Barrows: Rise of the Six

Barrows - Rise of the Six is a sequel to the standard Barrows minigame, featuring a team of four players fighting against all six of the original Barrows brothers, who have been enhanced greatly by Sliske's experiments in the Shadow Realm. Players split in to two groups. Each group is to take on three brothers. All six brothers must be defeated quickly to receive the reward, because if all six aren't killed in quick succession, the defeated brothers will heal after a certain amount of time.

Getting there
The entrance to the minigame can be found in a well in the town next to Barrows. The quickest way to get there is using Drakan's medallion, which is unlocked during the Branches of Darkmeyer quest. Alternatively, you may travel through The Hollows and use the Swamp boat in much the same fashion as you would to travel to the standard Barrows minigame.

Starting the fight


To enter the well, you or one of your teammates will need a Barrows totem from the original Barrows activity. The totem can also be purchased on the Grand Exchange.

Like in the Kalphite King, instances must be created in order to start a fight, and a number code can be given to the instance so that only players you choose are allowed to enter. Once inside, after trekking through a randomly generated corridor, you will find four pressure plates. Each member of the team must stand on a plate in order to be granted access to the arena.

The fight
After entering the well, the party will have to separate into groups of two and each pair must kill three buffed Barrows Brothers in their part of the arena. The new Barrow Brothers will be much stronger than the normal Barrows brothers, and are able to kill players within seconds, they can also use abilities. In addition, like Vorago, the fight changes every now and then; from day to day, the brothers you encounter on each side of the arena will vary.

Players who win the fight can find various rewards, including level 90 shields, Malevolent energies and other drops.

Once you have your team, click on the portal. A mask of Sliske will inform you if you are ready to fight. Once you accept, the brothers spawn on both sides. As soon as you start the battle, no more players can enter. You cannot teleport out of the crypts, just like the battle with Vorago. Lobbying out results in you getting sent outside the well.

The buffed Barrows Brothers are level 240 with immunity to stuns, no weakness, 50,000 hitpoints each and very high combat stats. If the players on one side die to the Brothers on their side, the remaining Brothers will assist the other side immediately, and deal major damage to a specific spot.

You will also need to kill the Barrows Brothers quickly. When one is killed, others heal for 5% of their maximum hitpoints, while the deceased Brother(s) are healing in the Shadow Realm. An bar will pop up on the defeated Brother. If the bar reaches full, the deceased Brother(s) will heal half of their maximum hitpoints. If another Brother is defeated while the bar is charging, it will reset.

In order to claim your loot, all of the Brothers must be defeated within the time period. If five brothers are recovering while the sixth is defeated, then you can claim your loot. If the sixth brother is not killed within the time period given (by the bar), all brothers will heal themselves.

All
Shared
 * Shadow Drag: Any of the brothers can drag you into the Shadow Realm. Lure the Brothers into six of the eight fires to get out. You will only be dealt damage if you get near any of the Brothers, up to 500 per tick. The Brother that sends you into the realm will have an static animation and move around the field randomly, and is immune to damage outside of the Shadow Realm.
 * Empowerment: If the players on one side of the room die to the Barrows Brothers, a game box message will say "As there is no one on the other side of the portal, it empowers the Barrows Brothers to destroy everyone!". The three Barrows Brothers on the side without players left will go to the other part of the arena to help out.


 * All melee brothers but Verac can perform Spin, where a brother will spins his weapon, dealing 2000-2500 damage per tick for ten ticks. This can be avoided by moving away quickly or using Surge.
 * All melee brothers but Guthan can perform Meteor Smash. One of the brothers will run up against the side of a wall and do area damage for up to 3000 hitpoints. To avoid damage, simply move away from the location he is about to hit.
 * Both Karil and Ahrim can perform Energy Blast, where one of the brothers will spins around with flaming energy releasing from his hands. If close enough to the brother performing Energy Blast, you are hit by a beam of energy, and will be dealt 1500 damage per tick. Additional damage is dealt if you are very close to him. The brothers remain still while they do this.

