Hallowed Sepulchre/Strategies
This page covers the basic strategy for running the Hallowed Sepulchre efficiently and consistently, through the third floor. Included are overviews of each of the routes. Given the emphasis on timings in the Sepulchre, achieving the best rates will require extensive practice.
General tips[edit | edit source]
- Try to choose a world with low lag if possible.
- On floors with multiple possible coffins (floors 3/4), you can now open both so long as you have time remaining.
- Each skill challenge awards 200 Thieving experience for opening the coffin and between 100 and 200 Agility experience depending on floor.
- Consider skipping coffins on early floors if you have the Agility level for later ones for better efficiency.
- Using a lockpick lowers the chance of failing to loot a coffin and becoming poisoned. Using a strange old lockpick further reduces this chance, increases the speed, and consumes no charges.[1]
- If only running the first few floors, consider taking multiples of supplies to reduce banking time. Also note that there is only one bridge in the first three floors, on the first floor. Consider skipping this bridge to save time, increase experience, and free up weight and space.
- Activating the magic obelisks with a Saradomin item equipped replenishes your energy. This effect also activates automatically when exiting (or quick exiting).
- The lightning strike obstacles can be completely avoided by using the Run trick. It is recommended players familiarize themselves with this technique to save large amounts of time.
- After using a blue or yellow teleport tile, there is a period of invincibility. This can be used to bypass other moving obstacles (such as a sword), even if they touch you shortly after teleportation.
- If using the magic obelisks in lieu of stamina potions to restore energy, you can save real time by skipping the magic obelisk on the first floor. When your weight is near 0 kg, you will still have run energy remaining by the end of floor 2.
- If you struggle with timing, you can bring a stack of noted items to alch. This works out because of the chance to get nature runes from coffins, and makes it so your character will only move after a tick is finished during an alch. You will occasionally get rune and adamant items to alch as well, and if you would like to train magic, you can get just past 20,000 magic experience/hr while training agility.
- Skill challenges:
- The left-click 'conjure' option on portal frames casts the highest enchantment you have runes and the magic level to cast. Any enchantment rewards 200xp. Wearing a Hallowed focus removes the failure chance, causes you to cast the lowest enchantment spell you have the runes and level for, and increases the speed of crossing the portal.
- Each tier of bridge only affects the experience reward, although it is significantly higher than building furniture with the same materials. Having a Hallowed hammer equipped or in the inventory removes the chance of bending nails.
- The Hallowed symbol reduces the dust requirement for braziers while the 200xp reward remains the same, and allows you to move slightly faster through the barrier.
- Having a Hallowed grapple equipped removes the chance of failing to grapple pillars.
- By logging out or changing worlds, you can exit the sepulchre and teleport to the lobby without spending a hallowed crystal shard.
Recommended equipment[edit | edit source]
- Weight-reducing clothing.
- Any Saradomin item, including equipable Hallowed rewards.
- Food or Hallowed ring for traps.
- Lockpick or strange old lockpick[1] to open coffins, and antidote++, a prayer book and a holy or Hallowed symbol[a], or a serpentine helm to heal poison.
- Crossbow and mithril or Hallowed grapple. The Dorgeshuun crossbow is preferred, as it is the lightest of all crossbows.
- Supplies for coffin challenges (adjust for Hallowed equipment):
- Floor 1: Planks, nails[b], a hammer[c], and a saw
- Floor 2: 2 vampyre dust
- Floor 3: Enchantment spells; 2 vampyre dust
- Floor 4: Enchantment spells; 2 vampyre dust; Planks, nails[b], a hammer[c], and a saw
- Floor 5: Enchantment spells; Planks, nails[b], a hammer[c], and a saw
- (Optional) Plank sack to save inventory space and need less banking.
- (Optional) Hallowed crystal shard or other teleport.
- (Optional) Rune pouch containing runes for enchantment spells and High Level Alchemy[d].
