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The God Wars Dungeon (AOW)


Soma2035

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Guide originally posted 11 Dec 2007

 

 

 

Original discussion topic (can post replies): viewtopic.php?t=723497

 

 

 

The ULTIMATE God Wars Dungeon Guide

 

 

 

Version 2.2, designed for Tip.It Forums and Legion of the Crusaders Clan forums ONLY

 

 

 

gwd_guide.jpg

 

 

 

Introduction

 

 

 

On the 28th of August, 2007, Runescape saw the release of the God Wars Dungeon. The dungeon is buried beneath the frozen wastes north of Trollheim, and packed with hordes of monsters in a multi way combat area, most of which are aggressive. At each corner of the roughly rectangular dungeon, there is a barrier requiring 70 in a specific skill to bypass, and sometimes an item as well. Behind the barrier is another pack of angry monsters, and behind them, a second barrier that will require you to defeat 40 members of that army to open.

 

 

 

The true intent of these dungeons lies behind the second barriers. An extremely high level monster lies behind the second barrier, as well as their three minions. All of these monsters are capable of dropping extremely valuable items. Unfortunately, they also take coordination, teamwork, and a good strategy to kill efficiently.

 

 

 

This guide assumes you have some basic knowledge of the God Wars Dungeon, and have visited at least once (if only to place the entrance rope.)

 

[hide=Basic Tips]This dungeon is not a safe place. Even the most experienced players will likely die once in a while, whether due to sheer misfortune, lag, a teammates mistake, etc. Always check the Items kept on death to make sure any losses are acceptable. Realize that just having a gravestone isnt a guarantee; people have lost their items due to a system update preventing them from returning, or a power outage.

 

 

 

I realize that many players stress strength over other combat stats. This is natural, according to my High Damage Preference theory. Simply put, people like seeing themselves hit very hard. >.< Unfortunately, strength is actually the weakest combat stat in the GWD. The most important two skills, in my opinion, are defense and prayer. Summoning provides a wide array of gimmicks that can prove very useful, but as a whole, is not necessary. Range and Attack are the most useful class-specific skills for archers and warriors, respectively.

 

 

 

70 prayer is VERY important, as you can not bless a teammates gravestones without 70 prayer. With higher prayer, and a large enough team, you may find yourself never using prayer potions.

 

 

 

Lots of people talk about solo God Wars. Dont be tempted. The truth of the matter is that these monsters are meant to be killed as a team. With a team, you kill the guardian faster, share the damage, can help each other when supplies fall low, bless each others gravestones in case of death, and new tactics become available. Over all, youll earn more money as a team than alone, most of the time.

 

 

 

Unless youre very experienced, save your inventory space as much as possible. Be professional: dont waste your inventory spots on Dragon Kites, Snow globes, and Mithril Seeds. If you can, help each other bring stackable items like teleport tablets. Here are some tricks to help you do this:

 

 

 

- Teleport trick w/ Normal Magic: After finishing your inventory space, pick an item you have at least 5 of. Deposit 3 of them. Withdraw 5 Law Runes, 5 Air Runes, 4 Fire Runes. Cast Teleport to Trollheim, drop 2 of the item. Teleport to Camelot, retrieve the 3 you deposited. Teleport back to Trollheim, and retrieve the 2 you dropped.

 

 

 

- Boots and teleport Tablets: Remember how I suggested having others help you bring stackable items? Make sure a friend knows and brings one. Walk from Burthrope, using the saved spot for 12 coins. On the way, buy a pair of climbing boots. After you reach the dungeon, drop the boots and get the tablet from your friend.

 

 

 

Wear/bring items of the Gods whose minions inhabit the area you are going to be building kill count / will have to run through.

 

 

 

- Bandos: Wear a Bandos item and a Zamorak item. Wear a Saradomin item if youd like to avoid being hit upon entering the dungeon. If you have an Armadyl Godsword, there is a convenient kill spot location on the west side, inhabited with tons of low level goblins and mid level aviansies.

 

 

 

- Armadyl: Wear an Armadyl item and a Zamorak item. Wear a Saradomin item if youd like to avoid being hit upon entering the dungeon.

 

 

 

- Zamorak: Wear a Zamorak item. Wear a Saradomin item if youd like to avoid being hit upon entering the dungeon.

 

 

 

- Saradomin: Wear a Saradomin item and a Zamorak item.

 

 

 

If the item you are wearing is not very useful (such as a holy symbol), bring another item to wear when youre actually in the guardian room, and the god icon will have no more effect (amulet of fury).

 

 

 

Use 1-click teleports. Teleport tablets are cheap, and are far more dependable than runes, glories, or dueling rings.

 

 

 

Here are some items you can use as God Icons:

 

 

 

- Bandos Items: Bandos Chestplate, Bandos Tassets, Bandos Boots, Bandos Godsword, Ancient Mace (You can also use the Ogre Spa but I dont suggest this.)

 

 

 

- Armadyl Items: Armadyl Chestplate, Armadyl Helm, Armadyl Plateskirt, Armadyl Pendant, Armadyl Godsword (Do not use this if youre actually going to Armadyls Eyrie.)

