Hardcore Worlds route
Fresh account, normal XP. Tick things off as you go — your progress saves in this browser.
Chapter supplies cover the whole chapter. Keep later items banked; each step says what to take.
Chapter 1: Lumbridge → Draynor
Supplies for this chapter
Bring: Pot, bucket, spade, starter coins, food and Escape Crystal.
Collect or buy: Egg, milk and flour for the Cook; 1 raw beef, chicken and rat meat; 1 cowhide, spare milk, an empty pot, 1 normal log, 2 cheeses, 2 ropes, a jug of water and garlic. Witch’s Potion needs an eye of newt, onion, burnt meat and a rat tail after starting.
Keep for later: Bank the spare quest supplies. Save 30 GP for the boat west; get a chocolate bar and pestle and mortar when convenient.
1. Set up your character and escape
Have ready: Starter Escape Crystal.
Careful: Check the launch post for the final Escape Crystal and Stronghold reset rules.
2. Start the Lumbridge errands
Have ready: Pot, bucket, spade, starter coins and food. Collect the talisman and scroll during the conversations.
3. Finish Cook’s Assistant and the first digs
Have ready: Pot, bucket and spade; collect the ingredients during this step.
Reward: 1 QP, 300 Cooking XP
4. Bank supplies for later quests
5. Visit Father Urhney on the way west
Have ready: Spade, treasure scroll or next clue, and food.
Careful: Give the Draynor jail guards and dark wizards room.
6. Draynor supplies and bank stop
Have ready: Coins, jug and food; leave room for the supplies.
7. Wizards’ Tower errands
Have ready: Air talisman, ghostspeak amulet, food and room for the skull and package.
Home Teleport has a 30-minute cooldown.
8. Finish The Restless Ghost
Have ready: Ghostspeak amulet, skull and X Marks casket.
Reward: 1 QP, 1,125 Prayer XP
9. Turn in X Marks the Spot
Have ready: X Marks casket.
Reward: 1 QP, 200 GP, 300-XP lamp
10. Finish Witch’s Potion in Rimmington
Have ready: Eye of newt, onion and burnt meat; get the rat tail after starting.
Reward: 1 QP, 325 Magic XP
Chapter 2: A western loop for cash
Supplies for this chapter
Bring: Food, travel coins including 30 GP each way, 1 normal log, jug of water and an empty pot.
Plague City: 1 rope, spade, bucket, dwellberries and a hangover cure made from milk, chocolate dust and snape grass. Refill the same bucket for all 4 water uses; collect Elena’s picture at the house.
1. Pack the first western trip
Have ready: Coins, food, jug of water, 1 normal log, empty pot; Plague City: rope + cure when available; keep the spare rope banked
Careful: The snape-grass spawn west of the Crafting Guild is near aggressive hobgoblins.
2. Take Barnaby’s boat to Ardougne
Have ready: 30 GP, food and western quest supplies.
3. Complete Hazeel Cult on the cult side
Reward: 1 QP, 2,000 GP, 1,500 Thieving XP
4. Get food before leaving Ardougne
5. Finish Monk’s Friend
Have ready: Jug of water, 1 normal log and food.
Another 17 normal logs after the quest reward gets you to 15 Woodcutting.
Reward: 1 QP, 2,000 Woodcutting XP, 8 law runes
6. Pick up dwellberries on the northern trip
Careful: Watch the aggressive guard dogs in McGrubor’s Wood.
7. Complete Murder Mystery
Have ready: Empty pot and about 16 free inventory spaces.
Reward: 3 QP, 2,000 GP, 1,406 Crafting XP
8. Unlock the Barbarian Outpost return
The Grouping teleport has a 20-minute cooldown.
9. Bank for Plague City
Have ready: Dwellberries, rope, spade, hangover cure, bucket, food
10. Finish Plague City and keep the gas mask
Casting Ardougne Teleport needs 51 Magic and the runes.
Reward: 1 QP, 2,425 Mining XP
11. Bank check before heading east
Chapter 3: Falador → Varrock errands
Supplies for this chapter
Bring or collect: Aubury’s package, 6 clay, 4 copper ore, 2 iron ore, 2 woad leaves, cadava berries, 3 redberries (4 if making a pie), 2 onions and 15 GP for dyes.
