Archive for the ‘Dungeons’ Category

There are monsters in this dungeon that poison, breathe fire and inflict incredible amounts of damage on the unprepared. If you wish to venture deep into Taverley dungeon, please ensure you are well prepared, bringing equipment you are willing to lose.

Introduction

 

Fighting Blue dragons in Taverley Dungeon

Beneath Taverley, the peaceful retreat of the druids, resides a long, dark dungeon with a variety of dangerous monsters.

The deeper warriors venture into Taverley dungeon, the greater and more perilous the journey becomes. Starting with skeletons, adventurers may think their skills are not being challenged, until they face the black dragons that guard the end…

Location

 

Location of Taverley Dungeon

Taverley dungeon is located beneath the quiet village of Taverley.

Taverley is located fairly central in RuneScape, being north-west of Falador, and due east of Catherby, although you will need to navigate White Wolf Mountain to get to Taverley from the west.

Points of Interest

 

An overview of the entire Taverley Dungeon

Please note that there are two Agility shortcuts: one to the blue dragon lair, the other to the area just before the hellhounds.

Taverley dungeon is huge! There are many monsters, item respawns and other interesting things to do down here. Aside from your standard monsters, Taverley dungeon includes chaos druids, who drop herbs a-plenty, blue dragons, which are always good to help your Crafting, and hellhounds, which are known to start many a warrior on Treasure Trails.

Aside from useful monsters, there are other features to the dungeon, such as the Black Knights’ underground base.

If you are heading to the deepest areas of the dungeon, you will end up finding the Fire Obelisk and a ladder leading to the Water Obelisk. It is at these locations you are to bring your uncharged orbs and cast the relevant spell on the Obelisk to charge the orb.

Taverley Dungeon is one of the few places you can fish for lava eels, but only if you have the correct equipment.

If you are on the Druidic Ritual quest, you will need to venture a little way into the dungeon to find the Cauldron of Thunder.

Personalities

 

Velrak the Explorer
Velrak is a bold and daring explorer, but his recent expeditions have ended in his capture by the Black Knights. If you manage to gain access to his cell, he will provide a ‘dusty key’, which in turn is used to go deeper into the dungeon, as it opens the gate near the lesser demons.
 
Lord Daquarius
Lord Daquarius is the leader of this Black Knight underground base.
For those on the Wanted! quest, he will have information for you, but he may not be talkative: persuasion might be necessary.
Velrak is located in the Black Knights’ jail.    
Quests

There are no quest start points in Taverley Dungeon.

Monsters of the Dungeon

 

Chaos Druid (Level 13)
Chaos druids combine Magic with melee if they are under attack. While the Magic they use on you may not be damaging as such, you may find some of your combat-related stats get lowered if spells actually hit you. Chaos druids tend to drop grimy herbs, which can be very useful.
 
Ghost (Level 19)
Ghosts are found in most dark areas of RuneScape, so it is no surprise that with Taverley dungeon’s size, there are a few ghosts lurking in the corners.
Chaos druids are one of the first things you will encounter in the dungeon; they are not far from the entrance.   Ghosts are found in the first tunnel/area of the dungeon, a short walk from the entrance.
Suit of Armour (Level 19)
Standing outside the entrance to the Cauldron of Thunder room are two suits of armour. If you try to pass the gates, however, you will find these suits of armour are no mere decoration! They will attack you, defending the gates you wish to pass. You must fight them if you want to get in.
 
Poison Scorpion (Level 20)
Scorpions in RuneScape are always to be watched out for, using their dangerous tails for vicious melee attacks. In Taverley Dungeon, the danger doesn’t stop here: there is a high chance that the scorpions will poison you if they attack, so it is very wise to bring anti-poison.
    Poison scorpions are found in between the magic axes and chaos dwarfs.
Skeleton (Level 22/25)
Skeletons may look harmless and weak, but their lack of muscles is more than made up for by the potent magic that holds them together. If you choose to fight skeletons, you may notice the skeleton’s bones will give way when crushing attacks are used.
 
Giant Bat (Level 27)
There are plenty of giant bats in Taverley Dungeon. They tend to stay together in large swarms and are generally found in open spaces.
Skeletons are found in the entrance area of Taverley dungeon.   As they prefer to keep their distance by flying above your head, you may find it easier to bring them down with Ranged attacks.
Hill Giant (Level 28)
Hill giants are large and fairly slow, but at Combat level 28, with a large cleaver, they should not be underestimated if you are a similar Combat level. Hill giants have a variety of drops, not forgetting they drop big bones to help your Prayer skill rise.
 
Black Knight (Level 33)
Black Knights are always plotting the next move they can make against the White Knights. Aside from lurking in their castle north of Falador, they have a secret underground base in Taverley dungeon.
Hill giants can be found in the south of Taverley dungeon, just outside the Black Knights’ base.   You can find this base and the Black Knights in it in the far south of the dungeon.
Magic Axe (Level 42)
Magic axes are not the easiest of enemies to understand. An axe is dangerous in the hand of any warrior, but these axes are magical and (unfortunately for passers by) they think for themselves and will happily attack you.
 
Monk of Zamorak (Level 45)
Monks that follow Zamorak must always be considered dangerous. They will use melee attacks against you if you wander into their area of worship.
Magic axes can be found in the area to the east of the dungeon, in the area just before the chaos dwarfs.   This said, many adventurers to Taverley Dungeon don’t see the monks of Zamorak, as they are located deep beyond the black demons and poison spiders.
Jailer (Level 47)
Those who wish to speak with Velrak the Explorer will find him in the Black Knights’ jail, guarded by this Jailer. The Jailer won’t accept bribes or anything to release him or let you in to talk to him, so you may need a sword to help persuade him…
 
Baby Blue Dragon (Level 48)
Thankfully, baby blue dragons are not at the growth stage where they have the ability to breathe fire. This makes them ideal for people who are not willing to risk fighting fire-breathing dragons to get some practice in. They are useful for babydragon bones, and alternative Slayer monsters if you cannot cope with the larger blue dragons.
    Baby blue dragons are found just past the dusty key door.
Chaos Dwarf (Level 48)
The majority of players who walk in search of the dusty key gate will find that chaos dwarfs will attack as they walk past. Chaos dwarfs are known to drop the ‘muddy key’ which opens a chest deep in the Wilderness holding treasures to reward those brave enough to take the journey.
 
Poison Spider (Level 64)
Found in the deeper areas of the dungeon, past the black demons, these spiders can cause concern regardless of how strong you are. It is lucky if you escape them and are not poisoned, as they are very good at hunting and damaging their prey.
You can find chaos dwarves near the lesser demons and dusty key gate.   It is highly recommended you bring anti-poison, as the poison from these spiders can inflict a lot of damage.
Lesser Demon (Level 82)
Just because they are a ‘lesser’ demon, it doesn’t make them a ‘lesser’ danger. Lesser demons are very dangerous to the unprepared warrior, as they can inflict a lot of damage with their unnatural strength.
 
Blue Dragon (Level 111)
Blue dragons are not to be underestimated. At level 111, with the power to breathe fire and inflict vast amounts of melee damage, blue dragons will have no problem killing the unprepared warrior. Ensure you bring an anti-dragonbreath shield if you wish to take one on with melee.
Lesser demons are located just outside the dusty key gate.   Blue dragons are located in the area beyond the dusty key gate, or you can use the Agility shortcut from the entrance if you have level 70 Agility or more.
Hellhound (Level 122)
Wilder than your household pet by far, hellhounds will not obey your every command, nor are they man’s best friend. Hellhounds use their powerful front claws to rake their opponents and gouge flesh, making them particularly strong melee opponents.
 
