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Location on World map
The North
Ice Path God Wars Dungeon Forgotten Cemetery
God Wars Dungeon
Kingdom Troll Country
Members Area Yes
Main Music Armageddon
Levels 1 (Saradomin's Encampment is slightly lower)
Strongest Monster K'ril Tsutsaroth
Quests None
Inhabitants/Race Various
God Wars Dungeon and nearby spots in the World Map

The God Wars Dungeon (also known as GWD) is a Multicombat area where armies of various gods left over from the God Wars fight one another. Jagex has classified the God Wars Dungeon as the most dangerous place in all of RuneScape[1]. Therefore, it is recommended that players who wish to explore the God Wars Dungeon only bring items which they are willing to lose. Note that the player needs a high Slayer level to kill many of the creatures found within the dungeon.

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

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

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

The God Wars Dungeon was released on 28 August 2007[2]. Its release was announced in the Behind the Scenes of August 2007[3].



Main article: God Wars
Monsters fighting for their God.

The God Wars Dungeon is a large dungeon north of Trollheim beneath some ruins. It contains the thawing remains of a large battle involving the forces of Saradomin, Zamorak, Armadyl, and Bandos; One of the many battles of the God Wars.

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

Originally, Saradomin, Armadyl, and Bandos had allied to destroy Zamorak once and for all. However, before long they turned on each other, and the conflict became a four-way battle. The battle rages on today, with the newly unfrozen warriors unaware that their war was finished 2,000 years earlier. They are fighting for ownership of the Godsword, an ancient relic of incredible power. During the last battle of the Third Age, the sword became shattered; the god who possessed it at that time is not known.

The Temple Knights of Saradomin sent several of their order to inspect the dungeon but now only one remains, lying mortally wounded near the entrance.

Getting there

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


The entrance

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

The dying knight

Main article: Dying knight
The Dying knight.
...When the Temple Knights discovered rumours of the ruined temple, they immediately feared the return of some ancient evil and sent a contingent of their finest warriors to investigate. The knight that lies dying amid the crumbling masonry is all that remains of that doomed expedition...
  • North-west of the dungeon entrance, talk to the Dying knight and receive the Knight's notes. The knight asks you to bring the notes without examining them to Sir Tiffy Cashien in Falador Park. You can enter the dungeon without bringing the notes to Sir Tiffy. You don't even need the note to enter, just speak to the knight before entering the first time. (If you bring the notes to Sir Tiffy, he will take them whether you have read them or not.)
  • Use a rope on the entrance (only required for the first visit) and enter the dungeon.

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

After delivering the notes, Sir Gerry (the knight's real name) will be overcome by his suffering and die.



Recommended items

God-related protection

Below is a table of equipment belonging to the four Gods. The combatants will not attack you if a piece of armour dedicated to their God is worn. Note that the items must be equipped and not just kept in the inventory. You can also bring fully grown pets or familiars of certain Gods to stop the forces from attacking (they must be following you for this to take effect).

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

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

Where worn Saradomin Zamorak Bandos Armadyl
Headwear slot Saradomin dragonhide coif, Saradomin mitre, Saradomin full helm Zamorak dragonhide coif, Zamorak mitre, Zamorak full helm X Armadyl helmet
Cape slot Saradomin cape, Saradomin cloak Zamorak cape, Zamorak cloak X X
Neckwear slot Holy symbol, Saradomin stole Unholy symbol, Zamorak stole X Armadyl pendant
Weapon slot Saradomin godsword, Saradomin sword, Saradomin staff, Saradomin crozier Zamorak godsword, Zamorakian spear, Zamorak staff, Zamorak crozier Ancient mace, Bandos godsword, Granite mace Armadyl godsword
Body slot Saradomin robe top, Saradomin dragonhide body, Monk's robe top, Saradomin platebody Zamorak robe top, Zamorak dragonhide body, Zamorak platebody Bandos chestplate Armadyl chestplate
Shield slot Holy book (does not have to contain all 4 pages), Saradomin kiteshield Unholy book (does not have to contain all 4 pages), Zamorak kiteshield X X
Legwear slot Saradomin robe legs, Saradomin dragonhide chaps, Monk's robe bottom, Saradomin platelegs, Saradomin plateskirt Zamorak robe legs, Zamorak dragonhide chaps, Zamorak platelegs, Zamorak plateskirt Bandos tassets Armadyl plateskirt
Hand slot Saradomin dragonhide vambraces Zamorak dragonhide vambraces X X
Footwear slot X X Bandos boots X
Ring slot X X X X
Familiar Saradomin owl (adult owl stage only; not younger hatchling or bird stages), Spirit saratrice Zamorak hawk (adult hawk stage only; not younger hatchling or bird stages), Spirit zamatrice X X