 

 

 

- Zamorak Items: Zamorak Trimmed Rune, Zamorak Cape, Zamorak Cloak, Zamorak Blessed Dhide, Unholy Symbol, Zamorak Robes, Zamorak Stole, Zamorakian spear, Zamorak Godsword

 

 

 

- Saradomin Items Saradomin Trimmed Rune, Saradomin Cape, Saradomin Cloak, Saradomin Blessed Dhide, Holy Symbol, Monk Robes, Saradomin Stole, Saradomin Sword, Saradomin Godsword[/hide]

 

[hide=Advanced Tips]Be wary of coin share, it only extends 16 tiles, and if you arent within that range, you wont get a share of any drops.

 

 

 

Try to use God Icons that are usable as combat equipment. For example, using Zamorak Blessed Dhide instead of Karils is a better choice than using an unholy symbol and bringing a fury amulet.

 

 

 

Fruit Bats are very effective familiars in God Wars Dungeon. They provide a great amount of healing (10 casts, averaging ~10 HP versus 3 casts with Unicorn Stallion, healing 14 HP). Unicorn Stallions are NOT the best summon choice unless you are fighting the Zamorak guardian who is poisonous. Ice, Fire, and Moss titans provide a good amount of healing as well, a defense boost, deal a small amount of damage, and can absorb attacks from the minions after the guardian is dead.

 

 

 

Choose your team mates carefully. A horrible mistake by a teammate can result in the death of one or more other party members.[/hide]

 

[hide=Building your Inventory]I am putting this higher up in the guide because otherwise Id get complaints from people who dont read all the way through. However, it is best to skip this for now and return after reading the rest of the guide.

 

 

 

First, realize that GWD parties are not armies. You will not all have an identical outfit and inventory. Dont expect that. However, there are several guidelines you can follow to building your inventory. Follow these rules to make a trial inventory, and you can modify it for future trips based on your past experiences.

 

 

 

Teleporting Two purposes for teleporting, a) to leave the dungeon when youre done, and B) to leave the dungeon when youre 2 hp from losing 10m of gear. Both very important. To save space, I suggest a teleport tablet. A house teleport tablet is best, since if you are poisoned by the Zamorak boss, or lagging, and you die after teleporting, you will not lose anything.

 

 

 

Switch Items As mentioned above, you may not always be able to fit a god icon into your outfit. Bring one that you can use during your killcount instead, and carry the item that you will be using later.

 

 

 

Healing Of course, since these bosses do a lot of damage, youll need healing. However, Sharks arent really sufficient. Saradomin Brews are your best choice, restoring 16 HP per dose at level 99. They will drain your stats though.

 

 

 

Prayer You will also be using a lot of prayer in this dungeon. You have two items that can be used to replenish prayer points: Prayer Potions and Super Restore Potions. The Super Restore potions restore 1 more point, but also restore the stats drained by Saradomin Brew, so these are the best option. Every 3 doses of Brew will drain slightly less than the amount restored by 1 dose of Super Restore Potion, so NEVER exceed the 3:1 brew to restore ratio unless you do not need to do any fighting (such as if you are a wall.)

 

 

 

Special Items Hammer for Bandos, 2 Ropes if its the first time youre visiting Saradomin, and a grapple for Armadyl.

 

 

 

Summoning If you can summon, youll usually want one summoning potion and 2-5 pouches. Check the description under each section for what familiars work well, and what to bring exactly.

 

 

 

This covers the majority of the items youd bring.

 

 

 

To build your first trial inventory, bring all the items youll need OTHER than healing and restore. Then fill in whats left with super restores + Saradomin brew at roughly a 2 to 1 ratio.

 

 

 

For example, lets say youre going to Bandos. Your inventory holds 28 items. You need a Hammer, a Teleport Tablet, 2 Super Attack Potions, 2 Super Strength Potions, a Saradomin God Cape, and an Unholy book. That occupies 8 of your spaces. The remaining 20 should be devoted to healing. 7 restore potions and 13 Saradomin brews would be a good ratio. After this trip, you can adjust it as you see fit.

 

 

 

You can also get tips from your team members. Lets say you have 90 prayer. Your team mate has 80 prayer and tells you he normally only brings 6 super restore potions. Going by that, you probably only need 5. Do NOT blindly copy the inventories of others. The first secret to success in this dungeon is learning how to design your own equipment and inventory set up.[/hide]

 

[hide=Dungeon Mechanics]The dungeon is spread into 4 major portions and a center room: Bandoss Stronghold in the Northwest, Zamoraks Fortress in the Northeast, Saradomins Encampment in the Southeast, and Armadyls Eyrie in the Southwest. Each God has a large army of different assorted monsters, as well as Spiritual Mages, Rangers, and Warriors serving them. You must kill 40 of their minions before entering their Guardians chamber. The Guardians range from level 580 to level 650, but realize that level isnt a clear gauge of their strength at these high values. Each guardian also has three bodyguards, one warrior, one archer, and one wizard. These guardians range from level 120-150, and are generally easy to kill. However, they have a VERY fast respawn time if the Guardian is still alive.