Cat and combat supplies: Milk, raw sardine, doogle leaves and 100 GP; staff of air and an initial mind-rune batch. Get leather gloves and keep the 2 cheeses banked for Witch’s House.
1. Start The Knight’s Sword in Falador
Have ready: Return boat fare, pickaxe or purchased ores, and 20 GP for Wyson.
Buy the iron ore if you haven’t reached 15 Mining yet.
2. Varrock quest starts and deliveries
Have ready: Aubury’s package and space for the letters.
3. Start Priest in Peril and Family Crest
4. Collect the berries for 3 quests
5. Finish Romeo & Juliet
Have ready: Juliet’s message and cadava berries.
Reward: 5 QP
6. Finish Gertrude’s Cat
Have ready: Milk, raw sardine, doogle leaves and 100 GP.
Reward: 1 QP, 1,525 Cooking XP, kitten, cake and stew
7. Do the Varrock Museum quiz
Reward: 28 Kudos, 1,000 Hunter XP, 1,000 Slayer XP
8. Buy a small Strike setup
Have ready: About 2,100 GP at full-stock prices for staff and 200 mind runes.
9. Train to 13 Magic
Have ready: Staff of air, mind runes, food and an escape.
Requirements: 13 Magic for this route’s Witch’s House attempt
Careful: Practise the lures with extra HP and good food.
10. Finish Rune Mysteries
Have ready: Aubury’s reply.
Reward: 1 QP, rune-essence access
11. Make dyes and get leather gloves
Have ready: Goblin Diplomacy: blue dye + orange dye; Witch’s House: leather gloves + 2 cheeses
Chapter 4: Falador → Taverley, with some HP
Supplies for this chapter
Bring from the bank: Spade; Doric’s 6 clay, 4 copper and 2 iron; blue and orange dye; leather gloves and 2 cheeses; all 4 raw meats for Druidic Ritual. Get bear meat during this chapter.
Combat kit: Staff, ample runes, good food and an immediate escape. Withdraw each quest’s supplies separately.
1. Complete Ernest the Chicken
Have ready: Spade and room for quest items.
Reward: 4 QP, 300 GP
2. Give Doric the ores
Have ready: 6 clay, 4 copper ore and 2 iron ore, all unnoted.
Reward: 1 QP, 1,300 Mining XP, 180 GP
3. Complete Goblin Diplomacy
Have ready: Blue and orange dyes; get 3 goblin mails from the village crates.
Reward: 5 QP, 200 Crafting XP, gold bar
4. Bank for Witch’s House
Have ready: Leather gloves, 2 cheese, staff, plenty of runes; Good food and an immediate escape
Careful: Check the safespot after each new form spawns.
5. Finish Witch’s House
Have ready: Leather gloves, 2 cheeses, staff, plenty of runes, good food and escape.
Reward: 4 QP, 6,325 Hitpoints XP, at least 24 HP from the starting 10
6. Collect the last ritual meat
Have ready: 4 different raw meats, combat gear, food, escape
7. Finish Druidic Ritual
Have ready: Raw beef, chicken, rat and bear meat; food and escape.
Reward: 4 QP, 250 Herblore XP, plus 300 if using the lamp
8. Check the Quest Point total
Chapter 5: Stronghold cash → more runes
Supplies for this chapter
Bring: Defensive gear, your best available food and an immediate escape. Check the account-security requirements before the cash run.
Buy afterwards: Water staff, chaos and air runes as you approach 23 Magic. Put aside 6 air, 6 water and 6 earth runes for Waterfall.
1. Bank before the Stronghold
Have ready: Defensive gear, good food and escape.
Careful: The lower floors can kill a low-level account quickly.
2. Collect the first 2,000 GP
Have ready: Food, defensive gear and escape from the bank stop.
Reward: 2,000 GP
3. Collect the next 3,000 GP
Have ready: Food, defensive gear and escape; restock if low.
Reward: 3,000 GP, 5,000 GP total
4. Collect the last 5,000 GP and leave
Have ready: Food, defensive gear and escape; leave if supplies are low.
Careful: Head back out while you still have food for the return trip.