- (Optional) Herb sack for the grimy ranarr weeds looted from coffins.
- (Optional) Bolt pouch for the bolts looted from coffins.
- Notes
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Slot | Item (most effective → least effective) | ||
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![]() | ![]() | ![]() | N/A |
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![]() | ![]() | N/A | N/A |
![]() | ![]() | N/A | N/A |
![]() | ![]() | ![]() | N/A |
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![]() | ![]() | ![]() | N/A |
![]() | ![]() | ![]() | ![]() |
![]() | ![]() | ![]() | N/A |
![]() | ![]() | N/A | N/A |
Trap descriptions[edit | edit source]
Each variety of trap has a different behaviour and appearance depending on its tier, determined by the floor it appears on.
Knight statue - Swords[edit | edit source]
Knight Statues throw swords that block the entire path. The best time to cross the path is just after the sword is caught by the statue or just after it is thrown. Some corridors have safe alcoves that can be used to wait for the sword to pass.
The interval between throws varies, so it can be useful to pay attention to the windup animation.
Wizard statue - Flames[edit | edit source]
Sets of Wizard Statues shoot flames in cycles with 1, 2 or 3 different stages. Each stage has different safe areas between active flames. The player should memorise or mark the safe areas, which are consistent between runs.
Between each flame cycle, the player should try to reach the farthest possible safe zone before the next flames shoot to reduce the amount of time spent waiting between cycles. There is one tick between cycles with no flames present, synchronized with the end of the audio effect. It is recommended to start moving exactly on this tick to increase the amount of time running.
The glow on the floor shows the actual position of the flame. This can be useful when viewing the flames from lower camera angles.
Trap tier | Floors | Behaviour | Appearance |
---|---|---|---|
1 | 1, 2 | Shoots flames intermittently from every statue. | ![]() |
2 | 3, 4, 5 | Alternates between two phases with some of the statues firing. | ![]() |
Crossbowman statue - Arrows[edit | edit source]
Crossbowman statues shoot arrows along the path, leaving a small safe lane. When entering a corridor with arrow statues, the player should move to a safe lane close to the entrance before clicking far into the corridor, as the pathfinding will favour running in the lane closest to the entrance before moving to the destination lane.
The statues have a small animation right before they shoot, which can help to anticipate standing in the correct lane.
The player should favour dodging arrows before moving forwards. Moving diagonally allows the player to move to a safe lane while still making forward progress.
Before leaving the corridor, check if a lane between the player's position and the exit has an arrow or will soon have one. It can be dangerous to wait close to the statues because there won't be time to run out of the way. Instead, wait 4-6 tiles away from the statues, move to a safe lane when the next arrow shoots, then immediately leave.
Strange tile - Floor traps[edit | edit source]
Strange tiles on the floor will teleport the player if they are active when standing on them. The fastest approach is to avoid yellow tiles, and take blue tiles when they happen to be active.
When running, the teleportation will only activate on every second tile (see run trick). This means that it is possible to skip single-width rows of teleport tiles by stopping one tile before crossing the row. Similarly, blocks where blue tiles alternate with yellow tiles can be crossed while only risking stepping on blue tiles.
After being teleported by a blue or yellow tile, there's a small window of time where the player is invulnerable to arrows and swords. If timed correctly, the blue portals can be used to "hop over" arrows or swords to avoid getting hit. At lower levels, this is a necessary technique to pass the fast moving swords. When running in front of the sword, use blue tiles to move forwards faster than the sword. When running behind the sword, use a blue tile to teleport across it.
Priest statue - Lightning[edit | edit source]
Priest statues shoot lightning in checkered patterns. Failing lightning is less dangerous than other traps because it only stuns the player, but this still makes it very likely to be hit another obstacle.
When running, the player only risks being affected by lightning tiles on every other tile (see run trick). All sets of lightning can be safely crossed by standing one tile behind a lightning tile before moving forwards.
