Difference between revisions of "Chambers of Xeric/Strategies"

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This is a strategy guide for completing the normal mode of the Chambers of Xeric.
This is a strategy guide for completing the [[Chambers of Xeric]].
*'''Full page rework incoming'''




Line 5: Line 6:
The easiest way to get to the Chambers of Xeric is by using the Portal Nexus at ::home.
The easiest way to get to the Chambers of Xeric is by using the Portal Nexus at ::home.


== Recommended Equipment ==


==Overview==
<tabber>
The normal mode for Chambers of Xeric consists of Tekton, Crabs, Scavenger Beasts, Ice Demon, Lizardman Shamans and Olm.
Melee=
{| class="wikitable sticky-header" style=text-align:center;
! <center>Slot</center> !! colspan="4"|<center>Item (most effective → least effective) </center>
|-
|[[File:Head slot.png|center]] || {{plink|Sanguine Torva full helm}} || {{plink|Inquisitor's great helm}} || {{plink|Neitiznot faceguard}} || {{plink|Torva full helm}}
|-
|[[File:Neck slot.png|center]] || {{plink|Amulet of rancour}} || {{plink|Amulet of torture (or)}} || {{plink|Amulet of blood fury}} || {{plink|Looter's necklace}}
|-
|[[File:Cape slot.png|center]] || {{plink|Trimmed Completionist cape}} || {{plink|Completionist cape}} || {{plink|Infernal cape}} || {{plink|TokHaar-Kal}}
|-
|[[File:Body slot.png|center]] || {{plink|Sanguine Torva platebody}} || {{plink|Inquisitor's hauberk}} || {{plink|Torva platebody}} || {{plink|Bandos chestplate}}
|-
|[[File:Legs slot.png|center]] || {{plink|Sanguine Torva platelegs}} || {{plink|Inquisitor's plateskirt}} || {{plink|Torva platelegs}} || {{plink|Bandos tassets}}
|-
|[[File:Weapon slot.png|center]] || {{plink|Scythe of verzik}} || {{plink|Scythe of vitur}} || {{plink|Inquisitor's mace}} || {{plink|Dragon hunter lance}}
|-
|[[File:Shield slot.png|center]] || {{plink|Eternal flame defender}} || {{plink|Avernic defender}} || {{plink|Dragon defender}} || {{plink|Dragonfire shield}}
|-
|[[File:Hands slot.png|center]] || {{plink|Nefarious gloves}} || {{plink|Ferocious gloves}} || {{plink|Goliath gloves}} || {{plink|Torva gloves}}
|-
|[[File:Feet slot.png|center]] || {{plink|Harmonized boots}} || {{plink|Primordial boots}} || {{plink|Steadfast boots}} || {{plink|Torva boots}}
|-
|[[File:Ring slot.png|center]] || {{plink|Hazelmere's signet ring}} || {{plink|Berserker ring (i)}} || {{plink|Ring of wealth (i)}} || {{plink|Ring of suffering (ri)}}
|}
<references />
|-|
Ranged=
{| class="wikitable sticky-header" style=text-align:center;
! <center>Slot</center> !! colspan="4"|<center>Item (most effective → least effective) </center>
|-
|[[File:Head slot.png|center]] || {{plink|Pernix cowl}} || {{plink|Void ranger helm}} <ref name="void">With the full void set</ref> || {{plink|Crystal helm}} || {{plink|Trickster helm}}
|-
|[[File:Neck slot.png|center]] || {{plink|Necklace of anguish (or)}} || {{plink|Necklace of anguish}} || {{plink|Looter's necklace}} || {{plink|Saradomin's murmur}}
|-
|[[File:Cape slot.png|center]] || {{plink|Trimmed Completionist cape}} || {{plink|Completionist cape}} || {{plink|Ava's assembler}} || {{plink|Ranging cape}}
|-
|[[File:Body slot.png|center]] || {{plink|Pernix body}} || {{plink|Elite void knight top}} <ref name="void" /> || {{plink|Crystal body}} || {{plink|Trickster robe}}
