God Wars Dungeon

The God Wars Dungeon was released on 28 August 2007. Its release was announced in the Behind the Scenes of August 2007. Jagex has classified the God Wars Dungeon as "the most dangerous place in all of RuneScape". Therefore, it is recommended that players who wish to explore the God Wars Dungeon only bring items which they are willing to lose.

Players must either have 60 Strength or 60 Agility in order to gain entry, and must have also completed the Troll Stronghold quest up to the point where they defeat Dad.

Lower levelled players who enter the God Wars Dungeon should turn on Protect from Melee. If not turned on, the minions can kill you within a few seconds, this should not be as much of a problem if you are 115+ combat level. Another (and more advisable) option is to bring a piece of equipment to that corresponding god, so that the minions that follow that specific god will not attack you once you enter. With the right planning of armour and weapons you can enter the God Wars Dungeon safely.

Background
The God Wars Dungeon is a large dungeon north of Trollheim beneath some ruins. It contains the thawing remains of a large battle involving the forces of Saradomin, Zamorak, Armadyl and Bandos; one of the many battles of the God Wars.

Originally, Saradomin, Armadyl and Bandos had agreed an alliance to destroy Zamorak once and for all. However, before long they turned on each other and it became a four-way battle. The battle rages on today, with the newly unfrozen warriors unaware that their war had finished 2,000 years earlier. They are fighting for ownership of the Godsword, an ancient relic of incredible power. During the last battle of the Third Age, the sword became shattered; the god who possessed it before it did so is not known.

The Temple Knights of Saradomin sent several of their order to inspect the dungeon but now only one remains, lying mortally wounded near the entrance.

Getting there

 * Players with level 61 Magic may use a Trollheim Teleport and go north past Thrower trolls (by using the Protect from Ranged prayer to avoid constant ranged attacks.)
 * Alternatively, walk from Burthorpe using same route as the Troll Stronghold quest (requires only to be started); bring or buy Climbing boots from Tenzing the sherpa for 12 coins.

Icy area: The entrance

 * Push the boulder with Strength level 60
 * Alternatively, use the Agility shortcut (requires level 60 Agility) - a small niche in a rockslide (first rock to the east.)
 * Note: The Agility shortcut just north-east is one-way into the Wilderness level 31 at The Forgotten Cemetery. This means that you cannot get there by travelling into the Wilderness.
 * Beware of the icy cold outside the entrance which lowers stats and does damage.
 * Be ready for several level 100+ Wolves outside the entrance.

The Dying knight


Players do not have to take the note to Sir Tiffy Cashien in Falador park in order to enter; however, if they did take the note to Sir Tiffy, you don't need the note to enter. Players must speak to the knight before they can enter the dungeon. Sir Tiffy will take the note even if the player has have read it.
 * Once in the icy area, the player's run energy will be reduced to zero (however it will be immediately replenished if the player is under the effect of the salt-water spring).
 * Northwest of dungeon entrance, talk to the Dying knight and receive the Knight's notes.
 * Use a rope on the entrance (only required for the first visit) and enter the dungeon.

Requirements
This is what is required to enter the dungeon, regardless of which god is chosen.

[ KC ] amongst the clan so you all get the required kills at the same times. A tip for clans is to have at least 2 tanks ready just in case one dies or lags.
 * 60 Strength or 60 Agility to get past the entrance.
 * A rope (only required for the first time entering the dungeon).
 * Climbing boots (only required if using the Agility shortcut method).
 * Also a good clan of high levelled players will come in handy. Also the lootshare option is possible to equally distribute the kill count

Recommended items

 * Around 8 Prayer potions or Super Restore potions.
 * Good food (such as Saradomin brews, Sharks, Tuna potatos or Monkfish)
 * One-click teleport (such as the Ectophial or Teleport tablets.)
 * Super sets may also be used, but are not necessary.
 * 2 additional ropes for Saradomin's Encampment (see below).
 * Antipoison or Super anti-poison - only needed for Zamorak's general as he can poison greatly.
 * Stat restore potion - coming through the icy area above the dungeon lowers stats.

God-related protection
Below is a list of equipment belonging to the four Gods. The combatants will not attack if a piece of armour dedicated to their God is worn. Note that the items must be equipped and not just kept in the inventory, otherwise they will become aggressive and attack.

For example, equipping an Armadyl pendant, Ancient mace, Zamorak platelegs, and Saradomin cloak will give full protection against attacks from the minions.


