Dominion Tower/Strategies

This page lists strategies for several bosses in the Dominion Tower. For the tower in general, see Dominion Tower.

Required items
Assuming you have all boss fights unlocked, you will need, at minimum, the following in order to be able to defeat every boss.


 * At least two different attack styles for fighting the Second Dagannoth Mother.
 * A magic weapon: To be able to cast elemental spells on Chronozon. Runes are provided, but the player must have a magic weapon equiped to be able to use the spells.
 * An anti-dragon shield, dragonfire shield, or super anti-fire potions, for fighting Elvarg. Although it is possible to defeat Elvarg without any fire protection, you will take extensive damage and waste lots of food.
 * A method of restoring Lifepoints. For particularly hard fights such as the Pest Queen, consider using help horns. Saradomin Brews/Restore potions are alternatives that can restore LP but can safely ignore the no-food handicap. The Unicorn Stallion summon is also very useful for healing when food/pots are handicapped and curing poison if you get the poison handicap. It is possible to complete all of the boss fights without food, but this is very difficult for most players and requires very high combat stats.

Recommended items
While none of the following are required, they will make your journey through the Tower much easier. Any weapon type can be used against the golems, but if the incorrect type is used, it will have greatly reduced accuracy. A good choice for this weapon is a Keris, since it has both stab and slash attacks, and it can deal extra damage to the giant scarab.
 * Antipoison potion/poison purge is useful on bosses such as the giant scarab or to counter the poison handicap.
 * Melee weapons with stab and slash as combat options, for the three golems. A crush weapon is also useful, but if you don't bring a crush weapon, you can simply use unarmed attacks on the black golem.
 * Ice gloves for fighting Flambeed and Fareed. Players may use the hit-and-run strategy or use stuns and binds while attacking from afar in order to get around this and save an inventory spot.
 * Runes for all four types of elemental spells, such as the Surge spells. These are useful against the first Dagannoth mother, Gelatinnoth Mother, and Second Dagannoth Mother. Chronozon does not require runes because both elemental and catalytic runes are provided in the arena.
 * If you are on a different spellbook, it will automatically switch to the standard spellbook for the fights above.
 * If you are attempting endurance mode and are after a high level boss such as Nomad or the Pest Queen, bringing a runic staff or greater runic staff charged with your best fire spells in conjunction with earth and water runes in your inventory, can be very useful. This will save you two inventory slots. When necessary such as during the Dagannoth Mothers, you can uncharge the staff and utilise all the runes. Do not store air spells, as you can save an inventory space by holding runes of an additional elemental in the staff instead.
 * A good Summoning familiar and its scrolls, if applicable. Bunyips are not particularly useful due to their slow healing rate and the fact that you are healed between rounds. Unicorn stallions provide excellent healing, and the titan familiars can be used as backup in combat. For particularly long trips through the Tower, consider bringing spare pouches to renew your familiar.


 * Highest tier weapons and armor you have. Due to the EoC changes to the combat triangle, having all three weapon types can be very handy. This is not necessary for very high level players with top tier gear, however.
 * Prayer potions in order to restore prayer points. Prayer renewal potions are not recommended except for very long fights where the player will be using a large amount of prayer points, such as Nomad.
 * Super restore potions for fighting monsters with stat-reducing effects, such as Karamel.

Climber Mode Handicap List
It is advised to use this list if you receive an unwanted handicap such as 'no food' to see what you would end up with if 'nudge' is pressed. A nudge will give you the handicap above the current; for example, Reduced Adrenaline would be nudged to No Ultimate Abilities.

Revenge of the Evil Chickens

 * Difficulty:

The player must fight 15 Evil chickens without any prayer.

In this fight it is important to walk to the side of the arena, so only one chicken can attack you, and the rest are trapped behind that chicken or the side of the area. An example of this is seen to the right. Then kill the chickens one by one. An Enhanced excalibur could be useful when fighting these, as the chickens may deal a lot of damage. Another tactic is to use Ancient Magicks Blood spells to heal while killing the chickens, as seen on the second image to the right. A Pack yak or other familiar can also be used to carry additional food.

Finish Him!

 * Difficulty:

The player must fight Arrav, Koschei the deathless, General Khazard, the Black Knight Guardian, The Kendal, the Black Golem, the White Golem and the Grey Golem.

In this fight it is best to start out trapping all monsters behind one other monster to the side of the arena, to make the fight 1v1 combat. It is best to leave Koschei the deathless for the end, as killing him will only make him stronger, and his last form drains prayer completely in the first hit. It's best to kill the monsters in this (or similar) order: Black Knight guardian - Arrav - The Kendal - General Khazard - the three Golems - Koschei the deathless. It is recommended to keep the Black Knight guardian away from you (use the other monsters to safespot him) and use either magic or ranged to kill him, as otherwise he will drain your prayer as well.

Just Die Already

 * Difficulty:

The player must fight six Dagannoth sentinels.

The best weapons against the Dagannoth sentinels are the Balmung (for its high damage potential) or a powerful two-handed magic or ranged weapon. The best tactic is to do the same as at the regular Sentinels fight, but this time wear melee armour and use Protect from Magic. Alternatively, you could wear magic armour with Protect from Missiles or ranged armour with Protect from Melee, depending on the combat style you use. There are three pairs of sentinels for this fight. Each dagannoth can heal its partner from the pair, but will not heal dagannoths from any other pairs. Therefore, you do not need to attack all six at once. Select a pair of dagannoths and attack both, alternating every thousand damage or so. After you kill them, move on the the next pair and so forth. One strategy you can use is to stand in between each pair of dagannoths as you attack them. This will prevent them from healing each other. If you have high enough combat stats and a powerful weapon, it is possible to attack the sentinels normally and damage them faster than they can heal, although it is not recommended.

No More Nomad...No More!

 * Difficulty:

The player must fight Nomad twice without using a bank.

See Nomad (monster) for information on killing Nomad. A second Nomad will spawn the moment the first one is defeated, giving you no time to rest or prepare. This makes this battle very rough, since you must deal 225,000 damage to two Nomads. The challenge will require great combat abilities. For lower level players, a beast of burden and/or combat familiars are strongly recommended.

I Eat Dagannoths for Breakfast

 * Difficulty:

The player must fight the original Dagannoth mother, the second Dagannoth mother, and two Dagannoth sentinels at once.

