User:BobbysMother/Dominion Tower (better) Strategies

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This one's for endurance. Fun.

Contents

Required items[edit | edit source]

Assuming you have all boss fights unlocked, you will need, at minimum, the following in order to be able to defeat every boss.

Recommended items[edit | edit source]

While none of the following are required, they will make your journey through the Tower much easier.

  • A dragon spear or Zamorakian spear. These weapons carry all three attack styles, making them versatile enough for several fights, and their special attacks can be used effectively against Zenevivia.
  • Antipoison potion / poison purge is useful on bosses such as the giant scarab or to counter the poison handicap.
  • Ruby bolts (e) and a crossbow for the decaying avatar.
  • Ice gloves for fighting Flambeed and Fareed. Players may use the hit-and-run strategy to get around this and save an inventory spot. However, ice gloves are not necessary for players who are using goliath gloves, which work at full strength versus Flambeed and Fareed.
  • Runes for elemental spells such as the Surge spells. These are useful against the first Dagannoth mother, Gelatinnoth Mother, Second Dagannoth Mother, Flambeed and Fareed. Chronozon does not require runes because both elemental and catalytic runes are provided in the arena.
    • If you are on a different spellbook, it will automatically switch to the standard spellbook for the fights above.
    • If you are attempting endurance mode and are after a high level boss such as Nomad or the Pest Queen, it may be recommended to bring a runic staff or greater runic staff charged with your best fire spells in conjunction with earth and water runes in your inventory. This will save you two inventory slots. When necessary such as during the Dagannoth Mothers, you can uncharge the staff and utilize all the runes. Do not store air spells, as you can save an inventory space by holding runes of an additional elemental in the staff instead.
  • Balmung for fighting dagannoth bosses. However, Balmung is provided for the one fight in which it is required (second Dagannoth Mother).
  • A good Summoning familiar and its scrolls, if applicable. Bunyips are not particularly useful due to their slow healing rate and the fact that you are healed between rounds. Unicorn stallions provide excellent healing, and the titan familiars can be used as backup in combat. For particularly long trips through the Tower, consider bringing a spare pouch to renew your familiar.
  • Weapons with useful special attacks. Offensive choices include dragon claws, a dragon dagger, Korasi's sword, and an abyssal vine whip. Defensive choices include enhanced excalibur, Saradomin godsword and a Staff of light to reduce incomming melee damage. Note that some fights, such as Sigmund and the Pest Queen, will require that special attack energy be used for something specific, so you should not use a different special attack.
  • Another option for a versitile weapon is the Staff of light. It has slash, stab, and crush attack styles, melee stats above a dragon long sword, and good mage attack bonus.
  • Using full normal/elite void melee is very helpful while rushing bosses with melee weapons for better accuracy.

Special[edit | edit source]

Also got rid of the ones I've already done.


No More Nomad...No More![edit | edit source]

Difficulty: 0*****5*****
Nomad respawns the moment the first Nomad is defeated.

See Nomad (monster) for information on killing Nomad. Nomad will respawn the moment he is defeated. This makes this battle very rough, since you must deal 25,000 damage to two Nomads. The challenge will require great combat abilities. A beast of burden and armour with high magic absorption are recommended to have a greater chance at success.

I Eat Dagannoths for Breakfast[edit | edit source]

Difficulty: 0*****3*****
Attack the second Dagannoth mother away from the Sentinels so that they cannot attack you.

At the start of this fight, pick up Balmung and run to the entrance gate. That way, the two sentinels can't attack you, and you can kill the two mothers first. It is best to kill the second version of the mother first, as the first version will continue switching colours anyway, and that way you can fight the second version, until the first version switches to orange so you can use melee on her. That way, you will make use of the weakness for the Balmung most efficiently. After killing both mothers, kill the sentinels using the strategy described here.

Indigestion[edit | edit source]

Difficulty: 0*****3*****
A player in the Indigestion special.

This can be potentially difficult if the correct methods aren't used. First, kill the Culinaromancer with Protect from Magic on. When the Culinaromancer dies, stand next to Karamel, turn on Protect from Melee and kill her with your best fire spell. After Karamel is killed, next is Dessourt, then the Gelatinnoth Mother, Agrith Na-Na, and finally Flambeed.

Blood Burst or Blood Barrage used to be very effective alternative for this challenge due to their ability to attack multiple monsters and its ability to heal but as of February 21st 2012 the spellbook will switch back to standard for the fight and back to what you had afterwards. All monsters in this challenge used to be particularly weak against these spells save for the Gelatinnoth Mother and Agrith-Na-Na. A melee weapon and ranged weapon are recommended for dealing with Agrith-Na-Na and the Gelatinnoth Mother.

Almost all enemies will teleport and run next to you and can not be used as safespots against each other.

Enemies overview:

Dessourt: Weak to wind spells and has high melee defence. He deals fast melee and magic damage.

Culinaromancer: Should be a fast kill, but can deal out some damage.

Karamel: Casts a very accurate, stat reducing magic attack that always deals 140 damage (in two hits of 70) and has a much less accurate melee attack. Weak to fire spells.

Agrith-Na-Na: High magic and low range defence, and is weak to stab attacks.

Gelatinnoth Mother: Uses all 3 types of attack, and changes randomly after a couple of hits. More vulnerable to a certain damage type depending on its colour (changes about every 15-20 seconds).

  • White: Air spells
  • Blue: Water spells
  • Brown: Earth spells
  • Red: Fire spells
  • Orange: Melee attacks
  • Green: Ranged attacks

Flambeed: When within melee range, Flambeed will unequip your weapon if ice gloves are not equipped. Weak to water spells and stab attacks. Uses magic and melee.


The Fire! It burns![edit | edit source]

A player fighting Sunfreet.

This fight is one of the most challenging specials in the tower. Sunfreet must be fought. It's level 530, and at the beginning of the battle it will fly up into the air and rain fire. It's fire rain attack has a certain pattern that a player must recognise or the player will take large amounts of damage. It is weak to crushing attacks, so a Chaotic maul or Goliath gloves are effective against it.