The Saradomin and Zamorak mjolnirs do not give protection.

Protection from Bandos minions can be obtained for one hour by swimming in the Bandos Pool at the Spa.

One of the cheapest ways of protection via equipped items only is to wear a Monk's robe (bottom), a Zamorak robe (top), an Ancient mace and an Armadyl pendant (Must be obtained from the Temple of Ikov quest). This will protect against Saradomin, Zamorak, Bandos and Armadyl respectively. The grand exchange total of these items as of 12 December 2009 is 1,523 coins (if you don't have to replace the mace beforehand).

Using Guthan's

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

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

When using Guthan's, it is recommended to bring or wear:

  • Complete set of Guthan's.
  • One item for each of the four gods. This should not be in the helm, leg, body, weapon and shield slot. (Guthan's spear uses both hands.)
  • One Super Restore potion or Stat restore potion (for recovering from the icy area near the entrance).
  • One Prayer potion (optional; take if there's a chance of occasional prayer use).
  • One piece of good food (optional; use as insurance against Guthan's failing to activate when health is low).
  • One-click teleport (such as the Ectophial or Teleport tablets).
  • Super sets (optional).
  • 2 additional ropes to enter Saradomin's Encampment.
  • Antipoison or Super antipoison (only needed for Zamorak's general).
  • Fire runes and Nature runes for high level alchemy (optional; use to alchemy steel through rune armour and weapon drops).

Additional notes

  • Bathing in the Bandos pool in the Oo'glog Spa provides the temporary effect (lasts 1 hour) of stopping Bandos' followers attacking (requires completion of the As a First Resort... quest.)
  • The generals and sergeants are always aggressive, regardless of equipment worn.
  • It should be noted, to prevent wearing equipment that is unnecessary, that when going after one of the forces in the main room, the force diagonally across from it will not be close enough to attack you, except at the entrance to the dungeon. For full protection you only need:
    • Armadyl Corner: Armadyl, Saradomin and Bandos protection. No Zamorak (though, there are some instances where you need all four)
    • Bandos Corner: Bandos, Zamorak, and Armadyl protection. No Saradomin
    • Zamorak Corner: Zamorak, Bandos, and Saradomin protection. No Armadyl
    • Saradomin Corner: Saradomin, Zamorak, and Armadyl protection. No Bandos

Dungeon areas

A map of the God Wars Dungeon.

Main dungeon

  • When a player first enters the dungeon, they arrive at an area where a huge battle is taking place, with combatants from each army fighting amongst themselves. The four gods being represented in the battle are Saradomin, Zamorak, Armadyl, and Bandos.
  • Music: Armageddon

God chambers

  • At the edges of the main dungeon are special chambers belonging to each god. Each chamber contains many minions of the chamber's god. Some Zamorak minions also appear in each of the other three chambers, where they usually fight the inhabitants of those chambers. This means a Zamorak item should be equipped in every god chamber, but Armadyl, Bandos, and Saradomin items need be equipped only their respective chambers. This allows the player to swap out items like the Armadyl pendant for more powerful items.
  • Gaining entry to these chambers requires the players to have certain levels and sometimes use of some equipment.
  • Summoned familiars can enter all four chambers, although sometimes they may need to be called after the player enters. (Familiars once could not enter Zamorak's chamber and had to be dismissed, but after the update on 8 July 2009, familiars can now cross the bridge.)
  • At the end of each chamber are the most powerful generals of each god, each with a Combat level of 580-650.

