Lock in Defence-safe combat styles before the first fightUse Aggressive melee by default; use Accurate only while intentionally gaining Attack XP. Never use Controlled or Defensive melee. Ranged Accurate and Rapid are Defence-safe, but Longrange is not. Use standard offensive Magic casting or autocast, never defensive casting.Warning: Controlled and Defensive melee, Ranged Longrange, and defensive Magic casting award Defence XP and permanently break a 1-Defence build.
Purchase the opening-phase items and bank themOpen the Items tab and use its phase filter to buy the tradeable requirements for phases 01–03. Buy later-phase items only when you reach them so the bank stays usable and your cash is not tied up for dozens of hours.Items
Bank a funded-account questing utility kitStock stamina potions, food, antipoison, teleport jewellery, house tablets, cannonballs, and affordable combat gear. A regen bracelet supplies melee gloves without RFD sidequests; buy Ranged vambraces when their level requirement is met. Train Hitpoints through offensive Magic and melee as you quest rather than preserving a fragile 10-HP account.
Buy a house in Rimmington from the Varrock estate agentDo this while already in Varrock; the house becomes the teleport and restoration hub later.
Complete Children of the SunUnlock Varlamore for The Final Dawn on 60-Attack builds. On 50-Attack builds this remains an optional quest-access branch; the Colosseum itself does not require this quest.
Complete the Natural History QuizDo this during the opening Varrock Museum visit. It directly awards 1,000 Slayer XP and 1,000 Hunter XP; there are no lamps to allocate.
Start Recipe for Disaster by completing Another Cook's Quest and watching the feastTrain to 10 Cooking after Cook’s Assistant, or use Gertrude’s Cat’s reward if taking that optional branch. Complete Another Cook’s Quest, enter the banquet hall, and watch the frozen feast. Only King Awowogei is required later for Monkey Madness II; the five mithril-glove branches are optional on a funded account.
Complete X Marks the SpotFinish the Lumbridge-to-Port Sarim route now and put the 300 XP lamp into Slayer.
Complete Rune MysteriesStart with Duke Horacio before leaving Lumbridge, then finish at the Wizards' Tower for the Runecraft unlock and museum report.
Complete Vampyre SlayerThis short Draynor quest is faster than manually earning its 4,825 Attack XP on a fresh funded account. Finish it before any manual Attack training.
+4,825 Attack XP
Complete Doric's QuestHand over tradeable ores during the Falador circuit. Its 1,300 Mining XP reaches The Knight's Sword requirement faster than a separate level-10 Mining grind.
Complete The Knight's SwordDoric's Quest supplied 10 Mining. The 12,725 Smithing XP clears The Tourist Trap's level-20 floor much faster than direct early Smithing.
Complete Black Knights' FortressComplete it while north of Falador; it is required for Recruitment Drive and Wanted!.
Complete Recruitment DriveBlack Knights' Fortress and Druidic Ritual are complete. Return to Falador for the pure-safe Temple Knight test. Awards 1,000.5 unavoidable Prayer XP.
+1,000.5 Prayer XP
Complete Fight ArenaWaterfall Quest makes the fights straightforward, and the quest awards 12,175 Attack XP far faster than early manual training. Finish it before training Attack.
+12,175 Attack XP
Speak to Tyss to unlock the Arceuus spellbookDo this during the same Great Kourend visit as Client of Kourend.
Complete Twilight's PromiseDo this on the first Varlamore visit. Bring two combat styles because the knight protects against the style most recently used. The quest awards 3,000 Thieving XP and unlocks the quetzal transport network.
Complete Enter the AbyssRune Mysteries is complete. Bank valuables before entering the Wilderness, then unlock the Abyss and small pouch. Its 1,000 Runecraft XP combines with The Ascent of Arceuus to eliminate a separate level-10 grind.
Reach 10 FletchingThis is the remaining unboostable Tourist Trap floor. The Knight's Sword already pushed Smithing beyond the quest's level-20 requirement.
Reach 20 ThievingTrain the remainder after Hazeel Cult and any selected rewards. This clears The Queen of Thieves without assuming the optional Icthlarin or Varlamore quests.
Complete The Queen of ThievesClient of Kourend is complete and the earlier Thieving rewards clear level 20. Claim 2,000 Thieving XP before later floors.
