Strategies for The Zamorakian Undercity

From the RuneScape Wiki, the wiki for all things RuneScape
Jump to navigation Jump to search
Invasion plans.png
This article is a strategy guide for The Zamorakian Undercity.
Information on mechanics, setups, and tactics is on this page.

Recommended levels and equipment[edit | edit source]

In story mode all players will take 90% less damage from all sources, including Zamorak.

Level recommendations
Style All Large.png
It is recommended to have at least level 80+ in your chosen combat style (Attack & Strength, Ranged or Magic).
Defence.png
It is recommended to have at least level 80+ Defence.
Protect from Melee.png
At least 43 Prayer is recommended to use protection prayers against this boss' attacks.
Gameplay
Soul Split.png
If you deal high damage, you can use soul split during the fight instead of protection prayers.
Equipment recommendations
Zero weakness icon.png
This involves fighting against multiple weaknesses. Refer to the page below for details.
Hybrid.png
Use tier 80 weaponry or better
(see recommendations).
Reward boosts
Elite dungeon reward chest.png
You can upgrade the reward chest to bank within dungeons, and enable the 20% double drop chance on bosses with auto loot active. Requires completion of Curse of the Black Stone and 750,000 Dungeoneering token.png: RS3 Inventory image of Dungeoneering token.
Lucky charm (Zamorakian Undercity).png
Carry Lucky charms to receive rarer drops from common monsters, mini-bosses, and bosses. They cost 15,000 Dungeoneering token.png: RS3 Inventory image of Dungeoneering token each.
Chaos die reroll token detail.png
Use Chaos die reroll tokens to re-roll rewards from Zamorak. One die is consumed per reroll if desired.
Optional boosts
Summoning.png
Use a damage-boosting familiar to increase your damage: Ripper demon, Kal'gerion demon, Blood reaver, or Steel titan.
Slayer helmet immune.png
This boss does not count as any slayer task, so the slayer helmet damage boost has no effect.
Anti-poison Active (self status).png
This boss is immune to poison. Cinderbane gloves and weapon poisons do not deal additional damage.
Hexhunter bow detail.png
The hexhunter bow deals +12.5% ability damage and has a flat +10% hitchance when used against this boss.
Seren godbow detail.png
The Seren godbow's special attack is very strong against this target with all combat styles as it is a 5x5+ target.
Twilight of the Gods icon.png
Completing the quest Twilight of the Gods grants 10% damage reduction from Zamorak, but not from the monsters in this dungeon.

Level recommendations
Style All Large.png
It is recommended to have at least level 90+ in your chosen combat style (Attack & Strength, Ranged or Magic).
Defence.png
It is recommended to have at least level 90+ Defence.
Anguish.png
At least 95 Prayer and ancient curses are highly recommended to improve your damage.
Overload detail.png
Use the best combat potions that you have to increase your hit chance and damage. Overloads are recommended at level 96 Herblore.
Precise.png
Augmented gear with basic perks is sufficient at 86 Invention.
Gameplay
Deflect Magic.png
This boss has mandatory prayer-switching and a secondary action bar with hotkey-bound protection prayers is strongly recommended.
Equipment recommendations
Zero weakness icon.png
This involves fighting against multiple weaknesses. Refer to the page below for details.
Hybrid.png
Use tier 90 weaponry or better
(see recommendations).
Off-hand slot.png
You require a shield or defender/rebounder/repriser switch because this boss has attacks that require defensive abilities.
Reward boosts
Elite dungeon reward chest.png
You can upgrade the reward chest to bank within dungeons, and enable the 20% double drop chance on bosses with auto loot active. Requires completion of Curse of the Black Stone and 750,000 Dungeoneering token.png: RS3 Inventory image of Dungeoneering token.
Lucky charm (Zamorakian Undercity).png
Carry Lucky charms to receive rarer drops from common monsters, mini-bosses, and bosses. They cost 15,000 Dungeoneering token.png: RS3 Inventory image of Dungeoneering token each.
Chaos die reroll token detail.png
Use Chaos die reroll tokens to re-roll rewards from Zamorak. One die is consumed per reroll.
Optional boosts
Summoning.png
A beast of burden carrying food may be needed as this is a long activity: Pack mammoth, Pack yak, War tortoise, Spirit terrorbird, or Bull ant.
Slayer helmet immune.png
This boss does not count as any slayer task, so the slayer helmet damage boost has no effect.
Anti-poison Active (self status).png
This boss is immune to poison. Cinderbane gloves and weapon poisons do not deal additional damage.
Hexhunter bow detail.png
The hexhunter bow deals +12.5% ability damage and has a flat +10% hitchance when used against this boss.
Seren godbow detail.png
The Seren godbow's special attack is very strong against this target with all combat styles as it is a 5x5+ target.
Twilight of the Gods icon.png
Completing the quest Twilight of the Gods grants 10% damage reduction from Zamorak, but not from the monsters in this dungeon.