Torag the Corrupted

 * Hammerhead: Torag smashes his target into the ground, and the player will be unable to move away or use abilities while being pummeled for minor, fast damage from Torag. They will also be vulnerable to other damage within the arena but will be able to eat. To save the player, the other player must attack Torag from behind.
 * Spin: Torag spins his hammer, dealing 2000-2500 damage per tick for ten ticks if in contact with him. Avoid by moving away quickly or using Surge.
 * Meteor Smash. Torag will run up the side of the wall and crash down dealing 3000 damage. Can be avoided by running out of the way.

Dharok the Wretched

 * Spin: Dharok spins his greataxe, dealing 2000-2500 damage per tick for ten ticks if in contact with him.
 * Blue Orb: Dharok yells "Give me everything!"and is put in a state where any damage dealt to him will be added together in to his next attack; so if you were to hit 2500 damage on him while he was in this state, his next attack will have 2500 damage added on to it. If you deal 2500 damage and then immediately do 2500 damage more while he's in this state, he will have 5000 damage added on to his next attack, and so on.
 * Meteor Smash: Dharok will run up against the side of a wall and hit a player for up to 3000 hitpoints. Simply move away from the location he is about to hit.

Karil the Tainted

 * Shadow Dash: Karil dashes into the shadows. The shadow cloud that he leaves behind will explode after a few ticks, and Karil will teleport to the player's location. Getting caught will deal up to 6000 damage onto the players. If you click on the shadow cloud, you will be dealt with 500 damage and get sent to the other side of the arena.
 * Energy Blast: Karil spins around with electric energy firing from his hands in straight beams. If close enough to Karil and hit by one of the beams, the player will be dealt 1500 damage. If too close to Karil, the player will be hit for additional damage.
 * Teleport: Karil teleports to the top of the battlefield, attacking targets from that location. He is immune to melee and damage dealt to him by magic is greatly reduced
 * Teamwork: Another brother can Surge to Karil and throw Karil into the air. If Karil travels over a player, it will hit around 2k damage.

Ahrim the Blighted

 * Note: Ahrim attacks with Bloodfire spells in place of his normal Fire spells, which means he will heal himself for a portion of the damage he deals.
 * Energy Blast: Ahrim spins around with flaming energy releasing from his hands. If close enough to Ahrim and you are hit by a beam you will be dealt 1500 damage per tick. Additional damage is dealt if you are very close to him. Ahrim remains still while he does this.
 * Sky Jump: Ahrim levitates into the air for a set duration and starts attacking you while evading any melee damage.
 * Lightning: Ahrim shoots lightning on the other side of the field, moving vertically. Players will be hit up to 1500 damage if caught in it.
 * Teleport: Ahrim teleports to the top of the battlefield, attacking targets from that location. While in the air, Ahrim is immune to melee and damage dealt to him through ranged weaponry is severely reduced.
 * Gas clouds: Ahrim will sometimes spawn gas clouds which deal rapid damage to players standing on them. Their colors are purple and red. Players should be extremely careful to keep the brothers away from the red clouds as they will rapidly heal any brother standing on them.

Verac the Defiled

 * Soul Bind: Verac binds your soul to a specific place. This will drain your prayer extremely quickly, to prevent this, move to the centre of the bound spot.
 * Meteor Smash: Verac will run up the side of the wall and hit the player for approximately 3k damage. This can be avoided by moving away quickly or using Surge.
 * Tracking from the Sky: Verac will use his flail to fly and if you do not move out of melee distance, it will do large, repeated damage.
 * Brotherly assistance: Torag or Guthan will throw Verac into the air and he will fly using his flail. He'll track down one player and slam down on them when he reaches them.

Guthan the Infested

 * Spear Throw: Guthan throws a spear at the other player who is the furthest from him. The spear will deal up to 500 damage per tick on that player while his warspear is impaled on the player. While the spear is in the player, Guthan will punch his target. When he gets his spear back, the targeted player will be dealt with 1000 unblockable damage. Only by running to Guthan can this special attack be stopped.
 * Spin: Guthan spins around, dealing 2000-2500 damage per tick for ten ticks if in contact with him.

Rewards
The Ring of Wealth does not affect the chest. Once you loot your items, you must escape from the crypts. There are enviromental traps waiting to kill you when this happens.

100% Drops

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Charms
4 charms are dropped at a time.

Armour

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Other

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Trivia

 * Upon release, a graveyard system was implemented, but caused disconnections to players who entered at first. A hotfix put the graves right outside the entrance.