Zamorak's Fortress

Saradomin Brews may be used to boost hitpoints but at least 70 hitpoints is needed. A player's Prayer level is immediately drained to 0 upon entering. In addition to that, the lighting is dimmed and cannot be magnified by any light sources. Players have reported that despite the dim light, it is still fairly easy to see. The light brightens occasionally but dims again a few seconds (this may be related to entering (brightening) and ending (dimming) combat, but it often does not occur).

If the player's destination is this fortress, players who use super restore potions upon entering the God Wars Dungeon may want to delay using the potion until they reach the fortress. This allows some prayer points to be recovered after entering the chamber.

The fortress is the only one of the four gods' chambers that contains only the minions of its god. No minions of Saradomin, Armadyl, or Bandos appear here.

Saradomin's Encampment

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

A few minions of Zamorak (werewolves, vampires, and one gorak) are in the encampment, fighting the minions of Saradomin. Bandos and Armadyl minions do not appear in the encampment.

A Heart Shaped Column in the GWD.

Armadyl's Eyrie

All of the Aviansie within the chamber cannot be attacked with Melee, but requires Ranged or Magic attacks. There are a few Zamorak followers roaming the eyrie (goraks, bloodvelds, werewolves, spiritual rangers), so it is a good idea to keep a Zamorak item equipped. The Armadyl and Zamorak minions rarely if ever fight one another in the eyrie. No Saradomin or Bandos minions appear in the eyrie.

A mithril grapple is required to leave the eyrie as well to enter it. The crate in the eyrie near the entrance contains a grapple. Players without a grapple can search the crate and get a grapple. Players already having a grapple equipped or in inventory will not find a grapple in the crate, but multiple grapples can be obtained by using the Drop trick. When a grapple is taken from the crate, the crate remains empty for about a minute before a new grapple becomes available there.

If you forget to bring a mithril grapple to the dungeon, ask someone with a grapple to kindly go to the eyrie and get one for you from the crate.

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

Bandos' Stronghold

A player banging on the door in Bandos' Stronghold using a hammer.

The hammer is required to hit the gong on the big door to enter the chamber. If you happen to forgot your hammer, you can kill imps, as they sometimes drop a hammer as loot. The player will automatically enter the stronghold when the gong is hit. Strength potions have no effect for the 70 strength requirement for entry to the stronghold.

A hammer is not required to leave the stronghold, and there is no on the interior side of the door. Simply walk up next to the door and it will open, or click on the door ('Bang on big door'). The door does not always open. If this happens, walk about 3-4 squares into the stronghold and try again. (Simply staying next to the door and repeatedly clicking it does not cause it to open.)

A few minions of Zamorak (a bloodveld, hellhound, werewolf, and imp) are in the stronghold, and some fight the minions of Bandos. (The imp seems never to attack or be attacked.) Saradomin and Armadyl minions do not appear in the stronghold.

The Frozen Door

The inaccessible frozen door at the southern part of the dungeon.

In the southern part of the dungeon, just east of the entrance to Armadyl's Eyrie is a door with the symbols of the 4 gods. It is not accessible, and when examined, it says: "It's frozen, I can't open it." It has caused some controversy to what this door may lead to, may it be a future Guthix chamber, or possibly even a new section or quest. Currently, there is no evidence to any theories yet.

