Quick answer
What order should I do things in RuneScape: Dragonwilds?
Follow the opening objectives until they take you to the Wise Old Man in Bramblemead and start Dragon Slayer. That quest is the main spine: it teaches shelter, hunting and crafting, and its trail ends at General Velgar. Finishing it is also the hard gate on Fellhollow, the region north of Ghornfell, which you enter by speaking to the Wise Old Man near Ashien’s Watch.
- Dragon Slayer is a requirement rather than a suggestion. The official 0.10 post states that you speak to the Wise Old Man after completing it to enter Fellhollow, and the wiki adds that Withering Heights has to be at least partly started.
- Fellhollow permanently unlocks for every world the first time you arrive, so the entry set piece is a one-off cost rather than something you repeat on each new world.
- Named quests and boss fights are not solved on this page. Withering Heights, Seeking Salvation, Heartstrings, General Velgar and the Fellhollow region each have their own page in this batch, linked from the sections below.

Why there is no single walkthrough route
Dragonwilds is an open-world survival RPG, and what looks like a chapter order is really a set of gates.
The most useful thing to say about a Dragonwilds walkthrough is that the game does not have one. It is an open-world survival RPG, and the structure that reads like a story order is actually a chain of progression gates: a quest that will not start until another finishes, a region that will not open until you have spoken to the right person, an altar that stays dark until its puzzle is solved. Two players can complete the same amount of the game having visited the regions in a different sequence, and neither of them did it wrong.
So this page is a route map rather than a to-do list. It records the gates that official posts and the community wiki actually document, shows where the sources describe a gate differently instead of smoothing the difference over, and hands you off to the page that covers each chapter properly. If a step is a community claim rather than an official one, it is labelled as such where it appears.
What this page is, and what it is not
This is a progression page. Each named quest, the Fellhollow region generally and the General Velgar encounter have dedicated pages in this batch, and they are linked rather than duplicated here. There is also no route here for Scorned Wilderness, the region that arrived with the 1.0 launch on 15 September 2026, because none of the sources cached for this page describes its quest chain.
- Route shape
- Progression gates rather than a numbered chapter list
- Main spine
- Dragon Slayer, started from the Wise Old Man
- Where the spine points
- General Velgar, at the end of the trail Dragon Slayer sets up
- Chapter covered here
- Fellhollow, added in update 0.10 with the Withering Heights storyline
- Party size
- Single-player or up to four in a standard world
- Evidence base
- One official news post, two wiki articles and one launch-day press guide
From the opening objectives to Dragon Slayer
The first hours are unusually well signposted: follow the objectives and they walk you into the main quest.
The opening objectives do the work of a tutorial without announcing it. They push you through gathering timber, making basic tools and putting a roof over your head, and they eventually route you towards Bramblemead, where the Wise Old Man is waiting. Speaking to him starts Dragon Slayer, which the launch-day Mobalytics guide describes as the game’s main guiding quest: it teaches you to build a shelter, hunt, craft equipment and prepare for a fight you are not ready for yet. In that reading it is less a quest you choose and more the game’s way of staging its own systems in a sensible order.
The trail Dragon Slayer sets up ends at General Velgar. That is the arc this page follows: opening objectives, then Dragon Slayer, then the encounter the main quest is pointing at, and finally north into Fellhollow to continue past it.
Mobalytics treats the village you start near as the recommended place to build your first shelter, and its checklist is short. A bed, storage, your workstations, and a building that is genuinely closed up — walls, a roof and a door rather than three walls and hope. Claiming the bed matters more than it sounds, because it becomes your respawn point, which is what turns a death from a walk back into a short walk back. The base locations guide compares the alternatives if you would rather not settle where the tutorial leaves you, and the linked chests guide covers what happens once one chest is no longer enough.
