OSRS Nightmare Zone Strategy Guide
10.06.2024 - 20:25:55
Game Guides , Runescape
One of the best parts of OSRS are the bosses that you get to face from the beginning to the end of your journey. If you want to continue pushing yourself to your limits, then you should try to beat all of the bosses that the game has to offer. If that isn't enough, then it might be time to step into the Nightmare Zone.
When it comes to sheer difficulty, it's hard to top what the Nightmare Zone has to offer. This is basically OSRS' version of a boss rush mode and as expected, it's one of the toughest challenges in the game. Finishing it is definitely an achievement worth bragging to your friends.
What Is The Nightmare Zone in OSRS?
One of OSRS' combat-based minigames is called The Nightmare Zone. In it, you will find yourself in a dream where you have to battle bosses that you've already defeated while completing objectives. A mage from Lunar Isle, named Dominic Onion, is in charge of the minigame.
The Nightmare Zone is very popular to players as it's a good place to practice combat skills. Additionally, you can get some amazing rewards during this minigame so it's well worth the effort to try and get it done.
Due to the nature of this challenge, it's best to be on your highest combat level possible. The gear setups are subjective as the bosses you fight will change constantly. However, there are some sets that are going to make the minigame much easier.
As expected from a challenge as grand as this, there are major rewards that await you for completing the Nightmare Zone. Before we talk about what those rewards are though, let's talk about how you can get to Dominic Onion and what are the requirements to start the Nightmare Zone.
How To Get To The Nightmare Zone
Getting to the Nightmare Zone is the easiest part of this minigame. The good news is that there are a few ways to get there. Below are some options listed from most to least efficient.
1. Minigames Grouping teleport:
When you reach the prerequisites for Nightmare Zone, you can only use the Minigames Grouping teleport feature.
2. Watchtower Teleport:
Both using a Watchtower teleport tablet and casting Watchtower teleport require finishing the Watchtower quest.
3. Teleport to House:
If your player-owned house is in Yanille, you can use a Teleport to House tablet or cast Teleport to House. Another way you can get to it is to transport yourself to Yanille by using a scroll of redirection on a transport to House tablet.
4. Fairy Ring:
Use code ciq to pass via Yanille, or use code cls to move north-west using the fairy ring. Make sure the correct fairy ring codes have been unlocked.
5. Ring of Dueling:
To go to Yanille, use a ring of dueling to teleport straight to Castle Wars.
6. Spirit Tree:
To go to Nightmare Zone, use the Spirit tree to teleport to Tree Gnome Village. Then, continue on foot.
7. Ardougne Cloak 1:
You can teleport to the Ardougne Monastery and then proceed south toward Nightmare Zone if you have the Ardougne Cloak 1.
It doesn't really matter what way you use to get to the Nightmare Zone. Use what's most accessible to you at the time.
Requirements
The only requirement you'll need to participate in the Nightmare Zone is to finish at least 5 of the quests below.
- The Ascent of Arceuus
- Contact!
- The Corsair Curse
- The Depths of Despair
- Desert Treasure I
- Dragon Slayer I
- Dream Mentor
- Fairytale I - Growing Pains
- Family Crest
- Fight Arena
- The Fremennik Isles
- Getting Ahead
- The Grand Tree
- The Great Brain Robbery
- Grim Tales
- Haunted Mine
- Holy Grail
- Horror from the Deep
- In Search of the Myreque
- Legends' Quest
- Lost City
- Lunar Diplomacy
- Monkey Madness I
- Mountain Daughter
- My Arm's Big Adventure
- One Small Favour
- Recipe for Disaster
- Roving Elves
- Shadow of the Storm
- Shilo Village
- Song of the Elves
- Tale of the Righteous
- Tree Gnome Village
- Troll Romance
- Troll Stronghold
- Vampyre Slayer
- What Lies Below
- Witch's House
Nightmare Zone Mechanics
In the realm of the Nightmare Zone in OSRS, you can participate in the minigame by depositing coins in Dominic's coffer.
The deposits and withdrawals can only be made in multiples of 1000 coins, up to a maximum limit of 262,143,000 coins.
Once you've selected a game mode, you commit to paying any applicable fees. Dominic then prepares a dream potion on a plinth at the lobby's center. Upon consuming the potion, an optional boss customization menu appears. After confirming your choices, the fee is deducted from the coffer, and you enter the Nightmare Zone arena. If you change your mind before sipping the potion, you can cancel the dream by talking to Dominic, and no money will be deducted.
You have the liberty to exit the arena at any time by drinking one of the wake potions positioned on the north or south sides of the arena.
If you fancy spectating another player's dream, you can do so by drinking the red spectator potion outside the lobby area and entering the player's name.
Generally, quest items previously required to defeat bosses are unnecessary, except for ice gloves. Items such as magic secateurs for Tanglefoot, a rune pickaxe for Slagilith, an anti-dragon shield for Elvarg, and runes for Chronozon or the Dagannoth mother are automatically provided with a suffix (nz), denoting their disappearance upon leaving the Nightmare Zone. Magic experience from spells using (nz) runes is significantly reduced, excluding experience gained from dealt damage. Most non-combat spells cannot be cast in the arena, with exceptions like Bones to Peaches and Bones to Bananas.
The Nightmare Zone supports the use of a bonecrusher, as all bosses drop their bone variations. Additionally, specific items like leaves from Tanglefoot, Choc-ice from Karamel, and Big Bones from Dad can be obtained. Long bones and curved bones may also drop from monsters that typically yield them.
Logging out while inside the arena concludes the dream, bringing you back to the Nightmare Zone lobby.
Note For Ironmen:
For Hardcore Group Ironman, deaths are not secure in the Nightmare Zone. To prevent life loss, exit the arena by consuming one of the dream potions on the north or south side.
Logout Mechanics:
Nightmare Zone Guide OSRS
The Nightmare Zone is undoubtedly one of the toughest challenges in the game so being prepared is important. Your strategy will vary depending on the boss you're facing. Since you've faced these bosses before, you should at least have an idea on how to deal with them. Still, there are a few things you need to consider.