Complete The Depths of DespairThe Tourist Trap already clears its 18 Agility requirement. Claim 1,500 Agility XP now.
Complete Tale of the RighteousWaterfall Quest and Doric's Quest already clear its Strength and Mining requirements.
Complete The Forsaken TowerClaim 500 Mining and 500 Smithing XP while completing the Great Kourend batch.
Reach 12 HunterThe Natural History Quiz supplied the first 1,000 XP. Train only the small remainder required for The Ascent of Arceuus.
Complete The Ascent of ArceuusClaim 1,500 Hunter and 500 Runecraft XP. Together with Enter the Abyss, this clears Temple of the Eye’s level-10 Runecraft floor.
Complete Temple of the EyeEnter the Abyss and The Ascent of Arceuus already clear 10 Runecraft. The quest gives exactly 4,210 XP during its activities plus 5,000 on completion, leaving the route above level 27 Runecraft.
Reach 31 Crafting and 25 ThievingUse fast funded training directly after the required rewards. This checkpoint clears The Dig Site’s Thieving floor plus The Golem, Shadow of the Storm, and Lost City without assuming optional quest-XP detours.
Reach 10 HerbloreRequired for The Dig Site; Tourist Trap already covers the 10 Agility floor and Thieving is at 25.
Complete The Dig SiteAwards enough Mining XP to clear the Elemental Workshop I floor, plus early Herblore XP. It is also needed by Another Slice of H.A.M. and Fossil Island.
Complete Priest in PerilUnlock Morytania before Shades of Mort’ton and Animal Magnetism. Awards 1,406 unavoidable Prayer XP.
+1,406 Prayer XP
Complete The FeudTrain to 30 Thieving after required and selected rewards; optional Golem, Tribal Totem, and antiquities quests are not assumed. The Feud is required by My Arm’s Big Adventure and awards 15,000 Thieving XP.
Complete The Grand TreeUnavoidable Attack and Magic XP; complete it before manually training Attack.
+18,400 Attack XP
Reach 38 Mining and 15 Magic; prepare a mature dwarven stoutTrain Mining after The Dig Site and the small Magic remainder after The Grand Tree. Drink the stout immediately before Watchtower’s boostable level-40 Mining check. Each stout is a single drink; the Items page reserves another only when the optional Family Crest branch is shown.
Complete WatchtowerWhile learning the Skavid language, collect two untradeable cave nightshades from the cave spawn. One is consumed on each Ogre Enclave entry; use them on the guards and do not eat them. Claim 15,250 Magic XP before the level-46 and later Magic grinds.
Reach 46 Magic and 10 ConstructionWatchtower’s 15,250 Magic XP comes first. The Eyes of Glouphrie needs real level 46 Magic and only 5 Construction, but finishing level 10 in the same funded POH session also clears the later Perilous Moons floor.
Complete The Eyes of GlouphrieClaim 12,000 Magic, 6,000 Runecraft, 2,500 Woodcutting, and 250 Construction XP before training any of those skills higher.
Complete The Lost TribeThe Dig Site is complete and the route already clears the Agility, Mining, and Thieving requirements. This also completes a Wanted! prerequisite.
Complete The Garden of DeathReach 20 Farming directly with funded bagged plants or regular crop/tree runs, then claim 10,000 Farming XP. This required Desert Treasure II quest replaces the long optional dwarf Farming chain.
Complete Shilo VillageFinish the southern Karamja unlock now; it is required later for One Small Favour.
Earn 60% Tai Bwo Wannai Cleanup favourMy Arm’s Big Adventure consumes 60% favour. Stop there for the main path; 100% is only needed if you also choose the Karamja Medium Diary task. Bring a machete and antipoison; Jungle Potion is the required quest.
Reach 35 AgilityTrain the remainder to 35 for the Barbarian Outpost pipe. This check is boostable (for example with a summer pie), but real 35 is useful because the main route later needs 69 Agility.
Complete Horror from the DeepClaim 4,662.5 XP each in Ranged, Strength, and Magic, then unlock the prayer books.
Reach 36 WoodcuttingTrain directly to 36 after The Eyes of Glouphrie and the earlier Woodcutting rewards. Animal Magnetism needs 35 and Lost City needs 36, so one continuous grind avoids a redundant second checkpoint.
