OSRS Optimal Quest Order: Fastest Route to Account Progression

Which quests to do first and why — the ones that pay for their own requirements in XP, the ones that unlock travel you will use for years, and the chains that block everything else.
Overview
There is no single correct quest order, because the right one depends on what you are trying to unlock. What is true for everyone is that a handful of early quests give back more than they cost, and doing them first makes everything after them faster.
Three things make a quest worth doing early: it gives combat XP you would otherwise grind, it unlocks travel you will use hundreds of times, or it is a prerequisite for a long chain you will eventually need anyway.
This page ranks the early game by those three tests, with the actual XP numbers, so you can decide rather than follow a list on faith.
| Detail | Value |
|---|---|
| Quests in the game | 182, worth 341 quest points |
| Best XP-per-minute early quest | Waterfall Quest — 13,750 Attack and 13,750 Strength, no requirements |
| Most useful early unlock | Lost City, for Zanaris and fairy ring travel |
| Biggest prerequisite gate | Dragon Slayer II at 200 quest points |
| Longest single chain | Recipe for Disaster, ten subquests |
| Skill a quest can switch on entirely | Herblore, via Druidic Ritual |
- Detail
- Quests in the game
- Value
- 182, worth 341 quest points
- Detail
- Best XP-per-minute early quest
- Value
- Waterfall Quest — 13,750 Attack and 13,750 Strength, no requirements
- Detail
- Most useful early unlock
- Value
- Lost City, for Zanaris and fairy ring travel
- Detail
- Biggest prerequisite gate
- Value
- Dragon Slayer II at 200 quest points
- Detail
- Longest single chain
- Value
- Recipe for Disaster, ten subquests
- Detail
- Skill a quest can switch on entirely
- Value
- Herblore, via Druidic Ritual
Quests That Pay for Themselves in XP
Combat XP from quests is the cheapest combat XP in the game, and several of these have no skill requirements at all. On a fresh account this block alone will carry you past the point where most training methods become viable.
| Quest | XP given | Requirement to worry about |
|---|---|---|
| Waterfall Quest | 13,750 Attack and 13,750 Strength | None — you evade rather than fight |
| The Grand Tree | 18,400 Attack, 7,900 Agility, 2,150 Magic | 25 Agility, boostable |
| Fight Arena | 12,175 Attack, 2,175 Thieving | None — everything can be safespotted |
| Tree Gnome Village | 11,450 Attack | None — the warlord can be safespotted |
| The Knight's Sword | 12,725 Smithing | 10 Mining, boostable |
| Vampyre Slayer | 4,825 Attack | None |
| Death Plateau | 3,000 Attack, plus climbing boots | None |
| Animal Magnetism | 2,500 Woodcutting and 1,000 each Crafting, Fletching and Slayer | 18 Slayer, unboostable |
- Quest
- Waterfall Quest
- XP given
- 13,750 Attack and 13,750 Strength
- Requirement to worry about
- None — you evade rather than fight
- Quest
- The Grand Tree
- XP given
- 18,400 Attack, 7,900 Agility, 2,150 Magic
- Requirement to worry about
- 25 Agility, boostable
- Quest
- Fight Arena
- XP given
- 12,175 Attack, 2,175 Thieving
- Requirement to worry about
- None — everything can be safespotted
- Quest
- Tree Gnome Village
- XP given
- 11,450 Attack
- Requirement to worry about
- None — the warlord can be safespotted
- Quest
- The Knight's Sword
- XP given
- 12,725 Smithing
- Requirement to worry about
- 10 Mining, boostable
- Quest
- Vampyre Slayer
- XP given
- 4,825 Attack
- Requirement to worry about
- None
- Quest
- Death Plateau
- XP given
- 3,000 Attack, plus climbing boots
- Requirement to worry about
- None
- Quest
- Animal Magnetism
- XP given
- 2,500 Woodcutting and 1,000 each Crafting, Fletching and Slayer
- Requirement to worry about
- 18 Slayer, unboostable
Quests That Unlock Travel You Will Use Forever
Travel unlocks compound. Every one of these saves you a small amount of time on every future trip, and the ones near the top of this list will save you more hours over an account's life than any single training method choice.