At the start of this fight, pick up Balmung and run to the entrance gate. That way, the two sentinels can't attack you, and you can kill the two mothers first. It is best to kill the second version of the mother first, as the first version will continue switching colours anyway, and that way you can fight the second version, until the first version switches to orange so you can use melee on her. That way, you will make use of the weakness for the Balmung most efficiently. After killing both mothers, kill the sentinels using the strategy described here.

Indigestion

 * Difficulty:

The player must fight all of the bosses from Recipe for Disaster at once: Agrith-Na-Na, Flambeed, Karamel, Dessourt, Gelatinnoth Mother, and the Culinaromancer. The following handicaps apply: no shield or power ups, reduced mage, melee, range, no familiar, no body armor, and no ultimate abilities.

This can be very difficult if the correct methods aren't used. It is recommended to use Magic attacks and to start the battle using Protect from Magic. Start out by killing Dessourt, then take out Agrith-Na-Na and Karamel. Next kill the Culinaromancer and the Gelatinnoth Mother. After you have defeated all the other monsters, attack Flambeed. If you do not have ice gloves, it is recommended to make use of binds in order to prevent him from coming within melee range of you, as otherwise he will continuously unequip your weapon.

Blood Burst or Blood Barrage used to be very effective alternative for this challenge due to their ability to attack multiple monsters and its ability to heal, but as of February 21st 2012, the spellbook will switch back to standard for the fight and back to what you had afterwards. All monsters in this challenge used to be particularly weak against these spells save for the Gelatinnoth Mother and Agrith-Na-Na. A melee weapon and ranged weapon are also useful for dealing with Agrith-Na-Na and the Gelatinnoth Mother.

All of the enemies except for Flambeed can teleport or run next to you and can not be used as safespots against each other.

Enemies overview:

Dessourt: Has rather high melee defence. He deals fast ranged and magic damage with very high accuracy. It is strongly recommended to take him out first, as he can deal heavy damage if ignored. Weak to thrown weapons.

Culinaromancer: Uses only magic. His attacks are relatively inaccurate and deal low damage, so he isn't too much of a threat.

Karamel: Casts a very accurate, stat reducing magic attack, as well as a melee attack. Although capable of dealing a large amount of damage, using Protect from Magic will cause Karamel to teleport next to you and use her melee attack, which is much weaker and less accurate. It may be helpful to use a super dominion medallion, if you have it unlocked, as this will help negate the stat drain from Karamel's magic attack. Weak to crush attacks.

Agrith-Na-Na: High magic and low range defence. Uses powerful and accurate magic and melee attacks. It is recommended to take him out quickly after killing Dessourt, as he can deal substantial damage. Weak to bolts.

Gelatinnoth Mother: Uses melee and ranged attacks. Like the Dagannoth Mothers, it can only be damaged by a certain attack type, depending on its colour (changes about every 15-20 seconds). It also uses a similar double ranged attack with moderate damage and accuracy.
 * White: Air spells
 * Blue: Water spells
 * Brown: Earth spells
 * Red: Fire spells
 * Orange: Melee attacks (weakest to slash)
 * Green: Ranged attacks (weakest to thrown)

Flambeed: When within melee range, Flambeed will unequip your weapon if ice gloves are not equipped. He uses magic and melee with average accuracy and damage. He will not pursue you if you run out of range, so you can run towards the entrance gate at the start of the battle and lure the other monsters away from him. If you do not have ice gloves, it is recommended to bind or stun him and attack from afar using ranged or magic. It can be helpful to use ice spells in order to freeze him. Weak to water spells.

You'll Never Defeat Me

 * Difficulty:

The player must survive for five minutes with the Inadequacy, The Everlasting, The Illusive, and the Untouchable.

This is the easiest special in the tower, using the right tactic. A crossbow or some other ranged weapon can also help deal with The Illusive. Also worth noting is that The Inadequacy does not use its ranged attack during this special. When the round starts, immediately run as far away from the bosses as possible (next to the entrance gate). That way, you will be out of The Inadequacy's reach, and the other bosses will be trapped behind it. During the special, don't mind The Illusive, as it will not attack you. If it does, hit it with your ranged weapon a few times until it digs underground. At the start of the fight, The Inadequacy will summon four doubts, which might still hit you, so be prepared to kill them. After killing those four, wait for the five minutes to end and the battle is over. You can also use Guthix's Blessing after killing the doubts, to heal.

Another tactic, if to just keep running around the edge of the arena and picking up the random food drops. If you just keep running around in circles, you should have no problems surviving for 5 minutes. Don't bother attacking anything, just keep moving.

Hey! Eat Power-up

 * Difficulty:

The player must defeat many low-level boss monsters with only bomb power-ups.

This fight might be a challenging one, as you won't have a shield, and Elvarg will still use her dragonfire attack which will not be stopped by antifire potions. However super anti-fires does stop her fire attack completely. When possible, use a knockout familiar such as a Spirit kyatt or a Steel/Iron titan. Another option is to trap Elvarg to stand on top of you, while you are on a power-up spawn (preferably a spawn of stronger power-ups) and using the power-ups while Elvarg prevents others from attacking you by standing in front of them. The other monsters will then again prevent Elvarg from walking out of you to be able to attack you. In case Elvarg is targeted last by the power-ups, be prepared for a heavy fight when not bringing a familiar, as its attack can kill in seconds. You could also bring a familiar, then use the trap tactic and let the familiar attack with its scrolls (regular attacking will not work, as familiars will only fight when their summoner is also fighting).

It has been tested, and if Elvarg doesn't melee you, there is a high chance that she will not use her long range fire breath, you can go around the arena collecting power ups until Elvarg is trapped between all the other monsters, and if you stand on a power up spawn with Elvarg trapped, you receive little damage from other monsters while you use bombs to hit all in the arena including Elvarg, at the end, only ghost Tarn will remain, and he can easily killed with more bombs.

The fight can be won easily without any of the provided special weapons and, as long as Elvarg is avoided and you pray against Melee attacks, little to no food is needed. By simply running around the arena when the fight starts and locating a colossal bomb spawn, simply stay there and detonate the colossal bomb when possible, as they spawn very rapidly. This should dispatch the enemies rather quickly, likely leaving ghost Tarn in the end, but quickly killing Elvarg.