- Bed
- Craft one and claim it; it becomes your respawn point
- Storage
- Somewhere to put materials before they fill every inventory slot
- Workstations
- Four stations cover the early game: Blacksmith’s Bench, Fletching Bench, Armour Bench and Mystic Forge
- Shelter
- Enclosed walls with a roof and a door, not a lean-to
On skills, the same guide pushes early attention towards Woodcutting, Mining, Artisan, Cooking, Attack, Ranged, Magic and Agility, and names the early materials worth picking up as ash logs, stone, flax, rune essence, animal bones and animal hide. It also points at the three Skill Spells that make gathering materially faster: Axtral Projection, Rocksplosion and Windstep. The skills and spells guide lists every spell and its level, the builds guide covers how to spend your levels once combat starts to bite, and the weapons guide covers what you should be swinging while it does.
Food is your healing
Mobalytics reports that healing potions have been removed and that food now carries both the healing and the buffs. Read that as an instruction rather than trivia: before a boss attempt you stock cooked food, not potions, because there is no potion to fall back on. The farming guide and the fishing guide are where that food comes from.
Two more early systems are worth understanding before your first hard fight. Death leaves a gravestone you have to recover, and Mobalytics notes an additional penalty on Hard difficulty, which is the difference between a setback and a real loss. In the other direction, Sanguine Urns raise your maximum health and are the closest thing the early game has to a permanent survivability upgrade. Fast travel runs through lodestones, and the map and locations guide covers where they sit and what placing a new one costs.
Dragon Slayer, General Velgar and the road north
One quest is a hard gate: the region added in update 0.10 will not open until Dragon Slayer is finished.
Fellhollow sits north of Ghornfell, and the official 0.10 post states the condition plainly: speak to the Wise Old Man after completing “Dragon Slayer” to enter the region. The community wiki adds a second condition on top of it — that Withering Heights must also be at least partly started — which is why the two are described together below rather than as a single gate.
- Region
- Fellhollow, the chapter this walkthrough covers in detail
- Where it is
- North of Ghornfell
- Official gate
- Speak to the Wise Old Man after completing Dragon Slayer
- Wiki gate
- Dragon Slayer finished and Withering Heights at least partly started
- Added in
- Update 0.10
- Power level
- 5, which places it after the Ghornfell tier of gear
General Velgar is the other end of the same thread. Dragon Slayer is what sets the encounter up, and the General Velgar page is where the preparation and encounter context live. One detail from the armour data is worth carrying across even at this level of the route: the wiki’s description of parrying notes that staggered enemies stay staggered only if they are not immune, and names Velgar as the example, so a strategy built on stunlocking is not available here.
For the wider order of the world, the map and locations guide tracks which region arrived with which update: Fellhollow with 0.10, Dowdun Reach with 0.11, Umbral Sands with 0.12 and Scorned Wilderness with the 1.0 launch on 15 September 2026. That is the order the content was built in, and it lines up with the weapon and material tiers, but it is not the same thing as the order you are expected to play them in. The gate on Fellhollow is a quest, not a level.
Fellhollow is a one-time cost
The first arrival in Fellhollow permanently unlocks the region, and the unlock applies to every world rather than the one you entered on. The set piece below is worth doing properly once, because you do not have to repeat the entry itself — though the wiki is explicit that statue-based barriers inside the region do reset per world, which the roadmap section covers.
Entering Fellhollow, step by step
The way in is a set piece rather than a doorway, and the wiki records it in enough detail to follow.
This is the part of the route where a checklist genuinely helps, because the entry sequence asks you to do several things in order and one of them is on a timer. The sequence below is the wiki’s account of entering the region.
Speak to the Wise Old Man near Ashien’s Watch
With Dragon Slayer finished, he is the one who gives you the way in.
Give the pass phrase to open the way
The gate answers to the phrase rather than to a level or an item, which is why the quest is the gate.
Cross the Forgotten Temple
There is already a lodestone here. You are not spending a vault core and Law Runes of your own to get a return point on the far side.
Meet Death
Death appears in person, along with a shop that takes soul fragments and sells items that are not available anywhere else.
Find Postie Pete
He is the next landmark on the way through, and the point the route turns towards the water.