Recommended Skill Levels
- Prayer - 43
- Hitpoints - 51
- Attack - 60+
- Strength - 60+
- Defence - 60+
- Ranged - 75+
- Magic - 86+
General Tips
1. Overloads and Alternatives
Overloads demand a minimum of 51 remaining Hitpoints for consumption. Overload damage occurs over time. Using a locator orb or dwarven rock cake during remaining damage can be fatal.
2. Preference for Regular Potions
Some players prefer regular super combat or ranging potions because of the hefty cost (1,500 points) and abrupt hitpoint gain or loss every 5 minutes, especially when playing less attentively.
3. Efficient Use of Absorption Potions
When using a locator orb or dwarven rock cake to reach 1 Hitpoint, absorption potions work best. Turning on and off Rapid Heal at least once every minute is needed to maintain 1 Hitpoint.
4. Training Methods
For players with more than 92 Hitpoints, Dharok's equipment is an effective training tool. Others, on the other hand, would benefit more with the Obsidian armor set, Berserker necklace, and Toktz-xil-ak or strength bonus equipment.
5. Hitpoint Management Tips
To get 1 Hitpoint, use the dwarven rock cake (Guzzle option). All of the stats return to normal upon exiting the Nightmare Zone.
6. Rumble Mode Strategies
- Every quest completed lowers cost by 10,000 each run.
- A larger percentage of total points are awarded for each kill when additional bosses are enabled.
- Based on the mechanics, it is advised to disable some bosses (e.g., Glog, Corrupt Lizardman, Elvarg).
- Points are maximized every hour when all bosses from Dream Mentor, Recipe for Disaster, and Desert Treasure are enabled.
7. Bosses for Increased Experience:
Certain bosses (such as Arrg, Dad, Ice Troll King, and Moss Guardian) award more experience for each damage they deal.
8. Power-ups and Strategies:
Use Ultimate Force power-ups carefully unless you are up against unbreakable bosses. Turn on every other power-up. Use special attack weapons, such as a granite maul with an ornate handle or dragon claws, for Power Surge. Prayer use in the Nightmare Zone can be greatly increased by combining the Ancient mace special attack with the power surge power-up.
Strategy For Getting First Points
If you're diving into this challenge for the first time without any Nightmare Zone points for absorptions or overloads, consider the following:
Recommended Setups:
- Melee (Prayer) Setup: Suitable for beginners with the recommended bosses.
- Hard Endurance Mode: Kill every boss up to Elvarg for efficiency. Venturing further may be less effective.
Normal Difficulty Option:
Playing on normal difficulty is an alternative, but it increases the time and money required to earn a sustainable amount of points. Some bosses like Ice Troll King and Jungle Demon use more attack styles, making survival trickier.
Notes for Hard Endurance Dreams:
Certain bosses require special mechanics or extra items, making them less AFK:
- Corrupt Lizardman: Poison protection needed.
- Elvarg: Equip an anti-dragon shield (provided).
- Slagilith: Optional - Bring a pickaxe (provided).
- Dagannoth mother: Only takes one type of damage in one form at a time.
- Dad: Stuns and knocks back.
- Tanglefoot: Equip Magic secateurs to deal damage (provided).
- Headless Beast: Drops rock from the ceiling in melee range.
- Glod: Disables and drains Prayer, manipulates player movement.
- Flambeed: Equip ice gloves to deal damage.
- Gelatinnoth Mother: Only takes one type of damage in one form at a time.
- Karamel: Drains stats and Prayer, interrupts auto-retaliate and movement.
- Chronozon: Can only be killed after using all four blast spells.
- Giant Roc: Stuns and knocks back.
- Damis: Second form drains Prayer quickly.
- Fareed: Equip ice gloves to deal damage.
- Kamil: Interrupts movement.
- Barrelchest: Deals high damage, drains Prayer, Attack, and Defence, turns off protection prayers before attacking.
- Elven traitor (Arianwyn): High damage and prayer-disabling arrows.
- Essyllt: Long-ranged attacks, stat drain, and stuns.
For a smoother start, follow the recommended setups and be cautious with harder bosses until you've gained more experience and points.
Nightmare Zone Best Builds For Training
Your success in the Nightmare Zone heavily relies on the build that you have. When picking a build, it's often best to increase your DPS as much as possible. The faster you end fights, the safer it's going to be on your end. Here a few builds to consider, as well as a general overview of how you can play it.
Melee/Prayer Hybrid
This setup tries to maximize your DPS while making sure that you have superb Prayer bonuses as well. The prayer bonuses are crucial because these will help with your survivability inside the nightmare zone. While there are other Prayer builds that can maximize your bonus further, this one does great things for your damage as well.
With this build, you can net a whopping 90,000 melee XP, as well as 400,000 Nightmare Zone points at maximum performance per hour. What's good about this build is that it's very AFK as well.
Slot | Item (most effective → least effective) |
Head | Neitiznot faceguard, Helm of neitiznot, Blood moon helm / Inquisitor's great helm, Sunfire fanatic helm, Berserker helm / Obsidian helmet |
Neck | Amulet of torture, Amulet of fury, Amulet of glory, Dragonbone necklace, Amulet of power |
Back | Infernal cape, Fire cape, Ardougne cloak 4, Ardougne cloak 3, Mythical cape / Cape of Accomplishment (t) |
Body | Sunfire fanatic cuirass, Proselyte hauberk, Initiate hauberk, Vestment robe top, Monk's robe top |
Legs | Sunfire fanatic chausses, Proselyte cuisse / Proselyte tasset, Initiate cuisse, Vestment robe legs, Monk's robe |
Weapon | Soulreaper axe, Ghrazi rapier / Inquisitor's mace / Blade of saeldor (c), Abyssal whip, Abyssal bludgeon, Zamorakian hasta / Osmumten's fang |
Shield | Avernic defender, Dragon defender, Dragonfire shield, Toktz-ket-xil, Rune defender |
Ammo/Spell | Rada's blessing 4, God blessing / Rada's blessing 3/2, |
Hands | Ferocious gloves, Barrows gloves, Dragon gloves, Rune gloves, Granite gloves / Holy wraps |
Boots | Primordial boots, Dragon boots, Guardian boots, Devout boots, Rune boots |
Ring | Ultor ring, Berserker ring (i), Brimstone ring, Ring of the gods (i) / Ring of suffering (i), Treasonous ring (i) / Warrior ring (i) / Tyrannical ring (i) |
Special attack | Dragon claws (damage), Saradomin godsword (prayer), Granite maul (ornate handle) (damage), Dragon dagger(p++) (damage), Ancient mace (prayer) |
Dharok's Build
If you're planning on training your Attack and Strength Skills inside the Nightmare Zone, one of the most practical ways to do it is by using Dharok's Build below. With this, you can net up to 180,000 XP per hour for Strength and Attack. You can get up to 155,000 if you choose to bring the Granite Maul.
