Reviewed 25 October 2026 · Onyx Services
Build your travel setup around the places you visit repeatedly. Start with a bank route, a route to your current activity and a reliable exit that works in that area. Add quest networks as they become useful. Buying every teleport item at once ties up money without necessarily making your next session easier.
Start with a three-part route
Journey | What to record |
|---|---|
Bank to activity | Destination, final walking distance and access requirements. |
Activity to bank | The return method and enough charges for repeated trips. |
Emergency exit | Whether it works in the actual area and combat situation. |
Test the route with a small inventory before taking valuable supplies. A teleport that lands near a quest area may still leave a locked gate, an aggressive monster or a required item between you and the destination.
Spells, tablets and jewellery do different jobs
Spellbook teleports require the correct book, Magic level and runes, plus any quest unlock. A tablet is a separate item with its own restrictions; do not assume that owning a tablet removes every access rule. Jewellery supplies convenient destinations but many items have finite charges. Check the remaining charges and the actual destination menu rather than identifying an item only by its icon.
Keep a reusable bank preset with your chosen teleports. Separate items you consume from ones you recharge. Buying a cheap item is not the same as having the level, quest progress or materials to recharge it.
Networks worth planning around
Network | Unlock project | Practical use |
|---|---|---|
Spirit trees | Tree Gnome Village | Useful connections between major activity areas. |
Gnome gliders | The Grand Tree | A second network that can shorten quest journeys. |
Fairy rings | Relevant progress in Fairytale II | Many destinations; quest completion and network access are different milestones. |
Quetzal transport | Twilight's Promise | Varlamore travel, with additional landing sites having their own requirements. |
Choose the network that shortens your next repeated journey; individual destinations may have additional requirements.
Use the world map before collecting supplies
Locate the activity and nearest usable bank.
Check the proposed teleport's landing point.
Inspect the remaining route for shortcuts, doors and special equipment.
Pack the return journey and record any one-way travel cost.
Run one trip, then remove supplies you did not need.
For a farm run, arrange destinations in a sensible sequence and carry the patch supplies as well as the teleports. For a quest, group nearby errands only when their items fit comfortably. For a boss, place the exit somewhere you can find quickly while moving or healing.
Common travel mistakes
Do not treat Home Teleport as an instant emergency escape; read its current casting conditions. Check spellbook changes before withdrawing runes. Keep charged and empty jewellery distinguishable in your bank. Wilderness teleport restrictions and Tele Block need a separate check; a routine teleport setup is not a universal escape plan.
On Ironman accounts, plan acquisition and recharge loops rather than assuming Grand Exchange purchases. On a new main, choose a small affordable set that supports your next objective. Expand it after the next unlock creates a real need.
Next step: test one complete bank–activity–bank loop and save its inventory. The Onyx beginner guide connects travel planning with wider account goals.
A small first travel kit
On a regular members account, start with one charged bank teleport, the supplies for your activity and an exit that works there. A full ring of dueling provides eight teleports and crumbles after the final charge. Castle Wars offers a useful bank route; additional destinations may have their own unlocks.
Test a low-value bank-to-activity-and-back trip and count the charges. If the loop uses two, an eight-charge item supports four complete loops, not eight. Mark the bank destination in your notes rather than choosing a similar-sounding destination under pressure.
Turn a fairy-ring code into a route
Obtain network permission through the relevant Fairytale II progress, bring the required staff unless exempt, choose the three-letter code and confirm the destination. Visit a familiar unlocked destination first, then test the walking section to your activity. The selection interface below is a menu example, not a universal code for every activity.
Access to a settlement does not automatically unlock its herb patch, shortcut or service. Weiss is a later example, rather than a destination every beginner needs immediately. Use our quest unlock guide for the access project. For a home transport hub later, compare costs in the POH guide.
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