Chambers of Xeric/Strategies

The Chambers of Xeric is Old School RuneScape's first Raid.

Players can attempt the chambers by themselves, though up to 50 players can be in a raid. There are a few basic tips that should be known before starting:


 * Scaling Difficulty - The difficulty of the chambers are based on the team's overall combat. So the higher the combat is, the stronger the enemies will be.
 * Random Generator - Each attempt at the chambers results in a completely different raid. While the bosses/puzzles are not affected, you may or may not find specific rooms in each raid.
 * Leader - The chambers cannot be attempted without a clan leader present in the raid, as the game will prompt you to find/make one before doing so. The leader can kick other players if needed. If the leader leaves the chamber by any means (disconnect, voluntarily leaving, etc.), all members of the raid will be thrown out unless there is another rank present that is capable of kicking players in the clan chat, to which they will take the position of the leader during the raid.

Bosses
There are several bosses that can be encountered in a raid. Refer to their pages to learn how to defeat them. The following bosses can be encountered:
 * Tekton
 * Vespula
 * Muttadiles
 * Vanguard
 * Vasa Nistirio
 * Great olm (always the last boss)

Crab Puzzle
In this chamber are several Jewelled Crabs which cannot be killed by conventional combat. The main purpose of these crabs is to reflect orbs that the carved sculpture nearby emits. Getting hit by the orb will deal heavy damage onto the player that blocked its path.

Your goal is to turn the five coloured crystals on the ground white. The crystals on the crabs can be attacked to change colour; red for melee, blue for magic, and ranged for green. The white orb you see must be reflected off the crabs in the room to hit the crystals. Every time the light orb bounces off of the NPC, it changes colour. You may need up to 3 "bounces" or "reflects" to pass to hit every crystal. You must hit it with an opposite colored ball of energy (white for the black crystal, blue for the yellow crystal, green for the magenta crystal, and red for the cyan crystal). Once all crystals are turned white, all the crabs die, and the large crystal blocking the door into deeper dungeons disappears.

This puzzle can be done during a solo raid by using a hammer on the crabs to stun them in place. It is best advised to stun all but three crabs on the far side of the room away from you.

Ice Demon
An ice demon is blocking the way further into the cavern. It cannot be attacked immediately, due to the cold protecting it. It must be warmed up to force it out of its spot. There are four braziers surrounding the demon, and up to four unattackable icefiends (one for each player) that will try to extinguish any flames set by the team.

Trees are nearby to cut down for saplings, which are used to light the torches. It is advised to stockpile a large amount of saplings before lighting the braziers, as the demon gets colder if no torches are lit. Once the ice demon is forced from its spot, the icefiends disappear. The demon attacks with a weak ice spell.

Lizardman Shamans
A small room filled with two to four lizardman shamans (dependent on party size) are in the room, with several spawns blocking the way. They share the same mechanics as the shamans outside. The strength of the shamans is also dependent on the party size.

Dark Altar Room
In this room, there is a varying amount of Skeletal Mystics left behind to perform sacrifices for the dark altar. The mages attack with magic from distance (which can hit through prayers) and with melee if you get in melee range. When in melee range, the mystics will take notice of overhead prayers and fight back accordingly. Kill all the mages before proceeding. The strength of the mages is dependent on the party size.

Creature Keeper
A corrupted scavenger blocks the path and must be fed cavern grubs until it becomes full and tired. Cavern grubs can be found by opening many of the chests located in the room. The scavenger's hunger level can be tracked with the bar above its head. Players must act quick in this room as the hunger bar will slowly go back up if the scavenger is left without food.

Players can search the creature keeper to obtain his journal.

Deathly Room
A group of deathly rangers and mages stand on a platform in between a tightrope. They must be attacked with either ranged or magic in order to damage them. Both groups frequently hit through prayer, but protection prayers reduce the damage. A lodestone must be grabbed from the other side to complete the room.

Players who walk across the tightrope will be targeted by both groups and will likely die from the stacked damage after making it across. However it's possible to make it across with 1-2 enemies still alive. Upon retrieving the lodestone, any enemies still left alive will die.

Guardians
Two Guardian statues are guarding a passageway deeper into the chambers. The statues must be destroyed, and can only be harmed through pickaxes; all other sources of damage will not count. The guardians attack with melee and can occasionally stomp the ground, dealing moderate to heavy damage in a 3x3 area. When the guardian dies, it will drop various seeds. Due to the guardians' stomping attack, it is highly recommended to flinch them to reduce the amount of damage taken.

The strengths of the guardian is dependent on the party size. Guardians will both drop some of each type of seed on death.

The special attack of the Saradomin Godsword, Guthan's set and blood spells will heal accordingly despite not dealing any damage on them.

Resources
The Chambers of Xeric have various resources which appear based on the team's skill levels.

Scavenger runts and scavenger beasts can be found around the dungeon, mainly in the "bends" of the path (with the pillars). They drop herblore secondaries, cave worms, and various tools needed for both skilling and completing puzzles. Resources dropped on the floor will remain for 30 minutes before they disappear.

If the player dies in the Chambers, they will drop all raid-only items upon death; for example, if the player died with 10 Xeric's aid (+), those potions are dropped immediately upon dying. Other items that can be found, such as a hammer, will not be dropped upon death.

Food
All these cooking resources require the same level for hunting or fishing them.

Fishing within the chambers require a fishing rod and cave worms, both of which can be obtained from scavengers. Within resource rooms, there may be multiple fishing spots players can cast their rod in. Some of these spots may house a cave snake; if a player fishes in a spot with a snake hiding in it, it will appear and steal one of the player's fish. If the player has no food, the snake will hit them for some damage instead.

Farming
Seeds can be obtained from the guardian statues and by raking the weeds near the entrance to the next level. The higher Farming level a player has, the more herbs they will produce per seed. The seeds take roughly thirty seconds to grow.

Herblore
Potions can be occasionally dropped by the bosses, though this should not be relied on to obtain them. Scavenger runts and beasts drop herblore secondaries.

There are three types of potions a player can make, depending on their herblore level.

To create potions in the chambers, a gourd must be collected from the nearby gourd tree, then filled with water from the nearby water spout. Gourds automatically break upon the last dose of the potion being used.

Standard potions
Standard potions have the effects of their super variants outside (e.g the Overload is exactly the same as the one in Nightmare Zone).

Storage units
Storage units are built from mallignum root planks, obtained as drops from scavengers. A hammer is required in building storage units, with the dragon warhammer being a suitable substitute.

Every participant can access the storage unit, being able to deposit and withdraw from any storage unit found within the Chambers. Players can store items obtained from the Chambers as well as personal items, with the capacity dependent on the type of storage unit built.

Building higher tier storage units require upgrading existing storage units.

Players who leave the Chambers with their personal items still stored in the storage units can retreive them from the private storage unit next to the bank chest on the Mountain. The private storage unit must be emptied before players re-enter the Chambers of Xeric.