 

 

 

Drops include the four hilts, three Godsword shards, Bandos and Armadyl armor, and the Saradomin and Zamorakian weapons. Each Guardian can drop the hilt of its god, as well as either the armor or weapon of its god, and any of the three Godsword shards. Their bodyguards drop items much less commonly, but can also drop all of the items their guardian drops except the hilt.[/hide]

 

[hide=Requirements]Archers 80 Range, 90 Defense

 

 

 

Warriors 90 Attack, 70 Strength, 90 Defense

 

 

 

Saradomin 70 Agility

 

 

 

Bandos 70 Strength

 

 

 

You generally have 70 hit points if youre in this dungeon so Zamoraks requirement isnt a problem. You MUST be an archer if youre going to Armadyl, so you should have the 70 range requirement too.[/hide]

 

 

 

Bandoss Encampment

 

 

 

[hide=Background]Bandos is the God of War, worshipped by goblinkin. His minions in the dungeon include Goblins, Orks, Ogres, Jogres, Hobgoblins, and spiritual warriors / rangers / mages in the shape of armored Orks. His Guardian is General Graardor, who is level 624. He has two attacks, a powerful melee attack that deals up to 60 damage, and a shockwave attack that hits in the mid 30s. This is probably the best place for someone to start in the GWD.[/hide]

 

[hide=Strategy Overview]The best and probably only real strategy is the wall tactic. One person should focus on defense, and then get Graardors attention. He then uses the protection from melee prayer, and heals himself constantly to avoid succumbing to repeated range attacks. The rest of the team attacks Graardor with protection from range, so the AoE (Area of Effect) shockwave doesnt hurt them.

 

 

 

With this strategy, if Graardor ever attacks the wrong person, whoever he targets should take the role of the wall, doing his best to stay alive for that fight.[/hide]

 

[hide=Equipment]Wall Emphasize range defense. Bandos Chestplate and Tassets work very well. Do not use a Godsword, use a Dragonfire shield, Crystal shield, or Granite shield instead. If you want to fight back, you can use an Abyssal whip. Otherwise, staffs have slight defense bonus. Fire Staff will also allow you to alch the abundant rune drops, using the nature runes that Graardor also drops. You can also bring runes to use lunar spells like Vengeance if you wish.

 

 

 

Standard Warrior Focus on attack bonus. Warrior Rings are cheap and provide a good bonus. Godswords are your friend. If you cant afford one, go with Rune Defender + Abyssal Whip. Either emphasize on melee defense or magical defense, or mix the two (Such as Karils Top and Veracs Skirt). Prayer bonus helps.

 

 

 

Standard Archer Focus on range bonus. Ranger Boots are a bit pricey nowadays, so use Snakeskin if you like. Realize that Blessed Dhide has the same attack bonus as Karils, and Vambraces are only one point less than barrow gloves. Armadyl works very nicely. Rune Crossbow is probably the best weapon choice. Unholy Books work well for some added range bonus.

 

 

 

Void Melee Warrior Most of your equipment slots will be void. Use a Godsword to take full advantage of the attack and strength bonuses. Void inherently has decent magic defense.

 

 

 

Void Range Archer Similar to melee, most of your equipment slots will be occupied. A DFS is actually a good choice with void, to help compensate the severe loss in defense. Unholy books still work well, for prayer bonus and accuracy. Again, Ranger Boots are getting more expensive, so stick with Snakeskin if you would rather save the cash. Diamond Bolts are your best choice, bring ruby bolts for the first 50% of Graardors HP if you like, but only if you have a healing familiar.[/hide]

 

[hide=Inventory]In general, you dont need too much healing unless youre taking the role of a Wall. Youll generally need 5-10 potions to restore prayer with. Bring Super Attack / Super Strength potions if youre a warrior, Range Potions if youre an archer. You want at least 8 doses of each potion. Fill the rest of your inventory with healing, the extra can be donated to the wall to keep him or her alive. If youre acting as a wall, bring as much healing as possible. If you plan to fight back, try to keep a 2:5 ratio of Super Restore and Saradomin Brew, otherwise, just go heavy on the brews.

 

 

 

A hammer is necessary to enter this section of the God Wars Dungeon.[/hide]

 

 

 

Detailed Strategy

 

 

 

[hide=Kill Count]The following diagram indicates some good spots for kill count within the dungeon. The most northern spot contains only Hobgoblins. The two spots closer to the center are populated with Hobgoblins and Goblins, and many werewolves and goraks who will be fighting Bandoss army. You can attack the distracted Hobgoblins safely. The western spot contains a LOT of goblins and hobgoblins, and are usually clear. However, you will need an Armadyl item. This spot is ideal if you have an Armadyl Godsword.