Level recommendations
Style All Large.png
It is recommended to have at least level 99+ in your chosen combat style (Attack & Strength, Ranged or Magic).
Defence.png
It is recommended to have at least level 99+ Defence.
Anguish.png
At least 95 Prayer and ancient curses are highly recommended to improve your damage.
Overload detail.png
Use the best combat potions that you have to increase your hit chance and damage. Overloads are recommended at level 96 Herblore.
Aftershock.png
Augmented gear with advanced perks is recommended at 120 Invention.
Gameplay
Deflect Magic.png
This boss has mandatory prayer-switching and a secondary action bar with hotkey-bound protection prayers is strongly recommended.
Equipment recommendations
Zero weakness icon.png
This involves fighting against multiple weaknesses. Refer to the page below for details.
Hybrid.png
Use tier 90 weaponry or better
(see recommendations).
Off-hand slot.png
You require a shield or defender/rebounder/repriser switch because this boss has attacks that require defensive abilities.
Reward boosts
Elite dungeon reward chest.png
You can upgrade the reward chest to bank within dungeons, and enable the 20% double drop chance on bosses with auto loot active. Requires completion of Curse of the Black Stone and 750,000 Dungeoneering token.png: RS3 Inventory image of Dungeoneering token.
Lucky charm (Zamorakian Undercity).png
Carry Lucky charms to receive rarer drops from common monsters, mini-bosses, and bosses. They cost 15,000 Dungeoneering token.png: RS3 Inventory image of Dungeoneering token each.
Chaos die reroll token detail.png
Use Chaos die reroll tokens to re-roll rewards from Zamorak. One die is consumed per reroll.
Optional boosts
Summoning.png
Use a damage-boosting familiar to increase your damage: Ripper demon, Kal'gerion demon, Blood reaver, or Steel titan.
Slayer helmet immune.png
This boss does not count as any slayer task, so the slayer helmet damage boost has no effect.
Anti-poison Active (self status).png
This boss is immune to poison. Cinderbane gloves and weapon poisons do not deal additional damage.
Hexhunter bow detail.png
The hexhunter bow deals +12.5% ability damage and has a flat +10% hitchance when used against this boss.
Seren godbow detail.png
The Seren godbow's special attack is very strong against this target with all combat styles as it is a 5x5+ target.
Twilight of the Gods icon.png
Completing the quest Twilight of the Gods grants 10% damage reduction from Zamorak, but not from the monsters in this dungeon.

Damage boosting items[edit | edit source]

Item / condition Effect Zamorak Chaos Demons in Zamorak fight Other Demons
Jas demonbane arrow.png: RS3 Inventory image of Jas demonbane arrowJas demonbane arrow Passive effect X mark.svg To be tested Yes check.svg
Demon Slayer (ability).png: RS3 Inventory image of Demon Slayer (ability) Demon Slayer (ability) 15% damage increase for 10.2 seconds (17 ticks) X mark.svg To be tested Yes check.svg
Demon Slayer (perk).png: RS3 Inventory image of Demon Slayer (perk)Demon Slayer (perk) 7% damage increase X mark.svg X mark.svg Yes check.svg
Slayer helmet.png: RS3 Inventory image of Slayer helmetSlayer helmet, Genocidal.png: RS3 Inventory image of GenocidalGenocidal and Tuska's Wrath.png: RS3 Inventory image of Tuska's WrathTuska's Wrath Effect from demons Slayer assignment X mark.svg X mark.svg Yes check.svg
Darklight.png: RS3 Inventory image of DarklightDarklight Passive effect X mark.svg X mark.svg X mark.svg
Darklight.png: RS3 Inventory image of DarklightDarklight Special attack To be tested To be tested To be tested
Demon slayer circlet.png: RS3 Inventory image of Demon slayer circlet Demon slayer torso.png: RS3 Inventory image of Demon slayer torso Demon slayer gloves.png: RS3 Inventory image of Demon slayer gloves Demon slayer skirt.png: RS3 Inventory image of Demon slayer skirt Demon slayer boots.png: RS3 Inventory image of Demon slayer boots Demon slayer equipment 4% damage increase per piece X mark.svg To be tested To be tested
Demon slayer crossbow.png: RS3 Inventory image of Demon slayer crossbow Off-hand demon slayer crossbow.png: RS3 Inventory image of Off-hand demon slayer crossbow Demon slayer crossbow and Off-hand demon slayer crossbow 4% damage increase per piece X mark.svg To be tested To be tested
Holy water.png: RS3 Inventory image of Holy waterHoly water Effect X mark.svg To be tested To be tested

Map[edit | edit source]

Players need to follow this map to complete the dungeon. In order to skip this dungeon, players must kill Zamorak 25 times at any enrage to unlock "Freedom Mode".[1]


Zamorakian Undercity Path.png

Sections[edit | edit source]

The Zamorakian Undercity[edit | edit source]

Players will be faced by a large amount of Zamorakians. Most of the enemies will use magic, but some will also use ranged or melee. As enrage increases, so does the health of the monsters, some monsters may be swapped out for more stronger variants and extra spawns will be present that would not normally be there in lower enrages. Unlike other elite dungeons, the health of the enemies are scaled to the team size on a team size:1 ratio; a greater demon savage normally has 100,000 health, but in a trio, the demon will have 300,000 health instead.