The Fire! It burns!

 * Difficulty:

The player must fight a level 160 Sunfreet (level 70 in the easy version).

This fight is one of the most challenging specials in the tower. Sunfreet must be fought. It's level 160, and at the beginning of the battle it will fly up into the air and rain fire. Its fire rain attack has a certain pattern that a player must recognise or the player will take large amounts of damage. It has very accurate and powerful melee and magic attacks that the player must withstand, since prayer is not permitted during the battle. Refer to Sunfreet for more information about fighting it.

Nomad

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

See the Nomad (monster)/Strategies guide on Nomad's abilities and the ways to defeat him.

In the tower, Nomad does exactly the same as during Nomad's Requiem, but with four large pillars rather than several smaller ones in the quest. The pillars are shaped differently, so he can often either walk around or fire his magic attack at you. You must position yourself carefully behind the pillar you are using to avoid this.

Players will only encounter Nomad in Endurance mode or in Special mode (the No More Nomad...No More! match), so he must be killed in either of these modes to obtain credit towards unlocking the Goliath gloves. In the Special mode match, both Nomads must be defeated for it to count. Nomad does not appear in Climber mode (he would be extremely hard if not impossible to defeat if you were affected by various negative handicaps).

Pest queen

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

To use the Disrupt special move whilst fighting the Pest Queen, a player would have to wield Korasi's sword and use a stunning ability (Destroy is ideal as it hits four times, but requires an off-hand weapon). The sword is provided during the fight.

The Pest Queen acts the same as she does at the end of The Void Stares Back, and a Korasi's sword is provided when the fight begins. In essence, the fight strategy consists of:
 * Always using the special attack of Korasi's sword to prevent the queen's powerful charging attack, which can be done by using the Backhand or Kick abilities. Only use these abilities (or similar abilities from other sides of the combat triangle, such as Impact) to prevent the charging attack; using it at other times may result in the ability still recharging when the queen launches her special attack, preventing you from blocking it. Also, Resonance or Barricade can be used to block damage from her special attack (although the former will not heal you and the void knights will still take damage).
 * Protect the rangers while they kill the pest drones that heal the queen. To do this, distract (by attacking) or kill the Elite defilers the queen summons to attack the rangers. There are a total of ten drones that are summoned during the fight.
 * When the drones are dead, damage the queen until she dies. (Before the drones are killed, their healing may make it not worth attacking the queen except to stop her charging attack, unless you have high combat stats and can deal damage very quickly.
 * The queen uses magic against you if your are out of her melee range. Her magic attack appears to be much more powerful and accurate than her melee attack, so it is recommended to always stand next to the queen so that she is more likely to use her melee attack. When you are in melee range, she uses melee most frequently and magic occasionally. You can adjust your protection/deflection prayer as appropriate. However, once all of her drones are dead, she will switch her attack style based on your prayer.
 * Bring enough prayer recover items (like prayer potions) so that you can use prayer for 5-10 minutes, as the battle can take a long time depending upon your effectiveness. Fill all empty slots with food and heal when necessary. Keep above 5000 life points just in case you fail to prevent a charging attack. Letting an occasional charging attack through may not be fatal (so keep fighting), but will prolong the fight and cause you to use up more supplies.

DO NOT use your own personal Korasi's sword, as it appears to not work when attempting to block the Queen's special attack. In Climber mode, handicaps such as daze and random freeze may prove annoying when trying to attack elite defilers to protect the Void knight rangers, making it more important to pay attention when they spawn. If you get the Lifesaver handicap, it may prove useful to activate it when your Kick or Backhand failed to hit and the queens special attack is unavoidable and hits over 4000 lifepoints, this may save you when you would otherwise have been killed.

In Endurance mode, the Pest Queen can be a difficult fight unless you prepared for it at the start of your Endurance run. You have limited healing capabilities, and over the course of the fight, which will very likely last a while, you may simply be unable to keep up with the damage you take from her attacks and from her two elite defilers. (It does not appear to be possible to trap the elite defilers behind the Pest Queen, as they simply walk right through her and can even shoot around her. You must either tank their attacks or kill them.) One strategy is to wear strong melee armour and forgo protection prayers in favour of Soul Split, which enormously increases your longevity and ability to endure the Pest Queen's attacks long enough to kill her, especially if used in tandem with the Penance aura. Another option is to simply ignore the defilers. Although this will prolong the fight further, it may also save you food since you won't have to tank their attacks.

Decaying avatar

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

When fighting the avatar, it is recommended to use magic in order to make use of weaknesses in the combat triangle. A high-level player, however, can defeat the avatar with any combat style. It is still recommended not to use melee, as the avatar can deal somewhat high damage with its melee attacks.

For players using magic or ranged, the avatar can easily be trapped on the side of the arena, as seen on the image to the right. Just run along the side of arena slightly ahead of the avatar until it stops moving. Then, stop and attack it.

During the battle, three healing roots will appear, which the avatar can eat to heal to full health. These can be destroyed in order to prevent the avatar from healing. It is recommended lure the avatar to the opposite side of the arena when a root is about to spawn so that it is easier for you to destroy it before the avatar reaches it.

Binding or freezing abilities can also be used to keep the avatar from moving, giving you more time to destroy the roots. If you are using the Ancient Magicks, ice spells can be used to freeze the avatar and prevent it from attacking you or healing from the roots.

When destroying the roots, turn on protect from/deflect melee, because as soon as the roots are destroyed or eaten, the avatar will immediately attack you.

Eruni, Ayuni, and Leeuni

 * Difficulty: if all three can hit you at once
 * Difficulty: if you can fight them one vs. one
 * Combat conditions: Multicombat area (combat familiars can attack)

Together, these three are very strong and deal large amounts of damage. It is advised to wear armour that protects against melee and ranged damage, then use Protect from Magic, and make sure there is a space between you and the ones you're not fighting. That way, they can only use Magic or Ranged attacks when you're not fighting them. Make sure you bring a lot of prayer potions, as Ayuni will drain prayer with her magic and melee attacks. Because of this draining effect, it is advised to kill Ayuni first, preferably with a space between you and her, and using magic, which is her weakness, to prevent her from using her strong melee attack. For players using the Ancient Magiks, ice spells work well to freeze her and prevent her from coming within melee range. An alternative to this strategy is to stay within her melee range and use Protect from Melee, as she appears to only use melee up close. This requires significantly more prayer potions, however as she will be constantly draining your prayer.

