God Wars Dungeon

The God Wars Dungeon (also known as GWD) is a Multicombat area where armies of various gods left over from the God Wars fight one another. 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. Note that the player need a high Slayer level to kill many of the creatures found within the dungeon.

Players must either have 60 Strength (temporary boosts work) or 60 Agility in order to gain entry, and they must have defeated Dad in the Troll Stronghold quest.

The God Wars dungeon contains four armies. The minions of each army are dedicated to a god involved in the God Wars: Armadyl, Bandos, Saradomin, and Zamorak. A god's minions will attack anyone who does not wear something of that god.

The gods' chambers in the dungeon can attract many players because of the exclusive items that can only be obtained there. Bandos' Stronghold, which contains General Graardor and his captains, is often the place most crowded with players.

The God Wars Dungeon was released on 28 August 2007. Its release was announced in the Behind the Scenes of August 2007.

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.

Ages ago, the combatants in the dungeon were frozen alive in icy tombs. The dungeon thus contains many creatures that are now extinct elsewhere on Gielinor, having perished during the God Wars.

Originally, Saradomin, Armadyl, and Bandos had allied to destroy Zamorak once and for all. However, before long they turned on each other, and the conflict became a four-way battle. The battle rages on today, with the newly unfrozen warriors unaware that their war was 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 at that time 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 who have completed the Eadgar's Ruse quest may use a Trollheim Teleport to teleport to Trollheim. Climb down the east side of the mountain.
 * Alternatively, players who have at least started the Troll Stronghold quest may walk from Burthorpe using same route as in the quest; Bring, or buy, Climbing boots from Tenzing for 12 coins and then go to Trollheim.

Once at the eastern foot of Trollheim, go north past Thrower trolls (using the Protect from Ranged prayer to avoid constant ranged attacks is strongly recommended.) Go up the north-east valley until a large boulder is reached.

The entrance



 * Push the boulder (requires level 60 Strength). Note that you can use boosts.
 * Alternatively, use the agility shortcut (requires level 60 Agility), which is a small niche in a rock slide (first rock to the east).You can also use boosts for this entrance.
 * Note: The agility shortcut (climb rocky stoneholds) further to the north-east is a one-way route from the GWD area into level 31 Wilderness at the Forgotten Cemetery. Players cannot use the shortcut from the Wilderness to get to the GWD area.
 * Once past the boulder or through the shortcut, the area before the dungeon entrance is icy cold. This drains run energy, lowers stats, and causes damage. (Run energy will be continually replenished if the player is under the effect of the salt-water spring).
 * There are several aggressive level 132-136 Ice wolves near the entrance.
 * There is a frozen person who appears to be wielding a Dragon hatchet to the south of the entrance.

The dying knight


If you bring the notes to Sir Tiffy, he will take them even if you have read them.
 * North-west of the dungeon entrance, talk to the Dying knight and receive the Knight's notes. The knight asks you to bring the notes without examining them to Sir Tiffy Cashien in Falador park. You can enter the dungeon without bringing the notes to Sir Tiffy. You don't even need the note to enter; Just speak to the knight before entering the first time.
 * Use a rope on the entrance (only required for the first visit) and enter the dungeon.

The helmet of the dying knight is similar to an Elite black full helm except that looks like white metal. "Elite white armour" does not exist though.

Requirements

 * 60 Strength or 60 Agility to get to the entrance.
 * A coil of rope (only required for the first time entering the dungeon).
 * Climbing boots (12 coins) (only required if using the Agility shortcut method).
 * Defeated Dad in the Troll Stronghold quest.

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.
 * Around 50-200 Bones to Peaches - They turn ALL normal bones in your inventory to peaches, which can heal you greatly if you are out of food. Just collect the bones as you kill, then break the tab to make every bone in your inventory a peach. To find out more click on the link above.

God-related protection
Below is a table 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 be aggressive and attack. You can also bring full grown pets or familiars of certain Gods to stop the forces of attacking. These have to be out.

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

Since each item must be equipped as Worn Equipment, it doesn't help to take two different god items that are worn in the same place. The following table can help avoid this problem.

Some weapons, such as Saradomin mjolnir and Zamorak mjolnir, do not give protection.

Using Guthan's
It is quite practical to use Guthan's set in many places in the dungeon, such as when on Slayer tasks for Spiritual warriors or Spiritual rangers or other melee- and ranged-using minions. (Guthan's is difficult to use against mages that can hit high, as the armour has poor magic defence.)

The key for most players using Guthan's is to avoid being attacked in multiway combat while wearing the set. In the main part of dungeon, this requires one wearing one item of each god in addition to Guthan's. In each of the god's chambers, only an item of that god need be worn in addition to Guthan's.

When using Guthan's, it is recommended to bring or wear:
 * Complete set of Guthan's.
 * One item for each of the four gods.
 * One Super Restore potion or Stat restore potion (for recovering from the icy area near the entrance).
 * One Prayer potion (optional; take if there's a chance of occasional prayer use).
 * One piece of good food (optional; use as insurance against Guthan's failing to activate when health is low).
 * One-click teleport (such as the Ectophial or Teleport tablets).
 * Super sets (optional).
 * 2 additional ropes to enter Saradomin's Encampment.
 * Antipoison or Super antipoison (only needed for Zamorak's general).
 * Fire runes and Nature runes for high level alchemy (optional; use to alchemy steel through rune armour and weapon drops).