Throughout the dungeon, players will fight with humans and demons alike. Zamorakian hunters and Zamorakian hound masters can periodically summon hellhounds, while ritual keepers can summon pyrefiends or seething variants. Dark mages can cast Vulnerability, Enfeeble and Stagger and a variant of Transfigure.

There will be greater demons of varying types; these enemies possess the "Strong Guard" ability, in which all attacks towards them have 100% accuracy, but the player's accuracy rating determines their damage against them. Vulnerability and demon damage-increasing effects do help increase damage inflicted.

Healing enemies take on the form of chaos witch menders and lifeweavers; much like the ornate-mask wearing Elite Sotapannas, these will heal enemies for 50% of their maximum health if given the chance, and should be focused on first before any other enemy if present. However, unlike the Elite Sotapanna, these witches will not try to heal immediately, but after a few auto-attacks. The remaining chaos witch enemies have nothing special outside of high health and damage.

Fight your way through the undercity area until reaching the prison.

Avernic Prison[edit | edit source]

The prison will contain a variety of cultists and three greater demons (a fourth demon is added at 20%+ enrage). Killing the enemies on the floor to gain access to the staircase is required to unlock the quick-teleport option inside. There will be three greater demons, several dark mages, cultists and two chaos witch menders.

This floor contains a myriad of enemies and a barrier blocking the path outside. In order to unlock this barrier, the team must kill Mefis, the Jailer, a mini-boss. Mefis will teleport at quarter-health intervals, and it is recommended to eliminate the first set of enemies on the next floor, and enemies up the staircase in front of the one used to climb up to this floor.

Mefis, the Jailer[edit | edit source]

Mefis, the Jailer.png

Mefis, the Jailer is a miniboss found in the corner of the jail, protected by two chaos witches and menders.

Mechanic 1: Auto-attacks

Mefis uses all three styles of combat in battle and adjusts his attack range accordingly.

Mechanic 2: Reinforcements

Mefis will periodically call for guards which solely consist of Zamorakian archers. 1-3 will spawn each time he does so.

Mechanic 3: Teleportation

Upon reaching 75%, 50% and 25% of his health for the first time, Mefis will teleport away to another area of the jail. This is always in a set order; the first teleport takes him upstairs, the second one across from his initial spawn position and the last one on the ground floor of the jail.

Mechanic 4: Zamorak's Might

Mefis will yell a random quote, harnessing Zamorak's power to drop a meteor on the player's location at the time when the mechanic was initiated. Failing to move out of the way deals light magic damage and disables overhead prayers for 3 seconds.

A single Deathtouched dart can be used to immediately kill Mefis, avoiding him teleporting to different locations and making progression through the dungeon easier/quicker. Finishing the rest of the dungeon and the Zamorak fight while the dart's penalty is still active can result in no killcount being awarded, but you will still gain progress for the Conqueror of Chaos achievement.

Church of Chaos[edit | edit source]

Another cathedral will be found but is blocked by two magic barriers, which can be dispelled by activating the two corrupt wards to the sides of the cathedral. The eastern ward must be accessed by either killing six magic-using enemies (including the greater demons outside the cathedral). For ease and simplicity, killing all of the chaos witches to the east will suffice. The western ward must be accessed by killing the melee greater demon and clearing the makeshift camp of war priests and the greater demon there.

Eterna, Ritual Leader[edit | edit source]

Eterna, Ritual Leader.png

In the cathedral will be Eterna, Ritual Leader, who maintains a portal alongside six chaos witches, two of whom are healers standing to the east side of the cathedral. These witches do not need to be killed prior to initiating combat with her, which starts by attempting to interact with the portal.

Mechanic 1: Auto-attacks

Eterna attacks with weak magic auto-attacks. This hits all players in the arena.

Mechanic 2: Moving Mines

Eterna will yell Chaos will reign supreme! and will deploy several mines on the cathedral floor, with one of these always within reach of a player. Each mine has a 3x3 AoE; if in this range, it will explode and deal up to 4,000 soft typeless damage. Mines will continue to spawn across the floor, but only when she yells the quote again that the mine will always hit the player if they don't move out of the way.

