Raids 4 · updated 27 Oct, after the hotfix

The Fractured Archive (Raids 4): routes, specs, survival and loot

The Fractured Archive (TFA), Old School RuneScape's fourth raid, came out on 20 October. Here is what to decide before you enter: which door your team should take, who brings which spec, what kills teams in each room, and what a raid is worth.

  • NeedWhile Guthix Sleeps
  • Team1–8 players (a solo is scaled as a duo); 3–5 recommended
  • Bosses5 per raid: 2 fixed, 3 you choose
  • RouteNo settled best route. A safe first pick: Bork, Dreadnoth, Xarth
  • DeathsUnsafe. A team wipe ends the raid
  • SuppliesNo bank, no Overload. One shop after floor 3
  • A purple (raid unique)About 390M on average (est., 27 Oct prices); most are 33–57M
  • Obligator
  • Horn of Bran
  • Ascension crossbows
  • Zorya's tome
  • Rondache

Start here: jobs for a first trio

Agree on these before you enter. There is no bank inside, so what each player brings is fixed for the raid. Agree each player's spellbook before you enter, too.

  • Tank and melee:

    your best crush weapon, an Elder maul or Dragon warhammer, and high Defence. Tanks Bork or Ezekiel, and melees the grounded Guardian, Xarth's last phase and Ocellus phases 3 and 4.

  • Ranged and Ralos:

    crossbow or Twisted bow, Toxic blowpipe, Tonalztics of Ralos. Drains the Smorks, Dreadnoth, the Trio and The Blade to 0, and handles Ocellus phase 1.

  • Caster and freezer:

    Ancient Magicks for freezes and barrage, or the standard book for elemental interrupts. Bring a Venator bow for Moia and the jellies, and chinchompas.

In a duo, the freezer also carries the Venator bow. In a four- or five-man, add a second ranged player and give everyone a spec weapon.

Before you go

  • RequirementWhile Guthix Sleeps. Entering the lobby for the first time starts a short miniquest. The Wiki suggests about 90 Attack, 95 Strength, 95 Ranged, 95 Hitpoints and 75 Defence. It suggests 75 Magic, but surge spells need 81–95, so plan higher if you will cast them.
  • Getting therethe entrance is in the Chasm of Tears. Teleport to Tears of Guthix with a games necklace and bring a lit sapphire lantern, or use a Guthixian temple teleport. Once you own one, the Archivist's folio (a raid drop) teleports you to the lobby (one Ascension shard gives 5 teleports).
  • Team sizeyou can enter with 1 to 8 players. Boss HP is scaled for at least 2, and each player after the second adds about 44%. Jagex recommends 3 to 5. It calls duos "tough but manageable once you know what you're doing" and solos "very challenging".
  • Deathsnot safe. A Hardcore or Group Hardcore Ironman loses their status. If the whole team dies, you are sent back to the lobby and your items go to a gravestone outside. Gravestone reclaim fees are 75% lower until you have 5 completions. Each death also raises the chance that your chest holds only cabbage.
  • Practice Modeis not out yet. Once it is, you can replay any boss or phase you have reached, and your supplies are refunded.
  • Who can't enter yetrestricted accounts that cannot finish While Guthix Sleeps, Ultimate Ironmen with items stored at Pete Kayer (take them back first), and players on the permanent Deadman world, which was locked out at release.

Pick your route

Every raid has five bosses in the same order. The Archive Guardian is always first and Ocellus is always last. On floors 2, 3 and 4 you pick the west or east door. Both doors on a floor give the same reward points, so pick the room your team clears fastest and safest.

The three choices

  1. Floor 1
    Archive Guardian every raid
  2. Floor 2
    West EzekielEast Bork and the Smorks
    Floor 2: When to take each door

    Take west if… Your team will put in the time to learn his dodges. One player tanks; everyone else stands directly behind Ezekiel, opposite the tank. Players report that once the dodges are learned he costs almost nothing except the tank's food.

    Take east if… You have strong crush or crossbows for Bork's stun windows, or you want the room most teams ran at launch. Expect tanking to cost food.

