Daemonheim

Daemonheim (previously known as the Wilderness Castle) is a place of treasures, fierce battles and bitter defeats. It is currently the only place where a player can train the Dungeoneering skill. There are three ways to get to Daemonheim: You can form a raiding party for dungeoneering here in two ways, enter the free-for-all room and be matched with a party, or use the ring of kinship to make a party of your choice. You can also choose to go alone.
 * Take the ferry from Al Kharid
 * Walk through the Wilderness
 * Teleport using the Ring of Kinship given to you by the Dungeoneering tutor (note that this does not work the first time as you must go to Daemonheim to collect it).

It is possible to get the message beginning Regicide here, even though items are not supposed to be brought in from the surface. It is unknown whether or not the scroll is kept upon leaving the dungeon. It should also be known that one cannot bring things into the dungeon so you should have enough room in the bank to put your inventory into.

Inhabitants

 * Thok, Master of Dungeoneering, seller of the Dungeoneering capes
 * Dungeoneering tutor, teachs players about Dungeoneering
 * Wiglaf, a cook.
 * Estrith, a member of the Fremenniks there
 * Rewards trader, trades Dungeoneering tokens for rewards]]
 * Sonje, a member of the Fremenniks there
 * Fremennik shipmaster, takes players to Daemonheim from Al-Kharid.
 * Fremennik Banker, runs a banking service.

Dungeon Puzzles
When you see a ferret in an enclosed island, buy some fishing equipment if you don't already have any, and fish from the fishing spot, cook the fish. Then throw the fish you fished at the square you wish to get the ferret on. You must get the ferret on the pressure pad to unlock the doors.
 * Ferrets in an island area

A ferret will run away when players get too close, escaping down a hole and out of another. The players must trap the ferret between them and grab it using their Hunter skills. The ferret may escape from their hands and bite them for damage. A successful capture require quick reflexes and results in destroying the crystal on it's collar, unlocking the room's doors.
 * Ferret Hunter area

You will have to slide onto the pressure pads. Starting from the corner, slide diagonally to a pad, then diagonally to the next one. Get on a wall which puts you next to the button, then step on it.
 * Ice floor buttons

The player(s) will enter a room with 8 statues split into four groups, two of the groups of statues can be moved. The two movable groups must be matched with the stationary groups to unlock the door.
 * Sliding statues

In the centre of the room is a grid of tiles. 9 tiles make up one larger tile, some black and some white, in an overall 5x5 grid. The tiles must all be changed to the same colour, by flipping them using two options.
 * Flip tiles


 * "Imbue" flips the tile and the four directly adjacent to it.
 * "force" flips only the tile itself, however the player is also dealt damage.

In the centre of the room is the Monolith. Activate this and defeat the monsters around it to protect the Monolith as it charges.
 * Monolith

Switches surround the edges of a room. To unlock the door to the next room, all of the switches must be pulled. If one is pulled, the player must quickly run between each switch and left-click them. If they are not all pulled within a specific amount of time, the player will take high amounts of damage, and they will reset.
 * Switch Trap

Three lines of suspicious grooves are found on the ground, separating the entrance from the rest of the room. There is one safe path through the grooves; any incorrect choice will cause the player to be damaged and be forced to choose again.
 * Suspicious grooves

Some puzzle rooms have 3 statues in them, one unarmed. the player must mine a chunk of rock off a wall and carve it into the stone weapon that neither of the other statues hold, then use it on the statue, then the doors unlock.
 * Three Statue Weapon Puzzle

Two rows of five statues are found in the room. One of the rows do not have weapons. The player must carve a stone weapon as before for each of these which would beat the statue opposite in the combat triangle. (if the statue opposite has a bow, the player must carve a sword etc.)
 * Ten Statue Weapon Puzzle

Depending on how many people you are playing with, there are up to 5 pads on the floor. Each player most stand on a pad with an adjacent statue, and mimic the emote that the statue does. There are 5 emotes: Wave, Nod Head, Shake Hands, Laugh, and Cry. You must get 3 correct in a row, a failure to get it right results in having to start over and you take some damage.
 * Follow the Leader Puzzle

In the Middle is a large crystal and 4 lights are continuously running towards it. By stepping onto a stepping stone a light stops moving. When the lights enter the crystal at the same time the doors will open.
 * Crystal Puzzle

Near the entrance of the room is a construct in need of repair and a Crate of magic rocks. Take the magic stones, cut them into the appropriate missing piece of the Damaged construct with a chisel, imbue them with the appropriate runecrafting level and the construct will come alive; slowly unlocking all the walls (Rune-covered door) in the room.
 * Construct Puzzle

