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Cerberus OSRS Guide: What to Pray, Ghost Order, Gear & Drops

July 27, 2026

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Cerberus OSRS Guide: What to Pray, Ghost Order, Gear & Drops — Bils Services

Cerberus needs 91 Slayer and a hellhound task. Pray Magic, switch souls west to east, survive attacks 14 and 15, and farm the 1/520 boot crystals.

Cerberus at a Glance

Cerberus is the level 318 Slayer boss in Taverley Dungeon. You need 91 Slayer and a hellhound task (or Cerberus herself as a boss task) to damage her, she has 600 hitpoints, and her melee, ranged and magic attacks all max at 23. Keep Protect from Magic on, count her attacks, and switch prayers for the three souls she summons under 400 hitpoints. She is the only monster that drops the primordial, pegasian and eternal crystals, at 1/520 each, and those crystals turn dragon boots, ranger boots and infinity boots into primordials, pegasians and eternals. Even the avernic treads that now outclass them are upgraded by feeding those boots in, so a fully upgraded pair still starts with her crystals.

That makes her an unusual boss to learn. She is not a step on a raid ladder and she is not a money-making method you grind indefinitely. She is a specific errand with a specific reward, and most players do her in bursts on Slayer tasks until the boots are done. The good news is that she is a mechanically honest fight. Everything she does is on a counter, the counter never changes, and once you can count her attacks she becomes almost boring. The bad news is that the counter is the entire fight, and players who try to react to her instead of counting her lose.

Cerberus: key facts
  • Field
    Classification
    Detail
    Slayer boss (Slayer Monster)
  • Field
    Group
    Detail
    Slayer boss
  • Field
    Difficulty
    Detail
    3 / 5
  • Field
    Solo or team
    Detail
    Solo
  • Field
    Access requirement
    Detail
    91 Slayer + hellhounds task
  • Field
    Notable reward
    Detail
    Primordial / pegasian / eternal crystals, smouldering stone
  • Field
    Signature mechanic
    Detail
    Ghost prayer order
  • Field
    Hitpoints
    Detail
    600
  • Field
    Max hits
    Detail
    23
  • Field
    Released
    Detail
    27 August 2015

Is Cerberus the Right Fight for You Yet?

Cerberus sits in an awkward spot on the difficulty curve. Mechanically she is easier than most bosses that drop items this valuable, but she is gated behind a high Slayer level and she punishes low DPS harder than she punishes mistakes. A slow kill means more attack cycles, which means more soul attacks draining your prayer, which is what ends trips.

You are ready for this fight if:

  • You have the Slayer level and a task. Wild pies can boost into the requirement from 86, but the boost has to hold for the whole kill, which makes it a stopgap rather than a plan.
  • You have a crush weapon you are happy to use for a few hundred kills. She is weak to melee and specifically to crush.
  • You have the Agility for the Taverley shortcuts. Without them the run-in from the dungeon entrance is long enough to matter on every single trip.
  • You can hold a protection prayer through a three-part attack without panicking, because her opening move is exactly that.

Come back later if any of these are true:

  • Your prayer restoration is thin. The souls attack drains prayer on purpose, and it is the resource that decides trip length here rather than food.
  • You are relying on ranged or magic because your melee gear is weak. Both work, and the twisted bow genuinely works well, but you are fighting a monster with a low Defence level and a melee weakness with the styles she resists.
  • You are a Hardcore Ironman who has not watched the fight yet. The souls-and-lava overlap is a real death, and it arrives on a schedule you can learn beforehand.

Access Requirements

You need 91 Slayer and an active hellhound task, or Cerberus assigned as a boss task. Vannaka, Chaeldar, Konar, Nieve and Duradel all hand out hellhounds. Wild pies can boost you from 86, but your Slayer level has to stay at 91 or higher for the whole kill.

On the Slayer boss ladder that gate sits between Kraken at 87 and Araxxor at 92. The boss requirements checklist lists every gate by group.

Location and How to Get There

Enter the Taverley Dungeon, work down to the hellhound area, and take the cave entrance in its north-east corner. There are three separate rooms she can occupy, so expect to check more than one when you arrive.

