OSRS Tombs of Amascut Strategy Guide

12.12.2023 - 12:03:49
Game Guides , Runescape

OSRS Tombs of Amascut Strategy Guide

There's never a shortage of challenges to do in OSRS. Whether you're a casual player or someone who wants to do all that the game has to offer, then you'd definitely want to check out the Tomb of Amascut. This is definitely one of the toughest challenges that the game has to offer right now.


A lot of players call it TOA so for the purpose of this guide, we'll do that as well. On this guide, you'll see a complete walkthrough and strategy on what to do for the tomb. Before anything else though, let's first talk about what the Tombs of Amascut really is.


To venture into the Tombs of Amascut raid set in the Kharidian Desert within the Jaltevas Pyramid, you'll need to complete the Beneath Cursed Sands quest.

The Beneath Cursed Sands quest is the fourth in the Desert quest series. The quest itself is intended to give you an introduction on the lore and history of the Tombs of Amascut which is the third raid. When it was added to OSRS, this also came with the Ruins of Ullek and the Necropolis in the southeastern region of Kharidian Desert.

Despite its name, the tomb actually belongs to the Pharaoh Osmumten. Your mission is to help Osmumten repel Amascut from his tomb. This involves freeing the lesser gods of the Menaphite Pantheon from Amascut's control and thwarting her attempts to seize the divine weapons within the tomb, which could enable her ascent to godhood.

Up to eight players, including yourself, can join forces to take on the challenges of this raid.

How To Get To TOA?

Considering that you've already done the Beneath Cursed Sands quest, the next step is to go to the raid itself. The quickest ways for you to reach the necropolis are:

  1. Teleporting to Jaltevas via the Pharaoh's sceptre:
  • Use the Pharaoh's sceptre on the obelisk north of the necropolis mine.
  1. Teleporting via fairy ring code akp:
  • This method requires a Agility level of 62.
  1. Using the magic carpet:
  • Take the magic carpet from Shantay Pass to Pollnivneach.
  • Then, take another carpet from the south side of Pollnivneach to Sophanem and walk southeast.
  • Costs 400 coins without Rogue Trader and 200 coins with the Rogue Trader miniquest.
  1. Using the Construction cape or Pollnivneach teleport:
  • Teleport to Pollnivneach and run south to the carpet to Sophanem.
  1. Teleporting to Nardah and running southwest.

The best way to do it would be with the 1 and 2 methods. The rest are still plausible methods but they can take considerably longer which isn't practical if you're going to farm the raid.

TOA Mechanics

In the raid, there are four paths, each consisting of a challenge section followed by a boss. You have the flexibility to tackle these paths in any order you choose, although the sequence can impact the overall clear times.

By default, your team has the option to die any number of times if you haven't enabled a limited attempt invocation. However, if one of these invocations is in play, an attempt is counted once the entire team dies during a challenge. In this case, your team will need to restart the room they all died in, but the previous raid progression will be preserved. Should your entire team be defeated with no more limited attempts left, you'll lose all unprotected items. You can retrieve them later from a chest in the lobby area, where standard death rules and fees apply.

This rule also applies if you log out of the raid, regardless of your death count. If you need to leave, bring a teleport or clear/die during the challenge to return to the "lobby" area of the room and exit. Hardcore iron players should opt for a teleport since leaving the boss/challenge room is only possible by completing it or succumbing to defeat.

You can venture into the Tombs of Amascut with a group ranging from 1 to 8 players. In group encounters, the 2nd and 3rd members will contribute 90% of the base health of bosses each, while the 4th player and beyond will add 60% each.

However, it's important to note that casting standard spellbook utility spells within the raid, except for Telekinetic Grab, is not possible. Nevertheless, utility spells from the Lunar spellbook are effective and can be used.

TOA Bosses

As you explore the Tombs of Amascut, you'll find four paths, each themed after one of Tumeken's avatars: Apmeken, Crondis, Scabaras, and Het. Each path presents a challenge section followed by a boss. You have the freedom to choose the order in which you tackle these paths. If you have path leveling active, the sequence of defeating bosses might matter, but without it, the difference is minimal.

