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NEW Entry Mode CM CoX Guide (OSRS)

Date 2025-05-01
Type guide
Video youtu.be/jdvQVwg8niM

Summary

A full room-by-room walkthrough of the new Entry Mode challenge mode Chambers of Xeric (the full-layout raid at normal scaling), done solo and no-prep. Gnomonkey covers gear, every room from Tekton to the Great Olm, banking decisions, and explains Olm's four-tick attack cycle with the 3-0 and 4-1 techniques. He argues the mode is a good learning tool and decent for points (about 45k) for players without a Twisted bow.

Outline

  • 0:00 Gear and start: what Entry Mode CM CoX is and why it is useful for learning
  • 4:10 Tekton
  • 7:27 Crabs
  • 8:20 Ice Demon
  • 10:57 Shamans
  • 12:35 Vanguards
  • 18:01 Thieving and the first banking decisions
  • 20:13 Vespula
  • 24:15 Tightrope
  • 26:25 Guardians
  • 27:35 Vasa Nistirio
  • 30:15 Mystics
  • 31:45 Muttadile
  • 34:28 Olm explanation: hands, 3-0 maging and 4-1
  • 48:46 Olm fight demonstration, flame walls, head phase and final thoughts

Topics covered

Update: Entry Mode CM CoX

  • (0:00) Jagex released Entry Mode challenge mode Chambers of Xeric, which has every room of the raid at once as in Challenge Mode but at a normal scale rather than the hugely scaled-up Challenge Mode stats.
  • (0:32) Gnomonkey says Entry Mode CM CoX is a good opportunity to learn Challenge Mode and Chambers of Xeric in general because you do not have to scout and you get to practise every possible room in a row.
  • (1:04) An Entry Mode CM CoX raid gives about 45k points over the raid.
  • (1:04) Gnomonkey says that if you have a Twisted bow, doing regular full-scale Challenge Mode is much better for points, but for players without mega rares or with only a Shadow, Entry Mode is really solid for points.
  • (1:33) Gnomonkey says Entry Mode gives so many brews and potions that it is a great way to learn no-prep Chambers, in place of scouting for Vanguard raids.
  • (59:56) Gnomonkey says completing an Entry Mode CM CoX gives roughly 45k points and a Combat Achievement.
  • (1:00:50) Gnomonkey says the Entry Mode raid gives effectively unlimited brews, so it is great for learning no-prep, solos and Chambers in general, and he considers the update a nice learning tool that also lets you escape scouting.
  • (1:01:52) Gnomonkey says you can also do Entry Mode CM CoX in teams, where it is even easier because teammates can teach a basic version.

Chambers of Xeric

  • (2:01) Gnomonkey's Entry Mode CoX setup includes a seven-way mage setup with the Book of the Dead for thralls, a Zamorak godsword for Muttadile, a Bow of Faerdhinen setup, where Ava's assembler is not necessary but adds a max hit, and a melee setup with Lance and Fire cape.
  • (2:29) Gnomonkey pre-pots with empty inventory slots left for Tekton's supplies, brings two brews and a restore, two Phoenix necklaces for the tightrope skip, crystal pickers for the Guardians, a Salve amulet and a Lance.
  • (2:59) Gnomonkey says a Fang can be brought in place of a brew or the restore, since it is very good for Tekton and the Vanguards.
  • (3:26) Gnomonkey likes Amulet of blood fury while learning solos and says torture or rancour is better long term once players are very solid at restoring health with brews and managing their overload timer.
  • (3:26) Gnomonkey recommends having fire, blood and cosmic runes so Olm turns in the correct direction when learning Olm in a solo.
  • (3:56) Gnomonkey says to drink an antidote before the Shamans or you will die at them.
  • (18:50) Gnomonkey says banking is the hardest step of the raid for learners because you must remember which items you need for the rest of the raid.
  • (19:21) At the first banking after Thieving, Gnomonkey takes only the hammer for Vasa, ZGS for Muttadile, Salve for the Mystics, a pickaxe for the Guardians, and two Phoenix necklaces for the rope skip, leaving his mage gear except the staff behind.
  • (19:54) Gnomonkey leaves four inventory slots free for potions from Vespula, and three slots free before Vasa so he can pick up potions.
  • (34:19) Gnomonkey says to bank as much as possible before the Vanguards because they give a lot of potions, and that Chambers' skill is knowing what is coming up and what items you need.
  • (34:47) Gnomonkey brings three restores while learning Olm and two once more experienced, plus brews, and three doses of stamina are enough, or two on a first solo Olm.
  • (1:00:23) Gnomonkey says that after the Shamans you get the materials to prep if needed, and for a first solo you can pick up juice and mushrooms from the Ice Demon to make a handful of brews and restores.