Her lair is inside Taverley Dungeon, in the hellhound area. There is a small opening you crawl into. Getting there is the part players underestimate. The two clean approaches are teleporting to Falador and taking the wall shortcut near the west bank, or moving your player-owned house to Taverley and running south out of the portal.

The Agility shortcuts inside the dungeon are close to mandatory. The wiki recommends 65 Agility as a floor before attempting her at all, because the normal route from the entrance is impractical to run repeatedly. The pipe shortcut needs 70 and the wall trap needs 80, and both are boostable, so 65 and 75 are the practical minimums with a summer pie. Taking the shortcuts also avoids needing a dusty key.

Two small habits save damage on the way in. If you enter via the pipe, have Protect from Magic on before you go through, because a blue dragon can catch you on the far side. If you use the wall spikes, attack a skeleton and let it hit you once before jumping, so a wandering poison spider does not take the free hit instead.

Key master teleports remove the run entirely: they drop you directly outside the lair. Nothing needs unlocking. They are an item, and Cerberus drops them in batches, so the first few trips pay for every trip after them.

Recommended Stats and Gear at Three Budgets

Cerberus: recommended stats, and what each one is actually buying you
  • Skill
    Slayer
    Recommended
    91
    What it changes
    Hard requirement. You cannot damage her below it, and you need a Cerberus or hellhound task on top.
  • Skill
    Attack, Strength, Defence
    Recommended
    85+
    What it changes
    Kill speed, which is the real difficulty dial here: a faster kill sees fewer soul attacks.
  • Skill
    Ranged
    Recommended
    75+
    What it changes
    Only if you are going the bow route, which is legitimate despite her ranged resistance.
  • Skill
    Prayer
    Recommended
    70+
    What it changes
    Piety. Rigour at 74 if you are ranging her.
  • Skill
    Agility
    Recommended
    65 minimum, 70 and 80 for the shortcuts
    What it changes
    The run-in. Below 65 the trip to her lair is impractical to repeat.
  • Skill
    Magic
    Recommended
    76, or 80 for Death Charge
    What it changes
    Thralls, via the Arceuus spellbook and A Kingdom Divided. Optional but free damage.

These are recommended stats rather than gates, with the single exception of Slayer. You can kill her below them; you will just do it slowly, and slow is the thing that costs you prayer potions here.

Cerberus: melee gear at three budgets, and why each piece is there
  • Slot
    Weapon
    Starting out
    Arclight on stab, or a Tzhaar-ket-om if you are flinching
    Mid game
    Inquisitor's mace, Osmumten's fang or an abyssal bludgeon
    Best in slot
    Scythe of vitur on crush, or Emberlight
  • Slot
    Head
    Starting out
    Slayer helmet: you are on task anyway, so the bonus is free
    Mid game
    Slayer helmet (i)
    Best in slot
    Slayer helmet (i)
  • Slot
    Body and legs
    Starting out
    Barrows body and legs, or a fighter torso
    Mid game
    Bandos, blood moon or oathplate
    Best in slot
    Inquisitor's hauberk and plateskirt with a crush weapon, otherwise Torva
  • Slot
    Shield
    Starting out
    Dragonfire shield
    Mid game
    Dragon defender
    Best in slot
    Avernic defender, with a spectral spirit shield swapped in for the souls
  • Slot
    Boots
    Starting out
    Dragon boots
    Mid game
    Guardian or echo boots
    Best in slot
    Primordial boots, the ones you came here to build
  • Slot
    Ring
    Starting out
    Ring of suffering (i) or ring of the gods (i)
    Mid game
    Berserker ring (i), or a Lightbearer if you lean on specials
    Best in slot
    Ultor ring
  • Slot
    Amulet and cape
    Starting out
    Amulet of glory, fire cape when you have it
    Mid game
    Amulet of fury or blood fury
    Best in slot
    Amulet of rancour or torture, infernal cape

Two details in that table are worth spelling out because they are the difference between a setup that works and one that reads correctly but fights badly. First, she is weak to crush specifically, which is why the mace and the scythe-on-crush appear rather than the slash options you might reach for by default. Inquisitor's is only the best body and legs choice if your weapon is a crush weapon; with anything else, Torva is the pick. Second, she is a demonic creature, so Arclight and Emberlight get their demonbane bonus here. Set them to stab, unless you are wearing oathplate armour, which gives enough slash accuracy to change the answer.