Complete Lost CityThe phase-03 Woodcutting grind deliberately stopped at its level-36 requirement. Unlock Zanaris and dragon dagger access.
Reach 55 ThievingTrain directly after every selected reward. This one funded checkpoint clears Temple of Ikov, Desert Treasure I, A Kingdom Divided, and Monkey Madness II without assuming optional Thieving-XP quests.
Complete Temple of IkovUse darts or knives to bypass the nominal bow requirement at the bridge if still below 40 Ranged. Claim 10,500 Ranged and 8,000 Fletching XP before every later Ranged floor.
Reach 50 RangedClaim Temple of Ikov’s Ranged reward first, then combine direct combat with cannon-assisted Slayer to 50. The target includes 99 Hitpoints, so avoid a separate zero-Hitpoints grind.
Complete Animal Magnetism and receive Ava’s accumulatorAt 50 Ranged, Ava gives the accumulator directly. Wanted!, the Natural History Quiz, and Client of Kourend already exceed 18 Slayer; Woodcutting is also prepared. Bring the listed 75 steel arrows. Completion adds 1,000 Slayer XP.
Reach 30 SlayerReach 30 Slayer for One Small Favour’s two 10,000-XP lamps. Wanted!, the Natural History Quiz, Client of Kourend, X Marks the Spot, and Animal Magnetism contribute 8,300 XP; train only the remainder after any optional rewards.
Reach 55 AgilityThis clears A Kingdom Divided, The Heart of Darkness, King Awowogei, and Monkey Madness II. High Alchemy can be combined with Agility only after 55 Magic; do not assume it is unlocked yet.
Reach 50 FiremakingThis is the unboostable Desert Treasure I floor. Continue to 60 only when preparing for Monkey Madness II.
Reach 57 FishingTrain once after every earlier Fishing reward. Real level 57 exceeds Rum Deal’s requirement and an admiral pie supplies the +5 needed for Swan Song, avoiding a separate level-62 grind.
Complete Creature of FenkenstrainMake the first Morytania circuit now; this is the remaining prerequisite for Garden of Tranquillity.
Complete Garden of TranquillityThe Garden of Death clears 25 Farming. Complete Creature of Fenkenstrain first, then claim 5,000 Farming XP and keep the ring of charos (a) for Swan Song.
Reach 31 HerbloreRequired for Eadgar's Ruse and My Arm's Big Adventure; claim every earlier Herblore quest reward first.
Complete Eadgar's RuseTroll Stronghold is complete. Its 11,000 Herblore XP comes before the My Arm quest chain.
Complete My Arm's Big AdventureThe Feud, Jungle Potion, and Eadgar’s Ruse are complete. The Garden of Death and Garden of Tranquillity rewards exceed 29 Farming; the route also exceeds 10 Woodcutting. Spend the prepared 60% Cleanup favour and claim 10,000 Herblore and 5,000 Farming XP.
Reach 36 CraftingMy Arm’s Big Adventure already clears 30 Farming, and the route exceeds 20 Firemaking and 20 Quest Points. Train only Crafting’s remainder for Enlightened Journey.
Complete Enlightened JourneyUnlock the balloon transport system required by Monkey Madness II. The Gnome Stronghold route itself is unlocked later, after Freeing King Awowogei.
Reserve Prayer XP: stop at exactly 32 Prayer for nowThe required early quests award 3,531.5 Prayer XP. Train only to 16,456 XP (level 32). Swan Song adds 10,000 and His Faithful Servants adds 20,000 later; training to 43 now would break a 43/45-Prayer build. Protection prayers and the harder combat unlocks follow those rewards.Warning: Do not exceed this checkpoint on 43/45-Prayer builds. Skip bone burial, ensouled heads, bonecrusher effects, and unplanned Prayer rewards. Use the in-game XP total, including any optional rewards.
Reach 62 Magic, 62 Cooking, 45 Smithing, and 40 Crafting; bank skill boostsThe main route already clears 42 Firemaking and has trained 57 Fishing. A magic potion supplies +4 Magic and an admiral pie +5 Fishing. Bring spare doses/pies, complete One Small Favour and Garden of Tranquillity, and reach 100 Quest Points before starting Swan Song. Train missing Smithing directly; do not assume optional Workshop or Foundry rewards.
