The Whisperer/Strategies Guide – OSRS

After the completion of Desert Treasure II – The Fallen Empire, players can fight a stronger variant of the Whisperer than the one fought during the quest. An even stronger awakened variant can be fought by disturbing the Odd Figure with an awakener’s orb in the player’s inventory and selecting “Yes” when prompted in a fresh instance – having obtained an orb in the instance will not cause the prompt to appear.

If the player dies while fighting the Whisperer, their grave will appear in the Ruins of Camdozaal, by the rope leading to the Lassar Undercity. Players will have their reclamation fee reduced by 75% until they have five kills, after which the standard death cost will apply.

Requirements

  • Completion of Quest points Desert Treasure II – The Fallen Empire

Suggested skills

  • Magic 75+
  • Hitpoints 80+

Getting there

The quickest methods of reaching the Lassar Undercity, where the Whisperer resides, are:

  • Using the ring of shadows to teleport to the Lassar Undercity exit. This requires having used the sirenic tablet on it, which is a 1/25 drop from the Whisperer.
  • Using the Mind Altar Teleport spell (or tablet/portal), then running south-east to Camdozaal.
  • Using the Lassar Teleport spell or tablet, then using the shortcut to the north-west (requires Agility 68 Agility), or running around the mountain.

Once in the Ruins of Camdozaal, climb down the rope in the north-west end to enter the Lassar Undercity. Then, use the teleporter to reach the cathedral.

Fight overview

The player must bring the blackstone fragment to initiate the fight, as parts of the fight will require the player to enter the Shadow Realm; the player will refuse to fight the Whisperer without it.

As the fight takes place in the Lassar Undercity, sanity is present throughout the fight, though it is present throughout the whole fight rather than just the Shadow Realm. When outside the Shadow Realm, the player will slowly restore 1% sanity every 4 ticks; inside, the player will lose 3% sanity along with 3 prayer points. Sanity can be further decreased regardless of which realm the player is in if they are hit by her tentacles or fail to avoid/stop her special attacks. If the sanity bar fully depletes, the player will go insane and will quickly die within 10 ticks; therefore, if this occurs, teleportation is mandatory.

The fight begins by disturbing the Odd Figure, who will then knock the player back and begin attacking as the Whisperer.

The player demonstrates the L movement for both types of tentacle attack patterns and the timing of their protection prayers.

The Whisperer’s regular attack involves shooting three projectiles per attack in either Ranged or Magic. The ranged shots are identified by single purple barbs, while the magic shots are three clustered blue orbs. Protection prayers fully block the projectiles’ damage if activated before the projectile hits the player. The pattern of these projectiles changes depending on how far into the fight the player is. Taking damage from a projectile will disqualify from a perfect kill; if it misses, the player is still eligible.

  • Upon beginning the fight, she will only use Magic (M) or Ranged (R) for all three projectiles.
  • After one special attack has been used, she will use M-M-R or R-R-M
  • After all three special attacks have been used, she will use M-R-M or R-M-R
  • During her enrage phase, she will start with ranged, and switch styles every two attacks.

After each regular attack, four shadow tentacles will surface four tiles from the player, converging on the tile they were on when they first appeared. Getting hit by this will deal 20 damage and drain sanity by 20%, regardless of how many tentacles actually hit them. Initially, these converge in an “X” formation, but after two special attacks, a “+” formation will also be used. Both formations can be dodged every time by performing an L movement (two tiles forward/backward, then one tile left/right). Getting hit by a tentacle will disqualify from a perfect kill.

If the player runs into melee distance of the Whisperer, she will immediately cancel her attack pattern (if in the middle of one) and use two melee attacks in two ticks, which hits through prayer and whatever the first hit deals will be dealt as the second. Using Protect from Melee will slightly reduce its damage. Thus, it is recommended to stay at least five tiles away from the boss to avoid accidentally running into melee range.

Special attacks

When the Whisperer reaches or falls below 720 (80%), 495 (55%), and 270 (30%) hitpoints, she will perform a special attack. The possible special attack rotations are:

  • Shadow Leeches -> Screech -> Soul Siphon
  • Screech -> Soul Siphon -> Shadow Leeches

She will take less damage from the player’s attacks during the specials, but thralls do not have their damage reduced. The damage reduction is 60% inside the shadow realm, and 70% outside of the shadow realm.

