Home/Guides/Boss Reference

OSRS Fractured Archive Ironman Guide: Raids 4 Requirements, Rooms, Rewards & HCIM Rules

The Fractured Archive (OSRS Raids 4) for ironmen: While Guthix Sleeps requirements, HCIM death rules, every room choice, the Defence hotfix and all rewards.

28 min read·Updated ·Difficulty: *****

The Fractured Archive is Old School RuneScape's fourth raid, released on 20 October 2026. It sits at the bottom of the Chasm of Tears beneath Lumbridge, needs While Guthix Sleeps to enter, and Jagex calls it its "toughest raid yet". It is almost all combat: five bosses per run, three of them picked from pairs, with very little skilling or puzzle filler.

For an ironman the reason to care is the reward list. Zeal upgrades Piety, the Ascension crossbows are what Jagex calls a raid-tier blowpipe upgrade, and the elemental fragments permanently raise your spell max hits. None of it can be bought. On the other side: deaths are not safe, a team wipe costs you a gravestone, and the raid never scales below two players.

Every requirement, mechanic and number below comes from the OSRS Wiki and Jagex's own posts as of 21 October 2026, the day after launch. One hotfix has already changed how Defence reduction works.

These are day-two facts

The wiki is being written live, Jagex has not published unique drop rates, and the strategies page still has open questions in places. Where the wiki is thin or contradicts itself, this guide says less rather than guess. Expect this page to change as rates and Practice Mode arrive.

Requirements

Entering needs one thing: While Guthix Sleeps. The first time you try to enter the lobby, The Fractured Archive miniquest starts. Its kill list is a full run (the Archive Guardian, one boss from each pair, then Ocellus), and it recommends 110 Combat.

While Guthix Sleeps is a Grandmaster quest. Its own requirements:

While Guthix Sleeps

  • 180 Quest pointsNeeded to start
  • 72 ThievingNot boostable
  • 67 MagicNot boostable
  • 66 AgilityNot boostable
  • 65 FarmingNot boostable
  • 65 HerbloreNot boostable
  • 62 HunterNot boostable
  • 49 FiremakingSapphire lantern
  • Warriors Guild entryAttack + Strength of 130, or 99 in either
  • 95 CombatRecommended

Connect your account in the header to auto-check these requirements.

It also needs ten quests and their chains: Defender of Varrock, The Path of Glouphrie, Fight Arena, Dream Mentor, The Hand in the Sand, Wanted!, Temple of the Eye, Tears of Guthix, Nature Spirit and A Tail of Two Cats. Those pull in Lunar Diplomacy, Eadgar's Ruse, The Fremennik Trials and Shilo Village behind Dream Mentor, The Grand Tree, Tree Gnome Village, Waterfall Quest and The Eyes of Glouphrie behind Glouphrie, and eight more behind Defender of Varrock, from Shield of Arrav to Garden of Tranquillity. The highest skill levels anywhere in that chain, all unboostable:

Highest levels from the prerequisite quests

  • 61 CraftingLunar Diplomacy
  • 60 MiningLunar Diplomacy
  • 60 StrengthThe Path of Glouphrie
  • 56 SlayerThe Path of Glouphrie
  • 55 SmithingDefender of Varrock
  • 55 WoodcuttingLunar Diplomacy
  • 47 RangedThe Path of Glouphrie
  • 40 DefenceLunar Diplomacy
  • 35 RunecraftingWhat Lies Below
  • 5 ConstructionThe Eyes of Glouphrie
  • 85 CombatDream Mentor

Connect your account in the header to auto-check these requirements.

For the raid itself, the wiki's strategies page suggests:

Suggested for the raid

  • 90 HitpointsRecommended
  • 90 AttackRecommended
  • 90 StrengthRecommended
  • 90 DefenceRecommended
  • 90 RangedRecommended
  • 96 MagicRecommended

Connect your account in the header to auto-check these requirements.

The While Guthix Sleeps walls for an ironman

65 Herblore is the one most irons feel: it has to be real levels, and every level is herbs and secondaries you gathered yourself. 72 Thieving and 66 Agility are the other long unboostable grinds, and 180 quest points means most of the quest list is already behind you. If you are still working towards it, the step sits in our Goals after Barrows gloves section, and the quest order and Herblore guide cover the route. Finishing the quest also opens the Tormented Demons in the Ancient Guthixian Temple, right next to the raid, and they drop the Guthixian temple teleport scrolls you will use to get there.

