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		<id>https://wiki.sarimps.com/index.php?title=Tombs_of_Amascut&amp;diff=375&amp;oldid=prev</id>
		<title>Maintenance script: Add Sarim raid walkthroughs, raid directory and search shortcuts</title>
		<link rel="alternate" type="text/html" href="https://wiki.sarimps.com/index.php?title=Tombs_of_Amascut&amp;diff=375&amp;oldid=prev"/>
		<updated>2026-10-03T22:38:22Z</updated>

		<summary type="html">&lt;p&gt;Add Sarim raid walkthroughs, raid directory and search shortcuts&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox Activity&lt;br /&gt;
|name = Tombs of Amascut&lt;br /&gt;
|image = Sarim-guide-active-raiding-community.webp&lt;br /&gt;
|image_alt = A Sarim party fighting the Wardens in Tombs of Amascut&lt;br /&gt;
|caption = A party fighting the Wardens.&lt;br /&gt;
|activity_type = Raid&lt;br /&gt;
|location = Tombs of Amascut teleport&lt;br /&gt;
|start_point = Party board and raid entrance&lt;br /&gt;
|players = Solo or party&lt;br /&gt;
|requirements = Create or join a party; claim previous raid loot before starting&lt;br /&gt;
|combat = Melee, ranged and magic&lt;br /&gt;
|death_behavior = Ghost while teammates continue; a party wipe uses a failed-room attempt&lt;br /&gt;
|rewards = Unique equipment, regular loot and separate pet roll&lt;br /&gt;
|completion = Defeat four path bosses and the Wardens, then claim the sarcophagus&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tombs of Amascut&amp;#039;&amp;#039;&amp;#039; is a raid in which a solo player or party defeats Akkha, Ba-Ba, Kephri and Zebak before fighting the Wardens. The party leader chooses invocations to set the raid level and add mechanics.&lt;br /&gt;
&lt;br /&gt;
Sarim&amp;#039;s paths lead directly to the boss rooms. You do not need to solve the desert puzzles or complete the monkey waves before fighting the four path bosses.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
# Use the &amp;#039;&amp;#039;&amp;#039;Tombs of Amascut&amp;#039;&amp;#039;&amp;#039; teleport.&lt;br /&gt;
# Open the party board. Create a party through the members screen, or select another player&amp;#039;s party and apply to join it. The leader accepts applicants.&lt;br /&gt;
# Have the leader choose invocations. For a first attempt, use raid level 0 and learn each boss before adding restrictions.&lt;br /&gt;
# Bank and finish preparing at the entrance. Claim any rewards left from a previous raid before starting.&lt;br /&gt;
# The leader enters the raid first. The other members then use the entrance to join the same raid.&lt;br /&gt;
# In the central room, the leader chooses a path first. Everyone follows into the same room and crosses the boss barrier when ready.&lt;br /&gt;
&lt;br /&gt;
The four paths can be completed in any order. After a boss dies, use Osmumten to return to the central room. Defeat all four before entering the Wardens&amp;#039; room.&lt;br /&gt;
&lt;br /&gt;
== Equipment and supplies ==&lt;br /&gt;
Bring a melee weapon, ranged weapon and magic weapon, with the ammunition and runes they need. Akkha requires all three styles; the first Warden requires magic and ranged. Keep a melee weapon ready for Akkha&amp;#039;s final phase and the final Warden&amp;#039;s skulls.&lt;br /&gt;
&lt;br /&gt;
Bring healing, prayer restoration and combat boosts from the start. Protection prayers reduce many attacks but do not remove all damage. Use a simple set of equipment switches while learning so that changing prayers and moving take priority.&lt;br /&gt;
&lt;br /&gt;
Plan supplies around the selected invocations. &amp;#039;&amp;#039;&amp;#039;On A Diet&amp;#039;&amp;#039;&amp;#039; prevents ordinary food use. &amp;#039;&amp;#039;&amp;#039;Dehydration&amp;#039;&amp;#039;&amp;#039; prevents drinking ordinary potions, including prayer potions and restores. Start without these restrictions while learning.&lt;br /&gt;
&lt;br /&gt;
=== Helpful spirit ===&lt;br /&gt;
The helpful spirit appears in the central room after two paths are completed. Its supply screen offers one of three packs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pack !! Contents and purpose&lt;br /&gt;