The goliath gloves may also help to reduce the Sunfreet's massive defence.

Class A[edit | edit source]

Nomad[edit | edit source]

Difficulty: 0*****5*****
Combat conditions: Multicombat area (combat familiars can attack)

See the Nomad (monster)/Strategies guide on Nomad's abilities and the ways to defeat him.

In the tower, Nomad does exactly the same as during Nomad's Requiem, but with only four pillars that are differently shaped than in the quest, he can often either walk around or fire his magic attack at you. You must position yourself carefully behind the pillar you are using to avoid this.

Players will only encounter Nomad in Endurance mode or in Special mode (the No More Nomad...No More! match), so he must be killed in either of these modes to obtain credit towards unlocking the Goliath gloves. In the Special mode match, both Nomads must be defeated for it to count. Nomad does not appear in Climber mode (he would be extremely hard or almost impossible to defeat if you were affected by various negative handicaps).

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Nomad Magic, Magical melee Stab No Magic Too many to summarise briefly. See Nomad (monster) and Nomad (monster)/Strategies

Pest queen[edit | edit source]

Difficulty: 0*****4*****
Combat conditions: Multicombat area (combat familiars can attack)

The Pest Queen acts the same as she does at the end of The Void Stares Back, and a Korasi's sword is provided when the fight begins. In essence, the fight strategy consists of:

  • Always using the special attack of Korasi's sword to prevent the queen's powerful charging attack. Only use the special attack to prevent the charging attack; using it at other times can run down your special attack energy enough so you don't have enough left when the queen starts charging.
  • Protect the rangers while they kill the pest drones that heal the queen. To do this, distract (by attacking) or kill the elite defilers the queen summons to attack the rangers. There are a total of ten drones that are summoned during the fight.
  • When the drones are dead, damage the queen until she dies. (Before the drones are killed, their healing abilities may make it not worth attacking the queen except to stop her charging attack.)
  • The queen uses magic against you if your are out of her melee range.
  • If in her melee range, she uses melee most frequently and magic occasionally. Adjust your protection/deflection prayer as appropriate. However, once all of her drones are dead, she will switch her attack style based on your prayer. Protection prayers do not fully block damage; instead they reduce it by about 40% (much like in player-versus-player combat).
  • Bring enough prayer recover items (like prayer potions) so that you can prayer for 5-10 minutes, as the battle can take that long depending upon your effectiveness. Fill all empty slots with food and heal when necessary. Keep above 530 life points just in case you fail to prevent a charging attack. Letting an occasional charging attack through may not be fatal (so keep fighting) but will likely prolong the fight.

Be careful not to use your own personal Korasi's sword though, due to the fact it will not have the increased damage on the Pest Queen and the special attack will use 60% of the bar rather than the 15% the sword given uses. In Climber mode, handicaps such as daze and random freeze may prove annoying when trying to attack Elite defilers to protect the Void knight rangers, making it more important to pay attention when they spawn. If you get the Lifesaver handicap, it may prove useful to activate it when your special attack is low, as it restores special attack.

In Endurance mode, the Pest Queen can be an extremely difficult fight unless you prepared for it at the start of your Endurance run. You have limited healing capabilities, and over the course of the fight, which will very likely last a while, you may simply be unable to keep up with the damage you take from her attacks and from her two elite defilers. (It does not appear to be possible to trap the elite defilers behind the Pest Queen, as they simply walk right through her and can even shoot around her. You must either tank their attacks or kill them.) One strategy is to wear strong melee armour and forgo protection prayers in favour of Soul Split, which enormously increases your longevity and ability to endure the Pest Queen's attacks long enough to kill her, especially if used in tandem with the Penance aura.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Pest queen Magic, Melee Korasi's sword (arena-provided version only), Stab No Magic and melee attacks can partially hit through protection/deflection prayers. Charges up and makes a special attack that heals herself and deals 500 damage to you and your rangers. Has drones that heal her until they are killed. Will occasionally summon up to two elite defilers that attack your rangers.
Pest drone Doesn't attack Your rangers No Immune to your attacks You cannot harm the drones, but your rangers can kill them. The drones heal the pest queen until they are killed. There are a total of ten drones, which spawn in four waves: 4 drones in the first wave, 3 in the second, 2 in the third, 1 in the fourth. After the fourth wave, no more drones spawn.
Elite defiler Ranged Stab, Slash Unknown Will attack your rangers and damage them for over 300 per hit unless you distract them by attacking them. Once distracted, however, they can walk through and even shoot around the queen. They don't hit you as hard as they can hit your rangers, but can still consistently hit you for up to 150 damage per hit. This adds up quickly, especially if both of them are attacking you, so it is advisable to kill them rather than to simply distract them.

Decaying avatar[edit | edit source]

Difficulty: 0*****1*****
Combat conditions: Single-way combat area (combat familiars cannot attack)
The Decaying avatar being trapped to the side of the arena

When fighting the Decaying avatar, it is recommended to use Ruby bolts (e) with a Rune crossbow. That way, you will be able to hit up to 2000 with the special of the bolts, and still hit fairly often with the bow's accuracy. Bring food or other healing abilities, as the special also damages you. Once the avatar's health has been greatly reduced, you can switch to Diamond bolts (e), as the ruby's special will not deal that much damage any more while the diamond's special hits through strong defence.

Also, because of the high hits the avatar can deal and its high defence, it is best to trap the avatar, instead of using prayer. Prayer would use up prayer points so rapidly that several prayer potions would be used up. The avatar can easily be trapped on the side of the arena, as seen on the image to the right. Just run along the side of arena slightly ahead of the avatar until it stops moving. Then, stop and range it.

