Alchemical Hydra
The Alchemical Hydra is the third fight of the rebuilt roster — a four-phase chemical
monstrosity fought solo in your own instance. Its trick: the hydra takes **only a
quarter damage** until you lure it over the right chemical vent, and standing over the
wrong vent makes it hit harder. Positioning wins this fight.
Getting there
Teleport portal → Bosses → Alchemical Hydra lands you on the dungeon floor just south of
the lab — walk north up the narrow passage and climb the rocks (or type ::hydra).
Climbing back out puts you on the same floor. You need 95 Slayer: the portal refuses the
trip and the hydra refuses the attack below it, as in OSRS. Dying inside is a safe death.
The rest of the Karuulm Slayer Dungeon is open too (portal → Slayer).
The four phases
The hydra changes form as its health drops, and each form has a weakness vent:
| Phase | HP | Special | Lure it over |
|---|---|---|---|
| Green (poison) | 100-75% | Poison pools | The red vent |
| Blue (lightning) | 75-50% | Walking lightning | The green vent |
| Red (fire) | 50-25% | Fire walls + tracking fire | The blue vent |
| Grey (enraged) | 25-0% | Poison pools | Nothing — it can't resist, but it hits ~50% harder |
Until the hydra stands over its weakness vent (they spew on a cycle — you'll see the
feedback messages), your hits are quartered. Standing over any other vent
empowers it (up to +50% damage), and standing on a spewing vent yourself burns you
for up to 20. Lure carefully.
Attacks
- It alternates ranged and magic every three attacks (every single attack when enraged) — count and switch your overhead prayer.
- Every ninth attack is the phase's special:
- Poison pools splatter around your tile — step off the splash zone.
- Walking lightning — four bolts crawl toward you; keep moving, getting caught deals 20 and roots you.
- The fire phase — it returns to the centre, pins you for a moment, walls off the room's edges with fire and sends a tracking flame chasing your footsteps. Keep walking; standing still gets you clipped, and standing in fire burns fast.
Loot
Every kill drops hydra bones plus a solid coin/supply roll (dragon knives and
thrownaxes among them). The chase drops, all Collection Log entries:
| Drop | Rarity |
|---|---|
| Hydra's eye / fang / heart (brimstone ring pieces) | 1/60 each |
| Hydra tail / Hydra leather | 1/125 |
| Hydra's claw | 1/300 |
| Jar of chemicals | 1/500 |
| Ikkle hydra (pet) | 1/1000 |
Every kill rolls the drop table and counts toward ::kc. After a kill, a fresh hydra rises in the chamber —
chain away.
See also
- Vorkath and Zulrah — the roster's other rebuilt fights.
- Bosses overview — what's live and what's returning.
This page was last edited on 2026-09-04.
