# Fresh Account → Sins of the Father → AFK Vyres

The goal of this route is simple:

**Fresh account → complete Sins of the Father ASAP → AFK Vyrewatch Sentinels for Blood Shards.**

This assumes the account is funded by another account, so we can buy supplies instead of worrying about making money.

## Final Targets

### Required for the quest chain

| Skill        | Target |
| ------------ | -----: |
| Woodcutting  |     62 |
| Fletching    |     60 |
| Crafting     |     56 |
| Agility      |     52 |
| Attack       |     50 |
| Slayer       |     50 |
| Magic        |     49 |
| Strength     |     40 |
| Herblore     |     40 |
| Thieving     |     22 |
| Mining       |     20 |
| Construction |      5 |

These cover Sins of the Father and its prerequisite quests.

### Strongly recommended (for the Vanstrom setup in this guide)

| Skill    | Target | Why                                              |
| -------- | -----: | ------------------------------------------------ |
| Prayer   |     50 | Antler guard requires 50 Prayer. 43 is the absolute floor for protection prayers. |
| Ranged   |     60 | Red d'hide and mixed hide pieces.                |
| Defence  |     50 | Mixed hide top and zombie helmet.                |
| Strength |     50 | Zombie helmet. The quest only needs 40.          |

None of these are quest requirements, but the gear setup in section 13 depends on them.

### A note on optional quests

A handful of quests in this guide aren't required for Sins of the Father at all. I did them anyway, and they fall into two buckets:

* **Early XP boosts** — Monk's Friend, Waterfall Quest, Witch's House, Imp Catcher, The Ides of Milk, and so on. These skip a lot of miserable low-level training, but they're active questing time.
* **Quality of life** — Children of the Sun and Twilight's Promise, which together open up the Gemstone Crab as an AFK combat option (see section 4).

If you value **speed**, the XP-boost quests are worth it. If you value **AFK-friendliness** above all else, you can skip the XP boosts entirely and just grind at the crab while doing something else. Do what fits how you actually want to play.

---

# 1. Tutorial Island + GE Setup

Finish Tutorial Island (it shows up in the quest journal as *Learning the Ropes*) and immediately head to the Grand Exchange.

Buy:

* Axe progression through **Rune**
* Pickaxes through **Black/Steel**
* Amulet of Fury
* Amulets of Glory
* Rings of Wealth
* Berserker Ring
* House teleport tabs
* Lumbridge teleport tabs
* Varrock teleport tabs
* General questing supplies / stamina potions

You can buy more teleports as you need them.

**Note:** You actually don't need a mithril pickaxe for this route. It requires 21 Mining to use, while our final Mining target is only 20.

---

# 2. Early Combat Quest Boost

Before seriously training combat, knock out these quests:

1. **Witch's House**

   * Big early Hitpoints boost.
   * Makes the following combat quests much more forgiving.
   * Walkthrough + safe spot: https://www.youtube.com/watch?v=2ORbKIUOXRA

2. **The Ides of Milk**

   * Short F2P quest around Lumbridge with no requirements.
   * Rewards a 1,000 XP lamp usable on any combat skill, including Prayer.
   * Unlocks **Brutus**, a repeatable cow boss in the Lumbridge cow field. He gives double combat XP and is fantastic early training on a fresh account.
   * Brutus drops the **Mooleta**, the only F2P defender. Worth a few kills to grab one.
   * Not a requirement, but it's fun and the early combat XP is very good.

3. **Waterfall Quest**

   * Huge Attack + Strength XP.

4. **Tree Gnome Village**

   * More Attack XP.
   * Also unlocks the Spirit Tree network.
   * Walkthrough + safe spot: https://www.youtube.com/watch?v=RuK9jQyHZZU

5. **Fight Arena**

   * More Attack XP.
   * Also gives **2,175 Thieving XP**, which helps enormously with the 22 Thieving requirement.

6. **Vampyre Slayer**

   * More Attack XP.
   * Required for Sins of the Father anyway.