One gap worth knowing: Jagex had planned changes to older quests on While Guthix Sleeps' unlock path so that restricted account builds could take part, but shelved them for launch. There is no way around the quest.

HCIM, UIM and GIM rules

Hardcore ironmen: deaths here are not safe

Deaths inside the Fractured Archive are not safe deaths. Hardcore ironmen and hardcore group ironmen lose their status if they die anywhere inside. Jagex's launch post put it bluntly: "if you are going in blind on release without knowledge of all mechanics, then you will die."

Practice Mode (replay any boss or phase, supplies refunded, friends allowed) was not available at launch and has no date. Even when it arrives, it only unlocks bosses you have already encountered and phases you have already reached in a real raid, so it cannot teach you a room you have never seen. The wiki does not say whether practice deaths will count as safe. For a hardcore, the learning tool right now is the Strategy board: watch other teams first.

Wipes. If you die and your team carries on, you can watch through any teammate's view by clicking their party orb, and even ping their inventory slots. If the whole team dies, everyone loses their unprotected items, is removed from the raid, and gets a gravestone outside the entrance. Reclaiming costs up to 500,000 coins, the normal fee, cut by 75% until you have cleared the raid 5 times. Jagex had floated a softer system that resupplied you after a death, but has since said it is keeping Theatre of Blood-style wipes.

Ultimate ironmen: reclaim from Pete Kayer first

Jagex's launch notes say UIMs with items stored at Pete Kayer cannot enter the raid until they reclaim them, and a fix for players carrying bonds is in progress. Beyond that, the wiki has not documented how a UIM wipe resolves here. The general rule is that UIMs cannot use gravestones and items from instance deaths are put outside, but nobody has confirmed it for this raid. Nobody can bank or deposit supplies during a run, so your inventory is everything you have for all five rooms. See the UIM guide.

Group ironmen: the raid fits your group

GIM groups are 2 to 5 players, which lines up with Jagex's recommended 3 to 5. Raiding with anyone outside the group costs group prestige. Hardcore group ironmen are required to keep prestige, so they can only raid with their own group unless they give up hardcore status, and every death inside costs the group a life. More in the GIM guide.

Loot is per player. Eight chests line the reward room and you can only open your own; if you earned a unique, a separate chest appears on a raised platform at the north end. Leave before claiming and your loot waits in the Loot Wheelbarrow in the lobby.

Getting there

The entrance is on a cliff face near the entrance to the Ancient Guthixian Temple, at the bottom of the Chasm of Tears. On your first login after While Guthix Sleeps, a messenger hands you a note pointing you there. From the entrance, crawl through the opening to the south-west to reach the lobby.

  • Guthixian temple teleport. The scroll drops you at the temple entrance, close to the archive. It only works after While Guthix Sleeps, drops from Tormented Demons, and fits in the master scroll book.
  • Games necklace to Tears of Guthix, then use a lit sapphire lantern to call a light creature on the northern ledge. It floats you down to the archive and temple entrances.
  • On foot through the Lumbridge Swamp Caves, with the same sapphire lantern for the light creatures.
  • Archivist's folio, once you have one. It is an untradeable tertiary from the reward chest (about 1/20 on the drop log), teleports you to the lobby, and holds 5 charges per ascension shard.

The lobby has a bank chest, the Grouping Board and the Record Keeper (who keeps the raid's leaderboard) on the east side, the Strategy board on the west, and ascension rocks to the south-west. The official worlds are 404 (US east), 425 (Australia) and 566 (UK). Permanent Deadman (world 345) could not access the raid at release.

Group size and finding a team as an ironman

The raid scales from 2 to 8 players and Jagex recommends 3 to 5. You can enter alone, but the minimum scaling is two players (Theatre of Blood's is three), and Jagex expects solo clears to take a long time to get comfortable with, closer to soloing ToB than CoX. In their words, duo clears are "tough but manageable once you know what you're doing".

  • Grouping Board (east side). Create a party and accept applicants, as at ToA or ToB. An eye icon toggles whether others can spectate you.
  • Strategy board (west side). Spectate a "recent party" (the most recently started raid) or a "specific party", which needs you on a participant's friends list. Up to 100 players can watch one raid, and spectating unlocks the music tracks. For an ironman deciding whether to spend supplies, watching a few clears costs nothing.
  • Contribution. Every pairing awards the same total points towards loot, so the route you pick does not change your unique chance. Damage to adds counts towards your share, but each room has a fixed pool, so stalling a fight does not farm points.