  • Shadow Leeches: The Whisperer will appear in the centre and scatter corrupted seeds around her. The player must step on all the light green seeds to stop the attack, which can only be seen in the Shadow Realm; if the timer runs out before the attack is stopped, the player will take 75 damage and lose 75% sanity. Stopping the attack without stepping on any dark green seeds will restore sanity by 15%. Stepping on a dark green seed will deal 15-25 damage.
    • There are two layouts in which the seeds can spawn, and each layout has two patterns for the light green seeds. Each pattern has two lines of symmetry. To preserve sanity and prayer, players can memorise the seeds’ locations, then activate the blackstone fragment again and step on them in the real world.
    • With a four-tick weapon, players can destroy three seeds between attacks. With a five-tick weapon players can destroy four seeds between attacks.
Killing lost souls with the venator bow. For the souls in a row, target one of the souls on the end to ensure the ricochet will hit all three.
  • Soul Siphon: The Whisperer will appear in the centre and summon twelve lost souls, beginning to siphon energy from them for a powerful chant. Players must activate their blackstone fragment to enter the Shadow Realm and kill at least one set of souls chanting the same phrase. If the player fails to kill a full set of souls within ~10 seconds, the Whisperer will unleash an attack that deals 50 damage and heals her for 100 health. The souls can only be damaged within the Shadow realm.
    • The beginning of the special is signalled by the Whisperer disappearing and reappearing in the centre of the room. To maximise the number of souls killed, immediately switch weapon once she disappears, and right afterwards click the blackstone fragment.
    • A venator bow can kill all of the spirits within the time frame. Any spirit can be attacked in the “L” formation (as the shot will bounce on all three); against spirits in a “\” or “/” formation, the player has to attack the bottom or top spirit; attacking the middle will only bounce the shot to one other spirit.
    • Depending which set(s) of souls are killed, they will cause the following effects:
      • Vita! (2 yellow souls): Restores ~20% hitpoints.
      • Oratio! (3 blue souls): Restores ~20% prayer points.
      • Sanitas! (3 cyan souls): Restores 15% sanity.
      • Mors! (4 green souls): Deals 50 damage to the Whisperer (increased to 75 if all twelve souls are killed).
    • Without a venator bow, the next best weapon to use is a toxic blowpipe, which can kill up to 7 souls if the player enters the Shadow Realm as soon as possible.
For the screech attack, enter the Shadow Realm, quickly determine where to stand, and return back to preserve sanity.
  • Screech: The Whisperer will teleport to the southern end of the cathedral and gather energy for three screeches. At the same time, floating columns will emerge from the water to block the incoming attacks. The pillars have 20, 40, or 60 health; the health bar can only be seen when in the Shadow Realm. Players must stand within the 2×2 square behind a pillar (clipping inside a pillar does not count) to avoid getting hit by the screech, even if the angle looks as if it would be safe otherwise. The Whisperer will deal 20 damage to every pillar each screech, and also destroy the pillar the player is hiding behind, so you must save the 60-health pillar for the final screech. Taking a screech will result in the Whisperer dealing 45 damage and draining sanity by 45%.
    • To avoid the attack, enter the Shadow Realm, look for the 60-health pillar, and then look for a 40-health pillar nearby the 60-health pillar. The player should hide behind pillars in the following order: any pillar, the 40-health pillar, and finally the 60-health pillar.
    • To preserve sanity and prayer, players can enter the Shadow Realm and quickly check which pillars to stand behind, then exit and move in the real world. One must be quick however, as the blackstone fragment will deactivate within a few seconds.

After each special attack, the Whisperer will usually launch a binding projectile at the player, which will always bind them regardless of their bonuses and lasts for ~8 seconds. She will then move towards the player in an attempt to melee them. During this state, any ice spell or standard spellbook binding spell will successfully freeze her in place even if it misses. This will automatically cause the bind to wear off if this happens. Standing at least 10 tiles away from her position after she launches the projectile provides enough distance to run away from her, as she will stop before reaching melee range.

For players using the Arceuus spellbook, grasp spells do not guarantee a bind, unlike casting standard or ancient freezes. Also, when using thralls with said spellbook, the thrall will not carry over between realms and will stop attacking when the player enters the Shadow Realm, so they must attack the boss again in order to make the thrall resume combat. Therefore, it is best to avoid summoning thralls when the boss is on low health.

Depending on how damaged the Whisperer is before using a special attack, there is a possibility that she may forgo the binding projectile after the special attack and instead use auto-attacks instead. This seems to occur the most after the first special attack, so players should keep note of this to avoid getting caught by surprise. If her health is somehow dropped below the next threshold while in the middle of a special attack, she will not use the projectile at all and instead transition as normal.

