To reach the boss, players must run north past the Tasakaal, then east past the hydras. They will then reach the entrance to the lair by Orrvor quo Maten. Alternatively, players with level 88 Agility can reach it safely by using the mysterious pipe just behind Kaal-Ket-Jor, though this takes roughly the same time as reaching it by running past the hydras.
Fight overview[edit | edit source]
The fight is instanced; if players die while fighting the Hydra, then they may reclaim their items from Orrvor quo Maten outside for 100,000 coins each time. Dying elsewhere with items still held by him will result in them being lost forever!
Note: While the Hydra is in the room, players cannot leave through the doors, as they are jammed when this occurs. Teleports will still work, however. The Hydra has a respawn time of 20 seconds.
The Alchemical Hydra uses both ranged and magic attacks against players. It changes its attack style after every three attacks regardless if they hit or not. The magic attacks consist of two small green projectiles, while the ranged attacks are fanged projectiles.
The side heads of the Hydra are the ones that primarily attack the player; the middle does not attack players at all. The left heads attack with ranged, while the right heads attack with magic. As such, during the first two phases respectively for each side, the Hydra's attacks instead hit twice, with a maximum hit of around 17 each. When the bottom heads fall off, the Hydra's attacks for that side is reduced to a single hit which deals more damage.
The Hydra has a high Magic and Ranged level, as it uses those two combat styles as its primary attacks. Its Defence is extremely low, so neither a Bandos godsword or Dragon warhammer are required for the fight. As it is draconic in nature, the dragon hunter crossbow and dragon hunter lance provide additional accuracy and damage bonuses. However, it's still best to range the Hydra, because it possesses a ranged defence bonus of 45, whereas stab is 75 (and phase 3 is not melee-friendly).
During the first three phases, the Hydra has heavy damage reduction, which can only be removed by being sprayed with the correct chemical. The pools cover a 5x5 AoE, with the vent being the centre of that AoE. When the Hydra is in range and sprayed with the correct chemical, it roars and its damage reduction effect is removed for the duration of the phase. If sprayed with the wrong chemical, it adds enrage stacks which increase the damage of its auto-attacks. Standing on the vents above the chemical pool will deal damage to the player when it bursts up.
At the start of each phase, the Hydra performs three auto-attacks before performing a special attack. Phase transitions do not alter its attack pattern.
Poison[edit | edit source]
In this phase, the hydra starts with a green carapace, and should be lured to the red chemical pool. After the first kill, the player should stand right next to the red chemical vat (to the west) so that the Hydra is automatically lured to the red chemical pool as soon as it spawns.
After the first three attacks, The Alchemical Hydra will launch 4 or 5 poison blobs around the player's location; 1 on the player, and 4 randomly around it. The blobs have a 3x3 splatter effect dealing up to 7 damage, and standing on the poison pools will deal up to 12 poison damage per tick. Both will cause a poison effect that deals 4 damage; if players get poisoned, immediately clear its effects. The best way to avoid this attack is by standing west of the red chemical vat, all the way south, then move north two tiles when the Hydra is positioned over the chemical pool. When it spits poison, move west two tiles - this avoids the one targeting the player, and the other four will splatter east.
Once the Hydra reaches 75% of its health, the bottom-right head falls off, and it changes its carapace to blue. Next, the player should run north to the green vent.
Lightning[edit | edit source]
Now with a blue carapace, the hydra should be lured to the green chemical pool.
Throughout the phase, the Hydra will launch an electric ball in the center of the room, which spawns four lightning currents in the four corners of the chamber, although the order in which they appear in is random. The four pieces of lightning converge on the player's location. Getting hit by them will bind the player and deal up to 20 damage. Starting near the middle of the room and looping around one of the last lightning spawns, to escape the box they form, is the easiest way to avoid their damage. Players may also hug the northern wall and quickly move their way west while damaging the Hydra, which works especially well with any ranged weapon with a distance of 10. It is possible to trap the lightning by standing in the north-west corner, moving one tile diagonally south-east when the lightning is two tiles away from you, and instantly moving one tile north. This does not despawn the lightning, so if the player were to move off of the tile, the lightning will start following them again.
