How quests work
Every quest on the Quests tab is a complete quest task. It gets its own items the ironman way, banks, gears up, fights, picks the dialogue, and claims the reward. Add the quest in Setup, put its requirements ahead of it, and start the script.
- The Quest list has every quest with the requirements the GUI checks and notes on how each one is done.
- Recipe for Disaster has its own page.
Picking quests in Setup
Section titled “Picking quests in Setup”The Quests tab lists every quest the script can do.
- All, F2P and P2P filter by membership.
- Hide completed hides quests this account has finished.
- Rewards shows a reward line under each quest, for example quest points and experience.
Each quest name is coloured by its status on the logged-in account:
| Colour | Status | Meaning |
|---|---|---|
| Green | Done | The quest is finished. |
| Yellow | In progress | The quest is started but not finished. |
| Orange | Ready | Every requirement in its list is met. |
| Red | Blocked | At least one requirement in its list isn’t met yet. |
Click a quest to open its editor. It shows:
- A red warning on dangerous quests, for example “Dangerous quest: Ape Atoll is one-way without a greegree.” on Monkey Madness I.
- Requirements: each one ticked or crossed against your account.
- Rewards: quest points, experience, items and unlocks.
- Any choices the quest has (see Quest choices).
Press Add. A quest can only be in your list once, so after you add it, it leaves the browse list. Quests with choices get an edit pencil in the task list, so you can change the choice later without removing the quest.
Missing requirements
Section titled “Missing requirements”You can add a quest before you meet its requirements. It waits, and the script works on other tasks until the quest can run.
- Add Missing Reqs above the task list adds the missing quests and skill levels in front of your plan: prerequisite quests (however a requirement spells them, such as “Restless Ghost” or “Waterfall Quest”), and levels in every skill except Slayer. Attack and Strength training comes after Waterfall, whose reward counts toward them. It doesn’t add quest points, Kudos, membership or items. See Building a plan.
- When you’re logged in, a quest card in the task list shows a yellow warning if the plan won’t reach a level in time, for example “Needs 31 Herblore, but the plan only reaches 3 by here.” See Planned level checks.
How a quest runs
Section titled “How a quest runs”Which quest runs, and for how long
Section titled “Which quest runs, and for how long”- Quests run one at a time. The script takes the first quest in your plan that can run; a quest that can’t run yet is passed over until it can.
- Once a quest has started, the script stays on it until it’s finished. Task Rotation never switches away from a quest in progress. A quest can only give way when it sets itself aside (see When a quest can’t carry on).
- Some quests stay selected briefly after the quest is complete, to finish a reward. For example, Monkey Madness I claims Daero’s training, Horror from the Deep claims the god book, and The Ides of Milk and Client of Kourend rub their lamps.
Starting inside a quest area
Section titled “Starting inside a quest area”If you start the script mid-quest inside an area only that quest can lead you out of, that quest runs first, ahead of your plan order. If you carry what it still needs, it finishes from there; several quests also never bank from inside these areas. This covers:
- Bone Voyage, Death on the Isle, Desert Treasure, Eagles’ Peak, Fairytale I - Growing Pains (Tanglefoot’s cave), The Fremennik Isles and The Fremennik Trials
- Getting Ahead, In Aid of the Myreque, In Search of the Myreque, King’s Ransom, Legends’ Quest, Monkey Madness I, Shadow of the Storm and Spirits of the Elid
- Tai Bwo Wannai Trio, Underground Pass, and most of the Recipe for Disaster subquests
See Task loop.
Bank trips
Section titled “Bank trips”A quest starts with a bank trip. The side panel shows “Check For Missing Quest Items”. The trip:
- deposits what the next part of the quest doesn’t need;
- takes out the quest items you already own, the tools and gear for the next step, teleports for the route, coins for the shops ahead, and food.
It banks again when the quest moves to a new part, when something it needs is in the bank instead of on you, and after a death. Quest items you already own come out again on every trip, so a re-bank mid-quest doesn’t lose progress.
Some trips leave things in the bank on purpose:
- Recruitment Drive banks everything you wear and carry before it starts.
- The Entrana trips (Holy Grail, Lost City, Heroes’ Quest, and others) bank your equipment, since Entrana bans weapons and armour.
- The Waterfall tomb trip goes in with only Glarial’s pebble and food.
With Skip initial bank on in Preferences, the first task doesn’t bank straight away. See Banking and supplies.
