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A graceful-clad adventurer faces the stone walkways and traps of Hallowed Sepulchre.

Hallowed Sepulchre OSRS guide

Hallowed Sepulchre is a members Agility activity under Darkmeyer.

Check requirements

01 / Before you enter

Hallowed Sepulchre
requirements.

You need 52 Agility and Sins of the Father to enter. Then you clear timed trap runs on five floors. You earn Agility XP, optional coffin loot and hallowed marks.

The Sepulchre is an old burial ground. It lies in the north-east of Darkmeyer. It came out on 4 June 2020.

Agility is the main skill here. Coffins also use Thieving, Construction, Prayer and Magic. Deeper floors need more Agility. Our full OSRS agility training 1–99 guide covers the wider skill path.

  1. Travel. Use Drakan’s medallion to reach Darkmeyer, then run north-east. Or use a hallowed crystal shard to teleport to the lobby from the reward shop.
  2. Start on Floor 1. The lobby timer starts at two minutes on Floor 1. Each floor down adds two more minutes. Unused time carries forward.

How this guide is made: it is written from the pages listed under Sources, mainly OSRS Wiki pages, and was last checked against them on the date above.

Quest
Sins of the Father
Entry Agility
52+
Account
Members

Quest requirements

  • Start levels: 62 Woodcutting, 60 Fletching, 56 Crafting and 52 Agility.
  • Later levels: 50 Attack, 50 Slayer and 49 Magic. None of these seven levels can be boosted.
  • Eight quests: you need all of them. They include Vampyre Slayer, A Taste of Hope and Darkness of Hallowvale.
  • Combat: the wiki suggests combat level 95 for the quest fights.
  • Reward: Darkmeyer access and a Darkmeyer teleport on Drakan’s medallion.
Deathbank activity.

Your items go to the Mysterious Stranger’s deathbank when you die. Hardcore Ironmen lose status. A second unsafe death clears the deathbank.

Read the OSRS Wiki: Hallowed Sepulchre warning before you risk gear.

A hooded climber on worn stone steps that rise past spike traps and blue braziers in a crypt.
Five floors, one timer.Hallowed Sepulchre / Darkmeyer

02 / Floor by floor

Hallowed Sepulchre
floors and timer.

Each floor is a linear trap course. You get Agility XP when you leave the floor.

  • Hit a trap: you go back a little. You lose time and usually take damage. The hallowed ring from the mark shop can prevent this.
  • After the last obstacle: the timer stops at the magical obelisks. Equip a Saradomin item there to restore run energy.
  • Grand Coffin: the timer also stops when you jump the pedestal. Then you have unlimited time to loot it.
  • Timer hits zero: you can still finish the floor for Agility XP. You cannot loot coffins or enter the next floor.
  • Hallowed tokens add one minute each if you need more time.
  • Run energy: bring stamina potions. Obelisks are slow to refill it. Slips can empty it mid-floor.
  • Wrong god: gear from other gods drains run energy. An Armadyl crossbow does.

Floor Agility levels

Five floors,
five levels.

You get XP when you climb down or leave by an obelisk. You do not get it at the last trap. So many runners skip coffins until they can finish Floor 5 with time left.

Floor gates are boostable. Say you have 72 Agility. Eat a bite of summer pie at the end of Floor 3 to enter Floor 4.

Floor Agility requirements (boostable)
FloorAgilityXP per completionRunning total
152575575
2629251,500
3721,6003,100
4772,8755,975
5875,72511,700

In the August 2026 Agility update , Floor 4 dropped from 82 to 77 Agility. Floor 5 dropped from 92 to 87. Clearing every floor in one run gives 11,700 Agility XP before treasure encounters.

The north pillars on Floor 2 add 10 XP. Some runs give 935 XP there.