Once you complete all four paths, you gain access to the lower level where the final boss fight takes place. This level features two twin bosses, and only after overcoming them can you claim your rewards. The bosses are:

  • Akkha, the Guardian of Het.
  • Ba-Ba, the Guardian of Apmeken.
  • Kephri, the Guardian of Scabaras.
  • Zebak, the Guardian of Crondis.
  • Tumeken's Warden, the final boss.
  • Elidinis' Warden, also the final boss.
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Invocations And Raid Level

In TOA, you can utilize the invocation system to tailor the raid's difficulty according to your preferences. By enabling various invocations and setting a Raid Level, which adjusts the stats of NPCs within the raid, you have the power to customize the challenge. For every 5 raid levels, an NPC's hitpoints, defence, accuracy, and damage increase by 2% additively, with damage reaching a cap of +150%. For instance, a raid level of 100 will modify these stats for all enemies within the raid by +40%, while a raid level of 500 will adjust enemy hitpoints, defence, and accuracy by +200%, and damage by +150%.

Increasing the raid level not only makes the raid more challenging but also boosts your overall drops and enhances the chances for unique items to be rolled. These details are displayed in the raid party's invocation tab within the raid party interface, accessible through the Grouping Obelisk, where you can form raid parties with other players.

InvocationDetailsRaid lvl modifierCategory
Try AgainPlayers have ten attempts to complete a raid.
An attempt is failed if the team wipes during a challenge, but if the team wipes just as the challenge is completed, it will not count as a fail.
Only one invocation in the Attempts category can be active.
PersistencePlayers have five attempts to complete a raid.+10Attempts
Softcore RunPlayers have three attempts to complete a raid.+15Attempts
Hardcore RunPlayers have one attempt to complete a raid.+25Attempts
Walk for ItPlayers have 40 minutes to complete the raid, including time spent between each Path.
If unsuccessful, the raid level will decrease by 20.
(The timer begins upon entering the first Path and ends when the Warden reaches 0 health in the final phase of the fight.)
Only one invocation in the Time Limit category can be active.
+10Time Limit
Jog for ItPlayers have 35 minutes to complete the raid.
If unsuccessful, the raid level will decrease by 30.
+15Time Limit
Run for ItPlayers have 30 minutes to complete the raid.
If unsuccessful, the raid level will decrease by 40.
+20Time Limit
Sprint for ItPlayers have 25 minutes to complete the raid.
If unsuccessful, the raid level will decrease by 50.
+25Time Limit
Need Some Help?The quantity of items offered by the Helpful Spirit will be reduced to 66%, with a minimum of one supply of that type.
Despite the name, the reduction may or may not occur - e.g it's still possible to get an unaffected Power option (2 salt + 1 adrenaline) but has a chance of being reduced (1 salt + adrenaline)
Only one invocation in the Helpful Spirit category can be active.
+15Helpful Spirit
Need Less Help?The quantity of items offered by the Helpful Spirit will be reduced to 33%, with a minimum of one supply of that type.+25Helpful Spirit
No Help NeededThe quantity of items offered by the helpful spirit will be reduced to 10%, with a minimum of one supply of that type.+40Helpful Spirit
Walk the PathCompleting a path during the raid will cause other paths to level up.
The first path level will modify enemy hitpoints and damage by +8%, with every additional level modifying these stats by +5%, up to six levels. Furthermore, every two path levels changes each path's boss mechanics, capping at four path levels:
  • Akkha: Every two levels adds one additional iteration to his Memory Blast attack.
  • Ba-Ba: Her Rockfall attack will fall much quicker, and energy blasts from open sarcophagi will have a wider range of attack.
  • Kephri: Her auto-attacks will be faster. In addition, groups of three scarab swarms can spawn on each side of the room during her shield healing phases.
  • Zebak: His auto-attacks will be faster, even more so during his enrage phase. In addition, every two levels will also tighten the Tidal Waves' gap by 1 tile.
PathseekerAll paths will level up once upon entering the raid.
Only one invocation in the Path Level category can be active.
+15Path Level
PathfinderAll paths will level up twice upon entering the raid.+40Path Level
PathmasterAll paths will level up three times upon entering the raid.+50Path Level
Quiet PrayersProtection prayers will be 10% less effective within the raid.+20Prayer
Deadly PrayersPrayer is drained by 20% of damage taken.+20Prayer
On a DietPlayers can no longer eat food within the raid, though potions that restore health (such as Saradomin brews) can still be used.
Players will also no longer be offered silk dressings and honey locusts should this invocation be active.
DehydrationPlayers can no longer drink potions that restore health.+30Restoration
