The Forsaken Trials

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ActivityThe Forsaken Trials
Details
Activity typeCustom raid
Start pointSarim Hub: The Forsaken Trials; ::trials
Players1
Participation
Requirements91 Slayer to attack Echo Cerberus; high combat stats recommended
Entry costNone
CombatSix Echo boss encounters; cannons are restricted
On deathThe run ends and you return to the entrance
Rewards
RewardsDrygore darts, equipment, supplies, Echo orbs and a pet chance
CompletionDefeat all six encounters and search the sarcophagus

The Forsaken Trials is Sarim's custom solo raid. Fight six Echo boss encounters in a fixed order, then return to the treasure room to claim your rewards.

Getting there

  1. Open the Sarim Hub and search for The Forsaken Trials, or use ::trials. The commands ::forsakentrials and ::doe reach the same entrance.
  2. Go up the stairs and enter the preparation room. The Keeper of Echoes explains the raid and its rewards.
  3. Check your equipment and supplies before using the raid entrance. Choose Enter to begin the first encounter.

There is no entry fee or party setup. You need 91 Slayer to attack Echo Cerberus in the third room, even though the entrance itself has no level check.

Teleports are blocked inside the raid, including the preparation room. Use the preparation room's exit before starting if you need to restock. Once you begin, the entrance warns that death or victory is the way out.

Preparation

These are recommendations for learning the raid:

  • Bring melee, ranged and magic weapons with a compact set of armour switches. Kalphite Queen changes her immunity between forms, Hunllef changes protection prayers, and each Dagannoth King favours a different attack style.
  • Use high combat stats and equipment you can switch comfortably while moving.
  • Carry food and prayer restoration for the whole run. Keep your current Slayer level at 91 or above for Cerberus.
  • Bring antifire protection for King Black Dragon's summoned dragons. It does not stop the king's special floor attacks.
  • Check ammunition, weapon charges, run energy and your perk loadout before entering. Cannons are restricted.

You bring your own equipment into every room, including Hunllef. Learning movement and prayer switches is more important than trying to finish each room quickly.

Raid order

Room Encounter Main priority
1 Echo Kalphite Queen Melee first form, ranged or magic second form; stay near the centre and dodge lightning.
2 Echo King Black Dragon Move out of breath patterns and pools; kill all four summoned dragons.
3 Echo Cerberus Protect from Magic, dodge lava and match prayers to the souls.
4 Echo Hunllef Count four standard attacks, switch weapons against its prayer and keep ahead of tornadoes.
5 Echo Dagannoth Kings Attack the vulnerable king with its recommended style and dodge poison.
6 Echo Sol Heredit Dodge spear, shield and floor patterns; destroy healing totems.

After an encounter ends, use Proceed on the Keeper of Echoes to enter the next room. After Sol Heredit, Proceed returns you to the treasure room.

Walkthrough

Echo Kalphite Queen

Kalphite Queen has two forms. Use melee against the first form, which blocks ranged and magic. When it dies, she restores her hitpoints and transforms. Switch to ranged or magic for the second form, which blocks melee.

Stay close during ordinary first-form attacks. At melee distance she uses melee or magic; standing farther away triggers ranged shots that pierce protection prayers. The second form uses ranged and magic. Protection prayers can block her ordinary melee and magic attacks, but her ranged shots and lightning bypass prayer.

Her Bzzzz! call announces a lightning special:

  • In the first form, lightning alternates between the area around her and the tiles underneath her. Move between those areas as the strikes alternate.
  • In the second form, lightning travels along wide lines aimed at your position. Move sideways between waves and leave space around the lightning tiles.
  • Stay within six tiles of her centre during either special. Retreating farther triggers a piercing attack that takes most of your remaining hitpoints and can kill you in the second form.

Defeat the second form and speak to the Keeper to continue.