This method also allows players to melee it with the 'hit and run' method: Stay one step away from the avatar, step in, hit him, and then step back again. When done right, you can hit the avatar and step away before it can hit back. (A good way to know when it's safe to strike is, when the avatar's health bar above its head disappears.) Prayer flashing with stat-boosting prayers like Piety or Turmoil can be effectively used, by turning the prayer on before you step in and off when you step away. Hit and run allows players to save prayer and life points and to restore health and special attack.

During the battle, three healing roots will appear, which the avatar will eat to heal to full health.

Root Spawns when the avatar reaches Appears in this part of the arena
First 75% health bar for the first time North-west
Second 50% health bar for the first time North-east
Third 25% health bar for the first time South/South-west

Bind or freeze spells will not prevent the avatar from walking to the roots, so do not use these. Instead, attack the roots to destroy them. It is best to destroy the roots at distance with ranged or magic, as it is difficult to run up to a root and destroy it with melee before the avatar gets there and eats it.

When destroying the roots, turn on protect from/deflect melee, because as soon as the roots are destroyed or eaten, the avatar will immediately attack you, possibly causing up to 460 damage.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Decaying avatar Melee Ranged with enchanted ruby bolts, Stab No Melee, Ranged Heals up to three times by eating roots

Ayuni, Leeuni and Eruni[edit | edit source]

Difficulty: 0*****5***** if all three can hit you at once
Difficulty: 0*****3***** if you can fight them one vs. one
Combat conditions: Multicombat area (combat familiars can attack)

Together, these three are very strong and deal massive amounts of damage. It is advised to wear armour that protects against melee and ranged damage, then use Protect from Magic, and make sure there is a space between you and the ones you're not fighting. That way, they can only use Magic or Ranged attacks when you're not fighting them. Make sure you bring a lot of prayer potions, as Ayuni will drain prayer with her magic and melee attacks. Because of this draining effect, it is advised to kill Ayuni first, preferably with a space between you and her, and using ranged, which is her weakness, to prevent her from using her strong melee attack. An alternative to this strategy is to stay within her melee range and use Protect from Melee, as she appears to only use melee up close. This requires significantly more prayer potions, however as she will be constantly draining your prayer.

The arena has pillars. To limit damage taken, first run right behind a pillar. After running behind the pillar, both Ayuni and Leeuni will be trapped. By moving further enough right and then retreating back behind the pillar, Ayuni will be stuck along the side of the pillar whilst Leeuni will still be completely behind it, allowing you to kill Ayuni and then Leeuni in one-on-one combat.

When fighting Leeuni, it is advised to use the accurate attack style on your bow, and use hit-and-run, so that she attacks the same speed as you. After hitting her with your bow once, run back behind the pillar. About half of the time, Leeuni will not be able to attack back, reducing the damage taken significantly. Be sure to have Protect from Magic on in case she does attack back when you run out to attack her, as she can hit very hard otherwise.
If you have the Monster stun handicap active, it is advised to attack Leeuni (preferably with a knockout weapon such as Dragon claws) until the monster stun wears off, as Leeuni will be dealing the most damage without monster stun. After it wears off, try to trap Ayuni being able to attack her with ranged, and Leeuni completely behind the pillar, and out of the range of Eruni's attacks. Then follow the steps above.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Ayuni Melee, Ranged, Magic Ranged No Melee hits very fast and accurately. Moves very slowly. Drains prayer with magic and melee attacks. At lower health, will teleport to the player
Leeuni Melee, Ranged/Magic Stab, Slash, Ranged No Ranged/Magic attack hits twice, once with ranged and once with magic. Can force the player's helmet off. If the player has a full inventory, she instantly deals 300 damage when she is unable to force off the helmet. Teleports around the arena occasionally.
Eruni Melee, Ranged/Magic Stab No Ranged/Magic attack hits twice, once with ranged and once with magic. Stays immobile during the entire fight. Summons lesser demons when health reaches certain points (one demon at start of fight, two when at 3/4 Lp, three when half Lp and four when at 1/4 Lp). Eruni is completely impervious to attacks while there are any demons summoned.

Dagannoth Mother (the second Dagannoth Mother)[edit | edit source]

Difficulty: 0*****1*****

For this fight, it is best to put your Balmung in your bank, in case you have one with you, as only the Balmung provided in the area is effective against the Dagannoth Mother. Also bring enough runes for every type of elemental spell, and bring a ranged weapon**. There are pillars in this room, so in case you need to take a little break, for example when switching attack styles, the pillars can be used as obstacle. The Dagannoth Mother attacks with all three attack styles, but after switching attack styles, she sticks with that style for a while, so it is best to switch prayers to prevent the most damage. Do not use any other weapon besides the Balmung provided in the area when using melee, as she is extremely weak to that. Another strategy is to "hug" the pillars in the arena - by employing the hit-and-run tactics, the Dagannoth Mother would not be able to switch her weaknesses, allowing the Balmung to be used throughout the battle while preventing her from attacking you. Just remember to hit only after her hp bar is hidden, or else she may attack you.

  • You dont need runes or range weapon. You can do the hug the pillar strategy right away, before she gets to colors and just use the Balmung. This will save you 6 spaces of runes that can be used for brews in Endurance mode. However if you dont do the hug strategy and if you decide not to bring runes, you will never be able to kill her because she will never switch to green (range) or orange (melee). In the event that this does occur and she changes colour, you can simply log out behind the pillar to reset the fight.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Dagannoth Mother (the second Dagannoth Mother)

Melee, Ranged, Magic

Depends on her colour Yes Depends on her colour You must first hit her with the Balmung provided in the arena. Until you do so, she does not change colour and has no vulnerabilities.
Colour Vulnerable to
Orange Melee
Brown Earth spells
Red Fire spells
Green Ranged
White Air spells
Blue Water spells

Zenevivia[edit | edit source]

Difficulty: 0*****2*****

Zeneviva can be very hard or very easy depending on whether or not you have the correct equipment and, in climber mode, which handicaps you have. In endurance mode, not having the correct equipment can be fatal if you do not have sufficient food to offset the damage you'll be taking from the flame pits. The best way to defeat Zenevivia is to bring a Dragon Spear or Zamorakian Spear. Attack Zenevivia with any melee weapon (such as an Abyssal Whip or Chaotic Rapier) until she says "Aha!", then switch to your spear and use the special attack on her when she teleports to a statue plinth. This will immediately knock her off of the plinth, making her much easier to kill.