Do these as early as possible because they skip a lot of terrible low-level combat training.

## General questing setup

For all the questing in this guide, run around with:

* Teleports (house/Lumbridge/Varrock tabs)
* Amulet of Glory
* Ring of Wealth
* Stamina potions
* Summer pies (the Agility boost saves a lot of pain on shortcuts)

Use combat gear similar to your Slayer setup wherever the quest allows it.

And **safe spot with Magic or Ranged whenever the fight lets you** — Witch's House is the obvious example. A lot of the early quest bosses are far easier from behind an obstacle than they are toe-to-toe at low combat.

---

# 3. Prayer — Get 50

Do:

1. **Priest in Peril**
2. **The Restless Ghost**

These are both part of the Myreque quest chain anyway.

Then:

* Buy Lava Dragon Bones.
* Buy Burning Amulets.
* Run bones to the **Chaos Altar** in the Wilderness.
* Train to **50 Prayer**.

43 unlocks the three protection prayers and is the bare minimum. 50 is the real target for this route because the **antler guard** in the Vanstrom setup requires it, and the extra Prayer makes Slayer and the quest bosses much more comfortable along the way.

---

# 4. Slayer + Combat + Ranged

## Dwarf Cannon first

Do **Dwarf Cannon** before anything else here. It has no requirements, gives 750 Crafting XP, and unlocks the cannon. The cannon is what makes Wilderness Slayer fast and is how we get to 60 Ranged without ever training Ranged directly.

Buy the cannon from Nulodion after the quest.

## Natural History Quiz

Then do the **Natural History Quiz** in the Varrock Museum. It's a miniquest, so it lives in the miniquest tab, not the quest list. Don't skip it.

This gives 1,000 Slayer XP, taking a fresh account straight to **9 Slayer**.

## Wilderness Slayer

Goal:

**9 → 50 Slayer**

While doing this:

* Cannon as many good tasks as possible.
* Use **Bracelets of Slaughter** on good cannon tasks if you want to stretch them for additional Ranged XP.
* Train melee during tasks to build Attack, Strength, and Defence.
* Try to reach **60 Ranged** from cannon XP by the time you're ready for Vanstrom.
* Push **50 Strength** and **50 Defence** here too. Both are needed for the Vanstrom gear.

## Suggested Slayer setup

### Weapon

**Best scimitar you can equip for your Attack level.** Simple and cheap.

If you're pushing past **60 Attack**, consider **Viggora's chainmace**. Charged with revenant ether it gives +50% melee accuracy and damage against any NPC in the Wilderness, which is worth roughly **60k+ XP/hr vs. 40–45k at the crab**. It's a crush weapon with dragon scimitar-tier bonuses otherwise.

### Gear

| Slot   | Options                                                      |
| ------ | ------------------------------------------------------------ |
| Head   | Snakeskin bandana → d'hide coif → zombie helmet (50 Str/Def) |
| Body   | Snakeskin body → **blue** d'hide body                        |
| Legs   | Snakeskin chaps → blue d'hide chaps                          |
| Feet   | Snakeskin boots → rune boots → mixed hide boots              |
| Hands  | Combat bracelet / Bracelet of Slaughter / Expeditious bracelet |
| Shield | Mooleta or antler guard                                      |
| Neck   | Amulet of Glory or Fury                                      |
| Ring   | Ring of Wealth / Ring of Dueling / Berserker Ring             |

**On the d'hide:** use **blue**, not green. The green d'hide *body* requires Dragon Slayer I, which we're not doing. Blue, red, and black bodies have no quest requirement — only the green one does.

**Bracelet choice depends on the task:** Slaughter to extend good cannon tasks for extra Ranged XP, Expeditious to burn through bad ones, Combat bracelet otherwise.

**On the ring and amulet:** I used Ring of Wealth / Glory rather than Berserker Ring / Fury, because dying with expensive gear equipped means you keep fewer items and lose an extra cannon piece (~200k each). Writing this up in hindsight, **250k is nothing and I should have just worn the Berserker Ring and Fury.** Learn from me.