Traps you will learn

  • Wizard statues shoot alternating fire streams. Stand in the single safe tile between flames.
  • Knight statues throw Saradomin swords forward and back. Deeper floors move faster.
  • Crossbowman statues fire glowing bolts. Floors 1–2 usually fire one bolt. Lower floors often fire two at once.
  • Priest statues stun you with lightning on a chequerboard pattern. That leaves you open to other traps.
  • Strange tiles teleport you when lit: blue forward, yellow backward. You get brief trap immunity, which deeper floors use to pass sword lines.

Patterns cycle predictably. Public worlds can shift phase if another player triggers traps first.

A hooded climber pauses between stone knight statues before glowing blue and gold floor tiles.

03 / Rates & rewards

Agility XP
and loot.

Skipping coffins gives more XP per hour. Looting earns hallowed marks for the Mysterious Hallowed Goods shop. It also gives you a shot at the Grand Hallowed Coffin on Floor 5.

Realistic Agility XP per hour (OSRS Wiki, Oct 2026)
FloorWith selective lootingNo looting
1 · 52+30,00040,000
2 · 62+40,00050,000
3 · 72+63,00071,700
4 · 77+73,00081,000
5 · 87+90,00098,500

The wiki says Floor 5 gives 98,500 XP/hr. That counts looting only the Grand Hallowed Coffin. It leaves room for mistakes. Flawless no-loot runs can exceed 100,000 XP/hr.

Expect lower numbers while you learn the traps. The same goes if you stop for food or loot every side coffin. Treat them as orientation, not a promise for your account.

Coffin marks
1–6 each
Grand Coffin
8–10 marks
Ring drop
1/200

Which coffins are worth opening?

Wiki guidance for mark farming:

  • Floors 1–2: skip routine loot.
  • Floor 3: ignore grapple and prayer coffins unless you need marks.
  • Floor 4: skip the prayer coffin.
  • Floor 5: think about bridge and enchant obstacles on Floor 4. Do it only if you still have timer for the Grand Coffin.

What you need to open coffins

Skills for regular coffins
Coffin partYou need
Lock66 Thieving (boostable)
Bridges56 Construction
Braziers54 Prayer
Portal frames7 Magic
Pillars62 Ranged

The Grand Hallowed Coffin needs 84 Thieving, or 66 Thieving with 92 Agility. Both are boostable since August 2026.

It always rolls hallowed marks and uses the high-tier loot table. It can drop a ring of endurance at an estimated 1/200 rate.

Side coffins roll the low, mid or high tier loot tables. They can drop clue scrolls. The tier climbs by floor: easy, medium, medium, hard, then elite.

The Floor 5 Grand Coffin adds an elite clue roll. The rate is an estimated 1/30.

Mark shop prices
  • Hallowed ring (250 marks) removes trap damage and shortens failure penalties.
  • Grapple, focus, symbol and hammer (100 marks each) remove failure on their obstacles.
  • Dark dye (300 marks each, six for full graceful recolour).
  • Private instances (200 marks one-time with the Mysterious Stranger).
  • Hallowed tokens (10 marks each) add one minute inside the run.
  • Crystal shards (1 mark) teleport to the lobby.
  • Sacks (100 marks) simulate five low-tier coffin rolls, one mid-tier and two high-tier. They turn marks into gamble loot without another lap.

Buying every shop unlock costs 5,650 hallowed marks. That includes six dyes and private instances, but not consumables. This comes from the wiki reward summary.

Treasure encounters and their XP

Treasure encounters are bridges, braziers, portals and pillars. Each one gives a small Agility XP burst twice. You get 100 XP on Floors 1–2, 150 on Floors 3–4 and 160 on Floor 5. This is per the wiki table.

You must do them to get the coffin behind them. Plan your route before timer pressure builds.