Complete One Small FavourThe preceding funded Smithing floor exceeds 30, and the route clears 36 Agility, 25 Crafting, and 18 Herblore. Complete Shilo Village and Rune Mysteries first. Put both 10,000-XP lamps into Slayer, which is already at least 30.
Reach 100 Quest Points for Swan SongUse required later prerequisites first: Below Ice Mountain, Romeo & Juliet, and Cold War (34 Construction). If still short, reveal fast pure-safe quests such as Sheep Shearer, Misthalin Mystery, or Pirate’s Treasure and stop at 100. This is a real quest gate; the main path does not assume every optional quest is complete.
Complete Swan SongAwards 10,000 Prayer, 15,000 Magic, and 10,000 Fishing XP. From the main route’s exact level-32 checkpoint, Prayer lands at 26,456 XP. The optional Rum Deal branch changes this total; use your actual XP and claim His Faithful Servants next. Protection prayers are not unlocked on this fresh-account route yet: use offensive Magic, funded food, and sufficient Hitpoints for the Sea Troll Queen; train Hitpoints through combat first if the fight is unsafe.
+10,000 Prayer XP
Complete His Faithful Servants and claim the dusty lampRequired for Desert Treasure II. Complete a full Barrows run; use a Barrows teleport, offensive Magic and safespots with funded food to compensate for the current low Prayer. Claim the 20,000 Prayer-XP lamp before training protection prayers. After Swan Song, the main path lands at 46,456 XP (level 42); with the low-Prayer Rum Deal branch it lands at 53,456 (level 43).
+20,000 Prayer XPWarning: Never postpone this lamp until after manually reaching the final Prayer cap. Both the 43- and 45-Prayer profiles need its XP reserved in advance.
Unlock all protection prayers at 43 PrayerAfter Swan Song and His Faithful Servants, train only if below 50,339 XP. If optional rewards already put you at level 43 or higher, no training is needed. Preserve the remaining XP budget for any selected later reward, then use protection prayers for Monkey Madness, the Fight Caves, and endgame bosses.
Complete Desert Treasure IUnlock Ancient Magicks and claim 20,006.9 Magic XP before training toward Mage Arena I.
Obtain the full Ghostly robe setComplete The Curse of the Empty Lord miniquest after starting the Desert Treasure storyline.
Complete The General's ShadowThe Ghost of Bouncer disables Prayer. Use the documented safespot if needed, then claim 2,000 Slayer XP; this is also required for Secrets of the North.
Complete Mage Arena IThis takes place in deep Wilderness: bank the questing kit, bring only deliberate risk, and expect player killers. Unlock a god cape and the three god spells.
Reach 50 Strength through melee combatThis clears the granite maul’s Strength requirement and improves melee quest fights on both profiles. Use Aggressive melee so the training also earns Hitpoints XP; continue Strength later toward 99.
Reach exactly 60 AttackThe required route contributes 63,600 automatic Attack XP. Complete every chosen optional Attack reward first, including Underground Pass and Tamayu’s separate claim. Train only the remainder to the selected cap, then stop.
Complete Monkey Madness IDo this immediately after locking the Attack cap so the dragon scimitar becomes useful for the remaining route.Warning: Do not accept either of Daero's post-quest combat-training choices. Both award at least 20,000 Defence XP.
Reach 75 Ranged alongside SlayerCannon suitable Slayer tasks while attacking them yourself. Continue toward 69 Slayer during this grind; do not finish all Ranged training separately and then start Slayer from scratch.
Reach 48 SlayerUse the required route rewards first, then cannon suitable tasks where practical. Optional diaries, fossils, and reward quests can reduce this grind but are not assumed.
Reach 20 Hunter and 20 FishingThese are the remaining unboostable Perilous Moons requirements. The Eyes of Glouphrie already clears 20 Runecraft, and the earlier funded POH checkpoint cleared 10 Construction.
Complete Perilous MoonsTwilight's Promise, 48 Slayer, and all support-skill floors are complete. A 1-Defence account makes Blood Moon unusually punishing: protection prayers do nothing against any Moon, so bring strong melee weapons for slash, stab, and crush, use the best defensive bonuses available to the build, and execute every special mechanic cleanly. If Blood Moon repeatedly outheals your damage, safely postpone this quest until higher Strength and Hitpoints rather than forcing it. Claim 40,000 Slayer XP and 5,000 Runecraft XP on completion.Warning: Blood Moon heals whenever its attacks or mechanics damage you, and 1 Defence makes that snowball quickly. Missing the jaguar or blood-pool mechanics can make the fight unwinnable.