While you wait, mine the ascension rocks at 80 Mining. Three rocks are active at a time and move every 295 ticks, and sprites appear for up to 2 bonus shards if you click them within 30 seconds. At 99 Mining with a dragon pickaxe the wiki estimates about 130 shards and upwards of 5,500 Mining XP per hour. Mining enhancers and tick manipulation do nothing here, and a crystal pickaxe uses charges. Jagex lists the infernal pickaxe "smelting" ascension shards as a known bug, so mine with something else until it is fixed.

Room by room

RoomChoice AChoice B
1Archive Guardian(always)
2EzekielBork and the Smorks
3MoiaDreadnoth the Jellied
Quartermaster resupply
4Dagon'hai Elder and monksXarth
5Ocellus(always)

Ezekiel, Moia and the Dagon'hai are on the west side of the main chamber; Bork, Dreadnoth and Xarth are on the east. The choices are fixed, not random, so you never need to scout. Jagex balanced each pair to be similar in intensity and expects a meta route to form anyway.

BossWeak toElemental weaknessDefence floor (from 21 Oct)
Archive GuardianCrush (+20), heavy rangedFire 80% (40% grounded)260 → 156
EzekielCrush (+35)Earth 25%130 → 78
BorkCrush (+20), heavy rangedEarth 40%300 → 180
The SmorksLight and heavy ranged (+80)Earth 85%220 → 0
MoiaMagic (+30); out of melee reachAir 80%195 → 117
DreadnothCrush (+5), magic (+20)Fire 85%125 → 0
Dagon'hai trioMelee (+50), ranged (+80)None listedNo cap
XarthCrush (+20), demonbaneWater 85%170 → 102
Ocellus, phase 1Light and heavy ranged (+50)None listed215 → 129
The Blade (phase 2)Not documentedNone listed250 → 0
Ocellus, phase 3Crush (+30)None listed250 → 150

Figures are from each boss's wiki infobox and the strategies page's Defence table. The mechanics below are the short version of what the wiki strategies page documents today; read it for the detail, and expect it to change.

1. Archive Guardian

It starts flying, so only ranged, magic and halberds can hit it. Depleting its shield bar grounds it, and then melee works too; its fire weakness drops from 80% to 40% once it is grounded, so swap to melee. It spawns poison mushrooms (3 to 10 damage, and they can slow your attacks and stop you running), and while grounded it sends tendrils that Protect from Melee caps at 11. Four inert guardians around the room can be charged to take a large chunk off the shield. Below 30% it flies again and starts a laser on a random player that is fatal with more than two players alive unless teammates stand in line with the target to reduce it, or the target tick-eats it. It is immune to Ancient Magicks, and Magic-level drains seem to raise its Magic instead.

2. Ezekiel or Bork and the Smorks

Ezekiel. The first player in becomes the tank. His melee cleaves almost all the way round, leaving a safe spot directly behind him, opposite the tank. After every two melee attacks he fires a cross-shaped lightning AoE and summons flying swords. Get him lined up in a sword's path and it stuns and damages him; miss and he heals a large amount. The swords are very weak to air spells and resistant to ranged, and hitting them makes them stronger against him and against you. At 33% he traps the team in a grid and fires three lightning patterns in a row that tell you where to dodge.

Bork and the Smorks. Bork chases the first player in with shockwave melee and has flat armour that cuts every melee and ranged hit (the wiki's pages disagree on whether it is 10 or 12). The Smorks sit in a cart in the middle, firing ranged and magic at everyone Bork is not targeting, plus incendiary and heavy cannonballs. Lure Bork into a heavy cannonball and he is dazed: no damage reduction, and your melee hits all land for a short window. Hide behind the cart from his stomps. The wiki recommends killing Bork first, because the Smorks' enraged attacks are easier to handle.

3. Moia or Dreadnoth the Jellied

Moia is the necromancer Jagex teased before release, the half-mahjarrat daughter of Lucien. She starts outside her arena, out of melee and halberd reach, so you need ranged or magic. She keeps summoning undead binders that melee anyone within two tiles; the wiki recommends a venator bow to clear them. Her cough projectile spreads to anyone standing next to you, and a serpentine helm greatly reduces it. At about 33% every binder has to be dead before her charge attack fills, or the whole team takes massive damage.

