OSRS Raids Guides

OSRS Zebak Guide: Prayer Cues, Jugs, Roar & Waves

Learn ToA Zebak with clear Magic/Ranged cues, jug-and-rock roar solves, wave gaps and enrage control. Includes Crondis water runs and invocation changes.

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For a first Zebak kill, stay outside melee range, match your protection to the projectile and stop attacking when movement is the urgent task. Red orbs need Magic protection; falling rock fragments need Missiles protection. During the roar, a rock and a clear tile behind it protect you. During waves, the moving gap is your route.

This guide covers the Path of Crondis and Zebak’s base mechanics for a low-level learner raid, then explains the modifiers that change the solve. Start at raid level 0 if the encounter is unfamiliar. A higher raid level also strengthens enemies; switching off one named modifier does not turn a high-level run into the base version.

Prepare a ranged setup and a readable screen

Complete Beneath Cursed Sands to access Tombs of Amascut. Bring a working ranged weapon, compatible ammunition, a sensible armour setup, Prayer restoration and healing for the opening paths. A crossbow can support learning; Bowfa needs its crystal armour and charges. A twisted bow is an upgrade option, not an entrance requirement.

Use a longer-range weapon when a safe wave gap leaves you far from Zebak. A blowpipe can pull your character out of safety to reach him. Watch your actual position after clicking the boss, and skip an attack if remaining in the gap is more important.

Keep Protect from Magic and Protect from Missiles easy to select. Run should be enabled, the camera should show the arena and your supplies should remain in familiar slots. Poison treatment is useful, but it does not make standing in an acid pool safe. Do not plan to heal through increasing floor damage.

Path of Crondis: carry water without spilling it

Pick up a water container, fill it at a waterfall and use the water on the central palm. The challenge ends when the palm is fully grown. Traps are not merely a health tax: being hit spills water and drains useful stats, turning a rushed route into more journeys.

The side statues use retracting spikes. The darker poison cloud is the damaging part of the moving cloud pattern; lighter clouds warn you of what is coming. For a first solve, read the current pattern and make a clean trip rather than copying an exact start from a video after you have already paused.

Use another waterfall while the previous one replenishes. Crocodiles can reduce the palm’s progress; kill an interfering crocodile instead of repeatedly delivering water while it removes that progress. A fast timed route can finish before they matter, but that is an optimisation to practise after the normal collection process is understood.

If health or stats fell during the puzzle, repair them before starting Zebak. In teams, agree who collects from which side and whether someone handles the crocodiles. Completing a quick puzzle with an empty Prayer reserve does not prepare the boss attempt.

Normal attacks: react to the projectile that will land

Visible cue

Protection or action

What to avoid

Pot breaks into red orbs

Protect from Magic before impact

Treating the pot as a ranged rock

Large rock breaks into fragments

Protect from Missiles before impact

Copying a previous prayer without reading the new projectile

Your character approaches the platform

Move back outside melee reach

Trading health for an unnecessary melee hit

Acid under your character

Move onto a clear tile immediately

Opening a long healing sequence while still standing in it

Zebak’s ordinary ranged and magic damage is checked near impact, giving a distant learner time to react. Correct protection blocks those attacks under the base rules; Quiet Prayers changes protection effectiveness. His melee attack is a separate danger and can apply movement-related bleeding. Keep the ranged plan rather than testing whether your current health survives a close hit.

A player sheltered behind a rock during Zebak’s roar, with acid pools around the available safe area

Great Roar: solve the jug and rock together

When rocks, jugs and acid appear, identify a rock you can stand behind and a jug that can clear the approach. Move the jug with Push or Pull, then break it in a useful position. It is the water clearing nearby acid that creates room; moving a jug without breaking it does not finish the solve.

Put the rock between Zebak and your character for the soundwaves. Check the exact standing tile rather than assuming that all space behind a rock is clear. Acid may still cover a convenient-looking tile, and a diagonal jug movement can leave water in a different area from the one you expected.

Stay sheltered through the full roar sequence. Leaving after the first visible pulse can expose you to the remaining hits. Once it ends, check the next normal projectile and resume damage from a clear position. In a group, avoid making independent jug moves that spoil a teammate’s solve.

If Upset Stomach is enabled, the acid and smaller water-clearing area require a more precise jug decision. Leave it off while learning the base solve. A screenshot shows the relationship between cover and acid; it is not a fixed jug instruction for every generated pattern.

Zebak’s tidal waves crossing the arena with a visible gap between the advancing walls of water

Tidal Waves: reach the gap, then watch the next one

Read the opening in each wave and move into it before the wall reaches you. Keep checking successive waves instead of treating the first safe position as permanent. A new movement click should preserve the gap and avoid acid on the route.

Do not click Zebak from a gap outside your weapon’s range. Your character may walk towards him and out of the opening. If a wave pushes you into the water, use the nearby ramp to return; remaining in the water restricts your movement and attacks while crocodiles can damage you.

Path levels can narrow the gaps and increase attack pressure. Separate path level from overall raid level when comparing your run with a demonstration. A movement that fits a wide base gap may not fit the same way after path-level modifiers.

Enrage and blood modifiers

Below roughly 25% health, Zebak’s normal attacks accelerate and he stops starting new roar or wave specials. Keep reading the projectile until the fight is actually over. A fast final damage push is useful only while the next overhead is correct.

Not Just a Head adds blood magic and blood clouds. Arterial Spray and Blood Thinners build on that parent modifier. Leave space for cloud movement, avoid overlapping teammates during the blood attack and keep the stronger ordinary projectiles in view. These effects are additional responsibilities, not replacements for the rock and wave solves.

Repeated problem

Next useful adjustment

You lose water repeatedly

Slow the puzzle route until spikes and damaging clouds are recognised

Roar kills you despite a nearby rock

Check the exact shelter tile and clear its acid before the sequence

You leave a wave gap after attacking

Check weapon range; skip shots from an unreachable position

The final quarter drains supplies

React to the accelerated projectiles instead of forcing extra attacks

All ToA deaths risk Hardcore status, including level 0. Limited-attempt settings and unsafe disconnects also affect recovery. Keep an available escape and understand your party’s settings before starting; low difficulty is not a safe-death designation.

After the encounter: choose one improvement

Review the first recurring mistake before changing equipment or adding invocations. Record whether the problem was a missed cue, an unusable switch, a supply shortage or a route you had not learned. Repeating the same setup while correcting one cause makes the next attempt easier to assess.

For access, the full raid and Helpful Spirit supplies, use the ToA first-clear guide. For difficulty progression, use the first-150 invocation guide and check the actual enabled settings before entering.

Independent guide: Onyx Services is an independent service provider and is not affiliated with, endorsed by, or sponsored by Jagex Ltd. RuneScape and Old School RuneScape are trademarks of Jagex Ltd.

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