|-
|[[File:Legs slot.png|center]] || {{plink|Pernix chaps}} || {{plink|Elite void knight robe}} <ref name="void" /> || {{plink|Crystal legs}} || {{plink|Trickster robe legs}}
|-
|[[File:Weapon slot.png|center]] || {{plink|Twisted bow (or)}} || {{plink|Farsight decimation}} || {{plink|Dragon hunter crossbow}} || {{plink|Bow of seren}} / {{plink|Bow of faerdhinen}} <ref>With Crystal armour</ref>
|-
|[[File:Shield slot.png|center]] || {{plink|Twisted buckler}} || {{plink|Dragonfire ward}} || {{plink|Odium ward}} ||
|-
|[[File:Ammo slot.png|center]] || {{plink|Dragon arrows}} / {{plink|Dragon darts}} || {{plink|Ruby dragon bolts (e)}} || {{plink|Diamond dragon bolts (e)}} || {{plink|Onyx dragon bolts (e)}}
|-
|[[File:Hands slot.png|center]] || {{plink|Nefarious gloves}} || {{plink|Swift gloves}} || {{plink|Void knight gloves}} <ref name="void" /> || {{plink|Zaryte vambraces}}
|-
|[[File:Feet slot.png|center]] || {{plink|Harmonized boots}} || {{plink|Pernix boots}} || {{plink|Pegasian boots}} || {{plink|Glaiven boots}}
|-
|[[File:Ring slot.png|center]] || {{plink|Hazelmere's signet ring}} || {{plink|Ring of wealth (i)}} || {{plink|Archers ring (i)}} || {{plink|Ring of the gods (i)}}
|}
<references />
|-|
Magic=
{| class="wikitable sticky-header" style=text-align:center;
! <center>Slot</center> !! colspan="4"|<center>Item (most effective → least effective) </center>
|-
|[[File:Head slot.png|center]] || {{plink|Twisted ancestral hat}} || {{plink|Virtus mask}} || {{plink|Ancestral hat}} || {{plink|Battle-mage helm}}
|-
|[[File:Neck slot.png|center]] || {{plink|Occult necklace (or)}} || {{plink|Arcane stream necklace}} || {{plink|Looter's necklace}} || {{plink|Occult necklace}}
|-
|[[File:Cape slot.png|center]] || {{plink|Trimmed Completionist cape}} || {{plink|Completionist cape}} || {{plink|God capes#Imbuing|txt=Imbued god cape|pic=Imbued saradomin cape}} || {{plink|God capes#Imbuing|txt=God cape|pic=Saradomin cape}}
|-
|[[File:Body slot.png|center]] || {{plink|Twisted ancestral robe top}} || {{plink|Virtus robe top}} || {{plink|Ancestral robe top}} || {{plink|Battle-mage robe}}
|-
|[[File:Legs slot.png|center]] || {{plink|Twisted ancestral robe bottom}} || {{plink|Virtus robe legs}} || {{plink|Ancestral robe bottom}} || {{plink|Battle-mage robe legs}}
|-
|[[File:Weapon slot.png|center]] || {{plink|Staff of merethiel}} <ref name="Crystal">Crystal armour can give a higher max hit than Twisted ancestral depending on the rest of your setup</ref> || {{plink|Kodai wand (or)}} || {{plink|Armadyl battlestaff}} || {{plink|Harmonised nightmare staff}}
|-
|[[File:Shield slot.png|center]] || {{plink|Ward of subjugation}} || {{plink|Arcane spirit shield}} || {{plink|Tome of fire}}<ref>BIS when using Fire Surge</ref> || {{plink|Ancient wyvern shield}}
|-
|[[File:Hands slot.png|center]] || {{plink|Nefarious gloves}} || {{plink|Tormented bracelet (or)}} || {{plink|Tormented bracelet}} || {{plink|Virtus gloves}}
|-
|[[File:Feet slot.png|center]] || {{plink|Harmonized boots}} || {{plink|Virtus boots}} || {{plink|Battle-mage boots}} || {{plink|Boots of subjugation}}
|-
|[[File:Ring slot.png|center]] || {{plink|Hazelmere's signet ring}} || {{plink|Ring of wealth (i)}} || {{plink|Ring of the gods (i)}} ||
|}
<references />


