Raids 1 progression guide

Chambers of Xeric

Learn flexible room scouting, prep only what the team needs, and build toward a clean Great Olm cycle with a gear path that fits solo or team play.

Solo or scalable teamScouted roomsThree combat stylesGreat Olm finale
Great Olm in-game NPC model
Mount Quidamortem, Great Kourend
FormatSolo or team
ModesStandard and Challenge
Hard combat levelNone
Learner targetOrganized team
Final bossGreat Olm

Readiness and requirements

Hard access first, practical targets second

Mount Quidamortem access

Unlock a practical route to the Chambers entrance. Xeric's talisman is convenient but not required for the raid itself.

Three combat styles

Room layouts vary, and Olm requires melee, Ranged, and Magic coverage across its hands and head.

Practical combat target

Base 80s can learn in a supportive team. Base 90s and the three offensive prayers improve personal points and consistency.

Herblore coverage

A learner team should include someone able to make the raid potions the route expects. Solo preparation demands your own Herblore plan.

Scouting discipline

Choose rooms your team can solve. A fast theoretical scout is not better if it causes deaths, long prep, or missing utility.

Olm communication

Assign melee-hand positioning, head running, specials, and recovery calls before the final room.

Difficulty progression

Move up when execution is stable

01Entry

Learner team raid

Use a forgiving scout, full preparation, and experienced calls. The goal is seeing Olm phases without panic.

Survive, learn room roles, and finish.
02Intermediate

Efficient standard raids

Use smaller switches, faster prep, better scouting, and cleaner hand cycles to improve points and completion time.

Reduce idle time and avoidable damage.
03Advanced

Solo and Challenge Mode

Solo Olm timing, rope or no-prep routes, and Challenge Mode require route knowledge plus precise movement and recovery.

Only remove safety after standard raids are controlled.

In-depth gear progression

Three viable account and role paths

A forgiving tribrid route for standard group raids. Cover every style and keep room-specific utility available.

01Entry

Budget team tribrid

Complete standard raids with a coordinated team and full prep.

Melee
Abyssal tentacle or whip, dragon defender, fighter torso and tank legs
Ranged
Toxic blowpipe plus rune or dragon crossbow; blessed d'hide
Magic
Trident of the seas or swamp with Ahrim's
Utility
Dragon warhammer or Bandos godsword if assigned; rune pouch and room tools
Shared
Fury, Barrows gloves, dragon boots, fire cape, Ava's device
Next upgrades+ Dragon hunter lance or Osmumten's fang+ Dragon warhammer or Elder maul coverage+ Occult necklace and tormented bracelet
TradeoffsCheap and forgivingSlower rooms and lower personal points
02Recommended

Reliable team core

Strong standard raids without requiring all three mega-rares.

Melee
Dragon hunter lance or Fang, Bandos, Avernic defender
Ranged
Bowfa with crystal or dragon hunter crossbow; blowpipe for small targets
Magic
Sanguinesti staff or toxic trident with Virtus or Ancestral
Utility
Dragon warhammer, Elder maul, or BGS according to team plan
Special
Dragon claws or Voidwaker after defence reduction is covered
Next upgrades+ Bowfa or dragon hunter crossbow+ Sanguinesti staff+ Claws or Voidwaker
TradeoffsCovers most scouts cleanlyInventory grows quickly if every room item is brought
03High end

Team max efficiency

Fast rooms, strong personal points, and decisive Olm phases.

Melee
Scythe of vitur or lance, Torva, Avernic defender
Ranged
Twisted bow and Masori; blowpipe remains useful
Magic
Tumeken's shadow with Ancestral and Magus ring
Utility
Elder maul or dragon warhammer, Inquisitor pieces when the route benefits
Special
Dragon claws or Voidwaker with role-specific ring choice
Next upgrades+ Twisted bow for Olm head and broad Chambers value+ Shadow for Magic hand and selected rooms+ Scythe for melee hand and melee rooms
TradeoffsHighest pace and point potentialVery expensive and dependent on correct room use

Recommended inventory setup

A role-based template, not a rigid screenshot

Core combat

Adapt the exact switches to the scout.

  • Melee, Ranged, and Magic weapons
  • Four to six total armour and jewellery switches while learning
  • Defence-reduction weapon if assigned
  • Rune pouch for combat and utility spells
  • Room-specific item such as pickaxe only when the scout needs it
Prepared learner

A safe starting template before raid-made supplies replace food.

