Chaos Temple Dungeon

Not to be confused with Zemouregal's fort, a manor owned by Zemouregal in The North.

The Chaos Temple Dungeon (also known as Zemouregal's Base) is a dungeon located under the Chaos Temple in the Wilderness. It is first accessed through a trapdoor in the Defender of Varrock quest, and requires the Grubby key to enter. After the quest, players may use the dungeon without the key.

Getting there
Players must go to the Chaos Temple, in the Wilderness to reach the dungeon. The temple is in level 11-12 Wilderness and Pkers may be in the area. Players in north-eastern Varrock can brave the dangers of the Wilderness and walk north to the temple. Alternatively, after completing Defender of Varrock, players can talk to Hartwin, located upstairs in the Varrock Palace, to transport them right next to the trapdoor leading down to the dungeon, to avoid walking through the now dangerous Wilderness.

The entrance to the dungeon is behind (south of) the Chaos altar within the temple. Players must have completed at least part of the Defender of Varrock quest to enter the dungeon.

A tour of the dungeon
Parts of this dungeon cannot be accessed. The parts that can be accessed or seen are:


 * 1) Ladder - exit to the trapdoor in the Chaos Temple.
 * 2) Armoured zombies roam in these areas. They are aggressive and attack using Melee or Ranged.
 * 3) First balcony - overlooking an inaccessible room. (The blue line on the map shows the edge of the balcony; this is not shown on the minimap in the game.) Players cannot get across the balcony. In the Defender of Varrock quest, looking over the balcony for the first time plays a cutscene.
 * 4) Southern inaccessible chamber - There appears to be a ledge around most or all of the chamber, above head height. An armoured zombie can be seen within the chamber. A door can be seen in the north wall of the chamber. (This door does not appear on the minimap in the game, and is marked in orange on the map above.)
 * 5) Several empty bottles - During the quest, the player needs to take 3 bottles and use them to store the red mist that rises from slain armoured zombies.
 * 6) First door - In the quest, 3 bottles of red mist are required to open the door for the first time. Thereafter, mist is not required.
 * 7) South-western chamber - In the quest, a cutscene plays when the player enters this chamber for the first time.
 * 8) Second door - In the quest, 3 bottles of red mist are required to open the door for the first time. Thereafter, the red mist is not required.
 * 9) Second balcony - overlooking another inaccessible room. (The blue line on the map shows the edge of the balcony; this is not shown on the minimap in the game.) Players cannot get across the balcony. In the quest, looking over the balcony for the first time plays a cutscene.
 * 10) Northern inaccessible chamber - There appears to be a ledge around most or all of the chamber, above head height. Armoured zombies lined up in ranks can be seen in the chamber. A door can be seen in the south wall of the chamber. (This door does not appear on the minimap in the game and is marked in orange on the map above.)
 * 11) Third door - This door can be opened with the base key found during The Curse Of Arrav. Examining the door reveals: "Leads into the depths of Zemouregal's base".
 * 12) Possible connection between the two inaccessible rooms - When mapped, the doors in the two rooms appear to be aligned. This suggests that a corridor, cave passage, or chamber may connect the two rooms. (This does not appear on the minimap in the game and is marked in dotted orange lines on the map above.)
 * 13) Kitchen - The kitchen contains a pipe which gives access to the sewers.
 * 14) Human detection traps - The corridor is impenetrable, as the traps set off an alert when passed. The orange crosses stand for the traps and are not shown on the minimap.
 * 15) Chest room - This room houses the chest with a code key (level 66 Thieving required), and you can find some decoder strips and Zemouregal's Notes (part 2) on the tables.
 * 16) Heart room - Prior to stealing Arrav's heart from this room, it is found on the pedestal protected by a strong spell. However, the heart is protected by a complex code lock, three fire traps (which are avoided by grappling your way over them), and a strong spell. The orange lines represent the fire traps, but the lines do not show up on the minimap.

Armoured zombies
After the quest, the main attraction of this dungeon is the Armoured zombies who roam its halls.

The zombies are excellent monsters to train on for medium to high leveled players, and some players even choose to train combat skills all the way to level 99 here. With a Bunyip or Guthans, a player with good combat stats could camp here without food and earn over 60k exp/hr, and as the monsters are aggressive, very little attention has to be paid. These monsters also drop noted planks and pure essences, runes, various herbs, and charms fairly regularly.

Monsters

 * Armoured zombies

Personalities

 * Zemouregal (only during the Defender of Varrock quest)
 * Sharathteerk (only during the quest)
 * An undead Arrav (only during the quest)
 * Hartwin

Quests
The dungeon plays a major role in two quests:
 * Defender of Varrock
 * The Curse Of Arrav

Music
Music unlocked:
 * Undead Army

Trivia

 * This dungeon is known as the Chaos Temple Dungeon for its location under the Chaos Temple. It is also known as Zemouregal's Base, based on the examine text on the third door. "Chaos Temple Dungeon" in fact may be a bad name, since there are several Chaos Temples throughout the world. However, it is the popular name for the dungeon.
 * The Bottles found in this dungeon are untradeable, and apparently have no use other than to hold the red mist emitted by slain armoured zombies. The resulting Bottles of mist are also untradeable and have no use other than in the quest. No other items spawn in the dungeon, so it is not a popular destination for treasure gatherers.
 * Drop hunters, however, will find the dungeon rewarding. The dungeon is the only known location with Armoured zombies. These zombies seem to have fair drops, include many coins, good herbs, and several types of planks used in Construction. The planks are dropped in noted form, which is convenient.
 * The presence of a Prayer altar just outside the dungeon makes it quite practical to use protection prayers when fighting the zombies. Since the dungeon is not multi-combat, players will only be attacked by Melee or Ranged (not both at the same time), and thus will be able to use the appropriate prayer. With good Prayer armour and the Piety prayer, this dungeon may be a good place to train.
 * The closest bank to the dungeon is at the Wilderness Volcano further to the north. The quickest banking method would be to use a Games necklace to teleport to the Wilderness Volcano, use the bank there, and then run back to the dungeon entrance in the Chaos Temple. The Clan Wars teleport leaves the player slightly closer to the dungeon entrance, but there is no bank at this location.
 * Although the dungeon is under the Chaos Temple in the Wilderness, the dungeon itself is not in the Wilderness. This makes it a potential "bolt hole" for players in the area who are being bothered by a Revenant. Care should be taken, however, as some zombies stay near the dungeon entrance, and will immediately attack a player who enters.
 * Examining the maps of the Chaos Temple surface area and the dungeon suggests that at least some of the lava on the surface cannot be welling straight up through the ground, as this would have to go through parts of the dungeon. There may be some natural or magical explanation of this that is not yet known.