Next to the entrance of the room is a switch. Once pulled, the timer starts counting down. Player must pull it if he wants to pass through barriers. However when he does that, a countdown starts. If player runs out of time, a toxin spreads through room, dealing high continuous damage. If there are more doors, player doesn't need to reach centre in order to pass, but there are often keys in the centre. In the centre is also a chest. Opening it removes countdown or gas.
 * Toxin Maze

You may enter a room with several ghosts who seem to be normal enemies, but one of them contains a spirit. Watch carefully for the spirit to emerge from one ghost and enter another, and only the ghost containing the spirit is vulnerable to attack. Once you kill a ghost, the spirit will switch to a different ghost until you've killed them all. Another case is that ghosts are invulnerable when they are on one of the grey rugs in the room. Attempting to attack a ghost on the grey rugs will do no damage.
 * Invincible ghosts

A player take a power key across numerous stepping stones. A floating orb will move towards a player whenever they make a move. Players may only move North, East, South or West while the orb may only move diagonally. Orbs capturing players will deposit them on the outside of the puzzle and deal heavy damage. By crossing strategically a player may activate the lodestone in the centre with the power key.
 * Loadstone Power Puzzle

The enigmatic hoardstalker will ask teh players riddles, the player has to show an item to the enigmatic hoardstalker to proceed through the exit door
 * Riddler

How to Defeat the Bosses
WARNING: SPOILERS BELOW This boss constantly heals himself by eating bodies off to his side. If there is a group of more than one, there will be two bodies. If the player is in alone, there will be only one body, though if a player was in a party and the rest of the group left, there would still be 2 bodies, making it impossible for the player to defeat it. To stop him from healing, you must stand in front of the two bodies, so he won't be able to get to them and eat them. When attacking, Protect from Melee is useful, as it highly limits the amount of damage he does, as he usually uses melee attacks, and with good melee armour, you have a high Ranged Defence bonus, so minimizing the amount of food.
 * Gluttonous Behemoth:

Astea uses Ice Barrage (although with lower max hit) and melee. She will also use protection prayers (changing them anytime between 30 to 60 seconds, therefore take two styles to be most effective). Her protection prayers are not affected by the attack you use (for example, if Astea is using Protect for Melee, and you attack with Magic, she doesn't necessarily change to Protect from Magic). Astea can summon ice spiders and tends to summon them frequently if you use Protect from Magic. An effective way to kill her is to use the Protect from Magic prayer, and melee, while wearing ranged armour (more effective in lower floors as spider level is low). When frozen use ranged, but not necessary as the protection prayer limits the amount of time you're frozen. Another way to kill her is to use melee armour and melee with Protect from Magic to weaken her damage. Once she freezes you and steps back, switch to range/mage armour and attack with Protect from Melee
 * Astea Frostweb:

This boss has a special attack - it creates ice spikes from the floor. They are easy to avoid by just standing next to the boss. Damage is reduced (no full protection) by using the Protect from Melee prayer. This boss is easy and should not be a problem to beat. Be warned though, as this boss can freeze a player in place for several seconds with a ranged attack.
 * Icy Bones:

This boss uses magic and melee, but it also has a powerful special attack - ice slopes falling from the roof. As soon as you see the Icefiend cover in an icy block, start and keep on running in different directions until the ice cover around it melts. This special attack will not kill you, but it will bring you to under 100 lifepoints. If you are hit by icicles and with low health, don't panic to eat food. It is recommended to stock up on food before fighting this boss to avoid dying. Sometimes its easier to walk away in a straight line, and then turn to do another straight line. You can see the icicles failling before they land, but its hard to dodge them.
 * Luminescent Icefiend:

This boss in a very icy territory, that causes the player to slip around. It is very resistant to Magic and Ranged, but is weak to Melee. The boss moves around and can "blast" a player to the other side of the room. The best way to beat it is to corner it then attack it with Melee. Besides melee and magic attack, this boss has a special attack when it says "DEEP FREEZE". A player will be frozen and must be quickly rescued by one of his team-mates, or he/she will take a large amount of damage few seconds later.This boss is weak to crush attacks, magic and ranged. You'll find Divine Skinweaver alone in the room, but soon skeletons will start to pour out of holes in the wall. Divine Skinweaver will heal you when you stand on the platform. Kill skeletons, and wait for Divine Skinweaver to tell you to block a hole. Block one, and then wait for him to command you again. Once you've blocked up all the holes, kill the remaining skeletons and talk to Divine Skinweaver to reveal the exit ladder. This boss is easy, all he does is randomly binds you and teleports a few squares away from where he was standing. Either mage/range him, or wear high range armour and melee him. Shouldn't have much trouble with him. He also disables prayers. This boss has a 'shield' in front of his face, making him invulnerable to frontal melee attacks. If you are in a group, get one person to tank from the front while the rest stand behind him and attack. If you are soloing him, make sure you bring magic runes with you, as magic will hit him, even if you are in front of his shield. Also, grab a pickaxe to break his armour faster. Extremely easy. Uses melee and occasionally casts spells. Protect from mage and you will be fine. You can restore your points at the back of the room. This boss hits quite hard, and often, so keep your hp up at all times. When he yells "CHARGE!!!", he will knock anyone in front of him, back about 6 squares and stun them for 5secs, also disabling their prayer for about 10secs. He also reduces your defence after using his charge attack, but only by 1 level. He hits 200+ so be careful. You will find him in a room with two crystals next to him. When you attack him, he will become invulnerable, and spit out two crystal parts. Then rocks will start falling from the sky. Pick the crystals up before rocks fall. Then place the crystal parts on the crystals, and you should be able to attack him soon. Fail to do so, he will heal. Rocks can sometimes block you from reaching the crystals, so make sure you stock up on food, as it will be a long battle. This boss is quite strong. His magic attack drains prayer quite fast. He drains all your stats by 5. When he chants something, he's casting a spell, either: Red Rain = Hits high and follows you(do what you do with Luminescent Icefiend, run away till it stops). Purple Rain = Hits medium but only stays in one place(just move to the opposite side of him and you will be fine). He has very good slash defence, but very low stab defence, so any melee weapon with stab will be perfect. Due to the high hitting effects of Red Rain, it is advised to keep your life points high. ''He is found in a library. He can teleport and has two spells. Book Barrage and Almaniac army.When he shouts book barrage, explosive books are summoned and 3 seconds later, they explode, dealing very high amounts of damage. If you are not careful, three explosive books can deal 600+ damage. A way to avoid this, is to run from the explosive books. This is easily achieved as the explosive books are quite slow. Almanac army summons books with 10 health, and they deal low amounts of damage.'' ''- No information at the time. - - No information at the time. - - No information at the time. - - No information at the time. -''
 * Plane-freezer Lakhrahnaz:
 * To'Kash the Bloodchiller:
 * Skeletal Horde:
 * Geomancer Shaman:
 * Bulwark Beast:
 * Unholy cursebearer:
 * Rammernaut:
 * Stomp: 
 * Har'Lakk the Riftsplitter:
 * Lexicus Runewright:
 * Saggitare:
 * Night-gazer Knighorahk:
 * Shadow-forger Ihlakhizan:
 * Bal'lak the Pummeller:

Development History
On 22 February 2010, exactly thirty days after the Strange Power, Daemonheim was suddenly released, known to players of the time as the Wilderness Castle. Curious players tried to get in, but were unable to as the castle was blocked off by the Fremennik guards named Hilda and Torsteg. Some players, however, attempt to view it using the Orb of Oculus and found some tents and a ruined castle.

All the confusion was cleared up on 12 April 2010, when Dungeoneering was released.

Trivia

 * The strange power event was also a teaser for the Dungeoneering skill though the exact cause of the event is still unknown.Ghostly figure.PNG
 * The Seers have simply located the source to be at Daemonheim.


 * Prior to its official skill release, Daemonheim was not labelled on the map nor did it have icons.
 * Ghostly figures can be seen walking all across Daemonheim. They cannot be examined nor do they appear on the minimap.
 * As is read in the Chronicles, the tunnels seem to have been constructed by Bilrach the Mahjarrat.
 * Unlike other chickens, the chickens in Daemonheim cannot be attacked and when examined it says "Who are you calling chicken?".
 * There are rooks scattered around Daemonheim that cannot be attacked and when examined it says "You're being watched."
 * On the 1st floor of the Castle, a statue of what looks like a Dragonkin watches over the stairs. It is currently unknown if the Dragonkin had indeed occupied Daemonheim.Daemonheim1.png
 * The name Daemonheim is a contraction of the words "Daemon", meaning "demon", and "Heim", which is German for "home". So Daemonheim means "home of the demons".
 * One of the food types, Heim Crab, is probably named after Daemonheim, as it's the only place where you can find it.
 * There is currently a glitch where on the second floor, all the tinderboxes disappear.
 * Revenants had been spotted wandering into the area before Daemonheim's official release.
 * This is the first time that free players could talk to warriors from Fremennik Province.
 * Torsteg commanding "YOU SHALL NOT PASS!" may be a reference to Lord of the Rings, whereby Gandalf commands the same phrase whilst fighting the Balrog in the Mines of Moria.
 * The ram head-esque symbol on Torsteg's belt is similar to the design on the nearby tents and standards
 * Mod Mark H had written a suggestion in the forums known as Deepstone Keep which led many players to believe Daemonheim was just that, though he confirmed otherwise; however, many aspects of the gameplay looks like it.
 * It is revealed through the notes of the Ring of Kinship that this is actually the Dragonkin Castle (possibly the one from While Guthix Sleeps) where the Stone of Jas used to be.