The arena has pillars. To limit damage taken, first run right behind a pillar. After running behind the pillar, both Ayuni and Leeuni will be trapped. By moving further enough right and then retreating back behind the pillar, Ayuni will be stuck along the side of the pillar whilst Leeuni will still be completely behind it, allowing you to kill Ayuni and then Leeuni in one-on-one combat.

When fighting Leeuni, it is advised to use ranged, and use hit-and-run, so that she attacks the same speed as you. After hitting her with your bow once, run back behind the pillar. About half of the time, Leeuni will not be able to attack back, reducing the damage taken significantly. Be sure to have Protect from Magic on in case she does attack back when you run out to attack her, as she can hit very hard otherwise.

Eruni will stay at the same spot throughout the fight and she summons lesser demons when health reaches certain points (one demon at start of fight, two when at 3/4 LP, three when half LP and four when at 1/4 LP). Use the demons she summons to your advantage, and kill them before attempting to attack her. Bring a stabbing weapon for the fight against Eruni and a shield so that you can use the Rejuvenate ultimate ability to heal during the fight.

Dagannoth Mother (the second Dagannoth Mother)

 * Difficulty:

For this fight, it is wise to bring enough runes for every type of elemental spell, and a ranged weapon**. It is also possible to bring your own Balmung, although this is only recommended if it has been enhanced by Kharsai, because a normal Balmung is provided. There are pillars in this room, so in case you need to take a little break, for example when switching attack styles, the pillars can be used as obstacle. The Dagannoth Mother attacks with all three attack styles, but after switching attack styles, she sticks with that style for a while, so it is best to switch prayers to prevent the most damage. Do not use any other weapon besides the Balmung provided in the area when using melee, as she is extremely weak to that. Another strategy is to "hug" the pillars in the arena - by employing the hit-and-run tactics, the Dagannoth Mother would not be able to switch her weaknesses, allowing the Balmung to be used throughout the battle while preventing her from attacking you. Just remember to hit only after her hp bar is hidden, or else she may attack you.


 * You don't need runes or range weapon. You can do the hug the pillar strategy right away, before she gets to colours and just use the Balmung. This will save you 6 spaces of runes that can be used for other supplies in Endurance mode. However, if you don't do the hug strategy and decide not to bring runes, you will never be able to kill her because she will never switch to green (range) or orange (melee). In the event that this does occur and she changes colour, you can simply log out behind the pillar to reset the fight.

Zenevivia

 * Difficulty:



Zenevivia can be very hard or very easy depending on whether or not players have the correct equipment and, in climber mode, which handicaps players have. In endurance mode, not having the correct equipment can be fatal if players do not have sufficient food to offset the damage they'll be taking from the flame pits. Use melee and Kick to knock her off of the plinth, making her much easier to kill. She kicks players back who try to melee her up close when she is on a plinth, dealing a small amount of damage, but players only need to connect once with Kick for each plinth. After that, they can use any attack they like, including melee.

Players without a melee weapon are advised to pray Protect from Magic or Deflect Magic and range her, moving when she creates flames underneath them. She has no weakness, but magic doesn't seem to be as effective as ranged. The Wise Old Man will cast spells on her, but cannot be relied upon to do much damage.

If you range Zenevivia and bolts or arrows drop to the ground, for some reason, her fire pit attack does not appear on that spot. This trick may be useful for when you knock her off all plinths. When she starts to make huge fires, just stand on your ammunition and you will take no damage from the fire. Note that the fire pits can damage familiars also, and can be fatal to some with relatively low lifepoints such as the Unicorn stallion, as they cause rapid hits above 100 on them. They may also cause the game to run slower for a few moments for slower computers.

Note: For players intending to range, she will switch her prayers between ranged and magic based on how much damage she takes. She will start using protect from magic, but will switch to protect from ranged after you hit her a few times with range. She will continue using protect from ranged until the Wise Old Man (or you) deal enough damage to her with magic. Although it is possible to just use ranged and let the Wise Old Man damage her when she prays against range, this will greatly prolong the fight. It is strongly recommended to bring an alternate attack style. Meleeing with halberd from two squares away is a viable option if you choose not to use the Kick ability.

The Untouchable

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

As The Untouchable only fights with melee, this is a fairly easy fight when using Protect from Melee. Even without prayer, its attacks are rather inaccurate. There is nothing very hard about this boss aside from its high defence, so just use the protection prayer and kill it. Earth spells seem to work best.

Damis, Fareed, Kamil and Dessous

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)


 * Note: Without ice gloves, this fight can be more difficult. However, for experienced players, ice gloves are a waste of a slot and do not need to be brought.

You face all four bosses of the Desert Treasure quest: Damis, Dessous, Fareed, and Kamil. Their combined special abilities and combat styles make them a tough fight for an unprepared player.

The combined bosses can attack with melee, magic, and ranged. All bosses are vulnerable to magic, while some are quite strong against melee. Be aware that Fareed and Kamil are also completely immune to air spells, and Fareed is immune to fire spells.

The strategy of these bosses have changed substantially after the Evolution of Combat. First of all, DO NOT turn on protect from/deflect melee as long as Dessous is alive, as it will cause Dessous to teleport to you and repeatedly use his deadly bat swarm attack. As you will not take any magic or ranged damage (Kamil's freezing spell doesn't deal damage) as long as you don't pray melee, Soul Split is a great choice if available. Protect from melee should be used after Dessous is dead and only if you have ice gloves. However, you are not wearing ice gloves, Fareed can hit 900s with his magic attack in melee range even if you are not hitting him. Always safespot him behind Dessous or pray magic, which would reduce the hit to 1. Also use a stats-boosting prayer like Augury or Torment if available.

Ancient Magicks can be used and counts as their weaknesses, including Damis who is ironically weak to his own element, Rock spells.

Once the fight starts, immediately run to the southernmost corner of the area (use the stairs just south of the arena in the minimap as a guide). If done correctly, the bosses should line up in this order: Kamil, Dessous, Fareed, Damis.