There have been rumors of when a player walks into it, it is also possible to view it from outside of the chamber if you go very south on the side of the chamber. When you're in there, you go to the southern wall, Low Definition Fullscreen/Resizable and face your camera all the way down facing south. Many people say that there have been sightings of a bone bridge, a stone table, air bubbles, and stalagmites indicating the room is under water, although this could be absolutely nothing or another dungeon as JaGeX often places dungeons close to each other with black space in between. It is not possible to see through the door by using the Orb of Oculus. Even with the Orb, it is still unclear as to what is inside.

Some players think that Guthix's forces will sense an imbalance and will wake or that Guthix has sensed an imbalance and will attack the dungeon- causing the dungeon door to open. However, Guthix did not participate in the God Wars, so this is highly unlikely.

On the 23rd of January 2010 there were rumours spreading around Runescape after the "Strange Power" had happened that the Frozen door in the Godwars Dungeon had become "unfrozen" and "opened" but this was just a hoax.

After the 23rd of January rumours exploded around Runescape saying the frozen door could have links to the "Strange Power" saying it could be where Zaros is laying, so far this hasn't been confirmed.


To gain access to each general, players must kill at least 40 members of their respective armies. Altars to recharge your prayer are in each of the general's room, but can be used only once every 10 minutes and cannot be used while in combat.

If a player is wearing an item corresponding to that god, they will receive a +1 Prayer boost for each item (e.g. A player with 99 Prayer wearing Bandos tassets, Boots, Chestplate, and Godsword will receive 103 Prayer after praying at the Bandos altar).

While a general is alive, his/her minions within the chamber will continue to respawn individually, until the general is killed. Each general has three bodyguards, one with magic attack style, range attack style, and melee attack style.

The door to the general's area only opens from the outside. Using the 'teleport' option on the Altar will teleport the player outside the door, but still inside the larger encampment.

Saradomin's Commander

Main article: Commander Zilyana

Commander Zilyana is a female Icyene, a humanoid with wings. She is described in the Game Guide as "delivering divine justice with a sharpened tip". Her max hit with melee is 31, lower than the other bosses. Her attacks are very accurate, and of the same speed as throwing knives.

In addition, Zilyana sometimes "teleports" around her chamber if the player runs. Before an update, she used to only stay in the middle while players attacked her.

Zamorak's General

Main article: K'ril Tsutsaroth

According to the Game Guide, K'ril Tsutsaroth's powers have "destroyed towns and levelled entire cities". His magic attacks are relatively weak compared to melee attacks, hitting in the low 30's maximum, and he rarely uses it. His melee attacks, however, can hit up to 49. He can also hit through protection prayers every now and then, and will drain prayer when he does. Note that using prayer can still help you out, since he doesn't always hit through it. If fighting it, you must always bring a super anti-poison potion because he is the most poisonous monster in RuneScape.

Although he is classified as a Lesser Demon, some people consider him an elder demon

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

Armadyl's General

Main article: Kree'arra

Kree'arra cannot be attacked with any Melee attacks. He attacks with melee only when he is not under attack. His Ranged and Magic attacks hit all players in his chamber with a whirlwind attack that knocks players back and freezes them. His maximum hit is 69 with Ranged, 25 with Melee and 21 with Magic.

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

Bandos' General

Main article: General Graardor

General Graardor is very large, brutal, and heavily armoured. Although he does not have a weapon, he still hits very hard and should not be underestimated. He uses Melee and Ranged attacks. His Melee attack can hit up to 60, whilst his Ranged attack has a max hit of 35 (and can hit everyone in the room). Therefore, Protect from Melee is recommended. Until recently, teams could have tanks that would distract General Graardor from everyone else (taking his melee hits) and this strategy would almost always work. However, there was an unannounced update that can make Graardor change his target to somebody else if they have a familiar that is attacking him. This can be avoided by bringing a non-aggressive familiar or by sending your familiar to attack a minion when the general spawns.


The four different types of Godsword hilts, the Bandos hilt, Zamorak hilt, Saradomin hilt, and the most prized hilt, the Armadyl hilt. The three shards of the godsword blade, Zamorakian spear, Saradomin sword, Steam battlestaff, Dragon boots, Armadyl armour, and Bandos armour are all items that can only be obtained in the God Wars Dungeon, which makes the God Wars Dungeon truly unique....