The tiles that can be used to avoid the binding melee attacks after each special attack. If the Whisperer is in the centre (blue tiles), standing south of the red tiles or north of the violet ones will avoid the melee attacks. If the Whisperer is to the south (red tiles), standing north of the blue tiles will avoid the melee attacks.

Enrage phase

The player demonstrates swiftly switching prayers and dodging tentacles in the Whisperer’s enrage phase.

Upon reaching 0 health, the Whisperer will heal 140 hitpoints, restore any drained stats and pull the player into the Shadow Realm. Now, she will alternate between ranged and magic every two attacks with an increased attack speed and starting with ranged, along with a single tentacle appearing per attack.

The tentacles will still drain sanity as usual if hit by them. Focusing on movement should be prioritised because of this, since getting hit too much will likely result in the player going insane. Having high health and prayer going into the enrage phase is very beneficial, as it can be difficult to heal or restore prayer due to needing to constantly move and switch prayers.

As enrage phase is about to begin, switch to Protect from Missiles and restore missing health/prayer. There are then two general strategies that can be used:

  • Basic movement (recommended for beginners). This relies on the fact that when running in a straight line, the player will naturally dodge the vast majority of tentacles; even running directly into a tentacle will usually not cause damage, as long as the player keeps moving. To take advantage of this, run in a large square around the Whisperer (stay out of melee range), or back-and-forth in a line in front of her, taking care not to stop for more than a few ticks. When the second auto-attack of the same style (ranged or magic) is just about to hit the player, click to move and then switch prayers. Fit in your own attacks where possible, and then immediately keep moving. If you get hit, do not panic, simply click to move a good distance away to gain recovery time, and ensure your prayers are correct.
  • Advanced movement. Utilises L-movement to dodge all tentacle attacks. See the video to the right for an example.

Once the Whisperer dies, the player’s sanity is instantly restored to 100% and any attacks launched in transition will not cause damage. She will respawn as the Odd Figure in roughly 18 seconds.

Tips for mobile: The sanity interface, chat menu, and world map all take up extremely valuable space on the screen, and this can especially be a problem during the enrage phase. Long tap the world map icon to collapse the world map before the fight begins, and collapse the chat menu after the Whisperer’s specials to help you focus more on the direction of the tentacles during enrage.

Awakened mode

In Awakened mode, the Whisperer has the following changes:

  • The Whisperer’s tentacle formations are changed – the “X” now becomes an attack with seven tentacles (without any formation change) while the “+” becomes an attack with six tentacles all next to each other (which starts to appear after four special attacks are used), making the player run at least two tiles to the sides to avoid the attack. The damage and sanity drain is also increased from 20 to 30.
  • Her regular attack now consists of five projectiles rather than three.
    • Upon beginning the fight, she will use two of one style and three of the other (e.g Ranged -> Ranged -> Magic -> Magic -> Magic)
    • After two special attacks, she will use one of one style, two of the other, and then two of the first style (e.g Ranged -> Magic -> Magic -> Ranged -> Ranged)
    • After the seventh special attack, she will alternate between both styles per hit.
  • While in the Shadow Realm, the sanity and prayer drain is increased to 4.
  • The Whisperer’s Screech attack hits five times rather than three, and damage/sanity drain is increased from 45 to 70.
  • Four extra Lost Souls are added for the Soul Siphon attack, increasing the total from 12 to 16, with these new souls being added to all cardinal directions. The timer is significantly increased to compensate.
    • However, all souls must be killed in time, as the Whisperer will manipulate the remaining souls to perform the full attack. If sets of souls are left, then they will restore her as normal, while the sets the player killed will have their effects applied to them.
  • The timer for the Shadow Leeches mechanic is reduced, damage/sanity drain is increased from 15 to 20 if not stopped, while stepping on a dark green seed deals 2.5x as much damage, up to 65.
  • The boss’ health increases from 900 to 2,700.
    • Unlike other bosses who retain their normal mode mechanics at set health percentages, the Whisperer does not and will instead perform her special attacks at different thresholds:
      • ~2400 health, ~2120 health, ~1820 health, ~1600 health, ~1310 health, ~1050 health, ~800 health and ~500 health for a special attack.
  • During the enrage phase, she now heals from 140 to 250, sends two or three tentacles every two attacks instead of one, starts with magic instead of ranged and also swaps styles after every attack.
  • The boss runs towards the player rather than walking after a bind attack.
  • Sanity does not restore outside of the Shadow Realm.