Reward: 5,000 GP, 10,000 GP total
5. Bank the cash and buy runes in batches
Chapter 6: Waterfall → gnome transport
Supplies for this chapter
Bring from the bank: 1 rope, 6 air runes, 6 water runes, 6 earth runes and 6 normal logs. Collect Glarial’s pebble, amulet and urn during the quest.
Combat and travel: Staff, plenty of runes, food and an escape. Bank all weapons, armour and runes before Glarial’s Tomb; bank stops are listed below.
1. Pack for Waterfall’s opening
Have ready: Rope, food, escape; Bank the 6 air + 6 water + 6 earth until the final dungeon trip
2. Get Glarial’s pebble and start the gnome quest
Have ready: Food and room for Glarial’s pebble.
3. Strip the inventory for Glarial’s Tomb
Have ready: Glarial’s pebble, food, permitted non-combat supplies; No weapons, armour or runes
Careful: The guardians can hit 14, so keep your HP above that.
4. Get the final dungeon inventory
Have ready: Glarial’s amulet + urn, rope; 6 air, 6 water and 6 earth runes; Food, escape, suitable gear
5. Finish Waterfall Quest
Have ready: Glarial’s amulet and urn, rope, 6 air, 6 water, 6 earth, food and escape.
Careful: Keep your HP above 20 for the quest’s traps and aggressive monsters.
Reward: 1 QP, 13,750 Attack XP, 13,750 Strength XP
6. Bank for Tree Gnome Village
Have ready: 6 normal logs, staff + runes, food, escape
7. Finish Tree Gnome Village
Have ready: Staff, runes, food and escape; battlefield errands complete.
Departing from the Gnome Stronghold spirit tree requires The Grand Tree.
Reward: 2 QP, 11,450 Attack XP, spirit-tree access
Chapter 7: Your first useful sales
Supplies for this chapter
Have ready: 32+ QP for the shield, one-handed staff, water spells, food, antipoison and an escape. Collect the anti-dragon shield and dusty key during this chapter.
Training targets: 35 Magic, ideally 37 for Falador Teleport; around 35+ HP and 20–30 Defence for a more forgiving approach. Test a small earning trip before committing to a longer grind.
1. Earn the next rune batch
Have ready: A small combat or gathering kit for your chosen method.
Careful: Check the Taverley druids’ aggression and safespots before settling in.
2. Check what the trip earned
3. Start Dragon Slayer I at 32+ QP
Requirements: 32 Quest Points
4. Collect and equip the anti-dragon shield
Have ready: Dragon Slayer I opening dialogue completed; one-handed staff.
Careful: Keep the anti-dragon shield equipped on the approach and during the fight.
5. Train for the dragon trips
Requirements: Route comfort targets: 35 Magic; ideally 37 for banking, 35+ HP, better food and some Defence
6. Get the dusty key before the dragon trip
Have ready: Combat gear for the jailer, antipoison, food and escape.
Careful: Bring antipoison for the dungeon run.
7. Test 5–10 normal blue dragons
Have ready: Equipped anti-dragon shield, water spells, dusty key, food, antipoison and escape.
Normal blue dragons have a 50% water weakness.
Chapter 8: Quest XP and Morytania
Supplies for this chapter
Knight’s Sword: Redberry pie, 2 iron bars, pickaxe, good food and a teleport; at least 10 Mining.
Morytania: Melee or Ranged gear for the guardian, bucket, 50 unnoted essence across bank trips, silver sickle and ghostspeak amulet.
Prayer: Bones, pots and buckets. An 8-bone batch uses 8 pots and 8 buckets. Save 20 ecto-tokens for Animal Magnetism.
1. Bank for The Knight’s Sword
Have ready: Redberry pie, 2 iron bars, pickaxe; Plenty of good food and an immediate teleport
Requirements: 10 Mining
2. Get the portrait before the dungeon trip
Have ready: Redberry pie for Thurgo and room for the portrait.
3. Mine blurite and return the sword
Have ready: Portrait, pickaxe, 2 iron bars, good food and an immediate teleport.
Careful: Ice giants and warriors can interrupt you while mining the blurite.