Rcommended Stats:
</tabber>
*{{SCP|Defence}} 90+ Defence
*{{SCP|Strength}} 90+ Strength
*{{SCP|Attack}} 90+ Attack
*{{SCP|Ranged}} 90+ Range
*{{SCP|Magic}} 90+ Magic
*{{SCP|HP}} 90+ Hitpoints
*{{SCP|Prayer|70+}} with '''Piety''' unlocked. {{SCP|Prayer|74+}} unlocks '''Rigour''' and {{SCP|Prayer|77+}} unlocks '''Augury''' that are highly beneficial.
*{{SCP|Woodcutting}} 70+ Woodcutting
*{{SCP|Farming|55+}} if you are going to make supplies.
*{{SCP|Herblore|78+}} to make Xeric Aid's. {{SCP|Herblore|90+}} to make Overload+.


==Tekton==
=== Auras and Pet Perks ===
You'll fight Tekton with melee and protect from melee. Dump your swh/dwh/bgs specs and finish off with your melee weapon of choice. He's weakest to crush so an Inquisitor Mace excels but you can get by with a rapier or whip. Start on tile 1 and move between that and 2 so that he's not facing you and you will take minimal damage.
Info to be added


Pick up his overload/drop it for team mates if necessary.
== Bosses and Puzzles ==


[[File:Tekton.png|thumb|300px|An example of marked tiles for Tekton.]]
=== Tekton ===
<br>


==Jewelled Crabs==
Tekton is weak to Melee Crush attacks, immune to Ranged and highly resistant to Magic.  
<br>
The layout for this room is always the same. Everyone has a different method for this, so find something that works for you. Here's an example.
[[File:Crabs.png|thumb|300px|Marked tiles example.]]


Note: For this example, the marked tiles are where you want the crabs to be, not where you stand.
He has very high defence stats, so using a Dragon or Statius' Warhammer or the Elder Mail special attack is beneficial.  


'''Pink crystal = Hit with Ranged. Blue crystal = Hit with Melee. Black Crystal = Hit with white crabs (Will need to wait for colour to fall off). Yellow Crystal = Hit with Mage.'''
He will turn to face a player and will attack in that direction, so move to his sides and attack. Protect from Melee will mitigate some damage.  


Hit any crab with a ranged weapon and drop it on the tile marked 1. This will hit the pink crystal.
If not killed quickly, Tekon will retreat to his anvil and reforge his body, boosting his health and damage output.


Then, take that crab to tile 2 and right-click 'Smash' it so it stays. Grab any other crab and drag it to tile 3 where you want to hit it with a melee weapon, don't smash this one.
=== Jewelled Crabs ===


After the melee crystal is hit, take that crab over to tile 4 and smash it there. Re-smash the crab on tile 2.
[[File:Crabs.png|thumb|400px|Marked tiles example.]]


Grab another crab and take it up to tile 5 and wait for it's colour to change back to white which should kill the black crystal. Then either take this crab (or a different one if you smashed it on 5) and put it on tile 6 which you should hit with a mage attack.  
This room can be skipped with a Crab Skip Card.  


You may have to re-smash the crabs on tiles 2 and 4 periodically, especially if other crabs get in the way and mess you up.  
You must use the crabs to reflect the white orb firing from the wall into the corresponding crystal.
A Crab can be locked in place for 20-30 seconds by using the right click Smash option.  


In a team setting you can split the positioning or have 1 player hit some crabs and keep them out of the way.
Attacking a Crab with combat styles will turn it into the corresponding colour, which will turn the white orb into that colour.
The crab will revert back to its default colour after some time.  