Overly DrainingAll special attacks use 100% special attack energy.
Drinking liquid adrenaline will temporarily reduce the cost to 50%.
Lively LarvaeThe number of dark brown eggs launched during Kephri's Mass Incubation attack will increase from 2 to 4.+5Kephri
More OverlordsAn additional scarab is summoned during Kephri's shield healing phases. The first summons a Soldier Scarab, while the second summons a Spitting Scarab.+15Kephri
Blowing MudThe number of players targeted by Kephri's Dung Strike attack is increased to two.
This invocation has no effect in solo encounters.
Medic!Kephri will summon scarab swarms outside her shield healing phases. These swarms move 50% slower.+15Kephri
Aerial AssaultKephri's auto-attack will do more damage, and its attack range will increase from a single tile to a 3x3 area.
This invocation also applies to the Bomber Scarabs that appear during the shield healing phase and Kephri's Phantom during the third phase of the fight with Elidinis' Warden.
Not Just a Head
  • Zebak will occasionally cast a form of Blood Blitz on all players, causing one of two effects:
    • Blood Blitz will attack as normal, always hitting regardless of the player's defence bonuses for 8-11 damage, healing roughly ~66% of that amount. If players are clumped, the damage is increased and will splash onto them.
    • Summons a Blood Cloud that chases after players. It will take damage upon spawning but will heal if it makes contact with a player, dealing rapid but light damage.
Arterial SprayZebak's blood magic will have increased range and healing.
Not Just a Head must be active in order to activate this invocation.
Blood ThinnersThree Blood Clouds are summoned instead of one.
Not Just a Head must be active in order to activate this invocation.
Upset StomachZebak's acid pools will have their spread increased from 3x3 to 5x5 and the jugs will have their water reduced from 5x5 to 3x3.+15Zebak
Double TroubleAkkha will perform two special attacks at once.+20Akkha
Keep BackAkkha's will use melee alongside his ranged and magic attacks, which lands just before the projectile attack with no animation.+10Akkha
Stay VigilantAkkha will randomly swap between attack styles and protection prayers rather than at set intervals.
This invocation also applies to Akkha's Phantom during the third phase of the fight with Elidinis' Warden.
Feeling Special?
  • Akkha's Detonate attack will trigger in more directions. This is not applied in solo encounters.
  • The Memory Blast attack will only provide two ticks for players to move between safe quadrants.
  • The Trailing Orbs attack spawns an additional orb in front of the player.
Mind the Gap!When Ba-Ba knocks back the player to the bottom of the room at 66% and 33% health, players will fall into the pit and die, unless they stand at the northern/southern sides of the room.+10Ba-Ba
Gotta Have FaithEnergy blasts from open sarcophagi in Ba-Ba's room will deal additional damage based on the player's remaining prayer points.+10Ba-Ba
Jungle JapesBa-Ba's baboons will drop a banana peel on the floor on death. If stepped on, players take a small amount of damage and are stunned for 3 seconds.+5Ba-Ba
Shaking Things UpThe shockwave from Ba-Ba's slam attack will damage from a 3x3 (+1 tile to the north/west/east/south) to 5x5 (+1 tile to the north/west/east/south).+10Ba-Ba
BoulderdashBa-Ba's rolling boulders spawn twice as fast.+10Ba-Ba
Ancient HasteDuring the first phase of the Wardens' fight, the Wardens will charge at a faster rate.+10The Wardens
AccelerationDuring the second phase of the Wardens' fight, the Warden attacks faster while the obelisk charges faster.+10The Wardens
PenetrationDuring the second phase of the Wardens' fight, the obelisk will deal more damage to successful attacks and also temporarily disable overhead prayers.+10The Wardens
OverclockedDuring the final phase of the Wardens' fight, the slam attack is performed 1 tick faster.+10The Wardens
Overclocked 2During the final phase of the Wardens' fight, the slam attack is performed 2 ticks faster.
Overclocked must be active in order to activate this invocation.
+10The Wardens
InsanityDuring the final phase of the Wardens' fight, the following are applied:
  • The slam attack is performed 3 ticks faster.
  • There is less time to reverse the Energy Siphons.
  • The slam attack resumes based on where the Warden left off prior to launching Energy Siphons rather than resetting positions.
  • Enrage phase:
    • Red lightning strikes faster
    • Tiles are ripped faster
    • Phantom bosses attack faster
Overclocked 2 must be active in order to activate this invocation.
+50The Wardens
Blazing Tombs IAn extra challenge for those most in tune with their League relics. Requires at least Raid level 300.
Increases Raid level by 200.
+200Trailblazer Reloaded League
Blazing Tombs IIAn extra challenge for those most in tune with their League relics. Requires at least Raid level 300.
Increases Raid level by 200.
+200Trailblazer Reloaded League
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Consumable Items