 * Saradomin - Holy book or Saradomin's Damaged book, Holy symbol, Saradomin Treasure Trail items (Saradomin robes top and bottom, Saradomin d'hide, etc.), Saradomin godsword, Saradomin sword, Monk's robes, Saradomin staff and Saradomin god cape.
 * Zamorak - Unholy book or Zamorak Damaged book, Unholy symbol, Zamorak Treasure Trail items (Zamorak robes top or bottom, Zamorak d'hide, etc.), Zamorak godsword, Zamorakian spear, and Zamorak god cape.
 * Bandos - Ancient mace (although attacking with it is unwise), Bandos armour (Bandos chestplate, Bandos tassets, and Bandos boots), Bandos godsword and Pendant of Lucien.
 * Bandos pool - taking a dip in the Bandos spring at the Oo'glog Spa facility will temporarily prevent all followers of Bandos from attacking. However, the distance travelled may cause the pool's influence to end very shortly after entering the dungeon. As such, it is reccomended to Teleport to Trollheim, then run north to the strength entrance, requiring 60 strength, to maximise the time alotted.
 * Armadyl - Armadyl pendant, Armadyl armour (Armadyl helmet, Armadyl chestplate, and Armadyl plateskirt), Armadyl godsword.

Main dungeon

 * When a player first enters the dungeon, they arrive at an area where a huge battle is taking place, with combatants from each army fighting amongst themselves. The four gods being represented in the battle are Saradomin, Zamorak, Armadyl, and Bandos.
 * At the edges of the main dungeon are special chambers belonging to each god, containing only their combatants. These chambers require certain levels to get in. Familiars can't cross from the main dungeon to the special chambers.
 * At the end of each chamber are the most powerful generals of each god, each with a Combat level of 580-650.
 * Music: Armageddon

Zamorak's Fortress

 * Location: North-east
 * Requires: 70 Hitpoints "remaining" - to cross the river (you will not take any damage)
 * General: K'ril Tsutsaroth
 * Music: Zamorak Zoo

A player's Prayer level is immediately drained to 0 upon entering. In addition to that, the lights are dimmed and cannot be magnified by any light sources. Players have reported that although the lights are dim, it still is fairly easy to see.

Saradomin's Encampment

 * Location: South-east
 * Requires: 70 Agility, 2 lengths of rope
 * Commander: Commander Zilyana
 * Music: Strength of Saradomin

Both ropes are only needed for the first-time entry; subsequent entries does not require them.

Armadyl's Eyrie

 * Location: South-west
 * Requires: 70 Ranged, a mithril grapple and a crossbow
 * General: Kree'arra
 * Music: Armadyl Alliance (You do not need to cross to unlock the music, just stand at the edge of the pit.)

All of the Aviansie within the chamber cannot be attacked with Melee, but requires Ranged or Magic attacks. There are a few Zamorak followers roaming the eyrie, so it is a good idea to keep Zamorak items equipped until players get past them.

Note: If you forget to bring a mithril grapple, ask someone to kindly bring one from the room across the grapple. The box within the room contains an unlimited supply of grapples.

Bandos' Stronghold

 * Location: Northwest
 * Requires: 70 Strength, a hammer
 * General: General Graardor
 * Music: Bandos Battalion

The hammer is required to hit the gong on the door to enter the chamber. A player must go a little further into the chamber before trying to exit through this door. Clicking on the door without moving will not open the door.

The frozen door
In the southern part of the dungeon, just east of the entrance to Armadyl's Eyrie is a door with the symbols of the 4 gods. It is currently inaccessible, and when examined, it says: "It's frozen, I can't open it." The symbols on the door light up when a corresponding god's symbol is worn.

Generals
To gain access to each general, players must kill at least 40 members of their respective armies. Altars are in each of the general's room, but can be used only once every 10 minutes and cannot be used while in combat.

If a player is wearing an item corresponding to that god, they will receive a +1 Prayer boost for each item (e.g. A player with 99 Prayer wearing Bandos tassets, Boots, Chestplate, and Godsword will receive 103 Prayer after praying at the Bandos altar).

While a general is alive, his/her minions within the chamber will continue to respawn individually, until the general is killed. Each general has three bodyguards, one with magic attack style, range attack style, and melee attack style.

Zamorak's General



 * Name: K'ril Tsutsaroth
 * Race: Greater demon (killing him counts towards Slayer tasks)
 * Level: 650
 * Attack style: Melee and Magic
 * Bodyguards: Balfrug Kreeyath, Tstanon Karlak, Zakl'n Gritch

According to the Game Guide, K'ril Tsutsaroth's powers have "destroyed towns and levelled entire cities". His magic attacks are relatively weak compared to melee attacks, hitting in the low 30's maximum, and he rarely uses it. His melee attacks, however, can hit up to 49. He can also hit through protection prayers every now and then, and will drain prayer when he does.

K'ril Tsutsaroth can also poison, which starts at 16 damage.