==Ice Demon==
The orb reflects off crabs West, North, East and then South.  
Pray range and use range or mage to kill. Mage especially if using Double Cast.  


Deposit your brews in the chest and chop the tree. Take the kindling and light the Brazier's. Repeat until his health bar depletes at which point he'll thaw and come out for the fight. Don't forget to take your brews back out.
Ranged is used on the Purple crystal.
Melee is used on the Blue crystal.  
Magic is used in the Yellow crystal.  
Nothing is used on the Black crystal.  


==Lizardman Shamans==
An example with reference to the screenshot:
Walk into the room enough so that they aggro you, and run back to the entrance to safespot them. Kill with ranged, or mage if using Double Cast.
* Hit a Crab with a ranged attack and position it on tile 1.
<gallery>
* Smash it on tile 2. Have another crab and take it to position 3, hit it with melee.
Shamans.png|thumb|shaman safespot
* Take this crab (or another if you smashed) to position 4 and smash it. You may have to re-smash the crab on tile 2.  
</gallery>
* Hit a Crab with Magic and position it on 6.
* After the Yellow crystal is hit, take it north to tile 5 and smash it. You may have to re-smash your crabs on 2 and 4.


==Olm==
=== Ice Demon ===
Olm has three phases which consist of attacking his left hand with mage, and his right hand with melee. After this, there is a final phase against his head which you fight with ranged. You will want to make use your defence reducing spec weapon on the melee hand.  
Ice Demon is weakest to Fire Spells. Both mage and ranged are fine to use here, and you will pray range and move to avoid his attack.  


Olm switches his basic attacks between ranged and mage, so you'll have to switch prayer accordingly. Ranged attacks are the smaller green crystals and Mage attacks are the larger green blobs. There is no way to tell which he will use, but he is more likely to use the same attack style as his previous attack.
Start by chopping Kindling from the trees. You can chop up to 28 in your inventory at once. Kindling is deposited into the four braziers in the area which will thaw and release the Ice Demon.  
* The required amount varies depending on the raid scale.  


During phase transitions, there will be falling crystals that explode and deal some damage in a 1 tile radius around where they land. Keep moving to avoid these.
=== Lizardman Shamans ===
Shamans are easiest taken down with ranged or magic and can be safespotted from the first line of tiles as you enter the area.  


'''Spheres''': Olm may randomly pick a sphere (red, green or purple) and send it at the player. If not blocked, you will take damage. If a protection prayer was used when the sphere was launched, it is disabled and the player's Prayer is reduced. To block the attack, pray accordingly before the sphere hits you. This will also be indicated in your chatbox.
=== Vanguards ===
  Red (sphere of aggression): Protect from Melee
The three Vanguards need to be kept within 30-40% health of each other or they will reset. Damage against the Vanguards is capped at 50.  
  Green (sphere of accuracy and dexterity): Protect from Missiles
  Purple (sphere of magical power): Protect from Magic


'''Crystal Burst''': Olm may spawn a crystal underneath where you're currently standing which after a few seconds will erupt for 35 damage. This will be indicated below you and Olm will display a crystal sign on his melee hand. This often, but not always, follows up after his teleport swap.
Each Vanguard is weak to a specific attack style, following the combat triangle:
* The range Vanguard is weak to Melee attacks and can be identified by the rocks gathered beneath its tentacles.
* The melee Vanguard is weak to Magic attacks and can be identified by the tentacles raised up in front of it.
* The mage Vanguard is weak to Ranged attacks and can be identified by the lack of tentacles.


'''Teleport Swap''': Periodically, Olm will designate pairs of players to be highlighted with a white glow beneath them. After a few seconds when this mechanic resolves, the targeted players switch places. The damage taken scales depending on how far away the portals are from each other. In a team situation, it's best for both players to agree where to stand to resolve this. Generally, this will be in front of the thumb on the melee hand. In a solo situation, the 2nd portal will be randomly placed in the arena.
=== Thieving Room ===
Search the chests around the room to collect grubs and deposit them in the chests. Amount you receive is determined by available inventory space with a max of 6, so deposit some brews in the chest first.  