Kill Kamil (with fire spells) first to get rid of his freezing ice magic, which would frequently interrupt your attacks and negate abilities. Make sure you are standing next to him when you attack him, or else he will always use his freezing attack or teleport to you instead of occasionally using melee. Bloodfire spells can be used, but if using Bloodfire Barrage or Burst, turn auto-retaliate OFF or you will hit Dessous, prompting him to use his bat attack.

Kill Fareed (with water spells) or Damis (with earth spells) after that. As long as you use Dessous as a safespot, Fareed and Damis cannot damage you at all and you don't need ice gloves. Remember to always allow Dessous to hit you with melee or he will use his bat attack.

Warning: Sometimes after killing Damis' first form, a glitch would cause the player's overhead life point bar to refill to 100% as well; however, the player actually remains at the original health. Be careful and eat according to the health shown in the action bar.

If done correctly, the only damage you will receive is the accurate but low damage from Kamil's or Dessous' melee attacks. There are usually two ways this positioning could go wrong: Either Dessous will slip pass Kamil to the north, or Fareed from the south. They may attack you with melee or get stuck on the edge of the arena.

For the former case, kill Dessous first, then Kamil, then freeze/stun/root and kill Fareed and Damis in that order. The the latter case, kill Kamil first, then Dessous, and the rest is the same.

Whenever you reach about half life points, eat food. When Kamil is still in the fight, eat food while you are frozen by his spell.

Suggested equipment

 * Armour with good magic defence, such as Dragonhide armour, Splitbark armour, or Void Knight equipment.
 * Staff with magic damage bonus, such as Staff of light, Armadyl battlestaff, or similar. Warning: The Polypore staff has limited use in this battle, as its respective spell is useless against Fareed and Kamil. Although you may still choose to take the Polypore staff because it is VERY effective against Dessous
 * Runes for the most powerful earth, fire, water, and wind spells you can cast from the standard Spellbook. Each boss is vulnerable to one of these spell types. Other magic spells can be used but may not be as effective.
 * Several prayer-point recharging potions such as Prayer, Super prayer, or Prayer renewal potions or flasks. The fight can last several minutes, and one boss can eventually drain prayer.
 * High-healing food such as Sharks, Rocktails, or Scorpion meat.
 * Ice gloves. Weapons cannot be wielded against Fareed when the player is adjacent to Fareed, unless the gloves are worn. (Fareed can be killed without a weapon, if the player only uses runes for the spells to attack him. However, this is slower as the player does not benefit from the magic damage bonus of a staff. Also, Fareed can be killed without ice gloves and with a weapon if Fareed is not adjacent to you.)

Optional:
 * A combat or healing familiar.
 * Ice arrows are effective against Fareed but are bothersome to obtain.
 * A Ring of recoil can be useful to recoil some damage you will take. Alternatively, a Seers' ring is useful to boost magic ability.

Alternative: Depending upon the handicaps the player is fighting under, substitute other items if the recommended items cannot be used. For example, if the no food handicap is in place, substitute Saradomin brew and Super restore potions or flasks for food.

Climber mode notes
The Desert Treasure bosses do not seem to appear on earlier floors. It would be safest to have the “Life Saver" and "Monster Stun" up by the time they do appear.

If ice gloves are not worn, it would be wise to kill Fareed first, while they are all stunned, unless you have confidence in your ability to trap him behind another boss in which case Kamil should be killed while they are still stunned. Note that since you will probably have a full inventory to prevent the effects of "Slippery Fingers” if Fareed does unequip your weapon the first item in your inventory will automatically be banked so absolutely do not place your air runes in the first inventory slot.

If Kamil is not killed before the initial stun wears off, and you have one or both of "Random Daze" and "Random Freeze" active then your character will have very few chances to act. Note that the defensive skills "Anticipation" and "Freedom" do not affect the stuns/roots applied by the handicaps.

While Dessous and Damis may have rather high damage output, they are much easier to deal with than the disables the other two bosses bring (unless wearing ice gloves).

The Everlasting and The Illusive

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

For these, it is advised to attack The Everlasting first. Note that it is impossible to walk through The Everlasting. The Illusive usually doesn't attack, so should not be seen as a danger. Therefore, if you have a lower prayer level, it is advised to kill The Everlasting first with prayer, and then kill The Illusive.

The Illusive is much easier to kill with ranged or magic. The Illusive is effectively immune to the monster-stun handicap, as it still burrows away during the stun period and thereafter isn't stunned.

When using ranged or magic, it is useful to stand in the centre of the arena when The Illusive burrows, as this makes it easier to spot it on the minimap when it reappears. (When you are not in the centre, The Illusive might reappear in an area outside what it shown on the minimap.) You can usually get two to three hits against it before it burrows again. If using melee, this tactic is somewhat less useful, as the time it takes it run to The Illusive often means only one hit is scored before it burrows again.

A combat familiar is quite useful against The Illusive. Once the familiar has begun attacking The Illusive, it will immediately run up to the monster and start attacking again when The Illusive reappears from burrowing (as long as the familiar does not get too far away from you).

As in the quest, Cyrisus would occasionally heal the player or cast Vengeance Other.

There is currently a glitch that causes Cyrisus to deal damage to himself rather than the monsters.

Dagannoth sentinels

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

For these it is advised to use the Balmung or a fast-hitting weapon such as the abyssal whip. Alternating between the two sentinels can be useful when killing them, as they might heal each other when not using this method. You can also stand underneath one and attack the other. This will prevent them from healing each other as well as completely avoiding the attacks from one of them.

The sentinels can't walk, which can be used to prevent them from attacking you with anything other than melee. When standing next to them, they will always attack with melee, but when standing next to the one, you can either stand inside, or stand away from the other, causing it to attack with magic or ranged. If you stand right in the middle of the two sentinels, attacking them will cause your character to walk into the other sentinel, making it impossible for that sentinel to attack you. When using this method, it is easy to survive without getting hit, only using the Protect from Melee prayer. An additional method is to have a combat familiar attack one of the Sentinels while you focus on the other one, this makes it so you don't have to switch back and forth.

Karamel and Gelatinnoth Mother

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

For these bosses, it is advised to bring weapons for all three combat styles with you when going on an Endurance trip in order to deal with the Gelatinnoth Mother. It is possible to defeat it with only one attack style, however it will take much longer and will cause the player to take more damage. Make sure you have a few restore potions with you, as Karamel's freezing attacks can greatly reduce your stats, although a Super Dominion Medallion may offset the effects of this. Like the boss she is based on, the Gelatinnoth Mother follows a cycle of Orange (melee) - Brown (earth) - Red (fire) - Green (ranged) - White (air), Blue (water) before repeating, but begins coloured white.