  3. Floor 3
    West MoiaEast Dreadnoth the Jellied
    Floor 3: When to take each door

    Take west if… Someone brings a Venator bow for her undead binders (adds that must die before her timer ends), and you have antipoison.

    Take east if… You have freezes or chinchompas for the jellies, and a Ralos (his Defence drains to 0).

  4. Floor 4
    West Dagon'hai TrioEast Xarth
    Floor 4: When to take each door

    Take west if… Your casters can reliably land all four elemental spells. Jagex designed the Trio to be the faster of the pair.

    Take east if… You want the more straightforward fight and have a freezer for his corpses. Some small teams report it as a damage check.

  5. Floor 5
    Ocellus every raid
The five floors. The Quartermaster shop opens after floor 3.

Which route for which team

No meta has settled yet. These are our starting points, based on the mechanics, not rules.

  • New team, first clears

    Bork → Dreadnoth → Xarth. In our view it is the easiest route to read on the fly. Budget extra brews for Bork.

  • Team that wants to save supplies

    Ezekiel → Dreadnoth → Xarth. Players report Ezekiel costs the tank food, but almost nothing for anyone else.

  • Venator bow and a dedicated caster

    Ezekiel → Moia → Trio. This is the "left, left, left" route: the west door on every floor. Air spells on the swords speed up Ezekiel, the Venator clears Moia's binders, and the caster handles the Trio's interrupts.

  • Duo without a Twisted bow

    consider the Trio over Xarth. Players report Xarth's corpses and HP are the wall for small, low-damage teams, and the Trio's Defence can be drained to 0.

Defence cap and spec plan

Since the 21 October hotfix, most bosses' Defence stops at 60% of its base. Four targets can still be drained to 0: the Smorks, Dreadnoth, the Dagon'hai Trio and The Blade (Ocellus phase 2). Plan your specs per boss, so nobody wastes one on a boss already at its minimum.

Successful spec hits to reach each boss's minimum Defence
BossDefence (base → minimum)Tank and meleeRanged and Ralos
Elder maulElder maulDragon warhammerDragon warhammerTonalztics of ralosRalos hits (a spec hits twice)
Archive Guardian260 → 1562 (once grounded)2 (once grounded)4
Bork300 → 1802211 (Bork's Magic is low)
The Smorks220 → 0Can't reach 0; finish with Ralos10
Ezekiel130 → 78223
Moia195 → 117Out of melee range2
Dreadnoth125 → 0Can't reach 0; finish with Ralos5
Dagon'hai Trio100 → 0Can't reach 0; finish with Ralos3
Xarth170 → 102222
Ocellus phase 1215 → 129222
The Blade (phase 2)250 → 0Can't reach 0; finish with Ralos10
Ocellus phase 3250 → 150223
Base Defence and the lowest you can reach (OSRS Wiki values).
  • Melee specs lower a share of the current Defence (Elder maul 35%, Dragon warhammer 30%), so they can never reach 0. On the four uncapped targets, finish with Ralos. Each Ralos hit lowers Defence by an eighth of the target's Magic level, and a charged special hits twice. Ralos rolls against light-ranged defence, which is very high on Ezekiel and Ocellus phase 3: use melee specs there.
  • Ocellus resets his Defence at each phase change, so phase 1 and phase 3 each need their own drain. Since the hotfix he no longer resets between phase 3 quadrants, so drain him once at the start of phase 3, then use damage specs.
  • Specs only lower Defence when they hit. The budget clear we cover below paired a Dragon warhammer with a Soulflame horn, whose special makes the next melee attack always hit.

Room by room

Each card covers what the boss is weak to, what to pray and the mechanics that wipe teams. The OSRS Wiki's strategy page has the full detail.

