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Alchemical Hydra Guide (4.5M/hr) MONEY MAKING GUIDE OSRS

Date 2020-04-20
Type guide
Video youtu.be/Rpu8p3tqQ8U

Summary

A full guide to the Alchemical Hydra as a Slayer boss task and money-maker, covering requirements, gear, inventory, how to get to the Karuulm Slayer Dungeon, the boss's attack rotation and specials, the pool-luring phases with the fire skip, and expected GP and XP per hour. Gnomonkey calls it one of the most profitable soloable bosses and the best boss Slayer task in the game.

Outline

  • 0:00 Introduction to the Alchemical Hydra and its profitability
  • 0:30 Requirements and gear
  • 1:11 Inventory setup
  • 2:19 Location, preparation and instancing
  • 3:23 Combat mechanics: attack styles and special attack rotation
  • 4:33 Special attack phases
  • 6:18 Phase luring guide with the fire skip
  • 9:28 The final phase
  • 10:37 Post-fight and tips
  • 11:51 Loot and XP rates

Topics covered

Alchemical Hydra

  • (0:00) Gnomonkey says the Alchemical Hydra pulls in on average over 5 million gp an hour before supply cost, making it one of the most profitable soloable bosses in the game.
  • (0:00) Gnomonkey says the Alchemical Hydra is a pretty easy boss to learn even compared with Vorkath, but it is not as consistent money as Vorkath because a lot of profit comes from claw and leather drops.
  • (0:00) Even without average luck on rare drops Gnomonkey says the Alchemical Hydra is easily over 3 million gp an hour.
  • (0:30) The Alchemical Hydra requires 95 Slayer and a Hydra task from Konar, since only Konar can assign Hydras.
  • (0:30) Gnomonkey recommends at least 90 Ranged for the Alchemical Hydra, and a high Prayer level with Rigor unlocked to dramatically increase DPS.
  • (0:30) Gnomonkey recommends completing at least the hard diary for the teleport to the mountain, which provides only three daily teleports; with high Prayer and Rigor the player can stop worrying about the floor's heat damage and wear Pegasian boots.
  • (1:00) Gnomonkey says a twisted bow with amethyst arrows is the best weapon for the Alchemical Hydra, with a toxic blowpipe the next best option; a Dragon hunter crossbow also works but the blowpipe out-DPSes it during parts of the fight because Hydra's defence is low.
  • (1:00) Gnomonkey brings a Slayer helmet because the player is always on task, which makes Void a pretty terrible choice for the Hydra.
  • (1:31) Gnomonkey does not bother switching to a blowpipe at the end of the fight with ruby bolts because the extra complexity gives only a small DPS increase.
  • (2:00) Gnomonkey brings Rada's blessing for teleporting to Mount Karuulm, and says if the diary is done but Pegasian boots are unaffordable, Blessed dragonhide boots are more than acceptable; Brimstone boots are the next best option without the diary.
  • (2:30) Gnomonkey's Hydra inventory is an antidote++, three divine ranging potions, a rune pouch with elemental runes and an extra slot for rune drops (usually blood runes), roughly eleven manta rays and twelve prayer potions.
  • (2:30) Gnomonkey says to take at least four manta rays if very consistent, since the player takes a small amount of guaranteed damage regardless.
  • (2:57) Gnomonkey does not recommend taking Saradomin brews because they stop you using the large DPS benefit of divine ranging potions.
  • (2:57) Gnomonkey says divine bastion potions, if released after the video, would be a better option than divine ranging potions, though the extra defence is not too necessary.
  • (3:26) The fastest way to the Karuulm Slayer Dungeon is Rada's blessing; otherwise use fairy ring code CIR and climb the nearby cliffside. With 88 Agility the pipe leads straight to the Hydra, and otherwise the player can run past the other Hydras.
  • (3:53) The Alchemical Hydra is instanced once you pass the rock before its entrance, so Gnomonkey recommends picking the lowest-ping world to make the firewalking part easier.
  • (3:53) Items dropped on the floor in the Alchemical Hydra instance stay for 30 minutes instead of two, so extra food and potions from supply drops can be left on the ground.
  • (4:21) The Alchemical Hydra has two regular attacks, magic and ranged; it attacks with one style for three attacks and then swaps, and special attacks are ignored in this rotation.
  • (4:21) Gnomonkey says he has seen it pointed out that the Hydra's ranged attacks come from its left heads and magic from its right heads, but finds the shape of the attack easier to watch.
  • (4:54) The Alchemical Hydra has three special attacks, one per phase, used after the first three attacks in a phase and then again after nine more attacks; the counter resets when the phase ends.
  • (4:54) A player can safely walk under the Alchemical Hydra because it has no stomp or melee attack.
  • (5:24) In the first (green) and last (black/gray) phase the Hydra uses a poison attack, shooting poison on one tile or in a random shotgun spread; the player should move a couple of tiles away to avoid the guaranteed splotch on their tile.
  • (5:24) In the second (blue) phase the Hydra shoots four electrical tornadoes that chase the player and deal about 10 damage and freeze them in place.