It is recommended to use protect from magic and to kill Karamel first. Afterwards, use protect from ranged and kill the Gelatinnoth Mother.

Nezikchened

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

This demon is probably the easiest boss of Class B. It is advised to wear good melee armour or use Protect from Melee/Deflect Melee while fighting him from melee distance. This will prevent him from attacking with Magic, making it an easy fight. You can also use Protect from Magic or Deflect Magic, and attack him from a distance with magic or ranged, preventing all damage.

In the Dominion Tower, Nezikchened doesn't drain prayer at all unlike in some conditions in the Legend's quest.

Balance Elemental

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

This is by far the hardest boss of Class C, using melee, magic, and ranged, along with a stat draining magic attack. At least one stat restore potion is recommended for this fight. The Balance elemental will attack with either a melee attack (the right rock arm will become a lot bigger), a ranged attack (the left fire arm will equip a fire bow), or a magic attack (the crest of the watery head will boil and fire balls of boiling, steaming water). It will always attack 4 times with the same style and then on the 5th attack use its stat-draining magic attack (looks like a rock being thrown on you). After the draining magic attack, it will switch attack style, reacting to your prayer. For example, if you are praying protect from/deflect melee at this time, it will never switch to melee. If you are praying protect from/deflect magic at this time, it will always switch to ranged.

It is important to keep watching your prayer and stats, and drink prayer and stat restore potions when needed.

It will always start the match using ranged, so when waiting for the fight to start it is suggested to activate protect from/deflect ranged.

A useful strategy is to switch your prayer quickly after its 4th attack to protect from/deflect magic. This blocks its regular attack and causes it to switch to ranged. You then switch player to protect from/deflect ranged until the after the next 4th attack, where you repeat this process. Once you have mastered this, you will not take any damage from the elemental.

The arena contains columns, and if you are taking damage (such as not switching prayer at the right time), run to place a column between yourself and the elemental. You can then heal and drink potions without being attacked, and, when ready, return to the battle.

It is also possible to use a column as a Safe spot against the elemental. Attack the elemental and then immediately hide behind a column. Wait for its health bar to disappear and then repeat this hit-and-hide tactic. It will have time to attack you once, but you can tell what attack this will be and set your prayer accordingly. Doing this you will only need a few pieces of food.

Jungle demon

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

For higher levels, it is advised to wear melee armour, then use protect from magic and just use melee to kill the demon. That way, it will not hit very often, and will be a fairly easy boss. Note though that it can hit up to 320 with both magic and melee, so keep a watch on your health. Alternatively, a hit-and-run strategy may be employed with careful timing to avoid all damage. Lower levels are advised to use ranged or magic, and attack from a distance with protect from magic on. That way, it won't be able to deal any damage.

Trivia

 * The monster guide on the monster selection screen claims the demon will switch attacks based on what you are praying. However, if you stand several squares away from it and attack with magic or ranged, it will only attack back with magic and will not attempt to close on you to use melee. This make praying protect from/deflect magic useful. It is not known if this is a bug.

Arrav

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

Despite his relatively high combat level, Arrav is a fairly easy boss, as his attacks are quite inaccurate. At around 1/3rd of his health, he will also interrupt the battle. You will have to click to continue. Afterwards, once he is almost dead, he will interrupt the fight again. After clicking to continue, he will be summoned back by Zemouregal and you will win the fight.

Ice demon

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

This is the Ice demon from The Temple at Senntisten quest, not the ones from the Ritual of the Mahjarrat quest.

A fairly easy and basic fight. It uses ranged and magic attacks, so the best option is to wear melee gear and protect from magic; as melee gear will protect most of the ranged attacks.

Although an ice demon, it is not weak to fire.

The Inadequacy and Doubts

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

When fighting this boss, it is best to use Protect from Melee and ignore the doubts, as the battle will end when The Inadequacy is defeated. When standing next to The Inadequacy, it will only use melee attacks, so it should be a safe battle when using protect from melee.

Giant Roc

 * Difficulty:

The Giant Roc will knock you back quite often during the fight, dealing damage that cannot be protected against, making this a fairly hard boss. The Roc's ranged attack can deal high amounts of damage, but can be avoided by running away from the spot where you are. When attacking from a distance, the Roc will come towards you, so there is no way to protect from both its melee and ranged attacks at the same time. For prayers it is advised to use Soul Split or Protect from Melee during this fight. Protect from Missiles may be used instead to force the Roc to use melee only, but it will use its knock back attack more often. If the Random Freeze handicap is active, Protect from Missiles may be the better choice when using melee, since it allows you to draw the Roc into attack range if you happen to become frozen out of range. The Giant Roc can be lured by standing on the east side of it (near the exit gate). By doing this, it will follow you, making its special attack less effective.

Arrg

 * Difficulty:

Arrg is a strong boss, and can hit very high with both his melee and ranged attacks. His attacks are not very accurate, and don't deal any damage most of the time, especially at higher defence levels. As his most common attack style is melee, it is advised to use Protect from Melee with melee armour, and try to kill him as fast as possible. He doesn't have very high defence or lifepoints, so it shouldn't be hard to kill him in a fairly short time.

Barrelchest

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

This is the Mark I version of Barrelchest, which is encountered in the The Great Brain Robbery.

Even though Barrelchest turns off your prayer everytime he attacks you, the attack that turns off your prayer is still blocked by Protect from melee, so when entering, you should turn on your protect from melee, and turn it back on everytime Barrelchest turns it off. Using the quick prayers function is very useful. It is not advised to drink prayer potions to restore your prayer after it is fully drained by Barrelchest, as this would be a waste of potions, unless you are doing climber mode and have plenty in the bank. After your prayer is fully drained, just keep attacking him until he is dead. He might hit quite high, but just eat when needed.

Chronozon

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

Before starting to fight Chronozon, turn on Protect from melee, then pick up the Elemental and Catalytic runes, and cast each of the blast spells on Chronozon. (Other elemental spells do not work, e.g., strike, surge, etc.) Then just finish him, preferably using melee. As long as you make sure to cast one of each of the blast spells before you kill him, this is an incredibly easy fight. The tower will place extra runes on the floor if needed.