A dragon spear or a Zamorakian spear can shove Zenevivia off a plinth.

Players without a spear are advised to pray Protect from Magic or Deflect Magic and range her (or melee with a halberd), moving when she creates flames underneath them. When she teleports back to the centre, either range or melee is fine. She has a high magic defence and kicks you back if you try to melee her when she stands on the statue plinths, making using either magic or a normal melee attack very difficult. The Wise Old Man will cast spells on her, but cannot be relied upon to do much damage.

If you range Zenevivia and bolts or arrows drop to the ground, for some reason, her fire pit attack will not appear on that spot. This trick may be useful for when you knock her off all pillars. When she starts to make huge fires, just stand on your ammunition and you will take no damage from the fire. Note that the fire pits can damage familiars also, and can be fatal to some with relatively low lifepoints such as the Unicorn stallion, as they will cause rapid hits above 100 on them. They may also cause the game to run slower for a few moments for slower computers.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Zenevivia Magic, Melee Ranged No Melee Uses Blood Barrage unless you pray protect from/deflect magic, in which case she instead uses a special flame pit spell that deals constant hits of 30-40 damage as long as you stand on its flames. She teleports to a plinth and prays protect from/deflect magic or ranged if you attack her with magic or ranged.

Class B[edit | edit source]

Damis, Fareed, Kamil and Dessous[edit | edit source]

Difficulty: 0*****3*****
Combat conditions: Multicombat area (combat familiars can attack)
Note: Without ice gloves, this fight can be more difficult. Keep your ice gloves equipped when attacking Fareed.

You face all four bosses of the Desert Treasure quest: Damis, Dessous, Fareed, and Kamil. Their combined special abilities and combat styles make them a tough fight for an unprepared player.

The combined bosses can attack with melee, magic, and ranged. The melee attacks tend to do the most damage, and ranged the least. All bosses are vulnerable to magic, while some are quite strong against melee. So, one effective strategy is pray Protect from Melee or Deflect Melee, wear armour with high magic defence, and slay the bosses using magic.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Damis Melee Earth spells Yes Melee Melee attack powerful. Must be fought 1st as a Level 134 and then as a Level 217. The level 217 form drains prayer points with every attack made (even misses).
Dessous Melee, special magic/ranged bat attack Wind spells, polypore staff Yes Melee Melee attack powerful. Bat attack infrequent and weak. Can teleport next to player if player attacks from a distance.
Fareed Melee (mainly), magic (sometimes) Water spells Yes Melee; also immune to Polypore staff and Iban Blast Player must wear Ice gloves to use weaponry against Fareed when adjacent to him.
Kamil Ice magic, melee Fire spells No Melee; also immune to Polypore staff and Iban Blast Will freeze you with ice spell. May melee you if adjacent. Apparently does not teleport to you, as he does in Desert Treasure.

Suggested equipment[edit | edit source]

  • Armour with good magic defence, such as Dragonhide armour, Splitbark armour, or Void Knight equipment.
  • Staff with magic damage bonus, such as Staff of light, Armadyl battlestaff, or similar. Warning: The Polypore staff and Iban's staff have limited use in this battle, as their respective spells are useless against Fareed and Kamil. Although you may still choose to take the Polypore staff because it is VERY effective against Dessous
  • Runes for the most powerful earth, fire, water, and wind spells you can cast from the standard Spellbook. Each boss is vulnerable to one of these spell types. Other magic spells can be used but may not be as effective.
  • Several prayer-point recharging potions such as Prayer, Super prayer, or Prayer renewal potions or flasks. The fight can last several minutes, and one boss can eventually drain prayer.
  • High-healing food such as Sharks, Rocktails, or Scorpion meat.
  • Ice gloves. Weapons cannot be wielded against Fareed when the player is adjacent to Fareed, unless the gloves are worn. (Fareed can be killed without a weapon, if the player only uses runes for the spells to attack him. However, this is slower as the player does not benefit from the magic damage bonus of a staff. Also, Fareed can be killed without ice gloves and with a weapon if Fareed is not adjacent to you.)

Optional:

  • A poisoned Dragon dagger (Note: Kamil is immune to poison).
  • A combat or healing familiar.
  • A magic-boosting potion or flask such as Magic or Extreme magic, for its magic-damage boost.
  • Ice arrows are effective against Fareed but are bothersome to obtain.
  • A Ring of recoil can be useful to recoil some damage you will take. Alternatively, a Seers' ring is useful to boost magic ability.

Alternative: Depending upon the handicaps the player is fighting under, substitute other items if the recommended items cannot be used. For example, if the no food handicap is in place, substitute Saradomin brew and Super restore potions or flasks for food.

Take-out strategy[edit | edit source]

Turn on protect from/deflect melee. Also use a stats-boosting prayer like Piety or Turmoil if available. Watch prayer points and drink potions as needed.

If you brought a poisoned dragon dagger, use its special attacks against Dessous, Fareed, and Damis. All are strong against melee, so the attacks may fail. If they do, the fight takes a long time, so just try again once the special attack ability of the dagger recharges.

Running back and forth across the room to try to line up the bosses (so that only one is next to you at a time) can be difficult, as Dessous will teleport next to you and some will attack from a distance. However, it is possible to do this, see the next strategy below.

Kill Dessous (with wind spells or with Polypore staff) first to get rid of his magic/ranged bat attack. Since you are praying protect from/deflect melee, Dessous's bat attack is unblockable and damages you 100 with every hit.

