Tombs of Amascut 4-man 400 invocation raid

Tombs of Amascut

400 Invocation 4 Man

This OSRS raid guide from the Infernal clan covers Tombs of Amascut (ToA) 4-man 400 invocation runs. Gear, inventory, and invocation setups for sub-30 minute ToA raids. Expect 2 raids an hour and ~30% chance of a purple.

Overview

Room order: Path of Apmeken (Ba-ba) → Path of Scabaras (Kephri) → Path of Het (Akkha) → Path of Crondis (Zebak) → The Wardens (Tumeken & Elidinis)

Gear and Inventory

ToA 4-man 400 gear and inventory
• One person should bring a BGS for Baba and Zebak • Bank the Keris if you don't take Double Power Spellbook and runes: Arceuus — Blood, Death, Fire, Cosmic — Thralls • Uncharge Shadow for Soul runes to cast Death charge • Starting gear lets you one-hit all Combat spawns with one-way weapon switches. Switch to Anguish after second melee wave • Use Occult for Undead Grasp on first two melee waves (faster than Shadow). If not using Undead Grasp, camp Anguish
ToA 4-man prepots inventory

Prepots

Divine super combat, divine range, stamina, prayer regeneration, extended super antifire. Karambwan, anglerfish, imbued heart.

Invocations

ToA 400 Invocations setup
• Swap Aerial Assault for Ancient Haste — team cohesion allows Ancient Haste to be turned off; P1 damage may skip. AA in 4man is still easy to control • Both Power + Life and Double Power possible. Take whichever best suits the raid up to Wardens Room order is mainly for time save of Salted Zebak vs Salted Baba. For Combat Achievements you may run different orders and/or Invocations.

Path of Apmeken — Ba-ba, guardian of Apmeken

Puzzle Room
• Enter room, run to corner, drop 3 pots, pick up hammer, potions and equip Shadow. Kill melees using Undead Grasp • Drop Potions near exit if west corners or near Pillar if east corners. "Claim" a corner for Issues • Corruption — use potions on each other, pair up north/south or east/west • Pillars/Vents — move towards issue while still DPSing • Focus Combat spawns early waves; Shamans and Combats in later waves • Lure Volatiles without missing attack ticks • Only 1 way switch needed for Combat spawns
Boss Room
• BGSer — max melee, BGS and summon thrall • Everyone else — max range ZCB, natty then spec, summon thrall then back to melee • Drag Ba-ba west when close to 66% and 33% hp — saves time into boulders • Drag close to both fallen rubble, coordinate and move to rubble side of Ba-ba • BP, Anguish, Cape, Rigour — 1 hit boulders as a group • Change left click on non-broken boulders to 'walk here' if you have time • First Boulder always one of middle three • Can always skip after first boulder without Boulderdash if you start west — clip • If confident, red-x at top of room to reduce damage • Repeat until dead

Path of Scabaras — Kephri, guardian of Scabaras

Puzzle Room
• Solve puzzles with ToA plugin • First in go to Obelisk path (typically longest) • One person focus each puzzle, path around if you aren't doing them • North side leads 5th puzzle after all tiles flipped — follow this order • Drink divine as you run to end of room, drop to free space for blowpipe
Boss Room
• Everyone — max melee, Voidwaker and summon thrall • Voidwaker specs on boss before first bomb lands, then move. Fang spec if poor. Defence reduction not worth • First two names in orb order dunged first, rag north west corner • DPS Kephri down before eggs appear. Move to north east corner • Everyone camp ranger. Designated swarmer — hit range once, then swap BP/cape and swarm • Coordinate when you need help swarming if ranger isn't dead; only 1 person needed • Kephri shouldn't heal, be on 1hp for insta-phase — communicate, don't all overkill on 1hp • Everyone hit melee twice before Arcane. Swarmer continues to swarm • When Arcane dies, two people get melee below 40% hp. Fourth person swarm • Off melee when Kephri spawns. Careful with AA on — room can get messy during swarms