|-&lt;br /&gt;
| Life || Nectar, tears of Elidinis and ambrosia. Silk dressings and blessed crystal scarabs are also included when On A Diet is off. Choose this for healing and prayer support.&lt;br /&gt;
|-&lt;br /&gt;
| Chaos || A mixture of nectar and tears, with possible smelling salts and ambrosia.&lt;br /&gt;
|-&lt;br /&gt;
| Power || Smelling salts and liquid adrenaline. Choose this when you have enough healing and want combat boosts and cheaper special attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Agree who will claim the pack before anyone takes it. The first claim uses the helpful spirit&amp;#039;s supply claim for the entire party.&amp;#039;&amp;#039;&amp;#039; Other members must rely on the supplies they brought. Leave inventory space for the chosen pack.&lt;br /&gt;
&lt;br /&gt;
Nectar heals and boosts Defence but lowers Attack, Strength, Ranged and Magic. Tears of Elidinis restore prayer and lowered stats. Ambrosia restores hitpoints, prayer and lowered stats. Smelling salts repeatedly boost combat stats. Liquid adrenaline halves special attack energy costs while its effect lasts.&lt;br /&gt;
&lt;br /&gt;
== Raid level and invocations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raid level !! Mode&lt;br /&gt;
|-&lt;br /&gt;
| 0–149 || Entry&lt;br /&gt;
|-&lt;br /&gt;
| 150–299 || Normal&lt;br /&gt;
|-&lt;br /&gt;
| 300 or higher || Expert&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The leader can save invocation layouts as favourites. Add a few familiar mechanics at a time. Higher reward brackets improve the chance of a unique reward, but deaths and missed time limits reduce the benefit.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions to check before starting ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Invocation !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Try Again / Persistance / Softcore Run / Hardcore Run || Limit how many failed rooms the party can survive. These choices are mutually exclusive. See [[#Deaths and leaving|Deaths and leaving]].&lt;br /&gt;
|-&lt;br /&gt;
| Walk The Path || After a completed path, a remaining path can gain a level. Higher path levels increase difficulty.&lt;br /&gt;
|-&lt;br /&gt;
| Pathseeker / Pathfinder / Pathmaster || Start the four paths at level 1, 2 or 3 respectively. These require Walk The Path.&lt;br /&gt;
|-&lt;br /&gt;
| Quiet Prayers || Increases damage taken through protection prayers.&lt;br /&gt;
|-&lt;br /&gt;
| Deadly Prayers || NPC damage also drains prayer. Keep more prayer restoration available.&lt;br /&gt;
|-&lt;br /&gt;
| On A Diet || Blocks ordinary food and removes the dressing and scarab from the Life pack.&lt;br /&gt;
|-&lt;br /&gt;
| Dehydration || Blocks ordinary potions. Do not plan around your normal potion supply with this enabled.&lt;br /&gt;
|-&lt;br /&gt;
| Overly Draining || Special attacks cost 100% energy before reductions such as liquid adrenaline.&lt;br /&gt;
|-&lt;br /&gt;
| Need Some Help? / Need Less Help? / No Help Needed || Change the quantities and contents of helpful-spirit packs. Check the offered items before claiming.&lt;br /&gt;
|-&lt;br /&gt;
| Overclocked / Overclocked 2 / Insanity || Speed up the final Warden. Overclocked 2 requires Overclocked; Insanity requires Overclocked 2. Insanity also shortens skull windows and speeds up the final floor and lightning phase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Time limits ===&lt;br /&gt;
The raid timer starts when the leader begins the raid. Time spent preparing inside the central room counts. Finishing at or beyond the selected limit lowers the final raid level used for rewards:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Invocation !! Finish before !! Penalty for missing the limit&lt;br /&gt;
|-&lt;br /&gt;
| Walk For It || 30 minutes || −20 raid levels&lt;br /&gt;
|-&lt;br /&gt;
| Jog For It || 25 minutes || −30 raid levels&lt;br /&gt;
|-&lt;br /&gt;
| Run For It || 22 minutes || −40 raid levels&lt;br /&gt;
|-&lt;br /&gt;
| Sprint For It || 18 minutes || −50 raid levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Akkha ==&lt;br /&gt;