Reward: 1 QP, 12,725 Smithing XP → 29 from level 1
4. Rebank for Priest in Peril
Have ready: Melee weapon or Ranged gear, bucket; Food and a return teleport; 50 essence banked for later deliveries
5. Defeat the temple guardian
Have ready: Melee or Ranged setup, bucket, food and return teleport.
Careful: The guardian is immune to Magic.
6. Free Drezel and deliver the essence
Have ready: Combat supplies, bucket and 50 unnoted essence delivered across trips.
Reward: 1 QP, 1,406 Prayer XP, Morytania access
7. Start Nature Spirit before leaving the temple
Have ready: Silver sickle, ghostspeak amulet; Weapon, armour, food, escape; room for quest supplies
Requirements: The Restless Ghost complete
8. Bless the sickle and finish Nature Spirit
Have ready: Ghostspeak amulet, silver sickle, quest supplies, combat gear, food and escape.
Careful: Bloom uses Prayer, and ghasts can rot your food.
Reward: 2 QP, 3,000 Crafting, 2,000 Defence, 2,000 Hitpoints XP
9. Build toward Protect from Melee
Have ready: For a small batch: 8 bones, 8 pots, 8 buckets; Ghostspeak amulet equipped, food and escape
Requirements: 43 Prayer is a recommended combat milestone
The Ectofuntus gives 4× burial XP.
Chapter 9: Western travel unlocks
Supplies for this chapter
Fight Arena: 5 GP, staff, plenty of runes, good food and an immediate escape. Aim for 35+ HP.
Biohazard: Gas mask, combat supplies, travel coins, priest gown top and bottom. Collect the samples, disguises and courier items during the quest.
The Grand Tree: 25 Agility, Magic gear, a generous water-spell rune reserve, food and escape. Keep 2 inventory spaces free for the opening errands.
1. Bank for Fight Arena
Have ready: 5 coins for Khali brew; Magic staff and ample combat runes; Good food; Charged emergency teleport
Requirements: 35+ Hitpoints, Know the arena skeleton safespot
2. Finish Fight Arena; skip the general
Have ready: Khazard disguise, 5 GP for brew, staff, runes, food and escape.
Careful: The scorpion arrives quickly.
Reward: 2 QP, 12,175 Attack XP, 2,175 Thieving XP, 1,000 gp
3. Recover Elena's distillator
Have ready: Gas mask; Combat supplies and food; Four free slots
Requirements: Plague City completed
4. Run the Rimmington courier leg
Have ready: Plague sample and three vials; Travel coins; Priest gown top and bottom for the next step
Teleporting with the samples is safe.
5. Visit Guidor and finish Biohazard
Careful: Stay inside the fenced district with the vials until Guidor is done.
Reward: 3 QP, 1,250 Thieving XP, West Ardougne gate and Combat Training Camp access
6. Reach 25 Agility at the Stronghold
Requirements: Tree Gnome Village completed for spirit-tree travel
Carry a return teleport until The Grand Tree unlocks departure from the Stronghold tree.
Reward: 25 Agility for the Grand Tree watchtower climb
7. Start The Grand Tree investigation
Have ready: Food; Two free slots; A charged return teleport
Careful: Watch for jungle spiders on the island and aggressive jogres near the Karamja crash site.
8. Resolve TUZO, then bank for the demon
Have ready: Magic gear; Water-spell runes with a generous reserve; Good food; Charged emergency teleport
Requirements: 25 Agility, Full Hitpoints and supplies for the final fight
9. Safespot the Grand Tree demon
Have ready: 25 Agility, Magic gear, water-spell runes, food and escape.
Careful: The demon attacks immediately and despawns after 10 minutes.
10. Claim gliders and the Stronghold return route
Reward: 5 QP, 18,400 Attack XP, 7,900 Agility XP, 2,150 Magic XP, gnome gliders and departure from the Stronghold spirit tree
11. assess Ardougne easy diary (optional)
Requirements: Optional risk branch, Rune Mysteries and Biohazard completed, 5 Thieving; 15 Fishing before the Trawler trip
Careful: The Wilderness lever exposes you to PvP, and leaving or sinking in Fishing Trawler causes damage.