'''Lightning''': Olm will display a lightning sign on his melee hand and fire rows of lightning that moves fairly slowly across the arena. This never usually hits the row directly in front of olm. If you get hit by one, turn your prayers back on asap.  
If you find bats those are good.  


The above attacks can happen throughout the fight. There are also phase specific attacks in addition to them.
=== Vespula ===
Vespula will hit the player with typeless damage so pray soul split or redemption based on your set prayers.  


'''Acid''': Olm will spray acid randomly across the room. This is fairly easy to avoid.
The goal is to destroy the portal behind Vespula so you will need to range or mage it. You can focus down Vespula first to reduce the damage you'll be taking.  


Olm will also occasionally target one player with an acid drip causing them to become poisoned and trail acid wherever they move. If you stand still, you will take a couple of damage every tick from the poison until the effect ends. The target is also indicated in your chatbox.  This can also hurt your allies so be careful with positioning if moving. The poison effect will remain on you throughout the fight but the damage is negligible especially if using Vamp aura.
=== Tightrope ===
Kill the magers and rangers on either side of the rope before crossing and picking up the keystone to unlock the door.  


'''Flame''': Olm will shoot out two lines of fire blocking off a column around the targeted player. If you're constantly moving, you should avoid this easily. If you're caught by it, pray mage otherwise it'll deal damage to you once it resolves after about 5 seconds.
They focus target on whoever crosses the rope and can do large amounts of damage before you make it across.  


'''Crystal''': Olm targets a player with a red aura and fires crystals after them. This will also be indicated in the chatbox. Just keep moving as each crystal that hits you can deal about 15 damage. You won't be able to attack with mage without risking being hit, however if you're during melee hand, you can run away, attack the hand, repeat without taking damage. Just be aware not to overlap other players as this can hurt them too.
=== Guardians ===
Guardians are two statues blocking your path. You will need your best Pickaxe in order to damage them, unless you are using the Verac's Memento perk.  


'''Third Phase''':
Pray melee and step back between attacks if using a pickaxe.  
This phase, while similar to the first two has some very important differences. Foremost, both hands must be killed within a certain amount of time of each other. His melee hand can occasionally indicate that it is healing and any damage done will restore health instead. You will want to bring the melee hand down quite low and attack the mage hand when the melee hand is healing. Once the melee hand is low but not dead, bring the mage hand down enough so you can finish it with one or two hits. Finish off the melee hand if it's not healing, then kill the mage hand afterwards.
If you kill the mage hand first, you risk the melee hand entering its healing phase for a few seconds, making it less likely you'll be able to kill the melee hand on time. The timer for this will be indicated on the health bar of the hand you killed first. If you fail to kill the other hand before this bar completes, the phase will reset.


'''Final Phase''':
=== Vasa Nistirio ===
During this phase, special attacks will continue so be on the lookout for those. Otherwise, switch to your ranged gear and finish off the head to end the raid.
On entering Vasa's arena it will charge up a powerful attack targeting multiple people. This can deal over maximum hp damage so brew up and pray redemption or be ready to heal immediately, as Vasa will start moving and deals damage when talking over the player.  


Vasa and the Crystals can be attacked with any combat style but Vasa is weakest to Ranged and Crystals weakest to Stab Melee.


==Equipment==
=== Skeletal Mystics ===
Here are some examples of gear and inventory. These are not hard requirements and can be upgraded/downgraded as necessary. Naturally, only use a Slayer Helmet if on a reaper task.
Skeletal Mystics have strong magic attacks and can be taken down with any attack style.  


*'''Gear'''
=== Muttadiles ===
:*Wear your best possible melee gear, as you will use this first at Tekton
Muttadiles should be ranged or maged so that you can keep a distance from their strong melee bites.