Tekton

  • (3:56) Gnomonkey usually resets until he gets two hammer hits, but says it is unnecessary at this scale, and the first hammer is guaranteed to hit.
  • (4:29) Gnomonkey says to summon a melee thrall, the only thrall that works against Tekton.
  • (4:29) Gnomonkey says Tekton swings every three ticks and his animation is not accurate, so he is always one cycle behind where he looks.
  • (4:55) To avoid Tekton, get him to swing at you and, right before he swings again, swap to the other side of him.
  • (4:55) If you leave Tekton's range when he launches an attack, he walks back early, so always stay in range and do not stand on his corners, which counts the same as not being next to him.
  • (5:29) Gnomonkey says to pray melee when learning Tekton.

Crabs (Chambers of Xeric)

  • (6:21) Gnomonkey lures the middle crab with a staff from a marked tile near the top right of the crystal, then shoots it with the Bofa so it bounces into the pink crystal; there is a plugin that shows which style each crystal needs.
  • (6:55) Gnomonkey does the ranged crystal first, then tags two more crabs, hammers them in place, casts at both, catches the mage crystal, and bounces a crab into the white crystal, which takes no colour.
  • (7:21) Gnomonkey says people call crabs an easy room but it is genuinely difficult.
  • (7:21) Gnomonkey tanks the crab orb to save time, though this is optional.
  • (8:21) Crabs only stay in place for 50 game ticks after a hammer, so if something does not bounce in correctly, re-hammer the crabs.

Ice Demon

  • (8:20) The Ice Demon room is a puzzle where you fill braziers with wood until he wakes up; the trees have a five-tick chop cycle, so as long as you are on a tree on the fifth tick you get wood and can move between trees.
  • (9:19) Gnomonkey puts 24 to 28 kindling into each of the first two braziers (the most you can hold is 28), then about 10 into a third.
  • (9:19) The Ice Demon's magic defence is affected by his normal defence, so Gnomonkey hammers him to make himself hit more often.
  • (9:19) Gnomonkey banks the first chest items, such as the peanuts, after the Ice Demon to make space.
  • (9:52) The Ice Demon is on a three-tick cycle, so you need to move every three ticks, and he will mage you if you are not praying range.

Shamans (Chambers of Xeric)

  • (10:53) Gnomonkey says Shamans attack roughly every five or six ticks and launch a projectile at your location; if you are within three tiles of it you take massive damage.
  • (11:19) Whenever a Shaman starts its animation, move up three tiles to avoid the attack.
  • (11:48) Gnomonkey says you can safe spot Shamans by luring them to a spot where they get stuck, as long as you outrange their eight-tile range, then AFK them.
  • (11:48) If you are prepping, grab the Butchu seeds here, and Gnomonkey says to lure at least the last Shaman to a safe spot while learning.