Getting quest items as an ironman
Section titled “Getting quest items as an ironman”When something is missing, the quest gets it itself. The side panel shows “Getting Supplies” and the item. For each item it picks a way the account can use, cheap and safe ways first:
- Shops: everything from one shop is bought in one visit.
- Ground spawns: it hops worlds when the item has been taken.
- NPCs and objects: for example Aggie’s dyes, or searching a crate.
- Killing monsters for drops: for example chaos druids for herbs, or hill giants for limpwurt roots.
- Making it: crafting, smithing, cooking, fletching or brewing, from materials it also gets itself.
- Telekinetic Grab, where a quest uses it.
Many quests only gather what the current step uses, so they don’t fill the bank with items for later steps. A few run bigger side jobs:
- Desert Treasure plays Mass Wintertodt for its magic logs below 75 Woodcutting.
- Fairytale I - Growing Pains can play Guardians of the Rift or Tempoross for a nature talisman or gems.
- Temple of the Eye trains Runecraft to 10 first if needed.
- Bone Voyage earns its 100 Kudos with the Natural History Quiz and Varrock Cleaner.
Quest items you can eat, such as cakes, bread, stews or a cooked chompy, are kept away from the food handling, so they aren’t eaten by mistake.
If an item has no source the account can use, the quest usually stops the script and names it, for example “Jungle Potion cannot currently obtain: …” or “Legends’ Quest cannot obtain: …”. A few quests set themselves aside instead and let the rest of the plan run.
Shops and fares need coins. A quest takes what it needs from the bank on its bank trip.
- If the coins are in the bank, it banks for them.
- If the account doesn’t own enough, it reports a coin shortage. With Earn coins when a task runs short on, the script runs a money maker until it can afford the item, then goes back to the quest. With it off, the quest waits while other tasks run, and the script ends when none can.
See Money. Carry coins for eligible tasks keeps 10% of your coins (up to 100,000) in the pack during quests.
Fights
Section titled “Fights”Each fight has its own loadout. The script buys missing pieces with your coins and wears them before the fight; some quests use only armour you already own. See Gear and loadouts.
- Melee fights usually use the Aggressive style.
- Magic fights pick the strongest spell the account can afford, buy the staff and runes for a set number of casts, and won’t start without a minimum. Max magic combat rune in Preferences caps the rune tier. Desert Treasure and Horror from the Deep pick their own spells and ignore the cap.
- Ranged is used where it suits the fight or the account, for example Temple of Ikov, Big Chompy Bird Hunting, Twilight’s Promise and King Awowogei.
- Safespots and lures are used for many bosses, for example Elvarg, Dad and the Troll General, Arrg, the Black demon, the Khazard warlord, Nazastarool, the Gelatinnoth Mother and the Underground Pass knights.
- Protection prayers are used at 43+ Prayer where a fight calls for them. Several quests make prayer potions themselves or recharge at an altar. Desert Treasure flicks the protection prayers against Dessous.
- Poison: Jungle Potion, Monkey Madness I, Holy Grail, Tai Bwo Wannai Trio and others collect the one-dose superantipoison spawns at the Observatory and pour them into a full potion.
- Each quest packs its own amount of food for each trip. Boss trips often fill the pack.
- It eats when your health is low, and many fights won’t start without a minimum amount of food.
- Enable global food banking (Preferences → Questing) adds food to quest bank trips and restocks food when you own none. Eadgar’s Ruse, Jungle Potion, Legends’ Quest and Troll Romance (for Arrg) always bring food, whatever the option says.
See Food and safety for the food it picks and how deaths are handled. Five deaths on the same quest within 45 minutes stops the script.
Teleports and travel
Section titled “Teleports and travel”The walker plans routes and uses the teleports you carry. On top of that:
- Quest teleports: bank trips take the teleports a quest’s route uses, as spells with your runes or as tablets and jewellery you own. They aren’t bought for this, except escape teleports on a few quests. If you’re already near a quest’s only destination, no teleport is taken.
- Games necklace: quests that start near Burthorpe, the Barbarian Outpost or Wintertodt make one by enchanting a sapphire necklace, but only when you own none.
- Worn: Alfred Grimhand’s Barcrawl, Death Plateau, Eadgar’s Ruse, Heroes’ Quest, Scorpion Catcher and Troll Romance.
- Packed: Animal Magnetism, Desert Treasure, Horror from the Deep, Troll Stronghold and Waterfall, where quest gear needs the neck slot.
- Fairy rings and Ardougne cloaks: The Garden of Death, The Hand in the Sand and Troll Romance wear a dramen or lunar staff once fairy rings are unlocked, and your best Ardougne cloak, so the walker can use them.