Every room at a glance

Archive Guardian floor 1 · every raid

Pray Ranged; magic for the laserHit it with Crossbow in flight, crush on the groundWipe risk The laser below 30% HP
Pray
Protect from Missiles against its rocks while it flies; Protect from Melee once it is grounded (tendrils hit for at most 11). Protect from Magic only trims the laser.
Weak to
Ranged while it flies; crush once grounded. 80% fire weakness in flight (40% grounded). Immune to Ancient Magicks.
What kills teams
Below 30% HP it fires a laser at one player that kills them if more than two players are alive. Teammates stand in line with the target to split it, or the target eats on the exact tick it lands (tick-eating).
Also
Mushrooms poison you and force you to walk; a Serpentine helm stops both. Charging the inert guardians takes about 40% off its shield.

Ezekiel floor 2 · west

Pray Melee (tank)Hit it with CrushWipe risk Cleave, unless you stand directly behind him
Pray
Protect from Melee for the tank. Protect from Magic reduces the lightning in his last phase.
Weak to
Crush. Very high ranged defence: melee him.
What kills teams
His cleave. The first player in tanks him; everyone else stands directly behind Ezekiel, opposite the tank. If the tank leaves melee range he magic-hits the whole team.
Also
After every two melee attacks he fires a cross-shaped lightning burst; step diagonally. Line a flying sword up with him to stun him, or he heals. Air spells charge the swords so they hit him harder, but charged swords hit you harder too. Below a third of his HP, dodge the lightning patterns. Each perfect dodge returns spec energy, so bring a strong spec weapon.

Bork and the Smorks floor 2 · east

Pray Melee (tank)Hit it with Crush or bolts on Bork; Ralos then blowpipe on the SmorksWipe risk Stomps, and the enrage if one dies early
Pray
Protect from Melee for Bork's target. Everyone else faces the Smorks: bones are ranged, potions are magic.
Weak to
Bork: crush and heavy ranged, but his flat armour takes 8–14 off every hit until he is stunned. Smorks: light and heavy ranged; drain them to 0 with Ralos.
What kills teams
His stomps cover the arena; hide behind the Smorks' cart. Whichever dies first enrages the other: if the Smorks die first, Bork stomps the whole arena for heavy damage, and a dead Bork means the Smorks hit everyone faster. Keep their HP even.
Also
Walk Bork into the Smorks' heavy cannonball to stun him. While stunned he has no flat armour and melee always hits. Incendiary cannonballs leave burning oil. The tank changes on Bork's overhead call.

Moia floor 3 · west

Pray Ranged, then magicHit it with Ranged or magic; Venator bow for bindersWipe risk Binders alive when the timer ends
Pray
Protect from Missiles, then switch to Magic once her faster ranged shot lands.
Weak to
Out of melee range: use ranged or magic. 80% air weakness.
What kills teams
In her last phase a timer runs, and when it ends every binder still alive deals 20–30 damage to everyone. Kill the binders; the Venator bow's bounces do it best.
Also
Her ranged shot is faster than her magic one: pray ranged until it lands, then switch to magic. Her cough poisons, drains prayer and spreads to anyone next to you. A Sanfew serum cures both; a Serpentine helm only reduces the poison.

Dreadnoth the Jellied floor 3 · east

Pray Melee for slams and jumps, ranged afterHit it with Bolts; chinchompas or barrage for jelliesWipe risk Jumps without Protect from Melee
Pray
Protect from Melee for his slams and jumps, then Missiles for the three ranged attacks after each slam.
Weak to
Fight him from range. 85% fire weakness. Defence drains to 0. He is a demon with 75% demonbane resistance, so demonbane weapons gain little.
What kills teams
At 85%, 65% and 45% HP he slams the whole arena (pray melee), then fires three ranged attacks (pray ranged). In his last phase he jumps on players: keep Protect from Melee on, because without it you take damage anywhere in the room.
Also
His jellies drain prayer and heal him if he lands on them; kill them with chinchompas, barrage or a Venator bow. He bursts into about ten jellies when he dies. A Scorching bow special holds him in place.