The set takes advantage of Dharok's passive where you can deal more damage, the lower your health is. There are few ways to sustain yourself with only 1 HP remaining. It's a high-risk, high-reward build that can actually decimate everyone inside the Nightmare Zone if played correctly.
Slot | Item (most effective → least effective) |
Head | Dharok's helm, Torva full helm (for special attacks), Neitiznot faceguard (for special attacks), Serpentine helm (for special attacks), Inquisitor's great helm (for special attacks) |
Neck | Amulet of torture / Salve amulet (e), Amulet of fury, Berserker necklace, Amulet of glory, Amulet of power |
Back | Infernal cape, Fire cape, Mythical cape, Cape of Accomplishment (t), Ardougne cloak 4 |
Body | Dharok's platebody, Torva platebody (for special attacks), Bandos chestplate (for special attacks), Fighter torso (for special attacks), Inquisitor's hauberk (for special attacks) |
Legs | Dharok's platelegs, Torva platelegs (for special attacks), Bandos tassets (for special attacks), Inquisitor's plateskirt (for special attacks), Obsidian platelegs (for special attacks) |
Two-handed weapon | Dharok's greataxe |
Ammo/Spell | Rada's blessing 4, God blessing / Rada's blessing 3/2 |
Hands | Ferocious gloves, Barrows gloves, Dragon gloves, Rune gloves, Adamant gloves / Granite gloves / Combat bracelet |
Boots | Primordial boots, Dragon boots, Spiked manacles, Guardian boots, Granite boots / Rune boots |
Ring | Ultor ring, Berserker ring (i) (more damage) / Bellator ring (more accuracy), Brimstone ring, Berserker ring (more damage) / Warrior ring (i) (more accuracy), Ring of the gods (i) / Ring of suffering (i) |
Special attack | Dragon claws, Granite maul (ornate handle), Dragon dagger(p++) + Avernic defender / Dragon defender |
Guthan's Build
Next up, we're going for another one of the Barrows' set. Guthan's passive lets you heal a portion of your HP whenever you do a successful hit. That said, this is a good build in terms of sustainability. The Nightmare Zone is a battle of attrition so something that provides decent healing without wasting items or other resources is always going to be a good choice.
Slot | Item (most effective → least effective) |
Head | Guthan's helm |
Neck | Amulet of torture, Amulet of fury, Amulet of glory |
Back | Infernal cape, Fire cape, Mythical cape, Ardougne cloak 4, Ardougne cloak 3 |
Body | Guthan's platebody |
Legs | Guthan's chainskirt |
Weapon | Guthan's warspear |
Ammo/Spell | Rada's blessing 4, God blessing / Rada's blessing 3/2 |
Hands | Ferocious gloves, Barrows gloves, Dragon gloves, Rune gloves, Granite gloves |
Boots | Primordial boots, Dragon boots, Spiked manacles, Guardian boots, Granite boots / Rune boots |
Ring | Ultor ring, Berserker ring (i) (more damage) / Bellator ring (more accuracy), Brimstone ring, Berserker ring, Ring of shadows |
High Absorption Build
Believe it or not, you can actually setup your build in the Nightmare Zone which will let you train your melee skills in AFK. This build focuses on rumble with absorptions. With this setup, your character will automatically stop attacking at the 20 minute mark but you can have them re-engage by interacting with the game.
If done correctly, you can earn as much as 85,000-90,000 Melee XP per hour. You can do this entire setup for as long as you want to. Of course, you're also getting a ton of Nightmare Zone points along the way. However, if you're looking for something more rewarding in terms of points, you might want to look for other methods instead.
Some players on an Ironman account do this in Hard mode but that will require more absorption potions which could get very expensive over time. However, as their main focus is to imbue their gear, then the trade of is pretty much worth it.
Before going AFK completely, make sure to inspect how your character and the build works first.
The best XP per hour can be had if you're wearing the Ghrazi rapier, Blade of Saelfor, Inquisitor's mace, with the Torva Armor. The high defenses of the setup will make going AFK much easier. If you want sustainability but currently don't have any of the weapons above, go for either the Abyssal whip or the Abyssal bludgeon depending on what you need.
Slot | Item (most effective → least effective) |
Head | Torva full helm, Neitiznot faceguard, Obsidian helmet, Inquisitor's great helm, Helm of neitiznot / Berserker helm |
Neck | Amulet of torture, Amulet of fury, Berserker necklace, Amulet of strength, Amulet of glory |
Back | Infernal cape, Fire cape, Mythical cape, Cape of Accomplishment (t), Obsidian cape |
Body | Torva platebody, Bandos chestplate, Obsidian platebody, Fighter torso, Inquisitor's hauberk |
Legs | Torva platelegs, Bandos tassets, Obsidian platelegs, Inquisitor's plateskirt, Justiciar legguards |
Weapon | Soulreaper axe, Ghrazi rapier / Inquisitor's mace / Blade of saeldor (c), Toktz-xil-ak, Abyssal whip (Attack or Defence) / Abyssal bludgeon (Strength), Abyssal dagger / Saradomin sword / Osmumten's fang |
Shield | Avernic defender, Dragon defender, Dragonfire shield, Toktz-ket-xil, N/A |
Ammo/Spell | Rada's blessing 4, God blessing / Rada's blessing 3/2, N/A, N/A, N/A |
Hands | Ferocious gloves, Barrows gloves, Granite gloves, Combat bracelet, N/A |
Boots | Primordial boots, Dragon boots, Rune boots, N/A, N/A |
Ring | Ultor ring, Berserker ring (i) / Bellator ring, Brimstone ring, Ring of suffering (i), Ring of shadows |
Ranged High Absorption
This build serves the same purpose as the one above but will make you train your Ranged Skill. Again, the build is easy to AFK butt you'll have to re-engage the enemy after a set timer.
