Nightmare of ashihama | ||||
---|---|---|---|---|
Availability | Everyone | |||
Examine | ||||
Sweet dreams are most definitely not made of this. | ||||
Combat level | 814 | |||
Hitpoints | 2,400 | |||
Aggressive | yes | |||
Poisonous | No | |||
Max hit | 50/60 (Melee) | |||
Weakness | Crush | |||
Attack styles | ||||
Melee/magic/range | ||||
Combat stats | ||||
150 | 150 | 150 | 150 | 150 |
Aggressive stats | ||||
+140 | +128 | +N/A | +140 | +140 |
Defensive stats | ||||
+120 | +180 | +40 | +600 | +600 |
Other bonuses | Immunities | |||
+0 | +64 | +65 | Immune | Immune |
Attack speed | ||||
The Nightmare of Ashihama, often simply referred to as The Nightmare, is a large, otherworldly horror who feeds on the life force of sleeping people, giving her victims horrible nightmares until their life force is completely drained and expires. There are no requirements to fight The Nightmare other than access to Morytania.
The Nightmare currently resides within the Sisterhood Sanctuary under the town of Slepe. While her physical body is found in the Sisterhood Sanctuary, upon starting the fight, players will be transported to her dream world, where the fight arena takes on a different appearance which contains various Eastern motifs, such as Torii gates.
Fight overview
Starting the fight in a round arena, Nightmare spawns in the middle of the room with 4 pillars at the Northeast, Southeast, Northwest, and Southwest corners of the room. When fighting the Nightmare you are actually damaging her shield. When the shield health has been depleted, the pillars unlock to take damage. Killing all 4 pillars is the only way to damage nightmares actual health pool.
Fight Technique
Crush is the best style to use against nightmare. Focusing on damage with gear and survivability through understanding the mechanics of the special attacks listed below. Dealing with the spawns from sleepwalkers and parasites as soon as possible will make the fight go the smoothest.
Special Attacks
Grasping Claws: The Nightmare will spawn a black portal underneath her, and numerous smaller “end” portals before sticking her claws inside. If the player stands on any portal, they will take up to 50 damage. Simply move into a tile free of a black portal to avoid damage. The Nightmare uses this attack during all three phases.
Sleepwalkers: At the start of the second and final phases, the Nightmare will summon sleepwalkers that walk toward her, the number of which is dependent upon the number of players in the instance, ranging from 1-24. They possess 10 health, but instantly die upon taking any damage. At the end of this attack, she will charge up a powerful blast that hits all players in the room for a minimum of 5 damage. The more sleepwalkers she absorbs, the more damaging this blast becomes, capable of dealing over 70 damage to each player in masses. This damage is unavoidable, so kill as many sleepwalkers as possible before they reach the Nightmare. In a solo encounter, if the player doesn't kill the sleepwalker, the subsequent charge will always kill them.
Husks: The Nightmare spawns two husks around random players in her arena. The targeted players will be frozen in place until the husks are killed. The blue, skinny husk uses magic attacks, while the green, bulky husk uses ranged attacks. The Nightmare will not spawn Grasping Claws portals under players that are frozen by the husks, however if the player is under the Nightmare while frozen by husks they will still take damage. The Nightmare only uses this attack during phase 1.
Flower Power: The Nightmare will divide the room into four equal quadrants with lines of flowers. One quadrant will be safe as indicated with white nightmare flowers, while the remaining quadrants are unsafe as indicated with red nightmare berries. If players are in the incorrect quadrant, they will take rapid damage, and any attacks that would harm her instead heal her. The Nightmare only uses this attack during phase 1.
Curse: A pink glow fills the player's screen and protection prayers are shuffled. Clicking on Protect from Magic activates Protect from Missiles, Protect from Missiles activates Protect from Melee and Protect from Melee activates Protect from Magic. An easy way to remember this is that the Prayers are shifted over by one to the left. After 5 attacks, the curse is lifted. The Nightmare only uses this attack during phase 2.
Parasites: The Nightmare throws a parasite onto random players. After it has grown, it will burst out of the player and deal damage to them, and will then begin healing The Nightmare until killed. Drinking a dose of Sanfew serum or Relicym's balm before it emerges will weaken the parasite and greatly reduce the damage taken when the parasite bursts out. The Nightmare only uses this attack during phase 2. You can now create Sanfew serums by adding, in order, unicorn horn dust, snake weed and nail beast nails to a super restore. This requires a herblore level of 65 and yields 1,200 herblore XP (400 XP for each step).
Surge: The Nightmare will teleport to one of the four edges of the room, then immediately surge across to the opposite side dealing up to 60 damage to anyone caught in her path. Move out of the way to avoid taking damage. The Nightmare only uses this attack during phase 3.
Spores: Puffshroom like objects spawn around the arena. Standing within 1 tile of one will cause it to explode, causing the player to become weary; their run is disabled and their attack speed is lowered by 1 tick for a short duration. The Nightmare only uses this attack during phase 3.
Location
Spellbook → Monsters teleport → #6 The Nightmare of Ashihama
Rewards
Unique Rewards | |||
---|---|---|---|
Item | Quantity | Droprate | |
Nightmare Staff | 1 | 1/166 | |
Inquisitor's great helm | 1 | 1/250 | |
Inquisitor's Hauberk | 1 | 1/250 | |
Inquisitor's plateskirt | 1 | 1/250 | |
Inquisitor's Mace | 1 | 1/500 | |
Eldritch orb | 1 | 1/666 | |
Harmonised orb | 1 | 1/666 | |
Volatile Orb | 1 | 1/666 | |
Little Nightmare | 1 | 1/500 |
Gear Setups