Kill Kamil (with fire spells) second to get rid of his freezing ice magic. Make sure you are standing next to him when you attack him, or else he will always use his freezing attack instead of occasionally using melee.

Kill Fareed (with water spells) third. Since he mostly attacks with melee, his infrequent magic attacks are less of a threat.

Kill Damis (with earth spells) last. You do not want to fight his level 217 prayer-draining form if any of the other bosses are around. Since your prayer makes you immune to melee damage, Damis cannot hurt you while you pray. Kill him with earth spells.

[[File:Damis safespot Dominion Tower.png|thumb|Luring Damis behind Fareed and using magic attacks.]] Alternatively, deal with Damis third by lining him up behind Fareed and then killing hims with earth spells. Damis will not be able to approach, so his prayer-draining second form is rendered impotent. If they line up the wrong way, run straight through the bosses to try to line them up the other way. This can take a bit of time and Fareed will occasionally hit you with magic while doing this and while killing Damis, so be careful if your food is low by this time.

Whenever you reach about half life points, eat food. When Kamil is still in the fight, eat food while you are frozen by his spell.

Line-up strategy[edit | edit source]

In this strategy, get the four bosses to stand in line, so only one can attack you at a time. Dessous will teleport next to you if he can't attack you with melee, so it may be best to get Dessous first in line. That way, it will be fairly easy killing all four without too much trouble. This is harder than it sounds, as Dessous often teleports to a square diagonal to yours, allowing the others to get to you.

Once lined up, take out Dessous with wind spells and then Kamil with with fire spells. However, make sure you are standing next to him when you attack him, or else he will always use his freezing attack instead of occasionally using melee. If necessary, run back and forth again to get the bosses lined up with Kamil in front.

Finally, trap Fareed on Damis's first form and mage it with water spells. As long as you keep Fareed trapped on Damis, you won't need to unequip your staff even if you don't have ice gloves. Then take out Damis .

Notes[edit | edit source]

The most dangerous part of the battle is the first part, until Dessous and Kamil are killed. Kamil's freezing attacks will slow your attack rate, so that it can take time to slay Kamil. You can easily go through most of your healing potions and food at this stage.

If you run out of prayer points when fighting the second form of Damis, use hit-and-run tactics: run away from him, mage him, and run again, to try to prevent him from hitting you. His attacks in this form are quite strong.

If you forgot or do not have ice gloves, Fareed can still be killed with a weapon as long as he is not next to you. Move around until you get Damis in front of Fareed, which will then prevent Fareed from closing on you, and then mage Fareed to death. If Fareed is the last boss, use hit-and-run tactics on him so that he never gets adjacent to you. (You can also kill Fareed bare handed, but this takes considerable time.) Be aware that if you do not wear ice gloves, Fareed can hit you in the 400s with melee if you are not praying protect from/deflect melee.

A Staff of light is a good choice for a weapon, as it has high offensive bonuses, a 15% magic damage bonus, and a special attack that cuts melee damage by half for 1 minute. If you are not wearing ice gloves, do not attack Fareed while in melee range and relying on the staff of light's special attack, as being forced to unwield it will terminate the effect.

The Everlasting and The Illusive[edit | edit source]

Difficulty: 0*****0*****

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
The Everlasting Melee Stab, Ranged No Magic High defence and many life points
The Illusive Melee Slash No Constantly digs into floor, disappears, and reappears else. Unfightable when digging.

Karamel and Gelatinnoth Mother[edit | edit source]

Difficulty: 0*****2*****
Combat conditions: Multicombat area (combat familiars can attack)

For these bosses, it is advised to make sure you always have a melee and ranged weapon with you when going on an Endurance trip. That way, you can attack at least two versions of the Gelatinnoth Mother. When the Gelatinnoth Mother is not orange (melee) or green (ranged), you can attack Karamel. Make sure you have a few restore potions with you, as Karamel's freezing attacks can dramatically reduce your stats, although a Super Dominion Medallion may offset the effects of this. Also, when entering the fight, it is advised to use up all of your special attack, as this will also be drained by the freezing attack. Like the boss she is based on, the Gelatinnoth Mother follows a cycle of Orange (melee) - Brown (earth) - Red (fire) - Green (ranged) - White (air), Blue (water) before repeating, but begins coloured white.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Karamel Magic, Melee Fire spells No Her magic attacks also freeze you, reduced your stats, and reduce your special attack energy.
Gelatinnoth Mother Melee, Ranged Depends on her colour Yes Depends on her colour
Colour Vulnerable to
Orange Melee
Brown Earth spells
Red Fire spells
Green Ranged, Smoke spells
White Air spells
Blue Water spells

Class C[edit | edit source]

Balance Elemental[edit | edit source]

Difficulty: 0*****3*****
Combat conditions: Multicombat area (combat familiars can attack)

This is by far the hardest boss of Class C, using melee, magic, and ranged, along with a stat draining magic attack. At least one stat restore potion is recommended for this fight. The Balance elemental will attack with either a melee attack (the right rock arm will become a lot bigger), a ranged attack (the left fire arm will equip a fire bow), or a magic attack (the crest of the watery head will boil and fire balls of boiling, steaming water). It will always attack 3 times with the same style and then on the 4th attack use its stat-draining magic attack (looks like a rock being thrown on you). After the draining magic attack, it will switch attack style, reacting to your prayer. For example, if you are praying protect from/deflect melee at this time, it will never switch to melee. If you are praying protect from/deflect magic at this time, it will always switch to ranged.

It is important to keep watching your prayer and stats, and drink prayer and stat restore potions when needed.

It will always start the match using ranged, so when waiting for the fight to start it is suggested to activate protect from/deflect ranged.

A useful strategy is to switch your prayer quickly after its 3rd attack to protect from/deflect magic. This blocks its regular attack and causes it to swtich to ranged. You then switch player to protect from/deflect ranged until the after the next 3rd attack, whereup you repeat this process. Once you have mastered this, you will not take any damage from the elemental.

