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

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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

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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

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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

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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

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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

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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.

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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.

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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)

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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

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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

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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.

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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.

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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)

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