Akkha changes between melee, ranged and magic forms. Switch both your weapon and protection prayer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Akkha&amp;#039;s attack !! Your attack style !! Protection prayer&lt;br /&gt;
|-&lt;br /&gt;
| Melee || Magic || Protect from Melee&lt;br /&gt;
|-&lt;br /&gt;
| Ranged || Melee || Protect from Missiles&lt;br /&gt;
|-&lt;br /&gt;
| Magic || Ranged || Protect from Magic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shadows and memory ===&lt;br /&gt;
At 80%, 60%, 40% and 20% hitpoints, Akkha&amp;#039;s shadows protect him. Kill an active shadow, then lure Akkha into that shadow&amp;#039;s quadrant to damage him again. If your attacks are blocked after killing a shadow, check Akkha&amp;#039;s position before attacking further.&lt;br /&gt;
&lt;br /&gt;
For the memory attack, watch the order in which the quadrants flash. Move through those quadrants in the same order when the blasts begin. The flashed quadrant is safe for that step; the other three deal 40 damage. The sequence has four steps, rising to five at path level 2 and six at path level 4. &amp;#039;&amp;#039;&amp;#039;Feeling Special?&amp;#039;&amp;#039;&amp;#039; gives less time between steps.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stay Vigilant&amp;#039;&amp;#039;&amp;#039; makes form changes less predictable. &amp;#039;&amp;#039;&amp;#039;Keep Back&amp;#039;&amp;#039;&amp;#039; adds close-range melee attacks, so stay away when using ranged or magic. &amp;#039;&amp;#039;&amp;#039;Double Trouble&amp;#039;&amp;#039;&amp;#039; can add extra memory attacks.&lt;br /&gt;
&lt;br /&gt;
=== Final phase ===&lt;br /&gt;
At 15% hitpoints, Akkha switches to a melee-only final phase. Dodge the moving white orbs and follow his teleports between the shadow positions. He moves after five damaging hits. Normal attacks and memory sequences stop during this phase, so concentrate on a safe route to each new position. Touching an orb deals 25 damage.&lt;br /&gt;
&lt;br /&gt;
== Ba-Ba ==&lt;br /&gt;
Use Protect from Melee and attack Ba-Ba while watching the floor. Move several tiles away from a shockwave warning; the attack covers a square around the targeted player&amp;#039;s position. &amp;#039;&amp;#039;&amp;#039;Shaking Things Up&amp;#039;&amp;#039;&amp;#039; makes that square larger.&lt;br /&gt;
&lt;br /&gt;
=== Falling rocks ===&lt;br /&gt;
When the cover rocks appear, avoid their landing warnings, then move beside a rock before Ba-Ba throws at the party. Split the party between the rocks instead of stacking everyone beside one. Players close to a cover rock take much less damage from the throw.&lt;br /&gt;
&lt;br /&gt;
=== Rolling boulders ===&lt;br /&gt;
Below 60% and 32% hitpoints, Ba-Ba becomes invulnerable and pushes players to the west side. Destroy the weak boulder in a wave to make a gap, then move east through the gap toward Ba-Ba. A hit against the weak boulder destroys it. Do not waste time attacking Ba-Ba while the boulders are rolling.&lt;br /&gt;
&lt;br /&gt;
Reaching Ba-Ba&amp;#039;s side ends this phase and resumes the fight. Being hit by a rolling boulder deals 25 damage and knocks you back. &amp;#039;&amp;#039;&amp;#039;Boulderdash&amp;#039;&amp;#039;&amp;#039; sends the waves more quickly. With &amp;#039;&amp;#039;&amp;#039;Mind The Gap&amp;#039;&amp;#039;&amp;#039;, stay out of the middle lanes before the knockback, since being pushed into the gap kills you.&lt;br /&gt;
&lt;br /&gt;
== Kephri ==&lt;br /&gt;
Keep moving out of the marked 3×3 bomb areas. Kephri&amp;#039;s bombs deal 30 damage and ignore protection prayers, so praying does not replace dodging.&lt;br /&gt;
&lt;br /&gt;
Kephri has an initial fighting phase, one recovery phase and a final fighting phase. During recovery, kill the larger scarabs and intercept the swarms walking toward Kephri. Swarms that reach her can heal her. Prioritise the magic scarab before it has time to release a large burst; use Protect from Magic if that burst is about to land. Use Protect from Missiles against the ranged scarab and Protect from Melee when the soldier is attacking you.&lt;br /&gt;
