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"Chambers" redirects here. For other uses, see Chamber.
File:Location name.png

Location as it appears on the world map.

Location on World Map
Chambers of Xeric Shayzien House

The Chambers of Xeric is a large cave system underneath Mount Quidamortem, built by Xeric. It serves as the first raid.

Location

Path_to_Raids.png The Chambers of Xeric is located on Mount Quidamortem, which can be quickly accessed via the mine cart system with the Lovakengj House. This will require the player to bring a control scroll from Miriam and bring it to Stuliette on the mountain, in addition to 65% favour with that house.

Otherwise, you will need to head to the Shayzien Wall. Make your way west to Mount Quidamortem; be wary of aggressive lizardmen, lizardmen brutes, and shamans. For those arriving there without the mine cart system, speak to the Mountain Guide before leaving; doing so will establish a two-way transportation system between the mountain and the Shayzien Wall.

Mechanics

The Chambers of Xeric use a unique party finding system to help determine how strong the team is. This will affect the strength of the monsters and bosses, in addition to the requirements needed in the skilling rooms. Players can bring their own supplies in (tools not needed), but will need to utilise the chambers' resources in order to defeat the increasingly strong bosses.

To start the raid, the leader must create a team. When players enter the chambers, they will be in a starting area where all party members can gather. Once the leader starts the raid, no one can come in. If the raid leader leaves, everyone will be kicked out no matter how much progress has been made. If a player dies, they will respawn next to the entrance, unless the raid group has reached a certain checkpoint.

Communication and teamwork is needed for players to defeat the bosses and complete the raid.

Puzzles

Crab Puzzle

In this chamber are several 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.

To pass the puzzle, all five of the crystals on the ground must be white. The crystals on the crabs can be attacked to change colour; red for melee, blue for magic, and ranged for green. Once all crystals are turned white, all the crabs die.

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. Kill the ice demon to progress.

Lizardman Shamans

A small room filled with two or three lizardman shamans (dependent on party size) are in the room, with several spawns blocking them. They function the same as the ones outside on Zeah. While you can bring tier 5 shayzien armour, it is not recommended as it takes up valuable inventory space for food and potions. These shamans have significantly more health then the ones outside.

Dark Altar Room

In this room, there is a varying amount of Skeletal Mages left behind to perform sacrifices for the dark altar. The mages only attack with magic (which can hit through prayers). Kill all the mages before proceeding.

Creature Keeper

A corrupted scavenger must be fed cave worms, which can be found opening the many chests in the room.

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 throughout the chambers, who drop tools needed used to harvest resources.

Food

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

Herblore

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

Golpar

  • Weak golpar potions - 47 Herblore
  • Normal golpar potions - 59 Herblore
  • Strong golpar potions - 70 Herblore

Golpar can be combined with the following secondaries to create these potions:

Buchu Leaf
  • Weak buchu leaf potions - 52 Herblore
  • Normal buchu leaf potions - 65 Herblore
  • Strong buchu leaf potions - 78 Herblore

Buchu leaf can be combined with the following secondaries to create these potions:

Noxifer
  • Weak noxifier potions - 60 Herblore
  • Normal noxifier potions - 75 Herblore
  • Strong noxifier potions - 90 Herblore

Noxifier potions result in the creation of overload, which requires noxifier in addition to the golpar potions. The tier of the overload is dependent on the tier of the potions used for it.

Farming

Seeds can be obtained from the guardian statues and killing scavengers.

Bosses

Not much is known about what is encountered in the Chambers. A list of known monsters/bosses is placed below:

Strategies

Rewards

Player rewards are based on "participation" points. The more points the player receives, they will get better rewards and an increased drop rate for the items listed below. The more a player dies in the raid, the less points they obtain, which results in lower valued rewards.

File:Raids rewards.jpg
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