RSorder OSRS: Tile Markers and Variants

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    Every CoX room is a 32x32 area with fixed entrance and exit tiles. Rooms come in left-turning, straight, or right-turning variants, which change mechanics - for example, muttadiles can be trapped in RuneScape gold some layouts but not others.

    Having tile markers imported ahead of time removes guesswork. Many pastebins exist with pre-labeled tiles; customize colors to your preference.

    Room-by-Room Optimizations

    Tekton

    Lure efficiently by processing Tekton on tick one of the cycle.

    Always drag it two tiles diagonally for an extra Scythe hit.

    Use a free Shadow hit by leaving the proc tile on tick four, then attack immediately.

    Tekton drops potions on the southwest tile of its center - spam-click to secure pots quickly.

    Vasa

    Stand on the correct tile to awaken Vasa safely.

    Use Vas-tech to avoid teleports and gain eight free attacking ticks.

    Potions drop at the center of its 5x5 - radius markers help.

    Without a Twisted Bow, use blowpipe L-movement to maintain DPS without losing ticks.

    Guardians

    If your overload is about to expire, step into barriers to force a pushback. This grants ~40 points per hit - small but worthwhile if timed correctly.

    Mystics

    Trap them behind obstacles, trade one-to-one hits, and wear defensive gear between attacks. This reduces average incoming damage by about half.

    Shamans & Muttadiles

    Look for tendril skips at barriers to save ticks.

    Against muttadiles, ZGS specs are better than chopping.

    Big muttadile can be trapped on obstacles in left-turning or straight rooms, preventing tree-eating.

    Vanguards

    This room demands precision. Shadow is best-in-slot, but avoid resets by tracking max hits and balancing DPS. Kill melee last, luring it to the exit for faster looting.

    Vespula

    The highest PPH room in CoX.

    Alternate portal hits with boss damage to avoid grub healing.

    Drop Vespula at ~35% HP (with antidote) or ~56% (without).

    Expect to loot many potions here, so plan inventory space.

    Tightrope

    Killing the NPCs yields higher PPH than skipping.

    Blowpipe is the fastest but risky due to chip damage.

    T-bow + Shadow combo is safer, saving brews at a minor time cost.

    Crabs

    Right-turning (good crabs): Fastest, ~88 ticks.

    Straight (rare crabs): Appears in 4C2P scouts; optimal solve is quicker than good crabs.

    Left-turning (bad crabs): Slowest, but efficient, solves to minimize waste.

    Thieving

    Always prioritize getting the scavenger eating early. Thieve in cycles of three chests, dump, then repeat until ~27–29 grubs. Finish with four or five to cap at 39, since the first 39 give full points.

    Olm Fight Efficiency

    Olm is where most runs succeed or fail.

    Spec order: Three Eldermalls + one ZCB. Don't overspec hands; save ZCB for head phase.

    Prayer: Camping Mage is generally best for supply conservation.

    Worldscythe or Hokam methods can be used if low on supplies for safe, damageless Olm phases. Having sufficient OSRS gold can ensure safety at this stage.

    Final Thoughts

    The Chambers of Xeric remains one of OSRS's most rewarding raids, and optimizing your solo runs is both challenging and satisfying. By refining your gear setup, scouting intelligently, mastering the four-tick cycle, and applying room-specific strategies, you can reliably push your points per hour to new heights.

    As new items and strategies continue to evolve, so too will the methods for efficient CoX solos. For now, these techniques provide the foundation for maximizing your raids and making every tick count.

    One of the biggest challenges in Old School RuneScape is breaking free from the "mid game." This stage of progression often feels like limbo: you've unlocked plenty of cheap OSRS GP content, but true late-game efficiency and rewards still feel just out of reach.