### Inventory

* **Dwarf cannon parts**
* **600–1,500 cannonballs** — you'll miss a lot at low accuracy, so tasks eat through them. Scale the amount to your risk tolerance and how deep into the Wilderness the task is.
* 1 Super combat potion
* 5–6 Super restores
* 1 Stamina potion
* 1 Burning amulet (optional — teleport to Chaos Temple, run north for the Wilderness Slayer Cave)
* Blighted food (Wilderness-only, so it's not worth protecting)
* Spare Slaughter/Expeditious bracelets if you're using them, to re-equip after they degrade

### Why Wilderness Slayer at all

Beyond the cannon XP, Krystilia's tasks roll for **Larran's keys** (open Larran's chests for loot) and **Trouver parchments**, which are real gold on a fresh account. The **Wilderness Slayer Cave** is the best place to be: cannons work there, drop tables are better than the surface versions of the same monsters, and it has a 15% increased Larran's key rate on task.

## Gemstone Crab (optional, but I used it a lot)

Slayer levels far faster than Attack, Strength, and Defence do, so you will almost certainly hit 50 Slayer with your melee stats lagging behind. The **Gemstone Crab** is the answer.

Why it works:

* It has no defence and effectively infinite hitpoints, so it's pure uninterrupted combat XP.
* XP per hit is about 87.5% of normal, but there's zero downtime and no XP wasted on overkill, so it usually beats regular crabs anyway.
* It's genuinely AFK. I used this whenever I wanted to do something else.
* It drops uncut gems (top 16 damage dealers can mine the shell after it burrows), which feeds directly into the 56 Crafting grind in section 7.

It also gives you an out when the Wilderness is full of PKers. If Wildy Slayer isn't viable that session, go hit the crab instead.

### Unlocking it

The only hard requirement is **Children of the Sun**, which is short and has no requirements. That alone gets you into Varlamore.

For the travel route, also start **Twilight's Promise** — partial completion unlocks the quetzal transport system. Then:

**Civitas illa Fortis Teleport → quetzal to Tal Teklan → run south-east to the crab nest**

Each nest has a cave. If the crab isn't at the spawn you land on, take the cave and it'll drop you at the current one. Use the same cave after every burrow.

Both of these quests appear again in section 9 for the Thieving XP, so you're doing them regardless — just do them earlier if you want the crab available sooner.

---

# 5. Woodcutting

Do **Monk's Friend** first.

It gives 2,000 Woodcutting XP, which puts a fresh account at **14 Woodcutting**. You'll only need a tiny amount of regular-tree cutting afterward to reach 15.

Then:

**14 → 15:** Regular trees
**15 → 35:** Oaks
**35 → 62:** Teaks

For teaks:

* **Fast:** 2-tick teaks in Soul Wars — this is the video that taught me the method: https://www.youtube.com/watch?v=CaMspKkrLrM
* **Lazy:** AFK teaks

My rough experience was around **4 hours with 2-tick teaks vs. ~12 hours AFK**, so choose based on how hard you want to sweat.

---

# 6. Agility + Magic + Fletching

These three work well together.

## Agility

Do rooftop courses until:

**52 Agility**

## Magic

Do **Imp Catcher** for the initial Magic XP.

Then enchant bolts while running rooftop courses until:

**49 Magic**

## Fletching

Make darts while running rooftop courses until:

**60 Fletching**

The basic idea is that Agility requires a ton of running and downtime between clicks, so use that time to knock out Magic and Fletching rather than training all three separately.

---

# 7. Crafting

This one is simple because the account is funded:

**Cut gems until 56 Crafting.**

Dwarf Cannon's 750 XP gives you a small head start. No need to overcomplicate it.

---

# 8. Herblore

Complete:

**Druidic Ritual**

Then buy supplies and make potions until:

**40 Herblore**

That's all we need.

---

# 9. Thieving

This grind is extremely small because Fight Arena already gives us a large chunk of it.