Ranged is viable despite her resisting it. A twisted bow performs well because her offensive stats are extremely high, which is exactly what the bow scales against, and a scorching bow lands in the same territory as a non-maximum melee setup. If your ranged gear is genuinely better than your melee gear, use it. The style chart matters less than the gear gap.

If you are extending a Slayer task, switching to a bracelet of slaughter while she is nearly dead is the trick worth knowing, since it costs you nothing on a kill that is already finished.

Cerberus: what to bring and what it resists
  • Check
    Prayers for its own attacks
    Value
    3: Protect from Melee, Missiles and Magic
  • Check
    Its Defence level
    Value
    100
  • Check
    Its Magic level
    Value
    220
  • Check
    Its lowest defence bonus, per its infobox
    Value
    crush
  • Check
    Elemental weakness
    Value
    40% to water spells
  • Check
    Monster attributes
    Value
    demon
  • Tagged as a demon: demonbane weapons apply.
  • 220 Magic level rewards magic-defence scaling weapons.

Inventory and Supplies

Cerberus: what a trip actually holds
  • What
    Prayer restoration, more than you think
    Why it is there
    This is the resource that ends trips. Each blocked soul attack drains prayer, and there are three souls per attack, so plan around prayer rather than food.
  • What
    Food, mostly for the lava
    Why it is there
    Her regular attacks are prayable. The damage you actually take is lava pools and any soul you mistime, so food is a mistake budget rather than a sustain plan.
  • What
    A divine combat potion
    Why it is there
    The stat drain from a long trip costs you kill speed, and kill speed is what controls how many soul attacks you see.
  • What
    A spectral spirit shield, if you own one
    Why it is there
    Swapped in only while the souls are attacking. It halves the prayer drain, which directly lengthens the trip.
  • What
    A one-handed weapon alongside a two-hander
    Why it is there
    If you are using a scythe and swapping to a spectral, you need something one-handed to keep attacking during the swap.
  • What
    House teleport, and a rune pouch if you are on Arceuus
    Why it is there
    The house teleport is the fast reset. The pouch is for thralls and, if you have no spectral, Ward of Arceuus.

The quantities are deliberately absent. How many prayer potions you need depends on whether you have a spectral spirit shield, whether you are running Ward of Arceuus, how fast your setup kills, and whether you flick. The same trip can want two doses or ten. Bring what your first few kills tell you to bring.

What to Pray Against Cerberus

Keep Protect from Magic on for the whole fight and switch only for the souls:

  • Regular attacks: Protect from Magic. She only bites with melee when you stand in melee range, and all three styles max at 23.
  • Triple attack (her first attack, then every tenth): magic, ranged and melee in quick succession, and the melee part reaches you at any distance. Be on your prayer before it starts.
  • Summoned souls (every seventh attack once she is under 400 hitpoints): red is melee, blue is magic, green is ranged. They attack one at a time from west to east. A blocked soul drains 30 Prayer points (15 with a spectral spirit shield); an unblocked one hits for 30.
  • Lava pools (every fifth attack under 200 hitpoints): no prayer stops them. Step off the pool.

Protect from Magic is the prayer to hold for the fight. All three of her attack styles hit for the same maximum, all three are fully blocked by the matching protection prayer, and magic is the one to keep up as the default because it covers the style you cannot avoid by positioning.

The important rule about her prayers is a timing rule: a protection prayer stops the damage entirely, but only if it is already active at the moment the attack is launched. Switching after you see the projectile is too late. This is why the fight rewards counting instead of reacting.

The Arceuus spellbook is worth the switch if you have it. Thralls add damage for no attention cost, which shortens the fight and therefore reduces the number of soul attacks you have to survive. Death Charge gives you specials more often if you are built around them. And if you do not own a spectral spirit shield, Ward of Arceuus cuts the soul prayer drain by a third, but be aware it does nothing about lava pool damage.

