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
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
- Floor 1Archive Guardian every raid
- Floor 2West 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.
- Floor 3West 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).
- Floor 4West 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.
- Floor 5Ocellus every raid
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.
| Boss | Defence (base → minimum) | Tank and melee | Ranged and Ralos | |
|---|---|---|---|---|
| Archive Guardian | 260 → 156 | 2 (once grounded) | 2 (once grounded) | 4 |
| Bork | 300 → 180 | 2 | 2 | 11 (Bork's Magic is low) |
| The Smorks | 220 → 0 | Can't reach 0; finish with Ralos | 10 | |
| Ezekiel | 130 → 78 | 2 | 2 | 3 |
| Moia | 195 → 117 | Out of melee range | 2 | |
| Dreadnoth | 125 → 0 | Can't reach 0; finish with Ralos | 5 | |
| Dagon'hai Trio | 100 → 0 | Can't reach 0; finish with Ralos | 3 | |
| Xarth | 170 → 102 | 2 | 2 | 2 |
| Ocellus phase 1 | 215 → 129 | 2 | 2 | 2 |
| The Blade (phase 2) | 250 → 0 | Can't reach 0; finish with Ralos | 10 | |
| Ocellus phase 3 | 250 → 150 | 2 | 2 | 3 |
- 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.
- 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.
- 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.
- 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.
- 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
- BestObligator. It rolls damage up to four times and keeps the best roll, and its slower style also hits enemies lined up behind the target.
- StrongScythe of Vitur, Soulreaper axe, Inquisitor's mace.
- BudgetAbyssal bludgeon (Ezekiel, grounded Guardian), Emberlight (Ocellus).
Ranged
Ranged
- BestAscension crossbows and Twisted bow.
- StrongZaryte crossbow, Toxic blowpipe (Smorks once drained, Ocellus phase 1).
- BudgetArmadyl or Dragon crossbow with ruby bolts (e). Several players report the Bow of Faerdhinen underperforms here.
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
- Elder maul or Dragon warhammer, plus Ralos for the uncapped rooms.
- Venator bow for Moia, Xarth's corpses and imps. Chinchompas for Dreadnoth's jellies.
- Serpentine helm or antipoison, Sanfew serums. An Amulet of blood fury while learning.
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
Serpentine helm3M
Amulet of fury2M
Fire capeearned
Fighter torsoearned
Bandos tassets12M
Abyssal bludgeon12M
Emberlight32M
Dragon defenderearned
Barrows glovesearned
Dragon boots137k
Berserker ring (i)3M
Dragon warhammer13M
Tank and melee: strong about 2.1B
Torva full helm165M
Amulet of torture16M
Infernal capeearned
Torva platebody147M
Torva platelegs94M
Scythe of Vitur1.09B
Soulreaper axe344M
Avernic defender30M
Ferocious gloves9M (upgrade)
Primordial boots16M
Ultor ring97M
Elder maul87M
Ranged: budget about 86M
Serpentine helm3M
Necklace of anguish15M
Ava's assemblerearned
Eclipse moon chestplate2M
Eclipse moon tassets2M
Armadyl crossbow41M
Toxic blowpipe8M
Twisted buckler11M
Barrows glovesearned
Aranea boots498k
Lightbearer3M
Dragon crossbow515k
Ranged: strong about 2.4B
Masori mask (f)18M
Necklace of anguish15M
Dizana's quiverearned
Masori body (f)83M
Masori chaps (f)60M
Twisted bow1.39B
Zaryte crossbow357M
Twisted buckler11M
Zaryte vambraces77M
Avernic treads (max)195M (upgrade)
Venator ring47M
Tonalztics of Ralos177M
Caster: budget about 219M
Ahrim's hood256k
Occult necklace263k
Imbued god capeearned
Ahrim's robetop1M
Ahrim's robeskirt974k
Eye of ayak32M
Arcane spirit shield97M
Tormented bracelet15M
Eternal boots4M
Seers ring (i)614k
Venator bow68M
Caster: strong about 1.3B
Ancestral hat31M
Occult necklace263k
Imbued god capeearned
Ancestral robe top82M
Ancestral robe bottom57M
Tumeken's shadow675M
Elidinis' ward (f)99M
Confliction gauntlets55M
Avernic treads (max)195M (upgrade)
Magus ring17M
Venator bow68M
Choose spellbooks before you enter
There's no bank or altar inside, so agree each player's spellbook before you enter.
| Room | Spells | Spellbook | ||
|---|---|---|---|---|
| Standard | Ancient | Arceuus | ||
| Ezekiel | Air spells on the swords | Standard | ||
| Dagon'hai Trio | Fire, water, air and earth interrupts | Standard | ||
| Xarth | Water (douse) or ice and Undead Grasp (freeze) | Standard | Ancient | Arceuus |
| Dreadnoth | Ice or Blood Barrage on jellies | Ancient | ||
| Ocellus phase 3 | Earth spells on Augmenters | Standard | ||
| Archive Guardian | Immune to Ancient Magicks | Immune | ||
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
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
| Unique | Share of purples | GE price | Part of the average | What it is |
|---|---|---|---|---|
| about 1 in 3 | 33M | What it is: RondacheShield (80 Defence, +8 Strength) that blocks 2 damage per hit and stores it for an instant Shield Bash with its own special bar. | ||
| about 4 in 15 | 57M | What it is: Zorya's tomeTwo-handed magic book (85 Magic). Weak base hit; its special speeds up and strengthens the next casts. | ||
| about 1 in 5 | 556M | What it is: Horn of BranTake it to Camelot to unlock Zeal: Piety plus 5 percentage points of Attack and Strength (needs 84 Prayer, 75 Attack, 75 Strength). | ||
| about 2 in 15 | 425M | What it is: Ascension crossbowsDual 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. | ||
| about 1 in 15 | 2.93B | What it is: ObligatorTwo-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…
| Your purple rate | Per raid | Per hour, 25-minute raids | Per hour, 40-minute raids |
|---|---|---|---|
| 1 in 15 raids | 26M | 63M | 39M |
| 1 in 25 raids | 16M | 38M | 24M |
| 1 in 40 raids | 10M | 24M | 15M |
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.