  • (5:53) In the third (red) phase the Hydra walls the player in with fire and shoots fire behind them; being hit deals an initial 10 to 20 damage plus five hits of 5 damage, which Gnomonkey calls the most punishing special attack.
  • (6:24) The Alchemical Hydra must be lured onto a specific coloured pool each phase, except the last, to lower its defence; it roars and gives a chat confirmation when lured correctly.
  • (6:24) For the green phase lure the Hydra onto the south-eastern red pool; below 825 health (75%) it loses a head and turns blue and must be lured onto the north-eastern green pool.
  • (6:57) Gnomonkey says to avoid luring the Hydra onto a pool early, as this slightly raises its max hit for the rest of the fight.
  • (6:57) Below 550 health (50%) the Hydra turns red and must be lured to the north-western blue pool; below 275 health (25%) it turns gray and does not need luring.
  • (6:57) Gnomonkey says the Hydra's magic attack is slightly more dangerous than ranged, so he starts the fight with protect from magic.
  • (7:26) After each kill the red-pool tile will always lure the respawned Hydra, so Gnomonkey stands on it after every kill, though on the first kill of a trip the player may need to move around to lure adequately.
  • (7:26) Poison globules stay on the floor after the Hydra's poison attack, and a single tile of poison can be run over if starting on the tile before and running to the tile after.
  • (7:57) For the blue phase, walk to one tile and then another nearby to give room to dodge lightning; after the third-attack electricity forms, run west to a tile that lures the Hydra next to the green pool, as starting too early gets you hit by lightning.
  • (8:24) For the red phase, run to a tile that lures the Hydra into the blue pool; after three attacks it walks to the middle of the room and the player must be on a specific tile by then, or it will stun them and ruin the fire skip.
  • (8:24) Fire skip: when the Hydra spits fire walls and begins spitting fire under the player, run to a particular lower tile as soon as its head moves.
  • (8:51) Gnomonkey says the fire skip is so easy and better than firewalking that you should do it every encounter, and credits Jamps and Jarvis for telling him about it after his original rundown.
  • (8:51) Gnomonkey recommends saving blowpipe special attacks for the third or fourth phase, the most dangerous parts of the fight; the specs do 50% more damage.
  • (9:28) In the fourth (gray) phase the player simply alternates prayers each attack, starting with the opposite of the last attack received during the fire phase; Gnomonkey does not think calling it the Jad phase is accurate because you do not have to react.
  • (9:55) If the player misses a prayer in the gray phase, the Hydra's max hit rises from two hits with a max of 17 each to one hit with a max of 52.
  • (9:55) After three attacks in the final phase the Hydra shoots a poison blob, and a second one if it takes another nine attacks.
  • (10:26) The Alchemical Hydra takes about 20 seconds to respawn; leaving and re-entering from the rock respawns it faster but despawns items left on the ground, so Gnomonkey does not bother.
  • (10:37) After a trip Gnomonkey fills his inventory with bones (worth only 6.5k each), teleports to Mount Karuulm with Rada's blessing, then uses the minigame teleport to Clan Wars, which should always be off cooldown after a trip.
  • (10:52) A player cannot leave through the door once inside the Hydra encounter, so Gnomonkey says to bring a teleport of some kind if you lack Rada's blessing.
  • (10:52) Gnomonkey recommends tile indicators for this fight, using a layout from Mammal's guide that he slightly improved by reducing the walking distance; all indicators can be added from outside the boss room.
  • (11:25) If you die at the Hydra you can reclaim items from the NPC outside the boss room, but without the diary you should bring new boots of stone, because a second death loses everything permanently.
  • (11:51) An average Alchemical Hydra kill takes about two minutes plus about 20 seconds respawn, giving about 24 to 25 kills an hour with max gear and a blowpipe.
  • (11:51) Gnomonkey says the Hydra averages over 5 million gp in loot an hour, much of it from the rare hydra claw used to make the Dragon hunter lance, valued at 80 million.
  • (11:51) Gnomonkey says the twisted bow gives a bit more DPS, so expect an extra kill or two an hour, and less supply use.
  • (12:22) Supplies for the Alchemical Hydra cost roughly 500k an hour, so with supply drops Gnomonkey expects 4 to 4.5 million gp an hour.
  • (12:22) The player receives on average 3 to 4 brimstone keys per Hydra task, which Gnomonkey says the wiki calculator leaves out, adding about 50k gp an hour, though the calculator includes all bones, which you will not take.
  • (12:56) Gnomonkey gets around 30k Slayer XP an hour and 130k Ranged XP an hour at the Alchemical Hydra, which he calls surprisingly one of the best boss tasks for Slayer XP in the game.
  • (12:56) Gnomonkey says he was surprised how incredible the money from the Alchemical Hydra is for how easy it is, and calls it basically the best boss Slayer task in the game.

Slayer

  • (0:30) Gnomonkey says the Alchemical Hydra can only be fought with a task from Konar and needs 95 Slayer.
  • (12:56) Gnomonkey says the Alchemical Hydra gives around 30k Slayer XP an hour.