Abyssal Sire/Strategies

Level Requirements

 * -| Minimum=
 * 94+
 * 75+
 * 85+
 * 85+
 * 85+
 * 90+
 * 85
 * 65+

Note: The agility recommendation is helpful, along with stamina potions to restore run energy faster. You will be constantly moving throughout the whole kill. You must also be assigned a task of Abyssal demons or the Sire itself in order to kill it.

Quests

 * Partial completion of Fairytale II - Cure a Queen, up to the point where Fairy rings are accessed
 * Completion Desert Treasure to use Shadow spells

How to get there
The Abyssal Sire is located in the Abyssal Nexus, which is found in the Abyss. To get there, players will either need to use the Mage of Zamorak who is found near the Southern Wilderness mining site. Using this method will require completion of the Abyss Miniquest. This method is not recommended as you will become an easy target for any potential PK'ers and unless using an Abyssal bracelet, will be skulled upon entering. You will also lose all prayer points if entering this way. If you enter through the Mage of Zamorak, you will need to head to the south central section of the Abyss to reach the Abyssal Nexus.

The far more safer way to access is through use of the Fairy Ring network. You will need to have access to the Fairy Rings, which is accessed after partial completion of Fairytale II - Cure a Queen. Use the code and you will be sent straight to the Abyssal Nexus without being skulled and losing all of your prayer points.

There are four Sires in each world, in the northeast, northwest, southeast and southwestern areas of the Nexus.

Attacks & Abilities

 * Tentacles: When the Sire is awoken, the four tentacles around the room will turn hostile on the player. If the player gets too close to them, the tentacle will attack for up to 30 damage.
 * Spawns: During phases 1 and 3, the Abyssal Sire can call for minions to aid it in battle. In phase 1, the Sire throws one Spawn out, which has 15 hitpoints and attacks with both Ranged and Melee. If the spawn is not killed in 12 seconds, it will mature into a stronger Scion. In phase 3, they appear from the portal the Sire creates.
 * Poison Fumes: Throughout the fight, the Sire will create poisonous fumes that appear below the player's feet. When a player is on top of one, they will rapidly take 11-30 poison damage. If they are around the main tile, they will take 3-10 damage instead. This damage cannot be negated with poison immunity from antipoisons, antidotes and the Serpentine visage.
 * Portal: This attack only occurs during the last phase. When the Sire finishes building up energy, it will forcibly teleport the player next to it before exploding. The portal will deal up to 72 damage if the player is caught within the explosion radius.

Strategy
Make sure that you are fully prepared before attacking the Sire.

Phase 1
Attack the Sire to force it to awaken. During this phase, the four Respiratory systems in the chamber must be destroyed in order to progress further. This can only be done when the Sire is disoriented, as attempting to attack the systems when it is not will result in the player being unable to due to the huge tentacles. While fighting, keep moving from time to time to avoid the fumes it will create. Ensure you do not stray too far off for a tentacle to hit you for unnecessary damage. You will also want to use Protect from Missiles to avoid taking damage from the spawns.

To disorient the Sire, you can do the following:
 * Deal up to 75 damage.
 * Attack with a Shadow spell. This will disorient the Sire even if 75 damage is not dealt, with the following chances:
 * Shadow Rush: 25%
 * Shadow Burst: 50%
 * Shadow Blitz: 75%
 * Shadow Barrage: 100%

Note: Damage dealt to the Sire during this phase will not actually affect its current hitpoints.

Once the Sire is disoriented, it will be unable to do anything for a while, including attacking with tentacles, throwing out spawns and creating poisonous fumes. Destroy the respiratory systems; each one has 50 hitpoints. Once all four are destroyed, phase 2 begins.

Phase 2
With all four respiratory systems destroyed, the Sire will leave its stasis chamber and prepare to fight. The Sire only attacks with melee; however, it hits very hard, so use Protect from Melee during this phase. Like in phase 1, the Sire will still create poisonous fumes, so keep moving from time to time to avoid taking damage from them, while not straying too far to get hit by the tentacles.

The Sire is weak to stab attacks, so stab weapons like the Zamorakian hasta are highly recommended. You may want to carry a secondary weapon such as the Crystal halberd to use special attacks on it. If you try to safespot the Sire, it will forcibly teleport you next to it.

Once the Sire reaches 200 hitpoints, phase 3 begins.

Phase 3
During this phase, the Sire will become unattackable for a short time as it reaches the center of the chamber.

The Sire will start charging up portal energy while launching large amounts of poisonous fumes, at a far faster rate compared to the last two phases. When completed, the Sire will forcibly teleport you next to it. Immediately run away from the Sire, as it will explode after a few seconds, dealing up to 72 damage if you are caught in the blast. In addition, a large amount of spawns will appear from the portal; ignore them while using Protect from Missiles and attack the Sire. Continue to move back and forth to avoid the fumes. Should you run low on health at any time, arrange all the spawns/scions and use Blood Burst/Blood Barrage on them to restore most if not all of your lost health.

Once the Sire reaches 0 hitpoints, the huge tentacles will be disabled and all spawns/scions in the chamber will die.