Obstacle items and XP
  • Bridges: use 2 planks and 5 nails. Steel nails give 150 Construction XP. Mithril nails give 300, adamantite 450 and rune 700. Each tier pairs with a better plank.
  • Braziers: sacrifice 2 vampyre dust for 200 Prayer XP. A hallowed symbol cuts that to one dust.
  • Portals: an enchant spell gives 200 Magic XP. A portal can fail twice, then it breaks. The hallowed focus removes failure.
  • Pillars: use a crossbow and a mith grapple. The hallowed grapple never fails.
Portal enchant spells

The game casts the best enchant spell you can. The hallowed focus makes it cast the lowest one you can instead. Higher spells succeed more often.

  • 7 Magic: Lvl-1 Enchant, with 1 cosmic and 1 water rune.
  • 27 Magic: Lvl-2 Enchant, with 1 cosmic and 3 air runes.
  • 49 Magic: Lvl-3 Enchant, with 1 cosmic and 5 fire runes.
  • 57 Magic: Lvl-4 Enchant, with 1 cosmic and 10 earth runes.
  • 68 Magic: Lvl-5 Enchant, with 1 cosmic, 15 water and 15 earth runes.
  • 87 Magic: Lvl-6 Enchant, with 1 cosmic, 20 earth and 20 fire runes.
  • 93 Magic: Lvl-7 Enchant, with 1 cosmic, 20 blood and 20 soul runes.
Collection-log extras

The Sepulchre has 16 collection-log items. Coffin loot can include mysterious pages. There is one unique page per floor. They are for the strange hallowed tome in the lobby.

Four knight spirits can appear after coffins. They are Unicorn, Wolf, Lion and Owl. The Archpriest of the Unicorn can appear only after the Grand Coffin. The chance is 1%.

They show in the lobby. Wear a ring of visibility or shadows to see them. These are collection-log extras. You do not need them for Agility XP.

04 / Inventory & outfit

Gear and
inventory.

Weight-reducing clothing such as the graceful outfit lowers run drain. It does not raise obstacle success.

Graceful still comes from rooftop Marks of Grace. See our Marks of Grace OSRS guide for spawn rates and piece costs.

Pet chance on exit

Leaving via an obelisk rolls the giant squirrel pet. Floor 1 is 1/35,000. Floor 2 is 1/16,000. Floor 3 is 1/8,000. Floor 4 is 1/4,000. Floor 5 is 1/2,000. The odds come from the wiki’s Agility pet table.

Stay alive

Food and antipoison
The wiki suggests 70+ Hitpoints while you learn traps. A failed coffin open can poison you at low HP.

Open the coffins

Lockpick
A lockpick improves coffin odds. A strange old lockpick improves them more, without spending charges inside the Sepulchre.
Bridges
Pack a saw, hammer, planks and nails. You can buy the hallowed hammer later.
Portals
Portal coffins need standard-spellbook enchant runes, unless you wield the hallowed focus.
Pillars
A crossbow and mith grapple cover pillar coffins until you unlock the hallowed grapple.

Run energy and shop

Obelisk energy
Hallowed items you wear count as Saradomin items. They keep the obelisk energy refill working.
First purchase
Skip hallowed gear until you know the paths. Then buy the hallowed ring first if you fail obstacles often. Otherwise the hallowed grapple saves more time. The rest can come in any order.
Bridge, ring and lockpick notes

Steel nails with normal planks grant 150 Construction XP per bridge. Higher-tier planks and nails grant more Construction XP at higher material cost. A crystal saw’s invisible boost counts.

The ring of endurance is untradeable while charged with stamina doses. Reverting it to trade clears charges.

The ring needs 70 Agility to equip. It holds up to 1,000 stamina doses.

At 500+ charges it reduces run energy drain by 15%. This works only when no stamina effect is active. It is separate from graceful’s weight reduction, so you can wear both.

A full strange old lockpick stays tradeable at 50 charges. After one charge is spent on Barrows doors it becomes untradeable.

Sepulchre looting never consumes charges. Keeping one in your inventory is a common quality-of-life choice.

05 / Common pitfalls

Common mistakes
and deaths.