Black Demon (Level 172)
You have seen lesser, you have seen greater, now meet the largest and most powerful of the demons that dwell in Taverley Dungeon – the black demon.
Treasure hunters may note that hellhounds are known to occasionally drop level 3 clue scrolls. Hellhounds are located beyond the black demons, just before the black dragons.   Black demons can be found in the west of the Dungeon, just past the lava eel Fishing spots.
Black Dragon (Level 227)
All dragons are dangerous, but one of the most dangerous of the kind is the black dragon. Located at the end of Taverley Dungeon, black dragons wait for wandering adventurers to take the wrong turn into their area.
If you wish to fight the dragons, ensure you take a anti-dragonbreath shield and some of your best armour, or bring items you don’t mind losing.
Miscellaneous

 

  • The dungeon contains the Fire Obelisk and a ladder to the Water Obelisk, where you charge orbs for elemental battlestaves.
  • Hellhounds are good for people hunting for level 3 Treasure Trails clue scrolls.
  • Chaos druids are an easy way of gathering herbs.
  • Use your Agility to your advantage. Level 70 Agility eliminates a lot of the walk and the need for a dusty key.
  • Players with level 55 or 60 Dungeoneering will be able to find mysterious entrances in the Taverley Dungeon.

Visiting one of the Inmates RuneScape can be a dangerous place, and many of the more civilised races dislike the very idea that their families may be at risk. To counteract this, a prison was once built beneath the earth, in a region where few would willingly venture. This prison was lost to time, unfortunately, as the guards grew bored and wandered off, and strange creatures made it their home.

In modern times, it has been rediscovered, and has become a place of education – well, sort of. Above this prison is the Misthalin Training Centre of Excellence, where young adventurers are sent to test whether they know how to keep themselves safe in RuneScape. Attached is a new prison, with gublinch crowding the cells. Those who pass muster may, if they choose, then venture deeper into the old prison, where great rewards may await…

Location

 

Location of the Stronghold

The Misthalin Training Centre of Excellence is nestled snugly between Barbarian Village and Edgeville. To gain access, you must first descend into the new, gublinch-filled prison, which you can reach through the cellar door to the west. There, you can see the hideous crimes that the gublinch have committed. Players aged 13 or under must pass a test to gain access, so they should speak to the guard to enter the training centre.

Points of Interest

 

An overview of the Jail

When you first enter the new prison, you will see a row of cells inhabited by gublinch. Before young players can enter the prison, they will have to pass a test. Before the guard will let you into the Misthalin Training Centre of Excellence, you must read each of the plaques on the cell doors. Note well how the horrid gublinch have no respect for good manners! Be appalled at their attempts to endanger innocent adventurers! Reel at the smell of their contemptible crimes! When you have read each plaque, have a chat with the guard, who will tell you to head up the stairs and into the training centre.

The Misthalin Training Centre of Excellence itself is much as you might expect: several tables with people sitting tests, and a pacing professor, Professor Henry, who will ask you a few questions. Assuming you get them right, he will reward you with two magical lamps, a new emote and permission to enter the cockroach- and mugger-filled ruins of the old prison.

First floor of the Stronghold

Older players and those who have passed the test can access the old prison through the new one, by searching the poster in the only empty cell.

You will enter on the middle floor of the prison and, initially, it won’t seem too much different from any prison that lets its prisoners run the place. The muggers should prove little challenge for most, and, even after venturing further and discovering the decay and rot that has set in, the cockroach drones are little more threat. To the east is a small network of caves dug out by the cockroaches, and inhabited by the larger, more dangerous workers.

There are numerous stairs around this floor, although most head to the bottom floor. If you wish to go to the top floor, head for the north-east corner.

The ground floor of the prison is much the same as the floor above, as the cells give way to the more organic shapes of the cockroach caves.

Ground floor

Second floor

Bonus area of the Stronghold

The top floor is a different scene: in the transformed chamber to the north, populated by some nasty cockroach soldiers, is a rope leading to the surface. If you leave by this route you will be free to enter this way, which is convenient for those who wish to train on the cockroaches that can be found almost everywhere.

On your travels around the prison, you will probably notice a couple of locked doors, which can be opened if you find and pull a lever somewhere in the prison. Going through one of these doors will lead you to a separate chamber:

This area is populated by cockroach soldiers, but also conceals a chest filled with loot for the determined adventurer.

Personalities

 

Professor Henry
Professor Henry has presumably earned his title, and now makes use of it by making sure that the youth of RuneScape know how to keep themselves safe. It’s an important job, and comes with an important-looking hat!
Professor Henry can be found in the Misthalin Training Centre of Excellence.

Quests

There are no quests to start in the Stronghold of Player Safety.

The Inmates

 

Mugger (Level 6)
If a thief lacks the required dexterity to pick pockets and locks, or is simply too violent as a person, they will more than likely become a mugger. These callous men try to beat the gold out of their victims, but they are no more dangerous than giant rats.
 
Cockroach drone (Level 8)
Vile, scuttling creatures, cockroaches love nothing more than living in filth and generally eating everything they come across. The drones are the smallest of their kind, and most adventurers shouldn’t need more than a good stiff shoe to deal with them.
Muggers can be found at the entrance to the old prison.    
Cockroach worker (Level 56)
Larger, meaner and smellier than the drones, the cockroach workers are responsible for the tunnel system that has grown out from the old prison. They use filthy mandibles and wretched forelimbs to carve out the stones and dirt before covering it in a sickly green slime.
 
Cockroach soldier (Level 83)
If it’s possible to be scared of a cockroach, it’s because of the soldiers. They guard the important areas of their nest with their especially vicious mouth-parts and stony carapace.
     

Miscellaneous

 

  • Cockroach drones are a good source of drops for new players, especially because they are relatively simple opponents.

Please note that this area is dark, and only explorers with a light source and tinderbox should enter. There is also a tough mole in the depths of this dungeon, so only bring items you can afford to lose. Be aware that the mole can put out your light, so be especially sure that you bring a tinderbox.

Introduction

 

Fighting the Giant Mole in its hole

If there’s something that Wyson the gardener in Falador’s park simply can’t abide, it’s damage to his beloved flower patches. After a slight accident involving a bottle of Malignius-Mortifer’s-Super-Ultra-Flora-Growth-Potion and a rather unlucky mole, it suffices to say the mole hills in Falador Park are big enough to make the strongest gardener weep.

Travelling down into these dark mole tunnels, it’s up to you to track down this critter and try to put an end to Wyson’s misery. Bring a few friends, though, because it’s not an easy creature to tackle and it may well give you the slip a few times.

Location

 

Location of the Mole Hole

The Hole entrance is located in Falador park.

To get into the Hole, you will require a spade, light source and tinderbox. When you are ready, head to the park and find a mole hill. Standing on a mole hill and digging will cause you to open the mound and fall into the Hole.

Beware: when you are down here, you stand a chance that your light will go out due to ‘mole activities’, so ensure you do bring a tinderbox or know where the exit is!

Points of Interest

 

Interesting areas of the Mole Hole

The Hole is large, spanning from Falador park to the well near the south entrance to Falador.

Throughout the maze that is the Mole Hole, there are unattackable baby moles, but these will not harm you.

The only yellow dot on your minimap will be the Giant Mole. Although it is non-aggressive, you must still take caution when you get near him.

Once in combat, he will burrow throughout the area, so keep your eyes peeled and make good your pursuit!

Personalities

There are no personalities down here, just a dangerously oversized mole.

Quests

There are no quests to start in the Mole Hole.

Mole Menace!

The Giant Mole!

The Giant Mole is a large, non-aggressive beast, but a dangerous one nonetheless. When you engage him in combat he will fight until you have damaged him enough to get him worried.

From this moment on, you will need to be on your toes, as he will burrow (and hence move around) extremely quickly. It is wise to take a team, and split up to combat him as he appears throughout the area.

As he has stretched and sleek skin, you will find him weaker to puncturing attacks, such as stab or Ranged.