In the TOA, consumable items are provided through supplies given by the Helpful Spirit in the Nexus. You can claim these items from the spirit once after completing two paths and again after finishing the remaining two paths before moving on to the final encounter.

The quantity of supplies offered depends on the active invocations in the raid: "Need Some Help?", "Need Less Help?", and "No Help Needed" decrease the given supplies to 66%, 33%, and 10%, respectively. However, there will always be a minimum of one supply of that type, regardless of the reduction percentage.

Honey locustStacks in the inventory. Heals 20 Hitpoints (can overheal), and restores prayer points equal to a dose of prayer potion. Automatically given during wipes, unless the "On a Diet" invocation is enabled.
AmbrosiaHas 2 doses. Fully restores hitpoints, prayer points and run energy, and acts as a dose of antidote++. Can not be consumed if the "Dehydration" invocation is enabled.
Blessed crystal scarabHas 2 uses. Restores 8 Prayer points every 4 ticks (2.4 seconds), 9 times.
This yields a total restoration of 72 Prayer points over the course of 40 ticks (24 seconds).
Liquid adrenalineHas 2 doses. Halves special attack costs for the next 150 seconds.
NectarHas 4 doses. Heals Hitpoints (can overheal), and drains Attack, Strength, Defence, Ranged, and Magic. Can not be consumed if the "Dehydration" invocation is enabled.
Silk dressingHas 2 uses. Heals 5 hitpoints every 5 ticks (3 seconds), 20 times.
This yields a total restoration of 100 hitpoints over the course of 100 ticks (60 seconds). Not provided if the "On a Diet" invocation is enabled.
Smelling saltsHas 2 uses. Restores run energy by 25% and boosts Attack, Strength, Defence, Ranged, and Magic.
The combat boost is refreshed every 15 seconds for 8 minutes.
Tears of elidinisHas 4 doses. Restores combat stats and prayer points, and affects party members in a 3x3 area.

Dying Within TOA

By default, you have the flexibility to die any number of times in the Tombs of Amascut if your team doesn't have a limited attempt invocation enabled. However, if one of these invocations is active, an attempt is counted when the entire team dies during a challenge. In such cases, the team will need to restart the room where they all perished, with previous progress saved and honey locusts provided if the "On a Diet" invocation is inactive.

If your entire team is defeated and there are no more limited attempts left, you and your teammates will lose all unprotected items. These items can later be reclaimed from storage, and the reclaim fee is based on the items' respective Grand Exchange values, with a maximum fee of 500,000 coins.

If you die a second time without reclaiming the items from the storage, they will be permanently lost unless the death occurs within a deemed safe minigame, such as Pest Control.

In the Tombs of Amascut, death is considered dangerous. Hardcore Ironmen who die within the tomb will lose their Hardcore status.

If any of the death invocations is turned on, any disconnection or logout during a fight is treated as a death and will result in the loss of Hardcore status. Logging out when not in an encounter, such as the Nexus of the Tomb, will be treated as a safe death.

TOA Strategy Guide

Without further ado, we'll now help you with the strategy for beating the raid.

Path of Crondis

To progress through the Path of Crondis, you need to fully grow the Palm of Resourcefulness in the room center, requiring 200 water units for each player.

Pick up water containers and fill them from guarded waterfalls. Statues launch spikes and poisonous clouds. The dark cloud damages; lighter clouds signal danger. Hits reduce your water by 50%, lower your Defense by 6, Agility by 3, and drain two prayer points.

After collecting water, wait for respawn or move to another waterfall. In group encounters, water respawns based on team size.