Demonic Offering is the advanced option. Because you only need the correct prayer active as each soul attack lands, and not any particular amount of prayer, you can survive a souls sequence with almost nothing left: block the first two, cast Demonic Offering on the ash from a previous kill at zero prayer, and pray against the third.

Mechanics That Decide the Fight

Cerberus: every mechanic and its answer
  • Mechanic
    Triple attack
    How you see it coming
    It is her opening move, then every tenth attack after that. You do not need a tell; you need a count.
    What it does
    A magic, a ranged and a melee attack two ticks apart. The melee part lands regardless of your distance from her.
    Your answer
    Hold one protection prayer through it. All three parts share the same maximum hit and all three are blockable, so the goal is to already be praying when it starts.
  • Mechanic
    Summoned souls
    How you see it coming
    She howls, and three souls rise behind the archaic skull. This only begins once she is below 400 hitpoints, and then it is every seventh attack.
    What it does
    Three attacks, one per style, in a random order but always resolving west to east. Unblocked, each hits hard; blocked, each drains a chunk of prayer instead.
    Your answer
    Read the colours (red is melee, blue is magic, green is ranged) and switch west to east in that order. Cycling to the next prayer the instant the current soul drains you is the reliable rhythm.
  • Mechanic
    Lava pools
    How you see it coming
    A growl, and three pools form. Only below 200 hitpoints, then every fifth attack.
    What it does
    One pool spawns on your tile and two land randomly. Standing on a pool as it forms hurts; standing in one afterwards keeps hurting every couple of ticks.
    Your answer
    Move. If you are outside melee range the pool animation gives you time to react; inside melee range you only escape it if you were already moving when the attack began.
  • Mechanic
    Fire wall
    How you see it coming
    The flames at the entrance, present from the start.
    What it does
    Stops you killing her from safety, and chips you each time you pass through it.
    Your answer
    Nothing, except knowing it is there. It is also your reset button: walking back over it is how you restart a fight you have mismanaged.
  • Mechanic
    Auto-healing
    How you see it coming
    She sits down and loses her attack option.
    What it does
    If nobody is in the chamber she returns to idle and restores all the health you took off her.
    Your answer
    Do not leave a wounded Cerberus. This is also why she is unattackable for the moment after she spawns. She has to stand up first.

The three specials run on independent counters, which means they collide. When two are due on the same attack she resolves them in a fixed priority: triple attack first, then souls, then lava. There is also roughly a one-in-ten chance she skips a scheduled souls or lava attack and throws a normal one instead, so a counter that seems to have slipped has probably not. She just declined.

The counter is worth memorising as a shape rather than a list. Her first attack is the triple, and another follows every tenth normal attack after it, so 11, 21, 31. Souls are due every seventh attack once she is under 400, and lava every fifth once she is under 200, but the priority order decides collisions: triple beats souls, souls beat lava. That means souls actually land on 7, 14 and 28 rather than on 21, because attack 21 is a triple. There is also a 10% chance she skips a souls or lava special and throws a normal attack instead, so treat the count as a plan rather than a guarantee. The collision that kills people is 14 and 15: souls immediately followed by lava.

Cerberus: combat profile (wiki infobox values)
  • Property
    Combat level
    Value
    318
  • Property
    Attack styles
    Value
    Stab, Ranged, Magic
  • Property
    Attack speed
    Value
    6 ticks
  • Property
    Attacks on sight
    Value
    Yes
  • Property
    Poisons you
    Value
    No
  • Property
    Size
    Value
    5 tiles
  • Property
    Immune to cannon
    Value
    No
  • Property
    Immune to thralls
    Value
    No
  • Property
    Slayer requirement
    Value
    91

Where Cerberus Sits in Progression

Among the eight Slayer bosses, Kraken and Thermonuclear smoke devil are rated 2 of 5, and Shellbane Gryphon shares 3 of 5 with Cerberus. Above it sit Grotesque Guardians, Abyssal Sire, Araxxor and Alchemical Hydra at 4 of 5.

