I'm assuming Akrisae doesn't exist, as there's no pet for him, though this is Jagex, and it is a Chris L boss... Also, rewrote the guide/summary thing, still a few tweaks to be added: [hide=Spoilers etc if for some reason you want to die to this a few times yourself before working it out] NOTE: AS I HAVEN'T PLAYED THIS THE MINUTE BEFORE RELEASE, IT WON'T ALL BE ACCURATE- I'LL ADD SCREENSHOTS WHEN POSSIBLE. Interestingly, range owned Karil/Ahrim, and also seemed to hit all of the melee brothers well, this may have been a bug with defence values? Idk, this may have been looked into and fixed. Mage splashed to hell on Ahrim/Karil, while demolishing melee, as expected. Melee was kind of meh, and not being able to attack Ahrim/Having to stay melee distance means drygorescape might not be viable for once. You need FOUR players to start this, no more, no less, instance is created by a player holding a "Barrows Totem"- A stackable item which is a reward from the barrows minigame (Approx 1/3 chance of receiving from chest ("You should expect one within a few runs") Path to the brothers is randomly generated, though it's just a simple path you follow to get there, just run- route is important for later. The room is divided into 2 sections by a large portal, each side will have 2 players, and both players will have to fight 3 brothers (Who you got was random from what I could see- Though Akrisae vanished and wasn't in this, so I assume he's been scrapped: No Akrisae pet, so I'd assume this is true) General brother strategies: THEY CAN ALL RUN! No more sara gwd style hit and run methods :( Also all stun immune- so no freezing etc. BROTHERS STILL HAVE THEIR EFFECTS. So Dharok hits higher the lower his health is Ahrim can lower combat stats (Hello overloads, how are you?) Karil reduces... Magic? I can't remember Torag can reduce adrenaline, might hurt if it reduces by a large amount, but not really going to affect you much. Guthan can heal what he hits Verac does more damage now with set effect... Autoattacks kind of hit badly, so meh. AHRIM: Will mage like normal, and occasionally fly ("Ahrim takes to the air!"), so I assume this means he can't be meleed. Also has a Turret of DOOM™ (10/10 for naming whoever chose that) ability, where he'll pick a spot and spin, with beams that hit 1.5k-2k per tick if they go through you- roughly 5 square range?. Can surge through, and being on diagonals avoids damage if you're far enough away. KARIL: Pretty much same as Ahrim, though instead of flying he can "take to the shadows" which makes him move VERY quickly, so melee isn't really viable here): Also has a Turret of DOOM™ attack the same as Ahrim's but with purple attacks instead of flame. Final ability is strange one, he can transform into a sort of flaming orb, if you wait 5 or so seconds it will explode, hitting 5k+ damage to any players in range (about 5 squares?) If you click it in time however, it can transport you to the other side of the room, this deals 500 damage the first time, but doubles with each use so use only when necessary. Failing to get to it in time gets you hit the 5k+ damage. Karil/Ahrim can also both stand on a pillar type thing in the middle of the room- This obviously stops them being meleed, so range/mage is your best bet here- both sides can attack them? Idk. Either Karil or Ahrim also has a purple lightning/bolt attack, basically a 4x4 cloud that flies across the room, hits ~2k every 2 ticks you're inside, can be surged through, though will be avoidable as it only covers half of the room width-wise, so possible to avoid it all just by standing in the right place. DHAROK: Standard melee attacks, a special where he says "Give it all to me!" If you damage him in this time, he'll hit the damage back to you when he has finished charging it if you (or anyone else?) is in range, this managed to 1-hit an invincible Jmod with 30k hp... So yeah. VERAC: Standard melee, also had a meteor-strike type ability you can run away from, that hits about 2k typeless damage, I think other melee brothers have this too. GUTHAN: Has a fun special where he throws his spear at you ("Guthan gets ready to throw his spear!") When it hits you, you get constant 500 hits until you run next to Guthan, he'll pull it out of you, hitting you for 1k, and stopping the bleeds. Also has heal-what-he-hits mechanic, and will just punch if his spear is lodged inside of someone's chest. TORAG: Can basically hammer you into the ground, knocking you over the head with his hammer with a very amusing animation, having someone else lure Torag away sets you free, though if you have a hurricane after you when this is happening, chances are you're dead. Surge/Escape worked while being hammered worked at RuneFest, but chances are that it won't work. Although Surge/Escape can be used at other times to avoid attacks. ALL MELEE BROTHERS: A tornado attack, basically repeated hurricane ability that follows you around, hits 1.5-2.5k/tick, Surge is your friend here, MULTIPLE BROTHERS CAN USE THIS AT THE SAME TIME- It hurts. Also a meteor strike ability, that seems to do typeless damage, can be avoided if you're running like mad, as it only has a few squares range from where you jump. ALL BROTHERS(?) (Might just be Verac): <NAME> ties your soul to a specific place, you get some green cross-hairs on the ground (If you've ever used detonate for some odd reason, that sort of marking), if you don't run to there, you get transported to the shadow realm, where you need to lure all of the brothers into some sort of clouds in the ground, once all have been lured you get sent back to the real world, and the battle continues, you cannot do abilities in this time, so adrenaline goes bye-bye if you're too slow. General area stuff: Some strange things on the ground, walking the brothers on these seems to heal them? Didn't really get to try it much, but it's pretty visible where they are, glowing orb things in the ground (Kind of look like divination deposit points?), about 2x2 squares in size, skirting the edge of the room will avoid this. [/hide]