Red crocodiles spawn periodically—one for every two players. Watered palms attract them, prioritizing the tree, players with water, and those without. Crocodiles hit a max of 18, with additional damage if you're hit by traps. Protect from Melee reduces damage but drains your prayer and reduces water by 50%.

In solo encounters, fill your container at the north-east then north-west waterfalls to beat the crocodile to the tree. Alternatively, use two southern waterfalls for efficiency, dealing with the spawning crocodile.

Run and tile-skipping can help you bypass traps. Traps follow specific patterns for damage avoidance.

Zebak Fight

Zebak, the Guardian of Crondis, Tumeken's avatar of resourcefulness, is the easiest raid boss with blockable attacks. His melee hit is the strongest, causing a bleed debuff if you move.

Zebak attacks with all styles; his melee hits hardest and can cause a bleed debuff. His magic and ranged attacks are blockable, but the melee attack can hit through prayer with reduced accuracy and damage. Attacks deal damage right before impact, allowing for easy flicking.

His Defense can be lowered to 50. Use Defense-draining attacks for efficiency. Bandos godsword is useful for ranged, and Tumeken's shadow is essential for magic.


At 85%, 70%, 55%, and 40%, Zebak queues special attacks—Great Roar or Tidal Waves. Rock safespots are crucial for Great Roar, and waves can be avoided with precise timing or by using two southern waterfalls. Destroying jugs from these attacks clears poison pools.

Zebak's roar summons blood clouds or performs a Blood Barrage. Players must spread for the barrage. Blood Clouds spawn on either side, following a player. Players can use rocks as safespots if rocks and clouds coincide.


If Upset Stomach is active, considerate jar placement is necessary for safe walking. At paths 2 and 4, push jars to create safe areas for wave attacks.

At below 25% health, Zebak enrages, attacking faster. This requires faster reactions, making it challenging to flick an offensive prayer. Depending on raid level and gear, it may be possible to skip the last special attack.

Path of Scabaras

To navigate the Path of Scabaras, you'll encounter a series of five puzzles spread across two branches. As you solve these puzzles, be mindful of aggressive scarabs emerging from the first two rooms. Though they're unlikely to wander far, they'll chase you if spotted. Protect yourself with Protect from Missiles against their ranged attacks.


Remember, you must finish puzzles on both branches before progressing. In solo raids, completing one puzzle on either side allows you to proceed by taking the opposite path after the initial puzzle is solved.

Kephri Fight

Facing Kephri, the Guardian of Scabaras, demands a degree of coordination, yet she stands as one of the more manageable raid bosses. Her primary attack involves launching fireballs, preceded by a shadow warning. To mitigate the damage, players must steer clear of the targeted tiles, with Protect from Magic providing some defense.

While shielded, Kephri unleashes two special attacks. Firstly, "Dung Strike" involves scarabs targeting a player, scattering, and then being hurled by Kephri. This stuns the player for 2 seconds, and piles of dung limit movement. The second attack, "Mass Incubation," sees Kephri splattering eggs around the arena. If left unchecked, the eggs either explode or hatch Agile Scarabs, with players needing to destroy them to prevent scarab spawns.


As Kephri's shield depletes, she calls on her "children" to restore one shield charge, and players can deal maximum damage to the swarms when they appear. The children consist of Bomber Scarabs, mimicking Kephri's auto-attack; Arcane Scarabs, charging explosive swarms; Spitting Scarabs, which attack with ranged and inflict poison; and Soldier Scarabs, attacking with melee and recharging Kephri's shield.

Scarab swarms play a crucial role in Kephri's shield recovery. They spawn in a clockwise pattern, and players can manage them efficiently with chinchompas or fast weapons. Dung strategically placed by players influences the scarab spawns.

Upon clearing the third shield, Kephri transitions to the fourth phase, marked by a single Dung Strike on all players. In this phase, her health pool becomes directly vulnerable. In group encounters with the Medic! invocation, players should periodically switch to a ranged weapon to handle swarms efficiently.

Understanding and coordinating against Kephri's diverse attacks is key to navigating this encounter successfully.

Path of Het

To navigate the Path of Het, you must break Het's Seal at the center of the room. The Seal has 130 health in solo encounters, adjusting with the number of players but not with raid level or invocations. Statues at the entrance, exit, and within the challenge room hold pickaxes. Initially, they carry a bronze pickaxe, but you can store higher-tier pickaxes for faster stone barrier breaking and increased Seal damage.


