Thursday, January 31, 2019

A Solo Guide for OSRS' Chambers of Xeric: Part 2

OSRS chambers of xeric guide
Image Caption: Pixabay.com


If you haven't seen the first part to this article, check it out here at (Part 1). For Part 2, we will be dealing with the different strategies you can employ for the various puzzle/obstacle rooms that you may encounter in the Chambers of Xeric. Remember, the better you do in the raid, the better your rewards! The better your rewards, the more OSRS gold you can potentially get.

Without further ado, here's how to get through the rest of the rooms.

Puzzle/Obstacle Rooms

  •          Jeweled Crabs Room

Your main goal to get through this room is to turn all the colored crystals in the room white. A carved statue somewhere in the room shoots out orbs that you have to guide to the crystals. However, before they turn white, the orb has to change color first. To do that, simply bounce it off a crab.

Crabs change color depending on how you attack it. Melee attacks turn them red, Magic turns them blue, and Ranged attacks turn them green. You can also stun the crabs with a hammer, though that will initially turn it red. Note that crabs can be attacked again to change its color. The magenta crystal needs a green orb, the yellow one needs blue, and the cyan one needs red. Black crystals need a white orb, so you have to lure the crab into position without binding it.

Activate your protection from melee prayer, as they deal considerable damage. Also, keep in mind that colored orbs won't change color again. If a blue orb hits a green crab, it disappears.

  •         Ice Demon Room

A frozen Ice Demon blocks the way to the next room. You have to melt it first by lighting the braziers around it. There are an infinite tinderbox and bronze ax spawns to help you there, so don’t fret too much. It is recommended to stockpile kindling before lighting the braziers. You can gather 64, 54, or 48 kindling to light 4, 3, or 2 braziers. The more braziers are lit, the faster the demon thaws.

When the Ice Demon is fully-thawed, you'll then have to fight it. It has two attacks: a snowball attack and an ice burst attack. Both have a 3x3 AoE range, which makes it easy to dodge by moving two to three tiles away from where you were standing. The latter also has a slight binding effect, so that's even more reason to try to avoid its attacks. Good thing you can keep a prayer active to limit the attacks. It will keep on using ice burst if Protect from Magic is active. If Protect from Missiles is active, it will keep on using the snowballs instead. You’ll be free to continue when you've defeated it.

  •          Lizard Shaman Room

Here, you'll encounter two lizard shaman. They're not any different from those found outside the mountain, but it's not required to have 100% favor with the Shayzien House to kill these. Keep your Protect from Missiles prayer active, and don't go in melee range of them. Their melee attacks deal quite a considerable damage! They'll sometimes spawn minions that can poison as well, but you can avoid them with a few simple dodges. There are also some safe spots in the room, though you may have to move when there are minions.

  •         Dark Altar Room

There are three Skeletal Mystics in this room. You’ll need to defeat them all to continue. They use magic but will switch to melee when in range. As a solo player, you can trick them into trying to use melee but not hit you. The Protect from Magic prayer will also reduce their spell's power and accuracy by half, so keep it on. These mystics drop seeds, which will be useful later on when you need more potions.

  •         Creature Keeper Room


Feed the Corrupted Scavenger blocking the way to make it move. There are chests scattered about, containing either cavern grubs (what you'll feed the keeper), poison, or a one-time loot of five Psykk Bats. If you want to conserve your run energy, find a cluster of four chests. These chests can be gathered even as the player walks in a 2x2 square. Otherwise, just go collect grubs as you walk around the room.

Stockpile the grubs in the trough before feeding the Creature Keeper. A blue bar above its head will indicate how full it is. It would take about 30 grubs to make it full, for a solo run.

  •         Tightrope Room


You literally have to walk a tightrope to clear this room. However, there are mages and rangers who will attack you if you try to cross, so beware! You can defeat them all first before crossing the rope, or just try your luck and run through the hail of arrows and spells. The latter is not recommended, as damage lands in one tick when crossing. It's possible to die as you're crossing the tightrope because of that mechanic. Protect from Magic/Missiles only decreases their damage by half.

  •          Guardians Room


Two Guardian statues have to be destroyed before you can pass. These statues can only be damaged by a pickaxe. They have two attacks at melee range, a cleaving attack and a stomp. Flinching them will help reduce damage, although you can run two tiles back to avoid the attack as well.

That's All for the Chambers of Xeric

You're not going to encounter all of these rooms solo, but it's still good to know just in case. Be prepared for anything, and remember that practice makes perfect. As you repeat the raid, again and again, you get better at running it. So don't be discouraged, and continue running the dungeon!


Enjoy OSRS!



1 comment:



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