Hallowed Sepulchre/Strategies

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Hallowed hammer

This page covers the basic strategy for running the Hallowed Sepulchre efficiently and consistently, through the third floor. Included are overviews of each of the routes. Given the emphasis on timings in the Sepulchre, achieving the best rates will require extensive practice.

General tips

  • Try to choose a world with low lag if possible.
  • On floors with multiple possible coffins (floors 3/4), you can now open both so long as you have time remaining.
  • Each skill challenge awards 200 Thieving experience for opening the coffin and between 100 and 200 Agility experience depending on floor.
  • Consider skipping coffins on early floors if you have the Agility level for later ones for better efficiency.
  • Using a lockpick lowers the chance of failing to loot a coffin and becoming poisoned. Using a strange old lockpick further reduces this chance, increases the speed, and consumes no charges.[1]
  • If only running the first few floors, consider taking multiples of supplies to reduce banking time. Also note that there is only one bridge in the first three floors, located on the first floor. Consider skipping this bridge to save time, increase experience, and free up weight and space.
  • Activating the magic obelisks with a Saradomin item equipped replenishes your energy. This effect also activates automatically when exiting (or quick exiting).
  • The lightning strike obstacles can be completely avoided by using the Run trick. It is recommended players familiarize themselves with this technique to save large amounts of time.
  • After using a blue or yellow teleport tile, there is a period of invincibility. This can be used to bypass other moving obstacles (such as a sword), even if they touch you shortly after teleportation.
  • If using the magic obelisks in lieu of stamina potions to restore energy, you can save time by skipping the magic obelisk on the first floor. When your weight is near 0 kg, you will still have run energy remaining by the end of floor 2.
  • By logging out or changing worlds, you can exit the sepulchre and teleport to the lobby without spending a hallowed crystal shard.
  • Skill challenges:
    • The left-click 'conjure' option on portal frames casts the highest enchantment you have runes and the magic level to cast. Any enchantment rewards 200xp. Wearing a Hallowed focus removes the failure chance, causes you to cast the lowest enchantment spell you have the runes and level for, and increases the speed of crossing the portal.
    • Each tier of bridge only affects the experience reward, although it is significantly higher than building furniture with the same materials. Having a Hallowed hammer equipped or in the inventory removes the chance of bending nails.
    • The Hallowed symbol reduces the dust requirement for braziers while the 200xp reward remains the same, and allows you to move slightly faster through the barrier.
    • Having a Hallowed grapple equipped removes the chance of failing to grapple pillars.
    • It may be faster to skip chests behind a grapple pillar until the Hallowed grapple is acquired, as the obstacle can be failed multiple times in a row with a long recovery.
Notes
  1. ^ 1.0 1.1 1.2 A hammer, a saw, 2 planks for each bridge, and 5 nails for each attempt. The Hallowed hammer eliminates the chance to bend nails. Bring normal planks and steel nails, oak planks and mithril nails, teak planks and adamantite nails, or mahogany planks and rune nails.
  2. ^ 2.0 2.1 2.2 2.3 The Hallowed grapple always grapples successfully. The Dorgeshuun crossbow is preferred, as it is the lightest of all crossbows.
  3. ^ 3.0 3.1 3.2 The Hallowed symbol halves the amount of vampyre dust needed.
  4. ^ Cosmic, nature, and fire runes cover Lvl-3 Enchant and High Level Alchemy.
  1. ^ 1.0 1.1 1.2 1.3 Requires Hallowed marks to obtain.
  2. ^ 2.0 2.1 To cure poison with the prayer book; 2-damage poison consumes no prayer points to cure.
  3. ^ 3.0 3.1 If you don't have a Hallowed ring.
  4. ^ As a non-Saradominist item, this will cause obelisks to drain energy.
  5. ^ 5.0 5.1 Slightly reduces the need for food.
  6. ^ For unlimited fire runes.
  7. ^ If you don't have a Hallowed hammer.
  8. ^ Removes or greatly reduces the need for food.
  9. ^ For 100% run energy replenishment 3 times/day.

Trap descriptions

Each variety of trap has a different behaviour and appearance depending on its tier, determined by the floor it appears on.