Evil Chicken

 * Difficulty:

The Evil Chicken uses magic attacks with moderate damage and accuracy, however they can be easily blocked with Protect from Magic.

Flambeed, Agrith-Na-Na and Dessourt

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

Unlike most other bosses, this fight has become substantially more difficult following the Evolution of Combat. If you are not prepared, you can be killed extremely quickly from their attacks.

Regardless of your combat style, it is strongly recommended to use Magic protection prayers, as otherwise you can be dealt extremely heavy damage by all three monsters.

If you chose to tank damage from all three monsters, it is best to kill Flambeed first, as he is capable of dealing the most damage out of the three. If you are using melee, you will need to use ice gloves when fighting Flambeed with melee, as otherwise he will unequip your weapon (with magic or ranged, you can bind him while attacking him from afar). Afterwards, kill Agrith-Na-Na and Dessourt. The order of the last two doesn't really matter, as both are fairly equally strong.

Alternatively, when the fight starts, you can run south, as Flambeed won't attack you and will become unaggressive if you move away from him. Then you can kill Agrith-Na-Na and Dessourt separately from Flambeed, reducing the amount of damage you will take at once.

This fight is not ideal practice for facing Damis, Fareed, Kamil and Dessous, as it is much more difficult and the monsters do not all have the exact same abilities. While Flambeed is similar to Fareed and Dessourt is similar to Dessous, Agrith-Na-Na is not similar to Kamil or Damis, but instead is similar to Agrith-Naar.

Giant scarab

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

The Giant scarab is weak to the Keris dagger, but on endurance matches, it is not recommended to use an inventory space just for the keris, as other weapons still work quite well. During the match, it will summon a level 93 Scarab mage, a level 98 ranged-using Locust rider and a level 106 melee-using Locust rider. The scarab mage has a very low attack speed, which can be ignored during the match. The ranged Locust rider can deal quite large amounts of damage when not using protect from missiles, so it is recommended to switch to that as soon as the ranged locust rider gets summoned. After that, a melee locust rider will be summoned, which can be trapped behind the Giant scarab. During the battle, do not attack any of the summoned monsters, as the battle will end as soon as the scarab is dead. Sometimes, the scarab will fail to summon its minions - such as using the Polypore Spell's Longrange attack.

Bouncer

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

This boss is fairly easy, as it only uses melee attacks. Protect from Melee will prove useful here, though for players with very high defence it may not be needed. If the "no prayer" handicap is activated on climber mode, this boss may be difficult for lower-levelled players that have access to the tower as it hits fairly accurately.

Bouncer could also be safespotted with one of the pillars present in the arena during the fight.

Koschei the deathless

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

Like in The Fremennik Trials, Koschei will have four forms. You will be able to use the Protect from Melee prayer during the first three forms. At his last form Koschei will drain your prayer completely and start attacking you rapidly. It might be useful to bring some Rings of recoil for this last part. Lower-levelled players may sip some Prayer potion if needed. If you are on climber mode with Life Saver and you have a good weapon with a special, such as Dragon Claws, it may be useful to allow Koschei to get you to low health, allowing you more special attacks, speeding up the battle. Another tactic is to use any fast range weapon, or magic, and keep running from one side of the arena to the other, avoiding Koschei's attacks and damaging him from a distance. If using Dragon claws on him on endurance mode, it may be best to save both special attacks for the fourth and final form.

Arzinian Avatar

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

Unlike in Between a Rock..., the Avatar won't be one out of three forms, and will always be the mage form that uses fire attacks. Prayer may or may not be needed if you can defeat it quickly.

Black Knight Titan

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

The Black Knight Titan is a fairly easy boss monster. Unlike in his quest, Excalibur does not have to be used to deal the final blow. You may or may not require Protect from Melee to reduce damage. Note: It has EXTREMELY high ranged defence.

General Khazard

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

This is the first encounter with Khazard from Fight Arena, and has two forms, the second which appears after depleting the life points of his first form. Unlike during the quest, both forms must be defeated. Protect from Melee/Deflect Melee or food may be necessary if you are limited by handicaps in Climber mode, but for the most part, he is no problem.

Black Knight guardian

 * Difficulty:

The Black Knight Guardian is harder compared to the other bosses in class E, because he is able to drain the player's prayer to heal himself. It may be a good tactic to activate as many prayers as possible before the fight, including Protect from Melee, so your prayer will drain quickly and the Guardian won't have much to heal with. It is also possible to stun him, hide behind a pillar and attack him with magic or ranged, preventing him from attacking you and using his healing ability.

Dad

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

Dad is more accurate than Arrg, but only uses melee attacks which can be easily protected by prayer. Like the Giant Roc, he can push you backward, but not for as long, does not stun, and can be negated by prayer. A no prayer handicap in climber mode may make this boss significantly harder if you have low defence.

Dramen Tree Spirit

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

The Dramen Tree Spirit is easier than it was in Lost City, as you are not limited to Entrana's limitations on equipment. A hatchet is not necessary. With or without prayer, this boss is quite easy.

Agrith Naar

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

A Silverlight is provided for you to use when the fight starts. He fights and can be fought similarly to the Jungle demon, but is weaker, and can be easily fought with melee. If you choose to range him, you can protect from magic if the ranged armour you are wearing is not enough, though the final blow must be done by Silverlight or Darklight or he will regenerate a bit.

After the Evolution of combat it is possible to use a bleed attack then quickly switch to Silverlight/Darklight and the demon will die. Sometimes it is necessary to click him again after equiping your sword, otherwise he will heal to 600LP.

Dagannoth mother (the first Dagannoth mother)

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

The Dagannoth mother begins coloured orange, but will quickly change to brown and be able to be hit by earth spells, so you should enter the fight prepared with earth spells if you can. She will switch her attack style based on what prayer protection you use, which should be protection from missiles, as her ranged attack is potentially stronger than her melee attack. If you do not have runes for spells available, you can wait her out by praying protection from missiles and standing next to her allowing her to hit you with melee, or running as she will try to hit you with melee. She follows a cycle of Orange (melee) - Brown (earth) - Red (fire) - Green (ranged) - White (air), Blue (water) before repeating.