On his death, he may drop mole skin or claws, which can be taken to Wyson as proof that he has been destroyed.

Miscellaneous

 

  • When you’ve defeated the mole, don’t forget to collect the proof that you’ve dealt with the beast. Wyson will be happy to give you something for them – he finds a lot of old bird nests while he’s gardening.
  • If you happen to be wielding the Falador shield 3 when you bring Wyson evidence of your mole-slaying ways, you may find yourself with some white lily seeds.

The creatures that inhabit these caverns are strong and aggressive, and won’t hesitate to protect their home from interloping fishers and miners. If that’s all you’re going for, it would be wise to take along some combat gear as well, just in case…

Introduction

 

Soon-to-be-dead living rock

Another consequence of Ice Mountain’s melting peaks has been discovered deep within the Dwarven Mine. Running ice water has eroded away some rocks and opened up access to an ancient cavern rich in ores and minerals. Despite having been sealed off for hundreds of years, the caverns are teeming with life – including the rocks themselves!

Location

 

Location of the Living Rock Caverns

At the northern end of the Dwarven Mine is a rope climb down into the caverns. The rope leads down into the safety of Farli’s base camp, him being the dwarf who discovered the caverns. Farli may not be the Drunken Dwarf, but he’s a contender for the crown, so hasn’t yet made much of his discovery, leaving the way open for intrepid explorers.

There are entrances to the Dwarven Mine at the foot of Ice Mountain and in north-east Falador. Alternatively in Falador, you can use the Mining Guild entrance, or teleport to the guild with a necklace of skills. The mine cart system also provides a convenient transport link to and from Keldagrim, if you wanted to take your newly mined ores to the Blast Furnace.

Points of Interest

 

Map of the Living Rock Caverns

The Living Rock caverns are filled with living rocks. Over the centuries, trapped in their own little ecosystem, the rocks themselves have somehow developed sentience and even a rudimentary tribal society. They may not be particularly evolved as a species, but don’t mistake that for a lack of intelligence. They’re smart enough to know that stones break bones and will defend their subterranean home against any outsiders.

The caverns are also home to other rocks – the type that aren’t alive – that are rich in ores and minerals, more so than any known mining sites on the surface. These concentrated mineral deposits – 8 coal and 4 gold – can be continuously mined by experienced miners, and sometimes yield two ores at the same time, though they do occasionally collapse for a short time.

Finally, the many pools of ice water now found in the cavern have become a home to two newly discovered species of fish – the cavefish and the rocktail. Both should prove useful to adventurers as they offer both good healing and can boost certain combat skills. A fishing rod and some bait are necessary to catch cavefish, while rocktails require a new type of bait – living minerals, mined from defeated living rock creatures!

Personalities

 

Farli
Farli is a very literal-minded and matter-of-fact dwarf, telling it like it is, and not a jot more. Exactly like it is. So exactly like it is that it’s obvious. He doesn’t recognise sarcasm, leading questions or any other such subtleties. Absolutely none of this has anything to do with him liking a drink or two.
Farli can be found at the centre of the Living Rock Caverns at his base camp.
Quests

There are no quests to start in the Living Rock Caverns.

Live Rocks

 

Living rock protector (Level 120)
Protectors are bulky and strong, preferring to engage in close combat with their massive rock fists.
 
Living rock striker (Level 140)
Despite probably being stronger than protectors, strikers prefer to fight at range by throwing rocks at their foes.
Living rock protectors can be found throughout the caverns.   Living rock strikers can be found throughout the caverns.

Living rock patriarch

Patriarchs are the elders of the living rock race. If their humungous size didn’t give it away, the damage these level 200 monsters inflict will. Luckily, patriarchs will only make their presence known on rare occasions – if, say, the other living rock creatures haven’t managed to scare off outsiders for a while, that’s when these hulking beasties will wade in. As with the other living rocks, once felled, they can be mined for living minerals in the same way.

Miscellaneous

 

  • Near to the rope that leads back up to the Dwarven Mine is a handy pulley lift. Burdened adventurers can use this device to deposit items directly into their bank.

The Wilderness is by no means the safest place in RuneScape! This dungeon not only puts you in danger of bloodthirsty monsters, but also other players who roam the wastes, and is also a multiway combat area. For these reasons, please only take items you are willing to lose.

Introduction

 

Fighting revenants inside Forinthry Dungeon

When the Wilderness was ‘reclaimed’ from the revenants, they were forced underground into this dungeon. A number of other monsters native to the Wilderness were drawn here too. Thus the dungeon received its name, that being the ancient name for the area now known as the Wilderness: Forinthry.

Location

 

Location of Forinthry Dungeon

There are two entrances to Forinthry Dungeon, one in level 17 Wilderness at the south-western steps of the Wilderness Volcano, and a second entrance in level 31 Wilderness, east of the Forgotten Cemetery.

Points of Interest

 

Interesting areas of the Forinthry Dungeon

The main feature of Forinthry Dungeon is the revenants who reside in the chamber to the north-east. Now no longer wandering the surface of the Wilderness, and diminished as they are, they are no longer able to cast the Teleblock spell or freeze those they pick a fight on.

Indeed, it’s possible to use up a charge of the Forinthry bracelet to make them non-aggressive for an hour, and to make you immune to damage from them for a short while. Although they are diminished, they are still dangerous foes. That said, they are still worth taking the risk to fight for the hopes of obtaining their rare drops, which include things like statuettes, corrupt dragon armour and PvP armour belonging to the ancient Wilderness heroes (Statius, Morrigan, Vesta and Zuriel).

Other monsters within Forinthry Dungeon include ankous, lesser and greater demons, hellhounds and green dragons, so you may wish to take some anti-dragon equipment with you.

Personalities

There are no personalities of note in Forinthry Dungeon.

Quests

There are no quests to start in Forinthry Dungeon.

Revenant Residents

 

Revenants (Levels 7-135)
Revenants are the ghosts of those who died during the God Wars, everything ranging from imps and goblins to dragons and demons. Even without the ability to freeze and Teleblock their enemies, they are dangerous foes, able to attack in all styles of combat.
 
Ankou (level 75)
An Ankou’s touch is as cold as the void, and drains life with the merest graze of its fingertips. Being reanimations of the recently dead, these ankous are possibly some of those who died during the revenant purge of the Wilderness.
All revenants can be found in the north-eastern chamber of this dungeon.   Ankou can be found in the north-west of this dungeon.
Green dragon (Level 79)
These Wilderness stalwarts are a distant relation to the mighty Elvarg of Crandor, although far more agreeable. These particular green dragons were forced underground during the revenant purge. Less well defended against stab and Ranged attacks, the green dragon is a pale green shadow of Elvarg’s might.
 
Lesser demon (Level 82)
Forced undergound during the revenant purge, these wingless demons have found their way into the Forinthry Dungeon. They can’t even make this space their own, subjugated as they are by their greater cousins in the adjacent chamber.
Green dragons can be found in the south-east of this dungeon.   Lesser demons can be found in the north of this dungeon.
Greater demon (Level 92)
Although not as weak as their lesser brethren, these greater demons were also forced underground during the revenant purge, and have now made this dingy dungeon their new home. That doesn’t make them any less dangerous of course, and they’ll take chunks out of any who try to run past them.
 
Hellhound (Level 122)
Wilder than your household pet by far, hellhounds will not obey your every command, nor are they man’s best friend. Hellhounds use their powerful front claws to rake their opponents and gouge flesh, making them particularly strong melee opponents.
Greater demons can be found in the south of this dungeon.   Hellhounds can be found in the centre of this dungeon.
Miscellaneous

 

  • A Forinthry bracelet is strongly recommended if fighting revenants in this dungeon.
  • You may wish to pay the revenants a visit to get your hands of some of their rare drops.
  • Don’t forget to bring an anti-dragon shield if you enter this dungeon through the entrance in level 17 Wilderness. You can go around the green dragons to the revenants, but only through multiway combat areas containing greater demons and hellhounds.