Slot | Item (most effective → least effective) |
Head | Masori mask / Void ranger helm, Armadyl helmet, Blessed coif, Justiciar faceguard (defence), Helm of neitiznot / Slayer helmet (i) (defence) |
Neck | Necklace of anguish, Amulet of fury, Amulet of glory, Amulet of power, N/A |
Back | Ava's assembler, Ava's accumulator, Ranging cape, Ava's attractor, Infernal cape / Fire cape |
Body | Masori body / Elite void top, Armadyl chestplate / Void knight top, Blessed body, Black d'hide body, N/A |
Legs | Masori chaps / Elite void robe, Armadyl chainskirt / Void knight robe, Blessed chaps, Black d'hide chaps, N/A |
Weapon | Venator bow, Toxic blowpipe using Amethyst or adamant darts, Bow of faerdhinen (c)[1], Hunters' sunlight crossbow, Magic shortbow (i) |
Shield | None[2], Twisted buckler if using one-handed weapon, Dragonfire ward, Odium ward, Dragonfire shield (defence) / Book of law |
Ammo/Spell | Rada's blessing 4 / Amethyst arrow, God blessing / Rada's blessing 3/2, Moonlight antler bolts, Sunlight antler bolts, Rune arrows |
Hands | Zaryte vambraces / Void knight gloves, Barrows gloves, Blessed vambraces, Black d'hide vambraces, N/A |
Boots | Pegasian boots, Ranger boots, Blessed boots, Boots of brimstone, Mixed hide boots |
Ring | Venator ring, Archers ring (i) / Ring of suffering (i), Brimstone ring, Archers ring, Ring of shadows |
Magic Build
Magic builds are useable in the Nightmare Zone as well but you need to be extra careful when using these. When going for a Magic build, make sure to not use Bursting techniques as majority of the enemies aren't going to get damaged to much with these.
The sets below will help you increase your Magic damage as much as possible. Your accuracy and melee defensive bonuses are second in priority on this build. Training your Magic skill inside the Nightmare Zone isn't really recommended but these builds below could make that easier.
Slot | Item (most effective → least effective) |
Head | Ancestral hat / Void mage helm, Ahrim's hood, 3rd age mage hat, Infinity hat, Mystic hat |
Neck | Occult necklace, Amulet of fury, Amulet of glory, Amulet of magic, Amulet of power |
Back | Imbued god cape, God capes, Ardougne cloak 4, Fire cape, Cape of Accomplishment (t) |
Body | Ancestral robe top / Elite void top, Ahrim's robetop, Dagon'hai robe top, 3rd age robe top, Infinity top |
Legs | Ancestral robe bottom / Elite void robe, Ahrim's robeskirt, 3rd age robe, Dagon'hai robe bottom, Infinity bottoms |
Weapon | Kodai wand / Harmonised nightmare staff, Eldritch nightmare staff / Volatile nightmare staff / Nightmare staff / Staff of balance / Staff of light / Staff of the dead / Zuriel's staff, Ahrim's staff, Mystic smoke staff, N/A |
Shield | Elidinis' ward (f), Arcane spirit shield, Elidinis' ward, Ancient wyvern shield > Mage's book, Malediction ward > Book of darkness |
Ammo/Spell | Rada's blessing 4, God blessing / Rada's blessing 3/2 |
Hands | Tormented bracelet / Void knight gloves, Barrows gloves, Dragon gloves, Infinity gloves, Adamant gloves |
Boots | Eternal boots, Infinity boots, Boots of brimstone, Wizard boots, Mystic boots / Boots of darkness |
Ring | Magus ring, Seers ring (i) / Brimstone ring, Seers ring, Ring of shadows / (uncharged), Lunar ring / Beacon ring |
Special attack | Volatile nightmare staff (Damage), Eldritch nightmare staff (Prayer), Saradomin godsword (Prayer), Ancient mace (Prayer) |
Best Builds For Points
Other than training their combat skills, most players actually go to the Nightmare Zone to earn points. We'll be talking more about the rewards later but the gist is that you can use points to further expand some of the equipment in the game. Here are the three most optimized builds for point farming.
Melee
There's always a 25-second countdown before any boss appears. During that time, you can boost your damage with overload and then consume at least 1000 absorption points. Next, use the Locator Orb or if you don't have one, eat a dwarven rock cake till you hit 1 HP. 25-seconds are more than enough to set these up.
Once you're at 1 HP, use rapid heal and make sure that the regen timer is reset every 60 seconds. This will help you maintain 1 HP. Make sure that your health is as low as possible to get the most out of Dharok's passive effect.
Keep a close eye on Overload and make sure that you have at least 200 absorption points before using overload again. You can prevent wasting points by evading any incoming attacks as much as possible.
Whatever you do, don't use Ultimate Force. Use this as a last resort when there are too many bosses inside the arena. Use Power Surge and your special attack weapon regularly.
Once Karamel appears, make sure to use Rapid Heal or Protect from Melee. You can also use Protect from Magic to lessen her stat drain.