Vanguards

  • (13:21) Gnomonkey considers the Vanguards the hardest room of the raid.
  • (13:21) There are three Vanguards, each a different colour: a melee, a ranged and a magic Vanguard, and the number on each is the damage threshold you can deal before they reset.
  • (13:51) The Vanguards must be kept at roughly the same health; hitting one above its threshold makes all of them fully heal and restarts the room.
  • (14:17) Gnomonkey says the melee Vanguard is by far the most dangerous, and recommends safe spotting it or hitting it last in the cycle.
  • (14:17) Gnomonkey's default plan: follow the ranged Vanguard (he is rooted and cannot hurt you if you stand underneath him), start with the ranged one, then bow to the mage Vanguard, and when they dig, go to the melee one, alternating each dig.
  • (15:17) Gnomonkey says to stand still while hitting the ranged and mage Vanguards, as you only get hit by their ricochet rocks if you move.
  • (15:50) The mage Vanguard can be safe spotted by trapping it on a corner of a crystal; the melee Vanguard can be corner-trapped at other corners, but whether it aggros depends on how far it is from its spawn.
  • (16:49) When the numbers disappear the Vanguards are at threshold and can be killed.
  • (17:22) Gnomonkey says the Vanguards are the main source of supplies for no-prep raids and give a lot of potions; he suggests summoning a thrall, picking up all the brews and refreshing overload and enhance.

Thieving room (Chambers of Xeric)

  • (18:01) In the Thieving room you give grubs to the scavenger; he eats 30 worms before he gets out of your way, and if he stops eating he starts healing, so keep feeding him.
  • (18:50) Gnomonkey says a lockpick is really good for the Thieving room if you do not have a high Thieving level, and with his high Thieving he is guaranteed at least two grubs each time.

Vespula

  • (20:13) Gnomonkey does Vespula by flinching in under her from a marked green tile, shooting the portal and running back, while she tramples you; the Prayer enhance gives prayer back to proc Redemption repeatedly.
  • (20:27) Vespula's trample has a max hit of eight, and Redemption procs under 10 health, so Gnomonkey says the method is guaranteed safe with unlimited health.
  • (20:53) Gnomonkey says you should have 82 Prayer for this method because below that level the Prayer enhance restores prayer points a tick slower (a seven-tick timer instead of six).
  • (21:24) Gnomonkey does a boots takeoff if possible, swaps quick-prayers to Rigor and Redemption, and sips stamina as he enters the room.
  • (21:54) Gnomonkey says to detach the Prayer enhance timer from the buff meter using Cox Editions so you can see which tick you get a prayer point back.
  • (22:25) Gnomonkey turns off Rigor as he does the shot because after Redemption drains prayer, the other prayer stays on and drains your prayer point.
  • (23:25) Gnomonkey says the Bofa is better DPS than the Twisted bow at Vespula, but it is tick-perfect and difficult to use without losing ticks.
  • (23:25) Gnomonkey says to wait for your overload to wear off before Vespula, because you do not want it to run out mid-room.

Tightrope (Chambers of Xeric)

  • (24:29) Gnomonkey says to have more than 22 health, that is at least 23 hitpoints, before the tightrope room, because the max hit of those enemies is 22.
  • (24:29) For the two-Phoenix-necklace rope skip, equip crystal and a Lance defender, cross with ranged prayer up (Gnomonkey uses Augury for defence), and equip a Phoenix necklace so it procs and nulls the incoming damage, then grab the crystal, put on another Phoenix necklace and cross back.
  • (25:00) Gnomonkey says the Phoenix necklace nulls all incoming damage after the first hit splat, so you take only a single hit splat each way.
  • (25:32) Gnomonkey says the two-Phoenix-necklace rope skip is much easier than the Kirby skip because the timing is more lax.
  • (26:04) Gnomonkey says you can also kill the rope, which is solid for points; bring brews for it and take more from the chest.
  • (26:37) Gnomonkey says the double Phoenix necklace skip will not work in a full Challenge Mode because the max hits are too high, which is why people use the Kirby skip there.