Mechanic 3: Flame Clouds

Eterna will yell You will burn!, tarageting all players with a bar over their head. When the bar empties, red flames will spill out in a 5x5 AoE on the target's current position at the time, dealing rapid typeless damage if caught in it. The clouds will eventually despawn.

Mechanic 4: Demons and Healing

When Eterna reaches 66% and 33% of her health for the first time, she'll retreat behind the portal, heal herself back to full and use the yellow orbs surrounding the portal to summon demonic reinforcements. A lone Chaos Demon Savage will spawn, which like the greater demons possesses the Strong Guard ability and attacks with melee. If players are in range, she'll also attack them with magic via portal.

At 33% health, she summons two Chaos Demons, expending the last of reinforcements. If none of the chaos witches were aggro'ed, the demons will cause the two witches by the statues to become aggressive.

A single Deathtouched dart can be used to immediately kill Eterna, making progression through the dungeon easier/quicker. While this might prevent you from receiving killcount after defeating Zamorak, you will still gain progress for the Conqueror of Chaos achievement.

Infernal Wasteland[edit | edit source]

Once Eterna is killed, the player can use the portal to enter Infernus' wastelands. There will be six chaos witch magus along with a Denizen of Infernus. Aggro the miniboss, using it to kill off the magus with its siphon mechanic, as they can take quite a while to kill otherwise on higher enrages. Try to take one or two out if possible to speed up the process.

The next area will have another chaos witch magus, an apprentice and one greater demon. Focus on the demon, allowing denizen to kill off the chaos witches so they don't have to be dealt with. When the greater demon dies, teleport out to rebank.

Zamorak, Lord of Chaos[edit | edit source]

Zamorak, Lord of Chaos.png
Clockwork.png
This article has a calculator here.
Calculators determine experience and costs based on real-time prices from the Grand Exchange Market Watch.

Zamorak, Lord of Chaos is the final boss of the Zamorakian Undercity. In order to clear the encounter, the player must finish establishing the Edicts of Guthix and deplete his health to 0, which will end the encounter in 99% enrage and lower. Before players can fight Zamorak, they must kill the six chaos witch channelers surrounding him; these enemies' health do not scale with enrage.

The fight with Zamorak utilises the Realm Movement extra action button.png Extra action button, which is used to teleport into Infernus. This is used to handle the channelers and Infernal Tomb mechanics; in encounters of 100%+ enrage, also for the final phase of the fight. Each time the player enters Infernus (voluntarily or not), they are given a Choking debuff that increases the damage taken and decreases damage dealt, so it is important not to teleport in unless necessary. Zamorak cannot attack the player if they're in Infernus, but attacks in transition and some mechanics can. Most defensive abilities, including Disruption Shield, do not fully block damage at Zamorak, at most reducing 50% of the damage inflicted.

Zamorak possess two health bars; his actual health and a secondary bar which is used whenever he channels power from the Edicts. In the latter state, he will rapidly heal for small amounts of health every few ticks, which begins to increase over time as to force the player to quickly activate the corresponding rune. When a rune has been activated, the regeneration is removed. Once the secondary health is fully depleted, Zamorak can be properly damaged until he reaches the next 20% of his maximum health, triggering the next "phase".

In encounters of 100% and more enrage, it is highly recommended to apply Storm Shards.png: RS3 Inventory image of Storm ShardsStorm Shards as they are fully retained for the final phase, which combines both survivability and damage output.

Pads[edit | edit source]

The arena has 6 rune pads that players can stand on to charge. When players stand on a pad, it charges up at a speed relative to the distance from the center of the edict. When a pad is fully charged, Zamorak will stop attacking for a while and the player's adrenaline bar will be fully refilled. Players then gain an Edict while Zamorak gains a Hex depending on the pad charged. Players are unable to charge pads when Zamorak says HEED MY CALL or if the Rune of Destruction is active. To continue charging the next pad, players must enter Infernus and kill the mage that appears inside when Zamorak calls for them. It is recommended to use Anticipation/Freedom as first ability when going inside Infernus to avoid being stunned by the mage.