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

A Saradomin Spiritual mage.
An Aviansie.






The God Wars Dungeon currently holds many records:


Armageddon is unlocked when being in all the sections; these music tracks are:



The word "noob" seen on the ground.
A frozen warrior wielding a Dragon hatchet is south of the entrance.
  • If players deal at least 1 point of damage to a monster in the dungeon, the monster's drops and full Slayer XP will go to the player if it is killed by other NPCs.
  • In Bandos' part of the main dungeon north-west of the entrance, there is a frozen ork that appears to be shoulder-tackling a frozen man. The word "noob" can be seen on the floor just below the man. The man is at "default player appearance" as commonly used by macro-ers.
  • After the Mobilising Armies update on 8 July 2009, it is now possible to cross the bridge to Zamorak's Fortress with a familiar out[4].
  • As of 17 March 2009, Saradomin owls and Zamorak hawks will prevent warriors who follow said gods from attacking you.
  • You can't get random events in the Dungeon, except when you're near the Frozen Door.
  • The song 'Armadyl Alliance' is unlocked just before the gap to Armadyl's Eyrie, so 70 Ranged is not needed to unlock it.
  • This was the first, and so far only, dungeon to contain Imps
  • Players who die or leave the dungeon receive the message "The power of all those you slew in the dungeon drains from your body."
  • Until 10 June 2009, Saradomin Encampment was the largest boss room in God Wars Dungeon. To stabilise the benefit from the running upgrade, Jagex made the room about half the size, making the boss one of the hardest to solo in God Wars Dungeon.
  • There appears to be a frozen clone of Tstanon Karlak two statues down from the statue of the ork and the human listed above.
  • There is a frozen person who appears to be wielding a Dragon hatchet to the south of the entrance.


  • The Dwarven Multi Cannon cannot be taken into the God Wars dungeon.


  1. ^ The God Wars Dungeon - Introduction (Members). RuneScape Game Guide. Jagex Ltd. Archived from the original on 2009-08-23. Retrieved on 2009-08-23. “The God Wars Dungeon is without question the most dangerous place in RuneScape. Within the dungeon itself you will find a multicombat area filled with creatures that have spent the whole of their natural lives fighting. If you have never been to the God Wars Dungeon before, take only items you are willing to lose. This is not a warning that should be taken lightly...”
  2. ^ God Wars Dungeon. Game Updates, RuneScape News List. Jagex Ltd (2007-08-28). Archived from the original on 2009-08-23. Retrieved on 2009-08-23. “During the great god wars, many smaller battles were fought between the followers of different deities. ... Both sides cast powerful spells, attempting to destroy their enemies and freeze them into solid statues of ice. Now, after aeons have passed, the path is clear to explore these caves, but beware: the denizens of the caves are thawing out! Any adventurer brave, strong or foolish enough can explore the caves, finding rich rewards for their efforts.”
  3. ^ Behind the Scenes - August. Behind the Scenes, RuneScape News List. Jagex Ltd (2007-08-01). Archived from the original on 2009-08-23. Retrieved on 2009-08-23. “August's game updates will be complete with perhaps the most intense update of the year as we take a peek into the past... and into the God Wars Dungeon.”
  4. ^ Mod Tim (Lead Content Developer) and Mod Maz (Content Developer and Queen of the Squirrels) (2009-07-08). Mobilising Armies. Game Updates, RuneScape News List. Jagex Ltd. Archived from the original on 2009-08-23. Retrieved on 2009-08-23. “You can now take familiars over the bridge towards Zamorak in the God Wars Dungeon, so you don't have to dismiss them and then summon them again after crossing.”
  • RuneScape Game Guide
    • The God Wars Dungeon - Introduction
    • God Wars Dungeon FAQ

This article uses material from the "God Wars Dungeon" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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