The arena contains columns, and if you are taking damage (such as not switching prayer at the right time), run to place a column between yourself and the elemental. You can then heal and drink potions without being attacked, and, when ready, return to the battle.

It is also possible to use a column as a Safe spot against the elemental. Attack the elemental and then immediately hide behind a column. Wait for its health bar to disappear and then repeat this hit-and-hide tactic. It will have time to attack you once, but you can tell what attack this will be and set your prayer accordingly. Doing this you will only need a few pieces of food.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Balance Elemental Ranged, Melee, Magic Stab Yes Every 4th attack is a special stat-draining magic attack. After this attack, switches attack style based on prayer you are using, and next 3 attacks will be that style.

Jungle demon[edit | edit source]

Difficulty: 0*****0*****
Combat conditions: Single-way combat area (combat familiars cannot attack)

For higher levels, it is advised to wear melee armour, then use protect from magic and just use melee to kill the demon. That way, it will not hit very often, and will be a fairly easy boss. Note though that it can hit up to 320 with both magic and melee, so keep a watch on your health. Alternatively, a hit-and-run strategy may be employed with careful timing to avoid all damage. Lower levels are advised to use ranged or magic, and attack from a distance with protect from magic on. That way, it won't be able to deal any damage.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Jungle demon Melee, Magic Ranged Yes Magic Melee attack is like a Halberd, can hit two squares away

Trivia[edit | edit source]

  • The monster guide on the monster selection screen claims the demon will switch attacks based on what you are praying. However, if you stand several squares away from it and attack with magic or ranged, it will only attack back with magic and will not attempt to close on you to use melee. This make praying protect from/deflect magic useful. It is not known if this is a bug.

Ice demon[edit | edit source]

Difficulty: 0*****1*****
Combat conditions: Single-way combat area (combat familiars cannot attack)

This is the Ice demon from The Temple at Senntisten quest, not the ones from the Ritual of the Mahjarrat quest.

Here, it is best to wear melee armour and use protect from magic, as the armour will prevent most ranged damage. It is best to attack the demon with stab, so when bringing Korasi's sword or a Zamorakian spear, it's best to use it with its stab attack. If you don't have a good stab weapon, it is better to use a fast-hitting weapon than to use lower level stab weapons, although the demon is resistant to slash-based weapons such as the abyssal whip.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Ice demon Magic, Ranged Ranged, Stab, Crush, Silverlight, Darklight No Slash, Magic, including fire spells Magic attack can freeze you in place, preventing you from moving but not attacking.

Giant Roc[edit | edit source]

Difficulty: 0*****1*****

The Giant Roc will knock you back quite often during the fight, dealing damage that cannot be protected against, making this a fairly hard boss. The Roc's ranged attack can deal high amounts of damage, but can be avoided by running away from the spot where you are. When attacking from a distance, the Roc will come towards you, so there is no way to protect from both its melee and ranged attacks at the same time. For prayers it is advised to use Soul Split or Protect from Melee during this fight. Protect from Missiles may be used instead to force the Roc to use melee only, but it will use its knock back attack more often. If the Random Freeze handicap is active, Protect from Missiles may be the better choice when using melee, since it allows you to draw the Roc into attack range if you happen to become frozen out of range. It is very weak against crush attacks, so if you have a strong crush weapon such as the Zamorakian spear or Dominion Sword, it's best to use it during this battle. The Giant Roc can be lured by standing on the east side of it (near the exit gate). By doing this, it will follow you, making its special attack less effective.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Giant Roc Melee, Ranged Crush Yes Will buffet you with its wings, knocking you backwards and damaging and stunning you for a short time.

Class D[edit | edit source]

Arrg[edit | edit source]

Difficulty: 0*****0*****

Arrg is a strong boss, and can hit very high with both his melee and ranged attacks. His attacks are not very accurate, and don't deal any damage most of the time, especially at higher defence levels. As his most common attack style is melee, it is advised to use Protect from Melee with melee armour, and try to kill him as fast as possible. He doesn't have very high defence or lifepoints, so it shouldn't be hard to kill him in a fairly short time.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Arrg Melee, Ranged Stab, Water spells, Poison, Yes Fremennik round shield reduces max hit of Arrg's ranged attack.

Barrelchest[edit | edit source]

Difficulty: 0*****1*****
Combat conditions: Single-way combat area (combat familiars cannot attack)

This is the Mark I version of Barrelchest, which is encountered in the The Great Brain Robbery.

Even though Barrelchest turns off your prayer everytime he attacks you, the attack that turns off your prayer is still blocked by Protect from melee, so when entering, you should turn on your protect from melee, and turn it back on everytime Barrelchest turns it off. Using the quick prayers function is very useful. It is not advised to drink prayer potions to restore your prayer after it is fully drained by Barrelchest, as this would be a waste of potions, unless you are doing climber mode and have plenty in the bank. After your prayer is fully drained, just keep attacking him until he is dead. He might hit quite high, but just eat when needed.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Barrelchest Melee (Crush), Ranged Crush, Magic, Ranged Yes Slash Its attacks turn off prayer and drain prayer points and defence.

Chronozon[edit | edit source]

Difficulty: 4*****0*****
Combat conditions: Single-way combat area (combat familiars cannot attack)



Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Chronozon Melee Silverlight, Darklight, Blast spells Yes To be slayable, must be weakened by being hit once from each blast spell (fire, earth, water, and air). If not weakened, what would be a kill blow instead heals the demon to full strength. Note that the blast spells must hit (if successful, the chat box will say "Chronozon weakens."); a blast that is cast but misses does not weaken the demon.

Flambeed, Agrith-Na-Na and Dessourt[edit | edit source]

Difficulty: 0*****2*****
Combat conditions: Multicombat area (combat familiars can attack)

Flambeed will unequip your weapons if you are adjacent to him and attack him while not wearing ice gloves. Either make sure you have those equipped when fighting him, or only attack him from a distance with range or magic, running away from him as he approaches, or safespotting against the side.