Saradomin's Commander



 * Name: Commander Zilyana
 * Race: Icyene
 * Level: 596
 * Attack style: Melee and Magic
 * Bodyguards: Starlight, Growler, Bree

Commander Zilyana is a female Icyene, a humanoid with wings. She is described in the Game Guide as "delivering divine justice with a sharpened tip". Her max hit with melee is 31, lower than the other bosses. Her attacks are very accurate, and of the same speed as throwing knives.

In addition, Zilyana sometimes "teleports" around her chamber if the players runs. Before an update, she used to only stay in the middle while players attacked her.

Armadyl's General



 * Name: Kree'arra
 * Race: Aviansie
 * Level: 580
 * Attack style: Ranged, Magic, Melee (when not under attack)
 * Bodyguards: Wingman Skree, Flockleader Geerin, Flight Killisa

Kree'arra cannot be attacked with any Melee attacks. He attacks with melee only when he is not under attack. His Ranged and Magic attacks hit all players in his chamber with a whirlwind attack that knocks players back. His maximum hit is 71 with Ranged, 25 with Melee and 25 with Magic.

Due to its dangerously high hit with ranged attacks, it is wise to use Protect from Missiles.

Bandos' General



 * Name: General Graardor
 * Race: Ourg
 * Level: 624
 * Attack style: Melee, Ranged
 * Bodyguards: Sergeant Strongstack, Sergeant Steelwill, Sergeant Grimspike

General Graardor is very large, and heavily armoured. Although he does not have a weapon, he still hits very hard and should not be underestimated. He uses Melee and Ranged attacks. His Melee attack can hit up to 60, whilst his Ranged attack has a max hit of 35 (and can hit everyone in the room). Therefore, Protect from Melee is recommended. Until recently, teams could have tanks that would distract General Graardor from everyone else (taking his melee hits) and this strategy would almost always work. However, there was an unannounced update that changed Graardor's target to a random person in the room, not the person closest (usually the tank) thus making it a little more difficult for teams to defeat.

Godsword
The Godsword is the focus of the dungeon, control of it being the reason for the battle that is occurring. Its pieces (shards and hilts) may be found by killing the four god generals (see above) or their bodyguards.

Godsword shards
There are three types of shards which are dropped by the four generals (and their bodyguards). Combining these three shards will produce the Godsword blade, which requires level 80 Smithing.


 * Godsword shard 1
 * Godsword shard 2
 * Godsword shard 3

Godsword hilts
There are 4 types of customizable hilts, one for each god. Each hilt is only dropped by the general of the particular god. Once the hilt is attached to the Godsword blade, it becomes a wieldable godsword, with its own unique special attack that can deal great damage to any of your underestimating enemies. Note, that the hilts are interchangeable; which means that each godsword blade can be taken off of one hilt and can be attached (with the smithing skill) with another hilt. Types of hilts are as follows:


 * Zamorak hilt
 * Saradomin hilt
 * Armadyl hilt
 * Bandos hilt

Types of godsword
Each godsword is identical in terms of stats and speed. The only variation is the Special attacks provided by attaching different hilts.


 * Zamorak godsword - drains 55% of the special bar. The animation used is the same as the Ancient Magicks Ice Barrage spell. The attack deals melee damage and prevents the opponent from moving around for 20 seconds.
 * Saradomin godsword - drains 50% of the special bar. It heals Hitpoints based on 50% of the hit, and restores 25% of the hit to the Prayer points. Guaranteed to heal at least 10 Hitpoints and restore 5 Prayer points unless the attack misses.
 * Armadyl godsword - drains 50% of the special bar. The maximum hit will also be increased by 25%.
 * Bandos godsword - drains 100% of the special bar. If successful, it will drain the opponent's stats, reflected on what is hit.

Dragon boots
The strongest metal boots, Dragon boots, are dropped by spiritual mages, requiring level 83 Slayer to kill. As with all dragon armour, dragon boots require level 60 Defence to wear.

Steam battlestaff
The Steam battlestaff supplies unlimited fire and water runes, which are equivalent to the other battlestaves, except for type of runes supplied. Mystic steam battlestaves can also be created from steam battlestaves in the same way as with other mystic battlestaves. This can be done by bringing 40,000 coins to Thormac after the completion of the Scorpion Catcher quest.

Bandos armour
Bandos armour (Bandos chestplate, Bandos tassets, and Bandos boots) is dropped by General Graardor and his bodyguards, and requires level 65 Defence to wear. Players may use this armour as a melee armour.

Armadyl armour
Armadyl armour (Armadyl helmet, Armadyl chestplate, and Armadyl plateskirt) is dropped by Kree'arra and her bodyguards, and requires both level 70 Ranged and level 70 Defence to wear. Players may use this armour as a Ranged armour.

Saradomin sword
The Saradomin sword is a two-handed sword which requires 70 Attack to wield. The Saradomin sword's special attack is two strikes of magic lightning. Note that the Saradomin sword is different from the Saradomin godsword.

