God Wars Dungeon



The God Wars Dungeon was released on August 28, 2007. Its upcoming 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 you defeat Dad.

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 warriors unknowing their war finished 2000 years earlier. They are fighting for ownership of the Godsword. During their battle, the sword became shattered; the god who possessed it before it did so is not known.

It is possible for players to obtain the Godsword, and the four different hilts (the Zamorak hilt, the Saradomin hilt, the Bandos hilt, and the Armadyl hilt) that each have their own special attack for the Godsword. 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

 * Use a Trollheim Teleport and go north past Thrower trolls (Use the Protect from Ranged prayer to avoid constant 9s), then
 * Push the boulder with Strength level 60 (beware the icy cold outside the entrance lowers stats) or
 * Use Agility shortcut (level 60) a small niche in a rock slide (1st rock to east)
 * Walk from Burthorpe using same route as the Troll Stronghold quest (only need to start quest); bring or buy Climbing boots from Tenzing the sherpa for 12 coins.
 * Note: Agility shortcut just northeast is one-way into the Wilderness level 31 at The Forgotten Cemetery This means that you cannot get there by traveling into the wilderness.

Once in the ice area, your run energy will be reduced to zero.

Northwest of dungeon entrance, talk to the Dying knight and receive Knight's notes, use rope on entrance and enter dungeon. You do not have to take the note to Sir Tiffy Cashien in Falador park in order to enter; however, if you did take the note to Sir Tiffy, you don't need the note to enter, you just have to speak to the knight before you can enter the dungeon. Sir Tiffy will take the note even if you read it.

What you need to have
This is what you need to have in the dungeon, regardless of which god you choose.


 * A rope (if it is the first time you go. Otherwise, you don't need it)
 * 60 strength or 60 agility to get past the entrance.

What is recommended

 * Around 5 Prayer potions or Super Restore potions.
 * Good food, such as Saradomin Brews, Sharks or Tuna potatos.
 * One click teleport such as the ectophial.
 * Super sets can also be used, but are not necessary.

Saradomin Items

 * Holy book, Damaged book, Holy symbol, Saradomin Treasure Trails items, or Saradomin god cape, Saradomin sword, Saradomin Blessed dragonhide armour, Monk's robes, Saradomin godsword.
 * Two ropes.

Armadyl Items

 * Armadyl pendant, Armadyl armour, Armadyl Godsword
 * Mithril Grapple
 * Crossbow
 * Ranged gear

Zamorak Items

 * Zamorak robes top or bottom, Unholy symbol, Unholy book or Zamorak Damaged book, Zamorak Treasure Trails items, Zamorak god cape, Zamorak spear, Zamorak Blessed D'hide or Zamorak Godsword
 * Antipoison

Bandos Items

 * Ancient Mace, Bandos armour, Bandos Godsword, Bandos Blessing (Bandos Pool)
 * Hammer

Gods
The four Gods are Saradomin, Zamorak, Armadyl, and Bandos.

Chambers


At the edges of the main dungeon are special chambers belonging to each god, mostly containing only their combatants. They require certain levels to get in. At the end of each chamber are the most powerful generals of each god, each level 580 or up.


 * Zamorak's Fortress (northeast) requires 70+ Hitpoints remaining to cross the river (you will not take any damage), your prayer is immediately drained to 0 and there is dim light that cannot be magnified by any light sources (though it's still fairly easy to see).
 * Saradomin's Encampment (southeast) requires 70 agility and 2 lengths of rope to enter.
 * Armadyl's Eyrie (southwest) requires 70 range, and a mithril grapple and crossbow; you cannot attack any creature which is flying in the air with melee. There are a few Zamorak followers roaming the eyrie closer to the entrance point, so it is a good idea to keep your Zamorak item equipped until you get past them. If you forget your mithril grapple, don't fret. Ask someone kindly to bring you one from the box opposite the grapple across. There is an unlimited supply.
 * Bandos' Stronghold (northwest) requires 70 strength, and a hammer to hit the gong on the door in 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 to get out.

Other recommended items to bring

 * Equipment belonging to the Gods fighting in the dungeon.  The combatants will be less inclined to attack you if you are wearing a piece of armour dedicated to their God. Note that you must have the items equipped and not just in your inventory. Heralded items of the gods DO NOT work. Having a gravestone of a corresponding god will NOT work. God War Dungeon rewards obtained after fighting the respective gods or bodyguards are also effective. 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 Damaged book, Holy symbol, Saradomin Treasure Trails items, Saradomin Godsword, Monk's Robes or Saradomin god cape from the Mage Arena in the wilderness due to its magic defence and attack bonus.
 * Zamorak - Zamorak robes top or bottom, Unholy symbol, Unholy book or Zamorak Damaged book, Zamorak Treasure Trails items, Zamorak god cape, Zamorak Godsword
 * Bandos - Ancient mace (although attacking with it is unwise), Bandos spring (taking a dip in the Bandos spring at the Spa will temporarily prevent all followers of Bandos from attacking, however the distance you must travel may cause the pool's influence to end very shortly after entering the Dungeon), Bandos armour, Bandos Godsword.
 * Armadyl - Armadyl pendant, Armadyl armour, Armadyl Godsword.
 * Anti-poison potion. Only needed for Zamorak's general as he can poison greatly.
 * Stat restore potion. Coming through the icy area above the dungeon lowers stats.
 * A total of 3 ropes are needed: 1 to enter the main dungeon and 2 for Saradomin's Encampment.

Generals
To gain access to each general you must kill 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 (e.g. Player with 99 Prayer is wearing Bandos Tassets, Boots, Chestplate and Godsword will receive 103 prayer when praying on the Bandos Altar).

