Complete the quest for permanent access to the Tombs and its repeatable raid lobby.
Tombs of Amascut
Build a flexible three-style setup, learn each path at low invocation, and raise raid level only after the Wardens feel controlled.

Readiness and requirements
Hard access first, practical targets second
Bring a melee, Ranged, and Magic answer. Compact four-way switches leave more room for supplies while learning.
Base 80 combat stats can learn low invocation. Base 90s, Rigour, Augury, and Piety make normal and expert runs more forgiving.
Keep the partisan for Kephri. Jewels improve specialized paths, but the base weapon already solves the core role.
True-tile awareness and deliberate pathing matter more than adding switches before the room mechanics are stable.
Start with mechanics you can identify and repeat. Add one change at a time so failed raids have a clear cause.
Difficulty progression
Move up when execution is stable
0 to 149 invocation
Learn puzzles, room order, supplies, and all Warden phases with a forgiving damage profile.
Complete consistently before chasing points.150 to 299 invocation
Turn on familiar mechanics, tighten switches, and begin using the Helpful Spirit supply plan deliberately.
Reduce avoidable damage and missed attacks.300+ invocation
Mistakes become expensive and defence rises. Route, salts, adrenaline, special attacks, and enrage movement must be planned.
Add raid level only when deaths and resets are rare.In-depth gear progression
Three viable account and role paths
The most direct learner route. Keep every style functional, then improve the weapon used in the most rooms.
Compact learner switches
Low invocation clears with inventory space to recover from mistakes.
- Melee
- Keris partisan plus Zamorakian hasta or abyssal dagger
- Ranged
- Rune or dragon crossbow with ruby enchanted bolts; toxic blowpipe for low-defence targets
- Magic
- Trident of the seas or swamp with Ahrim's or Bloodbark pieces
- Armour
- Fighter torso and tank legs, blessed d'hide, Barrows gloves, Ava's device
- Special
- Dragon dagger or bone dagger; dragon defender
Fang-led all-rounder
A reliable 150 to 300 setup that does not depend on one mega-rare.
- Melee
- Osmumten's fang, Keris partisan, Bandos or Blood Moon pieces
- Ranged
- Bow of faerdhinen with crystal armour, or dragon crossbow plus blowpipe
- Magic
- Trident of the swamp or sanguinesti staff with Ahrim's or Virtus
- Jewellery
- Lightbearer or Berserker ring; anguish and occult switches
- Special
- Bandos godsword, bone dagger, or Voidwaker depending on budget
Expert tribrid
High raid-level consistency with premium damage in every phase.
- Melee
- Fang with Torva, Avernic defender, ferocious gloves, and Keris partisan
- Ranged
- Masori with toxic blowpipe; twisted bow or Zaryte crossbow where your route benefits
- Magic
- Tumeken's shadow with Ancestral or Virtus, occult necklace, and tormented bracelet
- Jewellery
- Lightbearer for special cycles; Magus, Ultor, or Venator switches only when inventory permits
- Special
- Voidwaker, Zaryte crossbow, or Bandos godsword based on target and team plan
Recommended inventory setup
A role-based template, not a rigid screenshot
Start compact, then add pieces as deaths disappear.
- Melee weapon plus defender
- Ranged weapon and ammunition
- Magic weapon and rune pouch
- Three to five armour or jewellery switches per style
- Keris partisan
- One planned special-attack weapon
A forgiving baseline before the first Helpful Spirit. Exact quantities depend on invocation and switch count.
- 1 super combat potion
- 1 ranging potion
- 1 stamina potion
- 1 antidote++ or sanfew serum
- 2 to 4 prayer-restoring doses
- 6 to 10 high-healing food slots
- Emergency teleport outside the raid
Pick supplies for the route still ahead, not by habit.
- Power when salts and adrenaline will speed both remaining paths
- Life when mistakes or a difficult Warden finish are the main risk
- Use ambrosia as a recovery tool, not routine healing
- Reserve adrenaline for a defined special-attack window
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
Path of Crondis and Zebak
Keep the water route clean in the puzzle, protect from the correct style, solve blood clouds without crossing teammates, and use the jug-rock wave opening deliberately.
Checkpoint: Reach the wave and enrage patterns with food intact.Path of Scabaras and Kephri
Assign puzzle calls before starting. At Kephri, place dung to preserve lanes, clear agile scarabs quickly, and control swarms before they heal too much.
Checkpoint: Keep the centre and escape lanes usable through the final shield.Path of Het and Akkha
Mirror the memory puzzle accurately, match protection and attack style to Akkha, stand in the correct quadrant for specials, and take the final orb phase slowly.
Checkpoint: Enter the orb phase with enough health to prioritize movement over attacks.Path of Apmeken and Ba-Ba
Call corruption, vents, pillars, and volatile baboons in the puzzle. At Ba-Ba, use boulders and rubble for cover and avoid letting the slam trap the team.
Checkpoint: Finish monkey room organized rather than carrying chaos into Ba-Ba.Wardens phase 1
Choose the charging order, manage the obelisk specials, and use defence reduction or damage specials only at the planned moment.
Checkpoint: Control the obelisk without wasting supplies on avoidable floor damage.Wardens phase 2
Match attack style to the exposed core, complete skull or windmill mechanics, and keep switches compact enough that movement always comes first.
Checkpoint: Convert every core opening into clean damage without missing the next mechanic.Wardens phase 3 and enrage
Read floor attacks, protect correctly, solve Insanity skulls if enabled, and move one tile at a time as the safe floor collapses.
Checkpoint: Save healing and prayer for the last-row finish instead of panic-eating early.Learning route
A repeatable way to progress
Set a learning invocation
Use 0 to 50 to see every room, then build toward 150 with one familiar invocation at a time.
Choose a stable path order
Place difficult rooms before supplies only when salts or adrenaline are not required to make them consistent.
Protect movement first
Correct prayer and safe tiles take priority over finishing a switch or forcing one more hit.
Use supplies on a schedule
Decide which rooms receive salts, adrenaline, defence reduction, and ambrosia before the raid starts.
Review one failure cause
After a death, change the invocation, route, inventory, or mechanic response that caused it. Do not change everything at once.
Team and role paths
Decide responsibility before the raid starts
Use fewer switches, plan every special, and choose invocations that do not create unreliable supply pressure.
Separate puzzle calls, dung placement, and defence reduction. Avoid duplicating utility that only needs one player.
Agree on path order, Warden side, red skull roles, and special-attack timing before entering.
Upgrade order
Major breakpoints before luxury switches
Fang
Improves melee coverage across Kephri, Ba-Ba, Akkha, and Wardens without changing the basic route.
Ranged core
Bowfa and crystal is the cleanest broad step for many accounts; crossbows remain a viable alternative.
Magic core
Shadow is the major end-game breakpoint. Before it, improve Trident, Occult, Tormented, and robes sensibly.
Special and small slots
Add Voidwaker, Zaryte crossbow, rings, Torva, and minor switches after the three core styles are complete.
Common progression mistakes
Execution before extra cost
Raising invocation before the same room mechanics are repeatable.
Adding six or eight-way switches while still running out of food.
Using salts, adrenaline, or ambrosia without a planned room or phase.
Chasing damage during Akkha or Warden movement checks.
Copying a high-end route that assumes a Shadow, team role, or mechanical consistency you do not yet have.