Zamorakian spear
The Zamorakian spear is a two-handed spear which requires 70 Attack to wield. However, the spear has a faster attack speed (as fast as a scimitar, whip, or dagger.) Its special attack is the same as the Dragon spear, which shoves the opponent away and stuns them for a short time, while doing no damage. Note that the spear cannot be poisoned.

The Zamorakian spear is frequently used during the attacks on the Corporeal Beast. Thus, the spear is worth keeping hold of because of this. It is worth noting that the spear has the same drop rate as the Zamorak hilt.

Minions
Note: Neither the Salve amulet nor Crumble Undead spell work on the Spiritual minions within the dungeon.

Zamorak

 * Imp (7)
 * Icefiend (17)
 * Pyrefiend (48)
 * Vampire (77)
 * Bloodveld (81)
 * Werewolf (93)
 * Spiritual warrior (115)
 * Spiritual mage (120-122)
 * Spiritual ranger (121)
 * Hellhound (127)
 * Gorak (149)

Saradomin



 * Knight of Saradomin (101, 103)
 * Saradomin priest (113)
 * Spiritual warrior (120)
 * Spiritual mage (122)
 * Spiritual ranger (125)

Armadyl

 * Aviansie (69-148)
 * Spiritual warrior (122)
 * Spiritual mage (123)
 * Spiritual ranger (127)

Bandos

 * Goblin (12-17)
 * Hobgoblin (47)
 * Ogre (58)
 * Jogre (58)
 * Cyclops (81)
 * Ork (107)
 * Spiritual warrior (115)
 * Spiritual mage (121)
 * Spiritual ranger (134)

Records
The God Wars Dungeon currently holds many records:


 * Highest level range of any dungeon - There is a 643-level range for the entire dungeon, the lowest level being a level 7 Imp, and the highest level being the level 650, K'ril Tsutsaroth.
 * Most unique drops in an area - The four Godsword hilts, the three shards of the godsword blade, Zamorakian spear, Saradomin sword, Steam battlestaff, Dragon boots, Armadyl armour, and Bandos armour can only be obtained in the God Wars Dungeon.
 * Largest dungeon - The God Wars dungeon over-shadowed the Brimhaven Dungeon as the largest dungeon in RuneScape.
 * Most unique monsters in an area - The Aviansies, Orks, Spiritual rangers, Spiritual warriors, Spiritual mages, Saradomin priests, and several others can only be killed in the God Wars Dungeon.
 * Most dangerous place on RuneScape - The God Wars Dungeon is known as the most dangerous place in RuneScape (according to Jagex).

Music
Armageddon music is unlocked when entering main dungeon; the rest are unlocked upon entering the respective god chambers:


 * Armageddon
 * Armadyl Alliance
 * Bandos Battalion
 * Strength of Saradomin
 * Zamorak Zoo

Note that the Armadyl Alliance music track is unlocked before the gap to Armadyl's Eyrie, 70 Ranged is not needed to unlock the track.

Trivia

 * Although the Armadyl pendant can be used to prevent auto-attack from Armadyl's followers, players who have completed the Temple of Ikov quest could not gain a new pendant, or even get one if they chose the evil path. This was fixed by Jagex, so now a player who chose the evil path may get an Armadyl pendant by killing a Guardian of Armadyl.
 * The Armadyl pendant occasionally fails to protect a player against certain Armadyl spiritual warriors, rangers, and mages.
 * If a player dealt at least one damage via Melee/Magic/Ranged (not through a ring of recoil) to a monster in this dungeon, its drops go to the player when it is killed by other NPCs. This was largely exploited by lower-levelled players, who would wear representation from all four gods, use the Magic longbow special attack to deal damage (guaranteed to hit) and wait for a high-levelled monster to be killed to obtain its drops. The player also gained full Slayer experience for all monsters killed this way.
 * In Bandos part of the main dungeon north-west of the entrance, there is a frozen ork that appears to be shoulder-tackling a frozen man. The word "noob" can be seen on the floor just below the man. The man is at "default player appearance" as commonly used by macro-ers. (Note: The "noob" word can only be seen on Safe mode in the non-HD version of RuneScape).
 * It is not possible to swim across the river to Zamorak's Fortress with a familiar out.
 * It is not possible to climb down the ropes to Saradomin's Camp with a familiar out.
 * The helmet of the dying knight is similar to an Elite black full helm
 * Having a gravestone of a corresponding god WILL NOT prevent the followers of that god's gravestone from attacking.
 * Heraldic painted shields, banners, and helms of Zamorak or Saradomin ALSO WILL NOT WORK.
 * Saradomin Owls and Zamorak Hawks will not prevent warriors from said allegiances attacking you.
 * The top of the columns in the Dungeon are shaped like hearts.