Chambers of Xeric

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ActivityChambers of Xeric
Details
Activity typeRaid
LocationChambers of Xeric teleport
Start pointChambers entrance; party leader starts the raid
PlayersSolo or party; 0–5 simulated players can be added
Participation
RequirementsA raiding party
CombatMelee, Ranged and Magic
Rewards
RewardsPersonal reward chest; raid equipment, prayer scrolls and supplies
CompletionDefeat the Great Olm

Chambers of Xeric is a raid that ends with the Great Olm. Sarim offers a regular raid, an Olm-only raid and Challenge Mode. The regular raid uses a fixed route through two floors, while Challenge Mode includes a longer route through three floors.

Getting there

  1. Open the teleport menu and select Chambers of Xeric under Minigames, or search for its name.
  2. At the entrance, create a party. A solo player also needs a party.
  3. To bring teammates, use the Invite option on another player, or use the recruiting board. Have everyone gather at the entrance before starting.
  4. The party leader clicks the entrance, confirms the start and chooses regular, Olm only or challenge mode.
  5. Choose how many simulated players to add, from 0 to 5. Use 0 when learning. Added scale makes the encounters harder and affects raid points.

For Challenge Mode, every party member must empty their private raid storage before entry. The leader opens the first door to begin the encounters.

Mode Route Main consideration
Regular Two floors containing Muttadiles, Tightrope, Vanguards, Skeletal mystics, Guardians and supply rooms, followed by Olm Prepare for all three combat styles and bring a pickaxe.
Olm only Directly to Olm Bring all the supplies you need. Dying in a solo Olm-only raid ends the attempt.
Challenge Mode Three floors of combat and puzzles, followed by Olm Longer encounters, stronger enemies and additional preparation tools.

Equipment and supplies

Bring a melee weapon, a Magic weapon and a Ranged weapon, with the armour switches and ammunition or runes they need. All three styles are useful, and Olm's two hands require different styles.

Useful supplies include:

  • Food or healing potions, prayer restoration and combat boosts.
  • A pickaxe to damage the Guardians.
  • Poison protection for Olm and, in Challenge Mode, Shamans and Vespula.
  • Runes for a water spell on your current spellbook, or Humidify on Lunar, to douse Olm's fire wall.
  • An axe and tinderbox for Challenge Mode's Ice Demon. An axe also lets you cut the Muttadiles' meat tree in Challenge Mode.
  • A hammer for the Jewelled crabs in Challenge Mode. A hammer is available from the room's crate; a dragon warhammer also works for the Smash option.

Leave some inventory space for puzzle items and your rewards. Before passing into Olm's arena, finish your preparation: its barrier is a one-way passage.

Regular raid rooms

Muttadiles

Kill the small Muttadile first. The large one remains underwater and cannot be attacked until the small one dies.

Keep your distance from both creatures. The small Muttadile uses Ranged attacks at a distance; Protect from Missiles reduces their damage. The large Muttadile uses both Magic and Ranged at a distance, and its close-range stomp is especially dangerous. Matching protection prayers reduce damage but do not block every hit.

Kill the large Muttadile to open the exit. In Challenge Mode, cut the meat tree before the large Muttadile can use it to heal.

Tightrope

The Deathly rangers and Deathly mages guard the keystone crystal. Clear them before crossing for a more controlled attempt. Use Protect from Missiles against the rangers and Protect from Magic against the mages; both prayers reduce their damage.

Cross the rope, pick up the keystone crystal with a free inventory slot, then use the barrier to dispel it. The crystal is consumed when the path opens.

Vanguards

The three Vanguards use Melee, Ranged and Magic. Use Magic against the melee Vanguard, Melee against the ranged Vanguard and Ranged against the magic Vanguard.

In the regular raid, spread damage across all three. Keep their remaining hitpoint percentages close together: a difference greater than 40 percentage points causes the surviving Vanguards to heal when they shuffle. Rotate targets before one falls far behind the others. They cannot be damaged while curled up and moving.