Path of Het — Akkha, guardian of Het

Puzzle Room
• Store a Dragon pickaxe! • Drop any 1 or 2 dose potions to make space for pickaxe/mirror • Party leader go to north far mirror (sometimes solution to 1 mirror puzzle) • Second in go south; rest access the solve and pick up mirrors or mine where needed • Be ready to move in on tick • Don't wait for additional light — in 4 mans you can all be late and still 1d the Obelisk. Saves more time than waiting
Boss Room
• First in Butterfly/Tank Akkha all room if done properly • Summon Mage thrall while Butterflying. Don't resummon thralls if Akkha swaps styles • Flick Augury if not Butterflying for minimal supply use • If Double Power: sip adrenaline before first Shadow, camp Lightbearer and ZCB all Shadows Useful: If you get memory lights, run away after last/path away along two quadrants where puzzle allows. Akkha re-agros based on distance and defence 1t after specials.
Enraged
• Quick Prayers — Redemption and Piety • Summon melee thrall during enraged and dump Fang specs • Dodge orbs, keep hp approx 10% above a multiple of 25 (25–34, 50–59, 75–84) for Redemption to proc • Brew if needed!

Path of Crondis — Zebak, guardian of Crondis

Puzzle Room

If team can DD and get 33.6 second rooms perfect. Otherwise take a path each and double back. Done on tick you can water the plant before the first croc chomps.

Boss Room
• Everyone — TBow running into room, a second, then ZCB after BGS lands • BGSer should spec, respec if hitting below 15 • Swap prayers, dodge acid and waves, pop jugs where needed Useful: First jug usually solvable from south. Second jug usually pushed away from boss in middle. Blood barrage can't be flicked in level 0/1 rooms so spread out. Blood barrage can be flicked in level 2/3 — flick mage the tick before auto lands to prevent healing boss. 6 attacks between Zebak's regular and Blood special. Blood specials cycle of 3: Blood barrage, Blood barrage, Blood spawns, repeat.
Enraged

Sip adrenaline and ZCB twice. Be quick — need that adrenaline to ZCB P1 Wardens.

The Wardens — Tumeken & Elidinis

Phase One
• Be rapid leaving Zebak and entering Wardens — tight timer from adrenaline sip at end of Zebak • Start room as priority, organise inventory during P1 • Getting two ZCBs off drastically increases chances to dodge tanking orbs • Tank orbs on East side for ~21hp damage to offset UFOs • Spread for first orb if unlucky, at least 1 tile apart • DD for second orb if really unlucky
Phase Two
• Resummon range thrall on second down, mage thrall on third down • Be on tick with high hitting 4t weapon (DDS specs/Voidwaker), last hit with BGS • Re-adrenaline before 1st down if needed. Don't sip adrenaline for 2nd down — save for P3 • 1st down — 5 4t hits, 1 smack, dump DDS specs • 2nd down — 7 4t hits, 1 smack, dump DDS specs • 3rd down — use 4t (shouldn't get here unless team DPS down) Useful: Use two highlighted tiles to skip windmill/converging V attack. Don't panic during bombs — can stand up to two tiles N/S/E/W from shadow. Try not to run far from warden. One member can stand in melee range and camp pray melee, reacting to range/mage — causes warden to melee more, reducing chip damage.
Phase Three
• 5t your Shadow and keep mage thralls up. Stand front row • Equip max range and sip adrenaline. ZCB specs when you have them, swap back to mage when you don't Useful: Skulls at 80%, 60%, 40%, 20% — group patterns. Orb order for left/right, 1t melee, Keris if need hp. Change to range gear to ZCB after skulls. After skulls, back of room to react, slowly move forward until next skulls. Skull skipping in groups not advised.
Phase Four / Enraged
Focus DPS and Prayers. Learn timings for when lightning tiles are safe — clip. Generally orb order dictates which side to stick to. In teams where all alive, getting to less than 3 rows is unusual.

Thanks to ICauseRage and Diep for the basics, iMax225, StatueLeft, TzCal for updating, TzCal for formatting.

Update log: 01/01/25 — Guide released