*'''Inventory'''
After taking a certain amount of damage they will eat a nearby meat tree to heal. This tree can be chopped down to prevent this.  
:*Super restores, Saradomin brews & at least 1 dose of Overload. Adjust quantity to your own comfort.  
:*Mage and Ranged switches
:*Rune pouch with Air & Wrath runes if using Fire Surge with Tome of Fire
:*Statius Warhammer, Dragon Warhammer or Bandos Godsword
:*Dragon Hatchet to speed up Ice Demon
:*Vampyrism aura


Example setups:
The small mutadile attacks with melee and ranged. While the small one is alive the large one will fire magic out into the arena.


<gallery>
The large mutadile can attack with all three styles but will prioritise ranged at a distance and melee up close.  
Coxgearsetup.png|One example of how you can gear
Coxgear2.png|A 2nd example with less switches & more supplies (Ranged cape/assembler required)
Void gear.png|A setup utilising Elite Void
</gallery>


*'''Melee Gear'''
=== The Great Olm ===
Inquisitor can be replaced with Torva or Bandos & Scythe/Dragon Hunter Lance/Rapier with Dragon Defender. A whip may also be used at minimum. Ferocious Gloves are better than Goliath, or Barrows Gloves to minimise switches.
Olm is a multi phase fight in which you just destroy its hands and head.  


*'''Ranged Gear'''
Olm's basic attacks consist of a small orb and a larger projectile.  
If using any weapon other than the Bow of Faerdhinen, you will want Pernix > Armadyl > Royal Dragonhides. Swift gloves are fantastic but barrows are fine again to minimise your switches while learning.
The small orb is his ranged attack, and the large his magic. These attacks can alternate randomly and should be prayed against.  
Weapon options: Twisted Bow > Faerdhinen/Decimation > Zaryte/Dragon Hunter Crossbow > Armadyl Crossbow > Dragon Crossbow. Ruby Dragon e bolts. A Blowpipe would also do well.


*'''Mage Gear'''
After 3 basic attacks, Olm will use a special attack. He has multiple of these thay can be used depending on his active power.
Harmonised Staff with Tome + Fire Surge is incredible throughout the raid. This can be downgraded to a Trident of the Swamp or Seas.
* '''Flame Wall''' attempts to trap a player within two lines of fire. Pray magic if you are caught.
For gear, you will want to use Kitted Ancestral > Virtus > Ancestral/Subjugation and an Occult Necklace or Arcane Stream.
* '''Spheres''' will fire a melee, ranged or magic attack at the player. Indicated by colour and chatbox message. Pray accordingly.
* '''Acid Spray''' will shoot out pools of acid across the arena but will disappear after a time.
* '''Falling Crystals''' targets a player indicated by a red aura. Crystals will fall on the players location and start to deal rapid damage if not avoided.
* '''Crystal Bomb''' is a crystal shot out by Olm that will explode after a time dealing damage in a 4 tile radius.
* '''Crystal Burst''' is a crystal summoned under the player, exploding after a few seconds dealing 35 damage.
* '''Lightning Walls''' will be fired across the arena in a line, dealing damage and turning the overhead prayers off of anyone caught in them.
* '''Swap''' Olm targets players with coloured Auras. You must stand on the same tile as your paired player. The name will be indicated in the chatbox and the aura colour will match. In a solo, a random tile in the arena will receive your pair. The further away you are once this goes off, the more damage you will take.
* '''Regeneration''' during the final hand phase, Olm can place a magic symbol over his left hand, healing any damage dealt to it. This lasts several seconds.
 
 
* '''First & Second Phase'''
The first two phases are near indentical. You must attack his right (players left) hand with magic, and his left (players right) hand with melee.
* With Verac's Memento you can 1 combat style the hands. If using Verac's, damage is capped at 50 when using the incorrect style.
The mage hand must be killed first as attacking the melee hand too much will cause it to clench for a time.
 