Knight statue - Swords

Knight Statues throw swords that block the entire path. The best time to cross the path is just after the sword is caught by the statue or just after it is thrown. Some corridors have safe alcoves that can be used to wait for the sword to pass.

The interval between throws varies, so it can be useful to pay attention to the windup animation.

Trap tier Floors Behaviour Appearance
1 1, 2 Throws a single 3x3 sword which reaches a marked tile before returning. Sword moves with the same speed as a player running.
2 3, 4 Throws a gilded sword which moves 1 tile faster than a player's run speed.
3 4, 5 Throws a blue sword which moves twice as fast as a player's run speed.

Wizard statue - Flames

Sets of Wizard Statues shoot flames in cycles with 1, 2 or 3 different stages. Each stage has different safe areas between active flames. The player should memorise or mark the safe areas, which are consistent between runs.

Between each flame cycle, the player should try to reach the farthest possible safe zone before the next flames shoot to reduce the amount of time spent waiting between cycles. There is one tick between cycles with no flames present, synchronized with the end of the audio effect. It is recommended to start moving exactly on this tick to increase the amount of time running.

The glow on the floor shows the actual position of the flame. This can be useful when viewing the flames from lower camera angles.

Trap tier Floors Behaviour Appearance
1 1, 2 Shoots flames intermittently from every statue.
2 3, 4, 5 Alternates between two phases with some of the statues firing.

Crossbowman statue - Arrows

Crossbowman statues shoot arrows along the path, leaving a small safe lane. When entering a corridor with arrow statues, the player should move to a safe lane close to the entrance before clicking far into the corridor, as the pathfinding will favour running in the lane closest to the entrance before moving to the destination lane.

The statues have a small animation right before they shoot, which can help to anticipate standing in the correct lane.

The player should favour dodging arrows before moving forwards. Moving diagonally allows the player to move to a safe lane while still making forward progress.

Before leaving the corridor, check if a lane between the player's position and the exit has an arrow or will soon have one. It can be dangerous to wait close to the statues because there won't be time to run out of the way. Instead, wait 4-6 tiles away from the statues, move to a safe lane when the next arrow shoots, then immediately leave.

Trap tier Floors Behaviour Appearance
1 1, 2 One of the three statues at random shoots an arrow straight along the path. Arrows move with the same speed as players running.
2 3, 4 Two of the statues at random shoot arrows while the third is idle. Arrows move 1 tile faster than a player's run speed.
3 4, 5 Two of the statues shoot while the third is idle. Arrows move twice as fast as a player's run speed.

Strange tile - Floor traps

Strange tiles on the floor will teleport the player if they are active when standing on them. The fastest approach is to avoid yellow tiles, and take blue tiles when they happen to be active.

When running, the teleportation will only activate on every second tile (see run trick). This means that it is possible to skip single-width rows of teleport tiles by stopping one tile before crossing the row. Similarly, blocks where blue tiles alternate with yellow tiles can be crossed while only risking stepping on blue tiles.

After being teleported by a blue or yellow tile, there's a small window of time where the player is invulnerable to arrows and swords. If timed correctly, the blue portals can be used to "hop over" arrows or swords to avoid getting hit. At lower levels, this is a necessary technique to pass the fast moving swords. When running in front of the sword, use blue tiles to move forwards faster than the sword. When running behind the sword, use a blue tile to teleport across it.

Trap tier Floors Behaviour Appearance
1 2 Activates random yellow tiles which teleport the player backwards if stepped upon.
2 2, 3, 4 Adds blue tiles which teleport the player forward if active.
3 4, 5 Blue and yellow tiles which activate much more often.

Priest statue - Lightning

Priest statues shoot lightning in checkered patterns. Failing lightning is less dangerous than other traps because it only stuns the player, but this still makes it very likely to be hit by another obstacle.

When running, the player only risks being affected by lightning tiles on every other tile (see run trick). All sets of lightning can be safely crossed by standing one tile behind a lightning tile before moving forwards.

When simultaneously avoiding arrows it is important to move diagonally forward instead of horizontally, to avoid standing on the lightning squares while they are active.

Trap tier Floors Behaviour Appearance
1 4, 5 Every few ticks strikes the marked 3x3 cross in front of the statue, temporarily stunning but not damaging players.