As some creatures in the dungeon have a poisonous bite, it’s a good idea to bring an anti-poison potion with you.

Introduction

 

Inside the Dorgesh-Kaan South Dungeon

At the unlikely confluence of Dorgesh-Kaan and the Kalphite Hive lies the Dorgesh-Kaan South Dungeon, a murky cavern that recalls the Lumbridge Swamp Dungeon in many ways: cave bugs scamper amongst giant frogs, cave slimes lurk in corners and swampy pools bubble. Subtle, but potent differences mar this comparison: the cave bugs have grown to warrior-worrying proportions and the molanisk, a strange cross between a mole and a basilisk, has taken up residence.

Location

 

Location of the dungeon

Dorgesh-Kaan South Dungeon can be accessed by two separate entrances. The first, and more widely trodden path, is through Dorgesh-Kaan, down from the Agility Course. At the southernmost point of the city, an adventurer should find the entrance up some rock stairs.

Another, far more treacherous path, could be through the Kalphite Hive. Previously sealed off by the Dorgeshuun, the Kalphite Hive entrance has been opened so that more curious humans can access their city. This means that those within the earlier reaches of the Hive can enter the Dorgesh-Kaan South Dungeon on their way to the Dorgeshuun city.

Points of Interest

 

Interesting areas of the dungeon

The dungeon, aside from providing a valuable means to the Kalphite Hive for those in Misthalin, has a few notable features. Most importantly, the area is rife with Slayer targets, including some rarer, high-level combatants.

There are two Fishing spots, where frog spawn and slimy eels can be caught.

There is a fairy ring in the centre of the Dungeon.

An Agility Course ranges overhead for those who like to mix swinging over crevasses with their slaying.

The cave is a valuable source of swamp weed, with several creatures dropping clumps of it.

Personalities

There are no personalities of note in this Dungeon.

Quests

No quests can be started in the Dorgesh-Kaan South Dungeon.

Beasts of the Dungeon

 

Cave Bug (Level 6)
Cave bugs are strange creatures confined to the darkness of the caves. They are very simple opponents, and anyone bold enough to enter the dungeon should have little difficulty killing them.
 
Cave Crawler (Level 23)
Cave crawlers are long, lizard-like creatures with six legs and a series of green stripes down their backs. Their bite is poisonous, but they are less resilient in the face of crushing or Magic attacks.
Cave bugs can be found throughout the dungeon; you must have a Slayer level of 7 to kill them.   You must have a Slayer level of 10 to kill cave crawlers.
Cave Slime (Level 23)
Cave slimes are shapeless creatures that live by digesting anything around them, including adventurers that are overcome by the dangers of the dungeon. Their attacks, like the cave crawler, are poisonous.
 
Big Frog (Level 24)
Big frogs are considerably larger than you’d ever expect a frog to grow to, and they’re certainly not for new adventurers. Thankfully, they never stray far from water.
You must have a Slayer level of 17 to kill cave slime.    
Molanisk (Level 51)
The molanisk is a sedate and passive creature, gripping to the walls and flicking out its tongue whenever prey crawls past. It takes one ring, however, from a Slayer bell for the molanisk’s bile to rise, charging at you with its horn!
 
Cave Bug (Level 96)
Grown to monstrous proportions, these beasts are near unrecognisable from their smaller brethren, the lesser cave bugs. It almost seems as if the nearby kalphites have had an influence on these enlarged creatures…
You must have a Slayer level of 39 and a Slayer bell to kill a molanisk. The molanisk often drops mole claws.   The larger cave bugs can be found throughout the dungeon; you must have a Slayer level of 7 to kill them. They can drop a water battlestaff.
Giant Frog (Level 99)
Giant frogs have fed on the smaller creatures around them for years to grow into monstrous beasts capable of slaying all but the toughest of adventurers.
The giant frogs are found in the south-east areas of the dungeon, while some others have wandered farther afield.    
Miscellaneous

 

  • Cave crawlers, molanisks and large cave bugs are good for herb drops, especially for secondary ingredients.
  • Cave slime always drops two items, sometimes including a Treasure Trail map.
  • Some of the creatures drop swamp weed.

The Chaos Tunnels are a dangerous place, filled with aggressive and powerful creatures with a taste for the flesh of adventurers. Please only take items with you that you are willing to lose. This is especially true because the Tunnels are a multicombat area, so you can be attacked by many foes at once.

Be aware that it is easy to get lost among the caves and portals, so you should remember to bring an item or runes to teleport out with.

Introduction

 

Fighting inside the Chaos Tunnels

Beneath the southern areas of the Wilderness is a warren of caves, linked by mysterious portals. Delved from the rock by the power of chaotic magic, a strange enchantment holds sway over its tunnels and passages, drawing evil to it like a moth to a flame. For this reason, perhaps, the range of creatures within the Chaos Tunnels is far greater than you might expect.

Whatever its origin, it is certain that the caves are tainted by the dark hands of Zamorakian magic…

Location

 

Location of the Chaos Tunnels

The Chaos Tunnels can be accessed through a number of rifts in the Wilderness. They are relatively simple – all the better for the monsters of the Wilderness to find their way into the caves below.

If you have reached a certain stage in What Lies Below, the chances are that you have discovered the entrance to a Chaos Tunnel near Varrock. Those especially inquisitive adventurers may even be shocked to glimpse a familiar rogue – follow him at your peril, though: he is old, evil and sure to have a few vicious tricks up his voluminous sleeves.

Points of Interest

 

Interesting areas of the Chaos Tunnels

As you can see from the map to the right, the Chaos Tunnels consist of dozens of small caves, all apparently separate from one another. Within each cave are portals of glowing light, which lead to other portals throughout the dungeon. These portals are stained with dark magic, though, and may not always work reliably – you may find yourself unable to use some portals, and occasionally they may lead you to an unexpected chamber.

The Chaos Tunnels are multicombat areas filled with aggressive monsters, so you will find that it is an excellent location for training your Summoning skill alongside your combat skills. In addition, there is large population of Slayer monsters, so make sure you bring the appropriate supplies!

Personalities

There are no personalities of note within the Chaos Tunnels.

Quests

There are no quests to start in the Chaos Tunnels.

The Creatures brought by Chaos

 

Cave bug (Level 6)
Cave bugs are strange creatures confined to the darkness of the caves. They are very simple opponents, and anyone bold enough to enter the dungeon should have little difficulty killing them. You must have a Slayer level of 7 to kill cave bugs.
 
Fire elemental (Level 35)
With bodies made solely of flame, the fire elemental makes a terrifying prospect for inexperienced explorers. Mercifully for their enemies, fire elementals look far more dangerous than their actual abilities can manage.
Giant ant worker (Level 40)
Traditionally living among the tendrils of the massive Jade Vine in Karamja, giant ants are lost in the Chaos Tunnels. The workers are generally quite passive, though, relying upon the strength of the giant ant soldiers to keep them safe in this strange place.
 
Zombie (Level 40)
The zombies of the Chaos Tunnels are drawn from the hordes of reanimated corpses that can be found in the tragic places of RuneScape. Unsurprisingly, they are hideous and malformed creatures that all sane people try to avoid.
Moss giant (Level 42)
Moss giants are more commonly seen on the surface of RuneScape, but a fair amount have found their way into the Chaos Tunnels, where they and their beards wait for adventurers to disturb them. They are quite strong, and will put up a good fight against unprepared warriors.
 