Reach 55 MiningThe Dig Site reward comes first. Train the funded remainder directly after Perilous Moons; level 55 is the remaining unboostable requirement for The Heart of Darkness.
Complete The Heart of DarknessClaim 8,000 XP each in Agility, Mining, Slayer, and Thieving before training any of those skills higher.
Claim Historian Minas' 10,000 XP lampPerilous Moons and The Heart of Darkness push an exact level-48 start above the lamp’s level-50 requirement. The Curse of the Empty Lord is complete; put this Varrock Museum lamp into Slayer.
Reach 75 MagicDesert Treasure I, Watchtower, The Eyes of Glouphrie, Horror from the Deep, and the required quest rewards all come before this final Mage Arena floor.
Cast each god spell 100 times inside the Mage ArenaCast Saradomin Strike, Claws of Guthix, and Flames of Zamorak 100 times each inside the Mage Arena. Use the matching god staff; the first is free after Mage Arena I and the other two cost 80,000 coins each from the Chamber Guardian. Base costs total 600 blood, 900 air, and 700 fire runes; bring extra for the three follower fights.
Reach 52 Woodcutting and 50 HerbloreThese are the remaining A Kingdom Divided floors. Swan Song already clears Crafting, and The Heart of Darkness clears Mining.
Complete A Kingdom DividedUnlock thralls and put both 10,000-XP lamps into Slayer (requires level 40). Carry the book of the dead, the appropriate runes, and Prayer-restoring supplies to cast thralls; the strongest thralls require 76 Magic.
Reach 60 Hunter
Reach 65 Cooking and 70 Crafting; bank at least three mature chef’s delightsMonkey Madness II requires real level 70 Crafting. Freeing King Awowogei needs 70 Cooking but allows boosts, so a tradeable mature chef’s delight gives +5 from real level 65. Bring at least three boosts and gather at least three sets of snake ingredients because the stuffed snake can burn.
Reach 60 Firemaking
Free King Awowogei in Recipe for DisasterDo only this additional pure-safe subquest; it is required for Monkey Madness II.
Unlock the Gnome Stronghold balloon routeNeeded for Monkey Madness II. Bring three magic logs for the initial Grand Tree route unlock; later trips consume one each.
Reach 69 SlayerFinish the remainder after all preceding quest lamps, using cannonable tasks and burstable tasks where available. Use Aggressive melee and non-defensive Magic; keep Attack and Prayer within their caps. Avoid starting Dragon Slayer I, which adds dragon assignments.
Complete Monkey Madness IIClaim 80,000 Slayer, 60,000 Agility, and 50,000 Thieving and Hunter XP. Unlock maniacal monkeys for fast chinning and barraging and the royal seed pod for unlimited teleports. Duke’s combat training and the heavy ballista require Daero’s Defence-awarding training and remain unavailable.Warning: Never claim Daero's combat training; both choices award Defence XP.
Reach 66 Thieving, 52 Runecraft, and 52 FletchingMonkey Madness II supplies 50,000 Thieving XP first. Train only the remaining funded floors; the optional Contact! branch can reduce Thieving by another 7,000 XP.
Complete The Final DawnAwards 55,000 Thieving, 25,000 Runecraft, and 25,000 Fletching XP, plus the 60-Attack Arkan blade. Put the 55,000 combat-XP lamp into Strength, Ranged, Magic, or Hitpoints at level 40 or higher—never Attack, Defence, or Prayer. Arkan’s Lunge style is Controlled and awards Defence XP; use Slash (Aggressive).
Complete Enakhra's LamentRequired for Desert Treasure II. The main route already exceeds 50 Crafting, 45 Firemaking, 43 Prayer, and 39 Magic. Bring the listed logs and granite instead of adding a gathering grind.
Complete Cold WarReach 34 Construction before starting; the route already exceeds 30 Crafting, 30 Agility, and 10 Hunter. Complete this required Secrets of the North prerequisite.
Reach the Making Friends with My Arm floorsReach 68 Agility, 72 Mining, 66 Firemaking, and 35 Construction. Boosts may work where the quest allows, but real levels are recommended.