Dreadnoth moves one tile every two ticks and melees everything around him, so range or mage him from distance. He is 85% weak to fire and has 40% freeze resistance; the Scorching bow special roots him. At 85%, 65% and 45% he slams the whole arena (Protect from Melee) then fires ranged attacks (Protect from Missiles) and spawns jellies that drain prayer even through protection prayers. Burst them with Ice or Blood Barrage or the venator bow. On death he leaves about ten jellies that end the room when killed.

The Quartermaster

After the third boss the Quartermaster arrives and sells supplies for credits earned in the raid, and your performance up to that point matters. The stock: 6 Saradomin brew(4), 4 super restore(4), 4 prayer potion(4), 1 prayer potion(2), 1 ranging potion(2), 1 super combat potion(2), 10 manta rays, 5 halibut, 10 giant krill, an Alliance log and leftovers. There are no overloads in this raid and no way to bank mid-run.

4. Dagon'hai trio or Xarth

The Dagon'hai are an elder and two monks with a shared health pool, racing to finish a ritual. Each successful charge fills the cauldron's bar by 25%; if it fills, they empower themselves and the team wipes. When one shouts a channel line, interrupt it with the matching elemental spell: fire for "I'll feed the flames!", water for "I'll guide the flow!", air for "I'll focus the winds!", earth for "I'll strengthen the bond!". Monks also fire Bandos, Zamorak and Saradomin tome effects that players intercept by standing on the marked tiles. After the fifth shield break the cauldron explodes and the survivors drop to 7 hitpoints. This room needs all four elemental spells, so pack standard-spellbook runes.

Xarth is a Tormented Demon, so demonbane works. Phase 1 is fast magic with stacking burns; at about 80%, 65% and 50% he binds everyone and charges a blast that you hide from behind a pillar, all of you behind the same one. From 50% he switches to ranged and melee and raises corpses that walk in and heal him. Freeze them or douse them with water spells, and avoid fire spells, which make him summon more. If corpses heal him 200, he blasts the whole arena. Jagex intended this final phase to be meleed.

5. Ocellus

The hooded figure is Ocellus, a Guardian of Guthix who decides to take Guthix's place using the Blade. The fight has four stages. Phase 1 moves him between corners, summoning tendrils that channel energy into him; stand on them. At 66% and 25% he charges an attack from the energy he collected, and if too many tendrils got through, "Embrace... annihilation..." fires projectiles for 80+. Phase 2 is the Blade, a portal-dodging phase in four quadrants. Phase 3 shatters the arena into four quadrants. He tanks one player in melee, sends wave attacks, and opens a spinning blade attack that you answer by turning your overhead off and then putting Protect from Melee up. At "Obliteration..." you jump to another quadrant or die. Phase 4, on the last quadrant, uses Ancient Curses: Deflect prayers, Soul Split, and void explosions under each player every two ticks, during which he takes 50% less damage.

The 21 October Defence-reduction hotfix

A day after launch, Jagex said a number of bosses could be drained below their intended Defence caps, and that this was "the main reason the likes of the Twisted Bow stand far taller than they should do", especially in larger groups. The fix went in as a hotfix the same day:

  • No cap (Defence can reach 0): Dreadnoth, the Smorks, the Dagon'hai trio, and the Blade (Ocellus phase 2).
  • 60% cap (an NPC with 100 Defence stops at 60): the Archive Guardian, Bork, Ezekiel, Moia, Xarth and Ocellus.
  • To compensate, Ocellus no longer restores his Defence when he moves to a new quadrant in phase 3. Drain him to the cap once in the first quadrant, then use damage specials for the rest of the fight.

The same day's hotfixes fixed Ocellus sometimes disappearing between phases 1 and 2, made his phase 3 Protect from Melee overhead visible, and fixed him starting his final-phase attack patterns in the wrong place. Global times were not reset.