Floor routes

When starting a floor, an entrance is chosen at random. However, the obstacles and coffins reachable along each path are consistent for each floor. This table covers each possible route in the order it must be completed, with a suggested approach for each obstacle.

Floor 1

The first floor has 4 possible routes. Looting the coffins on this floor is only recommended when learning the routes, because it slows down runs and later floor coffins are more valuable.

Note: For players attempting a speedrun of the Hallowed Sepulchre, it is recommended to exit and re-enter the minigame until you spawn at the North entrance, as this passage provides the fastest possible route to complete the level.

North-west entrance

North path.
North path.
# Item Notes Image
1 Arrow

Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. If necessary, wait near the tile marked 2 before exiting. See the section on arrow obstacles for detailed guidelines.

2 Flame Can be passed in 2 stages, or 3 when learning.
  1. If the flames are inactive when you reach the obstacle, move to the tile marked 2. Wait for the flames to subside and move to 4, wait again and move to the exit (6).
  2. Otherwise, wait at 1, move to 3, wait for the flames to subside and move to 5, wait again and move to the exit (6).
3 Coffin Ranged challenge
4 Stairs
Continue to Floor 2.

North-east Entrance

East path.
East path.
# Item Notes Image
1 Flame Can be passed in 2 stages.
  1. If the flames are inactive when you reach the obstacle, move to the tile marked 2. Wait for the flames to subside and move to the exit (4).
  2. Otherwise, wait at 1, then:
    1. With perfect timing, it is possible to move to the exit with a single movement.
    2. If you are lagging or notice that you didn't click fast enough, move to 3 instead, wait for the flames to subside and move to the exit.
2 Sword
  1. As you are about to reach the entrance (1), check the position of the sword:
    1. If the sword is about to be thrown, wait until it moves past you.
    2. If the sword is returning, wait until it moves past you.
    3. If the sword is past the square marked 2 by the time you reach 1, wait until the sword moves past you.
    4. In other circumstances, you can cross the obstacle without waiting.
  2. Move to the exit of the obstacle (3).
3 Flame Can be passed in 1 stage, or 2 when learning.
  1. This obstacle can be easily crossed with a single movement (wait at 1, move to 3)
  2. You can save a small amount of time by waiting between the flames (2) if possible.
4 Coffin Ranged challenge
5 Stairs
Continue to Floor 2.

South-east entrance

South path.
South path.
# Item Notes Image
1 Sword
  1. As you are about to reach the entrance (1), check the position of the sword:
    1. If the sword is about to be thrown, wait until it moves past you.
    2. If the sword is returning, wait until it moves past you.
    3. If the sword is past the square marked 3 by the time you reach 1, you can move to the safe alcove (2) and wait until the sword moves past you.
    4. In other circumstances, you can cross the obstacle without waiting.
  2. Move to the exit of the obstacle (4).
2 Flame
  • It is not possible to cross this set of flame statues with a single movement.
  1. If the flames are inactive when you reach the obstacle, move to the tile marked 2, or 3 if possible. Wait for the flames to subside and move to the exit (4).
  2. Otherwise, wait at 1, move to 3, wait for the flames to subside and move to the exit (4).
3 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. Wait near the tile marked 2 before exiting if necessary. See the section on arrow obstacles for detailed guidelines.
4 Coffin Construction challenge
5 Stairs
Continue to Floor 2.

South-west entrance

West path.
West path.
# Item Notes Image
1 Flame Can be passed in 1 stage, or 3 when learning
  1. Wait at 1, move to 2, wait for the flames to subside and move to the exit (3).
  • Alternatively, wait at the first safe area (between 1 and 2) then move to the third safe area (between 2 and 3), although this still requires two movements.
2 Sword
  1. If the sword is returning or past the square marked 2 by the time you reach 1, wait.
  2. Move to the exit of the obstacle (3).
3 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. Wait near the tile marked 2 before exiting if necessary. See the section on arrow obstacles for detailed guidelines.
4 Coffin Construction challenge
5 Stairs
Continue to Floor 2.

Floor 2

The second floor has four possible paths. Like above, looting the coffins on this floor is only recommended when learning the routes, because it slows down runs and later floor coffins are more valuable.