Monk of Zamorak (Level 45)
Monks that follow Zamorak must always be considered dangerous, which probably comes from following the nefarious god of evil. They will use melee attacks against you if you wander into their area of worship.
Animated spade (Level 50)
Quite mysteriously, the chaotic powers of particularly evil magic are able to penetrate even the most mundane of tools, like the humble spade. As you might expect, the spade can make a formidable weapon when enchanted in this way, but luckily it is also quite passive.
 
Possessed pickaxe (Level 50)
Like animated spades, possessed pickaxes are the result of strange enchantments and curses, all of which bring the humble pickaxe to life. Unlike the spade, however, the pickaxe’s personality is temperamental, making it a much more aggressive foe.
Earth warrior (Level 51)
Made from the hardest clay to be found in RuneScape, earth warriors are like golems that require no instructions: their dastardly minds drive them to attack their enemies with weapons made from the same material as their bodies.
 
Bloodworm (Level 52)
Originating in the Barrows deep within Morytania, bloodworms live in the darkness, feeding on treasure hunters’ blood. Moving to the Chaos Tunnels has meant little to them, for there is still a constant flow of explorers and their feeble eyesight is incapable of telling the difference between their native Barrows and the convolutions of the Chaos Tunnels.
Leech (Level 52)
Ordinary leeches are a minor irritation to jungle explorers and adventurers wandering through swamps. The leeches of the Chaos Tunnels, however, are bloated blood-hungry creatures more than capable of shrugging off the salt you might use on their lesser cousins. Beware also that leeches will drain your skill levels temporarily.
 
Shadow spider (Level 52)
These spiders can be troublesome for people looking to train. The power of the shadow spider is that they are extremely good at draining Prayer. If you are venturing down here, it may be wise to bring a Prayer restore potion.
Ice giant (Level 53)
Though his blades may be sharp, his mind certainly is not. Once confronted, however, this surly and none-too-clever oaf will make short work of you with his sword, slashing and blindly pummeling. This lofty foe is prone to fire, Ranged and Magic attacks.
 
Crypt spider (Level 56)
Tiny though the crypt spider is, its life has been spent among the horrors of the Barrows, where it must be strong to survive. For such a tiny creature, it can take a large amount of damage, but, like most spiders, a good crushing weapon (perhaps something heftier than your shoe, though) should see it off.
Ice warrior (Level 57)
A spirit of elemental magic, the ice warrior feels compelled to patrol its territory and slay intruders. This melee fighter is composed of ice and as such is vulnerable to fire and shattering crush attacks. Also weak to Magic attacks, the warrior will often leave runestone drops as his elemental spirit evaporates.
 
Giant ant soldier (Level 58)
Devoted to defending the giant ant workers it shares its home with, being in a new environment away from the Jade Vine has done nothing to diminish its spirit. They are fierce fighters and will do everything in their power to bite you to death using its vicious mandibles.
Shadow hound (Level 63)
Shadow hounds are predators from the darkest regions of RuneScape, where their smokey colouring, excellent eyesight and silent footstep can be best put to use. They are opportunistic and have more in common with jackals than other varieties of dog or wolf.
 
Poison spider (Level 64)
These spiders are appropriately coloured to warn you off, and can cause concern regardless of how strong you are. It is lucky if you escape them and are not poisoned, as they are very good at hunting and damaging their prey.
Infernal mage (Level 66)
As you might expect, an infernal mage uses his powerful spells to eliminate his enemies. By themselves they aren’t too much of a concern, but should you be attacked by a number of them when your Prayer is running low…
 
Big wolf (Level 73)
Big wolves, much as their name suggest, are quite large specimens of the canine species. They are pack leaders or solitary hunters, and much more dangerous than most wolves you will find above ground. When met in groups, adventurers should beware of their sharp teeth and brutish, talon-tipped paws.
Giant crypt rat (Level 76)
With massive fangs and claws, a nasty attitude and probably more than a few diseases, giant crypt rats are a bit of a surprise to most adventurers. Unlike the sort of giant rats you might expect to see around Lumbridge, giant crypt rats know how to handle themselves in combat. They’re also excellent at scurrying about in a sinister manner.
 
Skeleton (Level 77)
Skeletons may look harmless and weak, but their lack of muscles is more than made up for by the potent magic that holds them together. If you choose to fight skeletons, you may notice the skeleton’s bones will give way when crushing attacks are used.
Jelly (Level 78)
Gelatinous creatures of pure wickedness, the jelly is little more than a stomach that enjoys the taste of almost everything. Though they look harmless – even a little comical – jellies are dangerous foes.
 
Giant crypt spider (Level 79)
The most dangerous of all the spiders you could run into in the Chaos Tunnels, giant crypt spiders get their strange colouring from their usual diet of adventurers and other, smaller giant crypt spiders. As for killing them, bring a nice big mace, or other crushing weapon, and watch their bodies squish (hopefully quickly).
Green dragon (Level 79)
These mighty lizards are a distant relative of the mighty Elvarg of Crandor, although far more agreeable. Less well defended against stab and Ranged attacks, the green dragon is a pale green shadow of Elvarg’s might. Luckily.
 
Zamorak ranger (Level 81)
Armed with evil bows and wicked arrows, Zamorak’s rangers enjoy skewering things from a distance and can often be found picking on anything smaller than themselves – and if there are a few Zamorak rangers, they’ll happily go after larger targets.
Ice troll (Level 82)
Ice trolls are, like all other trolls, remarkably aggressive and quite strong. In the far north of RuneScape, where the trolls cluster in greater numbers, the ice trolls are in such numbers that only the very bold and the very stupid will dare trespass.
 
Zamorak mage (Level 82/84)
Evil to the core from years of bullying at school, Zamorak mages now wield potent magic with which to smite the smug sporting types that made their younger days difficult. Having said that, they’re unlikely to run into them in the Chaos Tunnels – but just give them the opportunity…
Baby black dragon (Level 83)
Though they may be cute, and not appear much of a threat, even the smallest of dragons is a dangerous opponent. Baby dragons are best attacked with stabbing or Ranged weapons, as these are capable of punching through their tough scales.
 
Turoth (Level 83/89)
Turoth are strange, three-legged creatures that defy logic. It is rare to see them outside of the Slayer Dungeon in the Fremennik Province, and the turoth in the Chaos Tunnels have been driven mad (well, madder) by their movement to this strange new area. They are tough beasts that only those with the correct equipment can defeat. You need a Slayer level of 55 to kill turoth.
Zamorak warrior (Level 84/85)
The followers of Zamorak that prefer the intimacy of close combat are armed with nasty blades and imposing armour. They gladly attack adventurers that cross their path, but that’s more from a love of combat than any sense of rage.
 
Fire giant (Level 86)
Fire giants are powerful creatures, but wear little armour. What natural toughness they have is a defence against slashing weapons, so those adventurers uncertain of their abilities should try something else.
Dagannoth (Level 88)
No one can get through Waterbirth Island Dungeon without seeing a dagannoth, but you might be lucky enough to get through the Chaos Tunnels without seeing one. Their talons are long and their teeth are sharp, honed over decades of chewing on the rocks of their caves – and sometimes on the bones and armour of misguided adventurers.
 
Dire wolf (Level 88)
Few citizens of RuneScape ever wish to deal with this kind of wolf: dire wolves are massive, violent beasts well suited to their name. They merrily tear chunks of meat from foolish adventurers, then sit back and wait for more to come along.
Dust devil (Level 93)
Dust devils are odd, bouncing creatures unused to living outside of the smoke well in the Kharidian Desert, but apparently they are more than capable of surviving in the Chaos Tunnels. They can be dangerous creatures to face if you are inexperienced or lack the correct equipment. You need a Slayer level of 65 to kill dust devils.
 