&lt;br /&gt;
When the dung warning marks a player, position the coming line toward an edge of the room so that it does not split the party&amp;#039;s fighting area. Avoid standing close to explosive eggs and kill the scarabs that hatch from other eggs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;More Overlords&amp;#039;&amp;#039;&amp;#039; adds all three larger scarabs during recovery. &amp;#039;&amp;#039;&amp;#039;Medic!&amp;#039;&amp;#039;&amp;#039; adds more healing swarms, &amp;#039;&amp;#039;&amp;#039;Lively Larvae&amp;#039;&amp;#039;&amp;#039; adds more eggs and &amp;#039;&amp;#039;&amp;#039;Blowing Mud&amp;#039;&amp;#039;&amp;#039; can mark an additional player for dung.&lt;br /&gt;
&lt;br /&gt;
== Zebak ==&lt;br /&gt;
Fight from range and match your prayer to Zebak&amp;#039;s magic or ranged projectile. Avoid standing near his mouth, where he can use melee. Move off acid pools promptly.&lt;br /&gt;
&lt;br /&gt;
Zebak alternates between wave and cover-rock specials as his hitpoints fall. Both require movement while you continue checking his projectiles.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Move into the gap in each wave. Three waves cross the arena from south to north. At path level 2 or higher, the gap narrows from two tiles to one. A wave that catches you deals damage and pushes you north.&lt;br /&gt;
&lt;br /&gt;
=== Cover rocks and jugs ===&lt;br /&gt;
Use the water jugs to clear acid near a cover rock. &amp;#039;&amp;#039;&amp;#039;Push&amp;#039;&amp;#039;&amp;#039; sends a jug away from you; &amp;#039;&amp;#039;&amp;#039;Pull&amp;#039;&amp;#039;&amp;#039; draws it toward you. Push it into a rock, or attack the jug where you want it to burst.&lt;br /&gt;
&lt;br /&gt;
For the three roar blasts, stand on the tile &amp;#039;&amp;#039;&amp;#039;immediately east of a surviving rock&amp;#039;&amp;#039;&amp;#039;. Stay there until all three blasts finish. Acid can occupy the cover area, so clear your tile before the blasts. Other tiles take 50 damage per blast.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Upset Stomach&amp;#039;&amp;#039;&amp;#039; adds acid and reduces the area cleared by a jug. &amp;#039;&amp;#039;&amp;#039;Not Just A Head&amp;#039;&amp;#039;&amp;#039; adds blood attacks and blood spawns; &amp;#039;&amp;#039;&amp;#039;Arterial Spray&amp;#039;&amp;#039;&amp;#039; strengthens the blood attack and &amp;#039;&amp;#039;&amp;#039;Blood Thinners&amp;#039;&amp;#039;&amp;#039; adds more blood spawns.&lt;br /&gt;
&lt;br /&gt;
== Wardens ==&lt;br /&gt;
After all four paths, enter the final room and cross the barrier. Sarim&amp;#039;s Wardens fight starts with Elidinis&amp;#039; Warden and its exposed core, then moves to Tumeken&amp;#039;s Warden.&lt;br /&gt;
&lt;br /&gt;
=== Elidinis&amp;#039; Warden and core ===&lt;br /&gt;
Start with magic. Elidinis&amp;#039; Warden accepts magic attacks in its magic form and ranged attacks in its ranged form. These offensive forms are separate from its incoming attacks, so keep watching the projectile and change your protection prayer accordingly.&lt;br /&gt;
&lt;br /&gt;
Keep away from the Warden&amp;#039;s close-range melee attack. Use Protect from Melee for the sword projectile, Protect from Missiles for the arrow and Protect from Magic for the blue ball. Move off the marked tile for the stone attack to avoid being trapped.&lt;br /&gt;
&lt;br /&gt;
Dodge the spreading lightning, lines and rotating floor patterns. Movement is essential even with the correct prayer. &amp;#039;&amp;#039;&amp;#039;Penetration&amp;#039;&amp;#039;&amp;#039; can turn off your protection prayer; reactivate it promptly.&lt;br /&gt;
&lt;br /&gt;
When the Warden collapses, attack the exposed core immediately. You have a limited window before it hides. If the core survives, the Warden rises in its other form; change weapons and repeat. Killing the core moves the surviving party into the final arena and restores stats and special attack energy.&lt;br /&gt;
&lt;br /&gt;
=== Tumeken&amp;#039;s Warden ===&lt;br /&gt;