What it changes, in Jagex's words:

  • Xarth vs the Dagon'hai. At 0 Defence, Xarth's ranged and melee Defence bonuses stopped mattering, so teams always took him over the harder trio. Using a twisted bow on him is fine, but it should not beat the intended melee.
  • Void. The free, untradeable set was "punching well above its weight in a way that we don't think is healthy". If your raid setup is elite void, expect it to do less than it did on day one.
  • Tonalztics of Ralos should still be "a must-have for efficient groups". Its Division special lowers Defence by 1/8 of the target's Magic level per successful hit, which is why high-Magic raid bosses drained so fast. It comes from the Fortis Colosseum, so it is an ironman-obtainable drain.
  • Jagex noted that lower-tier and casual groups mostly were not draining past the caps anyway, because it takes coordination and a team carrying a lot of Tonalztics.
Creator Crafted · Officially Licensed
Hang your trophy kill on the wall
Neon signs, desk mats, posters & more.
10% off·IRONGUIDE
Shop Creator Crafted →

Affiliate link — ironman.guide earns a commission. You save 10% with code IRONGUIDE.

Rewards and what they mean for an ironman

RewardRequirementWhat it does
Horn of Bran (Zeal)84 Prayer, 75 Attack, 75 StrengthUnlocks Zeal, a Piety upgrade with +5% Attack and +5% Strength
Ascension crossbows80 RangedDual crossbows firing every 2 ticks on rapid, 6-tile range
Zorya's tome85 MagicTwo-handed powered staff with an accuracy and damage special
Obligator85 AttackCrush megarare that rerolls damage and hits in a line
Rondache80 DefenceShield that cuts every incoming hit by 2 and stores it for a special
Elemental fragments (4)NonePermanent +2 base max hit for one element's spells
Archivist's folioNoneTeleport to the lobby, charged with ascension shards
OrionNonePet

The horn, crossbows, tome, Obligator and Rondache are tradeable (the tome and Obligator only while uncharged), which makes no difference to you: an ironman's copies come out of their own chest. The fragments and folio are untradeable for everyone. The collection log has 17 slots, and cosmetic Living record capes unlock at 100 completions up to 2,000.

Zeal (Horn of Bran)

Take the Horn of Bran to Camelot Castle and a cutscene with King Arthur replaces Piety with Zeal permanently. Zeal gives +25% Attack, +28% Strength and +25% Defence against Piety's 20%, 23% and 25%, and needs 84 Prayer, 75 Attack and 75 Strength. The wiki does not say whether Piety itself has to be unlocked first. For a melee ironman this is an account-wide upgrade that applies to every boss you will ever fight, which makes the horn arguably the most valuable unique here for an iron, ahead of the rarer drops.

Ascension crossbows

Jagex's own description is "effectively a raid-tier upgrade to the Toxic Blowpipe". They are two-handed, need 80 Ranged, have +34 ranged attack, fire every two ticks on rapid and have only a 6-tile range. They fire only ascension bolts and the gem-tipped versions:

  • Ascension bolts: 10 per ascension shard with a chisel at 86 Fletching (boostable), 140 XP per batch, +53 ranged strength. The Jeweller's chisel does not work yet, and bolts made with a full inventory drop to the floor; both are listed bugs.
  • Diamond ascension bolts (e): +58 ranged strength, enchanted at 57 Magic (2 law, 1 cosmic and 10 earth runes per 10 bolts).
  • Onyx ascension bolts (e): +58 ranged strength, enchanted at 87 Magic (1 cosmic, 1 death and 20 fire runes per 10 bolts). The raid's own loot table drops onyx bolt tips.

For an ironman, this is the blowpipe replacement that a main would simply buy, and the ammo is entirely self-made: shards from the raid or the lobby rocks, then Fletching. Get 86 Fletching (or a boost to it) before you need the crossbows.

Zorya's tome

A two-handed book that works as a powered staff: 85 Magic, 3-tick attacks, base max hit 18, +45 magic attack and +15% magic damage. The wiki puts its auto-attack damage below the Eye of Ayak, and as a two-handed weapon it does not trigger the confliction gauntlets' effect. Its value is the special: a spell with 150% more accuracy and 60% more damage, and if it hits, the next three attacks get the same bonuses and fire every 2 ticks. The wiki does not yet list the special's energy cost or what the tome charges with.