Guardians

  • (26:37) At the Guardians, Gnomonkey hammers the first one; the hammer always hits zero on the first but still reduces defence if it would have hit.
  • (27:05) In normal Chambers you do not need to pray melee at the Guardians, but in a real Challenge Mode they hit hard and you should.
  • (27:05) Make sure the pickaxe is set to crush, because the Guardians are weaker to crush.

Vasa Nistirio

  • (27:37) On entering Vasa's room you are teleported and stunned, then she drops a bomb that deals your current health minus five.
  • (27:37) After being teleported by Vasa, sip a brew to reduce the bomb damage, then use a hammer, which Gnomonkey says works as a good spec until she heals from the crystals.
  • (28:36) Gnomonkey says to put your gear on stab (poke) when attacking Vasa's crystals because they are very tanky to anything that is not stab, and to swap quickly because she heals fully or a lot and bombs again if you are slow.
  • (29:10) Gnomonkey says Vasa usually heals when she reaches the third crystal, so you want to kill her before then.
  • (29:10) Vasa is on a three-tick cycle, so move whenever you are on weapon cooldown and then attack.

Mystics

  • (29:44) Gnomonkey slams a brew before the Mystics to fit a Twisted bow into his inventory and wears a Salve amulet.
  • (30:12) When Mystics get line of sight they have a 50-50 chance of continuing to mage you or switching to trying to melee you, and if they melee and you bring them to a safe spot, they can hit you only a little or not at all.
  • (30:44) Gnomonkey flinches from behind a plant to pull a Mystic closer, stands on a tile so that it tries to melee, then corner traps both Mystics and shoots the one at the back first.
  • (31:13) Gnomonkey says monsters refuse to move south before moving east if they are right next to you on a corner, which is how corner traps work, the same as at the Inferno.
  • (31:45) Gnomonkey says if you spam click on a particular corner and walk in, you can run right past the Mystics' tendrils.

Muttadile

  • (31:45) Gnomonkey camps Augury for defence, flinches under the Muttadile and keeps health high, one-way maging, then throws on the Zamorak godsword and specs just before it drops below 50% health to freeze it.
  • (32:15) Gnomonkey says the Zamorak godsword saves brews in no-prep because you freeze both Muttadiles before they reach the tree and kill them, rather than tanking the whole time.
  • (32:45) For the mother Muttadile, get to the corner quickly, and Gnomonkey flicks Bandos to make himself tankier, which is optional.
  • (33:15) If your Zamorak godsword spec misses, stand on a particular tile because the mother Muttadile gets stuck there when going back to eat the tree and cannot hit you.
  • (33:15) Switch to protect from magic when the mother Muttadile starts maging, because she guarantees at least three mage hits in a row.

Great Olm

  • (35:19) Gnomonkey considers Olm easily the hardest part of the raid, and says that when soloing you will die a billion times.
  • (35:19) Olm shows up on a random side, a 50-50 chance, and the two sides are very similar, except when shadowing.
  • (35:19) Olm has three phases, each with two hands: a mage hand and a melee hand; when the melee hand is up with the mage hand it cripples, so the melee hand must be killed second, except on phase three where it does not cripple.
  • (36:25) Gnomonkey says damaging the mage hand makes Olm turn all the way, and if you do not damage it he turns and shoots you; thrall hits count as damage, so the thrall helps keep him turning.
  • (37:28) Gnomonkey says to set your staff to accurate or the Olm method will not work, and that many players do not know this.
  • (48:20) On phase one, Gnomonkey says you can instead drag into a mage hit at the start instead of hammering, because Olm instantly turns after spawning, then hammer immediately after.
  • (49:21) Gnomonkey uses the attack timer metronome plugin while learning Olm's turn cycle.

