For a first Corrupted Gauntlet clear, build a repeatable tier-two armour preparation and preserve movement during the final Hunllef phase. Two perfected weapons, cooked food and finished potions give you a complete attempt. Repeatedly reaching the boss with missing supplies makes learning much harder than the shorter timer alone.
This guide is a learner route using full attuned armour, commonly called T2 prep. It assumes you have already learned the regular Gauntlet. Speedrunning, five-to-one weapon methods and armourless challenges are separate projects.
What changes when you enter Corrupted?
Complete Song of the Elves and finish the regular Gauntlet once to unlock Corrupted. The portal is in north-west Prifddinas. As in regular mode, the challenge provides its own starting tools and equipment, while your ordinary carried items are stored for the attempt.
Part of the run | Regular Gauntlet | Corrupted Gauntlet |
|---|---|---|
Preparation | 10 minutes. | 7 minutes 30 seconds. |
Hunllef health | 600. | 1,000. |
Boss pressure | More room to practise the basic responses. | Higher damage, an extra tornado per summon and more demanding floor changes. |
Equipment | Crystal equipment made inside. | Corrupted equivalents with the same equipment properties. |
Developed Ranged, Magic, Defence, Hitpoints and Prayer help sustain the longer boss fight. Stats in the 80s or higher are useful preparation goals, with your actual clear consistency providing the better readiness check. Rigour and Augury can help if unlocked, but an Ironman does not need a raid prayer scroll simply to unlock this activity.
Deaths are unsafe for HCIM status and HCGIM lives. UIMs must address existing item-retrieval storage before attempting either Gauntlet mode. The absence of ordinary gear inside does not protect items held in an external retrieval service from an unsafe death.
Use the current preparation rules
The July 2026 changes make several old routes and shopping lists obsolete. Armour materials now stack, monster shards enter the inventory automatically, and the first low-tier bat, rat or spider killed supplies a weapon frame. Plan around those rules rather than repeatedly dropping materials to imitate an old video.
Demi-bosses can appear in edge and corner rooms. The four outermost rooms aligned north, east, south and west from the centre each guarantee a random demi-boss. Search a useful outer section while retaining a route back to the workshop. A guaranteed spawn is still random in type, so leave room for an alternative weapon pairing.
Corrupted lacks the regular mode's general inner-room resource guarantees, although one room is guaranteed to contain three fishing spots. Reveal rooms as you travel and remember useful fish locations. A route is a decision process around the actual layout, not a promise that each run has identical resources on identical tiles.
T2 shopping list: count materials and shards separately
A full attuned set needs seven ore, seven bark and seven linum in total, including the materials used to make the basic pieces first. You also need two weapon frames and suitable perfected-weapon components. Each weapon requires its basic form, an attuned upgrade and the corresponding demi-boss drop.
Target | Shard budget | Other requirement |
|---|---|---|
Full basic armour | 150. | 3 of each armour material. |
Upgrade all three pieces to attuned | 200 more. | 4 more of each material; retain the basic pieces. |
Two perfected weapons | 100 total for the two attuned upgrades. | Two frames and two matching perfected components. |
Two three-dose potions | 40. | Two grym leaves, water and two vials. |
Complete example | 490 shards. | T2 armour, two perfected weapons and two potions; excludes extras. |
The armour-and-weapons subtotal is 450 shards. Each additional potion made in a newly crafted vial adds 20 shards: ten for the vial and ten for dust. A third potion makes this example 510. Additional teleport crystals or enhanced food need their own budget; avoid spending the equipment reserve before the core setup is finished.
Full T2 armour reduces a correctly protected standard hit to a maximum of 10, compared with 13 in full T1. It provides useful learning margin, while the extra preparation costs time. Begin with the more forgiving fight setup, then consider T1 when survival and preparation are both consistent.
First circuit: build the next trip's weapon
Reveal nearby rooms in a compact loop. Gather materials encountered along that route and secure a frame from a weak monster. Watch shards as well as materials: a complete stack of ore does not craft armour without the required currency.
Make an attuned weapon when the frame and 50 shards are available. Use this first return to organise the inventory and make vials if resources allow. The point is to leave the workshop ready to kill stronger creatures efficiently and obtain the perfected upgrades.
Gathering and combat can share the same circuit. Finish a nearby resource node when it fits the route; move on once the planned quantity is reached. Repeatedly gathering extra bark while still missing a weapon component uses time without solving the remaining preparation task.