Breaking the seal involves using mirrors to redirect energy beams from a caster statue to the shielded statue. You can pick up, place, rotate, and push three mirrors in desired directions, along with fixed mirrors. In group encounters, dirty mirrors need cleaning, and stone barriers, especially worn ones, require pickaxe breaking to create a proper path for reflected light.

To destroy Het's Seal in one cycle, stand on marked tiles and click the seal a tick before the statue fires its light beam. Throughout the room, Orbs of Darkness move across edges, causing damage upon contact. In group encounters, orbs may dirty mirrors, requiring cleaning for proper reflection. Getting caught in the light beam also inflicts damage, albeit less than the orbs.

Once the light beam hits the shielded statue, you have 15 ticks (9 seconds) to mine the obelisk before the seal is protected again. Optimal technique involves hitting the statue eight times per cycle by standing one tile away from the seal and timing mining with the beam firing, aided by tools like the Visual Metronome plugin.

Damage dealt to the seal scales with your Mining level and the pickaxe used, with Dragon, Crystal, and 3rd age pickaxes considered equivalent. Only visible boosts affect damage; invisible boosts have no impact. If your max hit is equal to or greater than 17, you can consistently 1-cycle the puzzle, requiring precise timing and technique. The table outlines damage dealt at different Mining levels and with various pickaxes.

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Akkha Fight

Akkha, Tumeken's avatar of health, is often considered the most challenging boss, especially in solo encounters. When you enter Akkha's arena, he becomes aggressive toward the first player. His aggression is based on distance and defense bonuses, with a designated tank able to control targeting after a special attack by standing close to him. Akkha alternates between melee, ranged, and magic attacks, each with specific immunities.

You can reduce Akkha's Defense to a minimum of level 70, but he regenerates faster than other bosses. Protection prayers offer partial defense against magic and ranged attacks, with ~80-90% less damage, while melee attacks deal ~75% less damage when protected. The arena has four quadrants, each associated with an element, affecting Akkha's special attacks based on your position.


In his melee form, you can kite Akkha temporarily, and an advanced tactic called the "butterfly" method involves running clockwise or counterclockwise in each quadrant, especially effective with Tumeken's shadow. At 80% health, Akkha enters an invulnerable state, summoning shadows. Dispelling a shadow is necessary to end the invulnerability, and they charge attacks on their respective quadrants.

Akkha's special attacks include Detonate, marking players for detonation; Memory Blast, where players need to move to safe quadrants; and Trailing Orbs, summoning orbs behind players. In solo encounters with Feeling Special and Double Trouble active, Akkha combines Memory Blast and Trailing Orbs. During the enrage phase, Akkha restores health, becomes resistant to ranged and magic, and launches Unstable Orbs that deal damage upon contact. Protection prayers can mitigate some damage during this phase.

Path of Apmeken

Upon entering the challenge room, you'll find a space with pillars on each side, four vents in the corners, and crates containing hammers and neutralizing potions. Be sure to grab a hammer and potions as you prepare for the combat challenges in the Path of Apmeken.

The first player entering the room is bestowed with "Apmeken's Sight." This player, chosen by the group, becomes the one to identify issues in the room. Messages in your chat box will alert you to problems, and you must communicate with your team about what needs fixing:

Roof supports: Click on the roof supports or use a dragon warhammer to repair them. Call "P" for pillars.


Floor vents: Stand in the center of a vent and pour the neutralizing potion from your inventory. Call "V" for vents.

Corruption: If the team glows dark red, gather on the same tile, and pour a neutralizing potion to cure the corruption. Call "DD" for death-dot. The corruption status only occurs in group encounters. Alternatively, you can use the potion on a corrupted player to remove it.

Failure to meet the required number of repairs, vent cleansings, or corruption cleanses will result in damage to all players in the room, scaled to the missed actions in group encounters. Attempting to fix a pillar or cleanse a vent unnecessarily will also cause damage. The required actions depend on the player count, starting with a solo player only needing to address one vent or pillar. The distribution scales up with more players, with Apmeken's Sight randomly cycling between players until the encounter concludes in group encounters.

The waves and enemies vary, assuming you're completing the raid solo. For group encounters, an extra combat baboon is introduced. Bolded text indicates group encounters for specific team sizes.