Giant cave bug (Level 96)
Grown to monstrous proportions, these beasts are near unrecognisable from their smaller brethren, the lesser cave bugs. It almost seems as if the kalphites have had an influence on these enlarged creatures…
Mummy (Level 103)
Mummies are the embalmed bodies of long-dead nobles. Of course, in RuneScape the dead do not rest easy, and now they are cursed to wander aimlessly. They have been driven mad by their long and joyless undeath. They are extremely strong and should be avoided by all but the strongest adventurers.
 
Gargoyle (Level 111)
Gargoyles are flying creatures made of solid rock. Quite how they keep themselves in the air is a mystery, but their resilience is not. If you expect to fight gargoyles, you should bring the correct equipment. You need a Slayer level of 75 to kill gargoyles.
Nechryael (Level 115)
Nechryael are tall and powerful, and quite inclined to kill you. They are as evil as anything you are likely to encounter in all your travels across RuneScape, and should never be underestimated. You must have a Slayer level of 80 to kill nechryael.
 
Waterfiend (Level 115)
Waterfiends are the physical manifestation of the essence of water. Oh yes, and they’re terribly evil. They will eagerly hurl arrows made of water at anyone within range, making them quite an irritation.
Bronze dragon (Level 131)
Like other metal dragons, bronze dragons are covered in hard scales that make them particularly difficult to harm. They are a strange sight in the dungeon, glittering reflections of whatever light source is around them. Because they are covered in these scales, though, they are quite vulnerable to Magic.
 
Giant rock crab (Level 137)
A few beasts around RuneScape take advantage of the good reputation of the pet rock to deceive their prey. The rock crab is possibly the best known of these, and any good rock aficionado should be able to tell the difference between the humble and generous pet rock and the vicious and deceitful rock crab.
Black demon (Level 172)
Black demons are vast and powerful demons. Towering over adventurers and most other monsters, they stalk the lower reaches of RuneScape, hoping for a tasty meal.

Bork sure is one big ork

Being followers of Zamorak, chaos is naturally something that members of the Dagon’Hai order appreciate, not least their leader, Surok. Players who have tracked Surok through the Chaos Tunnels will have to face one of his minions, in the form of a big ork called, er, Bork (orks aren’t known for their creativity).

Bork (level 267) hits hard with his melee attacks – very hard – but praying against that won’t help you out too much, as there will also be a Dagon’Hai monk in there with him firing nasty spells at you. Bork also often calls his ork legions to aid him in combat. These legions may be at the other end of the height scale from Bork, but they hit fast and their attacks can also soon overwhelm those who go unprepared. If you manage to defeat Bork, the cavern will begin to collapse, so make sure to pick up his drops and get out of there as quick as you can. Defeating him also earns you Slayer experience (5,000 for the first time you beat him; 250 for each subsequent victory). Wearing the ring of wealth when killing Bork will improve the drops you receive.

Bork resides in the chamber to the far north-west of the Chaos Tunnels. He can be fought once per day after you complete the What Lies Below quest and the Hunt for Surok miniquest.

Miscellaneous

 

  • Because the Chaos Tunnels are multicombat areas filled with monsters, it is a great place to bring your Summoning familiars to train.
  • Most of the time, a portal will take you to the nearest chamber, so it is possible to navigate around much of the dungeon fairly quickly and simply.
  • Players with level 70 Dungeoneering will be able to find a mysterious entrance in the Chaos Tunnels.

Brimhaven Dungeon is a particularly dangerous area of RuneScape. Most of the creatures that stalk its depths are aggressive, and they can back that up with their extremely high Combat level. Some creatures can cause difficulty to even the highest level adventurers. As death is quite likely the further you go into the dungeon, it is advised that you only take items with you that you are not terribly concerned about losing.

It is highly recommended that you bring an anti-dragonbreath shield due to the large number of dragons in the dungeon.

Introduction

 

Fighting inside Brimhaven Dungeon

No one is entirely sure how Brimhaven Dungeon came about, but they do know that to enter its portal is to risk death. The opening cavern seems to be the remnant of some ancient temple or tomb, and it is likely that an ancient ritual or spell gone awry drew some of the foulest and most dangerous creatures in RuneScape to its depths.

Throughout the tunnels there are occasional pools of lava, where the core of the world cracks through into the dungeon, as if trying to burn itself clean. Despite its fearsome reputation, Brimhaven Dungeon is popular among adventurers seeking a good supply of dangerous creatures to test themselves against.

Location

 

Location of Brimhaven Dungeon

Brimhaven Dungeon lies behind a door set in a small stone building with a Fyburglars tree growing on top of it. It is, as the name suggests, very close to Brimhaven, being only a short walk south-west of the town.

To the south-east is the native village of Tai Bwo Wannai.

Directly west across the sea is Port Khazard.

Points of Interest

 

Interesting areas of Brimhaven Dungeon

Brimhaven Dungeon is a warren of caverns and tunnels, and some sections are separated out by tough vines that you will need to cut through, with different Woodcutting levels required, depending on where you want to go. You need a minimum of 10, and a maximum of 34. You will need a minimum Agility of 12 to cross the stepping stones over the lava pool to get any further into the dungeon than the moss giants, and 30 to cross the log into the red dragon area.

If you find wandering about the dungeon a bit tiresome, and would prefer to use Agility shortcuts, there are a number of crawl pipes you can use to move quickly from one chamber to the next.

The upper level of the dungeon can be reached by using the stairs in the north and west of the dungeon.

Personalities

 

Saniboch
Saniboch is a local tribesman who is employed to watch over the entrance to the Brimhaven Dungeon and to charge adventurers an entry fee. He is always a little bit jealous of those that go inside, as his own skills are not high enough to go very deep himself.
Saniboch can be found outside the entrance to the dungeon.
Quests

No quests can be started in Brimhaven Dungeon.

Denizens of the Dungeon

 

Moss Giant (Level 42)
Moss giants are more commonly seen on the surface of RuneScape, but a sizeable number have found their way into Brimhaven Dungeon, where they and their beards wait for adventurers to disturb them. They are quite strong, but by the dungeon’s standards they are positively feeble.
 
Wild Dog (Level 63)
Wild dogs are aggressive and numerous, and will attack anyone that they see. They are fast and vicious, so it is a very lucky adventurer that manages to travel the dungeon unhindered by these degenerate beasts.
Baby Red Dragon (Level 48)
Though they may be cute, and not appear much of a threat, even the smallest of dragons is a dangerous opponent. Baby dragons are best attacked with stabbing or Ranged weapons, as these are capable of punching through their tough scales.
 
Fire Giant (Level 86)
Fire giants are powerful creatures, but wear little armour. What natural toughness they have is a defence against slashing weapons, so those adventurers uncertain of their abilities should try something else.
Greater Demon (Level 92)
Greater demons are made of the stuff of destruction and pain. They exist solely to bring suffering and death to anyone unprepared, and they certainly look the part. They have excellent defence, but as they are essentially magical creatures, they are particularly weak against mages.
 
Bronze Dragon (Level 131)
Like other metal dragons, bronze dragons are covered in hard scales that make them particularly difficult to harm. They are a strange sight in the dungeon, glittering reflections of whatever light source is around them. Because they are covered in these scales, though, they are quite vulnerable to Magic.
Greater demons can be found on the upper floor of the dungeon.    
Red Dragon (Level 152)
Red dragons are powerful enemies whose scales are the colour of blood. They are quite social creatures, like most other dragons, and where you find red dragons you are likely to find their children. Red dragons are best attacked with stabbing weapons or Ranged attacks.
 
Black Demon (Level 172)
Black Demons are among the most dangerous demons you can face, and should never be underestimated. Their massive size is no illusion to put off adventurers: they truly are terrifying foes. Like other demons, they are weak against magical assaults.
Iron Dragon (Level 189)
In the final cavern of Brimhaven Dungeon is a large number of iron and steel dragons. Though iron dragons are the weaker of the two, they are still fearsome opponents for almost any adventurer, and even more dangerous in numbers. They are metal dragons, though, so Magic is a good approach to take.
 