 

 

 

 

 

Bandos_KC.png[/hide]

 

[hide=Entry]The wall enters first. He will instantly gain the attention of Graardor and all three bodyguards. Once all 4 of the monsters start attacking the wall, the rest of the party can enter and kill Graardor.[/hide]

 

[hide=Fighting Graardor]ALWAYS kill Graardor first. Killing the minions serves little to no purpose as their drop rate is low and they will respawn fast. Killing Graardor will save the wall of your party precious hit points. Then kill the minions in this order: Sergeant Steelwill, Sergeant Strongstack, Sergeant Grim[bleep]e. Steelwill is the wizard and will be dealing the most damage of the three. Strongstack is the warrior, who will be close and therefore quickest to kill second. Grim[bleep]e does more damage than Strongstack does, typically.

 

 

 

After every kill, the three sergeants will try to attack whoever did the last hit to Graardor. Range attacks sometimes confuse them and they may choose the wrong target. In either case, they will usually all be on the same person. If you are that person, use protection from magic until Steelwill is dead, then use protection from range until both Strongstack and Grim[bleep]e are dead.[/hide]

 

[hide=Setup]After Graardor and all his minions are dead, everyone but the wall should move to the northwest corner. Graardor spawns in the center-east side. The wall should wait near his spawn point, and attack once Graardor spawns. Graardor will usually try to walk towards the corner where the rest of the team members are. If thats the case, the distance is long enough that the wall will strike him, and gain his attention, before he reaches them. If Graardor attacks the wall, all the better.

 

 

 

The green dot on the following diagram marks one of the best spots for the Wall to stand. Some prefer to stand a step south of this spot.

 

 

 

 

 

Bandos_WallPosition.png[/hide]

 

[hide=Summoning]Terror bird A low levels familiar of choice. It holds an extra 12 items. Use this room for extra healing + prayer restore.

 

 

 

War Tortoise Similar to the terror bird. It holds an extra 18 items. These pouches are harder to come by.

 

 

 

Fruit Bat This is a very useful summon. Its scroll, Fruit fall, only consumes 10% of your familiar special gauge, and drops 0-4 fruits around you. The first fruit dropped is always a Papaya (8 HP). Oranges, Limes, and Bananas are less useful (2 HP). Pineapple can be sliced into 4 slices (8 HP total). It will also periodically produced and hold fruit which you can retrieve with the Dump BoB or Withdraw options. Asides from the ones provided via fruit fall, this also produces watermelon seeds, strawberry seeds, coconuts, and watermelons (3 slices, 15 HP total). Use a knife if you bring one of these, and make sure your Wall brings a knife too so he can share your food later in the trip.

 

 

 

Ice, Fire, Moss Titan This is another very useful choice. Titans Constitution restores 8 HP and raises defense 13 levels (assuming level 99). It consumes 33% of your familiar special gauge. It will also occasionally attack, and get the attention of the minions, thus diverting the damage elsewhere. These familiars are fairly sturdy, so you shouldnt have to worry about them dying.

 

 

 

Unicorn Stallion This is probably the favorite familiar of GWD raiders. Its Healing Aura restores 14 HP (assuming level 99), and consumes 33%. Unlike Titans, these dont attack NPCs.

 

 

 

For your first group trip, bank on at least 90-120 minutes. Bring enough summoning pouches to cover 120 minutes. Pre-summon one if it needs to be around during kill count (like a Terror Bird.)

 

 

 

You will need 1 dose of summoning potion for each pouch after the first, usually. Some familiars use less, and you may be able to get by with 1 less dose.[/hide]

 

 

 

Zamoraks Fortress

 

 

 

[hide=Background]Zamorak is the god of evil and destruction, whos pretty well known by now. His minions include Werewolves, Goraks, Bloodvelds, as well as Imps and Ice fiends who seem to exist only to make Zamorak kill count easy. His Spiritual Warriors / Rangers / Mages wear red clothing / armor. His guardian is Kril Tsutsaroth, the highest level of the four guardians, and also the weakest, in my opinion. Kril is poisonous, and the venom is stronger than any other form, dealing 16 damage at a time. He has a normal melee attack that deals up to 40 damage, and a magic attack that deals up to 20 damage. He also has a special melee attack that he only uses rarely when you are using protection from melee prayer. This attack deals up to 50 damage, and will drain your prayer. However, he doesnt use this often so this is not a reason to stop praying. Interestingly enough, hes also considered a lesser demon. If you have a lesser demon, a black mask will give you a 15% strength and attack increase. He also seems to have lower defense than the other guardians.[/hide]

 

[hide=Strategy Overview]Since this boss has lower defense and no AoE attacks, the best strategy is simply to kill him as fast as possible. You can use a wall if you want, but it is completely unnecessary.[/hide]

 

[hide=Equipment]Standard Warrior Focus on attack bonus, and wear armor thatll provide both good magic and range defense (against the bodyguards). God swords work great. Try hard to get a lesser demon slayer task, and bring a black mask / slayer helm.

 

 

 

Standard Archer Focus on range bonus. Ranger Boots are a bit pricey nowadays, so use Snakeskin if you like. Realize that Blessed Dhide has the same attack bonus as Karils, and Vambraces are only one point less than barrow gloves. Armadyl works very nicely. Rune Crossbow is probably the best weapon choice. Use a Dragonfire shield if possible to compensate for the lower range / melee defense from the armor.