Obligator

The crush megarare, two-handed, 85 Attack, +120 crush and +40 strength. Jagex: it "rolls damage up to four times, depending on how weak your target is to Crush relative to other Melee styles, then picks the best result", with +20% damage against 2x2 targets and +40% against 3x3 or larger. The 5-tick thrust style hits multiple enemies in a line; the 3-tick smash style gives up the rerolls and multi-target hits for speed. Charge it with 1 ascension shard, 20 nature runes and 20 death runes per 10 charges. It already tops the wiki's melee list for this raid, and in the same update Jagex cut Nex's crush Defence from +60 to +35 so that it shines there too.

Rondache

The most common unique. An 80 Defence shield with +2 flat armour and +2 magic resistance: every melee, ranged and magic hit you take is 2 lower, and the damage it blocks charges a Shield Bash special that fires without delay. With a weapon that has no special, the Rondache adds its own special bar; with one that does, you get both bars, and right-clicking the orb fires the Rondache's. Shield Bash XP goes to whichever attack style you have selected.

Elemental fragments, the folio and Orion

Each elemental fragment (whispering wind, deep water, living earth, burning fire) is broken to permanently add +2 to the base max hit of that element's spells. It is added before magic damage bonuses and elemental weakness, so it scales with both. They have duplicate protection, and the drop log puts each at about 1/80. For an iron who leans on a harmonised Nightmare staff or twinflame staff with a tome (exactly what the strategies page recommends for this raid's elemental weaknesses), these are a direct damage increase. The Archivist's folio (about 1/20) saves you the teleport scrolls. Orion is the pet; no rate is published.

The ascension shard economy

Ascension shards are the raid's currency for everything above. For an ironman there are two sources:

  • Raid loot. Ascension shards are the most common line on the standard table: 75 to 82 per roll at about 22/148, and you get three rolls on a run without a unique.
  • Ascension rocks in the lobby: 80 Mining, about 130 shards per hour at 99 Mining with a dragon pickaxe. Fletching all of them is about 18,000 Fletching XP per hour on top.

And three sinks: bolts (1 shard → 10 bolts), Obligator charges (1 shard per 10 charges, plus runes) and folio teleports (1 shard → 5). Mains can buy shards on the Grand Exchange; you can't, so the crossbows' ammo is the one that adds up. An hour on the rocks at 99 Mining is roughly 1,300 bolts.

Unique chance and drop rates

As of 21 October 2026 Jagex has not published unique rates or a purple-chance formula, and the wiki has none either. Mod Arcane's sign-off in the pre-release blog was "drop rates will be coming week 2". What the wiki does have:

  • Unique order, most to least common: Rondache → Zorya's tome ≈ Horn of Bran → Ascension crossbows → Obligator.
  • Contribution is equal across each pair, damage to adds counts towards your share, and rooms have a fixed pool.
  • Standard loot. If you do not get a unique, the standard table is rolled three times, and each roll has a 1/51 chance to give 5x the listed quantity. A poor performance gets you a single cabbage.
  • Tertiary: Archivist's folio about 1/20, each elemental fragment about 1/80, and elite clue scrolls listed as common.

Jagex says it is aiming for regular loot "just below Theatre of Blood" and will adjust if it lands far off. The wiki's standard table, built from a drop-log sample of 14,487 and approximate, with base quantities before the 5x roll:

ItemQuantityRate per roll
Ascension shards75–8222/148
Nature rune301–3855/148
Astral rune301–3855/148
Blood rune301–3855/148
Soul rune301–3805/148
Earth rune3,009–3,5515/148
Onyx bolt tips50–585/148
Earth orb68–755/148
Battlestaff34–375/148
Rune kiteshield5–75/148
Dragon platelegs15/148
Dragon plateskirt15/148
Sapphire24–275/148
Emerald24–265/148
Ruby23–275/148
Diamond24–265/148
Grimy harralander60–663/148
Grimy ranarr weed18–203/148
Grimy toadflax24–283/148
Snapdragon seed3–43/148
Kwuarm seed7–83/148
Snape grass seed7–83/148
Yew seed4–53/148
Iron ore851–9153/148
Adamantite ore60–723/148
Runite ore25–263/148
Desiccated page30–363/148
Aether catalyst180–1913/148
Pure essence1,404–1,6323/148
Mahogany logs140–1523/148
Dragon arrowtips350–3693/148
Raw shark80–913/148
Wine of Zamorak32–363/148

For an iron the useful lines are the runes, the onyx bolt tips and dragon arrowtips, raw sharks, and the herbs and seeds that feed your raid supplies: toadflax makes Saradomin brews and snapdragon makes super restores. When official rates land we will add the uniques to the dry calculator.