North entrance

North path.
North path.
# Item Notes Image
1 Jump No chance of failure
2 Arrow Position your camera to see the southmost
3 Sword
4 Coffin Ranged Challenge
5 Floor 3 3x3 segments
6 Flame 2 stages
7 Stairs
Continue to Floor 3.

East entrance

East path.
East path.
# Item Notes Image
1 Flame 2 stages
  1. Wait at 1, move to 2, wait for the flames to subside and move to the exit (3).
  • Alternatively, wait at the first safe area (between 1 and 2) then move to the third safe area (between 2 and 3), although this still requires two movements.
2 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (4) while avoiding the arrows. Wait near the tile marked 3 before exiting if necessary. The tiles marked 2 are safe, but there is little reason to use them. See the section on arrow obstacles for detailed guidelines.
  2. Make sure you stand exactly on the tile marked 4 as you exit the arrow statues' corridor, then move towards the exit 5. This prevents you from stepping on yellow tiles unless you get teleported onto one.
3 Floor 3 3x3 segments
4 Coffin Prayer challenge
5 Flame 4 stages

First image: Wait at 1, move to 2, and move to the exit (3).

Second image: Wait at 1 or 2 if possible, wait for the flames to subside and move to the exit (3).

6 Stairs
Continue to Floor 3.

South entrance

South path.
# Item Notes Image
1 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. Wait near the tile marked 2 before exiting if necessary. See the section on arrow obstacles for detailed guidelines.
2 Floor 2 2x3 segments; careful when waiting for sword
3 Sword
  1. Reach the tile marked 2. If you stand on the tile marked 1 before moving, you will only risk two yellow teleportation tiles.
  2. Once at 2, check the position of the sword:
    1. If the sword is about to be thrown, wait until it moves past you.
    2. If the sword is returning, wait until it moves past you.
    3. If the sword is past the square marked 4, you can move to the safe alcove (3) and wait until the sword moves past you (which should take one tick).
    4. In other circumstances, you can cross the corridor without waiting.
    5. If you get teleported while waiting, move to the closest inactive tile to the corridor and reassess the position of the sword.
  3. Move to the exit of the obstacle (5).
4 Coffin Prayer challenge
5 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. Wait near the tile marked 2 before exiting if necessary. See the section on arrow obstacles for detailed guidelines.
6 Stairs
Continue to Floor 3.

West entrance

West path.
# Item Notes Image
1 Sword
2 Coffin Ranged challenge
3 Floor 3 3x3 segments
4 Flame 2 stages; can be sprinted
5 Sword Walk around between the pillars to bypass the sword
6 Stairs
Continue to Floor 3.

Floor 3

The third floor is significantly more difficult than the first two, especially during the final challenge (8). Learning the patterns on this obstacle may take many attempts but are the same on every run, making it easier over time. The third floor has two paths that join together before passing the final obstacle.

East entrance

East path.
# Item Notes Image
1 Flame 3 stages
  1. Wait at 1 or 2 depending on the current phase until the flames subside.
  2. Move to 4 (if you had waited at 1) or 5 (if you had waited at 2) and wait for the flames to subside.
  3. Move to the exit 7.
Cycle 1:

Cycle 2:

2 Coffin Optional ranged coffin to the west, between the two groups of flames.
3 Sword
  1. As you are about to reach the entrance (1), check the position of the sword:
    1. If the statue is holding the sword:
      1. If the sword will be thrown in the next tick, wait.
      2. If the sword will be thrown in two ticks, move to the alcove (3)
      3. Otherwise, you can move to the exit (5)
      4. If you are not sure, move to alcove.
    2. For a couple of ticks after the sword stops moving, it is possible to move to the safe alcove (2 then 3), otherwise wait.
    3. If the sword is returning, wait.
    4. If the sword has not reached the square marked 4 by the time you reach 1, you can cross the obstacle without waiting.
  2. Move to the exit of the obstacle (5).
4 Arrow
  1. Wait at 1, enter the corridor and move towards the exit (3) while avoiding the arrows. Wait near the tile marked 2 before exiting if necessary. See the section on arrow obstacles for detailed guidelines.
  2. Cross the teleportation sections with the least steps over yellow tiles as possible. Be prepared to move to a safe lane if you get teleported.
5 Sword
  1. For up to 1 tick after the sword stops moving, it is possible to cross the obstacle without waiting.
6 Flame
  1. Wait at 1 if necessary.
  2. Move to 2 and wait for the flames to subside.
  3. Move to the exit (3).
Cycle 1:

Cycle 2:

7 Coffin Prayer challenge
Continue to Floor 3 - Lower floor.

West entrance

West path.
# Item Notes Image
1 Arrow
2 Coffin Ranged challenge
3 Flame 2 stages (inner and outer); can sprint after the inner stage
4 Sword Plus two floor trap segments; can 'hop' a returning sword by hitting a blue tile
5 Arrow
6 Sword Note the magic coffin chance to the north
Continue to Floor 3 - Lower floor.

Lower floor

At this point, the two paths converge together and both need to pass a final, difficult obstacle.

# Item Notes Image
8 Arrow Plus two groups of flame statues; use the time between flames to set up for future arrows
  1. Wait at 1.
  2. Move to the safe tile on the row marked 2.
  3. Advance towards 3 at a pace you are comfortable with.
  4. Advance towards 4 at a pace you are comfortable with.
  5. If you are in the middle lane and arrows are coming from both sides, wait until they fly past you.
  6. Move to the closest exit (5).
  • The statues alternate between on-off-on-off-etc at a ten tick pace. This has important implications:
    • You should advance an odd number of tiles between phases. If the final step of your movement is a walk from the second-to-last tile and the destination tile, you have moved an odd number of tiles; if you run from the origin and stop suddenly at the destination, you have moved an even number of tiles.
    • Whichever flames are currently active will be inactive in the next phase. Remember to look at the glow on the floor rather than the flames.
    • Count four ticks, and proceed to safe zone at 3.
  • It is possible to cross from row 2 to row 3 with a single movement between flame cycles, then again later from row 3 to row 4. This method allows you to ignore the flame statue phases and saves time, but can require skill at dodging arrows while moving forwards:
    1. Wait at 1.
    2. Proceed to row 2 after a set of arrows passes you. Prioritise moving between the tiles of row 2 to dodge arrows.
    3. When there is no arrow coming towards you in your lane, look for an opening between flame phases to run to row 3. You may have to wait through a few flame or arrow phases before this opportunity. The flame pattern is predictable, so focus on dodging arrows until an opening lines up.
    4. Repeat this process again, moving between the tiles of row 3 to dodge arrows until there is another opening in the flames to run to row 4.
    5. When there are no arrows blocking your path, you can run to the safe zone (5).
Cycle 1:

Cycle 2:

9 Stairs
Continue to Floor 4.

Floor 4

Floor 4 has two paths that converge just before the final prayer coffin. Players may choose to loot coffins on this floor for additional hallowed marks, but the time taken to loot coffins will reduce the rate of gaining Agility experience. It is possible to loot all the coffins on floor 4 and still have enough time to complete floor 5, but this will require significant practice on these floors.

North entrance

North path.
# Item Notes Image
1 Lightning Can use run trick to dodge the lightning
2 Sword With multiple blue floor tiles
3 Arrow Long with dense floor tiles
4 Flame North and south sets alternating, with every fifth cycle both firing. Easy and reliable method is to do the challenge with 3 leaps, with accurate timing, it can be done with 2 leaps.

The first two cycles have the first flame not lit, this can be used to go early without having to wait for the cycle to reset.

Phases of the flame challenge
5 Arrow With floor tiles then lightning
6 Coffin Magic challenge
7 Sword + arrows One of the trickiest challenges on floor 4 as arrows have to be avoided while timing the sword.

Tips for passing it:

  • If you move after the sword you must use the blue tiles to hop it.
  • If you move before the sword and have to switch your path sideways a lot due to arrows, you might not outrun it. Catching the teleporter might save you.
8 Floor Three narrow strips; the yellow can throw you back into the arrows.
9 Coffin Prayer challenge before the gate
10 Stairs Squeeze through the gate
Continue to Floor 5.

South entrance

South path.
# Item Notes Image
1 Flame As shown in the image, the central flame is never active.

