Getting Started

Ironman Beginner Guide

Ironman early game is questing for XP and unlocks, then Wintertodt / Tempoross / GotR for supplies — not chicken killing and not GE flipping. This page covers the first stretch until travel, food, and coins stop being the bottleneck. Full step lists live on the wiki; this is the decision framework.

Skip if: You have never played OSRS — learn on a normal account first, then start a fresh iron.

Mode setup
Tutorial Island

Talk to Adam or Paul before leaving

Early focus
Quests

Skip low-level combat grinds

First diary
Ardougne easy

Cloak 1 monastery teleport

Supply hubs
WT / Tempoross / GotR

Low req, useful crates

What Ironman actually blocks

Speak to Adam or Paul on Tutorial Island before you leave, or you cannot enable the mode. Rules (from the wiki):

  • No trading other players.
  • No Grand Exchange buys/sells except bonds (buy only — cannot sell bonds).
  • No Accept Aid, no XP from PvP, no looting other players' kills, no help on monster kills.

Hardcore: a dangerous death drops you to regular Ironman and freezes your HC hiscores. Many minigame / instance deaths are safe — check the activity before you push.

Full list: Ironman Mode (wiki)

Early game = quests first

The wiki's Ironman guide is blunt: quest XP beats early monster grinding. Example — Waterfall Quest has no skill requirements and raises Attack and Strength from 1 to 30 if you started at 1 (wiki trivia). Pair that with other Kandarin combat quests instead of cows.

Follow the wiki Optimal quest guide / Ironman through at least Holy Grail — that early block is built around shared areas, travel unlocks, and skipping bad grinds. Do not invent your own order for the first ~50 quests.

  • Druidic Ritual — unlocks Herblore (and letting lamps go into Herblore).
  • Rune Mysteries — Runecraft path.
  • Tree Gnome Village / The Grand Tree — spirit trees and gnome gliders.
  • Lost City → start Fairytale I → partial Fairytale II until fairy rings work (Dramen / Lunar staff).
  • Bone Voyage — Fossil Island (birdhouses, ammonite crabs, ultracompost path).

Check reqs on our quest requirements tool.

Travel that actually matters

Early iron time sinks are walking and run energy. Wiki priorities that pay off fast:

  • Easy Ardougne Diary → Ardougne cloak 1 (unlimited monastery teleport — altar, near fairy ring / spirit tree / ships).
  • Games necklace — Wintertodt and other low-req teleports. Craft or buy from shops / jewellery sources.
  • Ring of dueling — Ferox Enclave bank + restore.
  • Boots of lightness (Temple of Ikov cellar — no need to finish the quest) + early Agility. Graceful is ideal but marks take a while; weight reduction still helps before full set.
  • Fairy rings once Fairytale II is started far enough — use our fairy ring codes.

Law runes for teleports: early on, buy from shops (expensive). Minigame teleport (20-minute cooldown) covers Burthorpe / Castle Wars / Ferox early.

Food and early supplies
  • Draynor: Fortunato sells jugs of wine for 1 gp (heal 11, −2 Attack) — Stronghold / early tanking.
  • East Ardougne bakery stalls: cakes (12 HP total) — steal while near diary / market quests.
  • Wintertodt, Tempoross, and Guardians of the Rift — low requirements, crates/supplies that punch above their weight for irons. Wiki notes many irons do them early; WT loot scales with your other skill levels, so a bit of Construction / etc. before a long WT camp helps.
  • Lumbridge Castle roof logs (world-hop) → light them if you need Firemaking before WT.
Coins without a GE

Uniques are not bank value — High Alchemy value is. Wiki money notes for early/mid:

  • Sell junk to shops early; West Ardougne general store pays 55% of value vs 40%.
  • Martin Thwait's Lost and Found pays full High Alchemy value on sold items.
  • At 55 Magic, High Alchemy on nature runes becomes the core cash loop (often while doing something else).
  • Thieving: blackjacking (~45+) or stealing valuables (~50+) for cash + XP when you are stuck.
  • Agility Pyramid artefacts → Simon Templeton (10k each) if Magic/Thieving are lagging — wiki recommends ~60 Agility + Graceful before leaning on it.

Related: Alch calculator (GE prices are for mains — use HA values mentally on iron).

Concrete early milestones

Wiki early-game phase: questing, skills toward ~60–70, and useful gear. Treat these as checkpoints, not a ranked order:

  1. Quest through the wiki iron optimal path past Holy Grail / early Kandarin block.
  2. Ardougne cloak 1 + fairy rings + spirit trees / gliders online.
  3. Wintertodt (and/or Tempoross / GotR) for cash, seeds, herbs, junk to alch.
  4. Bone Voyage → birdhouses + crabs — Fossil Island unlock, birdhouse calculator.
  5. Push toward Recipe for Disaster / Barrows gloves — common “leaving early game” marker.
  6. Mid-game handoff: Slayer for gear (whip, trident path, etc.) — see our Slayer guide and Slayer calculator.
Hardcore-specific notes
  • Wiki optimal path flags Witch's House Hitpoints XP before riskier quests like Waterfall if you want a buffer.
  • Safespot Fight Arena / quest bosses; bring food even when “easy”.
  • Skip optional dangerous content until you understand death rules for that activity.
  • Do not Wildy for early loot — one mistake ends HC status.