Once the Hydra reaches 50% of its health, the bottom-left head falls off and it changes its carapace to red. Next, the player should run west to the blue vent if not already there from the lightning.
Note: If the Hydra transitions to the next phase while there is lightning on the field, they will dissipate immediately.
Flame[edit | edit source]
Now with a red carapace, the hydra should be lured to the blue chemical pool.
Throughout the phase, the Hydra will occasionally walk to the centre of the chamber and face the direction the player is at. Once it reaches the centre, the player is stunned, but they can still attack the Hydra. If the player is underneath the Hydra, then it forces them out into a random direction. Upon reaching the centre, it breathes 5x5 layer of fire to the player's sides based on their location before staring down the middle and launching a tracking fire. This tracking fire follows the player's movement, and travels significantly faster the further the player is (or if they start running). Turning off run and walking in a line as the fire trails is the best course of action. Getting hit by any of the fires will result in the player taking up to 20 damage, followed by a subsequent bleed of 5 damage for five hits. Moving onto another fire resets the bleed. Fires may be tile skipped, though it's only recommended to do so after the tracking fire stops. The Hydra does not attack until four seconds after the tracking fire is sent out.
Once the Hydra reaches 25% of its health, the middle head falls off and it changes its carapace to gray.
Note: If the Hydra transitions to the next phase while performing this attack, it ends abruptly. This also includes the tracking fire, but any fires started before the phase transition will still persist as usual. For the duration of the side fires, the Hydra also becomes a solid NPC, meaning that it is not possible to walk under it.
Enraged[edit | edit source]
There is no counter to the grey carapace; do not lure it to any of the chemical pools for this phase. As such, it does not need to be lured as its damage reduction ability does not reset. The Hydra's enrage stack will increase to max, with the message "The Alchemical Hydra becomes enraged!". It is capable of killing players in two hits, so health and prayer must be kept high.
The Hydra starts off this phase by attacking with the combat style opposite of what it used in the previous phase; if the previous phase ended with a magic attack, then it starts with ranged and vice versa, even if it was the final hit before switching attack styles. In addition, it switches combat styles after every attack, much like Zulrah's unusual green form in the penultimate step of each rotation.
It also uses the poison attack from phase 1, though it generally sends one poison blob on the tile it is on; however, it can still use the phase 1 variant of the attack, if the fires from the 3rd phase have subsided, and the poison effect increases from 4 damage to 6. During this final phase, the Hydra spits poison after the first three auto-attacks, then nine auto-attacks for subsequent poison attacks. Continually pray flick until the Hydra is killed. It is recommended to keep prayer points up to prevent the possibility of the Hydra landing a hit on the player. If the Hydra is killed just as it sends an attack, it will deal no damage.
Equipment[edit | edit source]
Prayer bonus is prioritised on gear because of the boss' relatively low defensive stats along with the fact that barely any damage will be taken with sufficient experience; the only damage players would take is the first hit at the start of kill. Alternatively, players may use gear that maximises ranged accuracy if they are confident with prayer flicking, as it negates the need for prayer potions.
Inventory[edit | edit source]
- About 4–20 prayer potions or super restores. Each kill should take around 2:00-2:30 with a Toxic blowpipe, so generally 2-3 doses are required per kill (slightly less for Twisted bow users).
- Some food; 4-10 sharks or manta rays. Saradomin brews are also an option, though ranged potion usage must be carefully considered for this case.
- Divine ranging potion, Ranging potion or Bastion potion (note that the latter is entirely superfluous, as due to prayers almost all damage taken in the fight can be mitigated)
- House tablets or rings of dueling to restore stats and bank
- Rada's blessing 4 for fast teleport back, if using a Twisted bow (can be equipped if using Toxic blowpipe)
- Toxic blowpipe for healing special attack (if using Twisted bow)
- Rune pouch with runes for High Level Alchemy (leave a slot open in the pouch as the boss has frequent rune drops and this will save an inventory slot)