Beacon walkthrough

Walkthrough
note: under constuction

IMPORTANT: It is strongly advised you use a spirit terrorbird and around 50 tireless run scrolls to continue at a fast pace, boots of lightness and spotty capes will also help with this. you may need take food for trips into the wilderness. Teleport jewellery and runes will help to aid swift transport between beacons. please read through the guide before starting. Personally I would advise you pull up a copy of the world map with a planned route on it before you begin too.

Ok, first of all, (assuming you have already repaired all beacons and routes to beacons)make sure you pre-load all the beacons with logs. the first 3 will need magic logs, numbers 4 to 10 should probably be loaded with maple, and the remaining beacons must have at least willow logs in them, however it is best to buy the best logs you can afford for all beacons.

To start with, head to the first beacon, and light it. then add another 5 magic logs to keep it burning for longer, and run down the path to the rag and bone man's hut, then head up the path and light that beacon. Again, add another 5 magic logs to that to help it burn for longer.

Next, teleport to varrock and head upto the jolly boar inn, near the wilderness ditch, jump over the ditch and light the third beacon (you may also want to add more magic logs here). now, run along the ditch to the back of the grand exchange and light the beacon there (you will come accross another beacon on your way, light it too). now, jump over the border and run to the beacon in edgeville, light it.

At this point you may wish to use teleportation jewellery to get to the monastery, but you can also run along the wilderness ditch. Head up ice mountain a little, and east of the black knight's fortress, light the beacon there and head back to the ditch. Now, go up to the wilderness and light the 10th beacon, then head back down to the goblin village, and enter it by running down its west side after jumping back across the wilderness ditch.

Now teleport to burthorpe (using a games necklace), head out of the games room and up towards the slayer master, then go north and you will see the beacon symbol on your mini-map. head up there and light it.

Alternate Method for first 6 with war tortoise

For those who like me, have neglected their fire making skill but can summon a war tortoise there is a quick way to get 12.3k of fire making xp. You need a minimum level of 62 firemaking, 2 super energy(4) potions, a charged glory and a war tortoise pouch.

Buy 120 oak logs from GE and store 18 in the tortoise and 22 in your pack. With this method you don’t need to give 5 logs to the attendants. Start at station 6 (Edgeville) and add logs to the beacon but don’t light them. Walk along to station 5, take items from tortoise and add logs there.(don’t light) Walk, run to Fist of Guthix bank or tele back to Edgville and fill up on logs. Walk, run to station 4 and add logs then station 3 and add logs there.(don’t light)

Now you have 2 options. (Option 1)If you have a Kharyrll portal in your house then tele back to Edgeville, fill up with logs(18 in tortoise, 22 in pack), pick up a tinder box plus 2 super energy pots and tele to your house then use your portal to get to Kharyrll. Run to station 1 (there is an agility short cut at the bridge next to Paterdomus) and fill the beacon and this time light it. Run to station 2 – fill and light.

Option 2) Walk to Fist of Guthix bank, fill with logs and take a tinder box and 2 super energy pots. Walk to station 2 past the lumber yard and fill the beacon and light it. Then run to station 1 - fill and light.

Whichever option you choose, you now need to tele back to Edgeville and light stations 6,5,4 and 3 in that order, using the energy pots as you need them.

This all takes about 4 minutes and you get 12.3k of firemaking xp. You can do this twice with one tortoise since you need to wait for the fires to go out. You also need the ring of fire to get the full amount of xp which you get from king Roald after the first run.