Steel Dragon (Level 246)
By far the most dangerous creature you could possibly encounter in Brimhaven Dungeon (and very probably the most dangerous beast in Karamja), steel dragons are vicious monsters that will stop at nothing to slaughter anyone bold or foolish enough to think they can kill them. They are still metal dragons, though, so Magic is probably the best option.
Miscellaneous

 

  • Brimhaven Dungeon is the only place in RuneScape where there are red dragons outside the Wilderness.
  • Metal dragons drop dragon legs and dragon skirts; the higher the level of dragon the better your odds are of getting some.

This dungeon is not for the faint-hearted. There is a high risk that you will die/buying cheap runescape gold take a lot of damage should you wish to venture deeper into the dungeon. If you choose to make the journey, please ensure that you only bring items/equipment you are willing to lose.

Introduction

 

Fighting through the dungeon

Rumours echo throughout the Rellekkan Longhall that the legendary Dagannoth Kings have returned once more to Fremennik lands. Naturally, the local Fremenniks are delighted to have an opportunity to test their battle skills against such fearsome mythical beasts, and a number of hardened warriors have headed immediately to Waterbirth Island, home of their dagannoth prey.

Deep inside the Waterbirth Island Dungeon, a once hidden passageway has opened up, revealing a labyrinthine series of tunnels far below sea-level, filled with strange creatures far less timid than their cousins who had previously been discovered in Waterbirth Island, along with all new monsters…

Location

 

Location of the Dungeon

Unsurprisingly, the dungeon resides underneath Waterbirth Island.

You will need to take a journey with Jarvald should you choose to visit this dungeon. When you arrive on Waterbirth Island, you will need to head due west and follow the shore. You will wind around the exterior of the island until you get to the ‘middle’.

From here, you will have no doubt spotted the dungeon entrance icon on your minimap. This marks the entrance to the first level of Waterbirth Island Dungeon.

As you will notice when you click on this entrance, you will be warned of the high risk of death that comes with venturing into the Dungeon. Again, please make sure you recognise this fact and only bring equipment/items you are willing to lose.

Points of Interest

 

Interesting areas of the Waterbirth Island Dungeon

The first dungeon you are presented with is involved in the making of Fremennik armour. Any trip to Waterbirth Island Dungeon will require you to bring a group of friends. The minimum number of people that can enter is two. To make it easier to enter, it is best to bring as many as you can muster!

To get past the doors (marked in red), you will need two people to stand on a ‘pad’ each on the floor, and the door will open. You can leave on your own; the door will open when selected if you are inside.

Each of the three highlighted monsters drop parts needed for the various armours you can make. The following describes what you will need from each monster and the armour you can make.

Dagannoth hide is obtained from killing the normal dagannoths in the original room you enter.

Rockshell, Spined and Skeletal Armour

For more information on these types of armour please go to the Fremennik armour guide.

Going deeper into the dungeon

The problem comes when you reach the end of this room, as you will be presented with what appears to be a dead end. The way to open these doors is by having someone else at another door casting a Magic spell or using a Ranged attack on your door. If you have brought a team of people, this shouldn’t be too hard, as you can split up and open each other’s doors.

If you are in a team of two people, you can open the doors in two ways. The first is similar to the above. When you activate the first door by standing on the pads, you can quickly run to another and activate that. After this, one person can run back and quickly go through before the first door closes. The alternative way is to both go in the same room (this works for teams, too) and get to the blocked area. If you have bought a rune throwing axe, you can use its special attack on another door, thus opening all blocked doors and allowing you inside.

Interesting areas of the Waterbirth Dungeon

In this room you will meet dagannoth spawn. You can either climb up the ladder to where Askeladden is, or continue down to deeper areas of the dungeon. Throughout this journey you will encounter higher level monsters such as dagannoths, wallasalkis and rockcrabs, so it may be wise to use protection Prayers to ensure the damage you take is kept to a minimum.

The map to the right shows where you have entered the dungeon. As you can see, it goes up and down various levels, and splits off into two routes around half way. One route leads deeper into the dungeon, another towards the brave Fremennik Bardur – outlined in the Personalities section below.

Highlighting the ladder to the Dagannoth Kings

This final map shows the continuation of the dungeon. The dungeon leads all the way up to a ladder that takes you to the Dagannoth Kings. If you chose to continue past and climb to the end of the dungeon entirely, you will find you swim a little and end up in the Lighthouse Dungeon.

Important: The Dagannoth Kings are three level 303 monsters. They are located in a multicombat area and hence all three can attack you at the same time. It is highly advised you plan your strategy well in advance and enter knowing what you intend to do. In the final room, aside from the Dagannoth Kings, you will generally be under constant attack from ranging or spell-casting spinolyps.

Personalities

 

Bardur
As tough as Fremennik warriors come, Bardur constantly battles the dagannoth fledgelings, in aid of any Fremennik who wish to continue down the dungeons. Aside from holding the threats back, Bardur will trade you a cooked shark if you give him a Fremennik helm, sword or shield.
You can find Bardur where the dungeon splits off. One path goes deeper into the dungeon, another ends in the area Bardur is fighting.
Quests

There are no quests in Waterbirth Island Dungeon.

Horrors from the Deep

 

Rockcrab (Level 13/137)
Not all rocks in Waterbirth Island Dungeon are rocks. As you walk past, you may find that a rock suddenly wakes up and is in fact a rock crab.
 
Dagannoth Spawn (Level 42)
Hatching constantly from eggs, these annoying critters can pack a punch when there are a fair amount, so it is best to move on.
Large and slow, these generally won’t pose a threat to you as you walk past, but they occasionally get a pinch in!   Dagannoth spawn are found on the top floor of Waterbirth Dungeon.
Dagannoth Fledgeling (Level 70)
Found in Bardur’s area of the Dungeon, fledgelings constantly try to attack him, wearing out his armour and health. Although Bardur can hold his own, he will need new armour if you can provide it… and will give you sharks for continuing his efforts!
 
Spinolyp (Level 76)
Surrounding the bottom floor, where the Dagannoth Kings reside, you will notice there are many of these monsters which happily assault you with Ranged or Magic attacks, occasionally inflicting poison, so it is advised you bring an antipoison of sorts with you.
    Watch out for suspicious water: it may conceal a spinolyp.
Dagannoth (Level 88)
No one will get through Waterbirth Island Dungeon without seeing a dagannoth, however big or small. They hurl spines from their muscular backs to pierce the flesh and armour of any who dare to challenge the dagannoths’ realm.
 
Dagannoth (Level 90)
No one will get through Waterbirth Island dungeon without seeing a dagannoth, however big or small. Their talons are long and their teeth are sharp, honed over decades of chewing on the rocks of their caves – and sometimes on the bones and armour of misguided adventurers.
These level 88 dagannoths are users of Ranged attacks, and when killed may drop pieces you can take and use for Crafting spined armour.   These level 90 dagannoths use melee attacks, and when killed may drop dagannoth hide, a building block of all Fremennik armour.
Wallasalki (Level 98)
Dangerous natural users of ‘Water Wave’, wallasalkis can pack an incredible punch for unprepared or unprotected adventurers. It is highly recommended that you wear Magic-resistant armour when you fight wallasalkis to minimise the damage they inflict.
 
Rock Lobster (Level 127)
Not all rocks in Waterbirth Island dungeon are rocks or rock crabs it seems! As you get deeper into the dungeon, you will notice larger rocks are, in fact, rock lobsters.
    Rock lobsters are dangerous users of strong melee attacks. In the multicombat areas they reside in, avoid contact with as many as you can if you are not prepared to protect against their attacks.

