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THE 78 BEGINNER’S GUIDE

Your first steps in 78.

A familiar world, with its own rules. Get settled in the hall, build your character and understand what you carry into danger. Every screenshot on this page was taken in the 78 client.

78 is in development. Use this guide to learn the current client and first steps; public season access will be announced here.

01 / GET STARTED

Download, unpack, log in.

  1. Get the Windows client. Download the ZIP from this website. Java is included; you do not need to install it separately.
  2. Extract the whole folder. Open Play 78.bat from the extracted folder. Keep client.jar and the jre folder together with the launcher.
  3. Choose your account in the client. Log in with an unused username to create an account. Choose a password of 5–20 characters using only letters and digits; it must differ from your username. Use a unique password and keep it private.
Get the Windows client

02 / FIND YOUR FEET

The hall is your starting point.

The home hall is at the Grand Exchange in Varrock. On your first login, the Quest Tutor takes you on an introduction to the Exchange, the hall, the quest lounge, your house and the Skilling Basement. You can skip the rest of the tour and ask the Tutor to show it again later.

The home hall seen from above: a cross-shaped gold-carpeted hall with a fountain in the middle and a doorway on every side.
The home hall at the Grand Exchange. Everything in this chapter is a few steps from the fountain.
  • Find the bank. Use the bank in the hall to store spare supplies and valuables before leaving safety.
  • Open your starter pack. Your first introduction awards a Deadman starter pack when it finishes or you skip it. If your inventory is full, check your bank for the pack. Leave enough free inventory space to open it, then check your supplies before choosing your equipment.
  • Meet the Quartermaster. Choose Trade to open the hall’s supply shop. It sells food, potions, combination runes and house teleport tablets. Food and potions are sold as banknotes; exchange them at the bank before using them.
  • Use the Grand Exchange. Buy and sell through offers. You do not need to stay beside the Exchange while an offer is waiting.

03 / BUILD YOUR CHARACTER

Train downstairs. Plan your quests upstairs.

The Skilling Basement

Take the stone stairs down from the south side of the hall, next to the entrance to Death’s domain. Click a training station to practise its skill. The basement offers 15 skills, with training capped at level 55. Stations give experience, not gathered items. Training stops when you move, start another action, log out or reach the cap. The basement is a Guarded area.

A dark stone archway with steps leading down, on the south side of the home hall.
The way down: the stone archway on the south side of the hall.

The Quest Tutor

Speak to the Tutor by the fountain for quest choices and directions. Some choices permanently complete one quest in a group and grant its rewards; you play the others yourself. Read the choices before confirming.

A player stands next to the Quest Tutor, in a blue and purple robe with a red hood, beside the hall fountain.
The Quest Tutor waits by the fountain, though he does like to wander around the hall.
The Skilling Basement from above: crafting and smithing stations on the left, a red carpet with armour stands in the middle, a garden with a tree, a pond and a farming patch on the right.
The basement: crafting and smithing on one side, a garden with trees, fishing and farming on the other.
A right-click menu on a basement tree showing Chop down Tree, Walk here, Examine Tree and Cancel.
Click a station to train it. Here: Chop down Tree for Woodcutting.

The quest lounge is upstairs, reached by the marble stairs. Speak to the Quest Tutor for quest directions and find the quest givers in the lounge.

Ask the Tutor for Claim my Summoning start to receive your one-time Summoning supplies. This grants the Wolf Whistle unlock and reward if you have not received them already. Use the supplied materials to train Summoning.

04 / PREPARE & RECOVER

Your house is already furnished.

Break a house teleport tablet to visit your own house. It is a Safe area. The rejuvenation pool restores life points, prayer, run energy and special attack. Your house also has travel facilities, a gilded altar, a combat dummy and storage for equipment and costumes.

Use the house to prepare before a trip. Escape restrictions still matter: a house tablet is not a guarantee that you can leave a fight instantly.

05 / STAY PROTECTED

Use your first hour to learn.

New accounts receive 60 minutes of active-play PvP protection. Its timer pauses while logged out or AFK. Protection prevents player combat in both directions; it does not protect you from monsters.

If you choose to attack another player, a confirmation asks whether you want to end your protection. Confirming ends it permanently. You cannot regain it by logging out and back in.

Know the boundary. Guarded cities and Safe areas give you places to prepare. Dangerous areas allow PvP when protection and combat-range rules permit it. Check the world map and Deadman HUD before crossing a boundary, and read the range shown for your character.
A skulled player with a familiar outside the Grand Exchange wall; the Deadman HUD in the corner shows the zone, the range 124-138 and a skull timer.
Outside the Grand Exchange wall. Bottom left, the Deadman HUD shows the zone, your combat range and any skull timer.

06 / KNOW YOUR RISK

Your inventory is a choice.

78 does not use bank raiding. The valuables you leave in your bank are separate from the items you carry and equip.

When another player kills you

Your carried and equipped items are at risk, with or without a skull. An active Protect Item prayer or curse keeps one eligible item. Loot keys, looting bags and Deadman emblems are never protected. Special items can break or convert on death, so check the death preview for your equipment.

The Ancient Curses book with Protect Item highlighted as active.
Protect Item as a curse…
The normal prayer book with Protect Item highlighted as active.
…or as a prayer.

When a monster kills you

Ordinary PvM losses use gravestone and Death’s Office recovery. Protect Item can keep one eligible item, and equipment eligible for a Trouver lock has additional PvM protection. Loot keys are removed, and the looting bag itself is destroyed; its contents go into recovery. A monster finishing you off after recent player combat can still count as a PvP death.

Check the in-game Items Kept on Death preview before taking valuable equipment outside. Teleporting and logging out can be delayed or blocked after combat or while skulled. Watch the in-game countdowns and messages.

The Items Kept on Death window set to a player kill, listing kept and lost items and a risk value.
The chatbox shows the message: Logging out in 7 seconds.
Logging out is not always instant. Watch the countdown.
Read the Deadman rules →

07 / YOUR FIRST TRIP

Start small. Come back prepared.

  1. Finish getting settled. Meet the Tutor, check the bank and open your starter pack.
  2. Choose your next goal. Try a basement skill or ask the Quest Tutor for quest directions. Read any permanent quest choice first.
  3. Prepare your inventory. Bring usable food and the equipment your goal needs. Exchange banknotes for items and bank valuables you do not need.
  4. Check the route. Know where protection ends, whether you enter multicombat and how you plan to return.
  5. Read before confirming. Pay attention to attack warnings, teleport timers and the death preview.