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Alchemical Hydra Guide (Text + Video)



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Posted 27 January 2019 - 03:38 PM #1

Endeavor
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Short YouTube video made by Draisaitl for those that don't want to read below!

 

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Alchemical Hydra

Health: 1100

Level: 426

Max Hit: 17+17 (default) / 26+26 (empowered)

Aggressive: Yes

Poison: Yes

Weakness: Stab, ranged, dragonbane weapons

Attack style: Ranged and magic

Instanced: Yes

Slayer Master: Konar

Requirements: 95 Slayer

Location: Karuulm Slayer Dungeon

Recommended: Completionist monkey - acts as boots of stone, boots of brimstone or granite boots

(Thank you @Draisaitl for reminding me)

 

Getting There

 

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Note: Be sure to wear Granite boots, Boots or stone or Brimstone boots to avoid reoccurring damage in the dungeon!

 

Noteable Loots

 

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Strategy

 

it's rather simple to kill The Alchemical Hydra.

Lure it to the vents as seen below and avoid any poison/flames.


Green form -> red vent
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Blue form -> green vent
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Red form -> blue vent
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Gray form -> vents = useless

Vents (Chemical Pools)

If you lure it over the wrong vent, it will have 50% increased damage towards you.
This damage increase is permanently on when the Hydra reaches the penultimate (gray) form.

Hydra attacks with Ranged and Magic, switching styles in a predictable pattern every 3 attacks.

The Hydra will change phases during the fight as follows:

100% HP - Green phase

Hits up to 17, and uses a special poison attack. (50% more damage if on wrong vent)

75% HP - Blue phase

Hits up to 35, and uses a special lightning attack. (50% more damage if on wrong vent)

50% HP - Red phase

Hits up to 35, and uses a special fire wall attack. (50% more damage if on wrong vent)

25% HP - Gray phase

Deals 50% more damage (up to 52) and has a 75% damage reduction which cannot be removed.

It is important to note that the Hydra has a 75% damage reduction by default, which can only be removed by luring it over one of the vents in the room (opposite of its current colour/style).

Poison

In this phase, the hydra appears green and should be lured to the red chemical vent.

The Alchemical Hydra will launch 4 or 5 poison blobs around the player's location after the first three attacks. These blobs target the player in a 3x3 area and continuing to stand on them will deal up to 12 damage per tick. These blobs have a short travel time, so if the player begins running as they are fired, it is possible to avoid their damage completely. The poison is fairly weak, but it is recommended to clear its aftereffects immediately.

Once the Hydra reaches 75% of its health, the bottom-right heads falls off and it changes its carapace to blue.

Lightning

Now with a blue appearance, the hydra should be lured to the green chemical vent.

Throughout the phase, the Hydra can launch four electrical projectiles around the room. The lightning always spawns in the same areas, but the order in which they appear varies each kill. The four pieces of lightning converge on the player's location. Getting hit by them will bind the player and deal up to 20 damage. It is not possible to tile skip to avoid them. Starting near the middle of the room and looping around one of the last lightning spawns, to escape the box they form, is the easiest way to avoid their damage. Players may also hug the northern wall and quickly move their way west while damaging the Hydra, which works especially well with a twisted bow due to its attack range and ability to avoid the lightning with ease.

Once the Hydra reaches 50% of its health, the bottom-left head falls off and it changes its carapace to red.

Flame

Now with a red appearance, the hydra should be lured to the blue chemical vent.

Throughout the phase, the Hydra will occasionally walk to the center of the chamber and face the direction the player is at. Once it reaches the center, the player is stunned, but they can still attack the Hydra. Upon reaching the center, it breathes 5x5 layer of fire to the player's sides based on their location before staring down the middle and launching a tracking fire. This tracking fire follows the player's movement, and travels significantly faster the further the player is (or if they start running). Getting hit by any of the fires will result in the player taking up to 20 damage, followed by a subsequent bleed of 5 damage for five hits. Moving onto another fire resets the bleed. Fires may be tile skipped, though it's generally advised against doing so. The Hydra does not attack until four seconds after the tracking fire is sent out.

Once the Hydra reaches 25% of its health, it changes its carapace to gray.

Enraged

There is no counter to the gray carapace. It does not need to be lured as its damage reduction ability does not reset.

The Hydra starts off this phase by attacking with the combat style opposite of what it used in the previous phase; if the previous phase ended with a magic attack, then it starts with ranged and vice versa. In addition, the Hydra's damage from its auto-attacks drastically increase, and changes attack styles after every attack it performs, regardless if it hits or not.

It also uses the poison attack from phase 1, though it occasionally sends one poison blob instead (on the tile the player is on). During this final phase the poison attack will always happen after 3 normal hydra attacks, then again after another 9. Continually pray flick until the Hydra is killed. It is recommended to keep prayer points up to prevent the possibility of the Hydra landing a hit on the player. If the Hydra is killed just as it sends an attack, then it will deal no damage.

Recommended Equipment

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Will keep it updated to make it Alora-appropriate!

Credits: 07 Wiki, @Draisaitl, Alora & @Omicron

None of this is my doing. I simply put it into a guide for everyone to see.


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Posted 27 January 2019 - 03:39 PM #2

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Very nice and detailed guide. I am sure this will help out a lot of players. Thank you! 


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Posted 27 January 2019 - 03:49 PM #3

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Pretty neat and simple guide, will refer this to players in need of a hydra guide. :)

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Posted 27 January 2019 - 03:55 PM #4

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A very detailed guide. Thanks!


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Posted 27 January 2019 - 04:20 PM #5

Not Mhk
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Thank you for this, very detailed!
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Posted 27 January 2019 - 04:32 PM #6

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Thanks for this! Will help alot of players out.


Your sincerely,

 

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Posted 27 January 2019 - 07:22 PM #7

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Thanks for the guide man. You should add in though that with the Completionist monkey, you don’t need any special boots. :D

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Posted 27 January 2019 - 08:00 PM #8

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Great guide, very in depth. I like it!


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Posted 27 January 2019 - 08:23 PM #9

Luke
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Thanks for the guide! Hydra may entice me to start playing properly again tbh.


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Posted 27 January 2019 - 09:44 PM #10

Zach McCoy
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Super detailed guide man, great work.

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Posted 27 January 2019 - 09:45 PM #11

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Nice guide man!

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Posted 27 January 2019 - 11:27 PM #12

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Good guide my friend very detailed.

Posted 27 January 2019 - 11:38 PM #13

Shawn TM
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Nice guide! Thanks for making this!

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Posted 28 January 2019 - 03:50 AM #14

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Impressive and amazing guide, thank you for making this.


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Posted 28 January 2019 - 09:47 AM #15

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Very nice Idk if this is a glitch but once inside the room you can swap boots and not take damage i believe this has to do with the boss being instanced but you only need the boots till your in the room and then can swap to pegs 


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