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OSRS Optimal Quest Order: Fastest Route to Account Progression

July 27, 2026

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QuestQuest guide — requirements, walkthrough and rewards
OSRS Optimal Quest Order: Fastest Route to Account Progression — Bils Services

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.

Quest order at a glance
  • 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.

Best early combat and skill XP from quests
  • 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.

Highest-value travel and access unlocks
  • 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.

Late-game gates worth planning around
  • 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.

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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