Dagon'hai Trio floor 4 · west

Pray Ranged or magic, by their attackHit it with Matching elemental spell to interruptWipe risk A full ritual cauldron
Pray
Against the Elder: a grey projectile is ranged, a surge is magic. Both hit on impact, so you can switch late.
Weak to
No elemental weakness. Defence drains to 0. The Elder and two Monks share one HP pool.
What kills teams
A full ritual cauldron. When the Elder or a Monk shouts an element ("I'll feed the flames!" means fire), cast that element's spell on the one shouting to interrupt it. Without enough Magic accuracy, the spell splashes.
Also
Stand on the air-gust tiles to block their god projectiles. An unblocked Bandos shot hits everyone. After each shield break, imps pour out of portals; standing next to a portal closes it but drains prayer. The Elder focuses one player, so spread out.

Xarth floor 4 · east

Pray Magic, then ranged and meleeHit it with Crush or bolts; freeze or douse corpsesWipe risk The pillar blast, and corpses healing him
Pray
Protect from Magic in phase 1. In phase 2 he uses ranged and melee on the player closest to him.
Weak to
Crush, then ranged. 85% water weakness. Jagex wants his last phase meleed, but says using the Twisted bow on him is "completely fine".
What kills teams
His charged blast. The whole team hides behind the same pillar and paths there the same way; otherwise extra pillars break. In phase 2, corpses walk to him and heal him; at 200 healed he blasts the whole arena.
Also
Freeze the corpses (ice spells, or Undead Grasp under Mark of Darkness) or douse them with water spells. Doused corpses take maximum hits from melee and light ranged. Avoid fire spells: they make him raise more corpses. Burning floor spreads over time.

Ocellus floor 5 · every raid

Pray Changes by phaseHit it with Ranged in phase 1, crush in phases 3 and 4Wipe risk Obliteration and the phase 4 cycle

Players report most wipes happen here. His Defence resets at each phase change.

  1. Phase 1: weak to light and heavy ranged. Stand on his tendrils to stop him charging; too few blocked and his blast can kill. A Scorching bow special roots him.
  2. Phase 2 (The Blade): keep moving between portals and hit The Blade. Its Defence can be drained to 0 and it is weakest to crush, but the Wiki recommends ranged because you are always moving. Only half the damage you deal here carries over to phase 3.
  3. Phase 3: weak to crush. Hit from straight behind him for up to 10% more damage.
    • Charged blade: have Protect from Melee on as it starts, turn it off, then back on just before it lands.
    • "Untether…": stand under him, then step out on the last glow.
    • "Obliteration…": run to the next quadrant. Anyone left on the platform or the stepping stones dies.
    • Void Vine: if a teammate is rooted, break their vine for them.
    • Voids: kill each quadrant's Voids with the matching style: Siphons with ranged, Rifts with melee, Augmenters with magic (earth spells are best). You need enough accuracy.
  4. Phase 4 (last quadrant): he alternates Deflect Melee and Deflect Range, so switch styles with him.
    • Orb: he takes half your HP into an orb. Walk into it once it starts to move, before the attack ends, or he heals.
    • Void explosions: one starts on your tile every two ticks, so keep moving.
    • Void blast: he uses Soul Split here. Pray against the blast's style, shown by the pattern under him.
    • Save the Saradomin censer (40 HP and 40 prayer) for this quadrant.

Gear, spellbook and supplies

Most bosses have their lowest defence against crush, and heavy ranged beats arrows on most of them. The Twisted bow still shines because most bosses here have very high Magic.

Our DPS calculator doesn't have the raid bosses yet. To compare two weapons now, enter a boss's Wiki stats under "Customise target stats"; elemental weaknesses aren't modelled.

Melee

Melee

Ranged

Ranged

Magic

Magic
  • BestTumeken's shadow, or a Harmonised Nightmare staff for elemental weaknesses.
  • BudgetEye of ayak. The caster's main jobs are utility: freezes, interrupts and the Augmenters.

Specs and utility

Specs and utility

Kits by role, with GE cost

Two price points per role at 27 October GE mid prices. "Earned" items come from minigames or quests; "upgrade" items are untradeable but priced at what their parts cost. They follow the Wiki's recommended gear; your exact switches depend on your route. Every slot is covered in our melee, ranged and magic gear guides.