  • 1 super combat potion
  • 1 ranging potion
  • 1 stamina potion
  • 2 to 4 prayer restores
  • 6 to 10 food slots
  • Antipoison when the scout includes poison pressure
  • Emergency teleport
Raid preparation

Make only what the team needs for Olm.

  • Overload or strongest available equivalent from the raid
  • Xeric's aid or strongest available healing potion
  • Prayer enhance
  • Revitalisation for run energy and combat sustain
  • Extra food from fishing and cooking when learning

Inventory space is finite. Start with fewer switches and more recovery, then trade supplies for damage only after the raid is consistent.

Room-by-room guide

Mechanic, response, and completion checkpoint

S

Scout and route

Confirm combat rooms, puzzles, required tools, and who covers Herblore before entering. Not every raid contains every room.

Checkpoint: The team can name its roles and prep plan before the first combat room.
Low
T

Tekton, Guardians, and Mystics

Use crush and defence reduction at Tekton, bring the required pickaxe for Guardians, and use Salve where it applies to Skeletal Mystics.

Checkpoint: No one discovers a missing room item after supplies are committed.
Medium
V

Vasa, Vanguards, and Vespula

Match styles and team assignments. Control Vanguard health together, break Vasa crystals quickly, and understand portal or redemption roles at Vespula.

Checkpoint: Team damage is coordinated instead of spreading across the wrong target.
High
M

Muttadiles and Tightrope

Freeze or control Muttadile movement, avoid the tree-heal problem, and use a planned crossing and ranger-mage priority at Tightrope.

Checkpoint: Keep supplies for Olm rather than trading food for rushed room clears.
High
P

Preparation floor

Collect, farm, mix, fish, and cook to the agreed target. One organized prep is faster than several players duplicating tasks.

Checkpoint: Enter Olm with overload, prayer enhance, healing, and enough run recovery for the chosen method.
Low
H

Olm head and specials

Turn the head deliberately, spread for falling crystals and teleports, pair correctly, and place acid or flame walls without cutting off the room.

Checkpoint: Players know where to move before each special resolves.
High
O

Olm hands and final head

Use Magic on the left hand, melee on the right hand, and Ranged on the head. Coordinate hand health, portal or cripple recovery, and finish the falling-crystal phase without stacking.

Checkpoint: Do not finish one hand early unless the team understands the reset or healing consequence.
High

Learning route

A repeatable way to progress

1

Choose a forgiving scout

Early learners benefit from familiar rooms and full prep more than a theoretically fast layout.

2

Assign utility

One person covers defence reduction, another tracks prep, and the team agrees on room-specific tools.

3

Enter Olm organized

Place supplies, set quick prayers, and confirm melee-hand and head-running positions before attacking.

4

Control the head

Correct movement prevents more damage than a larger switch. Learn the rhythm before removing preparation.

5

Advance one layer

Move from team learner to efficient teams, then solo, then Challenge Mode or no-prep routes.

Team and role paths

Decide responsibility before the raid starts

Learner team

Follow calls, avoid dragging specials through teammates, and bring a compact complete setup.

Melee hand

Hold the agreed side, keep the hand cycle stable, and communicate cripples or recovery.

Head runner

Turn Olm predictably, preserve run energy, and avoid crossing acid, flame, or portal paths.

Prep lead

Set the potion and food target, prevent duplicated gathering, and stage supplies clearly.

Upgrade order

Major breakpoints before luxury switches

1

Dragon hunter lance or Fang

Improves melee rooms and the right hand while keeping the method familiar.

Start here
2

Bowfa or dragon hunter crossbow

A major head and room upgrade before Twisted bow.

Next step
3

Sanguinesti staff and Magic bonuses

Adds accuracy and useful sustain before a Shadow-level investment.

Next step
4

Mega-rares by role

Twisted bow, Shadow, and Scythe are powerful, but buy for the content and role you actually repeat.

Finish later

Common progression mistakes

Execution before extra cost

Accepting a scout without checking tools, poison, and Herblore coverage.

Bringing every possible switch and leaving no recovery space.

Finishing an Olm hand without understanding the other hand's health and reset timing.

Running through teammates during teleports, crystals, acid, or flame walls.

Trying no-prep or Challenge Mode before standard Olm cycles are repeatable.

Continue exploringCompare all three raid progressions
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