Waterbirth Island Dungeon


 * Note: This is a dangerous area. If players die in here, they will lose their items. Gravestones do NOT appear outside the entrance, as is commonly believed. It appears on the spot where you have died.

Waterbirth Dungeon is a large dungeon found on Waterbirth Island and consists of several sublevels that contain powerful, aggressive monsters. Players must be prepared to encounter all three combat styles in a mostly multicombat area. Few safespots are available, so those adventurers who wish to explore the dungeon must take caution.

Sublevel 1 - Main Room
As soon as the player descends the stairs to enter the dungeon, they will be in a massive cavern, also known as sublevel 1, filled with high-level Dagannoths (levels 70, 88, and 90). They use melee attacks and hit high and accurately. Protect from Melee is highly recommended for players who wish to train here. This is the only part of the cavern that is a single-combat zone. There are also a few rock crabs to the north part of the area. Most potential safespots contain eggs that, when approached, hatch and release Dagannoth spawn that will attack the player. However, once the dagannoths become non-aggressive, they can be safely ranged across the skeleton just northeast of the entry stairs.

The Three Paths
To go further into the dungeon, the player MUST have a companion. If, however, you do not have a friend willing to open the door for you, world 66 is the unofficial Waterbirth Dungeon world, where teams constantly open doors for players. Maximum wait time for a team is 1–2 minutes. At the far eastern end of the cavern are three circular doors with two buttons next to each of them. To open a door, one player must stand on a button while his companion stand on the other. Depending on which door is opened, the player will encounter the following monsters that use one of three attack styles: You may want to be careful, as a few level 90 Dagannoths may have been stuck inside each of the rooms.
 * North path - Giant rock crabs (level 137)
 * Middle path - magic-using Wallasalkis (level 98), ranged-using Dagannoths (88), and melee-using Dagannoths (90)
 * South path - ranging Dagannoths (level 88)

Opening the door to the central room
Note: At least three players working together are advised to proceed. If you do not have any willing friends, go to world 70, where you will usually find people to help you within minutes. Two players can gain entry, if they are quick, by opening two of the outer doors together and then splitting up.

Each of the three paths leads further east to a central room with a ladder. However, it is blocked by three props. The props can be knocked down with either magic or range (weak attacks may not work), but the player CANNOT knock down the prop in front of them; they can only knock down one in the opposite direction. In order for the prop in front of the player to be knocked down, another player must do it from the opposite direction.

Note: The special attack of the Rune thrownaxe no longer knocks down all three props due to an update.

Once the props are knocked down, two Dagannoth spawnwill hatch and attack the player. Monsters from the three paths may also start attacking the player. This is the beginning of the multicombat area, which will extend through the whole dungeon. Once the player is in the central room, they can climb the ladder. Going down the ladder allow the player to go through the sublevels that lead to the Dagannoth Kings; going up the ladder will lead to Askeladden, who is on top of the snow-covered mountain in the east part of the island. The top part of the area is very useful for resting, espically when they are going to the Dagannoth Kings

Fremennik armour
The Dagannoths in the main cavern (not the ones in the path) sometimes drop dagannoth hides used to make Fremennik armour. The monsters in each of the three paths drop raw materials used for the armour. For example, Wallasalkis drop pieces used for making Skeletal armour.

Rough Walkthrough
Below is a quick overview of Waterbirth Island Dungeon and the rooms and protection prayers that should be used in each room.

Detailed Walkthrough
The following is a more detailed overview of the dungeon.

Rooms 1-3
Sublevel 1 consists of these three rooms. The large Dagannoth-filled cavern that players first arrive in when they enter the dungeon is room one. Room two consists of the three paths, and room three is the small room with the props and the ladder leading up or down.

Room 4
Sublevel 2

This room contains three Wallasalkis that use magic. Protect from Magic is highly recommended.

Room 5
Sublevel 3

This room contains two types of Dagannoths: level 90s that use melee and level 88s that use Ranged. If the player plans to run through the room, Protect from Ranged is recommended because the melee Dagannoths cannot run. Otherwise, the player should use Protect from Melee because the melee Dagannoths can actually follow the player, and they are much more dangerous than the ranging ones.

Room 6
Sublevel 2

This room contains Giant Rock Crabs, initially disguised as large stones. Upon entering the room, the player will be safe providing that the player stays where they are. However, if the player goes near a crab, it will attack. Players may want to go near the Giant Rock Crabs currently moving, as those will be non-agressive.

Room 7
Sublevel 3

This room contains melee and ranged Dagannoths. Protect from Ranged is recommended if the player plans to run through the room; otherwise, they should use Protect from Melee.