Swim the wither water
The river builds Wither on you as you cross, and accumulated Wither tears at your soul. Treat the crossing as a timer rather than a swim.
Take the spectral door once the water is nearly full
The soul rift state you build up in the river is what lets you through the door. The wiki describes the door as the exit, not an obstacle to solve beforehand.
Arrive in Bleakfields Valley
This is a sub-region of Fellhollow, and it is where the entry sequence puts you down.
Find a fountain and cleanse before you do anything else
Fountains show as blue markers on the compass. The longer you stay Withering the stronger the tormented souls you will meet, so the fountain is the first stop, not a later convenience. Clearing spectral tangles is part of purifying the area.
Two things make the crossing worth doing deliberately rather than drifting into it. The first is what Fellhollow raises: the official post lists eleven new enemies, a new vault, tier 5 materials, the Castle Kit for tier 3 building, new crops in pumpkin, watermelon, wheat and tomatoes, mounts, and a Farming cap lifted to 65. The second is Wither itself, which is effectively the region’s weather — it is the reason cleansing pools and fountains exist, and the reason the first thing to look for after the water is not a chest but a cure. The Fellhollow guide covers the region as a whole, the materials guide covers where tier 5 materials come from, the farming guide covers what the new crops need and the mounts guide covers what you can ride once you have one.
The Withering Heights roadmap
Fellhollow’s main storyline runs through Cathan, three curse fragments and a tower in Hope’s Fall.
Withering Heights is the through-line of the region. It starts with Cathan, found at the cliff edge beside three stone markers, and its goal is to collect three curse fragments — grief, rage and despair — which together open Imaru’s Tower in the middle of Hope’s Fall. The Withering Heights page takes that apart step by step; what follows is the shape of it.
The grief fragment carries the most work, because unlocking it means bringing down a divine barrier by activating the shrines tied to four pillars. The wiki describes all four, they can be activated in any order, and none of them is a straightforward interaction.
- Guthix altar — in the druid circle to the west. A green dragon guards the approach, and the wiki advises killing it from at least 150 metres away with a ranged safespot rather than fighting it at close range.
- Saradomin altar — on a lone rock in the small lake to the north-east. It will not respond until you find the Saradomin symbol below it and repair the altar first, so the visible target is the second half of the task.
- Armadyl altar — on an island in the river east of the green dragon. Three ghosts are involved, and activating it means working out what they want.
- Zamorak altar — inside a nearby temple. You enter through the roof and drop in to reach the altar, and a lever nearby opens the temple gate so you can walk out again rather than climbing back.
Activating the shrines opens the way into Emberwood Village, and that is the point where the fragment chain starts producing the items the tower needs. The end of the line is Imaru, the boss waiting in the tower — the wiki is inconsistent about the title, using the Soul-Eater and soul-devourer in different places, which is worth knowing before you search for it.
Statues reset on a new world
The wiki is explicit that a new world or a new character has to activate all of the statues again before the barrier will drop, even when the quest is already finished on your character. If you are setting up a fresh co-op world with friends, budget the full shrine run rather than assuming your own progress carries the group through.
Withering Heights is not the only thing to do there. The wiki lists the region’s quests by name: The Wild Hunt, Even More Restless Ghosts, Seeking Salvation, Things That Go Boom In The Night, Doric’s Quest, Letters for the Dead, Mirror, Mirror, What Remains is Written and X Marks the Spot, alongside Withering Heights itself. Only some of those are covered by the pages in this batch, and the two that sit closest to the main route are handled in the next section.
Secondary quests worth planning for
Two named quests sit close enough to this route that their gates are worth knowing before you commit to the trip.