Most new runners die or run out of time for the same few reasons. Plan around them before you risk gear.

  • Dropped loot. Loot you drop on the ground inside is always lost.
  • Looting too early. New players often loot every coffin on Floors 1–2. Mark returns are weak there. Then they run out of timer before Floor 5.
  • Public instances. Practise in a private instance. Pay 200 hallowed marks once to unlock it.
  • Missing the Grand Coffin. The timer often expires on Floor 5. Practise no-loot runs until Floor 5 entry is easy.
  • Adding loot in stages. Start with the Grand Coffin only. Next try selective Floor 4 obstacles. Last, add mark routes.
  • Speed goals. Noticeboards beside the lobby stairs track personal and global best times. Treat speed goals as optional. Safe, steady clears matter more while you learn.

06 / Where it fits

The Sepulchre in the
1–99 Agility path.

Our route moves to the Sepulchre at level 62. That is when Floor 2 opens. The wiki lists the Sepulchre as the fastest Agility XP from level 62.

The 1–99 agility training guide compares rooftops, diaries and Sepulchre. It calls Sepulchre a high-attention option from roughly Floor 2 onward.

  1. Under 52

    You cannot enter yet. Use quests, rooftops or Brimhaven first.

  2. 52 to 61

    Floor 1 opens after the quest. Our route still uses Brimhaven or the Wilderness course until 62.

  3. 62 to 71

    Floor 2 opens.

  4. 72 and up

    Floors 3, 4 and 5 open at 72, 77 and 87. The Grand Coffin waits at the end of Floor 5.

  • The Wilderness course. It needs 52 Agility. A summer pie lets you in from 47. Other players can attack you there.
  • Rooftops still matter. The Sepulchre pays hallowed marks, not Marks of Grace.
  • Focus level. Rooftops need less focus. You can train other skills while you lap, such as High Level Alchemy or Fletching.

07 / Quick answers

Questions
players ask.

Is Hallowed Sepulchre worth it for Agility?

It can be, if you want peak Agility XP and can handle traps. Floor 4–5 no-loot runs beat most rooftops on the wiki tables.

If you prefer low-stress laps, mix Sepulchre sessions with rooftop courses. Do the same if you need marks for graceful dyes.

You do not have to spend every hour in the crypt.

Can you boost Agility to enter higher floors?

Yes, floor gates are boostable. The usual choice is a summer pie (+5 Agility). Eat it before you go down the stairs.

The same rule applies to the Grand Hallowed Coffin: 84 Thieving, or 66 Thieving with 92 Agility.

What do you need to loot the coffins?

Looting is optional. Regular coffins need 66 Thieving, and you can boost it. Each obstacle adds its own level. Bridges need 56 Construction.

Braziers need 54 Prayer. Portals need 7 Magic. Pillars need 62 Ranged. A lockpick improves your odds. Failing a coffin poisons you.

Is it viable on an Ironman?

Yes, with prep. You must finish Sins of the Father first. You supply your own planks, nails, runes and food.

Ring of endurance and lockpick drops are rare. Hardcore Ironmen should treat deaths as account-ending.

How does this relate to graceful?

Sepulchre does not give marks of grace. You still collect graceful pieces on rooftops. Dark dye from hallowed marks only recolours the set.

Weight reduction works the same inside the Sepulchre.

Does looting change Agility XP on the floor?

No. You get floor XP when you take the stairs or leave by an obelisk. The listed 575 to 5,725 XP per floor does not change because you looted.

Looting costs time. Every coffin obstacle adds seconds, so your hourly Agility rate drops. Each finished floor still pays the same completion reward.

Sources & verified on

Mechanics and numbers checked against the OSRS Wiki on 16 October 2026.

Floor, run energy, path and coffin notes re-checked on 20 October 2026.

Your next milestone

Leave the laps to us.

Send your current level and goal for a personal Agility quote. A person confirms the work and price in Discord. Ask questions, then decide without pressure.