Tank and melee: budget about 77M

Tank and melee: strong about 2.1B

Ranged: budget about 86M

Ranged: strong about 2.4B

Caster: budget about 219M

  • Ahrim's hoodAhrim's hood256k
  • Occult necklaceOccult necklace263k
  • Imbued god capeImbued god capeearned
  • Ahrim's robetopAhrim's robetop1M
  • Ahrim's robeskirtAhrim's robeskirt974k
  • Eye of Ayak (uncharged)Eye of ayak32M
  • Arcane spirit shieldArcane spirit shield97M
  • Tormented braceletTormented bracelet15M
  • Eternal bootsEternal boots4M
  • Seers ring (i)Seers ring (i)614k
  • Venator bow (uncharged)Venator bow68M

Caster: strong about 1.3B

  • Ancestral hatAncestral hat31M
  • Occult necklaceOccult necklace263k
  • Imbued god capeImbued god capeearned
  • Ancestral robe topAncestral robe top82M
  • Ancestral robe bottomAncestral robe bottom57M
  • Tumeken's shadow (uncharged)Tumeken's shadow675M
  • Elidinis' ward (f)Elidinis' ward (f)99M
  • Confliction gauntletsConfliction gauntlets55M
  • Avernic treadsAvernic treads (max)195M (upgrade)
  • Magus ringMagus ring17M
  • Venator bow (uncharged)Venator bow68M

Choose spellbooks before you enter

There's no bank or altar inside, so agree each player's spellbook before you enter.

RoomSpellsSpellbook
StandardAncientArceuus
EzekielAir spells on the swordsStandard
Dagon'hai TrioFire, water, air and earth interruptsStandard
XarthWater (douse) or ice and Undead Grasp (freeze)StandardAncientArceuus
DreadnothIce or Blood Barrage on jelliesAncient
Ocellus phase 3Earth spells on AugmentersStandard
Archive GuardianImmune to Ancient MagicksImmune

One workable split: a freezer on Ancient Magicks plus a caster on the standard spellbook. Freezing corpses needs good Magic accuracy; a splash lets the corpse through.

The budget clear

A trio led by the high-level PvMer MolGoatKirby cleared the raid on about 100M of gear each. They went east and used a Dragon crossbow, Scorching bow, Emberlight, Toxic blowpipe, Dragon warhammer and a Soulflame horn for guaranteed spec hits. Commenters estimated it took about twice as long as a maxed team. It is possible, but slow.

The Quartermaster

  • 6 Saradomin brews
  • 4 super restores
  • 4 prayer potions
  • 1 prayer potion (2-dose)
  • 1 ranging potion (2-dose)
  • 1 super combat potion (2-dose)
  • 10 manta rays
  • 5 halibut
  • 10 giant krill

After floor 3 you buy from a small shop with Supply Credits you earn by playing well. It stocks Saradomin brews, super restores, prayer potions, a 2-dose ranging and super combat potion, manta rays, halibut and giant krill. That is a small shop, so bring enough to reach floor 4 without it.

Loot and what a raid pays

When someone gets a unique, the braziers turn purple and a special chest appears. Jagex has not published how often that happens. The shares below come from the OSRS Wiki's crowdsourced Drop Log Project (157,168 tracked completions). They show which unique you get when a purple drops.

Average purpleabout 390M

Typical purplecloser to 50M

Chest without a purpleabout 310k

Estimates: crowdsourced unique shares (Wiki Drop Log Project) × 27 October GE prices. The chest uses the Wiki's standard loot table.
UniqueShare of purplesGE pricePart of the averageWhat it is
Rondache Rondacheabout 1 in 333M
What it is: Rondache

Shield (80 Defence, +8 Strength) that blocks 2 damage per hit and stores it for an instant Shield Bash with its own special bar.

Zorya's tome (uncharged) Zorya's tomeabout 4 in 1557M
What it is: Zorya's tome

Two-handed magic book (85 Magic). Weak base hit; its special speeds up and strengthens the next casts.

Horn of Bran Horn of Branabout 1 in 5556M
What it is: Horn of Bran

Take it to Camelot to unlock Zeal: Piety plus 5 percentage points of Attack and Strength (needs 84 Prayer, 75 Attack, 75 Strength).