 

 

 

Void Melee Warrior Most of your equipment slots will be void. Use a Godsword to take full advantage of the attack and strength bonuses. Void inherently has decent magic defense. Do not use this if you can use a black mask, and have a lesser demon slayer task.

 

 

 

Void Range Archer Similar to melee, most of your equipment slots will be occupied. Definitely use a DFS and cross bow. Diamond Bolts are probably your best bet. You can bring rubies if so desired for the first half of the fight (when Krils HP remains above 50%), but only if you have a healing familiar.[/hide]

 

[hide=Inventory]A standard inventory for this boss balances healing and prayer restore. You will also want some range potions if youre an archer, or super attack/strength potions if you are a warrior. Bring at least 1-2 Super Anti Poison each. The stronger, longer lasting variants are good choices too. If you have a Unicorn Stallion, instead bring an extra summoning potion.

 

 

 

Do not attempt to fight Kril without some sort of poison removal. His poison inflicts very high damage.[/hide]

 

 

 

Detailed Strategy

 

 

 

[hide=Kill Count]The following diagram indicates some good spots for kill count within the dungeon. The spot near the entrance includes several imps and ice fiends. Only use this spot if you have a Saradomin item, or else you will be blown to pieces by the Saradomin Spiritual Mages and Priests. The spot further north contains several Bloodvelds and Werewolves. Feel free to use your prayer, since crossing the bridge into Zamoraks fortress will drain any remaining prayer you have.

 

 

 

Once you are out of prayer, cross the bridge. The remaining two spots inside the fortress each contain 2 imps, which you can use to quickly polish off your 40 KC.

 

 

 

 

 

Zamorak_KC.png[/hide]

 

[hide=Fighting Kril Tsutsaroth]Attack Kril Tsutsaroth first. Use protection from melee if you are his target, otherwise use any of the three protection prayers (personal preference). Like any other boss, make sure he is dead before proceeding to kill the sergeants.

 

 

 

I suggest killing Tstanon Karlak first. He is the melee user, and will be closest when you finish killing Kril. Once he is dead, kill Zakln Gritch, then Balfrug Kreeyath. If you are their target, use protection from melee until Karlak is dead, protection from range until Gritch is dead, then protection from mage until you finish off Kreeyath.

 

 

 

Between kills, stand wherever you want along the east or west walls, or directly in the center of the room. Kril is HUGE so he will not be able to attack you right away if you stand where he spawns. This will give you time to activate your prayers.[/hide]

 

[hide=Summoning]Terror bird A low levels familiar of choice. It holds an extra 12 items. Use this room for extra healing + prayer restore.

 

 

 

War Tortoise Similar to the terror bird. It holds an extra 18 items. These pouches are harder to come by.

 

 

 

Fruit Bat This is a very useful summon. Its scroll, Fruit fall, only consumes 10% of your familiar special gauge, and drops 0-4 fruits around you. The first fruit dropped is always a Papaya (8 HP). Oranges, Limes, and Bananas are less useful (2 HP). Pineapple can be sliced into 4 slices (8 HP total). It will also periodically produced and hold fruit which you can retrieve with the Dump BoB or Withdraw options. Asides from the ones provided via fruit fall, this also produces watermelon seeds, strawberry seeds, coconuts, and watermelons (3 slices, 15 HP total). Use a knife if you bring one of these.

 

 

 

Ice, Fire, Moss Titan This is another very useful choice. Titans Constitution restores 8 HP and raises defense 13 levels (assuming level 99). It consumes 33% of your familiar special gauge. It will also occasionally attack, and get the attention of the minions, thus diverting the damage elsewhere. These familiars are fairly sturdy, so you shouldnt have to worry about them dying.

 

 

 

Unicorn Stallion This is probably the favorite familiar of GWD raiders. Its Healing Aura restores 14 HP (assuming level 99), and consumes 33%. Unlike Titans, these dont attack NPCs. Against Kril, these have the added benefit of being able to cure poison at the cost of summoning points.

 

 

 

For your first group trip, bank on at least 90-120 minutes. Bring enough summoning pouches to cover 120 minutes. Pre-summon one if it needs to be around during kill count (like a Terror Bird.)

 

 

 

You will need 1 dose of summoning potion for each pouch after the first, usually. Some familiars use less, and you may be able to get by with 1 less dose.

 

 

 

Familiars CAN NOT cross the icy river. In order to get your Beast of Burden across with all the items intact, dismiss it before crossing. Cross, drop 12 / 18 items, return, retrieve the items dropped, cross, summon a new familiar, and store the items. If youre using a Pack Yak or something else with too much space, be ready for multiple trips. You may want to bring an extra pouch if your team is slow and your second familiar will likely expire before your team has kill count.[/hide]

 

 

 

Armadyls Eyrie

 

 

 

 

 

[hide=Background]Armadyl is the god of justice, whose position was taken by Saradomin after his staff was stolen. His army is composed of the Aviansies, flying bird like warriors. His Guardian is a larger Aviansie, named KreeArra. KreeArra is level 580, lowest level of the 4. He also has the most damaging attack, his range whirlwind dealing up to 69 damage. KreeArras first and most commonly used attack is a barrage of whirlwinds, one towards each person in the room. The gray one inflicts up to 69 range damage, the blue inflicts up to 25 magic damage. Obviously youll want to use protection from range. His second, less seen attack is to fly towards you and hit you with his formidable beak. This attack does a substantial amount of damage as well, but is almost never used if multiple people are attacking him.