Tip: Quite often you can just click on the central spot after entering the floor and run there just in time to not get hit with the first flame block.

Flame not active
Flame active
2 Lightning Can use run trick to dodge the lightning
3 Sword + flame While this challenge can look tricky at first, it has a simple single click strategy to pass it:
  • Position yourself on indicated tile 1 and wait for the sword to return
  • Wait for the sword throw and once the sword has cleared the indicated line, click on indicated tile 2
  • Pay no attention to the flames and you will easily clear the challenge
  • Note: if you start running too early, you will get hit by the trailing edge of the sword and reset the challenge
Flame trap phases
Strategy tip
4 Arrow Long path, with a safe ledge halfway along the southern side
5 Coffin Construction challenge
6 Sword With lightning statues and floor tiles. Tips:
  • Running after the sword is tricky as you have to catch the teleporter in order to pass the sword
  • Running before the sword can be easy single-click method as long as you do not catch one of the yellow teleporters. Positioning yourself on closest tile to the yellow teleporters in the beginning of the challenge enables use of run trick to pass lighting.
7 Arrow With teleporting floor tiles
8 Floor Three narrow strips; the yellow can throw you back into the arrows.
9 Coffin Prayer challenge before the gate
10 Stairs Squeeze through the gate
Continue to Floor 5.

Floor 5

Floor 5 has a single path across the levels leading to the Grand Hallowed Coffin. Flame statues on this floor change phases 1 tick faster than on floors 1-4.

# Item Notes Image
1 Flame Flame statues on this floor change phases 1 tick faster than on previous floors.

Safe strategy:

  • When possible, run to the first position
  • After flames finish, go to position 2
  • After flames finish, go to position 3
  • After flames finish, finish the trap
  • If tick perfect you can run from position 2 to next trap, if not on correct tick just wait at position 3
Trap layout
Wait spots for safe strategy
Cycles of flame trap
2 Sword With floor tiles. Blue tiles must be used to pass this trap, as the sword is very quick.

There are multiple strategies which can be used:

1. Behind the sword, teleport + skip

  • Wait for the sword to be thrown and catch the first teleporter
  • Wait just right (picture) of the middle teleporter and once the sword starts returning, step on it and teleport into the sword
  • By utilizing teleport invulnerability, you skip the sword

2. Double teleport

  • Wait for the sword to come back and start running, alternatively start running right after sword is launched
  • Catch at least two teleports in a row to make it in time, there is a safe enclave just before the sword's stationary position you can run into

3. Returning skip

  • If the sword is already returning, you can try to catch the teleporter to skip the sword
3 Coffin Magic challenge just after descending from stairs
4 Arrow Arrow challenge with multiple rows of double teleport traps.

Strategy suggestion: when starting out, try to avoid teleporters and use the empty tiles between them to step into the correct line. Unless comfortable with teleporter skips, prioritise standing in the correct lane and then move 1-2 rows at a time. Run trick can help to avoid active teleporters.

5 Flame Two sets of flame traps with lightning traps between them. The flame traps have two phases.

If you are damaged here, you are sent to right before the first trap.

The safe strategy:

  • Start in position 1, wait until the flame wall in front of you finishes and then run to position 2
  • If the trap is currently doing the other cycle, run to position 2 immediately
  • As soon as the flames finish, run to position 3
  • As soon as the flames finish, run to position 4 (you will automatically skip the lightning on the top lane)
  • In position 4 wait for the flames in front of you to finish and run to position 5
  • As soon as the flames finish, run to position 6
  • As soon as the flames finish, run for the end of the trap
Trap layout
Safe strategy wait spots
Cycles of first flame trap
Cycles of second flame trap
6 Sword With floor tiles. Blue tiles must be used to pass this trap, as the sword is very quick.

There are multiple strategies which can be used:

1. Behind the sword, teleport + skip

  • Wait for the sword to be thrown and catch the first teleporter
  • Run to the row of blue teleports after the yellow teleporter, stop just left of the teleporter (picture)
  • Wait and once the sword starts returning, step on it and teleport into the sword
  • By utilizing invulnerability, you skip the sword

2. Double teleport

  • Wait for the sword to come back and start running, alternatively start running right after sword is launched
  • Catch at least two teleports in a row to make it in time, there is a safe enclave just before the sword's stationary position you can run into

3. Returning skip

  • If the sword is already returning, you can try to catch the teleporter to skip the sword
7 Coffin Ranged challenge just before the last flight of stairs
8 Arrow Long corridor with lightning traps and floor tiles.