Slot | Item (most effective → least effective) |
Head | Dharok's helm / Obsidian helmet |
Neck | Amulet of torture / Berserker necklace, Amulet of fury, Amulet of glory |
Back | Infernal cape, Fire cape, Mythical cape, Cape of Accomplishment (t), Ardougne cloak 4 |
Body | Dharok's platebody / Obsidian platebody, Torva platebody (for special attacks), Bandos chestplate (for special attacks), Fighter torso (for special attacks), N/A |
Legs | Dharok's platelegs / Obsidian platelegs |
Weapon | Dharok's greataxe / Toktz-xil-ak |
Shield | Avernic defender, Dragon defender, Rune defender, Dragonfire shield, Toktz-ket-xil |
Ammo/Spell | Rada's blessing 4, God blessing / Rada's blessing 3/2 |
Hands | Ferocious gloves, Barrows gloves, Dragon gloves, Granite gloves, Combat bracelet |
Boots | Primordial boots, Dragon boots, Guardian boots, Granite boots, Rune boots |
Ring | Ultor ring, Berserker ring (i) (more damage) / Bellator ring (more accuracy), Brimstone ring, Berserker ring (more damage) / Warrior ring (i) (more accuracy), Ring of the gods (i) / Ring of suffering (i) |
Special attack | Dragon claws, Granite maul (with Ornate maul handle), Dragon dagger(p++) |
Ranged
Like in the build above, make sure to start the fight with overload, 1000 absorption points, and then whittle down your HP to 1. If you have a switch, make sure to attack prioritize Black Knight Titan, Ice Troll King, and Chronozon, with Magic.
Slot | Item (most effective → least effective) |
Head | Armadyl helmet, 3rd age range coif, Robin hood hat, Blessed coif, Karil's coif |
Neck | Necklace of anguish, Amulet of fury, Amulet of glory, Amulet of power, N/A |
Back | Ava's assembler, Ranging cape, Ava's accumulator, Ava's attractor, Infernal cape |
Body | Masori body, Armadyl chestplate, Blessed body, Karil's leathertop, Black d'hide body / Red d'hide body |
Legs | Masori chaps, Armadyl chainskirt, Blessed chaps, Karil's leatherskirt, Black d'hide chaps / Red d'hide chaps |
Weapon | Venator bow, Toxic blowpipe, Magic shortbow (i), Armadyl crossbow, Dragon hunter crossbow |
Shield | Twisted buckler, Dragonfire ward, Odium ward, Book of law, Unholy book |
Ammo/Spell | Amethyst dart / Rune arrow / Amethyst broad bolts, Adamant arrow / Broad bolts, N/A, N/A, N/A |
Hands | Barrows gloves, 3rd age vambraces, Blessed vambraces, Black d'hide vambraces, Ranger gloves |
Boots | Pegasian boots, Ranger boots, Blessed boots, Boots of brimstone, Shayzien boots (5) |
Ring | Venator ring, Archers ring (i) / Ring of suffering (i), Brimstone ring, Archers ring, N/A |
Special attack | Dragon thrownaxe, Dragon claws, Granite maul (with Ornate maul handle), Dragon dagger(p++), N/A |
As you may have noticed, there are no AFK builds on this section. However, you can use Dharok's Guthan's and the high absorption builds above. All can be used for AFK point farming but they are far less efficient compared to these methods above. Those builds are still best used for training combat skills.
Nightmare Zone Game Modes
The Nightmare Zone offers three distinctive modes: Practice, Endurance, and Rumble.
- Practice - In this mode, you get the chance to go head-to-head with bosses you've defeated before in the Nightmare Zone. It's a one-on-one battle, and it continues until either you or the boss meets their end. However, keep in mind that this practice won't earn you any experience or Nightmare Zone points, and the kills won't count towards your Slayer assignments. Still, you do get drops, like dragon bones from Elvarg, when you defeat the boss.
- Endurance - If you're up for a challenge, there's Endurance mode. It's a series of one-on-one fights against every boss you've unlocked, coming at you in waves. The battle goes on until either you fall or you conquer all the unlocked bosses. You earn points for each boss defeated, and the 'Points Awarded' section in the bosses table breaks it down. Finish all bosses in normal endurance mode, and you'll have a total of 216,634 points. Opt for the hard endurance mode, and you'll bag a total of 794,770 points.
- Rumble - For those looking to face multiple bosses at once, there's Rumble mode. Whether you're flying solo or in a group of up to 5 players, you'll be thrown into the mix with multiple bosses randomly, and duplicates are fair game. Solo players will face a max of 4 bosses simultaneously. If you're in a group, the more players you have, the more bosses can join the party. Points are up for grabs with every boss takedown, and the cycle keeps going until you decide to call it quits or meet your match.
In a standard rumble, all bosses you've unlocked are in the mix. But if you're up for a challenge and willing to pay a bit extra, there's the customisable rumble. You can toggle any unlocked boss on or off, though keep in mind that turning bosses off reduces the points you get for each kill.
Starting a rumble involves a chat with Dominic. If you're teaming up, make sure everyone's got enough coins in the coffer. Only bosses unlocked by all players in the group are fair game. Don't worry if your group has different quest completions; it won't affect the points you earn.
To kick off a rumble, have a chat with Dominic, invite your buddies if you're going as a group, and down the Dream potion. Group members will then decide whether to join the shared dream or opt out.
In a hard rumble, you can rack up a maximum of 1,048,575 points.
Each mode further diversifies into 'Normal' and 'Hard' difficulty levels, providing a range of challenges for participants.
- Normal Difficulty - In the 'Normal' difficulty setting, all quest bosses within the Nightmare Zone retain the same statistics they possess in their respective quests. Additionally, certain mechanics integral to these bosses' encounters are also preserved, adding an element of authenticity to the challenges players face.
- Hard Difficulty - Stepping up the challenge, the 'Hard' difficulty level in the Nightmare Zone introduces heightened difficulty for quest bosses. In this mode, bosses receive increases in Hitpoints, Attack, Strength, Magic, and Ranged levels where applicable. However, their Defence and defensive bonuses remain unaltered, except for a few exceptions. Some bosses, like the Ice Troll King and Jungle Demon, may either restrict their attacks to Melee or lose specific special fight mechanics.
Furthermore, 'Hard' difficulty introduces additional layers of complexity. Certain bosses gain extra mechanics, intensifying the challenges players must navigate. For instance, The Untouchable reflects 20% of any damage dealt, making encounters more demanding and strategic.