| Quest | What it unlocks | Why it matters |
|---|---|---|
| Lost City | Zanaris and the fairy ring network | Fairy rings reach places nothing else does, and gate a huge amount of later content |
| Priest in Peril | Canifis and Morytania | Required by a long list of later quests, so it blocks more than it looks like |
| Ghosts Ahoy | The Ectophial | A free, unlimited, one-click teleport to Port Phasmatys |
| The Grand Tree | Gnome gliders | Fast access to the Feldip Hills, Karamja and the Digsite region |
| Tree Gnome Village | Spirit trees | Combines with the Grand Tree for cheap coverage of western Gielinor |
| Death Plateau | Climbing boots | Cheap, permanent Strength bonus for early combat |
| Animal Magnetism | Ava's device | Changes ranged training from an ammunition problem into a non-problem |
| Below Ice Mountain | Camdozaal | Free-to-play skilling area, and a Desert Treasure II prerequisite |
- Quest
- Lost City
- What it unlocks
- Zanaris and the fairy ring network
- Why it matters
- Fairy rings reach places nothing else does, and gate a huge amount of later content
- Quest
- Priest in Peril
- What it unlocks
- Canifis and Morytania
- Why it matters
- Required by a long list of later quests, so it blocks more than it looks like
- Quest
- Ghosts Ahoy
- What it unlocks
- The Ectophial
- Why it matters
- A free, unlimited, one-click teleport to Port Phasmatys
- Quest
- The Grand Tree
- What it unlocks
- Gnome gliders
- Why it matters
- Fast access to the Feldip Hills, Karamja and the Digsite region
- Quest
- Tree Gnome Village
- What it unlocks
- Spirit trees
- Why it matters
- Combines with the Grand Tree for cheap coverage of western Gielinor
- Quest
- Death Plateau
- What it unlocks
- Climbing boots
- Why it matters
- Cheap, permanent Strength bonus for early combat
- Quest
- Animal Magnetism
- What it unlocks
- Ava's device
- Why it matters
- Changes ranged training from an ammunition problem into a non-problem
- Quest
- Below Ice Mountain
- What it unlocks
- Camdozaal
- Why it matters
- Free-to-play skilling area, and a Desert Treasure II prerequisite
Quests That Switch a Skill On
- Druidic Ritual — you cannot use Herblore at all until this is done, and Herblore 70 is a quest cape requirement
- Rune Mysteries — the entry point to Runecraft and to a long chain of later quests
- X Marks the Spot — raises the cap on every clue scroll tier by one and unlocks scroll boxes
- The Knight's Sword — 12,725 Smithing XP, which is most of the way to a usable Smithing level on a fresh account
These are worth doing before you plan any training around the skill, because doing them afterwards means you trained toward a ceiling that was about to move.
The Chains That Gate Everything Late
Four chains account for most of the late-game blocking. If you know where you are eventually going, start these earlier than feels necessary.
