Ultimate Olm Guide – Cox – Chambers Of Xeric – OSRS

Olm

Basic info

• Expected completion time: 10:15 / 9:40 (thralls)

• WR completion time: 7:16.8 (Lawnmower73)

• HP: 600 (x6 hands), 800 (head)

• Attack interval: 4 ticks

• Max hits:

– Phases 1 & 2: 38 (39 when crippled)
– Phase 3: 41
– Head phase: 42

Strategy

Phase starts (Shadow 2 hammers) West p1:

• Start off with one shadow from melee safespot. Hammer twice from thumb. Shadow twice close to the melee side. As soon as you shoot your second shadow, step onto the melee safespot then start running from tile #2.

East p1:

• Start off with one shadow from melee safespot. Hammer twice from thumb. Shadow once. Keep olm turned to the melee side by stepping onto the melee safespot. Shadow on the way to the middle safespot.

West p2:

• Start off with 2 hammers from the melee safespot. Shadow once then step middle, but stay close to the melee safespot. Shadow again, then step to the melee safespot and start running from tile #2.

East p2:

• Start off with 2 hammers from the melee safespot. Shadow once then step to the melee safespot to keep olm turned to the melee side. Shadow on the way to the middle safespot.

Phase starts (Shadow 1 hammer) West p1:

• Start off with one shadow from melee safespot. Hammer once, then run to the middle safespot and shadow. Mage run starting from tile #3.

East p1:

• Same as west p1.

West p2:

• Start off with 1 hammer from the melee safespot. Shadow once then run to the middle safespot and mage run starting from tile #5.

East p2:

• Start off with 1 hammer from thumb. Shadow twice from close to the melee safespot then mage run.

Simplified Shadow Starts

West

P1

1h melee staff, hammer -> mid, staff 2h melee staff, hammer, hammer, staff, staff -> melee

P2

1h melee hammer, staff -> mid 2h melee hammer, hammer, staff -> step mid, staff -> melee

East

P1

1h (same as west) 2h melee staff, hammer, hammer, melee staff, staff -> mid

P2

1h mid hammer, staff, staff -> melee 2h mid hammer, hammer, staff, melee staff, staff -> mid

Phase starts (Sang)

• Start off with two sangs (one sang if p1)

• Switch to hammer and spec. (If you have trouble switching fast enough, wear some of your melee gear for the first sang hits. This is a very minor dps loss).

• If you miss your first hammer, run to the ring finger and spec again. Then do one cycle of 4:0 to avoid all hits. If you know the hand will cripple (takes 30 damage), then just sang and tank a hit instead of doing a lance hit.

• Else, run to the ring finger and begin mage running.

• Example:

• Example of hand crippling:

• This is how to double spec if you hit your first hammer…

• Lazy version with less switching:

• Proper method with more switching:

• If you hit your hammer but miss your sang, run straight to ring finger without attacking to avoid all damage:

Melee hand

• Basic lance 4:1, flicking defensive gear to take less damage.

• Start off and maintain high HP to leave a buffer for jadding attacks and mistakes.

• To setup 4:1, turn the head as many times as possible without losing ticks. You should end up with olm looking towards the melee side. To null flame wall while setting up follow the method shown in this clip:

• For acid and crystal phase, do the same thing but don’t go to the middle tile as you do not need to null flame wall.

• This method will result in less damage taken overall. Credit: Tiprikidi

P3 into head transition

• When killing the hands on p3, kill melee first to avoid healing. If you are far away when your last hit fires on the mage hand, you have to wait before attacking the head or it will heal.

• If using shadow, attack the mage hand from the first row, as soon as you get the xp drop the kill the hand, run back to max tbow distance and shoot (from the last 2 rows).

• If using sang, attack the mage hand from the second or third row. As soon as you get the xp drop to kill the hand, run back for 3 ticks and bow the head as soon as you are off weapon cooldown as shown in this clip:

• If you happened to kill melee last, then you will not need to wait before attacking head.

• Here is a useful diagram that demonstrates the best tiles to go to reduce and increase travel distance. For transitioning into head, you want to head to back of the room where it takes 4 ticks for your tbow hit to land. This is to avoid the head from healing.

Head

• Basic bow 4:1.

• Brew-Twisted to maximize DPS.

• If you’re low on food and get an acid path you can use the furthest tile in the room to drag you

Shadow Tile Markers

• “L” – Long range hit

• “T” – Tanked hit

• Red Markers are used for pathing for 4:0 p3 with shadow and scythe.

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