Fight Strategy: Ghost prayer order

  1. Turn on Protect from Magic before she stands up, and start the kill standing underneath her.
  2. Eat the opening triple attack behind your prayer and start counting from there. One is the triple; the count never resets.
  3. Push damage hard while she is above 400. Nothing she does in this window is more complicated than the triple attack, and every hitpoint you take off now is a hitpoint you are not taking off while dodging pools.
  4. At attack 7, if she is under 400, switch to the souls. Read the colours west to east and change prayer as each one drains you.
  5. From under 200, add the pools to your count. Attacks 14 and 15 are the dangerous pair. Deal with the souls first and accept a pool hit if you have to choose.
  6. Finish her rather than nursing her. A slow last quarter is where the prayer bill is run up.

Standing under her is not a flourish. She attacks on a six-tick cycle and a scythe swings on a five-tick cycle, so by stepping under her for a few ticks and coming back out you can fit two of your attacks into one of hers. Done properly this removes a large slice of her health and can end the fight before she ever gets to summon souls, which is the cleanest possible outcome.

If you use ranged, you get a genuine mechanical advantage on the pools: the pool targeted at you does not land on the same tick she starts the animation, so you have more time to step away and can keep your attention on the souls. Melee players do not get that grace and have to solve it by counting instead.

Positioning and Movement

There are only two positions that matter here: under her, and out of melee range. Under her is where you go to abuse the tick difference and to set up a flinch. Out of melee range is where you go if you want time to see lava pools forming.

What gets people killed is drifting between the two without deciding. Standing at the edge of melee range gives you the pool timing of a melee player and the damage of neither. Pick one.

The pools also change the geometry of the room as the fight goes on, and there is a version of this fight where you back yourself into a corner surrounded by lava while a souls attack lands. Keep an eye on where the clear tiles are before you need them, not after.

Beginner Plan, Then the Advanced One

Your first trips

  1. Watch one kill before you take one. Everything she does is on a fixed counter, so a single viewing tells you the entire fight. This is unusually true of Cerberus and not true of most bosses.
  2. Bring more prayer restoration than a guide suggests, and fewer supplies you will not use. Your first trips will be slow, and slow trips cost prayer.
  3. Count out loud, or at least deliberately. The whole skill of this fight is knowing whether the next attack is number 7 or number 8.
  4. Use the no-ghosts method for your first attempts. Take her to just above 400 hitpoints, then stop attacking and wait for her fourteenth attack. Doing that guarantees no souls until attack 28, which effectively gives you a fight with only one mechanic in it. Put on defensive gear while you wait, and step out of melee range.
  5. If you overshoot and drop her below 400 too early, walk back over the entrance flames. That resets the fight cleanly, and it costs you a minute rather than a trip.
  6. Accept a pool hit rather than a soul hit, every time. One is a manageable chunk of damage; the other is a large one plus a broken prayer rhythm.

Once the kill is boring

  • Learn the tick manipulation under her properly. Getting two scythe hits per attack cycle is the single largest improvement available to a melee setup here, and it shortens the fight enough to skip mechanics entirely.
  • Run the spectral swap on souls only. Holding it all fight costs damage; holding it for three attacks costs almost nothing and halves the drain that ends your trip.
  • Practise the Demonic Offering recovery so a souls attack at low prayer stops being fatal. Blocking two, offering at zero, and blocking the third is a real technique rather than a trick.
  • The Dharok's red-click method is the resource-free extreme: drop to one hitpoint for maximum Dharok's damage, attack, walk under her, and click the exit portcullis so your character does not walk out. Done right she never retaliates, which means no souls and no pools at all, so the only things you use up are boost potions and whatever prayer your offensive prayers drain. Kill times are long enough that it is a deliberate trade rather than an upgrade, and it is a bad idea on a Hardcore account, since one slip is a death.
  • A Tzhaar-ket-om with a slayer helmet and a berserker necklace flinches nearly as well as Dharok's if you do not own the set, and it is safer because you keep full health.