Reward: Ardougne cloak 1 (unlimited monastery teleports), 2,500-XP lamp (requires a level-30 skill)
Chapter 10: Quest XP → skill checkpoints
Supplies for this chapter
Dig Site: 10 Agility, 10 Herblore, 25 Thieving; pestle and mortar, empty vial, tinderbox, cup of tea, 2 ropes, opal/uncut opal and charcoal. Each attack potion used in training needs a guam, vial of water and eye of newt.
Elemental Workshop I: 20 Mining, Smithing and Crafting; pickaxe, knife, hammer, needle, thread, 1 leather and 4 coal.
Sleeping Giants and training: 3 oak logs, 10 nails, raw wool, hammer, chisel and bucket of water. Buy Foundry bars, molten glass and a glassblowing pipe in batches. Bring an axe for Woodcutting.
1. Reach the Dig Site requirements
Have ready: For each attack potion: guam, vial of water, eye of newt
Requirements: 10 Agility, 10 Herblore, 25 Thieving
2. Pack the Dig Site kit
Have ready: Pestle and mortar, empty vial, tinderbox, cup of tea; 2 ropes, opal or uncut opal, charcoal; Food, return teleport and free inventory space
3. Finish the archaeology exams
Have ready: Dig Site kit, student items and room for archaeological tools.
4. Finish the excavation
Have ready: Archaeological tools and chemicals collected during the quest.
Careful: Dropping the explosive chemicals deals heavy, nonfatal damage.
Reward: 2 QP, 15,300 Mining, 2,000 Herblore XP, 2 gold bars
5. Claim the fruit blast at the museum
Have ready: Level-3 exam certificate.
6. Bank for Elemental Workshop I
Have ready: Pickaxe, knife, hammer, needle, thread; 1 leather, 4 coal, food and escape
Requirements: 20 Mining, 20 Smithing, 20 Crafting
7. Restore the workshop
Have ready: Book/key, pickaxe, knife, hammer, needle, thread, leather, 4 coal and combat supplies.
Reward: 1 QP, 5,000 Crafting, 5,000 Smithing XP
8. Pack Sleeping Giants
Have ready: 3 oak logs, 10 nails, wool; Hammer, chisel, bucket of water
Requirements: 15 Smithing
9. Complete the Foundry tutorial
Have ready: 3 oak logs, 10 nails, raw wool, hammer, chisel and bucket of water; then 20 free slots for the tutorial.
Reward: 1 QP, 6,000 Smithing XP, Giants’ Foundry access
10. Use the Foundry toward 40 Smithing
Have ready: 14 iron bars + 14 steel bars per example commission; Bucket of water
Recycled equipment counts as its smithing cost minus 1 bar.
11. Get 31 Crafting for Lost City
Have ready: Glassblowing pipe, molten glass
Making your own glass adds smelting XP and reduces the amount you need.
12. Reach 36 Woodcutting
Have ready: Best axe you can use
Requirements: 36 Woodcutting
Chapter 11: Lost City → fairy rings
Supplies for this chapter
Lost City: 31 Crafting, 36 Woodcutting, knife, combat runes, food and a permitted teleport. Bank prohibited gear before Entrana. A starting Strike reserve is 200 mind, 400 air and 600 fire runes.
Fairytale quests: Dramen staff, ghostspeak amulet, spade, secateurs, filled druid pouch and your account’s 3 assigned ingredients. Bring food and Prayer restoration; 43 Prayer is recommended for Tanglefoot.
1. Prepare the Entrana trip
Have ready: Knife, 200 mind, 400 air, 600 fire runes as a starting Strike reserve; Good food, permitted immediate teleport
Requirements: 31 Crafting, 36 Woodcutting
2. Get an axe inside the dungeon
Have ready: Knife, spell runes, food and permitted teleport; no weapon on entry.
Careful: Entering the dungeon drains most of your Prayer.
3. Safespot the tree spirit
Have ready: Axe from inside the dungeon, remaining runes, food and your own teleport.
Careful: Use your own teleport to leave, as the Magic Door leads into level-32 Wilderness.
4. Take spare branches and enter Zanaris
Have ready: Knife, dramen branches and your own teleport.