Ascension crossbows Ascension crossbowsabout 2 in 15425M
What it is: Ascension crossbows

Dual crossbows (80 Ranged), 3 ticks or 2 on rapid, fires heavy bolts. Jagex calls them a raid-tier upgrade to the Toxic blowpipe. Their bolts need 86 Fletching.

Obligator (uncharged) Obligatorabout 1 in 152.93B
What it is: Obligator

Two-handed crush weapon (85 Attack). Up to four damage rolls, +20% damage on 2x2 targets and +40% on 3x3 or bigger, and multi-target. Its fast style drops the re-rolls.

What that means: 3 in 5 purples are a Rondache or Zorya's tome, worth 33–57M, so your typical purple is closer to 50M than to the 390M average. About half of that average comes from the rare Obligator. Without a purple, your chest rolls the normal table three times, worth about 310k on average at 27 October prices.

Also on their own drop rates: the Archivist's folio (about 1 in 16 until you own one), one of four elemental fragments (1 in 80 each; +2 max hit with that element), an elite clue (about 1 in 12) and the pet, Orion.

What a raid could pay you

Without an official purple rate, here is the range. If you personally get a purple once every…

Scenarios, not rates
Your purple ratePer raidPer hour, 25-minute raidsPer hour, 40-minute raids
1 in 15 raids26M63M39M
1 in 25 raids16M38M24M
1 in 40 raids10M24M15M

Raid lengths are our assumptions: about 25 minutes for an experienced, well-geared team (one team reported 18–19 minute four-mans on launch day, before the Defence cap, and Jagex said the cap may lengthen some rooms) and about 40 minutes for a budget trio on about 100M of gear (from commenters' "about twice as long as a maxed team").

These are scenarios, not rates: we will update them when Jagex publishes the odds. Prices are GE mid prices before tax, and new raid items move fast; check the GE price tracker before you sell.

What changed since launch

  • Raid released. Nex's crush defence lowered from +60 to +35, which Jagex says will make the Obligator shine there too.
  • Defence cap: most bosses now stop at 60%, and Ocellus no longer resets between phase 3 quadrants. Ocellus phase bugs fixed. Launch-week advice to drain Xarth to 0 is now wrong.
  • Disconnects no longer lose food and potions. Zorya's tome special can no longer be pre-stacked on a POH dummy.
  • Still open (Jagex, 22 Oct): a Jeweller's chisel can't make Ascension bolts, and the Ascension shard GE limit of 100 is too low.

FAQ

How do you get to The Fractured Archive?

Teleport to Tears of Guthix with a games necklace, bring a lit sapphire lantern, and enter the Chasm of Tears; the entrance is on a cliff near the Guthixian temple. A Guthixian temple teleport lands close by, and the raid's Archivist's folio teleports you to the lobby.

Can you solo The Fractured Archive?

Yes, but it is scaled as a duo, and Jagex calls it very challenging, closer to a Theatre of Blood solo than a Chambers of Xeric one.

What is the best route?

There isn't one yet. We suggest new teams start with Bork, Dreadnoth, Xarth, then swap in Ezekiel once they know his dodges, to save supplies. Jagex intends the Trio to be faster than Xarth, and since the 21 October hotfix Xarth can no longer be drained to 0.

Do you need a Twisted bow?

No. Teams have cleared with crossbows, a blowpipe, a Scorching bow and Emberlight. It still helps a lot on Moia, Xarth and Ocellus.

What is the purple rate?

Not published as of 27 October. In Jagex's 6 October blog, a developer joked that "drop rates will be coming week 2"; none have been posted. Until then, the shares above are crowdsourced.

Is death safe?

No. Hardcore and Group Hardcore Ironmen lose their status, and a team wipe sends your items to a gravestone outside.

For the older raids, see our raid and challenge boss guides. Facts checked against Jagex's 6 and 20 October posts (with its 21 and 22 October updates) and the OSRS Wiki on 27 October 2026; prices from the OSRS Wiki's real-time GE data. Diagrams and charts are our own. Old School RuneScape and its item images are the property of Jagex Limited; this guide is not endorsed by or affiliated with Jagex.