The diverse difficulty levels in Nightmare Zone cater to players of varying skill levels, allowing them to choose the level of challenge that suits their capabilities and preferences.
Nightmare Zone Bosses
All of the bosses you'll have to face in the Nightmare Zone are listed in the table below. The more quests from the list above you'll finish, the more of these bosses you'll have to face.
Name | Combat level (hard) | Hitpoints (hard) | Defence level (hard) | Attack style | Points (normal) | Points (hard) | Quest |
Trapped Soul | 30 (101) | 30 (100) | 20 | Melee | 183 | 2,301 | The Ascent of Arceuus |
Count Draynor | 34 (177) | 35 (210) | 30 | Melee | 224 | 7,135 | Vampyre Slayer |
Corsair Traitor | 35 (103) | 55 (160) | 30 (80) | Magic | 244 | 2,301 | The Corsair Curse |
Sand Snake | 36 (154) | 60 (180) | 20 | Melee | 244 | 5,294 | The Depths of Despair |
Corrupt Lizardman | 46 (152) | 50 (150) | 38 | Melee, Ranged | 427 | 5,294 | Tale of the Righteou |
King Roald | 47 (188) | 75 (150) | 30 | Melee | 448 | 8,056 | What Lies Below |
Witch's experiment | 19, 30, 42, 53 (47, 77, 90, 103) | 21, 31, 41, 51 (63, 93, 102, 113) | 19, 29, 39, 49 | Melee | 570 | 2,301 | Witch's House |
The Kendal | 70 (210) | 50 (150) | 60 | Melee | 998 | 10,127 | Mountain Daughter |
Me | 79 (201) | 45 (135) | 74 | Melee | 1,263 | 9,207 | Lunar Diplomacy |
Headless Beast | 82 (233) | 100 (320) | 42 | Melee | 1,365 | 12,429 | Getting Ahead |
Elvarg | 83 (214) | 80 (240) | 70 | Melee, Dragonfire | 1,385 | 10,357 | Dragon Slayer I |
Moss Guardian | 84 (182) | 120 (240) | 60 | Melee attack that sometimes hits with Magic instead | 1,426 | 7,595 | Roving Elves |
Slagilith | 92 (202) | 60 (150) | 75 | Melee | 1,711 | 9,207 | One Small Favour |
Nazastarool | 91, 68, 93 (176, 153, 181) | 100, 75, 110 (154, 180, 176) | 80, 58, 80 | Melee | 1,752 | 7,365 | Shilo Village |
Treus Dayth | 95 (194) | 100 (240) | 100 | Melee | 1,834 | 8,516 | Haunted Mine |
Skeleton Hellhound | 97 (198) | 55 (132) | 100 | Melee | 1,915 | 8,976 | In Search of the Myreque |
Dagannoth mother | 100 (201) | 120 (240) | 81 | Melee, Ranged | 2,038 | ,207 | Horror from the Deep |
Agrith-Naar | 100 (196) | 95 (209) | 82 | Melee, Magic | 2,038 | 8,746 | Shadow of the Storm |
Tree spirit | 101 (199) | 85 (187) | 80 | Melee | 2,078 | 8,976 | Lost City |
Dad | 101 (201) | 120 (240) | 50 | Melee | 2,078 | 9,207 | Troll Stronghold |
Tanglefoot | 111 (199) | 102 (204) | 91 | Melee | 2,506 | 8,976 | Fairytale I - Growing Pains |
Khazard warlord | 112 (192) | 169 (256) | 80 | Melee | 2,547 | 8,286 | Tree Gnome Village |
Arrg | 171 (210) | 150 (255) | 40 | Normal: Ranged Hard: Melee, Ranged | 2,588 | 10,127 | Troll Romance |
Black Knight Titan | 120 (210) | 141 (255) | 91 | Melee | 2,934 | 10,127 | Holy Grail |
Ice Troll King | 122 (213) | 150 (255) | 80 | Normal: Melee, Ranged, Magic Hard: Melee | 3,016 | 10,357 | The Fremennik Isles |
Bouncer | 137 (244) | 116 (232) | 120 | Melee | 3,811 | 13,580 | Fight Arena |
Glod | 138 (276) | 160 (255) | 110 | Melee | 3,872 | 17,493 | Grim Tales |
Evil Chicken | 159 (286) | 120 (240) | 126 | Magic | 5,135 | 18,644 | Recipe for Disaster - Sir Amik Varze |
Agrith-Na-Na | 146 (235) | 200 (255) | 82 | Melee, Magic | 4,341 | 12,659 | Recipe for Disaster - Final battle |
Flambeed | 149 (238) | 210 (255) | 75 | Melee, Magic in Melee range only | 4,524 | 12,889 | Recipe for Disaster - Final battle |
Karamel | 136 (186) | 240 (255) | 100 | Magic | 3,750 | 7,825 | Recipe for Disaster - Final battle |
Dessourt | 121 (217) | 140 (255) | 99 | Magic, Ranged | 2,975 | 10,818 | Recipe for Disaster - Final battle |
Gelatinnoth Mother | 130 (201) | 240 (240) | 8 | Ranged, Magic | 3,444 | 9,207 | Recipe for Disaster - Final battle |
Culinaromancer | 75 (209) | 140 (255) | 10 | Magic | 1,141 | 9,897 | Recipe for Disaster - Final battle |
Chronozon | 170 (297) | 60 (120) | 173 | Melee | 5,890 | 20,255 | Family Crest |
Black demon | 172 (292) | 165 (255) | 152 | Melee | 6,012 | 19,564 | The Grand Tree |
Giant Roc | 172 (257) | 200 (255) | 100 | Ranged | 6,012 | 15,191 | My Arm's Big Adventure |
Dessous | 139 (217 | 200 (255) | 99 | Magic, Ranged | 3,933 | 10,818 | Desert Treasure I |
Damis | 103, 174 (200, 272) | 90, 200 (198, 255) | 90, 160 | Melee | 6,155 | 16,802 | Desert Treasure I |
Fareed | 227 (299) | 130 (255) | 135 | Melee, Magic in Melee range only | 5,665 | 20,485 | Desert Treasure I |
Kamil | 154 (273) | 130 (255) | 135 | Magic | 4,830 | 17,032 | Desert Treasure I |
Nezikchened | 187 (295) | 150 (150) | 167 | Magic | 7,112 | 20,025 | Legends' Quest |
Barrelchest | 210 (380) | 134 (255) | 140 | Melee | 7,357 | 33,145 | The Great Brain Robbery |
Giant scarab | 191 (316) | 130 (255 | 169 | Melee, Ranged | 7,418 | 22,787 | Contact! |
Jungle Demon | 195 (327) | 170 (255) | 170 | Normal: Melee, Magic Hard: Melee | 7,744 | 24,398 | Monkey Madness I |
Elven traitor | 182 (368) | 300 (300) | 102 | Ranged | 6,746 | 31,073 | Song of the Elves |
Essyllt | 236 (395) | 320 (320) | 104 | Melee, Magic, Ranged | 22,662 | 71,814 | Song of the Elves |
The Untouchable | 274 (440) | 90 (180) | 434 | Melee | 15,285 | 44,423 | Dream Mentor |
The Everlasting | 223 (365) | 230 (255) | 120 | Melee | 10,129 | 30,613 | Dream Mentor |
The Inadequacy | 343 (600) | 180 (255) | 240 | Melee, Ranged | 23,967 | 82,863 | Dream Mentor |
General Tips On Bosses
Name | Notes and precautions |
Trapped Soul | |
Count Draynor | You don't need a stake or hammer. This boss has boosted the regeneration of Hitpoints. Kills are taken into account for tasks related to vampire slaying. |