Zamorak's General
Zamorak's general is called K'ril Tsutsaroth. He uses melee and magic. According to the Knowledge base, his power has "destroyed towns and levelled entire cities". His magic attack is rather weak, hitting in the low 30's maximum, and he rarely uses it. His melee attack however can hit up to 70+. He can also hit through protection prayers every now and then, and will drain prayer when he does. He can also poison, which starts at 16 damage. He is level 650, making him the third most powerful monster in the entire game, and the highest level monster that a player can lose items from if he/she dies. He is considered a Lesser Demon for the purpose of Slayer Assignments.

Saradomin's General
Saradomin's General is called Commander Zilyana. She is basically a level 596 humanoid female with wings (an Icyene), and is described in the Knowledge base as 'delivering divine justice with a sharpened tip'. Her max hit with melee is 31, lower than the other bosses, but it is very accurate and almost never misses. She attacks at the same speed as throwing knives, and can also rarely "teleport" around the room if you run.

Armadyl's General
Armadyl's general is called Kree'arra. He is level 580. He is of the Aviantese race, and cannot be attacked with any melee attacks. He attacks with melee and ranged and can attack all players in his room with a magic-based whirlwind attack that knocks players back. His max hit is 71, and while he is alive his minions in the room will continue to respawn individually.

Bandos' General
Bandos' general is called General Graardor. He is level 624. He is also very large, and heavily armoured. He does not have a weapon, but should still not be underestimated, as he still hits very hard. He uses melee and range. His melee attack can hit up to 60, whilst his ranged attack has a max hit of 35, and can also hit everyone in the room.

Godsword
The Godsword is the focus of the dungeon, control of it being the reason for the battle that is occurring. Its pieces may be found by killing the four god generals (see above) or their bodyguards. There is a customizable hilt, one for each god; the hilt that is used determines the special attack available.

The Bandos Godsword drains 100% of your special bar. If successful, it will drain your opponent's stats, reflective on what you hit. The Armadyl Godsword drains 50% of your special bar. Your max hit will also be increased. The Saradomin Godsword takes up 50% of your bar, and will heal 50% of what you hit to your hp, and give 25% of what you hit to your prayer. The Zamorak Godsword uses 55% of your special, and it works as ancient magicks, freezing your opponent for 20 seconds. Each godsword has the same stats, speed, and everything; it's just the special that varies.

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



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





Bandos armour
Bandos armour is dropped by General Graardor and his bodyguards. It requires level 65 Defence to wear. You can use this armour for melee



Armadyl armour
Armadyl armour is dropped by Kree'arra and his bodyguards. It requires both level 70 Ranged and level 70 Defence to wear. You can use this armour for Ranged.





Saradomin sword
The Saradomin sword requires 70 Attack to wield. It is also two handed. The Saradomin sword's special attack does damage based on your magic level.



Zamorakian spear
The Zamorakian spear requires 70 Attack to wield. Like all spears, it is two handed. 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. This spear cannot be poisoned.



Minions
Note: Neither the salve amulet nor crumble undead works on the spiritual creatures

Zamorak

 * Balfrug Kreeyath
 * Tstanon Karlak
 * Zakl'n Gritch
 * Imp (7)
 * Icefiend (17)
 * Pyrefiend (48)
 * Vampire (77)
 * Bloodveld (81)
 * Werewolf (93)
 * Spiritual warrior/mage/ranger (115/120-122/121)
 * Hellhound (127)
 * Gorak (149)

Saradomin

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

Armadyl

 * Wingman Skree
 * Flockleader Geerin
 * Flight Killisa
 * Aviansie (69-148)
 * Spiritual warrior/mage/ranger(122/123/127)

Bandos

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

Music
Armageddon music is unlocked when entering main dungeon; the rest are unlocked when entering respective god chambers:
 * Armageddon
 * Armadyl Alliance
 * Bandos Battalion
 * Strength of Saradomin
 * Zamorak Zoo


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

Records
The God Wars Dungeon currently holds many records.
 * Highest level range of any dungeon. There is a 643 level range for the whole of the dungeon, the lowest level being the level 7 Imp, and the highest level being the level 650 K'ril Tsutsaroth.
 * Most unique drops for one area. The four Godsword hilts, the three shards of the hilt, the Zamorak Spear, the Saradomin Sword, the steam battlestaff, the dragon boots, the Armadyl Armour, and Bandos Armour can only be obtained in the God Wars Dungeon.
 * Location with the highest level non-minigame monster. K'ril Tsutsaroth is the highest level monster in the game located outside a minigame.
 * Largest Dungeon. The God Wars dungeon over-shadowed the Brimhaven Dungeon as the largest dungeon in RuneScape.
 * Most unique monsters for one 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 on Runescape (according to JaGex).

Trivia



 * In Bandos part of the main area 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 macroers. (Note: The "Noob" can only be seen on safe mode in normal/low detail.


 * Although the Armadyl pendant can be used to prevent auto-attack from Armadyl's followers, people who have completed the Temple of Ikov quest couldn't gain a new amulet or even get one if they chose the evil path. This was corrected 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.




 * In the south part of the dungeon, just east of the entrance to Armadyl's Eyrie is a door with the symbols of the 4 gods. Examine: "It's frozen, I can't open it." The symbols on the door light up when you wear the corresponding god's symbol


 * If a player deals at least one damage via melee/magic/ranged (Not through a ring of recoil) to an NPC in this dungeon, then when the NPC is killed by other NPCs, its drops go to the player. This was largely exploited by lower-leveled players, who would wear representation from all four gods, use the magic longbow special to deal damage (It's guaranteed to hit) and wait for a high leveled monster to be killed to obtain its drops, e.g. the aviansie, bloodveld, werewolf, Saradomin priest, and various ogres. The player also gains full slayer experience for all monsters killed this way.