Cerberus Drops and Drop Rates

Cerberus has a narrow, specific reward identity, and it is the reason anyone comes here. She is the only monster in the game that drops the primordial, pegasian and eternal crystals, which upgrade dragon boots, ranger boots and infinity boots into primordials, pegasians and eternals. There is no alternative source and no substitute. Avernic treads now beat all three pairs on accuracy, but you upgrade the treads by feeding primordial, pegasian and eternal boots into them, so the crystals are still needed for the best version.

She also drops the smouldering stone, which combines with a dragon axe, pickaxe or harpoon to make the infernal versions, the tools that smelt or cook as you gather. For a lot of accounts that is the quieter but more immediately useful drop, since it changes how skilling feels rather than adding a stat line.

Cerberus unique drops (OSRS Wiki rates, checked 12 October 2026)
  • Drop
    Primordial crystal
    Rate
    1/520
    What it is for
    Dragon boots into primordial boots (melee)
  • Drop
    Pegasian crystal
    Rate
    1/520
    What it is for
    Ranger boots into pegasian boots (ranged)
  • Drop
    Eternal crystal
    Rate
    1/520
    What it is for
    Infinity boots into eternal boots (magic)
  • Drop
    Smouldering stone
    Rate
    1/520
    What it is for
    Infernal axe, pickaxe or harpoon
  • Drop
    Jar of souls
    Rate
    1/2,000
    What it is for
    Cosmetic jar
  • Drop
    Hellpuppy
    Rate
    1/3,000
    What it is for
    Pet
  • Drop
    Key master teleport
    Rate
    2/130, in a stack of 7
    What it is for
    Teleports you straight to the lair

The three crystals and the smouldering stone sit on one unique table that rolls at 1/130, so any kill has a 1 in 130 chance of one of the four.

We do not print prices for any of these. Crystal values move with the Grand Exchange and with whatever the current best-in-slot conversation is, so any figure written here would be wrong within weeks.

Combat Achievements

The Cerberus tasks reward doing the fight properly rather than doing it fast, which is unusual and welcome. There is no restricted-gear task here; the ones worth planning for are the two that ask you to take no damage from a specific source, and both are really tests of whether you know when the specials arrive rather than tests of your setup. Read the current list in game before you start a trip for them, and use our Combat Achievements guide to see where they fit in a wider task plan.

Ironman Notes

Slayer masters who assign Cerberus: Vannaka, Chaeldar, Konar, Nieve, Duradel. Each kill is 690 Slayer XP.

Ironmen have no other source for the boot crystals or the smouldering stone, so every upgrade comes off her 1/520 rolls.

Cerberus is a good Ironman target and an awkward one. Good, because the boots she enables are permanent upgrades you cannot buy your way to. Awkward, because the fight is balanced around owning a spectral spirit shield and you almost certainly do not.

Without a spectral, Ward of Arceuus is the substitute: a third off the soul drain for the cost of carrying runes. If you have neither, the no-ghosts method is genuinely the right answer rather than a training-wheels version: waiting for attack 14 above 400 hitpoints cuts prayer consumption to a couple of doses a kill if you flick while waiting, and Guthan's is a defensible choice for the wait because its low damage output helps you avoid overshooting 400 while healing you at the same time.

On a Hardcore account, do the no-ghosts version until the counter is automatic, and stay away from the red-click method entirely. It removes the mechanics but it converts every small mistake into a death.

Common Mistakes and Death Causes

Cerberus: what actually kills people, and the fix
  • What happened
    Souls and lava on attacks 14 and 15
    Why it happened
    Two specials land back to back. The pools pull your attention and your clicks, and the souls resolve while you are busy moving and eating.
    The fix
    Treat the souls as the only thing that matters in that window. Take the pool damage, keep the prayer cycle, and clean up afterwards.
  • What happened
    Praying the wrong soul
    Why it happened
    The souls appear in a random order, so pattern-matching from the last kill gives you the wrong answer.
    The fix
    Read the colours every time, and remember they resolve west to east regardless of the order they appeared in.
  • What happened
    Switching prayer after seeing the attack
    Why it happened
    Protection prayers only work if they are already up when the attack launches. Reacting is always too slow.
    The fix
    Switch on the count, not on the animation.
  • What happened
    Standing in a pool while eating
    Why it happened
    The pool keeps dealing damage every couple of ticks, so a heal taken without moving is often a net loss.
    The fix
    Move first, eat second. It is nearly always the right order here.
  • What happened
    Running out of prayer at low health
    Why it happened
    Each blocked soul drains 30 Prayer points, and a slow kill sees more soul attacks than a fast one.
    The fix
    Track prayer as the trip resource. If you cannot cover the next souls attack, leave. She resets and you lose nothing but time.

