The Nightmare/Strategies

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The Nightmare is a group boss located in the Sisterhood Sanctuary, a dungeon beneath Slepe in Morytania.

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:
    • Level 85 AttackAttack icon.png or higher
    • Level 85 StrengthStrength icon.png or higher
    • Level 85 DefenceDefence icon.png or higher
    • Level 85 MagicMagic icon.png or higher
    • Level 85 HitpointsHitpoints icon.png or higher
    • Level 70 PrayerPrayer icon.png or higher
  • Completion of Quest start icon.png A Taste of Hope for the Drakan's Medallion, which is the quickest teleportation method.
    • Alternatively, completion of Quest start icon.png Ghost Ahoy for the ectophial, which is the second quickest teleportation method.

Getting there[edit | edit source]

The two quickest methods of reaching Slepe, where The Nightmare resides, are:

  • 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.

Starting the fight[edit | edit source]

Players can initiate the fight by disturbing The Nightmare while she is in her sleeping state. Ironmen will instead need to activate the Pool of Nightmares, a cauldron of pinkish nightmare fuel near Shura.

If there is already a fight in progress, The Nightmare will be seen in a floating state with a glowing symbol on the ground beneath her. During this state, the symbol will indicate which of the 3 phases the current fight is in:

If The Nightmare is already in her floating state, players will need to wait for the current fight to finish as her instance is not joinable mid-fight. Alternatively, players can hop to look for potentially available worlds.

Fight overview[edit | edit source]

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Phase 1[edit | edit source]

Attack The Nightmare to take down its shield.

She will use her standard mage, range and melee attacks, as well as the following special attacks:

  • Flower Power
  • Husks
  • Grasping Claws

Totems[edit | edit source]

Charge up all the totems to deal the first blow of damage to The Nightmare.

Phase 2[edit | edit source]

Attack The Nightmare to take down its shield.

This phase starts with a wave of sleepwalkers.

She will use her standard mage, range and melee attacks, as well as the following special attacks:

  • Parasites
  • Curse
  • Grasping Claws

Totems[edit | edit source]

Charge up all the totems to deal the second blow of damage to The Nightmare.

Phase 3[edit | edit source]

Attack The Nightmare to take down its shield.

This phase starts with a wave of sleepwalkers.

She will use her standard mage, range and melee attacks, as well as the following special attacks:

  • Spores
  • Teleport charge
  • Grasping Claws

Totems[edit | edit source]

Charge up all the totems to deal the final blow of damage to The Nightmare.

Mechanics[edit | edit source]

Attacks[edit | edit source]

Standard attacks[edit | edit source]

Players can use protection prayers to mitigate damage from some of The Nightmare's attacks, in a manner similar to the Great Olm - attacks that are successfully prayed against will deal less damage, while an attack that is simply taken will result in more damage; 120% of her maximum hit for her melee attack.[1] This may also be the case with her Magic and Ranged attacks but has yet to be confirmed.

The Nightmare has a unique aggression mechanic in which she examines the melee defence values of all players in her dream world, and will immediately focus on the player with the highest values in this category. This in turn makes her melee attack only hit in the direction she is facing.

  • Magic attack: The 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: The 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: The 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]

  • Husks: The Nightmare spawns two husks around random players in her arena. The targeted players will be frozen in place until the husks are killed. They use powerful melee attacks.
  • Flower Power: The Nightmare will divide the room into four equal quadrants with lines of flowers. One quadrant will be safe as indicated with nightmare flowers, while the remaining quadrants are unsafe as indicated with nightmare berries. If players are in the incorrect quadrant, they will take rapid damage and any attacks that would harm her instead heal her.
  • Grasping Claws: The 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, then they will take up to 50 damage. Simply move into a tile free of a black portal to avoid damage.
  • Sleepwalkers: At the start of the second and final phases, the Nightmare will summon sleepwalkers, the number of which is dependent upon the number of players in the instance, ranging from 1-24. They possess 10 health, and will shuffle towards her. At the end of this attack, she will charge up a powerful blast that hits all players in the room for a minimum of 5 damage. The more sleepwalkers she absorbs, the more damaging this blast becomes.
  • 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 the Prayers are shifted over by one to the right.
  • Parasites: The Nightmare throws a parasite onto random players. After it has grown, it will burst out of the player damaging the player and healing The Nightmare until killed. Drinking a dose of Sanfew serum or Relicym's balm before it emerges will weaken the parasite.
  • Teleport Charge: The Nightmare will teleport to one of the four edges of the room, then immediately charge across to the opposite side dealing up to 60 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 next to one will cause it to explode, causing the player to become weary; their run is disabled and their attack speed is lowered by 1 tick for a short duration.

