![double nightmare double nightmare](https://i.pinimg.com/736x/80/a0/a3/80a0a30d732e6b8cbe2076395d049ca4--trouble-plush.jpg)
If the Nightmare has very low combat stats, her max hit will be at least a random number between 1-5, subject to the effects of prayer. In addition, players take 20% of her base damage if using Protect from Melee, and 120% of her base damage if using the incorrect protection prayer. The Nightmare's melee attack ignores accuracy and always hits. If The Nightmare is floating in the centre rather than lying on the ground, it is an indication that she is fighting a group of players the symbols on the ground also indicate the phase she is in. Unlike other boss fights, The Nightmare's health and combat stats scale to the number of players in the fight (ranging from 5–80 players), though players can fight her with fewer than five. Players may join in the following 30 seconds before the fight begins: afterwards, players must wait until the fight is over (with The Nightmare or all the players defeated) before they may join. To begin the fight, approach The Nightmare's unconscious body and select the Disturb option. Fenkenstrain's castle teleport tablet, then run south-east.
#Double nightmare code
Fairy ring code A L Q then run south-east.This requires partial completion of Sins of the Father, but costs no money. Using Morytania legs 3 or 4 to teleport to Burgh de Rott, running east to the small docks and then taking the boat to Slepe.
![double nightmare double nightmare](https://i.ytimg.com/vi/0rKqCVcfPkE/maxresdefault.jpg)
Players may also pay Andras a one-off fee of 1,000,000 coins to gain permanent access to his boat for free. The player will arrive at a dock just south-west of Slepe.
![double nightmare double nightmare](http://www.loganwhitehurst.com/artwork/etchings/nightmare.jpg)
Using the Ectophial to teleport to the Ectofuntus, then heading north to the small dock and paying Andras 10,000 coins to row to Slepe.Players can then run east to Slepe, where they can go down the stairs as mentioned above. Teleporting to the Hallowed Sepulchre with a Hallowed crystal shard (can be purchased from Mysterious stranger for 1 Hallowed mark) after completion of Sins of the Father, then running to the shortcut on the east side of the city (requires 63 Agility and two long ropes to unlock).From there, the player can go down the stairs in the small building directly south of the graveyard and then running east, and taking the first northernmost turn. Once players pass the small dock, they can run east to arrive at Slepe. Teleporting to Ver Sinhaza via Drakan's medallion, then running north.Teleporting to the Sisterhood Sanctuary via Drakan's medallion after the Slepey tablet has been acquired from Phosani's Nightmare.The quickest methods of reaching Slepe, where The Nightmare resides, are: Shura, in turn, has enlisted the aid of numerous adventurers to keep The Nightmare in check, until she can defeat the Nightmare once and for all. This in turn has allowed The Nightmare to draw victims into her dream world, stealing their dreams and feasting upon them, becoming stronger in the process. The Nightmare arrived at an opportune moment, with the town suffering from the sleeper plague. Shura, wary of the danger The Nightmare poses, decided to pursue her to protect her home from the eldritch horror. Driven out of Ashihama, it fled west to the mainland, where it arrived in the Morytanian town of Slepe. One day, a group of sirens, led by Shura, defeated The Nightmare in its lair. These shamans appeared to have attempted to fight off The Nightmare, eventually culminating in the creation of four totems that could channel power to stop her, but the shamans were wiped out before they could use them on her. For as long as the sirens of Ashihama can remember, The Nightmare has plagued them, their dreams stolen and feasted upon. The Nightmare's true origins are unknown, but according to a legend in Ashihama, it was told that an ancient ritual was performed by several shamans, birthing an otherworldly horror that took on the appearance of a large, hag-like woman.