Corsair Traitor | Each cast reduced Defense by 5, or 15 in hard, weakening casts. |
Sand Snake | |
Corrupt Lizardman | Has the ability to poison and poison damage pass via absorption points. |
King Roald | Says a few funny things out loud. |
Witch's experiment | Melee stats are weakened by 5% in first form. There are 4 forms that you need to defeat. The Skavid form deals a little damage through protection prayers. |
The Kendal | |
Me | Says humorous one-sided dialogue out loud. |
Headless Beast | Occasionally stomps while in Melee range, releasing a ball of rock that deals a lot of damage from the ceiling. |
Elvarg | In the arena, there is an anti-dragon shield. Protection from dragonfire is needed. Without it, there would be instantaneous prayer drain and severe damage. Prayer still drains with every strike. Kills apply to missions related to the Green Dragon Slayer. |
Moss Guardian | Attacks using either magic melee or melee; the latter of which hits through protection prayers. It is advised to have protection against melee. |
Slagilith | Non-pickaxe weapon damage is lowered by 66% (pre-reduction damage is granted for experience). Low crush defense; the arena has a rune pickaxe available. |
Nazastarool | Has three forms. |
Treus Dayth | Except for vanishing after a brief period of time spent in fight, it lacks difficult mechanics. Will take flight like a ghost, resurfacing a little distance away before making his way back to you. Will not be destroyed by the Ultimate force if it flees. |
Skeleton Hellhound | |
Dagannoth mother | Color-based damage is applied as follows: air spells are needed for white, water spells for blue, melee spells for orange, earth spells for brown, fire spells for red, and ranged spells for green. |
Agrith-Naar | When you are outside of Melee range, it uses magic to teleport you there. Silverlight is not necessary. |
Tree spirit | Not thought to be dead. Obtains free pathing in the event that you attack and the attack misses. |
Dad | Stuns and moves you back a few squares. High Magic and Ranged defense. Kills apply to tasks involving the troll slayer. It is beneficial to stand close to a wall. Alternatively use the other NPCs as a barrier between you and the giant log wielding Trolly if you're employing ranged or magic. |
Tanglefoot | Damage-dealing magic secateurs are offered in the arena. When using magic secateurs, you will always hit and deal with your maximum damage. (Dealing max hit on every attack seems to be outdated.) |
Khazard warlord | |
Arrg | Only uses ranged attacks in normal, both ranged and melee attacks in hard. Kills are taken into account for troll slayer tasks. |
Black Knight Titan | You won't need excalibur. Very strong defense against magic and range. |
Ice Troll King | In normal: Uses ranged attacks while outside of melee range. When at melee range, makes both magic and melee attacks. When he uses Protect from Missiles, he immediately launches an Ice Barrage. He freezes and halts strikes with Ice Barrage. He throws you back a few squares and begins ranging you when you use Protect from Melee. In hard: With no additional mechanics, merely melee. Very strong defense against magic and range. |
Bouncer | Not counted to tasks involving the Hellbound Slayer. |
Glod | Can make you occasionally flee or charge forward to attack him. Reduces Prayer points significantly and disables Prayer. |
Evil Chicken | Quick Magic attacks with low damage. |
Agrith-Na-Na | When you're beyond Melee range, it will teleport you to it. |
Flambeed | Use water spells to equip your weapon; if not, wear ice gloves when attacking. Has a high damage level. |
Karamel | Regularly depletes stats; overloads are advised. Depletes three prayer points until three or less remain. Freezes halt movement commands and auto-retaliation, but they do not prevent you from moving. When in Melee range, the freeze will deal three hits until you have less than two hitpoints, or until all of their stats are less than three. It is prevented from attacking by Protect from Magic. Travels close to you. |
Dessourt | 5.79Attcks up to 10 Hitpoints at the same time with both ranged and magical attacks. Damage is halved when you are protected from magic or missiles. |
Gelatinnoth Mother | Color-based damage is applied as follows: air spells are needed for white, water spells for blue, melee spells for orange, earth spells for brown, fire spells for red, and ranged spells for green. When you deal a lot of damage on hard mode, it changes color sooner. |
Culinaromancer | Magic attacks are powerful; it is advised to have protection against Magic. |
Chronozon | Before he is killed, the four blast spells must do damage. There are runes available in the arena. |
Black demon | Kills apply to tasks involving the black demon slayer. |
Giant Roc | Stuns you after knocking them back a few tiles. Giant Roc launches a high-damage rock in a ranged attack. If he employs Protect from Missles, the attack is prevented; if not, you need to run away to avoid it. |
Dessous | Uses both ranged and magical attacks at once. Low magic and stab defense. |
Damis | Once the initial form is destroyed, he gains power and rapidly depletes Prayer. Potions for absorption are advised. |
Fareed | Use water spells to equip your weapon; if not, wear ice gloves when attacking. Has high damage level. |
Kamil | Frequently freezes, preventing motion and delaying the automatic defense response. Doesn't deplete stats. Attacks through Protect from Magic but it pushes him into melee range. He will never deal damage to you if you stand in the square adjacent to him. |
