, walking moves 1. A run with an odd number of steps ends with a
1-tile tick. Only the tile you're on at the end of a tick counts as where you're standing. Tiles you run over
mid-tick don't count.
Unreachable clicks. If nobody can stand on the clicked tile, the game takes every tile you
can reach inside a 21×21 square around it. It picks the closest in a straight line
(dx² + dy²). Ties go to fewer steps, then the westmost tile, then the southmost.
Melee. Attacking an NPC stops you on the first tile the search reaches that shares an
edge with the NPC. Corners don't count, and neither do tiles with a wall between you and the NPC. If you're standing
diagonal to it, you step west or east before you'd step south or north.
NPCs don't block your route. The route runs straight under NPCs. A few NPCs, such as Brawlers, do
block your steps.
Long routes get cut. A route keeps only its first 25 turns. You stop at the 25th and have to click
again.
Modes
Trace: click every tile of the route in order.
Tie-breaks: walk the route one step at a time. Each step is checked straight away, and a wrong step
shows every direction that tied and its place in the order.
Tick: say where you stand at the end of tick N.
Unreachable: say where you end up when the click target can't be stood on.
Melee: say which tile you attack an NPC from.
Mixed: a random mix that leans towards your weakest mode.
Misses: replays questions you got wrong. Get one right and it drops off the list.
Sandbox: build your own maps and click around. The Steps and Search order overlays
show the search itself.
Dodge, Acid floor: Doom-style permanent acid around the boss. The pathfinder walks you through it,
and acid only hurts if a tick ends with you on it, so reach the flag clean by choosing in-between clicks (and mid-run re-clicks) in as few clicks as possible.
Dodge, splat styles: cross a band of poison pools and closing gaps. Pools only hurt if a tick ends with you on one,
so running over a pool mid-tick is fine. Splats don't block the pathfinder, so you have to pick a click whose
tick stops land on open gaps. Puzzle style stops the clock and gives you one click; Survival runs in real time.
Explore: free roam. Click around and the character runs on real 0.6s ticks, routing from its true tile.
These rules were checked against rsmod's OSRS route finder (RouteFinding.kt, ReachStrategy.kt) and
cross-tested against an independent bit-flag port of the client's BFS. The model covers blocked tiles and
tile-edge walls. Diagonal wall pieces and blocking ground decorations aren't modelled.