Additional notes

 * Bathing in the Bandos pool in the Oo'glog Spa provides a temporary effect of stopping Bandos' followers attacking (requires completion of the As a First Resort... quest.)
 * The generals and sergeants are always aggressive, regardless of equipment worn.
 * It should be noted, to prevent wearing equipment that is unnecessary, that when going after one of the forces in the main room, the force diagonally across from it will not be close enough to attack you, except at the entrance to the dungeon. For full protection you only need:
 * Armadyl Corner: Armadyl, Saradomin and Bandos protection. No Zamorak (though, there are some instances where you need all four)
 * Bandos Corner: Bandos, Zamorak, and Armadyl protection. No Saradomin
 * Zamorak Corner: Zamorak, Bandos, and Saradomin protection. No Armadyl
 * Saradomin Corner: Saradomin, Zamorak, and Armadyl protection. No Bandos

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 mainly their combatants, there might be about 3-5 other god minions. These chambers require certain levels to get in. Familiars can't cross from the main dungeon to the special chamber of Saradomin. After the update on 08/07/09, familiars can now cross the bridge to the chamber of Zamorak.
 * 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

Saradomin Brews may be used to boost hitpoints but at least 70 hitpoints is needed. 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 is still fairly easy to see.

Saradomin's Encampment

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

Agility boosters cannot be used to enter the encampment. Both ropes are only needed for the first-time entry; subsequent entry does not require them. It is possible to climb down the ropes to Saradomin's Camp with a familiar out, as long as you call it at the bottom of each rope.

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.

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.

A pillar near the back of the dungeon by Armadyl's Eyrie seems to be shaped as a heart.

Bandos' Stronghold

 * Location: North-west
 * 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. Note that strength potions will not work.

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 accessible, 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. Also note that when you approach the door, your kill count will temporarily disappear (when you go back into battle it will return) and no music will play, Almost as if it's a calm area...

Generals
To gain access to each general, players must kill at least 40 members of their respective armies. Altars to recharge your prayer 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.

The door to the general's area only opens from the outside.

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.

Zamorak's General



 * Name: K'ril Tsutsaroth
 * Race: Lesser Demon (killing him counts towards Lesser Demon 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. Note that using prayer can still help you out, since he doesn't always hit through it.

Although some people consider him an elder demon

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

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 and freezes them. His maximum hit is 69 with Ranged, 25 with Melee and 21 with Magic.

Due to his dangerously high hit with ranged attacks, it is wise to keep Protect from Missiles on at all times while in the boss room.

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, brutal, 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 him.

Rewards


The four Godsword hilts, the three shards of the godsword blade, Zamorakian spear, Saradomin sword, Steam battlestaff, Dragon boots, Armadyl armour, and Bandos armour are all items that can only be obtained in the God Wars Dungeon.

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

Zamorak

 * Imp (7)
 * Icefiend (18)
 * 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 (125)
 * Spiritual mage (120)
 * Spiritual ranger (122)

Armadyl

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

Bandos

 * Goblin (12-17)
 * Ogre (58)
 * Jogre (58)
 * Cyclops (81)
 * Ork (107)
 * Spiritual warrior (115)
 * Spiritual mage (121)
 * Spiritual ranger (134)
 * Hobgoblin (41-47)

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. &lt;what about the level 3 goblin?&gt;
 * 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 is unlocked when being in all the sections; these music tracks are unlocked upon entering the respective god chambers:


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

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.
 * Players using the ancient magicks spellbook often also use the multi target burst and barrage spells to hit large numbers of monsters in the dungeon. Later after all of the monsters have killed each other they will simply come back and collect the drops.
 * 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. It can be seen in any detail version.
 * After the Mobilising Armies update on 8 July 2009, it is now possible to cross the bridge to Zamorak's Fortress with a familiar out.
 * 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.
 * As of 17 March 2009, Saradomin owls and Zamorak hawks will prevent warriors who follow said gods from attacking you.
 * You can't get random events in the Dungeon, except when you're near the Frozen Door.
 * This is the first dungeon that contains imps.
 * When you die in the dungeon, a message appears: The power of all those you slew in the dungeon drains from your body. This message appears even if you didn't do any damage. This message also appear when you leave the dungeon.
 * If you plan to switch to Barrows equipment in the dungeon, be aware that unequipping an item of a god will cause that god's followers to attack you. For example, if you are in the Zamorakian Fortress and have a Zamorakian spear as your Zamorak item, switching to Guthan's spear will cause all the nearby fighters to attack you. If this happens, also note that switching back to the Zamorakian spear will not cause the ones who attacked you to stop (although new fighters who wander near you won't start attacking).
 * Until June 10th of 2009, Saradomin Encampment was the largest boss room in God Wars Dungeon. To stabilise the benefit from the running upgrade, Jagex made the room about half the size, making the boss one of the hardest to solo in God Wars Dungeon.
 * There appears to be a frozen clone of Tstanon Karlak two statues down from the statue of the ork and the human listed above.