| Gate | What it blocks | When to start it |
|---|---|---|
| 200 quest points | Dragon Slayer II | It arrives naturally, but check your total before planning DS2 |
| Secrets of the North chain | Desert Treasure II | Early — it sits behind Making Friends with My Arm, The General's Shadow and Devious Minds |
| Priest in Peril and the Myreque chain | Sins of the Father, Darkmeyer access, Araxxor route | Early, because Priest in Peril alone unblocks a large amount of content |
| Recipe for Disaster subquests | The barrows gloves, and a quest cape | Treat it as a standing project and pick off subquests when you happen to meet the requirements |
| Song of the Elves | Prifddinas, the Gauntlet, Zalcano, crystal gear | When you can see 70 in Agility, Construction, Farming, Herblore, Hunter and Mining |
- Gate
- 200 quest points
- What it blocks
- Dragon Slayer II
- When to start it
- It arrives naturally, but check your total before planning DS2
- Gate
- Secrets of the North chain
- What it blocks
- Desert Treasure II
- When to start it
- Early — it sits behind Making Friends with My Arm, The General's Shadow and Devious Minds
- Gate
- Priest in Peril and the Myreque chain
- What it blocks
- Sins of the Father, Darkmeyer access, Araxxor route
- When to start it
- Early, because Priest in Peril alone unblocks a large amount of content
- Gate
- Recipe for Disaster subquests
- What it blocks
- The barrows gloves, and a quest cape
- When to start it
- Treat it as a standing project and pick off subquests when you happen to meet the requirements
- Gate
- Song of the Elves
- What it blocks
- Prifddinas, the Gauntlet, Zalcano, crystal gear
- When to start it
- When you can see 70 in Agility, Construction, Farming, Herblore, Hunter and Mining
A Reasonable Order for a New Account
If you want a default rather than a decision, this order works for most accounts and does not lock you out of anything.
- Free-to-play quests you can clear without stopping, for the quest points and the early XP
- Waterfall Quest, then Tree Gnome Village, Fight Arena and The Grand Tree for combat XP and travel
- Druidic Ritual, Rune Mysteries and X Marks the Spot to switch skills and clue tiers on
- Priest in Peril and Lost City, the two biggest access unlocks in the early game
- Animal Magnetism and Ghosts Ahoy once you have 18 Slayer and Morytania access
- Recipe for Disaster subquests, opportunistically, whenever you happen to meet a requirement
- The Fremennik and Elf chains as your skills reach the 60s
- Grandmasters last: Monkey Madness II, Dragon Slayer II, Song of the Elves, While Guthix Sleeps, Desert Treasure II
FAQ
What is the single best first quest on a new account?
Waterfall Quest. It has no skill requirements, everything can be evaded rather than fought, and it gives 13,750 XP in both Attack and Strength — enough to skip the slowest part of early combat training entirely.
Should I follow the quest journal order?
No. The journal groups quests by difficulty band and then alphabetically, which has nothing to do with prerequisites or geography. Group by region and by chain instead.
Which quest unlocks the most other content?
Priest in Peril, by a wide margin, because it opens Morytania and appears in a long list of later requirement chains. Lost City is second for the travel alone.
When should I start Recipe for Disaster?
As soon as you can do any subquest. It is ten separate subquests with separate requirements, so treating it as a standing side project is far less painful than trying to clear it in one run.
Do I need 200 quest points before Dragon Slayer II?
Yes, and it is the only quest with a quest point requirement that high. Check your total before you start planning the rest of DS2's requirements.
What order should the grandmasters go in?
Whichever order your skills allow, but Desert Treasure II last is usually easiest, because it needs 75 Firemaking, 75 Magic, 70 Thieving, 62 Herblore, 60 Runecraft and 60 Construction all unboosted, plus the Secrets of the North chain.
Related Guides
- OSRS Quests hub
- Fastest Way to Get the OSRS Quest Cape
- How Long Does an OSRS Quest Cape Take From a Fresh Account?
- Desert Treasure I walkthrough
- Desert Treasure II quest walkthrough
- Desert Treasure II bosses & gear
- Secrets of the North
- While Guthix Sleeps
- Perilous Moons
- Bone Voyage
- Fairy Tale II
- King's Ransom
- Dragon Slayer II
- Recipe for Disaster
Bottom Line
Do Waterfall Quest, The Grand Tree, Fight Arena and Tree Gnome Village before you train combat, and Druidic Ritual, Rune Mysteries and X Marks the Spot before you plan training in those skills. Those seven quests change what the rest of the account looks like.
Then get Priest in Peril and Lost City done, because between them they unblock more later content than any other pair of quests in the game.
Grandmasters last, and start the Secrets of the North chain long before you think you need it. Quest and level totals verified against the OSRS Wiki on 3 August 2026.
Game content changes with updates. Verify current details on the Old School RuneScape Wiki.
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