- Escape teleports: quests with one-way areas pack a way out, for example Lost City, Legends’ Quest, Monkey Madness I, Shilo Village, Desert Treasure and the Sir Amik Varze subquest.
- Desert trips: The Golem and Shadow of the Storm carry a Shantay pass or the coins for one.
- Teleports it holds back: Shilo Village, and Monkey Madness I away from Ape Atoll, stop the walker casting teleport spells that use law runes, so those runes stay for the escape. The Tourist Trap doesn’t teleport from the camp, jail or mines, and the Recipe for Disaster subquests never teleport out of the banquet hall.
Quest choices
Section titled “Quest choices”Some quests ask you to pick in the editor. Lamps are only used on a skill the game accepts, and only on a skill at or above the lamp’s minimum level. A pick that doesn’t qualify falls back to another skill. See Lamps and rewards.
| Quest | Option | Choices | Default |
|---|---|---|---|
| X Marks The Spot | Lamp skill | Any skill | Slayer (Crafting on free-to-play) |
| Client of Kourend | Lamp 1 and 2 skill | Any skill | Slayer |
| The Ides of Milk | Lamp skill | Attack, Strength, Defence, Ranged, Magic, Hitpoints, Prayer | Strength |
| Shadow of the Storm | Lamp skill | Attack, Strength, Defence, Ranged, Magic, Hitpoints | Ranged |
| The Tourist Trap | Lamp 1 and 2 skill | Agility, Fletching, Smithing, Thieving | Agility |
| One Small Favour | Lamp 1 and 2 skill | Any skill at 30+ | A random skill at 30+ |
| King’s Ransom | Lamp skill | Any skill at 50+ | A random skill at 50+ |
| RFD - Defeating The Culinaromancer | Lamp skill | Any skill at 50+ | A random skill at 50+ |
| The Fremennik Isles | Reward 1 and 2 skill | Attack, Strength, Defence, Hitpoints | The first skill Mawnis offers |
| Legends’ Quest | Reward 1 to 4 skill | Attack, Defence, Strength, Hitpoints, Prayer, Magic, Woodcutting, Crafting, Smithing, Herblore, Agility, Thieving | Strength |
| Monkey Madness I | Daero’s training | Strength & Hitpoints, Attack & Defence, Don’t claim | Strength & Hitpoints |
| Horror from the Deep | God book | Zamorak, Saradomin, Guthix | Zamorak |
| The Knight’s Sword | Collect F2P iron bars in Wild | On or off | Off |
| Animal Magnetism, Death Plateau | Allow Wilderness iron bars | On or off | Off |
- Random skill: the default on One Small Favour, King’s Ransom and the Culinaromancer picks among the skills that qualify, never Attack, Defence or Prayer.
- Daero’s training: every choice trains all four melee skills (35,000 xp in the chosen pair, 20,000 in the other), so accounts at 10 Defence or lower never claim it.
- Iron bars: with the Wilderness option on, the quest picks up iron bars near the Ferox Enclave, hopping worlds, instead of mining and smelting them. After Children of the Sun it uses the iron bar spawn on the Sunset Coast first.
When a quest can’t carry on
Section titled “When a quest can’t carry on”- Before it starts: a quest that’s missing a requirement waits, and every quest says what’s missing: membership, a level, a quest or an item. If nothing else in the plan can run either, the script ends and gives the first blocked quest’s reason, for example “Requires 38 Herblore for Kamil’s prayer potions.”
- No source for an item: most quests stop the script and name the item (see Getting quest items).
- Short of coins: see Coins.
- Needs a partner: Shield of Arrav and Heroes’ Quest pair up with a quest host account for their two-player steps. If no host is online, the quest is set aside while other tasks run, and is checked again each time another task finishes.
- Waiting on the game: Unlock Fairy Rings sets itself aside during Martin’s five-minute wait. With nothing else to run, it waits beside him.
- Losing fights: quests leave and re-bank when food, runes or ammo run out. After losing three trips to the same Recipe for Disaster boss, the Culinaromancer finale waits until one of your combat levels goes up.
- Skipping itself: Tai Bwo Wannai Trio skips itself until 65 Fishing if its raw karambwan burns, and Family Crest skips itself for the run if no shop world has rubies after 10 tries.
- Membership runs out: the script finishes its free-to-play tasks and ends. See Membership.
You can also press Skip current task in the side panel. The quest is skipped for the rest of that run.
With the Quest completed alert on and a webhook set, you get a Discord message when a quest completion message appears (see Preferences).