 

   
Dagannoth Supreme (Level 303)   Dagannoth Rex (Level 303)   Dagannoth Prime (Level 303)
Dagannoth Supreme is responsible for the death of the Bukulla, and is a deadly user of Ranged attacks. Any one of these Dagannoth Kings will be able to kill an unprepared warrior in a few hits, but if you are a mage, or wearing items with low Ranged defence, it is highly advised you stay away from Dagannoth Supreme.

As the combat triangle suggests, it is easier to kill Dagannoth Supreme with melee attacks.

  Dagannoth Rex is the firstborn of the Dagannoth Kings and is a strong user of melee attacks. Being stronger in this way than the other Kings, he can use his devastating power to attack groups of people in one hit. If you do not feel you can stand up to the challenge of taking Rex on, it is advised you stay well clear of him.

As the combat triangle suggests, it is easier to kill Dagannoth Rex with Magic attacks.

  Dagannoth Prime is rumoured to fly on the north winds, and is a powerful user of Magic attacks. If you are not wearing any armour that will defend you against Magic, stay well away from Prime. If you are a warrior in armour, you must stay away from Prime if you are letting his Magic hit you.

As the combat triangle suggests, it is easier to kill Dagannoth Prime with Ranged attacks.

Miscellaneous

 

  • In the first dungeon of Waterbirth Island, you can enter a room with either wallasalkis, rockcrabs, or dagannoths in it to fight and earn drops to build Fremennik armour.
  • If you get a Fremennik helm, shield or sword you don’t want, remember Bardur is not far away and will trade you cooked sharks to keep you going.
  • The Dagannoth Kings each stand a chance of dropping a dragon hatchet, however each King has class-specific items, too. Rex is known to drop berserker and warrior rings, Prime may drop a seer ring or mud battlestaff if you are lucky, and Supreme may drop seercull or an archer ring.
  • For statistics on rockshell armour (melee), click here.
  • For statistics on spined armour (Ranged), click here.
  • For statistics on skeletal armour (Magic), click here.

Tarn’s Lair is a deadly place filled with all manner of traps and his hundreds of undead minions. This is a very dangerous dungeon, so you should only take equipment that you are willing to lose.

You must have completed Haunted Mine to access Tarn’s Lair.

Introduction

 

Inside Tarn’s Lair

Many years ago, searching for a powerful tool for the control of the undead, Tarn Razorlor came to the Haunted Mine. His followers found their deaths in Mort Myre Swamp, and he found a use for them as his undying minions. Unluckily for Tarn, the Mine already had a master far more powerful than himself, and so he has secreted himself in a long lost temple until the time comes that he may claim the Mine for himself.

Location

 

Location of Tarn’s Lair

Tarn Razorlor’s lair can be found hidden within the dangerous passages of the Haunted Mine, but will not be accessible until you have disposed of the power that currently rules the Mine. Once this has happened, Tarn will open the passages that lead into his hidden lair in preparation for his ascendence.

You can find the new entrance on the first level down in the Haunted Mine, which is in south-west Morytania.

Features

The Lair of Tarn Razorlor is such a convoluted mess of passages, chambers, vaults and levels that no one has ever managed to map it, nor is anyone likely to. It is doubtful if even Tarn Razorlor himself has explored each chamber fully, and his minions only find their way there through their mindless shambling.

The Lair itself is filled with traps of several varieties which the enlightened adventurer would do well to learn to recognise.

Floor spikes

Floor spikes can be identified by watching for marks on the stone slabs that betray the slots through which vicious spikes can be thrust upwards. An adventurer with some experience of Thieving should be able to disable most floor spikes.

Wall spikes

Wall spikes are more difficult to spot, as they spring from gaps between the stones in the wall. In larger chambers they should not be a problem, as adventurers can more easily avoid the walls. Like the floor spikes, they can be disarmed.

Pit traps

Pit traps are a nasty device used to not only injure but to disorient its victims. Anyone who stumbles into these will suddenly find themselves two levels below and with aching shins from the impact. They are relatively simple to identify, though, courtesy of the obvious split in the flagstones.

Pushing wall traps

Certain parts of the Lair feature solid blocks of stone that slide out to knock intruders from ledges as they pass. They cannot be disabled, but can be avoided fairly easily.

Log traps

Log traps are mercifully rare in Tarn’s Lair; they not only make some of the most challenging parts of the labyrinth difficult and dangerous, they also knock adventurers from atop pillars, sending them crashing to the floor below. They can be difficult to disarm, as the disabling catches may not be immediately obvious.

Because of the number of zombies and skeletons in Tarn’s Lair, it is likely that most adventurers will accrue a fairly sizeable stash of equipment from the (finally) slain bodies of Tarn’s slaves. For this reason, the Bank of RuneScape has sent their boldest (or most foolhardy) banker into the Lair to collect items. Odovacar can be found wandering in a chamber of the Lair, with a massive pack ready to provide all the services a bank would normally provide – although he will charge 100 coins to bank up to a full inventory of items.

Personalities

 

Tarn Razorlor


The merciless sorcerer himself

Somewhere in the shadows of the past Tarn Razorlor may have been an ordinary man interested in ordinary things. Now, though, there is no doubt that he has become a twisted and embittered sorcerer devoted to extending his life and his worldly power by whatever means he can.

From his private chambers within the buried temple that he calls his Lair, Tarn plots the rise of his undead legions and his ascendency over Treus Dayth. Those who come far enough and defeat Tarn, may find his research to be of some use in fighting the undead.

Tarn Razorlor can be found in his chamber deep within the Lair.

Quests

There are no quests to start in Tarn’s Lair.

Tarn’s Minions

 

Animated Spade (Level 50)
The magic that animates the skeletons and zombies in Tarn’s Lair so saturates the ruins of the temple that even the tools of fallen adventurers come to life. Of course, once brought to life even a humble spade can become an instrument of death.
 
Possessed Pickaxe (Level 50)
Pickaxes are not generally known for being powerful implements of destruction (unless you happen to be a vein of ore), but those in Tarn Razorlor’s Lair are imbued with a fiendish life. Crushing and Magic attacks are fairly good against them.
Steel Armour (Level 53)
Tarn is not only skilled in the resurrection of corpses, he is also quite adept at animating suits of armour to fight for him. These automatons are almost immune to Ranged and Magic attacks, as well as being fairly stab resistant.

Steel armour can be found In Tarn’s chamber.

 
Zombie (Level 40-100)
Traditionally, at least, zombies are shambling, brainless creatures that experienced adventurers ignore in favour of more impressive opponents. Tarn Razorlor’s necromancy, however, has brought such life to his creations that even the boldest hero should beware.
Steel armour can be found In Tarn’s chamber.   Zombies can be found throughout Tarn’s Lair.
Skeleton (Level 42-100)
The ancient remnants of the servants that accompanied Tarn through Mort Myre, the skeletons that populate his lair are now bound to him by sorcerous means. They are more dangerous in death than they were in life, but Magic attacks will find the weakness in their enchantments.
 
Skeleton Mage (Level 94)
Although they have passed beyond the walls of life, some skeletons retain an essence of what they once were. The skeleton mages in Tarn’s Lair were his most talented assistants, and now they barrage his foes with an assortment of dangerous spells.
Skeletons can be found throughout Tarn’s Lair.    
Terror Dog (Level 100/110)
These massive beasts are Tarn’s most trusted bodyguards. They are animated from statues and are ruthless, brutal and endlessly aggressive. They are powerful opponents, and you will need a Slayer level of 40 to kill them.
Terror dogs can be found in Tarn Razorlor’s chamber.
Miscellaneous

 

  • When you defeat Tarn Razorlor you will receive 5000 Slayer experience.
  • The doors that take you further into the Lair are usually indicated by being more ornate or having water features nearby.
  • Although Tarn Razorlor will not respawn once he is defeated, all of his minions will. This could make his Lair an excellent place to train.
  • Very occasionally, terror dogs drop granite helms.
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