Nezikchened | Stops all attacks while in melee range. Has the ability to trap additional bosses. |
Barrelchest | High damage, depletes defense and prayer, and disables protection prayers prior to each attack. |
Giant scarab | Its ranged attack looks like Earth Blast. Does not call reinforcements like during Contact. |
Jungle Demon | In regular mode, deals high Magic and Melee damage when in the melee range. During hard mode, only melee attacks are used. Not like in Monkey MadnessI, with support from the 10th Squad. |
Elven traitor | Orange arrow is slow and dodgeable but deals very high damage through prayer; purple arrow disables prayer; green arrow deals heavy damage. |
Essyllt | Has a long attack range, occasionally stuns you, and can swiftly throw a knife that can do up to 43+ damage. I fyou move quickly enough, Protect from Missiles can stop this kind of damage. Occasionally, he will also toss a vial filled with blue liquid, which lowers all of your battle stats to less than 5 times their non-boosted level. |
The Untouchable | When in hard mode, the floor of 20% of all damage caused is reflected, with a minimum of 1. |
The Everlasting | Possesses an extremely strong Magic defense; ranged or stab attacks will do more damage. Zapper power-up will disregard this. |
The Inadequacy | EMploys Ranged attacks otherwise; it only uses Melee attacks when it is in Melee range. Dispels doubts differently than it did with Dream Mentor. Protection prayers work. |
Nightmare Zone Rewards
Aside from the challenge, we know that you're after the rewards in the Nightmare Zone as well. There are drops from each of the bosses but what's more enticing are the rewards you can buy from the chest near Dominic Onion. You can use the points you earn to purchase specific rewards seen below.
Item | Price sold at | GE price | GP per point |
Flax | 75 | 2 | 0.03 |
Bucket of sand | 200 | 27 | 0.14 |
Seaweed | 200 | 16 | 0.08 |
Compost potion(4) | 5000 | 1 | 0.00 |
Air rune | 25 | 4 | 0.16 |
Water rune | 25 | 4 | 0.16 |
Earth rune | 25 | 4 | 0.16 |
Fire rune | 25 | 4 | 0.16 |
Rune essence | 60 | 9 | 0.15 |
Pure essence | 70 | 2 | 0.03 |
Herb box | 9500 | 13,132.66 | 1.38 |
Vial of water | 145 | 3 | 0.02 |
Scroll of redirection | 775 | N/A | N/A |
Upgrades
In Nightmare Zone, you can imbue certain items with reward points, adding bonuses and marking them with an (i). Uncharging these items removes bonuses and refunds 80% of the initial reward points spent. Note, after claiming rewards for Hard Combat Achievements, the 80% is based on the current imbuing cost.
Imbued items are really powerful and they make up many of the best in slot builds in the game. Whether you're creating a Ranged, Melee, or Magic build, using imbued items can ultimately shakeup your build. In most cases, make sure to priotitize imbuing your items first as the bonuses are well-worth the trouble.
Item | Imbued Bonuses | Points required |
Black mask (imbued)[a] |
| 1,250,000 |
Slayer helmet (imbued) |
| 1,250,000 |
Salve amulet (imbued) |
| 800,000 |
Salve amulet (e) (imbued) | 20% bonus to Magic and Ranged accuracy and damage against undead monsters. | 800,000 |
Ring of suffering (imbued) | Doubles equipment bonuses. | 725,000 |
Ring of the gods (imbued) | Doubles the Prayer bonus and gives the effect of the holy wrench when equipped. | 650,000[b] |
Berserker ring (imbued) | Doubles equipment bonuses. | 650,000 |
Warrior ring (imbued) | Doubles equipment bonuses. | 50,000 |
Archers ring (imbued) | Doubles equipment bonuses. | 650,000 |
Seers ring (imbued) | Doubles equipment bonuses. | 650,000 |
Tyrannical ring (imbued) | Doubles equipment bonuses. | 650,000 |
Treasonous ring (imbued) | Doubles equipment bonuses. | 650,000 |
Granite ring (imbued) | Doubles equipment bonuses. | 500,000 |
Benefits
Engaging in the Nightmare Zone offers unique benefits, particularly with special potions designed exclusively for the minigame.
These special potions, available only within the Nightmare Zone, are sold by the dose and automatically stored in nearby barrels. Each barrel can hold up to 255 doses of each potion. Players can freely withdraw the desired number of doses of each potion before entering a dream.
Empty vials are not required for this process. In the unfortunate event of death within a dream, any unused potions remain intact and are not lost.
All Nightmare Zone potions, excluding overloads due to their damage-dealing nature, can be consumed at an incredibly rapid pace.
The speed of drinking these potions does not introduce any delay in performing hits.
Similar to consuming combo foods, players can swiftly drink 28 doses of absorption potion, matching the speed of cleaning an inventory of herbs. This can be achieved by clicking on each potion individually.
This efficient method of potion consumption can also be applied to food or other potions, seamlessly without causing delays in executing hits.
Item | Points per dose | Effective cost |
Super ranging (1) | 250 | 345.60 |
Super magic potion (1) | 250 | 345.60 |
Overload (1) | 1,500 | 2,073.58 |
Absorption (1) | 1,000 | 1,382.38 |
Ready To Take On The Nightmare Zone?
The Nightmare Zone is every bit as difficult as you think it is but with the right preparation, you can get through even the hard difficulty with ease. All you need is the right gear and understanding of each of the boss' weaknesses and you'll be good to take on this challenge.