Move off the tiles targeted by the magic Vanguard's projectiles. Kill all three to remove the exit crystal. In Challenge Mode, you can focus on one Vanguard at a time.

Skeletal mystics

Fight from a distance and use Protect from Magic. The mystics cast damaging spells and can drain Defence. They also use strong melee attacks against adjacent players, so avoid standing beside them. Kill every mystic to open the exit.

Guardians

Equip a pickaxe and attack with Melee. Other weapons and combat styles are resisted. Use Protect from Melee to reduce their ordinary damage.

Move off the tile targeted by a falling boulder. Boulder damage bypasses protection prayers. Defeat both Guardians before using the passage; trying to pass early deals damage.

Making raid potions

Raid resource rooms provide gourd vials and herb patches. Pick empty gourds from the gourd tree, fill them at the geyser and clean your raid herbs. Use a clean herb on a water-filled gourd vial with the appropriate secondary ingredient in your inventory.

Herb Secondary ingredient Potion
Golpar Stinkhorn mushroom Elder
Golpar Cicely Twisted
Golpar Endarkened juice Kodai
Buchu leaf Stinkhorn mushroom Revitalisation
Buchu leaf Cicely Prayer enhance
Buchu leaf Endarkened juice Xeric's aid

Elder boosts melee stats, Twisted boosts Ranged and Kodai boosts Magic. Revitalisation restores drained stats; its strongest tier also restores prayer. Prayer enhance restores prayer. Xeric's aid heals you and boosts Defence, but drains your other combat stats, so keep restoration available.

To make an overload, combine a clean noxifer with full four-dose Elder, Twisted and Kodai potions of the same tier.

Use a seed dibber to plant raid seeds and a spade to harvest the herbs. Farming tools are available from the old tools pile. Raid supplies are removed when you leave the raid.

Challenge Mode

Challenge Mode follows this fixed route:

Floor Rooms
Upper Tekton → Jewelled crabs → Scavengers → Ice Demon → Lizardman shamans → Resources
Middle Vanguards → Thieving → Scavengers → Vespula → Resources → Tightrope
Lower Guardians → Vasa Nistirio → Scavengers → Skeletal mystics → Muttadiles → Resources
Final Great Olm

The shared fights use the advice above. Prepare for these additional rooms:

Room What to do
Tekton Use Protect from Melee and move around him to avoid the side he faces when he swings. When he returns to the anvil, move away from the lava impacts. Defeat him to open the exit.
Jewelled crabs Position crabs in the energy orb's path. The orb turns when it hits a crab and takes the colour of a coloured crab. Melee turns a crab red, Ranged turns it green and Magic turns it blue. Direct a white orb to the black crystal, red to cyan, green to magenta and blue to yellow. Convert all four crystals to white. Keep yourself out of the orb's path.
Ice Demon Chop saplings for kindling, then add it to the braziers with a tinderbox. Keep the braziers fuelled until the ice shield melts. Fight the released demon and move away from its targeted projectile impacts. Protect from Missiles reduces the damage from its attacks.
Lizardman shamans Use Ranged from a distance with Protect from Missiles. Move more than one tile from acid impacts and keep away from exploding spawns. Defeat every shaman to clear the passage.
Thieving Search the chests for cavern grubs and deposit them in the trough. Keep feeding the corrupted scavenger until it falls asleep and moves out of the way. If you leave the trough empty, it slowly recovers.
Vespula Attack the flying Vespula with Ranged or Magic. When she lands and the portal becomes vulnerable, switch to the portal. Pick medivaemia blossoms and feed the grubs to prevent them from transforming into soldiers and restoring Vespula's health. Use Protect from Missiles and keep out of melee range. Destroy the portal to finish the room.
Vasa Nistirio After its teleport attack, move out of close range when you can. When Vasa channels a crystal, attack that active crystal: Vasa is invulnerable and heals during the channel. Return to Vasa when the channel ends. Defeat Vasa to open the exit.