Do:

1. **Fight Arena** → 2,175 Thieving XP
2. **Children of the Sun**
3. **Twilight's Promise** → 3,000 Thieving XP
4. Finish the remaining XP at **Baker's Stalls in East Ardougne**

Technically Children of the Sun itself doesn't give Thieving XP; it unlocks Twilight's Promise, which gives the 3,000 XP.

**The Thieving XP isn't really the point.** These two quests are also what unlock Varlamore and the quetzal network, which is how you reach the Gemstone Crab (section 4). If you plan on using the crab at all, do both of these early rather than saving them for the Thieving grind.

Fight Arena + Twilight's Promise puts you at **5,175 XP**.

Level 22 requires 5,624 XP, meaning you only need **449 additional Thieving XP** afterward.

So this is basically a free requirement.

---

# 10. Mining

Do:

**Doric's Quest**

It gives 1,300 Mining XP and puts a fresh account around **10 Mining**.

Then:

**10 → 15:** Copper/Tin or another low-level method
**15 → 20:** Iron ore

Iron requires **15 Mining**, so you can't jump straight to it after Doric's Quest.

Stop at 20.

---

# 11. Construction

Complete:

**Daddy's Home**

That's it.

This is a miniquest, so check the miniquest tab rather than the quest list. It gives enough Construction XP to take a fresh account to around **8 Construction**, already exceeding the 5 Construction requirement.

---

# 12. Do the Myreque Quest Chain During the Grinds

Don't save all of these until the end.

Use them to break up the skilling grinds whenever you reach the next requirements.

### Quest Order

**0. Vampyre Slayer**
Already completed during our early combat quests.

**1A. Priest in Peril**
Already completed before the Prayer grind.

**1B. The Restless Ghost**
Already completed before the Prayer grind.

↓

**2. Nature Spirit**

↓

**3. In Search of the Myreque**

Do once you have **25 Agility**.

↓

**4. In Aid of the Myreque**

Requires:

* 25 Crafting
* 25 Agility
* 15 Mining
* 7 Magic

↓

**5. Darkness of Hallowvale**

By this point you need:

* 40 Strength
* 32 Crafting
* 33 Magic
* 26 Agility
* 22 Thieving
* 20 Mining
* 5 Construction

↓

**6. A Taste of Hope**

Requires:

* 48 Crafting
* 45 Agility
* 40 Attack
* 40 Herblore
* 38 Slayer

Fight guide: https://www.youtube.com/watch?v=y-2eAasCZ_o

↓

Continue the remaining grinds until:

* 62 Woodcutting
* 60 Fletching
* 56 Crafting
* 52 Agility
* 50 Attack
* 50 Slayer
* 49 Magic

↓

**7. Sins of the Father**

Start it once everything above is done, then do the Vanstrom prep below before the final fight.

Mechanics video: https://www.youtube.com/watch?v=2C9MHdGMIYM

---

# 13. Vanstrom Prep

This is the one part of the route where hitting the bare quest requirements doesn't necessarily mean you're ready.

Vanstrom's fight heavily rewards Magic defence, which is why the setup leans on red d'hide and mixed hide.

### Stats

* 50+ Attack
* 50 Strength (zombie helmet)
* 50 Defence (mixed hide top, zombie helmet)
* 50 Prayer (antler guard)
* 60 Ranged (mixed hide, red d'hide)

### Gear

| Slot   | Item                                          |
| ------ | --------------------------------------------- |
| Weapon | Blisterwood Flail                             |
| Shield | Antler guard *or* Red d'hide shield           |
| Head   | Zombie helmet                                 |
| Ring   | Efaritay's aid                                |
| Body   | Mixed hide top                                |
| Legs   | Red d'hide chaps                              |
| Feet   | Mixed hide boots                              |
| Neck   | Amulet of Fury *or* Amulet of Blood Fury      |
| Hands  | Combat bracelet                               |
| Cape   | Obsidian cape                                 |

Notes on the choices:

