RuneScape:Events Team/Zamorak GWD (2 June 2012)

Zamorak GWD (2 June) =Zamorak GWD=

If you are under 60 Strength and/or 70 Constitution, you will need boosts to enter the stronghold.

Getting there
You will need a pair of Climbing boots if not utilising the Trollheim Teleport spell and a rope if you have not been inside the GWD before.


 * 1) Climbing up the mountain - Using climbing boots, you can teleport to Burthorpe with a games necklace and climb all the way up to Trollheim through Death Plateau.
 * 2) Teleporting there - Using the Trollheim Teleport (or tablet) will teleport you right to the top of the mountain, making it the ideal arrival method. No climbing boots are needed.

What to do
You can find a very basic guide here but for a more specialized one, read on.

Getting there
When we all get to Trollheim using the various methods mentioned above, as a group, we will run past Thrower trolls to get to a snowy area with a large boulder. Your stats will be drained here so we must be quick. If you are below 60 strength, drink the Super strength potion you should have with you and push aside the boulder. Run forward until you find the ruins with wolves and a giant hole. If you have never been to GWD before, speak to the Dying knight at the entrance and get through the dialog. Drop/Destroy the notes he hands you as they are unnecessary to enter and use your rope on the entrance. Make sure you brought a rope with you!

Once you are in, head north until you get to the river to access Zamorak's stronghold. Here you need to have at least 700 lifepoints to cross the river. If your maximum lifepoints is under that, you need to fully heal and/or drink a Constitution-boosting potion, such as a Saradomin brew.

Note: Crossing the river will not damage you but it will drain your prayer. So as soon as you get past it, drink a few sips of a prayer potion.

To avoid being attacked by every monster in the Fortress, you need to be wearing a Zamorakian item. Here is a table of items that will work. Zamorak arrows are the most useful unless you plan to bring a Zamorakian spear as your primary weapon.

Before you can access the Boss chamber, you need to kill 40 Zamorakian monsters. This can be done inside out outside of the stronghold but it is safer inside. The weakest monster is the level 7 Imp which has 4 spawns. Scattering to different worlds is a good idea to speed up gathering kills. If you leave the GWD area at any time, your killcount will reset and you will have to start over.

The Fight

 * Please attempt to get your killcount before the event starts.

After everyone has reached 40 kills, a suitable world for the actual boss must be found. This generally isn't too difficult for the Zamorak boss as it's one of the less popular bosses. Remember to turn on LootShare after hopping to the world you are assigned. This will need two minutes to warm up during which everyone will just stand outside the boss door.

When it's time to go, the tank (Gaz Lloyd) will enter first and engage K'ril. As soon as the tank takes one attack, it is safe for everyone else to enter the room. Unlike some bosses, K'ril will never change targets once he's chosen one. Please note that you CANNOT exit the boss chamber through this door. Read on for more details.

The actual fight for non-tankers is relatively straightforward. K'ril has no multi-target attacks, so the only source of damage will be the three minions in the room. They attack with all three combat styles, so an effective way to resist their damage is to wear melee armour and activate Protect from Magic. Unlike the boss, the minions will change targets fairly randomly, but their damage is nowhere near as significant. Eat food as required, but you will likely find that you don't need much. Activating Chivalry or Piety is a significant help at high-defence bosses like this one.

When the general and his bodyguards die, messages will come up in your text window alerting you of what drops other have received and what you have received. Your drops will appear on the floor as normal. Large drops are handled by CoinShare, which will remove the item and drop a stack of coins instead, equal to the value of your share of the drop.

There is an altar in the boss chamber which can be used once every ten minutes as long as you are not involved in combat. This is more useful than it sounds - a kill/respawn cycle will typically take about two minutes. This altar is also a convenient way to leave the boss chamber - its right-click Teleport option will place you a short distance inside Zamorak's area, near the ice bridge. Don't use this if you brought a cheap Zamorak item for protection and then dropped it (e.g Unholy Symbol).

It may happen that K'ril gets to another wikian before the tank. If you are the unlucky victim of this, you have several choices. You can either tank him out for a round (switch to the Melee prayer), run around the perimeter of the room to avoid damage, or exit the boss chamber using the altar/other teleport method. If you exit the boss chamber, you will have to get your 40 killcount again.

Should you die
Death is usually fairly bothersome, but not on this trip. If you should succumb to death, your grave will be blessed, giving you a complete hour to return and pick up your items. Obviously, any items you may be carrying that are not being protected by the gravestone will be lost, so plan what you will bring accordingly. If you require boosts or are very new with the GWD area, you can ask an events team member or a friend to help you on the way back.

Drops
The main drops K'ril Tsutaroth and his bodyguards are killed for are these:

The rest can be found here.
 * }

Recommended setup
This is simply a suggestion of what armour a melee user may want to bring. You are not obligated to wear anything on this list to the event.

All setups

 * 2 Super attack
 * 2 Super strength
 * Teleport to house (Preferably in Magic tablet form for one-click escape)
 * 1 Antipoison (Optional, useful if the tanks miss the boss for a round)

Further items depend on whether you will be bringing a BoB. Bringing a beast of burden familiar to bosses is often very useful since it can carry extra supplies, but there is a good chance that by the time the team is ready to take on the boss, the familiar will nearly have exhausted its timer. Make sure to bring a spare pouch to renew it.

No BoB

 * 18 Shark or Rocktail
 * 4 Prayer potions

Spirit terrorbird

 * Spare Spirit terrorbird pouch
 * 1 Super restore
 * 6 Prayer potions
 * 14 shark or rocktail
 * Terrorbird carrying 12 further shark/rocktail

War tortoise

 * Spare War tortoise pouch
 * 1 Super restore
 * 10 Prayer potions
 * 10 shark or rocktail
 * Tortoise carrying 18 shark/rocktail

The balance of food and prayer will vary from player to player depending on prayer level. If unsure, favour more food over more prayer. There is ample time between kills for the team to trade amongst themselves if a player has taken particularly heavy damage in a round.

If you have access to Bunyips, Fire titans or Unicorn stallions, exchange a food item for the relevant pouch (and a second for the relevant scrolls for unicorns and titans). Summoning these once the BoB is empty is an excellent way to extend the trip. If you have such pouches, consider donating food to those who don't, even before the familiar is completely empty.