 

 

 

Aviansies fly too high to be attacked by melee weapons, so you MUST use range or magic to kill them.[/hide]

 

[hide=Strategy Overview]This boss only uses AoE attacks if you are not alone, so the strategy is fairly straightforward. Use protection from range and shoot him with a ranged weapon until he dies.[/hide]

 

[hide=Equipment]Standard Archer If you are with a smaller team, balance range attack with melee and magic defense. Prayer bonus is very helpful. Rune Crossbow is your best choice, and should be paired with a DFS. If you are with a larger team, focus more on range attack bonus. You can go as far as to replace DFS with unholy book if your team is VERY large. If you want, a Dark Bow is nice for special attacks if you bring Dragon Arrows. Bring both Diamond and Ruby Bolts, use the Ruby Bolts until Kree falls under 50% HP.

 

 

 

Void Range Archer Do not use this unless your team is fairly large. Use a rune crossbow and a DFS to compensate for the lower defenses. A Dark Bow is even more potent with the attack bonus of void. Use Diamond and Ruby bolts still, but if your range is over 90, start using the Diamond Bolts earlier. With 99 range, its not uncommon to hit over 40 with diamond bolts.[/hide]

 

[hide=Inventory]Bring a mix of super restore potions and Saradomin brew. If you have a large team and your range is REALLY low, go ahead and bring a couple range pots, but they wont last too long. Bring an extra super restore, or a prayer potion for the kill count.

 

 

 

You will need a Mithril grapple to enter Armadyls Eyrie.[/hide]

 

 

 

Detailed Strategy

 

 

 

[hide=Kill Count]No. The diagram is not messed up. Basically, any spot inside the Eyrie or at the southwest side of the main room will work. Use protection from range and kill Aviansies.

 

 

 

If you used to kill Spiritual warriors, note that they have now been fixed. They will deal heavy damage, and still use ranged attacks.

 

 

 

Armadyl_KC.png[/hide]

 

[hide=Fighting Kreearra]Use protection from range. Attack with Ruby Bolts (e) until Kreearras HP falls under 50% (or 75% if youre using Void). Switch to Diamond Bolts (e) to finish him off. Unlike the other body guards, Kreearras bodyguards will attack whoevers attacking them. Have at least one person attack each with the appropriate prayer. Skree is a wizard, Geerin is an archer, and Kilisa is a warrior (the only aviansies that uses melee attacks aside from Kree.)

 

 

 

Keep protection from range on between spawns. You do not want to be surprised by Kree popping up, attacking you along with two of his minions, instantly killing you. Attack Kree once he spawns, once at least two people attack he will not use his melee attack.[/hide]

 

[hide=Summoning]Terror bird A low levels familiar of choice. It holds an extra 12 items. Use this room for extra healing + prayer restore.

 

 

 

War Tortoise Similar to the terror bird. It holds an extra 18 items. These pouches are harder to come by.

 

 

 

Fruit Bat This is a very useful summon. Its scroll, Fruit fall, only consumes 10% of your familiar special gauge, and drops 0-4 fruits around you. The first fruit dropped is always a Papaya (8 HP). Oranges, Limes, and Bananas are less useful (2 HP). Pineapple can be sliced into 4 slices (8 HP total). It will also periodically produced and hold fruit which you can retrieve with the Dump BoB or Withdraw options. Asides from the ones provided via fruit fall, this also produces watermelon seeds, strawberry seeds, coconuts, and watermelons (3 slices, 15 HP total). Use a knife if you bring one of these.

 

 

 

Ice, Fire, Moss Titan This is another very useful choice. Titans Constitution restores 8 HP and raises defense 13 levels (assuming level 99). It consumes 33% of your familiar special gauge. It will also occasionally attack, and get the attention of the minions, thus diverting the damage elsewhere. These familiars are fairly sturdy, so you shouldnt have to worry about them dying.

 

 

 

Unicorn Stallion This is probably the favorite familiar of GWD raiders. Its Healing Aura restores 14 HP (assuming level 99), and consumes 33%. Unlike Titans, these dont attack NPCs.

 

 

 

For your first group trip, bank on at least 90-120 minutes. Bring enough summoning pouches to cover 120 minutes. Pre-summon one if it needs to be around during kill count (like a Terror Bird.)

 

 

 

You will need 1 dose of summoning potion for each pouch after the first, usually. Some familiars use less, and you may be able to get by with 1 less dose.

 

 

 

Familiars CAN NOT cross the chasm. In order to get your Beast of Burden across with all the items intact, dismiss it before crossing. Cross, drop 12 / 18 items, return, retrieve the items dropped, cross, summon a new familiar, and store the items. If youre using a Pack Yak or something else with too much space, be ready for multiple trips. You may want to bring an extra pouch if your team is slow and your second familiar will likely expire before your team has kill count. Since your grapple can possibly break when you cross, make sure to grab an extra one from the crate (drop yours and take one).