Great Olm

Hands and head

Attack the southern hand with Melee and the northern hand with Magic. These are Olm's left and right claws respectively. Assign teammates to each hand, or switch styles when solo.

Destroy both hands to advance the fight. On earlier hand phases, the melee hand can clench and become temporarily immune. Switch to the magic hand while it is clenched. Stop attacking the melee hand during its healing animation, because your hits heal it.

In the final hand phase, bring both hands low before finishing them. Once one dies, the other must die before the revival bar fills or the first hand returns.

When Olm announces its final stand, attack the head with Ranged or Magic. Move away from falling ceiling crystals while continuing to damage the head.

Attacks and reactions

Olm's ordinary attacks use Magic and Ranged. Match your protection prayer to the projectile. Protection reduces the damage, so keep your hitpoints high.

Attack Reaction
Prayer spheres Read the chat message and immediately reactivate the correct protection prayer. Purple magical power needs Protect from Magic; green accuracy and dexterity needs Protect from Missiles; red aggression needs Protect from Melee. The attack can drain prayer and turn your protection prayer off before impact.
Crystal burst Move off the crystal that appears beneath you before it erupts.
Lightning Avoid the moving lightning tiles. A hit stuns you and disrupts your prayers; restore your protection prayer afterwards.
Teleport pairing Stand on the same tile as your named partner. If unpaired, stand on the marked tile. Remaining apart causes damage based on the distance between you.
Crystal bombs Move more than three tiles from the bomb before it explodes.
Crystal mark When Olm chooses you as its target, keep moving away from your previous tiles. Repeated crystals strike those positions.
Burn Stay at least two tiles from teammates while burning. The burn deals repeated damage, drains combat stats and spreads to nearby players.
Fire wall Douse a section of the wall with a suitable water spell, then leave the trapped row before the fire hits.
Acid pools Step off acid pools immediately. They repeatedly damage and poison anyone standing on them.
Falling ceiling crystals Move at least two tiles from the marked impact. These appear between phases and throughout the final stand.
Siphon Stand directly on one of the marked siphon tiles. Players outside the safe tiles take damage and heal Olm.

Death and leaving

In the regular raid and Challenge Mode, death returns you to a raid checkpoint and reduces your personal points. You keep your ordinary equipment and items, but raid supplies in your inventory are dropped on the ground for anyone to pick up.

In an Olm-only party, death returns you to the Olm entrance with a point penalty. A solo Olm-only death fails the raid and returns you outside.

Use the raid exit to leave. Regular and Olm-only raids block ordinary teleports. Leaving removes your raid supplies and party membership. A regular or Olm-only attempt cannot be resumed after logging out.

Rewards

Defeat Olm, then search the reward chest or use the guide's Loot-chest option. Withdraw every reward before leaving. Withdrawals require inventory space.

Each player's reward is based on their own points. You need more than 1,000 personal points to receive the main rewards. More personal points improve the chance of a unique, subject to the raid mode and reward modifiers. Olm-only has a different unique chance and a lower relative chance of a Twisted bow within its unique table.

The unique rewards include dexterous and arcane prayer scrolls, Twisted horns, Twisted buckler, dragon hunter crossbow, Dinh's bulwark, Ancestral armour, dragon claws, elder maul, Kodai insignia and Twisted bow. An eligible unique also gives a chance to unlock Olmlet. Ordinary rewards include runes, arrows, herbs, ores, gems, planks, a torn prayer scroll and a dark relic.

Challenge Mode adds separate bonus rolls for the Ancestral hat, robe top and robe bottoms limited kits. These bonus rewards require more than 1,000 personal points and can accompany the normal chest reward.

Lucklocked accounts receive a Chambers mystery box in place of a regular or Olm-only unique.