Strategy suggestion: run trick helps to navigate active teleporters and lightning relatively easily. Prioritise keeping to the correct lane.

9 Final Challenge Long corridor that presents many traps all at once: alternating flames, arrows, and lightning.

Strategy suggestions for beginners:

Mistakes in this section have very high time cost, therefore it can make more sense to go at it slower to avoid mistakes.

Always prioritise being in the correct lane before moving forward. When starting out, Hallowed tokens can be useful for giving yourself more time

  • Run to the "wait area" 1, choose lane according to oncoming arrows
  • Make sure which flame side was active last, run to that fire column and align your lane according to arrows
  • Wait for the opposing side flames to finish and run to "wait area" 2. You can make it if you have made it around third way.
    • If needed, step just one tile forward and align lane according to arrows before taking a larger leap forward.
    • Do not be afraid of doing it in multiple stages with small leaps - mistakes cost more time.
  • When in "wait area" 2, choose lane according to oncoming arrows and use run trick to avoid lightning
  • The flame trap in front of the "wait area" 3 activates less often than the next one. If not sure, wait for the blast to finish before crossing.
  • Proceed to "wait area" 4, align lane, wait for blast to finish and cross
  • Proceed to "wait area" 5, choose lane according to oncoming arrows and use run trick to avoid lightning
  • Flame trap after "wait area" 6 is very similar to the first, so same approach applies. It is slightly more difficult as you are closer to arrow spawn.
  • After you have made it around half way, align to arrows and after flames finish run to "wait area" 7.
  • In the last "wait area" there is enough time to react to the next arrow pattern, correct your lane and once the arrows pass, run for the finish.
The corridor
"Wait areas" illustrated
10 Coffin Construction challenge. Gives one more loot roll than other coffins.
11 Grand Coffin Has a barrier entrance that closes once the timer runs out, similarly to the stone doors that can block staircases on previous floors.

The timer is paused once the player crosses the stepping stones, but the player cannot backtrack after doing so.

Tick-perfect instanced floor times

Each floor has a fastest possible time to complete, depending on which entrance is used and the patterns given by the traps. The following table assumes no looting and no mistakes made.

Floor Entrance Floor Time Notes
1 North-east 0:31.8 No ticks lost from start of floor (preclick west on floor start).
North-west 0:27.6 2 ticks can be lost at the start of the floor.
South-east 0:28.8 No ticks lost from start of floor (preclick west on floor start).
0:29.4 If 1 or 2 sets of bolts must be dodged at the end of the floor
South-west 0:32.4 1 tick can be lost at the start of the floor.
2 North 0:38.4 3 ticks can be lost before the final flame statues.
0:39.6 If the first set of bolts must be dodged, and a yellow tile is activated
East 0:43.8 No ticks lost after the first flame statues.
South 0:33.6 No ticks lost after the first sword statue.
West 0:39.6 No ticks lost after the first flame statues.
3 East 0:51.0 No ticks lost after the first sword statue, right safespot from the first set of bolts in the final corridor.
0:54.0 No ticks lost after the first sword statue, left or middle safespot from the first set of bolts in the final corridor OR 1 tick lost after the first sword statue. Right or left safespot for the final set of bolts in final corridor
0:54.6 As above, but middle safespot for final set of bolts.
1:00.6 2 or more ticks lost after the first sword statue.
West 0:51.0 No ticks lost before first sword statue. 1 tick can be lost before the second sword statue.
4 North 1:22 - 1:34
South 1:30 - 1:38
5 North 2:02.4


References

  1. ^ 1.0 1.1 Mod Husky. "Problems with the Hallowed Sepulchre". Reddit. 9 June 2020. Archived from the original on 11 March 2021. Mod Husky: "did you know that the strange old lockpick already has a higher success rate than a normal one, you can still fail but it's a bit lower"

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceHallowed Sepulchre/Strategies
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureHallowed hammer · file details

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