From the wiki's strategies page. Crush is the main melee style: Ocellus is extremely weak to it, and so are the Archive Guardian, Ezekiel, Bork and Xarth. A ranged switch covers the Guardian, Bork and the Smorks, Dreadnoth, Xarth and Ocellus' first two phases; heavy crossbows work, and so does a twisted bow because of the bosses' high Magic levels. Magic is for the elemental weaknesses, using a harmonised Nightmare staff or twinflame staff with the matching tome, plus the Dagon'hai channels and freezing Xarth's corpses.

The iron-reachable end of each wiki list, cheapest first:

  • Melee: Zamorakian hasta → Emberlight, abyssal bludgeon or Ursine chainmace → soulreaper axe or Inquisitor's mace → Scythe of vitur → Obligator. Neitiznot faceguard or serpentine helm (void melee helm for void), amulet of fury, fire cape, Bandos chestplate, fighter torso or Blood Moon chestplate, Bandos or Blood Moon tassets, dragon defender, Barrows gloves, dragon or aranea boots, berserker ring (i). Specials: Bandos godsword, dragon warhammer, or elder maul with the crimson kisten.
  • Ranged: dragon crossbow, Armadyl crossbow or Bow of Faerdhinen (with full crystal) → Zaryte crossbow plus scorching bow → twisted bow plus toxic blowpipe. Elite void or crystal armour, necklace of anguish, Ava's accumulator or assembler, Odium ward or dragonfire ward with a crossbow, ruby bolts (e) or amethyst/dragon arrows, aranea boots. Specials: toxic blowpipe, Armadyl crossbow, Tonalztics of Ralos or Zaryte crossbow.
  • Magic: Eye of Ayak → twinflame staff → Tumeken's shadow or harmonised Nightmare staff. Ahrim's or Blue Moon armour, occult necklace or elemental amulet, imbued god cape, Book of the Dead up to a tome of fire, water or earth, Barrows gloves or tormented bracelet, eternal boots, seers ring (i). Special: Eldritch Nightmare staff plus Eye of Ayak.

The wiki's cheapest example setup, exactly as listed. The twisted buckler (CoX) and Lightbearer (ToA) are raid items; swap in a dragonfire ward and your best ring if you don't have them.

Wiki entry-level ranged setup

Void ranger helm
Void ranger helm
Ava's assembler
Ava's assembler
Necklace of anguish
Necklace of anguish
Ruby dragon bolts (e)
Ruby dragon bolts (e)
Dragon crossbow
Dragon crossbow
Elite void top
Elite void top
Twisted buckler
Twisted buckler
Elite void robe
Elite void robe
Void knight gloves
Void knight gloves
Aranea boots
Aranea boots
Lightbearer
Lightbearer

Wiki example. Elite void was hit indirectly by the 21 Oct hotfix.

Wiki entry-level inventory

Toxic blowpipe1
Toxic blowpipe × 1
Zamorakian hasta1
Zamorakian hasta × 1 (Crush switch)
Fire cape1
Fire cape × 1
Void melee helm1
Void melee helm × 1
Dragon warhammer1
Dragon warhammer × 1
Dragon defender1
Dragon defender × 1
Amulet of blood fury1
Amulet of blood fury × 1
Book of the Dead1
Book of the Dead × 1
Super combat potion(4)2
Super combat potion(4) × 2
Ranging potion(4)2
Ranging potion(4) × 2
Saradomin brew(4)10
Saradomin brew(4) × 10
Super restore(4)5
Super restore(4) × 5
Divine rune pouch1
Divine rune pouch × 1 (Blood, fire, death, aether)

That is everything you bring for five rooms; the Quartermaster tops you up after room 3. No overloads exist in this raid.

If you already have the Maggot King drops, both appear on these lists: the crimson kisten as a melee special and the necklace of rupture as the best ranged neck. For where the rest of these items come from, see gear progression.

Is it worth it for ironmen?

Yes, if you are already a raiding ironman. If you clear Theatre of Blood or high-invocation Tombs of Amascut with a group and are near the wiki's suggested 90s with 96 Magic, this is where your next upgrades are. Zeal is a permanent melee buff, the crossbows replace the blowpipe, the fragments add damage to every elemental spell, and none of it reaches you any other way. The standard loot pays for some of your runs in runes, herbs, seeds and shards even when you go dry.