Outer circuit: choose two viable weapons
A Dragon provides the orb for the staff, a Dark Beast the bowstring for the bow, and a Bear the spike for the halberd. Bow and staff let a learner attack from distance in both styles. A halberd is a valid alternative when your combat strengths and available components favour it, but requires deliberate positioning.
Use the room map to choose the next unrevealed outer room, track missing components and retain the supplied teleport crystal for the return to the workshop. Avoid chasing one preferred monster across the entire map when a usable second style is already available.
The remaining timer must cover the journey home, upgrades, potion finishing, cooking and final equipment checks. If that final processing repeatedly begins too late, shorten the gathering circuit on the next attempt. Resetting an unsuccessful preparation deliberately can be more useful than spending several minutes in an underprepared fight that cannot teach your target mechanic.
Finish food and potions before the timer ends
As a starting learner layout, aim for roughly 20–24 cooked paddlefish and two three-dose Egniol potions. These are planning quantities, not a guaranteed clear. Add a third potion if actual Prayer use calls for it, accounting for the extra gathering, shards and inventory slot.
Cook at the starting range. Make potions by filling a crafted vial, adding a grym leaf and adding ten dust crushed from shards. The resulting potion has three doses and supports Prayer and run energy. Finish these steps before entering; raw fish and an unfinished potion do not supply the boss attempt.
Equip all three armour pieces, place both weapons in predictable slots and restore before entry where needed. Clear spent gathering resources or tools only after their work is finished. Check that your remaining food reserve matches the attempt you intend to learn.
Keep protection and weapon switching separate
Start with Protect from Missiles. Hunllef changes its attacking style after four cycle actions, counting standard attacks, the prayer-disabling attack and tornado summons. Stomps do not advance that cycle. The pre-switch animation and sound are important cues when moving or eating interrupts your count.
Your weapon follows the boss's overhead. Use a style it is not protecting against, then switch when the overhead changes. Six eligible attacks trigger its protection change even if some hit zero. Do not wait for six successful damage splats.
The Magic prayer-disabling attack can switch your overhead off during an otherwise correct sequence. Re-enable the correct protection first, then your offensive prayer when manageable. Keep enough Prayer to perform the next response; a correct selection is useless after the reserve empties.
Final phase: plan the route before the click
As Hunllef loses health, the floor changes more rapidly and tornado pressure increases. Look for a continuous clear route with room for the next turn. Warning tiles become dangerous orange tiles, so a destination that looks usable now may be changing as you reach it.
Keep running during tornado pursuit and choose the next segment before the current click ends. Turning back along the same path can meet the tornadoes behind you. Running through Hunllef can invite a stomp, while a large blind click can route through damaging floor. Read both the boss footprint and floor pattern.
For the first clears, use demanding tornado windows to preserve movement, protection and health. Resume damage when the route is stable. Eating while travelling can help use that window, but do it after choosing the path so an inventory click does not replace the next movement decision.
When tornadoes disappear, check the next protection cue and return to an unblocked weapon. Avoid treating the end of one hazard as permission to stand indefinitely: the floor and boss continue acting.
Diagnose the failed run before changing the setup
Repeated problem | Useful adjustment |
|---|---|
Timer ends before cooking | Review detours, excess materials and the return-to-workshop decision. |
Food ends with few movement errors | Review damage uptime, weapon tier, offensive prayers and combat levels. |
Large sudden damage | Identify missed protection, disabled prayer, floor, stomp or overlapping tornadoes. |
Wrong weapon stays equipped | Stabilise switch slots and follow the overhead rather than counting damage splats. |
Change the first recurring cause and repeat the same setup. A faster route does little for a player losing the final phase to floor movement; another armour tier does little for a player entering with uncooked fish. Separate preparation success from fight success in your notes.
Rewards and the Bowfa project
Corrupted completions offer improved reward rolls and a higher chance at unique seeds than regular mode. Enhanced crystal weapon seeds can support the Bow of Faerdhinen or Blade of Saeldor project. Crystal armour seeds and shards remain separate parts of the account plan.
For Ironmen, keep the future equipment's creation, armour and charge requirements in mind rather than treating one seed as a finished loadout. For mains, compare actual completed runs and failed attempts before using any hourly profit estimate. A rare reward has no guaranteed arrival count.
If you need to abandon the boss, use the barrier's right-click Escape option. The normal preparation teleport returns to the workshop and is different from the separately crafted escape crystal. Collect the reward chest after a successful run and choose whether the next session targets preparation speed, safer final movement or a sustained completion routine.
Use the levels-versus-gear guide when combat training is the next useful upgrade.
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