Great Olm 3-0 method

  • (37:28) Gnomonkey opens each Olm phase by hammering the melee hand, swapping to mage, running to the mage hand and casting, then running along to a tile out of line of sight as Olm turns, which avoids all damage.
  • (38:00) 3-0 maging is called that because you get three hits in per cycle while taking zero of Olm's attacks.
  • (38:29) Gnomonkey says there is a one in four chance that his thrall never hits a number and he splashes, in which case Olm may turn mid-cycle and you tank one hit.
  • (38:56) If you tank a hit during 3-0, Gnomonkey says to throw up a protection prayer and keep going.

Great Olm 4-1 method

  • (38:56) After the mage hand dies, the melee hand is killed with a four-to-one cycle: go to the thumb, wait for Olm to attack and open his mouth, click the hand on that tick, and do your hits so you run on the right tick.
  • (41:19) Olm is on a four-tick attack cycle: attack, null, attack, special; Gnomonkey gives a crude mnemonic for remembering that order, and says you want to avoid the special.
  • (42:47) When Olm turns, the turn replaces whichever of attack, null or special was due, so by running and turning him you skip two of the cycle's steps.
  • (43:16) Olm's special attacks are crystals popping up under your feet, lightning across the screen and portals, and on the third phase a hand heal.
  • (44:44) In a four-to-one you hit as you drag, hit on the pinky when he attacks, hit again, then a fourth hit as he stares at you (the null), and then run.
  • (44:44) To set up: wait on the thumb for Olm to attack, then see what he does next. If he stares at you, you are in four-to-one. If he attacks twice in a row, do a three-to-one (hit only on the thumb) and then you are in four-to-one.
  • (45:45) If Olm throws a special while you wait on the thumb, wait for it to resolve (for portals, deal with them first, then reset), since he attacks once more and then stares at you, putting you in four-to-one.
  • (46:44) Gnomonkey says Olm can attack twice in a row during a null if he has just turned, which is why you sometimes see two attacks in a row; he says he learned this around 500 KC.
  • (50:17) If a special like crystals or lightning appears while you wait, Gnomonkey says to hang out until he stares at you and then run, which he calls foolproof for getting into four-to-one.

Great Olm

  • (52:19) Flame walls deal about 60 damage if you get trapped, so on flame phase Gnomonkey dodges from the ring finger side over to avoid the flame wall landing on him.
  • (52:19) Gnomonkey uses the Cox Editions plugin to see which phase Olm is on.
  • (53:49) On flame phase, if you are standing against the wall on the pinky side, Olm's flame wall will null (nothing happens, the attack animation still plays), which you can use to avoid it; on the other side you have to go all the way to the wall.
  • (55:18) On phase three, two hammer hits that miss and a drag at the same time as Olm are a guaranteed four-to-one because the melee hand does not cripple on that phase.
  • (55:44) On phase three Olm can use any special or phase-specific attack, so assume a flame wall can come at any time and keep moving.
  • (56:48) Gnomonkey says not to kill the melee hand early on phase three, because it respawns as a phase three special, and the acid can be walked off while learning.
  • (57:21) Before the head phase Gnomonkey says to brew heavily and have a lot of health, as this is where you take the most damage.
  • (57:52) In the head phase, falling crystals are a 3x3 AoE, so you dodge them constantly while running the room to keep Olm turning.
  • (58:52) In head phase, do not run too fast to the other side or Olm turns and hits you extra; get there as he turns to keep him stalling.
  • (59:23) Olm can still use hand heal after you have killed the mage hand, and the hand then respawns.

Thralls

  • (2:01) The Book of the Dead is needed to summon thralls, which Gnomonkey says are really important for Olm.
  • (9:52) At the Ice Demon a thrall maxes one and rarely hits, so Gnomonkey does not bother summoning one there.
  • (52:46) Gnomonkey says thralls are super important for learning Olm because without one, a zero hit makes Olm turn midway and hit you.

Gnomonkey

  • (46:44) Gnomonkey says he learned Olm's attack-twice cycle detail on his own at around 500 KC.
  • (59:56) In the video's demo Gnomonkey did not get a Twisted bow, and received a 500k drop from the completed raid.