Map of the Zamorak arena showing the Pads with their corresponding rune and pad number. The numbering is right-to-left because the runes spell out the word "BEHAVE", which was the spell on the Sword of Edicts.
Pad Rune Hex Edict
1 B (Twilight of the Gods).png Twinshot: Zamorak's attacks deal a second hit at 10% total damage of the original hit, per stack. Anima Flow: All basic abilities generate 2% more adrenaline per stack.
2 E (Twilight of the Gods).png   (Medial) Smite: If Zamorak's targets are hit below 5% of their Constitution level (times 100), per stack, they'll be executed instantly. Execution is a form of instant kill, but can be bypassed with Immortality. Haste: Your ability cooldowns are reduced by 8% of their original cooldown per stack.
3 H (Twilight of the Gods).png Coven: Zamorak periodically calls Lifeweavers and Protectors to heal him. Lifeweavers will continually heal Zamorak for 1,000 health every few ticks, while Protectors apply a buff that reduces the damage he takes by 25% for each one present. These enemies will spawn to the far west and east (by the second and fifth runes) respectively, but will not move towards Zamorak until a player is in mini-map range of them. Unlike the other hexes, this does not stack. Inner Chaos: While standing near a Hexed Rune, you deal and take 5% more damage.
4 A (Twilight of the Gods).png Disintegrate: Zamorak's attacks will push 7% of damage through any shielding effects, per stack. Guardian's Triumph: After casting an ultimate ability, your next basic ability consumes Guardian's Triumph, increasing the damage it deals by 20% extra damage, and heals you 8% of your missing life points per stack. Has a 30 second cooldown.
5 V (Twilight of the Gods).png Chaos Traps: Upon activation of this hex, Zamorak will spawn in traps across the arena that will spike magic damage and stun if a target walks over them. Traps will spawn around the arena and on all runes each time a rune is activated. Sword of Edicts: Temporarily siphon the dwindling defensive power from the Sword of Edicts, dealing and taking 5% less damage when standing near it. Also protects against the damage, stun and bind when setting off Chaos Traps. Lasts 30 seconds and has a 60 second cooldown.
6 E (Twilight of the Gods).png (Terminal) Affliction: When Zamorak's targets heal, the amount will be reduced by 10% per stack. Balance of Power: While below 60% of your maximum life points, outgoing damage is increased by 6% per stack.

Attacks[edit | edit source]

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
Yes check.svg Yes check.svg Yes check.svg Yes check.svg Yes check.svg Yes check.svg
Zamorak uses both magic and ranged auto-attacks. The magic attacks consist of fireballs thrown from his left hand, while the ranged attacks consist of spiked projectiles thrown from his right hand. These will hit all players in a 15-tile range from him.

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
Yes check.svg Yes check.svg Yes check.svg X mark.svg Yes check.svg Yes check.svg

Message: This world will burn.

Zamorak will impale the ground, dealing two hits of melee damage. After this, black fire will appear in a line towards a random player. The black fire will provide Zamorak with a "Flames of Zamorak" shielding effect that reduces incoming damage by 1% per stack. Absorbing the fire will remove the stacks but will cause them to apply onto the player who grabbed it, which will proceed to explode after a few seconds. Jumping into Infernus while possessing the bar causes it to explode immediately but for higher damage.

If the player is directly underneath Zamorak, the flames will simply spill out in a random direction.

Action required:

  1. An easy method is to remain still, use Deflect Melee.png: RS3 Inventory image of Deflect MeleeDeflect Melee and use either Debilitate.png: RS3 Inventory image of DebilitateDebilitate, Reflect.png: RS3 Inventory image of ReflectReflect or Devotion.png: RS3 Inventory image of DevotionDevotion
  2. Debilitate.png: RS3 Inventory image of DebilitateDebilitate or Resonance.png: RS3 Inventory image of ResonanceResonance the hit after absorbing the fire to reduce Zamorak's defence buff.
  3. Players should stand close to Zamorak (under him at least one tile is fine) so less black flames are generated, reducing overall damage taken and the stacks he gains.
  4. If Twinshot is active, use Debilitate.png: RS3 Inventory image of DebilitateDebilitate and wear an according spirit shield to reduce damage taken, as it will likely snipe Disruption Shield or Resonance.

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
X mark.svg X mark.svg Yes check.svg Yes check.svg Yes check.svg X mark.svg

Message: I will tear you asunder!, followed by FEEL THE RAGE OF A GOD

Zamorak will curl and charge up an attack. The attack can be stopped early by successfully stunning him. One stun is required per player in the team, although a single player can stun multiple times. After enough stuns are used, a secondary damage requirement will be required in order to force Zamorak to launch the attack early. If the bar is halfway full, a stun will cause Zamorak to launch the attack early regardless of this requirement.

Action required:

  1. The player must stun Zamorak equal to the number of players in the arena and damage him enough. E.g. If the instance is duo-scaled, the mechanic will require two stuns. If one or more players die before the mechanic, the amount of stuns required decreases as they are no longer in the arena.
  2. Then use a Powerburst of vitality.png: RS3 Inventory image of Powerburst of vitalityPowerburst of vitality, Resonance.png: RS3 Inventory image of ResonanceResonance or Disruption Shield.png: RS3 Inventory image of Disruption ShieldDisruption Shield.
  3. In the event that the attack coincides with Infernal Tomb, the player can stun Zamorak just as they get sent to Infernus by using a Freedom.png: RS3 Inventory image of FreedomFreedom or Anticipation.png: RS3 Inventory image of AnticipationAnticipation beforehand to avoid being stunned, which will cause Zamorak to launch the attack early, with no additional damage needed and dealing extremely low damage.