 

 

 

If you bring a BoB, you can take advantage of the space by squeezing in an extra prayer potion for kill count.[/hide]

 

 

 

 

 

Saradomins Encampment

 

 

 

[hide=Background]For a god of good and justice, Saradomins forces are far more dangerous than anyone could have anticipated. His minions include Knights, Priests, and the spirituals, which are all fairly high leveled. Commander Zilyana, his guardian, is level 596, but is easily the deadliest of the four guardians. Her two attacks are both lightning fast. The first is a shower of lighting bolts that hits EVERYONE in the room for up to 20 damage. Whats really nasty is that the damage from this attack can queue up. For example, if you see her do the animation of using the lightning attack once, she may have really attacked three times with magic. Then a second later, you take three 20s in quick succession. Her melee attack is just as bad, hitting consistently no matter how high your defense is.[/hide]

 

[hide=Strategy Overview]The best strategy to fighting Commander Zilyana is to simply not let her attack. Use protection from magic, and run whenever she is focused on you.[/hide]

 

[hide=History]Ever since this boss was released, people realized how deadly she was. The Saradomin Godsword is also very useful, making its price sky high. Of course, everyone wanted to know how to kill it.

 

 

 

The first method was pretty obvious. Someone would stand in her path, and the rest stand behind him and shoot at Zilyana. This lasted all of 8 hours, after which she was able to walk through people.

 

 

 

The second method was also fairly well known. There used to be a gap where the door was. Zilyana would be lured and trapped north of this gap. Then the team would take turns stepping out and hitting her, and hiding when she targeted them.

 

 

 

Most were satisfied with this method. I wasnt. With Madmanpur3 and Jard Y Dooku, we found an even better way of fighting her. In addition to luring her to the wall, wed lure the melee bodyguard, Starlight. Then wed bombard Starlight with Chinchompas. Due to the mechanics of Chinchompas, the accuracy was greatly increased and allowed us to tear Zil apart without her ever attacking. Unfortunately, this didnt last long either, as Jagex removed ALL the door gaps when they fixed the Bandos safespot.

 

 

 

It was months until we discovered the next safe spot. The corners of Zilyanas chamber were slanted, as a decorative feature. This made for a safespot not unlike the one used against Dagannoth Rex. This was kept secret for months, until someone else happened upon us using it, and later spread it. Eventually the secret was spreading, and to put it at rest, we just released the technique.

 

 

 

Why is this relevant? Well, Jagex decided to make a partial fix until they could come up with a real solution. Their partial fix was to distort Zilyanas AI, and that will prove VERY helpful for the advanced technique. Anyways, after messing with the AI, Jagex eventually removed the slanted wall, replacing it with the nice square corners found in every other boss chambers. Regardless, Zilyana still has one major weakness the AI meant as a temporary fix.[/hide]

 

[hide=Equipment]Standard Warrior This is good for people accustomed to the rest of the dungeon. Use a Godsword. Wear high melee defense and a powerful weapon. Like a Godsword. You will be running away a lot, so make your hits count by using a Godsword. Have I mentioned to use a Godsword?

 

 

 

Standard Archer Use this if you want to use the advanced method. a mixture of Melee/Range defense with ranged attack bonus is ideal if youre with a small team. Put more emphasis on range attack if youre with a larger team.

 

 

 

Void Archer Use this only with large teams. Get as high defense as possible alongside your void.

 

 

 

You can bring a ZGS with any of the three sets. If you choose to do so as a void archer, bring a void melee helm.

 

 

 

Healer Use Guthans. Make sure you are on lunar magic.[/hide]

 

[hide=Inventory]If youre using a standard hit and run method, bring an inventory similar to Armadyl. That is, mostly super restore potions and Saradomin brews.

 

 

 

If youre planning on using the advanced tactic, try it with the normal inventory first. After you become accustomed to it, adjust the amount of healing and prayer accordingly.

 

 

 

Always bring purple sweets for energy. Even with a large team you might find them useful. Bring at least 50. If you are using a terror bird, tireless run scrolls work as well.

 

 

 

A healers role and inventory are different. His or her only job is to heal with Guthan, bones to peaches, and familiars, and use lunar healing spells on his or her allies. Bring restores, brews, bones to peaches tablets, anything else you can use for healing.

 

 

 

You will need TWO ropes to enter Saradomins Encampment for the first time. I recommend you making a trip to the God Wars Dungeon for the sole purpose of placing these ropes, before trying to come prepare for fighting the boss.[/hide]

 

 

 

Detailed Strategy

 

 

 

[hide=Kill Count]The spot near the entrance is probably the best. There are plenty of Spiritual Warriors and Mages if you can slay, that are conveniently busy fighting werewolves, bloodvelds, and Goraks. There are also lots of Priests and Knights if your slayer level is too low.

 

 

 

The two spots inside the Encampment are less ideal. The middle spot has 2 mages attacking a werewolf, and otherwise is quiet. The lower floor has only one mage attacking another monster.