There are two ladders in this room. Going down the south ladder will soon lead the player to Bardur, who is fighting Dagannoth Fledglings. If the player gives him certain equipment to keep him going, he will hand the player a cooked shark in return, which may prove a bit helpful if the player wishes to explore the dungeon further.

Going down the west ladder will continue to lead to the Dagannoth Kings.

Room 8
Sublevel 4

This room contains Wallasalkis. Protect from Magic is highly recommended.

Room 9
Sublevel 3

This room contains a single Wallasalki. Protect from Magic is highly recommended. Players who do not wish to be attacked by other monsters may find this room a good place to kill Wallasalkis as there is only one spawn, and the room is small.

Room 10
Sublevel 4

This room contains Wallasalkis. Protect from Magic is highly recommended.

Room 11
Sublevel 3

This room contains Giant Rock Crabs and can also initially serve as a resting point. Protect from Melee is recommended when travelling through the room.

Room 12
Sublevel 4

This room contains melee and Ranged dagannoths. Protect from Ranged is recommended if the player plans to run through the room; otherwise, they should use Protect from Melee.

Room 13
Sublevel 3

This room contains two Ranged dagannoths. Protect/Deflect Ranged is optional.

Room 14
Sublevel 4

This is a long corridor filled with a few level 90 Dagannoths. Using Protect from melee will be good enough to block their attacks. The first part is usually unoccupied by monsters, so it can also serve as a resting point.

Room 15
Sublevel 5

This room is a very long corridor that extends east, south-west, and then opens up to a big room with the ladder that leads to the Dagannoth Kings, and then narrows down to another corridor that leads to an alternate exit going to the Lighthouse. The first section of this room contains approximately ten level 156 Rock lobsters that are similar to Giant Rock Crabs in the fact that they disguise themselves as rocks, and attack any players who goes near them. Protect from Melee is a MUST when going past this section of the room; the lobsters hit nearly as fast as darts and as high as 150. With multiple lobsters attacking the player, one mistake can quickly prove to be fatal.

As the corridor turns south-west, more Rock lobsters continue to lie in wait. You may want to use Protect from Magic/Deflect Magic now as there will be Wallasalkis in there. You will be attacked by Giant Rock Crabs (if you misclick and have a combat level of 137+), and both types of Dagannoth. The ladder in the middle of the narrow path leads you to the Dagannoth Kings.

Room 16
Sublevel 6

This is the large, multicombat, roughly circular arena where the three Kings reside. Each King uses a different combat style, and they hit hard. It is extremely difficult to enter the room without two or more of the Kings attacking the player; they must have a companion to enter first and distract them, allowing the player to enter and run to a far side of the arena. Players MUST be prepared before going down the ladder, or they may die a quick death.

East Sublevel 5
This contains 2 Rock lobsters. Protect from Melee is recommended. This also has a Summoning Obelesk.

Room 17
Sublevel 4

This contains three Rock lobsters. Protect from Melee is recommended.

Room 18
Sublevel 3

This contains seven Rock lobsters. Protect from Melee is recommended. This is also another good room to burst/barrage them for their charms, and is usually empty.

Room 19
Sublevel 2

This contains the exit to the lighthouse. Players must complete Horror from the Deep to use the ladder, which will send them into the Dagannoths under the Lighthouse. It also contains 2 Rock lobsters.

Southern cave
During Blood Runs Deep, players gain access to a dungeon near the southern end of Waterbirth Island. It is the home of the Dagannoth Mother, two Dagannoth Sentinels, and many Dagannoth guardians. After the quest, only the guardians remain, since the player traped the Mother and killed the Sentinels during the quest.

Please note that you cannot set up the dwarven multicannon in this part of the dungeon.

Music
Music unlocked on Waterbirth Island:
 * The Desolate Isle - Waterbirth Island surface
 * The Monsters Below - First part of dungeon, sublevel 1
 * Subterranea - first dungeon room, eastern area
 * Xenophobe - One of the deeper rooms in sublevel 4
 * Dagannoth Dawn - Near the Dagannoth Kings entrance (a little east) on sublevel 5.

Personalities

 * Jarvald
 * Bardur
 * Askeladden

Trivia

 * It is still possible to break the doors with Rune throwing axes, but it may only work on long ranged stance.
 * It is possible to pass the doors with two people (as before) however slightly differently. Open the south or north doors as you would normally do, but do not go through. Open the opposite door to the one you just opened and each player goes through one of the two doors, rune throwing axe specials the other barricade letting the other through, and then that person takes down the barricade for the other, allowing both through.
 * It is possible to attack through the barricades. Players will want to watch for the occasional Wallasalki that may go near the barrier and attack players.
 * The barriers are immune to magic attacks, regardless of your magic bonus. This may be a glitch, or the barricades have unusually high magic defense.