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OSRS Jubbly Jive Guide - Barracuda Trials Sailing

Dec-03-2025 PST

The Jubbly Jive is one of the Barracuda Sailing Trials in Old School RuneScape, requiring 55 Sailing to begin. If you’re unsure how to get there, the easiest method is to teleport to Pest Control or sail your own boat there, then head northwest toward the Jubbly. This activity takes place just south of Castle Wars.

 

This guide thoroughly covers the Swordfish, Shark, and Marlin races—with clear routes, pillar orders, and tips to help you complete each lap with ease.

 

Before You Start

 

Make sure your Sailing plugin settings are adjusted properly:

 

• Highlight Rapids – ON

• Highlight Trimable Sails – ON

• Mute Text on Other Boats – Optional

• Highlight Crates – ON (low opacity recommended)

 

In these trials, your goal is to navigate the course, gather crates, collect toads, and use those toads on specific pillars in the correct order so the Jubbly can move along with you. Each pillar must be activated by throwing a toad at it.

 

For the Swordfish and Shark trials, you do not need a Windcatcher. For Marlin, the Windcatcher is mandatory.

 

SWORD FISH RUN

Pillar Order: Orange → Cyan → Purple → White

Route Overview

1. Start by moving to the top whirlpool, then head left to collect the first crate.

2. Grab the nearby speed boost, then the second crate.

3. Head straight to the bottom of the map. Hug the inside path to save time.

4. Continue all the way west to collect your first set of toads.

5. Avoid clicking any early pillars—save your four toads for the correct ones.

6. Move toward the orange pillar and activate it while passing.

7. Continue to the cyan pillar, then to purple, and finally white.

8. The lap is finished when the Jubbly reaches the white pillar.

 

A clean completion should give you a comfortable buffer even if you arrive slightly early or late.

 

SHARK RUN

Pillar Order: Yellow → Red → Orange → Cyan → Purple → White → Blue → Orange → Purple → White

Route Overview

This run is similar to Swordfish but with tighter turns and more pillars to activate.

1. Start by hugging the top side and passing through the two rocks as before.

2. Collect your crate → speed boost → crate, then head straight down for toads.

3. The first pillars are Yellow and Red. Click both as you pass.

4. Trim your sails when needed and stick to the bottom route afterward.

5. Skip Green and Blue early on—they are not part of the correct rotation yet.

6. Activate Orange, then Cyan, then head upward to hit Purple and White.

7. Carefully navigate between the sticky green hazards near the end.

8. Pick up the top crate, activate Blue, then follow the crates through the center.

9. Hit Orange, follow the route to Purple, then White to finish.

 

This run is tighter, but when executed correctly, you should finish with a few seconds remaining.

 

MARLIN RUN (WINDCATCHER REQUIRED)

This is the most complex of the three runs and requires:

• Windcatcher built and activated

• Menu-swapped “Stop Navigating” to prevent misclicking

• Tile markers (optional but extremely useful)

 

Each lap follows a different colored set of tile markers:

• Lap 1: Red

• Lap 2: Orange

• Lap 3: Yellow

 

How the Windcatcher Works

 

Anytime you pass wind, instead of increasing your speed immediately, you gain a Wind Note. You can then trigger the stored speed boost instantly whenever you choose. For Marlin, this is essential for cutting through sticky terrain sections.

 

MARLIN – LAP 1 (RED)

1. Follow the red path downward, avoiding unnecessary crate detours.

2. Trim your sails mid-way through the descent.

3. At tile 11, turn hard right and use your Windcatcher to push through sticky terrain and collect toads.

4. Activate Yellow → Red, then move downward toward the bottom of the map.

5. Follow the red markers to Orange, then to Blue.

6. Finish by touching Purple, then White to end Lap 1.

 

MARLIN – LAP 2 (ORANGE)

Now follow the orange tiles:

1. Trim sails early and collect crate #28.

2. Touch Blue, grab crate #29, and avoid sticky green patches.

3. Use two Windcatcher boosts across hazards.

4. Touch Blue, then boost again across the next sticky section.

5. Travel west to collect your second set of toads.

6. Follow the orange tiles back around; boost through sticky terrain when markers indicate.

7. Activate Yellow and Orange, grab crate #39, then continue downward.

8. Boost through the final sticky section and hit White → Purple to begin Lap 3.

 

MARLIN – LAP 3 (YELLOW)

Final lap:

1. Follow the yellow tiles upward.

2. After a hard left turn, activate Red, then continue up the wall to hit Blue.

3. Boost across the left-side speed pads.

4. Activate Cyan, then head directly toward the finish.

5. Touch Purple, then White to complete the entire trial.

 

A well-performed Marlin run typically ends with 20–30 seconds to spare.

 

Conclusion

 

With all three Jubbly Jive runs completed—Swordfish, Shark, and Marlin—you’ll finish the Barracuda Sailing Trial and earn excellent Sailing XP & OSRS gold along the way. Proper route execution, correct pillar order, and strategic Windcatcher use (for Marlin) make these challenges very manageable.

 

RSorder Team