As with all other awakened bosses, the damage from her regular attacks is significantly increased and she is immune to any stat drains. It is imperative not to get within melee distance at any point during the fight; an unprotected melee attack will deal two hits of 70+ damage (instantly killing the player), while a protected melee attack can deal two hits of ~52 damage.

Due to the player not regaining sanity outside the Shadow Realm, it is mandatory that players perfect every mechanic and maintain it for the entire kill, or they will go insane. Running “L” will allow the player to dodge every tentacle attack.

During the souls mechanic the player must bring a toxic blowpipe to deal with the souls that spawn in the cardinal directions alongside a venator bow. Kill a cluster of souls with a bow, then switch to the blowpipe to kill the lone soul and repeat. Immediately exit the realm once the last soul is killed. This will deal additional damage to the boss. Alternatively, for players wish to absolutely minimise the time spent in the Shadow Realm, they can simply kill the cyan spirits and leave. This method will require players to tank a hit of 76 damage, and the kill will be slightly prolonged as the boss will heal 100 hitpoints for each instance of this mechanic. It can also deplete food supplies, which can be problematic during enrage.

During the pillars mechanic, the player must quickly identify the pillars’ health, as staying in the Shadow Realm for the entire mechanic will drain 40% of the player’s sanity; doing it even once will likely result in failure. Likewise, getting hit by a screech will result in failure due to the 70% sanity drain incurred.

During the leeches mechanic, quickly enter the Shadow Realm, then leave once the pattern is discovered to minimise time spent inside. Avoid stepping on a dark green seed, as the damage is significantly increased that stepping on two seeds without healing will result in death.

After every special attack, do not attack the Whisperer until she launches the binding projectile and stay at least 8 or more tiles away from her. Once this projectile is launched, immediately freeze the Whisperer, as she will run towards the player, and trying to get an auto-attack in will likely result in her reaching the player and using melee, causing severe damage or death.

Before starting the enrage phase, it is highly encouraged to begin with over max health and as much prayer as possible, as focusing on the Whisperer’s attacks is much more important than trying to eat or restore prayer. Likewise, the player should enter the enrage phase with ~60% or more sanity; the higher is better in case mistakes are made. Some players using a shadow may opt to bring a 4-tick weapon such as a sanguinesti staff to match the Whisperer’s attack speed and tentacles on enrage, though this is completely optional.

Equipment

Use the best magic gear possible.

For the special weapon, the player should use an eldritch nightmare staff, as it restores prayer upon a successful hit. The accursed sceptre can be used to lower the boss’ defence, though it is only useful for pre-enrage since her stats reset when enrage triggers.

  1. ^ Only while on a Slayer task.
  2. Jump up to:2.0 2.1 2.2 2.3 If the player does not have access to a tormented bracelet or the bonus from a slayer helm (i), void will generally be better than other mage gear.
  3. Jump up to:3.0 3.1 Only for one-offs such as the quest kill or the Tentacular, Whisperer Adept, and Dark Memories combat achievements.
  4. Jump up to:4.0 4.1 If casting Fire Surge.
  5. ^ Only if providing a max hit over the Mage’s Book
  6. ^ If not using a shadow/do not have a nightmare staff.

Inventory recommendations[edit | edit source]

  • Blackstone fragment
  • Saturated heart
  • Special attack weapon
    • An accursed sceptre helps reduce the boss’ Magic level if it hits, making kills a bit faster, though this is completely optional. Otherwise, an eldritch nightmare staff will help sustain trips far longer.
      • The boss also drops a single 3-dose prayer potion and 2-dose ancient brew, which helps sustain trips even longer.
  • Venator bow (with cheap arrows) or another fast ranged weapon for Lost Souls
  • Rune pouch and book of the dead for thralls, or runes for ice spells (up to player preference)
  • Ring of shadows for teleporting if sirenic tablet has been acquired
  • Fill rest of inventory with prayer potions or super restores (can replace with more food if inexperienced)
    • An Explorer’s ring 4 can be helpful to save inventory space and reduce banking by alching the dragon plateskirts that are dropped occasionally.
  • The boss drops plenty of manta rays to help sustain food, assuming the player does not make too many mistakes. Even then, a single small mistake is often recovered with the lost souls mechanic.