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
Yes check.svg Yes check.svg X mark.svg X mark.svg X mark.svg Yes check.svg

Message: Step into the dark... meet your death.

Zamorak will target players and drag them into Infernus, where Chaos Demons will try to enter Gielinor, one for each player sent. Should they enter Gielinor, they'll have increased stats and target a random player present in the arena. Each player sent to Infernus will also be given a rune, which they must match in order to escape Infernus; the Extra Action button cannot be used to escape. If the wrong rune is touched, massive damage is inflicted to all members of the group. In group encounters of 500%+ enrage, all players must reach their respective rune in order to return to the boss arena. At encounters of 750%+ enrage, the demons run instead of walk on Infernus.

The demons are Provoke Immune but can be bound in place. Like the chaos witch during the fight, their health scales to enrage but not team size.

During this mechanic, Zamorak will charge Chaos Blast at the same time, which can hit players while still in Infernus. Players will now hear Zamorak's voice indicating that he has fired off the blast with FEEL THE RAGE OF A GOD in the chat bar indicating the attack is about to be launched.

Note: if one player remains on Infernus and Zamorak becomes phased, all demons will target them when the Channeler spawns. They will not, however, be able to attack, making them easier to kill.

Action required:

  1. If possible, try to perfect stun the attack - just as the player is warped into Infernus (red crackles), use a stun. If timed correctly, the stun should land just as the bar would have appeared above Zamorak, which should then result in him launching the attack with minimal damage dealt. This may be harder to do in larger sizes, however.
  2. Kill the chaos demon to prevent it from appearing on Gielinor, or leave it at critically low health so that it can be eliminated once it appears. It is not worth chasing after the demon on low enrages.
  3. To escape from Infernus, the player must walk into the matching Rune symbol that was sent towards them (also visible overhead).
  4. When the chatbar says Feel the rage of a god., the player must use defensive abilities like Resonance.png: RS3 Inventory image of ResonanceResonance or a Powerburst of vitality.png: RS3 Inventory image of Powerburst of vitalityPowerburst of vitality.

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
X mark.svg Yes check.svg Yes check.svg Yes check.svg X mark.svg X mark.svg

Message: CHAOS, UNFETTERED!

Zamorak will drop the overhead prayers of all players for 3 seconds, while the targeted player will be subjected to additional attacks as indicated with a yellow circle around them. If the target runs away from this circle, they'll take soft typeless damage, have their adrenaline drained by 10% and suffer an halved adrenaline gain debuff for each hit taken. If standing in the circle, the hits only deal magic damage.

Action required:

  1. Simply reactivate your prayers, use Reflect.png: RS3 Inventory image of ReflectReflect if needed.
  2. Make sure to get into the yellow arrows to avoid the adrenaline drawbacks if targeted for this attack.
  3. In encounters of 1500% or more enrage, use Barricade.png: RS3 Inventory image of BarricadeBarricade or Immortality.png: RS3 Inventory image of ImmortalityImmortality as Devotion will be disabled. In groups, a player can Intercept.png: RS3 Inventory image of InterceptIntercept and Devotion.png: RS3 Inventory image of DevotionDevotion the damage.

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
Yes check.svg Yes check.svg Yes check.svg Yes check.svg Yes check.svg Yes check.svg

Message: HEED MY CALL.

When Zamorak's actual health is depleted sufficiently, he will summon a chaos witch channeler in Infernus to reinforce his control of the Edicts. Unlike the channelers in the pre-fight, this channeler is capable of using abilities and has higher health. The witch must be killed to revert the Edicts back to normal and allow another rune to be set up. The witch will initiate combat with Impact.png: RS3 Inventory image of ImpactImpact. However, they will start with Asphyxiate.png: RS3 Inventory image of AsphyxiateAsphyxiate at 500-999% enrage and or Omnipower.png: RS3 Inventory image of OmnipowerOmnipower at 1000%+ enrage. The health scales with enrage, along with adrenaline (capped at 1000%).

Action required:

  1. A player will go into Infernus to kill the witch whenever she spawns in
  2. Make sure to use Anticipation.png: RS3 Inventory image of AnticipationAnticipation in encounters below 999% enrage to avoid the stun hit, or Devotion.png: RS3 Inventory image of DevotionDevotion with Deflect Magic.png: RS3 Inventory image of Deflect MagicDeflect Magic at 1000%+ to avoid taking massive damage. Using protection prayers/curses significantly lowers the witch's damage.
  3. When the witch dies, teleport out of Infernus.