It is best to wear melee armour and use protect from magic, as all three monsters use melee and magic attacks. It is best to kill Flambeed first, so you can equip your regular gloves afterwards, and then kill Agrith-Na-Na and Dessourt. The order of the last two doesn't really matter, as both are fairly equally strong. Note, however, that Flambeed will only unequip your weapon if you attack him directly, so with careful clicking it is possible to wear other gloves and kill Agrith-Na-Na and Dessourt first.

The fight would be much easier if you have Goliath gloves, which provides better bonuses than ice gloves, and can deal good damage even if you are unarmed.

This fight is fair practice for facing Damis, Fareed, Kamil and Dessous, as it is easier to win while Flambeed is similar to Fareed and Dessourt is similar to Dessous. (Agrith-Na-Na is not similar to Kamil or Damis, but instead is similar to Agrith-Naar.)

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Dessourt

Melee, Range,

Magic

Wind spells, Iban Blast Yes Melee Can teleport next to player. Magic attack can drain stats.
Flambeed Melee, Magic Water spells, Stab, Ice arrows Yes Melee Player must wear Ice gloves to use weaponry against Flambeed when adjacent to him.
Agrith-Na-Na Magic, Melee Ranged, Stab Yes Magic

Giant scarab[edit | edit source]

Difficulty: 0*****1*****
Combat conditions: Multicombat area (combat familiars can attack)

The Giant scarab is weak to the Keris dagger, but on endurance matches, it is not recommended to use an inventory space just for the keris, as other weapons still work quite well. During the match, it will summon a level 93 Scarab mage, a level 98 ranged-using Locust rider and a level 106 melee-using Locust rider. The scarab mage has a very low attack speed, which can be ignored during the match. The ranged Locust rider can deal quite large amounts of damage when not using protect from missiles, so it is recommended to switch to that as soon as the ranged locust rider gets summoned. After that, a melee locust rider will be summoned, which can be trapped behind the Giant scarab. During the battle, do not attack any of the summoned monsters, as the battle will end as soon as the scarab is dead.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Giant scarab Melee, Ranged Magic (esp. Iban blast, ice spells, earth spells, slayer dart), Stab, Keris No Slash Poisonous (starting at 98), but cannot poison at a distance as in Contact quest. Summons helpers that attack with magic, ranged, and melee.
Scarab mage Magic Keris Yes Highly accurate attacks but slow attack rate.
Locust rider, ranged version Ranged Melee, Keris Yes Highly accurate attacks but slow attack rate.
Locust rider, melee version Melee Keris Yes Hits hard.

Class E[edit | edit source]

Black Knight guardian[edit | edit source]

Difficulty: 0*****0*****

The Black Knight Guardian is harder compared to the other bosses in class E, because he is able to drain the player's prayer to heal himself. It may be a good tactic to activate as many prayers as possible before the fight, including Protect from Melee, so your prayer will drain quickly and the Guardian won't have much to heal with. It may be handy to use magic against him, such ice or blood spells, as he has a high melee defence and a low magic defence. Crush attacks are advised if using melee. Another tactic may being hiding behind a pillar to let your prayer drain so you don't have to let the knight heal at all.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Black Knight guardian Melee Magic, Crush Yes Very high defence. Periodically drains your prayer to heal himself, if your prayer points are above 0.

Class F[edit | edit source]

Dad[edit | edit source]

Difficulty: 0*****0*****
Combat conditions: Single-way combat area (combat familiars cannot attack)

Dad is more accurate than Arrg, but only uses melee attacks which can be easily protected by prayer. Like the Giant Roc, he can push you backward, but not for as long, does not stun, and can be negated by prayer. A no prayer handicap in climber mode may make this boss significantly harder if you have low defence.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Dad Melee Stab, Poison Yes Smashing hits can push you back.

Dagannoth mother (the first Dagannoth mother)[edit | edit source]

Difficulty: 4*****0*****
Combat conditions: Single-way combat area (combat familiars cannot attack)

The Dagannoth mother begins coloured orange, but will quickly change to brown and be able to be hit by earth spells, so you should enter the fight prepared with earth spells if you can. She will switch her attack style based on what prayer protection you use, which should be protection from missiles, as her ranged attack is potentially stronger than her melee attack. If you do not have runes for spells available, you can wait her out by praying protection from missiles and standing next to her allowing her to hit you with melee, or running as she will try to hit you with melee. She follows a cycle of Orange (melee) - Brown (earth) - Red (fire) - Green (ranged) - White (air), Blue (water) before repeating.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Dagannoth mother (the first Dagannoth mother) Melee, Ranged Depends on her colour Yes Depends on her colour
Colour Vulnerable to
Orange Melee
Brown Earth spells
Red Fire spells
Green Ranged, Smoke spells
White Air spells
Blue Water spells

TokTz-Ket-Dill[edit | edit source]

Difficulty: 0*****0*****
Combat conditions: Single-way combat area (combat familiars cannot attack)

A Rune pickaxe is provided, but you may use your own pickaxe if you brought one, but it must be rune or dragon. Once its shell is broken, you can only damage it using a crush attack style on your weapon. If you did not bring a crush weapon, you can use the provided pickaxe as your main weapon. During battle, it may occasionally perform a special attack where it slams the ground, causing unavoidable damage. Do not use protection prayers while the shell is still intact, or it will slam the ground every time it attacks, and will hit constant 150s. Once the shell is broken, protection from melee is recommended.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
TokTz-Ket-Dill Melee, Ranged Crush No Immune to non-crush attacks Shell must be cracked by a pickaxe (multiple hits required) before it will take damage. When shell is intact, praying against it causes it to make powerful stomp attacks that are unaffected by prayer.