Not yet, if you are hardcore. No death in here is safe, Practice Mode is not out, and even when it is, it will only let you rehearse bosses you have already met in a real raid. Spectate from the Strategy board until you know every room on your route, and go with a team that has clears.

Not yet, if you have just finished While Guthix Sleeps. The quest gets you in the door, but the wiki's suggested stats and gear lists are endgame, a wipe costs a gravestone, and Jagex's day-one advice was that going in blind means dying. Tormented Demons and the other three raids come first; our boss order has the route.

Ultimate ironmen should clear out Pete Kayer storage before trying, and assume nothing about how a wipe resolves until someone documents it.

Frequently Asked Questions

What are the requirements for the Fractured Archive in OSRS?

The only hard requirement is completing While Guthix Sleeps. That quest needs 180 quest points, 72 Thieving, 67 Magic, 66 Agility, 65 Farming, 65 Herblore and 62 Hunter (all unboostable), 49 Firemaking, Warriors' Guild access, and a long quest chain that includes Defender of Varrock, The Path of Glouphrie, Dream Mentor and Lunar Diplomacy. For the raid itself the OSRS Wiki suggests 90+ Hitpoints, Attack, Strength, Defence and Ranged with 96+ Magic, and its miniquest recommends 110 combat.

Is the Fractured Archive safe for hardcore ironmen?

No. Deaths inside the Fractured Archive are not safe deaths, so a hardcore ironman loses their status and a hardcore group ironman loses a group life. Jagex warned that anyone going in without knowing every mechanic will die. If the whole team wipes, everyone is removed from the raid with a gravestone outside the entrance and pays up to 500,000 coins to reclaim their items, cut by 75% until they have five completions. Practice Mode was not available at launch.

What are the Fractured Archive rewards and drop rates?

The unique chest gives one of five items: the Rondache, Zorya's tome, the Horn of Bran (which unlocks the Zeal prayer), the Ascension crossbows or the Obligator. As of 21 October 2026 Jagex has not published unique rates. The OSRS Wiki ranks the Rondache most common, Zorya's tome and the Horn of Bran roughly equal, then the crossbows, with the Obligator rarest. The pet is Orion. Drop-log estimates put the Archivist's folio at about 1/20 and each of the four elemental fragments at about 1/80 on the chest's tertiary table.

How many players do you need for the Fractured Archive?

The raid scales from 2 to 8 players and Jagex recommends 3 to 5. You can enter alone, but solo scaling is set to two players, and Jagex describes solo clears as very challenging, closer to soloing Theatre of Blood than Chambers of Xeric. Duos are tough but manageable. Use the Grouping Board on the east side of the lobby to form or join a party, and the Strategy board on the west side to spectate other teams.

What does the Zeal prayer do in OSRS?

Zeal is an upgrade to Piety that boosts Attack by 25%, Strength by 28% and Defence by 25%, against Piety's 20%, 23% and 25%. It needs 84 Prayer, 75 Attack and 75 Strength. You unlock it by taking the Horn of Bran, a tradeable unique from the Fractured Archive, to Camelot Castle, where a cutscene with King Arthur replaces Piety with Zeal. An ironman has to get the horn from their own raids.

What is the Obligator in OSRS?

The Obligator is the Fractured Archive's crush megarare, a two-handed weapon that needs 85 Attack. Jagex says it rolls damage up to four times, depending on how weak the target is to crush compared with the other melee styles, and keeps the best roll, with 20% bonus damage against 2x2 targets and 40% against 3x3 or larger. Its 5-tick thrust style hits several enemies in a line, while its 3-tick smash style gives up the rerolls and multi-target hits for speed. It charges with 1 ascension shard, 20 nature runes and 20 death runes per 10 charges.

Are the Ascension crossbows good for ironmen?

Jagex describes them as effectively a raid-tier upgrade to the toxic blowpipe. They need 80 Ranged, fire every two ticks on rapid with a 6-tile range, and only take ascension bolts. For an ironman the catch is ammo: you fletch 10 ascension bolts from each ascension shard at 86 Fletching (boostable), and the shards come from the raid's own loot or from mining ascension rocks in the lobby at 80 Mining, about 130 per hour at 99 Mining with a dragon pickaxe.

Related guides