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Route guide

Hardcore Worlds progression guide

From level 3 after Tutorial Island to endgame: 22 chapters, 82 bank trips and 714 steps, in the order you walk them, with every dangerous step marked.

Updated

22chapters
82bank trips
714steps to tick off
208quests along the way

Before you start

Hardcore Worlds give each character one life. Three rules matter from the first step; the rest are on what Hardcore Worlds are and Hardcore safety.

If you die, you choose

Reset wipes the character completely: levels, quests and every item. Transfer moves it to the main game for good, keeping your bank and the items you protected. Either way, anything that would go to your gravestone is deleted. Player Support will not restore hardcore status.

Your escape crystal

Every character starts with one, and more cost 10,000 coins from Death, Rick at the Wizards' Tower or the Mysterious Stranger. It does not save you everywhere. Its teleport, and the auto-teleport when you take damage after being idle for the time you set under Configure, only work in Barbarian Assault, Chambers of Xeric, the Inferno, Pest Control, Theatre of Blood, Tombs of Amascut and TzHaar-Ket-Rak's Challenges. It never triggers while you are moving, and right after you log in or hop it fires on the first hit. Out in the world, wear it and toggle it to act like a ring of life instead, but in that mode it stops working in the activities above. Its teleport works up to level 30 Wilderness, where most teleports stop at 20.

Never go AFK in combat

Do not rely on idle tricks to keep you safe. One moment away from the screen can cost the character, so log out properly whenever you step away.

How the guide works

The guide takes a Hardcore Worlds main account from level 3, straight off Tutorial Island, to endgame. Most chapters are bank trips in walking order: where to start, what to bring, then numbered steps that move several quests at once as you pass through an area. The idea comes from B0aty's Hardcore Ironman guide, rebuilt for a main account that can use the Grand Exchange.

Safety first

Every step that can kill an unprepared account says so. High-risk steps stay locked in the app until their preparation checklist is ticked.

Requirement checks

The guide never suggests gear you can't wield yet or a quest you haven't unlocked: it checks your levels and finished quests first.

Play mode

One step at a time in a big card, made to sit next to RuneLite. Space marks a step done, U undoes it.

Your progress, synced

Levels come from the official Hardcore hiscores and quests from WikiSync, so the guide knows where you are.

The chapters

Each chapter has its own page with every trip and step. Open the app to tick them off as you go.

1. Hardcore setup & Tutorial Island

A secure account, a configured client, and a clear understanding of what kills hardcore characters.

8 steps · 1 quests

2. Lumbridge, Draynor & Varrock

Novice quests in walking order, your first 10k coins, 20 melee stats and a few dozen quest points.

6 trips · 105 steps · 28 quests

3. Ice Mountain, Falador, Taverley & Port Sarim

Asgarnia’s quests, Herblore unlocked, a big Smithing jump and bolt spells for safespotting.

6 trips · 25 steps · 11 quests

4. Skill foundations

Only the levels the next three chapters need that quests won’t give you.

4 trips · 17 steps · 4 quests

5. Kandarin: Ardougne, gnomes & Seers’

Plague City, the gnome quests, Waterfall and Merlin’s Crystal: tens of thousands of combat XP from quests.

6 trips · 58 steps · 24 quests

6. Desert, Kourend & Varlamore

Desert access, the Kourend novice quests, early Varlamore and the first half of Bone Voyage.

5 trips · 35 steps · 22 quests

7. Morytania & fairy rings

Morytania access, the ectophial, the Dramen staff and fairy rings.

3 trips · 30 steps · 9 quests

8. Training block & the quests that pay

60 melee, 50 Ranged, 59 Magic, 43 Prayer, Dragon Slayer I, Monkey Madness I, the 40–55 skills the RFD and Legends chains need, and a start on Sailing.

10 trips · 61 steps · 13 quests

9. Fremennik, dwarves & Kandarin II

Rellekka, Keldagrim, the Fremennik quests and the medium Kandarin quests.

9 trips · 98 steps · 41 quests

10. Legends & the master quests

The Legends chain and Desert Treasure I.

2 trips · 37 steps · 5 quests

11. Medium diaries

The medium diaries for their teleports and quality-of-life rewards.

2 trips · 20 steps

12. Recipe for Disaster & Barrows gloves

All RFD subquests, the Culinaromancer and Barrows gloves.

3 trips · 26 steps · 11 quests

13. Mid-game quest progression

Lunar spellbook, Mourning’s End Part II, Barrows access, Miscellania, Fairytale II and the Varlamore mid-tier quests.

8 trips · 67 steps · 35 quests

14. Base 70s, Piety & mid-game gear

Base 70s in combat, the 70s Song of the Elves needs, Piety, and solid mid-game gear.

3 trips · 22 steps

15. Dream Mentor & Dragon Slayer II

Dream Mentor, 200 quest points, Dragon Slayer II and Vorkath access.

1 trips · 5 steps · 2 quests

16. Song of the Elves & Prifddinas

Prifddinas and everything it opens.

2 trips · 7 steps · 1 quests

17. Desert Treasure II & its prerequisites

Swan Song, Making Friends with My Arm, Secrets of the North and Desert Treasure II.

3 trips · 16 steps · 7 quests

18. Quest Cape

Every remaining quest.

6 trips · 64 steps · 16 quests

19. High-level combat, Slayer & bossing preparation

85+ combat stats, high Slayer, the Fire cape, and a ladder of bosses from safest to hardest.

16 steps

20. Hard & elite achievement diaries

The hard diaries, then any elites you want.

3 trips · 29 steps

21. Raids & endgame PvM

Chambers of Xeric, Tombs of Amascut, Theatre of Blood and the modern endgame bosses.

9 steps · 1 quests

22. Completionist & long-term goals

Infernal cape, Combat Achievements, the Achievement Diary cape and maxing.

7 steps · 1 quests

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