When simultaneously avoiding arrows it is important to move diagonally forward instead of horizontally, to avoid standing on the lightning squares while they are active.
Trap tier | Floors | Behaviour | Appearance |
---|---|---|---|
1 | 4, 5 | Every few ticks strikes the marked 3x3 cross in front of the statue, temporarily stunning but not damaging players. | ![]() |
Floor Routes[edit | edit source]
When starting a floor, an entrance is chosen at random. However, the obstacles and coffins reachable along each path are consistent for each floor. This table covers each possible route in the order it must be completed, with a suggested approach for each obstacle.
Floor 1[edit | edit source]
The first floor has 4 possible routes. Looting the coffins on this floor is only recommended when learning the routes, because it slows down runs and lower floor coffins are more valuable.
North Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Arrow |
Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. If necessary, wait near the tile marked 2 before exiting. See the section on arrow obstacles for detailed guidelines. |
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2 | Flame | Can be passed in 2 stages, or 3 when learning.
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3 | Coffin | Ranged challenge | ![]() |
4 | Stairs | ||
Continue to Floor 2. |
East Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Flame | Can be passed in 2 stages.
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2 | Sword |
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3 | Flame | Can be passed in 1 stage, or 2 when learning.
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4 | Coffin | Ranged challenge | ![]() |
5 | Stairs | ||
Continue to Floor 2. |
South Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Sword |
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2 | Flame |
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3 | Arrow |
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4 | Coffin | Construction challenge | ![]() |
5 | Stairs | ||
Continue to Floor 2. |
West Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Flame | Can be passed in 1 stage, or 3 when learning
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2 | Sword |
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3 | Arrow |
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4 | Coffin | Construction challenge | ![]() |
5 | Stairs | ||
Continue to Floor 2. |
Floor 2[edit | edit source]
The second floor has four possible paths. Like above, looting the coffins on this floor is only recommended when learning the routes, because it slows down runs and lower floor coffins are more valuable.
North Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Jump | No chance of failure | ![]() |
2 | Arrow | Position your camera to see the southmost | ![]() |
3 | Sword | ![]() | |
4 | Coffin | Ranged Challenge | ![]() |
5 | Floor | 3 3x3 segments | ![]() |
6 | Flame | 2 stages | ![]() |
7 | Stairs | ||
Continue to Floor 3. |
East Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Flame | 2 stages
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2 | Arrow |
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3 | Floor | 3 3x3 segments | ![]() |
4 | Coffin | Prayer challenge | ![]() |
5 | Flame | 4 stages
First image: Wait at 1, move to 2, and move to the exit (3). |
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Second image: Wait at 1 or 2 if possible, wait for the flames to subside and move to the exit (3). |
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6 | Stairs | ||
Continue to Floor 3. |
South Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Arrow |
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2 | Floor | 2 2x3 segments; careful when waiting for sword | ![]() |
3 | Sword |
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4 | Coffin | Prayer challenge | ![]() |
5 | Arrow |
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6 | Stairs | ||
Continue to Floor 3. |
West Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Sword | ![]() | |
2 | Coffin | Ranged challenge | ![]() |
3 | Floor | 3 3x3 segments | ![]() |
4 | Flame | 2 stages; can be sprinted | ![]() |
5 | Sword | Walk around between the pillars to bypass the sword | ![]() |
6 | Stairs | ||
Continue to Floor 3. |
Floor 3[edit | edit source]
The third floor is significantly more difficult than the first two, especially during the final challenge (8). Learning the patterns on this obstacle may take many attempts but are the same on every run, making it easier over time. The third floor has two paths that join together before passing the final obstacle.
East Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Flame | 3 stages
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Cycle 1:![]() |
2 | Coffin | Optional ranged coffin to the west, between the two groups of flames. | |
3 | Sword |
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4 | Arrow |
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5 | Sword |
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6 | Flame |
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Cycle 1:![]() |
7 | Coffin | Prayer challenge | ![]() |
Continue to Floor 3 - Lower floor. |
West Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Arrow | ![]() | |
2 | Coffin | Ranged challenge | ![]() |
3 | Flame | 2 stages (inner and outer); can sprint after the inner stage | ![]() |
4 | Sword | Plus two floor trap segments; can 'hop' a returning sword by hitting a blue tile | ![]() |
5 | Arrow | ![]() | |
6 | Sword | Note the magic coffin chance to the north | ![]() |
Continue to Floor 3 - Lower floor. |
Floor 3 - Lower floor[edit | edit source]
At this point, the two paths converge together and both need to pass a final, difficult obstacle.
# | Item | Notes | Image |
---|---|---|---|
8 | Arrow | Plus two groups of flame statues; use the time between flames to set up for future arrows
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Cycle 1:![]() |
9 | Stairs | ||
Continue to Floor 4. |
Floor 4[edit | edit source]
Floor 4 has two paths that converge just before the final prayer coffin. Players may choose to loot coffins on this floor for additional hallowed marks, but the time taken to loot coffins will reduce the rate of gaining Agility experience. It is possible to loot all the coffins on floor 4 and still have enough time to complete floor 5, but this will require significant practice on these floors.
North Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Lightning | ||
2 | Sword | With multiple blue floor tiles | |
3 | Arrow | Long with dense floor tiles | |
4 | Flame | North and south sets alternating, with every fifth cycle both firing | |
5 | Arrow | With floor tiles then lightning | |
6 | Coffin | Magic challenge | |
7 | Sword | With arrows; if you move after the sword you must use the blue tiles to hop it. | |
8 | Floor | Three narrow strips; the yellow can throw you back into the arrows. | |
9 | Coffin | Prayer challenge before the gate | |
10 | Stairs | Squeeze through the gate | |
Continue to Floor 5. |
South Entrance[edit | edit source]
# | Item | Notes | Image |
---|---|---|---|
1 | Flame | The middle statue is intact but does not fire | |
2 | Lightning | ||
3 | Sword | With flame statues | |
4 | Arrow | Long path, with a safe ledge halfway along the southern side | |
5 | Coffin | Construction challenge | |
6 | Sword | With lightning statues and floor tiles | |
7 | Arrow | With floor tiles | |
8 | Floor | Three narrow strips; the yellow can throw you back into the arrows. | |
9 | Coffin | Prayer challenge before the gate | |
10 | Stairs | Squeeze through the gate | |
Continue to Floor 5. |
Floor 5[edit | edit source]
Only has a single path across the levels leading to the Grand Hallowed Coffin. Flame statues on this floor change phases 1 tick faster than on floors 1-4.
# | Item | Notes | Image |
---|---|---|---|
1 | Flame | Flame statues on this floor change phases 1 tick faster than on previous floors. | |
2 | Sword | With floor tiles. Blue tiles must be used to pass this trap, as the sword is very quick. | |
3 | Coffin | Magic challenge just after descending from stairs | |
4 | Arrow | ||
5 | Flame | Two sets of flame traps with lightning traps between them. The flame traps have two phases.
If you are damaged here, you are sent to right before the first trap. |
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6 | Sword | With floor tiles. Blue tiles must be used to pass this trap, as the sword is very quick. | |
7 | Coffin | Ranged challenge | |
8 | Arrow | Long corridor with lightning traps and floor tiles | |
9 | Final Challenge | Long corridor that presents many traps all at once: alternating flames, arrows, and lightning. | |
10 | Coffin | Construction challenge. Gives one more loot roll than other coffins. | |
11 | Grand Coffin | Has a barrier entrance that closes once the timer runs out, similarly to the stone doors that
can block staircases on previous floors. The timer is paused once the player crosses the stepping stones, but the player cannot backtrack after doing so. |