Waves 1 and 2 require defeating all enemies to proceed, while Waves 3-9 start as soon as all but two baboons are defeated. Wave 10 commences when all but three baboons are defeated, introducing stronger combat baboons. After clearing Wave 5, consider swapping to ranged equipment (including armor) for higher raid levels, unless using Ancient Magicks, where sticking to magic is advisable.

Adapt your prayers based on the combat baboon present, swapping to Protect from Melee to block damage from a shaman's thralls. After dealing with the main combat baboons, shift focus to the shamans. Use range gear against them, as they'll switch to magic attacks if poisoned or envenomed. Utilize the central pillar to minimize damage from baboons. In group encounters, baboons pick their own targets, but aggro can be changed if they're attacked. This applies to summoned thralls as well, which might target another player even if their host shaman is targeting someone else.

Ba-Ba Fight

Now, its time to face Ba-Ba, Tumeken's avatar of companionship. Her melee attacks can deal significant damage through prayer, and her Defense can be lowered to a minimum level of 60 from 80, persisting throughout the fight.


Ba-Ba targets the first player entering her arena, but subsequent targets are based on enemies' current Hitpoints. The tank can intentionally keep their health low to remain the focus. Ba-Ba has special attacks:

  1. Shockwave: Ba-Ba slams the ground, causing an AoE attack indicated by a shadow. Damage scales based on proximity to the center.
  2. Rockfall: Boulders fall, creating debris piles. Ba-Ba hurls large boulders at players, damaging them. Debris, sarcophagi, or baboons can mitigate damage.
  3. Baboon's Discharge: Ba-Ba summons baboons that attack players and may target sarcophagi, dealing damage. The damage increases if Gotta Have Faith is enabled.
  4. Rolling Stones: Ba-Ba knocks players back and throws boulders. Players must destroy cracked boulders with ranged attacks. Baboons and rubble in the way are instantly killed/destroyed.

In group encounters, coordinate movements and attacks to avoid undesired mechanics. Synchronize actions to let Ba-Ba focus on a designated player, preventing panic and minimizing the risk of death. Be strategic in handling the mechanics, and consider using the "red-X" option to conserve supplies in higher-level raids.

The Wardens

Once all paths are cleared, head to the lower level to confront the final bosses, Tumeken's Warden and Elidinis' Warden. Speak to Osmumten (or Amascut during the Into the Tombs miniquest) with your party before starting the battle. Ensure salt application if required, and if using special attacks, take a dose of liquid adrenaline for optimal combat readiness. Be well-prepared for the formidable encounter.

Phase 1

During the first battle phase, the obelisk emits orbs to charge the Wardens. You can block these orbs by standing on either side of the energy troughs, reducing the Wardens' energy gain but causing you to take 3 damage per absorbed orb. To desynchronize the Wardens' attacks, block one side of the energy troughs. Choose which Warden to face in the second phase by selectively blocking the energy flow. The obelisk's Defense can be lowered to a minimum of 60 from 100.

Use 75% of special energy in the first phase and keep 25% for the next. In group encounters, start with Tumeken's Warden; in solo encounters, start with Elidinis' Warden unless Aerial Assault is active.


When a Warden is charged, they unleash Charged Shot or UFOs. For Charged Shot, in group encounters, stand apart for Elidinis' and together for Tumeken's; in solo encounters, tank or accept the damage. UFOs can be avoided by standing at the arena edge or blocking energy paths to offset timings.

Wardens alternate between UFOs and Charged Shot until the phase ends. In solo encounters, block the flow to Tumeken's orb or tank Elidinis' orbs for Redemption. When the obelisk's health reaches zero, the more disrupted Warden is destroyed, and the other engages.

In group encounters without Aerial Assault, fight Tumeken's Warden to handle typeless boulders instead of Elidinis' chaotic fireballs.

Phase 2

Regardless of the Warden powering up, the second phase remains nearly identical. The Warden, like Akkha, always has protection prayers active against two attack styles. Tumeken's Warden initially prays against magic, while Elidinis' Warden prays against ranged.

During this phase, the Warden has an active shield similar to The Nightmare's totems. Your accuracy is 100%, but damage depends on your accuracy bonuses. Maximizing accuracy, especially with the twisted bow and Tumeken's shadow, is recommended for increased damage. Avoid standing near the central tiles and edges to prevent unnecessary damage from the Windmill Beam and Converging Beam attacks. Also, avoid the tiles next to the obelisk to prevent zapping.