Echo King Black Dragon

King Black Dragon chooses between several breath attacks. Move after each projectile and keep clean floor available:

Breath Effect Response
Fire An X-shaped explosion around your targeted tile. Move away from the targeted position and its diagonals.
Shock A cross-shaped pattern pulses repeatedly and drains combat stats. Leave the cross and avoid stepping back into it.
Ice Freezes you if you remain on the targeted tile. Move before it lands.
Toxic Creates pools that remain dangerous. Move into clean space and avoid crossing pools.
Corrupting Disables all your prayers. Reactivate your prayers; movement does not prevent the prayer disable.

At half health, he summons four Echo black dragons and becomes immune while any remain. Kill all four, then return to the king. His floor patterns become larger and shock lasts longer in this phase. Antifire helps against the summoned dragons' ordinary dragonfire, but the king's special floor damage bypasses it and protection prayers.

Echo Cerberus

Use Protect from Magic against Cerberus's ordinary attacks. His growl announces two lava lines converging on your targeted position. Move away before they reach you. Activated lava tiles remain dangerous for the rest of the fight, so route around them.

Every twelfth attack summons nine souls. They arrive in three groups containing one melee, one ranged and one magic soul, with the order shuffled. Switch to the matching protection prayer as each soul attacks. A correctly matched prayer blocks the hit; an unprotected soul deals 30 damage. Protection is checked when the soul launches its attack, so switch promptly.

Have at least 91 current Slayer to attack Cerberus. Restore a drained Slayer level before trying to damage him.

Echo Hunllef

Bring at least two attack styles and watch Hunllef's overhead prayer. Attacks matching its protection are blocked. After six damaging hits, it protects against the style of the sixth hit, so switch weapons when your current style becomes protected.

Its ordinary attacks start with ranged and change between ranged and magic after every four standard attacks. Use Protect from Missiles for the ranged volley and Protect from Magic for the magic volley. Re-enable your prayers immediately after its prayer-disabling attack.

Keep moving around the roaming and chasing tornadoes. Plan a route with enough space to switch prayers and attack styles. Avoid running underneath Hunllef: its stomp hits through protection prayers. This room uses your ordinary raid equipment; there is no Gauntlet preparation stage.

Echo Dagannoth Kings

The three Kings share 1,800 hitpoints. Only the king without the combined protection overhead can take damage before the final phase. Start on Supreme, then follow the vulnerability rotation:

Vulnerable king Recommended attack style
Supreme Melee
Rex Magic
Prime Ranged

The vulnerable king changes after each 250 damage, repeating Supreme, Rex and Prime. All three continue attacking while protected. Their attacks are staggered in the order Prime magic, Supreme ranged, Rex melee, followed by a pause. Switch protection prayers to match their attacks.

A cave rumble launches spines at your position and other arena tiles. Leave your targeted tile and avoid the poison pools left by landed spines. Antipoison helps against poison but does not prevent damage from standing in a pool. The spinolyps launching the hazards are invulnerable.

At 350 shared hitpoints or less, all three Kings lose their protection. After Rex's next melee attack, spines repeatedly target your position. Finish the shared health while continuing to move out of landing tiles and pools.

Echo Sol Heredit

Use a strong melee weapon, especially slash, and prioritize movement. Sol chooses between spear and shield attacks while filling the arena with other hazards.

Attack or hazard Response
Spear Move out of the lanes in front of Sol during the wind-up. His spear patterns alternate; standing under him is also dangerous.
Shield Move to the safe ring around his centre. The first shield attack uses the ring five tiles away; the next uses the ring four tiles away, then they repeat.
Molten sand Leave the marked tiles before they strike. Avoid the molten floor left behind, which continues to damage you.
Healing totems Kill them promptly before they begin repeatedly healing Sol.
Prism beams Step out of the line shown by a prism before its beam fires. More prisms accumulate as the fight progresses.
Three-hit combo Activate Protect from Melee just before each strike. Sol disables it if held too early. Later in the fight, the final strike takes an extra tick.

Totems and prisms arrive as Sol loses health, while extra molten sand appears near the end. Keep clear floor available and interrupt your attacks to dodge or destroy a totem. Protection prayers do not replace movement against the arena hazards.