Totems[edit | edit source]

The boss room contains four totems, one in each corner. At the start of the fight, the Nightmare is protected by a mental shield which weakens as she takes damage. The durability of this shield scales accordingly to the amount of players participating in the fight, with a minimum of 2,000 health and maximum of 19,600.

Once the shield is shattered, the totems in the corners of the rooms may be attacked. All four totems must be fully charged, and when accomplished, they will unleash a magical blast of energy onto the Nightmare, dealing 800 damage to it. The Nightmare has 2,400 health, so they must be fully charged three times to end the encounter.

The totems cannot be leeched off of with blood spells.

Equipment[edit | edit source]

Note that The Nightmare is not undead, therefore items such as Salve amulet will have no effect on her.

Note that the Inquisitor's armour set should only be used in conjunction with a crush-style weapon.

Slot Item (most effective → least effective)
Head Neitiznot faceguard.png: Inventory image of Neitiznot faceguard Neitiznot faceguard Inquisitor's great helm.png: Inventory image of Inquisitor's great helm Inquisitor's great helm Helm of neitiznot.png: Inventory image of Helm of neitiznot Helm of neitiznot Dwarven helmet.png: Inventory image of Dwarven helmet Dwarven helmet Verac's helm.png: Inventory image of Verac's helm Verac's helm
Neck Amulet of torture.png: Inventory image of Amulet of torture Amulet of torture Amulet of fury.png: Inventory image of Amulet of fury Amulet of fury Amulet of glory.png: Inventory image of Amulet of glory Amulet of glory N/A N/A
Back Infernal cape.png: Inventory image of Infernal cape Infernal cape Fire cape.png: Inventory image of Fire cape Fire cape Mythical cape.png: Inventory image of Mythical cape Mythical cape N/A N/A
Body Inquisitor's hauberk.png: Inventory image of Inquisitor's hauberk Inquisitor's hauberk Bandos chestplate.png: Inventory image of Bandos chestplate Bandos chestplate Fighter torso.png: Inventory image of Fighter torso Fighter torso Verac's brassard.png: Inventory image of Verac's brassard Verac's brassard N/A
Legs Inquisitor's plateskirt.png: Inventory image of Inquisitor's plateskirt Inquisitor's plateskirt Bandos tassets.png: Inventory image of Bandos tassets Bandos tassets Obsidian platelegs.png: Inventory image of Obsidian platelegs Obsidian platelegs Verac's plateskirt.png: Inventory image of Verac's plateskirt Verac's plateskirt N/A
Weapon Scythe of vitur.png: Inventory image of Scythe of vitur Scythe of vitur Inquisitor's mace.png: Inventory image of Inquisitor's mace Inquisitor's mace Abyssal bludgeon.png: Inventory image of Abyssal bludgeon Abyssal bludgeon Elder maul.png: Inventory image of Elder maul Elder maul Zamorakian hasta.png: Inventory image of Zamorakian hasta Zamorakian hasta
Shield N/A Avernic defender.png: Inventory image of Avernic defender Avernic defender Dragon defender.png: Inventory image of Dragon defender Dragon defender Toktz-ket-xil.png: Inventory image of Toktz-ket-xil Toktz-ket-xil N/A
Ammo/Spell Rada's blessing 4.png: Inventory image of Rada's blessing 4 Rada's blessing 4 Rada's blessing 3.png: Inventory image of Rada's blessing 3 Rada's blessing 3 God blessing.png: Inventory image of God blessing God blessing N/A N/A
Gloves Ferocious gloves.png: Inventory image of Ferocious gloves Ferocious gloves Barrows gloves.png: Inventory image of Barrows gloves Barrows gloves N/A N/A N/A
Feet Primordial boots.png: Inventory image of Primordial boots Primordial boots Guardian boots.png: Inventory image of Guardian boots Guardian boots Dragon boots.png: Inventory image of Dragon boots Dragon boots N/A N/A
Ring Berserker ring (i).png: Inventory image of Berserker ring (i) Berserker ring (i) Brimstone ring.png: Inventory image of Brimstone ring Brimstone ring Tyrannical ring (i).png: Inventory image of Tyrannical ring (i) Tyrannical ring (i) Ring of suffering (i).png: Inventory image of Ring of suffering (i) Ring of suffering (i) N/A
Special attack Saradomin godsword.png: Inventory image of Saradomin godsword Saradomin godsword Use the special attack on the Sleepwalkers for best heal, best used in smaller groups. Dragon warhammer.png: Inventory image of Dragon warhammer Dragon warhammer Bandos godsword.png: Inventory image of Bandos godsword Bandos godsword Use the special attack on the Nightmare, best used in masses. Dragon claws.png: Inventory image of Dragon claws Dragon claws Dragon mace.png: Inventory image of Dragon mace Dragon mace