Olm will move to the other side of the arena once both hands are taken down, with a brief intermission of falling crystals you should avoid.
 
* '''Third Phase'''
During the Third Phase, both of Olm's hands must be destroyed within a certain time of each other. If too much time passes without the other hand dying, the defeated hand will fully heal.  
 
* '''Final Phase'''
Once both hands are taken down, Olm's head will be vulnerable. The head can only be damaged with ranged attacks regardless if you are using Verac's or not. Olm will continue to use his basic and special attacks during the head phase, while also using his falling crystals.
 
 
'''''Running the head'''''
 
Olm will focus attacks on the left, center or right of the arena, prioritizing the area with the most players in it.If no players are in the zone that he's facing, he will swerve his head to another zone, skipping an attack in the process.
 
With correct movement and timing, you should be able to keep out of Olm's sight and avoid almost all of his attacks.

Latest revision as of 12:40, 8 April 2025

This is a strategy guide for completing the Chambers of Xeric.

  • Full page rework incoming


Getting There

The easiest way to get to the Chambers of Xeric is by using the Portal Nexus at ::home.

Recommended Equipment

Auras and Pet Perks

Info to be added

Bosses and Puzzles

Tekton

Tekton is weak to Melee Crush attacks, immune to Ranged and highly resistant to Magic.

He has very high defence stats, so using a Dragon or Statius' Warhammer or the Elder Mail special attack is beneficial.

He will turn to face a player and will attack in that direction, so move to his sides and attack. Protect from Melee will mitigate some damage.

If not killed quickly, Tekon will retreat to his anvil and reforge his body, boosting his health and damage output.

Jewelled Crabs

Marked tiles example.

This room can be skipped with a Crab Skip Card.

You must use the crabs to reflect the white orb firing from the wall into the corresponding crystal. A Crab can be locked in place for 20-30 seconds by using the right click Smash option.

Attacking a Crab with combat styles will turn it into the corresponding colour, which will turn the white orb into that colour. The crab will revert back to its default colour after some time.

The orb reflects off crabs West, North, East and then South.

Ranged is used on the Purple crystal. Melee is used on the Blue crystal. Magic is used in the Yellow crystal. Nothing is used on the Black crystal.

An example with reference to the screenshot:

  • Hit a Crab with a ranged attack and position it on tile 1.
  • Smash it on tile 2. Have another crab and take it to position 3, hit it with melee.
  • Take this crab (or another if you smashed) to position 4 and smash it. You may have to re-smash the crab on tile 2.
  • Hit a Crab with Magic and position it on 6.
  • After the Yellow crystal is hit, take it north to tile 5 and smash it. You may have to re-smash your crabs on 2 and 4.

Ice Demon

Ice Demon is weakest to Fire Spells. Both mage and ranged are fine to use here, and you will pray range and move to avoid his attack.

Start by chopping Kindling from the trees. You can chop up to 28 in your inventory at once. Kindling is deposited into the four braziers in the area which will thaw and release the Ice Demon.

  • The required amount varies depending on the raid scale.

Lizardman Shamans

Shamans are easiest taken down with ranged or magic and can be safespotted from the first line of tiles as you enter the area.

Vanguards

The three Vanguards need to be kept within 30-40% health of each other or they will reset. Damage against the Vanguards is capped at 50.

Each Vanguard is weak to a specific attack style, following the combat triangle:

  • The range Vanguard is weak to Melee attacks and can be identified by the rocks gathered beneath its tentacles.
  • The melee Vanguard is weak to Magic attacks and can be identified by the tentacles raised up in front of it.
  • The mage Vanguard is weak to Ranged attacks and can be identified by the lack of tentacles.

Thieving Room

Search the chests around the room to collect grubs and deposit them in the chests. Amount you receive is determined by available inventory space with a max of 6, so deposit some brews in the chest first.

If you find bats those are good.

Vespula

Vespula will hit the player with typeless damage so pray soul split or redemption based on your set prayers.