The recovery move at Cerberus is unusually forgiving and almost nobody uses it: walk back over the entrance flames. She resets to full and idles, you lose the progress, and you keep your supplies and your account. Because she fully heals when nobody is in the chamber, there is no such thing as a wasted retreat. There is only a fight you have to start again.

If a souls attack catches you at low health and low prayer, the order of operations is prayer first. Restore enough for the next block, then heal. Healing into an unblocked soul just moves the damage.

FAQ

What do you pray against Cerberus?

Protect from Magic as your default. When the souls rise, pray Melee for red, Magic for blue and Missiles for green, in order from west to east, then go back to Magic. Nothing protects you from the lava pools, so move off them.

What does Cerberus drop?

Her uniques are the primordial, pegasian and eternal crystals and the smouldering stone at 1/520 each, the jar of souls at 1/2,000 and the Hellpuppy pet at 1/3,000. Key master teleports come in stacks of 7 and take you straight back to the lair.

Can I boost into the Slayer requirement?

Wild pies work from 86 Slayer, but the boost has to stay active for the entire kill. If it lapses mid-fight you stop being able to damage her. It is fine for finishing a task you are one level short of and a bad basis for a grind.

Do I need a spectral spirit shield?

No, but the fight is noticeably cheaper with one. It halves the prayer drain from the souls, and prayer is what ends trips here. Ward of Arceuus covers a third of the same gap if you would rather not own one, and the two stack.

Melee or ranged?

Melee on crush is what she is weakest to, and it is the answer if your gear is comparable. That said a twisted bow performs very well here despite her ranged resistance, because her offensive stats are high and that is what the bow scales off. Use whichever of your setups is actually better rather than the one the weakness chart implies.

How do I stop dying to attacks 14 and 15?

Decide in advance that the souls win. When the pool and the souls overlap, take the pool damage, hold the prayer cycle, and sort the health out afterwards. Almost every death in that window comes from trying to solve both.

What is the no-ghosts strategy actually doing?

It exploits the fact that souls only start below 400 hitpoints and arrive every seventh attack. If you hold her above 400 until her fourteenth attack, the next souls window is attack 28, far enough away that a reasonable setup kills her first. You trade kill speed for almost no prayer consumption.

Is she worth doing outside a Slayer task?

You cannot: she requires the task to damage at all. In practice that makes her a boss you do in blocks whenever hellhounds or Cerberus come up, which is also why unlocking and extending the task matters more here than at most bosses.

Bottom Line

Cerberus is a counting exercise wearing a boss costume. Her attacks arrive on fixed schedules, every one of them is fully blockable or fully dodgeable, and the only genuinely hard moment in the fight is the one you can predict from the moment she stands up. Learn the count, hold Protect from Magic, and treat prayer as the resource that decides your trip length.

If the boots are the goal and the Slayer level is the obstacle, that is a training problem rather than a PvM one, and our Slayer training is the service for it.

If you would rather skip the learning curve, our Cerberus kill service is played by hand, with no bots or scripts. Otherwise the bosses list has the full index.

Cerberus: Slayer boss, difficulty 3/5. Combat values were read from the Old School RuneScape Wiki infobox on 3 August 2026, and the Slayer requirement, max hit, prayers, attack counter and drop rates were rechecked against the wiki and Cerberus/Strategies on 12 October 2026. Kill rates, GP per hour and item prices are deliberately absent because they move with balance patches and the Grand Exchange.

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