Black golem, Grey golem, White golem[edit | edit source]

Difficulty: 3*****0*****
Combat conditions: Multicombat area (combat familiars can attack)

No weapons are provided to damage these correctly, so you must bring your own. A spear is most useful for these, as it possesses all three styles needed, which are stab (white golem), slash (grey golem), and crush (black golem), but if you did not bring one then you can use the weapons you brought instead, if you possess all styles. Ranging and magical attacks are weakened, so if you do not possess all the attack styles needed you may be better off stopping and leaving. You can always use crush while unarmed so if you have a Chaotic rapier or Korasi's sword it should be easy.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Black golem Melee Crush Yes Magic, Ranged, Stab, Slash None
Grey golem Melee Slash Yes Magic, Ranged, Stab, Crush None
White golem Melee Stab Yes Magic, Ranged, Crush, Slash None

Class G[edit | edit source]

Elvarg[edit | edit source]

Difficulty: 0*****0*****
Combat conditions: Single-way combat area (combat familiars cannot attack)

Elvarg may seem to become a problem in climber mode if you are not allowed to equip a shield or you cannot drink potions, however if you drink a dose of Antifire potion before entering her room you will not be affected by the effects of dragonfire. If you have the Monster stun handicap enabled, you may be able to kill her before it wears off, but this is quite risky, and should only be relied on if needed as a last resort if you do not have any sort of protection against her dragonfire. If you are playing endurance mode and do not have a shield, this fight will be nearly impossible, as the dragonfire will drastically reduce prayer points , often completely in no more than 2 hits (making Protect from Magic or Deflect Magic not very useful against the dragonfire). In addition, it reduces your melee stats significantly (Attack, Strength and Defence lowered to around 30% of normal level), as well as hitting over 500 and killing you in seconds, perhaps before you even reach her by running.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Elvarg Melee, ranged Dragonfire Stab, Ranged Yes Dragonfire if not blocked reduces prayer points and melee stats.

Tumeken's shadow[edit | edit source]

Difficulty: 3*****0*****
Combat conditions: Multicombat area (combat familiars can attack)

All five of Tumeken's shadows will be fighting you at once, and are all levelled differently. The shadows have a low max hit but are quite accurate. This fight is quite simple, even without prayer, though if you have trouble, lining them up in a line that so one or two attack at once can be useful. Players may also safespot stronger shadows with weaker ones. An Abyssal vine whip's special attack may be useful to speed up the battle.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Tumeken's shadow Melee Crush No All five shadows, each at a different level, are present at once.

Class H[edit | edit source]

Tarn Razorlor[edit | edit source]

Difficulty: 3*****0*****
Combat conditions: Multicombat area (combat familiars can attack)

The strongest boss in this class has two forms, as opposed to the three (though only the later two were fightable) he had in the The Lair of Tarn Razorlor. He is is accompanied by four level 110 Terror dogs, but these won't be too much of a problem. Tarn begins in his mutant form upon entering the arena, and begins attacking with a red-orb magic attack. He will switch to melee when you are in range, and can block all of his attacks by praying melee protection. After defeating his mutant form he will switch to his ghost form which attacks with melee only. If you have trouble with this boss or are limited by handicaps, try getting the Terror dogs trapped behind each other so fewer attack you at once. The terror dogs are in front of Tarn as the fight begins. The simplest way to get them stuck is to run straight through them and also Tarn, trapping all terror dogs behind him if done correctly. Prayer points are not constantly drained like it was in his lair from the miniquest.

It appears that animated steel armours are summoned when Tarn slams his fists together and a green orb flashes briefly on his back. They could accumulate if the battle drags on, so kill Tarn as quickly as possible. The animated armour and terror dogs does not need to be slain to win the fight. Most of the time, the animated armours wander off rather than attacking. It is unknown whether it is a glitch.

The terror dogs appear to use some sort of an orange orb magic once in a while, but it has a very low accuracy and should be ignored. Protect from Melee or Deflect Melee should be used.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Tarn Razorlor, mutant form Magic, Melee Slash Yes Upon death, becomes a ghost and continues to fight.
Tarn Razorlor, ghost form Melee Slash Yes None.
Terror dog Melee Magic, Ranged Yes Can hit hard and accurately, but has low defence.

Sigmund[edit | edit source]

Difficulty: 2*****0*****
Combat conditions: Single-way combat area (combat familiars cannot attack)

This is potentially the hardest boss in this class if you do not complete any of the basic actions. An Ancient mace is provided on the floor when the fight begins. Make sure the mace's special is used when he begins praying, or it will not drain all of his prayer points and stop him from praying. If you miss this part and are playing on endurance mode, you will be able to log out or return to the lobby and log back in and start the fight over. If you have the "no special attacks" handicap enabled, you are given a few instants to do damage, as the fight is impossible otherwise.

Monster summary[edit | edit source]

Monster Uses Weakness Poisonable? Strong against Other abilities
Sigmund Melee Slash Yes Immediately prays protection from whatever combat style you use, making him invulnerable. Must be hit with the special attack of the ancient mace to drain his prayer.

Notes[edit | edit source]

  • Prayer automatically recharges to full after a match, even in endurance mode, so you should use prayer when you can to gain its benefits like boosting your stats.
  • Life points automatically return to full after a match, even in endurance mode. When you take damage, you should thus consider whether you can win the match without healing. If you can, you save your food or potions.
  • In climber mode, try to avoid the worst handicaps as long as possible, so you can continue your run as long as possible. For example, if you plan on using prayer a lot, avoid the 'No Prayer' handicap. It is usually better to save your nudges/respins to avoid the worst handicaps rather than to gain those that affect monsters.
  • Consider playing so that some handicaps don't really affect you. Use a powerful two-handed weapon rather than a one-handed weapon and a shield, as this makes the 'No Shield' handicap ineffective. (You could carry an Antifire potion in case you encounter Elvarg.) Similarly, 'No Familiar' is ineffective if you don't use one.
  • 'Reduced Ranged Defence' should usually be accepted, as few monsters in the tower use ranged.