Attack the Warden until it's thrown off balance, ejecting the core from its body. The Warden attacks with all styles, including a red skull for magic and a normal skull for ranged. Reduce damage by avoiding impact and pray melee when in melee distance. Elidinis' Warden stops short, while Tumeken's Warden closes the gap.


The Warden's special attacks include Divine Projectile, disabling prayers and launching a scimitar, arrow, or spell. Imprisonment encases the player in stone. The obelisk simultaneously performs Converging Beam, Windmill Beam, and Lightning Skull attacks. Avoid these attacks to prevent damage and prayer disablement.

Once the Warden's core is exposed, damage it as it acts as the Warden's "true" health. Damage dealt to the core is multiplied five times towards the Warden. Use strong and fast weapons, like a Blade of Saeldor or Ghrazi Rapier. The core's exposure duration increases as the Warden's health falls.

To two-cycle the phase on lower levels, maximize strength bonus, use liquid adrenaline, and employ a combination of special attacks and strong two-handed weapons. The Warden reclaims its core after some time, changing overhead prayers. Death Charge works against the core, and once destroyed, the Warden's body collapses. The Warden uses the last of its power to restore the destroyed Warden from the first phase, triggering the final phase.

Phase 3

As you face the restored Warden, it abandons protection prayers and combat attacks, opting for ground-raising and slamming, dealing typeless damage. Its Defense can be minimized to 120 from 150. Stand strategically during side attacks and slam sequences, adjusting to the speed influenced by Overclocked, Overclocked 2, and/or Insanity.

Equip your melee weapon when the Warden hits 80%, 60%, 40%, and 20% health, activating protection prayers. It then launches Energy Siphons, red skull-shaped, onto the arena. Destroy siphons promptly to avoid a damaging shockwave. Solo and group encounters have different siphon layouts, and their health varies with team size.


To avoid siphon explosions, stand four or five tiles east or west of the center tile and run towards the center when the skulls explode. Disable siphons promptly to converge and explode on the Warden, resetting the slam sequence unless Insanity is active. Solo deaths alter future layouts. Consider "skull skipping" cautiously, as leaving two skulls alive causes an instant blast death.

At the second and third thresholds, phantoms of earlier bosses assist the Warden. Handle each phantom strategically, considering their unique attacks. Enrage phase triggers below 5% health, emitting bolts of energy across all walkable tiles. Tumeken's Warden heals, Defense increases, and it emits bolts instead of slamming.

In the enrage phase, a dark phantom tears tiles, limiting movement. Without Tumeken's shadow, use Defense-draining specials to enhance hit chances. Ambrosia use is advised for this phase; avoid brews due to stat penalties. Once defeated, the phantom consumes the Warden, leaving a teleport crystal to Osmumten's burial chamber for claiming rewards.

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TOA Rewards

After successfully defeating the Wardens in the Tombs of Amascut, your party gains access to the treasure room, where you'll receive your reward for aiding Osmumten in overcoming Amascut's thralls.

Similar to the Theatre of Blood, if a unique drop is rolled at the end of the raid, Osmumten's sarcophagus will radiate a purple glow instead of the usual white. The designated player will have the privilege of opening the sarcophagus instead of the chests by the side. Upon opening the sarcophagus, an animation plays, revealing the obtained item. Keep in mind that only one unique item can be obtained per raid, if any at all. In case no unique item is rolled, the chest will contain three rolls from the common drop table.

Various unique drops can be obtained from the sarcophagus, including:

  • Pieces of the Masori armour:
    • Masori mask
    • Masori body
    • Masori chaps
  • Lightbearer
  • Osmumten's fang
  • Elidinis' ward
  • Tumeken's shadow

There are also a few tertiary items that you can get from the rewards including:

  • Thread of elidinis, can be used to create the divine rune pouch
  • Jewels with the ability to enhance the keris partisan:
    • Breach of the scarab
    • Eye of the corruptor
    • Jewel of the sun
  • And the pet from the raid, Tumeken's guardian

Challenge TOA Now

The Tombs of Amascut requires a lot of team work and preparation. Hopefully, this guide has given you all that you need to proceed with the challenge.

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