Move out of the glowing floor patterns. The Warden repeats side, opposite-side and centre patterns. The centre strip is safe for the centre pattern. Learn the visible pattern before adding Overclocked or Insanity.&lt;br /&gt;
&lt;br /&gt;
At 85%, 65%, 45% and 27% hitpoints, stop attacking the Warden and destroy the skulls with melee. Ranged and magic attacks do not damage them. Divide the skulls among party members so that all are destroyed within the window. Clearing them damages the Warden and resumes combat.&lt;br /&gt;
&lt;br /&gt;
Zebak&amp;#039;s phantom joins after the first skull phase. Continue switching between Protect from Magic and Protect from Missiles for its projectiles. Ba-Ba&amp;#039;s phantom joins after the second skull phase and marks floor tiles; move off each warning before its rock lands.&lt;br /&gt;
&lt;br /&gt;
=== Final floor phase ===&lt;br /&gt;
At 15% hitpoints, the Warden heals and the arena begins to break apart. Move south toward the boss as the back rows disappear. Standing on a tile when it is removed kills you.&lt;br /&gt;
&lt;br /&gt;
Keep attacking while stepping off lightning warnings. Save enough healing for this phase, and use special attacks when you have a safe opportunity. Insanity speeds up both the floor destruction and the lightning, leaving less room for delayed movement.&lt;br /&gt;
&lt;br /&gt;
== Deaths and leaving ==&lt;br /&gt;
A death turns you into a ghost at the room&amp;#039;s waiting area. You cannot use raid objects as a ghost. If teammates finish a path room, you return to the living players shortly afterwards. A death during the first Warden fight leaves you waiting until the final Warden is defeated. If everyone fighting in the room dies, the room resets and the party uses one failed-room attempt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Failed-room invocation !! Room failure that ends the raid&lt;br /&gt;
|-&lt;br /&gt;
| None || 11th failure&lt;br /&gt;
|-&lt;br /&gt;
| Try Again || 10th failure&lt;br /&gt;
|-&lt;br /&gt;
| Persistance || 5th failure&lt;br /&gt;
|-&lt;br /&gt;
| Softcore Run || 3rd failure&lt;br /&gt;
|-&lt;br /&gt;
| Hardcore Run || 1st failure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each player&amp;#039;s deaths also worsen that player&amp;#039;s unique-reward chance. A reset does not erase deaths already recorded.&lt;br /&gt;
&lt;br /&gt;
Ordinary teleports do not work inside the raid. Use a raid exit to leave. &amp;#039;&amp;#039;&amp;#039;If the leader leaves, the entire raid is disbanded and everyone is removed.&amp;#039;&amp;#039;&amp;#039; Unused nectar, tears of Elidinis, smelling salts, ambrosia and liquid adrenaline are removed when leaving.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
After defeating Tumeken&amp;#039;s Warden, enter the rewards room and open the sarcophagus. Rewards are personal: each player receives their own result. Claim to inventory or bank; Ultimate Ironmen must use the inventory option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Reward group !! Possible rewards&lt;br /&gt;
|-&lt;br /&gt;
| Unique equipment || Tumeken&amp;#039;s shadow (uncharged), Masori mask, Masori body, Masori chaps, Elidinis&amp;#039; ward, Osmumten&amp;#039;s fang, Lightbearer&lt;br /&gt;
|-&lt;br /&gt;
| Separate bonus rewards || Tumeken&amp;#039;s guardian pet; cursed phalanx at raid level 500 or higher&lt;br /&gt;
|-&lt;br /&gt;
| Regular loot || Coins, dragon darts, logs, planks, gems, raw fish, battlestaves, herblore supplies, gold and metal bars&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The final raid level determines the reward bracket. Personal deaths reduce the unique chance; timed-invocation penalties can lower the final bracket. Perks, active bonuses and account mode can also change rewards. Lucklocked players can receive a raid mystery box in place of the rolled unique.&lt;br /&gt;
&lt;br /&gt;
Claim your rewards before leaving, especially as an Ultimate Ironman. Unclaimed loot can be viewed in the chest by the entrance and prevents starting another raid.&lt;br /&gt;
&lt;br /&gt;
[[Category:Raids]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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