Reward: 3 QP, Zanaris access
5. Start Fairytale I
Have ready: Dramen staff, ghostspeak amulet, spade; Secateurs, food and travel supplies
6. Read your assigned ingredient list
Have ready: Draynor skull, spade, travel supplies and room for 3 ingredients.
Careful: Watch for guard dogs or Karamja monsters when gathering those ingredients.
For awkward ingredients, get crushed gems through player trades or failed cuts, dig red vine worms in McGrubor’s Wood, and start Jungle Potion for volencia moss.
7. Get the secateurs blessed
Have ready: Assigned ingredients, secateurs, ghostspeak amulet; Filled druid pouch, food, escape
Careful: Ghasts can rot edible quest ingredients.
8. Prepare for Tanglefoot
Have ready: Equipped magic secateurs, food, Prayer restoration and escape.
Requirements: 43 Prayer recommended for this route
Careful: Tanglefoot damage depends on Strength and Farming.
9. Finish Fairytale I
Have ready: Queen’s secateurs.
Reward: 2 QP, 3,500 Farming, 2,000 Attack, 1,000 Magic XP
10. Start Martin’s crop wait
11. Study the certificate and the sign
Have ready: Dramen staff; keep Nuff’s certificate carried
12. Get permission and test a fairy ring
Have ready: Dramen staff and Nuff’s certificate.
Reward: Fairy-ring access
Chapter 12: Recipe for Disaster → Chaos gauntlets
Supplies for this chapter
RFD: Real fruit blast + ashes, eye of newt, Greenman’s ale, rotten tomato; bread, orange, knife, blue dye, spice, fishing bait, bucket of water and charcoal.
Family Crest items: Cooked shrimps, salmon, tuna, bass and swordfish; pickaxe, 2 cut rubies, ring mould, necklace mould and an antipoison dose for Johnathon.
Levels and combat: 40 Mining, Smithing and Crafting; 59 Magic, or 56 with a mind bomb boost. For the fights: food, Prayer restoration, your own antipoison, escape and all 4 elemental Blast spells. Get 43 Prayer before Witchaven.
1. Use the fruit blast you saved
Have ready: Dirty blast, eye of newt, Greenman’s ale, rotten tomato
Requirements: 10 Cooking, Cook’s Assistant complete
2. Open the dining-room story
Have ready: Dirty blast, eye of newt, Greenman’s ale and rotten tomato.
Reward: 1 QP, Culinaromancer’s Chest bank and initial shops
3. Pack the goblin rescue
Have ready: Bread, orange, knife, blue dye; Spice, fishing bait, bucket of water, charcoal
4. Make the Slop of compromise
Have ready: Charcoal, bread, orange, knife, blue dye, spice, fishing bait and water.
Reward: 1 QP, 1,000 Cooking, 1,000 Farming, 1,000 Crafting XP
5. Finish the Mining gate
Have ready: Best usable pickaxe
Requirements: 40 Mining
6. Finish Crafting and Magic
Requirements: 40 Mining, 40 Smithing, 40 Crafting, 59 Magic
A normal wizard’s mind bomb can boost 56 Magic to 59.
7. Continue Family Crest with Caleb
Have ready: Cooked shrimps, salmon, tuna, bass and swordfish
8. Find Avan and speak to Boot
Have ready: Pickaxe; 2 cut rubies, ring mould and necklace mould banked
9. Mine the perfect gold
Have ready: Pickaxe, food, Prayer restoration and escape.
Requirements: 43 Prayer for this route
Careful: Watch your Prayer around the ogres and level-122 hellhounds.
10. Make one ring and one necklace
Have ready: 2 perfect gold ores, 2 cut rubies, ring mould and necklace mould.
11. Cure Johnathon and bank for Chronozon
Have ready: Magic gear; runes for all 4 elemental Blast spells; Example reserve: 100 death, 400 air, 300 water, 40 earth, 50 fire; Own antipoison, food, Prayer restoration and an immediate teleport
12. Choose whether to make the Wilderness trip
Have ready: All 4 elemental Blast spells, Magic gear, antipoison, food, Prayer restoration and escape.
Careful: This Wilderness section has PvP and poisonous spiders.
13. Return the assembled crest
Have ready: All 3 crest pieces.
