Requirements[edit | edit source]
Recommendations[edit | edit source]
- High combat stats. Although not required, see the skill levels below for an indication of the advised stats:
- Completion of A Taste of Hope for the Drakan's Medallion, which is the quickest teleportation method.
Getting there[edit | edit source]
The four quickest methods of reaching Slepe, where Phosani's Nightmare resides, are:
- Teleporting directly to Slepe via Drakan's medallion after unlocking this teleport via Slepey tablet, which is a drop from Phosani's Nightmare.
- Teleporting to Ver Sinhaza via Drakan's medallion, then running north. Once players pass the small dock, run east to arrive at Slepe.
- Using the Ectophial to teleport to the Ectofuntus, then heading north to the small dock and paying Andras 10,000 coins to row to Slepe. The player will arrive at a dock just south-west of Slepe.
- Teleporting to the Hallowed Sepulchre via Hallowed crystal shard, then climbing over the shortcut on the eastern wall of Darkmeyer to Slepe.
Starting the fight[edit | edit source]
Players can initiate the fight by entering the Pool of Nightmares which is located north of The Nightmare's arena on a raised area.
Unlike the regular encounter, the fight is instanced for each player, therefore there is no need to hop worlds.
Mechanics[edit | edit source]
Totems[edit | edit source]
Compared to the regular encounter, totems are identical in the Phosani's Nightmare encounter.
Attacks[edit | edit source]
Standard attacks[edit | edit source]
Players can use protection prayers to block all damage from Phosani's Nightmare's attacks. They are functionally the same as the regular encounter's attacks except can hit much higher if the player did not protect from the attack.
- Magic attack: Phosani's Nightmare will flail to the side surrounding herself with pink flower petals, then spin back shooting the petals toward players. Note that her claws have a slight glow here as well, but not as much emphasis as the melee attack.
- Ranged attack: Phosani's Nightmare will swiftly contort herself 4 times, shooting out projectiles toward players on the fourth movement. Having game sounds enabled will help as this attack performs a loud clicking sound per contortion. It is recommended to use Protect from Mage during the fight and switch to Protect from Missiles when you hear the clicking.
- Melee attack: Phosani's Nightmare will charge her claws with a pink glow and pull them back, then quickly swipe forward scraping her claws along the ground and dealing damage to anyone in front of her in melee range. This attack will always hit regardless of defensive bonuses, although it can be easily avoided by moving away from melee distance in the direction she is facing.
Special Attacks[edit | edit source]
A 3 special attack rotation will be chosen every phase. Each rotation must contain exactly 1 "spawn" special attack (husks or parasites) and 2 other special attacks (flower power, curse, surge, spores). If a phase does not end within 1 rotation, the rotation will be repeated. Some examples for possible rotations: Husks-Curse-Mushroom (repeat), Flower Power-Curse-Parasites (repeat).
- Sleepwalkers: At the start of the second, third, fourth and fifth phases, Phosani's Nightmare will summon Sleepwalkers that walk toward her, the number of which is dependent upon which phase the player is on. The second phase begins with one sleepwalker, increasing by one for each phase the player progresses to, capping at four on phase five. They possess 10 health, but instantly die upon taking any damage. At the end of this attack, she will charge up a powerful blast that will hit the player for a minimum of 5 damage. The more sleepwalkers she absorbs, the more damaging this blast becomes, capable of dealing very heavy damage if any sleepwalkers reach her. This damage is unavoidable, so kill as many sleepwalkers as possible before they reach Phosani's Nightmare. The toxic blowpipe is the best weapon to kill sleepwalkers due to its moderate attack range and rapid attack speed. Should the player never kill at least one sleepwalker, they will be hit for the entirety of their current hitpoints.
- Grasping Claws: Phosani's Nightmare will spawn a black portal underneath her, and numerous smaller "end" portals before sticking her claws inside. If the player stands on any portal, they will take up to ~65 damage. Simply move into a tile free of a black portal to avoid damage. During the final phase, this special is used indefinitely.
- In addition, she can use an extended version of this attack five times in a row. This is followed by her Flower Power and Spore specials, as well as indefinitely during phase five.
- Prayer Deactivation: During phase four, Phosani's Nightmare will deactivate the player's protection prayer if they had already had the prayer active before the attack animation started without reactivating it.
All of the following special attacks are used randomly throughout all phases, except the final phase.
- Flower Power: Phosani's Nightmare will divide the room into four equal quadrants with lines of flowers. One quadrant will be safe as indicated with white nightmare flowers, while the remaining quadrants are unsafe as indicated with red nightmare berries. If the player is in the incorrect quadrant, they will take rapid damage, and any attacks that would harm her instead heal her.
- The extended Grasping Claws always follows this attack.
- Curse: A pink glow fills the player's screen and protection prayers are shuffled. Clicking on Protect from Magic activates Protect from Missiles, Protect from Missiles activates Protect from Melee and Protect from Melee activates Protect from Magic. An easy way to remember this is that the Prayers are shifted over by one to the left. After 5 attacks, the curse is lifted.
- Surge: Phosani's Nightmare will teleport to one of the four edges of the room, then immediately surge across to the opposite side dealing up to ~80 damage to anyone caught in her path. Move out of the way to avoid taking damage.