The goal is to destroy the portal behind Vespula so you will need to range or mage it. You can focus down Vespula first to reduce the damage you'll be taking.

Tightrope

Kill the magers and rangers on either side of the rope before crossing and picking up the keystone to unlock the door.

They focus target on whoever crosses the rope and can do large amounts of damage before you make it across.

Guardians

Guardians are two statues blocking your path. You will need your best Pickaxe in order to damage them, unless you are using the Verac's Memento perk.

Pray melee and step back between attacks if using a pickaxe.

Vasa Nistirio

On entering Vasa's arena it will charge up a powerful attack targeting multiple people. This can deal over maximum hp damage so brew up and pray redemption or be ready to heal immediately, as Vasa will start moving and deals damage when talking over the player.

Vasa and the Crystals can be attacked with any combat style but Vasa is weakest to Ranged and Crystals weakest to Stab Melee.

Skeletal Mystics

Skeletal Mystics have strong magic attacks and can be taken down with any attack style.

Muttadiles

Muttadiles should be ranged or maged so that you can keep a distance from their strong melee bites.

After taking a certain amount of damage they will eat a nearby meat tree to heal. This tree can be chopped down to prevent this.

The small mutadile attacks with melee and ranged. While the small one is alive the large one will fire magic out into the arena.

The large mutadile can attack with all three styles but will prioritise ranged at a distance and melee up close.

The Great Olm

Olm is a multi phase fight in which you just destroy its hands and head.

Olm's basic attacks consist of a small orb and a larger projectile. The small orb is his ranged attack, and the large his magic. These attacks can alternate randomly and should be prayed against.

After 3 basic attacks, Olm will use a special attack. He has multiple of these thay can be used depending on his active power.

  • Flame Wall attempts to trap a player within two lines of fire. Pray magic if you are caught.
  • Spheres will fire a melee, ranged or magic attack at the player. Indicated by colour and chatbox message. Pray accordingly.
  • Acid Spray will shoot out pools of acid across the arena but will disappear after a time.
  • Falling Crystals targets a player indicated by a red aura. Crystals will fall on the players location and start to deal rapid damage if not avoided.
  • Crystal Bomb is a crystal shot out by Olm that will explode after a time dealing damage in a 4 tile radius.
  • Crystal Burst is a crystal summoned under the player, exploding after a few seconds dealing 35 damage.
  • Lightning Walls will be fired across the arena in a line, dealing damage and turning the overhead prayers off of anyone caught in them.
  • Swap Olm targets players with coloured Auras. You must stand on the same tile as your paired player. The name will be indicated in the chatbox and the aura colour will match. In a solo, a random tile in the arena will receive your pair. The further away you are once this goes off, the more damage you will take.
  • Regeneration during the final hand phase, Olm can place a magic symbol over his left hand, healing any damage dealt to it. This lasts several seconds.


  • First & Second Phase

The first two phases are near indentical. You must attack his right (players left) hand with magic, and his left (players right) hand with melee.

  • With Verac's Memento you can 1 combat style the hands. If using Verac's, damage is capped at 50 when using the incorrect style.

The mage hand must be killed first as attacking the melee hand too much will cause it to clench for a time.

Olm will move to the other side of the arena once both hands are taken down, with a brief intermission of falling crystals you should avoid.

  • Third Phase

During the Third Phase, both of Olm's hands must be destroyed within a certain time of each other. If too much time passes without the other hand dying, the defeated hand will fully heal.

  • Final Phase

Once both hands are taken down, Olm's head will be vulnerable. The head can only be damaged with ranged attacks regardless if you are using Verac's or not. Olm will continue to use his basic and special attacks during the head phase, while also using his falling crystals.


Running the head

Olm will focus attacks on the left, center or right of the arena, prioritizing the area with the most players in it.If no players are in the zone that he's facing, he will swerve his head to another zone, skipping an attack in the process.

With correct movement and timing, you should be able to keep out of Olm's sight and avoid almost all of his attacks.

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