RAID 4 — LABYRINTH OF GUTHIX

/r/2007scape • suggestion pitch • old-school mockup
Old School Raid Concept • Time-pressure, pathing, escalating threat

A living maze. Four corrupted guardians. A ritual that won’t wait.

A Zarosian high priest hijacks a Guthixian labyrinth and begins a forbidden rite. Slay the four guardians to shatter the barrier—before the ritual completes and the seal breaks.

Ritual Timer: Priest scales over time
Agility Value: traps + moving walls
Zaros Corruption: guardians empower each other
Route Choice: kill order matters

LORE

“balance… violated.”

A Zaros high priest has hijacked a labyrinth dedicated to Guthix—where an eldritch abomination was sealed deep below. Four guardians once protected the seal. The priest corrupts the guardians and confiscates the seal, beginning a ritual at the labyrinth’s heart.

Your party’s job: break the barrier by defeating the guardians, interrupt the rite, and stop the summoning—before the labyrinth’s “living” defenses grind you down.

RITUAL PRESSURE (PLAYFEEL)

tempo ≠ panic

The longer the ritual runs, the stronger the high priest becomes. The raid stays readable and “OSRS clean,” but punishes dithering with stacking power and riskier end states.

Ritual Completion 38%
Priest Power x1.38

LAYOUT

corners + center

The labyrinth forms a square “field” with four guardians in the corners and the high priest in the center, protected by a barrier that only falls when the guardians are slain.

  • Navigation is the fight: shifting corridors can reopen dead ends and seal familiar routes.
  • Route planning matters: kill order changes difficulty due to guardian empowerment.
  • Time is the tax: every detour feeds the ritual.

PUZZLES

“the maze breathes”

The labyrinth behaves like a living creature: walls slide, chambers rotate, and trap-lines shift. High Agility improves consistency—shortcuts, safer trap timings, or reduced damage.

  • Moving walls: periodic “shifts” alter pathing (good teams read and exploit cycles).
  • Trap lanes: pressure plates, dart slits, collapsing tiles; agility = better margins.
  • Obstacle gates: simple OSRS-friendly interactions (levers, weights, mirrored sigils).

BOSSES

kill order = strategy

Each guardian has a distinct style. When one falls, the remaining guardians inherit a portion of its strength. Guthix built this as a security system—now it becomes your optimization puzzle.

Guardian of Stone
MELEE

Heavy hits, stomps that “re-shape” tiles. Dying grants others bulk/mitigation.

Guardian of Thorns
RANGED

Line attacks and snare zones. Dying grants others accuracy/attack speed.

Guardian of Veils
MAGIC

Prayer pressure, debuffs, “false paths.” Dying grants others special frequency.

Guardian of Balance (Corrupted)
HYBRID

Swaps styles based on player distance. Dying grants others hybrid coverage.

BOSS CONCEPT SHEET

stone / thorns / veils / corrupted
GUARDIAN OF STONE melee • reshapes tiles ᚷᚢᛏ ᚻᛁᛉ GUARDIAN OF THORNS ranged • lines + snares GUARDIAN OF VEILS magic • debuffs + misdirection ᛉᚨᚱ ᛟᛋ CORRUPTED BALANCE hybrid • inherits strength
Four guardians with distinct silhouettes and “OSRS-readable” tells: stone bulk, thorn line shots, veil misdirection, and a corrupted hybrid that visually “inherits” power via purple fracture lines.

LABYRINTH LAYOUT (TOP-DOWN)

living walls + corner arenas
LABYRINTH OF GUTHIX — LAYOUT SKETCH 4 corner guardians • central ritual • shifting corridors FIELD NOTES • Corner arenas house guardians. • Center: priest behind barrier. • Dashed blocks = shifting walls. • Traps spawn on corridor lanes. • Kill order changes scaling. • Faster route = weaker priest. KEY Guardian (Guthix/neutral) Guardian (corrupted) Shifting wall Corridor
A readable top-down “raid room map” that matches your pitch: four corners, center ritual chamber, and clearly marked shifting wall segments that can open/close routes over time.