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
Yes check.svg X mark.svg X mark.svg Yes check.svg Yes check.svg Yes check.svg

Message: You're already dead.

Zamorak will lay a massive red rune around him, with a gap between two circles. Black sludge will run clockwise or counterclockwise, applying stuns to any caught in it. This black sludge will sometimes change direction. Standing in the red areas of the rune or outside of it will cause the player to take soft typeless damage. The player cannot teleport to Infernus and runes cannot be charged for the duration of the attack.

Action required:

  • Simply avoid the red areas and the black sludge.
    • At lower enrages, the black sludge can be avoided by simply walking into the red areas and walking back into the uncovered area once the sludge passes.
  • If Chaos traps are active, try to use spots that have no mines to avoid taking surprise damage, as they blend in with the rune itself.

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
Yes check.svg Yes check.svg Yes check.svg Yes check.svg Yes check.svg Yes check.svg

When Zamorak's channeller in Infernus is killed, a player can stand on the rune to activate it. Zamorak will cast a hex in return, causing various effects as listed below. Until the rune is activated, Zamorak will heal for low, but rapid amounts of health. Upon activation of a rune, all players' adrenaline will be completely filled.

The order in which the runes are activated will greatly impact the kill result, especially over 100% enrage where the order first used becomes reversed. Regardless of enrage, the second rune should always have the least amount of stacks, as the decreased cooldown time does not warrant the extremely high risk of an instant-kill.

In encounters of 100% enrage and higher, Zamorak will drag the team to Infernus in a final act of defiance. Channeling the power of the corrupted runes, the order in which they were activated becomes reversed. Zamorak starts with 100,000 health in this phase. Unlike Telos, Zamorak will retain full Storm Shards.png: RS3 Inventory image of Storm ShardsStorm Shards applied in the previous phase. A chaos demon will also spawn in the plane; unlike the previous demons, this one is ready to attack upon spawning. The demon will spawn in front of the team, though the position varies. This demon shares the same health and stats as the demons from the Infernal Tomb mechanic.
Action required:

  1. Kill the demon as soon as it spawns. It is less of an issue with group encounters as the demon's health is scaled regardless of team size.
    • The Demon slayer ability and perk allow for additional damage.


Zamorak will launch two magic attacks after the demon spawns before attempting to charge a "world-ending" attack, channeling the runes' power to him. Each rune has 25,000 health regardless of team size and enrage. The runes' health increase each time it is disrupted. The amount of runes needed to disrupt the attack is based on the team size, although solo has a forced minimum of two instead of one. Zamorak will select an appropriate amount of runes (potentially including the same one), which will fly in front of him and stay there briefly as an indicator as to which rune must be disrupted. When the correct rune is disrupted, Zamorak will be temporarily interrupted for a few seconds. If the wrong rune is disrupted however, it inflicts massive damage to the entire team. Should the first rune not be engaged before the second rune is sent out, it will be considered the wrong rune and the player(s) will take massive damage. When enough runes are disrupted, Zamorak will stumble completely and the player has a 20 second time frame to damage him. During this time, he will perform a single melee attack before following up with five blasts of red energy; the first one deals damage equal to the amount charged in the red bar (high damage), while the next four deal 25-50% of that hit as soft typeless. These four hits are affected by Twinshot, although it should not be an issue on lower enrages and how fast the runes were disrupted. If Zamorak still stands after launching these four hits, another chaos demon is summoned. He will then use a melee attack followed by one blast of high-damaging red energy before restarting the cycle again. Once Zamorak's health reaches 0, he briefly staggers as he tries to recover before noticing you run for the portal. As he leaps to catch you, you enter the portal back to Gielinor, of which he gets expelled due to the Edicts, ending the encounter.