 

 

 

Saradomin_KC.png[/hide]

 

[hide=Fighting Zilyana]ALWAYS protect against magic. You do not want 7-8 spells to stack up, then suddenly pour out and instantly kill you. Never let Zilyana get off a string of melee attacks against you. Your death would be quick, but anything except painless.

 

 

 

The healer should never attack Zilyana. If you are healing, wait until Zilyana is fighting your team mates. Then use Guthans and attack one of the bodyguards.

 

 

 

After Zilyana is dead, finish off the weakest body guard if your healer was fighting. Then kill the remaining ones. It doesnt really matter what order as long as your team all focuses on the same one.

 

 

 

Between kills, the healer should wait along the south wall, where Zilyana will not see and attack you upon spawning.[/hide]

 

[hide=Advanced Tactic]Triangulation is the process of finding coordinates and distance oh wait. Wrong triangulation.

 

 

 

In this case, Triangulation is trapping Zilyana in a triangle. It requires at least 3 people using range. Jagex updated Zilyanas AI so that she doesnt put her full focus to the target when she is hit. That is, she walks towards them, but can be turned elsewhere in a single shot. If the three of you alternate your attacks, she will spin futilely in the center of your triangle and never attack you. You can use a Zamorak Godsword to trap her for 20 seconds, enough to position and synchronize your attacks.[/hide]

 

[hide=Summoning]Terror bird A low levels familiar of choice. It holds an extra 12 items. Use this room for extra healing + prayer restore. Against Zilyana, Terror bird scrolls, Tireless Run, can also be used in place of purple sweets.

 

 

 

Fruit Bat This is a very useful summon. Its scroll, Fruit fall, only consumes 10% of your familiar special gauge, and drops 0-4 fruits around you. The first fruit dropped is always a Papaya (8 HP). Oranges, Limes, and Bananas are less useful (2 HP). Pineapple can be sliced into 4 slices (8 HP total). It will also periodically produced and hold fruit which you can retrieve with the Dump BoB or Withdraw options. Asides from the ones provided via fruit fall, this also produces watermelon seeds, strawberry seeds, coconuts, and watermelons (3 slices, 15 HP total). Use a knife if you bring one of these.

 

 

 

Ice, Fire, Moss Titan This is another very useful choice. Titans Constitution restores 8 HP and raises defense 13 levels (assuming level 99). It consumes 33% of your familiar special gauge. It will also occasionally attack, and get the attention of the minions, thus diverting the damage elsewhere. These familiars are fairly sturdy, so you shouldnt have to worry about them dying.

 

 

 

Unicorn Stallion This is probably the favorite familiar of GWD raiders. Its Healing Aura restores 14 HP (assuming level 99), and consumes 33%. Unlike Titans, these dont attack NPCs.

 

 

 

For your first group trip, bank on at least 90-120 minutes. Bring enough summoning pouches to cover 120 minutes. Pre-summon one if it needs to be around during kill count (like a Terror Bird.)

 

 

 

You will need 1 dose of summoning potion for each pouch after the first, usually. Some familiars use less, and you may be able to get by with 1 less dose.

 

 

 

Familiars CAN NOT climb the walls. In order to get your Beast of Burden into the encampment. with all the items intact, dismiss it before crossing. Climb down both walls, drop 12 / 18 items, return, retrieve the items dropped, climb down, summon a new familiar, and store the items. If youre using a Pack Yak or something else with too much space, be ready for multiple trips. You may want to bring an extra pouch if your team is slow and your second familiar will likely expire before your team has kill count.

 

 

 

If you bring a BoB and have a slayer level of 78 to 82, you can take advantage of the space by bringing wild pies so you can slay spiritual mages and possibly get some dragon boots.[/hide]

 

 

 

Welp. That's pretty much it. Only thing left is... credits.

 

 

 

[hide=Credits]Soma2035 Whos he again?

 

 

 

Jard Y Dooku Incredibly good at PKing outside of the wilderness. Only misses the top spot thanks to Durial321.

 

 

 

Leesters For training me to hunt Dagannoth Kings, leading to my monster hunting career.

 

 

 

Madmanpur3, Shortman4229, Genius93, Muddybob, Artemis1330, Fastforce, Timeoutsmad, Toohey1612 Incredible monster hunters who have ventured to the GWD with me on multiple occasions.

 

 

 

Jard Y Dooku Insisted hes an incredible monster hunter. Not in quite the same fashion though. Hes the only person whos managed to kill half his team at Sara GWD, discover really bizarre bugs that everyone else can use effectively, die during kill count on multiple occasions, and die an average of two times per God Wars or Dagannoth Kings trip.

 

 

 

Ike Who doesnt like Ike?

 

 

 

Let me know if I forgot to put you on the list. And only if I really did forget not if youre someone Ive never heard of. Or if youre Sumondskull6.[/hide]

 

 

 

Closing word:

 

 

 

Sorry. I fail as a comedian. At least the information should prove somewhat useful. Thanks for reading the guide. If you see any problems (bugs, typos, etc.) go ahead and post about them. I'll get to them some day. Maybe.

 

 

 

Lights out.

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