* **Antler guard vs. red d'hide shield.** The antler guard is pure offence: it boosts attack and strength across every style but takes -15 to every defence stat. If Vanstrom is hitting you too hard, swap to the red d'hide shield for the Magic defence.
* **Zombie helmet** is a crush helm, which matches the Blisterwood Flail, and it has the best defensive bonuses of any crush helmet.
* **Efaritay's aid** is just an enchanted topaz ring, so buy it from the GE. It gives +10% damage and +15% accuracy against vampyres. It's a consumable: **200 charges per ring**, one charge per successful hit, then it shatters. Buy a handful for Vanstrom attempts and a big stack for the Vyre grind later.
* Efaritay's aid replaces the Berserker Ring for this fight and for Vyres. The OSRS Wiki specifically recommends it over a Berserker Ring here.

### Pre-pot sequence

Do this at the bank right before you go:

1. Stamina potion
2. Anglerfish
3. Divine super combat potion
4. Anglerfish
5. Prayer regeneration potion
6. Bank → withdraw the final inventory below

### Final inventory

* 200 darts (for the Bloodveld)
* 1 Super combat potion
* 5 Super restore potions
* 19 Marlin

Marlin heals 24 per bite, currently the highest single-bite heal in the game.

**Start the fight as soon as you leave the bank.** The divine super combat has a timer, so don't dawdle.

### Prayers during the fight

* Protect from Magic
* Ultimate Strength
* Incredible Reflexes
* Rapid Heal

All four are available well under 50 Prayer, so there's no conflict.

### Expect to lose a few attempts

This fight has a lot of variance baked into it, and it isn't your fault when a run goes badly.

Two rolls are working against you at once:

* **Your damage.** A bad streak of low hits and misses drags the fight out and burns food you were counting on.
* **His damage.** Vanstrom heals off the damage he deals you, so an unlucky run of big hits doesn't just cost you marlins — it actively undoes your progress.

Those two compound. A run where you roll badly on both is not winnable no matter how well you play it, and there's no point grinding it out.

**Know when to bail.** If you're clearly not going to make it — low on marlins while he still isn't anywhere near dead — right-click the red barrier and select **Quick Escape**. Take the reset and go again with a fresh inventory.

For reference: on my successful kill I finished with no food left and low HP, and I made exactly one mistake the whole fight (getting caught by his darkness ability, which probably cost me one extra marlin). That's how tight it can be even on a clean run.

The fight is completely doable. It will just take a few tries, so go in expecting that rather than treating the first death as a sign something is wrong with the account.

### If it's genuinely not the RNG

If you're dying the same way every attempt, that's a real problem rather than variance.

Learn the mechanics and send a few more attempts before assuming you need a massive combat grind.

* If the problem is **damage taken**, swap the antler guard for the red d'hide shield.
* If the problem is clearly **DPS**, go use Slayer to push Attack/Strength higher and come back.

---

# 14. Sins Complete → AFK Vyres

Once Vanstrom is dead and Sins of the Father is complete:

**The account has accomplished its purpose.**

Head into Darkmeyer, gear for Vyrewatch Sentinels, use the nearby prayer/banking infrastructure, and begin the AFK Blood Shard grind.

Keep Efaritay's aid on for Vyres too. The accuracy and damage bonus still applies, and at AFK kill rates you'll burn through 200-charge rings quickly, so buy them in bulk.

Everything after this point is optional account improvement.

---

# Useful Videos

* **2-tick teaks** — https://www.youtube.com/watch?v=CaMspKkrLrM
* **Sins of the Father mechanics** — https://www.youtube.com/watch?v=2C9MHdGMIYM
* **A Taste of Hope fight** — https://www.youtube.com/watch?v=y-2eAasCZ_o
* **Witch's House (safe spot + walkthrough)** — https://www.youtube.com/watch?v=2ORbKIUOXRA
* **Tree Gnome Village (safe spot + walkthrough)** — https://www.youtube.com/watch?v=RuK9jQyHZZU