TokTz-Ket-Dill

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

A Rune pickaxe is provided, but you may use your own pickaxe if you brought one, but it must be rune or dragon. Afterwards it is weak to crush only attaccks. During battle, it may occasionally perform a special attack where it slams the ground, causing unavoidable damage. Do not use protection prayers while the shell is still intact, or else it slams the ground every time it attacks and hits constant 1500s. Once the shell is broken, protection from melee is recommended.

Glitch note: Although the game interface reports that this npc is weak to water spells, it is currently weak only to crush attacks.

Black golem, Grey golem, White golem

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

No weapons are provided to damage these correctly, so you must bring your own. You need weapons to cover all three melee styles, which are stab (white golem), slash (grey golem), and crush (black golem). Ranging and magical attacks are weakened, so if you do not possess all the attack styles it may take a long time to defeat the golems. You can always use crush while unarmed, but this is ineffective, so it is wise to at least bring a Dragon mace for this battle, while dual wielding a Chaotic rapier (for stab) and Enhanced excalibur (for slash), and switch to the mace when attacking the black golem.

Treus Dayth

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

Treus Dayth is accompanied by three level 50 Possessed pickaxes, but these won't be too much of an annoyance. This boss will be significantly easier to fight than at the end of Haunted Mine, as he will simply disappear into the floor and you will not have mining equipment obstructing and hitting you. Summoning familiars could attack and damage him while he is hidden. It appears that he doesn't attack you at all after he disappears into the floor for the first time. Only Treus Dayth himself needs to be defeated to win the fight.

There is currently a glitch that causes Treus Dayth to wander around the arena as a barely visible Ghost (level: 95), which is not attackable by both the player and familiars. The only way to get around this is logging out and back in.

Elvarg

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

Elvarg may seem to become a problem in climber mode if you are not allowed to equip a shield or you cannot drink potions, however if you drink a dose of Antifire potion before entering her room you will not be affected by the effects of dragonfire. If you have the Monster stun handicap enabled, you may be able to kill her quickly before she can retaliate. The dragonfire will drastically reduce prayer points, often completely in no more than 2 hits (making Protect from Magic or Deflect Magic not very useful against the dragonfire). In addition, it reduces your melee stats significantly (Attack, Strength and Defence lowered to around 30% of normal level). It is possible to defeat Elvarg without using a shield if you are using magic or ranged, however this is not recommended. After the Evolution of Combat Elvarg's dragonfire reduces stats even more (if you have no protection), usually taking it down to 1 after 2 breaths, As stats do not matter so much you will still have decent accuracy but you will be unable to use a lot of abilities and will have to rely on the autoattack-slice combo to do the most damage.

Culinaromancer

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

The Culinaromancer is easier than he was in Recipe for Disaster as you will have access to prayer. Protect from Magic or Deflect Magic is recommended for this fight as this is his only attack style. Even without prayer, he will not deal too much damage and should be relatively easy to defeat.

Tumeken's shadows

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

All five of Tumeken's shadows will be fighting you at once, and are all levelled differently. The shadows have a low max hit but moderate accuracy. This fight is quite simple and most players shouldn't have too much trouble, even without prayer. If you have trouble, you can line them up so that only one or two can attack you at once. Players may also safespot stronger shadows with weaker ones. Multi-target spells such as ice barrage may be useful to speed up the battle.

The Kendal

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

The man-in-a-bear-suit boss can be easily dispatched even by the weakest of those who have access to the tower, with or without praying melee protection.

The Draugen

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

The Draugen uses only melee attacks and has a high ranged defence. Regardless, much like The Kendal, The Draugen should not pose much trouble to those facing him.

Tarn Razorlor

 * Difficulty:
 * Combat conditions: Multicombat area (combat familiars can attack)

The strongest boss in this class has two forms, as opposed to the three (though only the later two were fightable) he had in the The Lair of Tarn Razorlor. He is is accompanied by four level 110 Terror dogs, but these won't be too much of a problem. Tarn begins in his mutant form upon entering the arena, and begins attacking with a red-orb magic attack. He will switch to melee when you are in range, and can block all of his attacks by praying melee protection. After defeating his mutant form he will switch to his ghost form which attacks with melee only. If you have trouble with this boss or are limited by handicaps, try getting the Terror dogs trapped behind each other so fewer attack you at once. The terror dogs are in front of Tarn as the fight begins. The simplest way to get them stuck is to run straight through them and also Tarn, trapping all terror dogs behind him if done correctly. Prayer points are not constantly drained like it was in his lair from the miniquest.

It appears that animated steel armours are summoned when Tarn slams his fists together and a green orb flashes briefly on his back. They could accumulate if the battle drags on, so kill Tarn as quickly as possible. The animated armour and terror dogs does not need to be slain to win the fight. Most of the time, the animated armours wander off rather than attacking. It is unknown whether it is a glitch.

The terror dogs appear to use some sort of an orange orb magic once in a while, but it has a very low accuracy and should be ignored. Protect from Melee or Deflect Melee should be used.

Sigmund

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

This is potentially the hardest boss in this class if you do not complete any of the basic actions. An Ancient mace is provided on the floor when the fight begins. Make sure to use the 'Backhand' ability whilst holding the Ancient mace when he begins praying, or it will not drain his prayer points and stop him from praying.

Melzar the Mad

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

Melzar attacks by casting a half-strength Fire strike (max hit of 40) and curses, and with melee by punching or kicking (max hit of 50). He is very easy to dispatch before he can even summon cabbage (which can be used as food for later floors if very necessary).

Count Draynor

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

A Stake hammer and Stake are both on the floor when the fight begins, and must be in your inventory before you kill him, or he will regenerate.

Delrith

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

Like Agrith-Naar, a Silverlight is provided on the floor, but this will be the only weapon you can use, or you will receive the message "I should probably equip Silverlight first." Nonetheless, this fight is fairly easy as Delrith has 3000 lifepoints, and the incantation is automatically done correctly. Stay in the protective barrier when he uses his special attack as it will reduce your life points to 1 otherwise.

Solus Dellagar

 * Difficulty:
 * Combat conditions: Single-way combat area (combat familiars cannot attack)

Despite his prowess in cutscenes from Wanted!, Solus only attacks with his staff, despite warning about his powerful magic in his taunt. He is the easiest boss in this class that does not involve gimmicks or special items.