Neither of the quests below is required to finish the main line, and both are easy to arrive at unprepared. The requirements are the useful part: each one asks for something you may not be carrying.
| Quest | Type | Where it starts | What it asks of you |
|---|---|---|---|
| Withering Heights | Primary | The Wise Old Man, near Ashien’s Watch | Completion of Dragon Slayer; no required items |
| Seeking Salvation | Secondary | Doric, in a cave east of the Lake of Lost Souls | Withering Heights partly done, so Fellhollow is open; a steel pickaxe; five air runes or the materials for a foundation and stairs; a torch or the Fire Spirit spell |
| Heartstrings | Secondary | A memorial stone on a hilltop in Fractured Plains | Completion of Getting Started, which is where a new character begins |
Requirements and start points as recorded by the wiki. Enemy lists differ too: Seeking Salvation sends zombies, skeletons, dragon wolves and vault constructs at you, while Heartstrings runs into multiple garou.
Seeking Salvation asks you to find four dragonkin statues and activate them to open a magically sealed vault door, which is why the steel pickaxe and the light source are on the list rather than being optional comfort. Its combat side is heavier than the main route’s early sections, with Vault archon, Vault guardian hulk and Vault overlord among the enemies. The storyline is simple — Doric wants help recovering relics worth more than the ones he has — and the Seeking Salvation page covers the flow and the completion steps.
Heartstrings is the gentler of the two and the easier one to walk into by accident, because its starting point is a memorial stone on a hilltop in Fractured Plains rather than a person who flags you down. The wiki recommends bringing Antipoison potions and air runes for Windstep, which tells you what the fights are like before you read the enemy list. The story behind it is the reason it is worth the detour: the memorial stones belong to an elf mourning a human partner named Meya, and the stones are scattered rather than gathered. The Heartstrings page covers the clue steps themselves.
From here the route splits into the pages that cover each chapter in detail: Withering Heights for the main quest, Seeking Salvation and Heartstrings for the secondary pair, General Velgar for the encounter Dragon Slayer points at, and Fellhollow for the region as a whole. This page deliberately stops at the region boundary rather than repeating them.
Sources
What this page was checked against.
- RuneScape: Dragonwilds — Eye on Ashenfall | 0.10 - Fellhollow
- RuneScape: Dragonwilds Wiki — Fellhollow
- RuneScape: Dragonwilds Wiki — Withering Heights
- Mobalytics — RuneScape Dragonwilds 1.0: Beginner’s Guide
How this page was verified
Written on 16 September 2026 from three sources retrieved the same day: the official Eye on Ashenfall 0.10 post, the cached Fellhollow and Withering Heights articles on the Dragonwilds wiki, and the Beginner’s Guide published by Mobalytics on the 1.0 launch date. No playthrough was performed for this page and no gate was tested in-game. The entry sequence, the shrine steps and the statue reset are reproduced as the wiki describes them rather than confirmed by observation, and the quoted instruction to speak to the Wise Old Man after completing Dragon Slayer is quoted from the official post. The opening-route details, the first-shelter checklist and the removal of healing potions come from the Mobalytics guide and are attributed wherever they appear. Where the sources disagree, both versions are shown instead of one being chosen.
Still open
- The Mobalytics guide places the Wise Old Man in Bramblemead Village, while the map and farming evidence behind other pages in this batch uses Bramblemead Valley. Both readings are reproduced here rather than merged, and the naming is unresolved.
- The wiki records a quest-menu bug at release that sent players to the Wise Old Man near Velgar’s Rise instead of the one near Ashien’s Watch, and notes that the Armadyl shrine dialogue references the 2006 Falador Massacre. Whether the menu bug still occurs in the 1.0 build is not established by these sources.
- A game8 walkthrough page for the game was cached but contains no body text behind its membership wall, so it was not used as a source for this route and nothing here is drawn from it.
- A 2,413-second community guide titled The Ultimate RuneScape Dragonwilds Guide (Beginner to Endgame) was located but has no captions available, so its content could not be verified and is not cited anywhere on this page.
- Level or skill requirements for the quests listed here were not verified, and whether 1.0 changed any of them is unknown from these sources.
- Scorned Wilderness shipped with the 1.0 launch on 15 September 2026, but none of the sources cached for this page describes its quest chain, so this walkthrough ends at the Fellhollow chapter rather than implying a complete route.