- Spores: Puffshroom like objects spawn around the arena. Standing within 1 tile of one will cause it to explode, causing the player to become weary; their run is disabled and their attack speed is lowered by 2 ticks for a short duration.
- The extended Grasping Claws always follows this attack.
The following special attacks occur in alternating phases and cannot occur in the same phase.
- Husks: Phosani's Nightmare spawns two husks around random players in her arena. The player will be frozen in place until the husks are killed. The blue, skinny husk uses magic attacks, while the green, bulky husk uses ranged attacks. Phosani's Nightmare will not spawn Grasping Claws portals under players that are frozen by the husks, however if the player is under Phosani's Nightmare while frozen by husks they will still take damage. Any weapon on their crush attack style will always hit for maximum damage on the husks.
- Parasites: Phosani's Nightmare throws a parasite on the player. After it has grown, it will burst out of the player and deal damage to them, and will then begin healing Phosani's Nightmare until killed. Drinking a dose of Sanfew serum or Relicym's balm before it emerges will weaken the parasite and greatly reduce the damage taken when the parasite bursts out. Any weapon on it's crush attack style will always hit for maximum damage against the parasite.
Fight overview[edit | edit source]
Players should pre-pot with an Anglerfish and a sip of a stamina potion before running over to Phosani's Nightmare from a bank. Players should also be familiar with the mechanics from the regular encounter.
The toxic blowpipe is crucial for taking down the three and four sleepwalker spawns. Acceptable alternatives include the craw's bow and karil's crossbow, whose 4 and 3 respective tiles of extra range easily compensate for being one tick slower than the blowpipe.
Weapons on their crush attack style will always max hit against parasites and husks, so it is beneficial to bring weapon switches to quickly one-shot these enemies. A ham joint or event rpg are good weapons to kill husks, due to their low hitpoints and the fast attacking speed of these weapons. An elder maul or any godsword are good weapons to one shot parasites, though if using a godsword you should ensure that the weapon is set to it's crush attack style.
To avoid the extended Grasping Claws special, the player should run a few tiles from the spot when it is summoned, as the rifts tend to clump around the player. Standing near the green part of the arena can also make it a little easier to see when new Grasping Claws are spawning due to the bright color of the ground.
Phases 1-3[edit | edit source]
The first three phases are very much like the regular encounter except the special attacks can be used randomly in any of these phases. As the player progresses through phases, an extra sleepwalker spawns per phase, capping at four after phase four.
Phase 4[edit | edit source]
Phosani's Nightmare will deactivate the player's protection prayer if they had already had the prayer active before the attack animation started without reactivating it. Players should maintain high hitpoints especially during this phase in case hit by standard attacks.
Phase 5[edit | edit source]
Phosani's Nightmare will be rooted in the centre of the arena with 150 hitpoints using the Grasping Claws special indefinitely while slowly absorbing sleepwalkers (if they are able to reach it), which results in the player taking 15 damage per sleepwalker. The player can kill these sleepwalkers, however they should focus on damaging Phosani's Nightmare instead because the sleepwalkers spawn at a rate that makes it not worthwhile to try kill them all. It is advised to start this phase with maximum hitpoints, redemption prayer active and unleash dragon claws or granite maul special attacks at the start of this phase. To counter the rifts spawning, rotate around Phosani's Nightmare in a clockwise or anticlockwise motion per attack by moving a few tiles between each attack on roughly a quarter interval around it. This should allow for constant damage without losing too many ticks while avoiding the rifts.
Equipment[edit | edit source]
|Slot||Item (most effective → least effective)|
|Harmonised nightmare staff||Sanguinesti staff||Trident of the swamp|
- With Fire Surge and a Tome of Fire
- With a Greater ghostly thrall and an Imbued Heart
- Upgrades to melee gear should be prioritised over mage gear upgrades.
- Although the Scythe of vitur provides higher overall DPS, the Inquisitor's mace performs similarly and has no cost in charges. Without any pieces of Inquisitor's armour, the mace outperforms the scythe. If using the Inquisitor's mace, a Fire cape outperforms the Mythical cape.
- Whether granite maul or dragon claws are more effective as the special weapon depends on other gear. With a scythe, the maul is better than claws if using Inquisitor's top and bottom, or with a bludgeon, if using full Inquisitor's armour. With this in mind, dragon claws are also easier to use; if you tend to miss attack ticks with the maul, claws are more effective.
- The elder maul can be substituted for any godsword that is set to the crush attack style to one-hit parasites.
- For mage armour, as the pillars have no defence, only armour with magic damage bonus has any effect. The priority for these are: occult necklace > imbued heart (if using a powered staff) > tormented bracelet > imbued god capes and ancestral robes.
- For less experienced players who are not fully comfortable with the boss, substitute some anglerfish and divine super combat potions for regular super combat potions and Saradomin brews, and do not bring ancestral robes pieces to have more supplies.
- If using thralls, the ghost (Magic) thrall is the best to use because it benefits from the double damage on totems.
- Be sure to have 100% special attack at the start of the final phase, as it is imperative to kill the boss quickly during this phase.