Complete Making Friends with My ArmSwan Song and My Arm’s Big Adventure are required and complete; this unlocks Weiss and advances Secrets of the North.
Reach 65 Smithing, 50 Fletching, and 50 RunecraftRequired for Devious Minds; only Smithing is boostable.
Complete Devious MindsRequires Wanted!, Troll Stronghold, Doric's Quest, and Enter the Abyss; prerequisite for Secrets of the North.
Complete Secrets of the NorthAll major prerequisite chains are now explicit; this is the final nested quest requirement for Desert Treasure II.
Reach the final Desert Treasure II skill floorsReach 75 Firemaking, 75 Magic, 70 Thieving, 62 Herblore, 60 Runecraft, and 60 Construction. All six requirements are unboostable.
Complete Desert Treasure IIRequired to equip Ultor, Bellator, Venator, and Magus rings, even when bought. Use the Wiki’s pure-specific boss tactics. Put all three 100,000-XP ancient lamps into Strength, Hitpoints, Ranged, or Magic at level 60 or higher—never Attack, Defence, or Prayer. Buying completed rings avoids the personal vestige grind and crafting requirements.
Finish at 52 PrayerAll required automatic rewards total 33,531.5 Prayer XP, before manual training. Complete every selected optional Prayer reward first. Train only if below the selected level; never add XP that would reach level 53.Warning: An existing account must budget from its actual XP. This route’s fresh-account checkpoints cannot undo XP already earned.
Upgrade an ancient staff to an ancient sceptreAfter Secrets of the North, earn an untradeable ancient icon from Phantom Muspah and take it with an ancient staff to Eblis. Reach 60 Strength before wielding; the route already clears 50 Attack and 70 Magic. This supplies an Ancient Magicks autocast upgrade before the Magic grind. Optional quartz upgrades from Desert Treasure II bosses need 75 Magic and offer spell-specific effects.
Reach 99 RangedAfter Monkey Madness II, chin maniacal monkeys on Medium fuse (Rapid) for fast Ranged and Hitpoints XP. Short fuse is also Defence-safe but slower; never use Long fuse, which awards Defence XP. Cannon-assisted Slayer remains useful until 69 Slayer.
Reach 99 StrengthUse Aggressive melee at crabs, Nightmare Zone, or suitable Slayer tasks. A 50-Attack build can use a leaf-bladed sword after 55 Slayer; a 60-Attack build can use the dragon scimitar. Zero-Hitpoints pump training wastes time for this 99-Hitpoints target.
Reach 99 MagicBurst or barrage maniacal monkeys after Monkey Madness II with defensive casting disabled. Ice Burst starts at 70 Magic and Ice Barrage at 94; use the best available multi-target spell while also gaining Hitpoints XP. High Alchemy is an optional passive method, not the fastest funded grind.
Reach 99 HitpointsUse Ranged, Magic, Slayer, and PvM experience to finish the maxed combat-stat endpoint.
Upgrade core melee gearUse the live gear planner for current eligible upgrades. Buy completed tradeable items; creating them yourself is not required. Desert Treasure II unlocks the upgraded rings, and the infernal cape milestone below completes the cape slot.Gear planner
Upgrade core ranged gearUse the live gear planner for current eligible upgrades and activity-appropriate ammunition. Desert Treasure II unlocks the Venator ring; the quiver milestone below completes the cape slot.Gear planner
Upgrade core magic gearUse the live gear planner for current eligible upgrades, including 90-Hitpoints equipment. Desert Treasure II unlocks the Magus ring. Buy completed tradeable upgrades instead of adding boss, crafting, or quest grinds solely to manufacture them.Gear planner
Obtain an infernal capeFinish the full-BiS endpoint after the combat 99s. Sacrifice a fire cape to unlock the Inferno, then complete its waves and TzKal-Zuk with a pure-specific setup. This is a demanding player-skill milestone; the fire cape is the interim reward.
Obtain Dizana's quiverComplete all 12 Fortis Colosseum waves and Sol Heredit for the full-BiS ranged cape. Show Ava the quiver with the accumulator to transfer ammunition recovery. Charge it with sunfire splinters (or bless it permanently); the extra charged bonus applies to arrows and bolts, not blowpipe darts.
Do not finish