Reward: 1 QP, steel gauntlets
14. Choose Chaos gauntlets first
Have ready: Steel gauntlets; choose Chaos for the free first enchantment.
Changing an existing gauntlet enchantment costs 25,000 GP before Family Pest.
Reward: +3 Bolt-spell maximum damage before multipliers
15. Price the next water-spell upgrade (optional)
Requirements: 59 Magic to wear
Making one needs 19 Runecraft, a water sapphire, an amulet of magic and 100 water runes at the Water Altar.
Chapter 13: Food and farming options
Supplies for this chapter
Fishing: For Fishing Contest: 10 Fishing, garlic, fishing rod, spade, red vine worm and 5 GP. For river fishing: fly fishing rod and feathers.
Sea Slug: 30 Firemaking, swamp paste, food and travel coins. From zero Firemaking XP: tinderbox, 97 normal logs and 159 oak logs.
Herb run: 3 herb seeds, 3 compost/supercompost, rake, seed dibber, spade, magic secateurs and travel supplies. Reuse the tools on later runs.
1. Fishing Contest (optional)
Have ready: 10 Fishing, garlic, fishing rod, spade, red vine worm and 5 GP.
Careful: Watch for guard dogs while digging up the worm.
Reward: 1 QP, 2,437 Fishing XP, White Wolf Mountain passage
2. Supply trout and salmon (optional)
Have ready: Fly fishing rod, feathers
3. prepare for Sea Slug (optional)
Have ready: Tinderbox, logs
Requirements: 30 Firemaking
4. Finish Sea Slug (optional)
Have ready: 30 Firemaking, swamp paste, food and travel coins.
Careful: Keep the torch lit during the rescue.
Reward: 1 QP, 7,175 Fishing XP
5. Use the Farming head start (optional)
6. Plant a manageable herb run (optional)
Have ready: 3 herb seeds and 3 compost/supercompost; Farming tools, magic secateurs and travel supplies
7. Harvest, note and replant (optional)
Have ready: Magic secateurs, spade, replacement seeds/compost and travel supplies.
Chapter 14: Your next few weeks
Supplies for this chapter
Animal Magnetism: 18 Slayer, 19 Crafting, 30 Ranged, 35 Woodcutting; mithril axe, 5 unnoted iron bars, hammer, ghostspeak amulet, 20 ecto-tokens, hard leather, holy symbol and polished buttons.
Fossil Island: 100 Kudos and The Dig Site complete; 2 vodkas and a marrentill potion (unf) for Bone Voyage.
Birdhouses: 4 birdhouses you can use, suitable hop seeds, and hammer, chisel and logs if rebuilding on the trip. Reuse the clockworks.
1. Train toward 30 Ranged (optional)
Have ready: Usable bow, ammunition and a reliable safespot.
Requirements: 30 Ranged target
2. Build toward 18 Slayer (optional)
Have ready: Combat gear, food and protection required by the assigned monster.
Turael’s own tasks give no Slayer points.
3. complete Animal Magnetism (optional)
Have ready: Mithril axe, 5 unnoted iron bars, hammer; Ghostspeak amulet, 20 ecto-tokens, hard leather; Holy symbol, polished buttons, food and escape
Requirements: 18 Slayer, 19 Crafting, 30 Ranged, 35 Woodcutting, Ernest the Chicken, Restless Ghost and Priest in Peril complete
Reward: 1 QP, Ava’s attractor; accumulator at 50+ Ranged
4. Finish Shield of Arrav for the last museum credit (optional)
Have ready: Coins, combat gear and food for your chosen branch
Another completed Kudos quest can cover this credit.
Reward: 1 QP, another quest to report to Historian Minas
5. Build the 100 Kudos for Bone Voyage (optional)
6. Complete Bone Voyage (optional)
Have ready: 100 Kudos, The Dig Site complete, 2 vodkas and marrentill potion (unf).
Reward: 1 QP, Fossil Island access
7. Set up a small birdhouse loop (optional)
Have ready: 4 birdhouses, suitable hop seeds; Hammer, chisel and logs if rebuilding on the trip
Building the Fossil Island bank needs 21 Construction and supplies.
8. Pick the next unlock from your results (optional)
Save a backup or reset your checklist
Download a backup to move your checkmarks to another browser.