Actions required:
  1. Gain as much adrenaline and disrupt the runes before Zamorak becomes attackable, preferrably by disrupting the first rune before Zamorak can accumulate too much charge. Pre-Sunshine.png: RS3 Inventory image of SunshineSunshine and Natural Instinct.png: RS3 Inventory image of Natural InstinctNatural Instinct for damage increase and adrenaline gain. Switch to Blood Barrage icon.png Blood Barrage after Tsunami.png: RS3 Inventory image of TsunamiTsunami is used. Should the second rune be a far rune instead (the fourth rune type), use Metamorphosis.png: RS3 Inventory image of MetamorphosisMetamorphosis instead.
    • Pre-damaging the runes is encouraged whenever possible (especially in larger groups) as to reduce the time needed to disrupt them, lowering Zamorak's charge time. However, be wary of collateral AoE which may accidentally disrupt the wrong rune if its health was low. This is only the case with the "B" rune near Zamorak and the "A" and "E" runes close together.
  2. If not having worn a full set of cryptbloom, make sure to wear the full set as its fungal shield is quite effective in absorbing damage.
    • In groups, after the second to last rune is disrupted, one player goes to disrupt the last rune while the others begin building adrenaline off Zamorak. Make sure to stand apart to prevent multiple fireballs from stacking players out.
  3. Devotion.png: RS3 Inventory image of DevotionDevotion the melee attack when Zamorak becomes attackable, or simply tank it head on if the accumulated damage/enrage is low.
  4. Debilitate.png: RS3 Inventory image of DebilitateDebilitate, Disruption Shield and drink a Powerburst of vitality.png: RS3 Inventory image of Powerburst of vitalityPowerburst of vitality to tank the first red energy. Debilitate and the powerburst of vitality should last long enough to tank the next four hits. Maging players should swap to full cryptbloom if they haven't done so already.
  5. If Zamorak still stands after this, revert to Deflect Melee.png: RS3 Inventory image of Deflect MeleeDeflect Melee, Resonance.png: RS3 Inventory image of ResonanceResonance the melee attack and swap to a shield. Depending on charge accumulated, the player's health and adrenaline available, using Immortality.png: RS3 Inventory image of ImmortalityImmortality can be more efficient.
  6. On higher enrages, Intercept.png: RS3 Inventory image of InterceptIntercept and Immortality.png: RS3 Inventory image of ImmortalityImmortality and Barricade.png: RS3 Inventory image of BarricadeBarricade can block lots of damage if done correctly or at least mitigate potentially fatal damage to other teammates to clear the encounter due to multiple cycles being required.

Special attacks[edit | edit source]

This table shows the order of special attacks phases 1 through 6. Note that the special attack cycle will continue from the previous phase until Zamorak's life points bar is drained (when the life points bar is red). Once Zamorak's bar turns green, the cycle for the phase of the activated rune pad begins.

When a phase starts, one auto-attack is used prior to a special attack.

During a given phase, Zamorak will cycle between 3 special attacks. The table below shows the pattern of Zamorak's special attacks, where each special attack has a unique color making it easy to spot repeats.

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
Flames of Zamorak Attack.png Infernal Tomb Player is teleported into Infernus Adrenaline Cage Player's prayers are disabled Magic.png Chaos Blast Rune of Destruction Flames of Zamorak Attack.png
Infernal Tomb Player is teleported into Infernus Adrenaline Cage Player's prayers are disabled Magic.png Chaos Blast Infernal Tomb Player is teleported into Infernus Flames of Zamorak Attack.png Infernal Tomb Player is teleported into Infernus
Rune of Destruction Flames of Zamorak Attack.png Infernal Tomb Player is teleported into Infernus Adrenaline Cage Player's prayers are disabled Magic.png Chaos Blast Rune of Destruction

Next special attack[edit | edit source]

To determine the next special attack when phasing:

  • If phased before the first special attack of a phase, follow the color (the attack on the next column, with the same color as the previous column).
  • If phased after at least one special attack, follow the row (the attack on the next column, on the same row).
Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6
Flames of Zamorak Infernal Tomb Adrenaline Cage Chaos Blast Rune of Destruction Flames of Zamorak
Infernal Tomb Adrenaline Cage Chaos Blast Rune of Destruction Flames of Zamorak Infernal Tomb
Rune of Destruction Flames of Zamorak Infernal Tomb Adrenaline Cage Chaos Blast Rune of Destruction

Enrage[edit | edit source]

Zamorak's damage and life points scale with the enrage, and additional mechanics are introduced at specific enrage thresholds.

Enrage Additional mechanic
100% Phase 7 will be encountered.
500% During the Infernal Tomb attack, all players must be on their pad at the same time to exit Infernus.
The chaos witch channelers in Infernus spawn with 50% adrenaline and the first ability they use will be Asphyxiate.png: RS3 Inventory image of AsphyxiateAsphyxiate.
750% During the Infernal Tomb attack, chaos demons will move faster toward the portal.
900% During Channelers, instead of the grey life points healing speed starting slow and steadily increasing, it's always set to fastest.
1000% The chaos witch channelers in Infernus spawn with 100% adrenaline and the first ability they use will be Omnipower.png: RS3 Inventory image of OmnipowerOmnipower.
On phase 7, Zamorak retains the charge damage from the previous cycle(s).
On phase 7, Zamorak's life points cap at 250,000 per player.
1470% The life points of a chaos demon cap at 70,000 while on Infernus.
1500% During the Adrenaline Cage attack, the targeted player will have their Devotion.png: RS3 Inventory image of DevotionDevotion deactivated.
1600% On phase 7, Zamorak's red bomb charging is interrupted for 5 ticks instead of 10 ticks, making the bomb gain more damage.
1740% For phases 1-6, Zamorak's starting life points cap at 1,600,000 per player.
3500% On phase 7, the life points the runes revive with are capped at 60,000.

References[edit | edit source]