After Sol dies, use Proceed on the Keeper to finish the raid and enter the treasure room.

Death and leaving

Dying ends the run and returns you to the entrance. An unfinished run does not give the completion chest. Logging out closes the room instances, so plan to complete the raid in one session.

Before starting, use the preparation room's exit to leave. After completing the raid, claim your chest before using the exit from the treasure room.

Rewards

Defeat all six encounters and use Proceed after Sol Heredit. Returning to the treasure room restores your hitpoints, prayer, run energy, special attack energy and drained stats, and clears poison and venom.

Search the sarcophagus to claim the rewards and record them in your collection log. Keep inventory space free: rewards that do not fit are dropped on the ground. Pick up any overflow before leaving the instance.

Each completion gives:

  • 200–250 Drygore darts, guaranteed.
  • Two to four normal rewards, with different item types in the same chest.
  • One separate chance of an Echo orb. This is rolled once per completion, regardless of the number of normal rewards.
  • A separate chance to unlock the Keeper of Echoes pet.

Normal rewards

Normal rewards include the following. Quantities are for one selected reward; a chest can contain several different rewards.

Reward Quantity
Coins 750,000–2,500,000 or 1,500,000–5,500,000
Dragon darts 85–150
Master or elite clue scroll 1
Perk point scrolls 2–6
Double drop or double XP scrolls 1–3
Damage boost or damage reduction scrolls 1–2
Instance tokens 4–8
Noted mahogany or teak planks; magic, yew or redwood logs; uncut diamond, ruby or dragonstone; raw manta ray, shark or anglerfish; gold ore; gold, adamantite or runite bars 100–150 of one item
Enhanced crystal weapon seed 1–2
Crystal armour seed 1
Varlamore crest, imbued bone, big wing or Dagannoth tooth 1
Dragon pickaxe; primordial, pegasian or eternal crystal 1
Archers, warrior, berserker or seers ring 1
Bellator or Venator vestige 1
Dizana's quiver, donator mystery box or Osmumten's spirit 1
Sunfire fanatic helm, cuirass or chausses 1

Echo orbs

The base chance of any Echo orb is 1/17 per completed raid. The table gives each orb's base chance per completion, before the Raid Fortune item perk, the Raider player perk or drop-rate bonuses. A successful orb roll gives one orb. Lucklocked reward conversion is described below.

Item Quantity Rarity
Shadow echo orb 1 1/567
Wilderness echo orb 1 1/189
Desert echo orb 1 1/189
Fremennik echo orb 1 1/142
Kandarin echo orb 1 1/113
Varlamore echo orb 1 1/71
Asgarnia echo orb 1 1/57

Pet and orb sacrifice

Completion rolls separately for the Keeper of Echoes pet. Pet bonuses affect this roll.

The Keeper in the preparation and treasure room also offers Sacrifice. Confirming consumes one eligible Echo orb for a 1/101 chance at the pet. Each confirmation consumes only one orb, even if you carry several types.

Lucklocked accounts

When a Lucklocked account claims the chest, a purple orb becomes an Echo orb mystery box instead. Open the box to obtain its orb rewards. The purple table above describes the ordinary raid orb selection; box contents use a separate reward table.

Lucklocked accounts also get an independent raid Fortune bonus chance, which can succeed alongside a purple. It starts at 1/6, improves to 1/5 after four shared raid Fortune misses and to 1/4 after eight misses. A success resets the streak. The bonus is one reward container or key from the shared Fortune pool; it is not always an Echo orb box.

Collection-log completion

The Raids → The Forsaken Trials log requires the seven Echo orbs and the Keeper of Echoes pet. Completing it unlocks a one-time claim of a 5% drop rate scroll, a $100 donated credit scroll, an Echo orb box and an advanced donor mystery chest.

Claim through the collection-log interface with at least four free inventory slots and while outside the Wilderness. The reward is claimed manually after all eight entries are filled.