Best-in-slot set up[edit | edit source]

Neitiznot faceguard.png
Infernal max cape.png
Amulet of torture.png
Rada's blessing 4.png
Scythe of vitur.png
Inquisitor's hauberk.png
Inquisitor's plateskirt.png
Ferocious gloves.png
Primordial boots.png
Berserker ring (i).png
Divine super combat potion(4).pngDivine super combat potion(4).pngSanfew serum(4).pngSanfew serum(4).png
Super restore(4).pngSuper restore(4).pngSuper restore(4).pngSuper restore(4).png
Super restore(4).pngSuper restore(4).pngSuper restore(4).pngSuper restore(4).png
Dragon claws.pngManta ray.pngManta ray.pngManta ray.png
Imbued zamorak cape.pngTormented bracelet.pngAncestral robe top.pngManta ray.png
Sanguinesti staff.pngOccult necklace.pngAncestral robe bottom.pngManta ray.png
Imbued heart.pngDrakan's medallion.pngTeleport to house.pngRune pouch.png
Blood rune.pngDeath rune.pngSoul rune.png

Equipment[edit | edit source]

Inventory[edit | edit source]

Main Heal-Tank[edit | edit source]

The purpose of a Heal-Tank is to re-direct the aggression of The Nightmare towards the tank, while also keeping the group alive during the Dash and Sleepwalker Phase. This can improve the party DPS significantly - as less time will be used for personal healing.

Justiciar faceguard.png
Imbued saradomin cape.png
Phoenix necklace.png
Rada's blessing 4.png
Dinh's bulwark.png
Justiciar chestguard.png
Justiciar legguards.png
Barrows gloves.png
Guardian boots.png
Ring of suffering (i).png
Super combat potion(4).pngSuper combat potion(4).pngSuper combat potion(4).pngSanfew serum(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSaradomin brew(4).pngSaradomin brew(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSaradomin brew(4).pngSaradomin brew(4).png
Super restore(4).pngSuper restore(4).pngSuper restore(4).pngSuper restore(4).png
Super restore(4).pngSuper restore(4).pngSuper restore(4).pngSuper restore(4).png
Rune pouch.pngDeath rune.pngAstral rune.pngBlood rune.png
Law rune.pngMud rune.pngManta ray.pngCooked karambwan.png

Equipment[edit | edit source]

Inventory[edit | edit source]

Heal Tank Positioning

Important Notes when Heal-Tanking[edit | edit source]

  • In the beginning of the fight before The Nightmare wakes up:
  • During the fight:
    • Keep your Melee Prayer on and switch to Mage or Ranged prayer depending on the attack. Melee prayer should be on by default.
    • Tanking is Priority, during lull periods focus on healing and boosting your party members.
    • Keep your Dinh's Bulwark on Block
    • Alert your teammates to stay behind The Nightmare at all times, this will prevent them from being hit by a stray melee attack.
    • Always focus on keeping The Nightmare away from all players by luring it away from the center, into a specific corner.
    • Keep focus on players with Low HP, use Heal Other to make sure that they don't drop too low. Your Phoenix necklace will save you if your HP gets too low.
    • During the 'Teleport Charge' phase and 'Sleepwalker' phases, use Heal Group to prevent the party from dying - your defense and additional supplies should prevent this from happening.

References[edit | edit source]

  1. Jagex. Oldschool Runescape's Twitter Account. 2 February 2020. Code snippet.