In order to access and fight them, the player must be assigned gargoyles as a Slayer task or be assigned a Grotesque Guardians boss task. Prior to this, the player must also obtain a brittle key; a 1/150 drop from regular gargoyles and marble gargoyles, which can only be obtained while assigned gargoyles as a slayer task.
Suggested skills[edit | edit source]
Attacks[edit | edit source]
Dusk is immune to magic and ranged attacks; only melee attacks will harm him. In addition, if players stand under Dusk, they will be trampled and receive 20-40 damage during the phases he is fought alone, which is indicated with white strips around Dusk accompanied with the message "You are trampled by Dusk's sheer weight." Dusk only uses melee attacks, until the final phase of the fight wherein he will begin to also use ranged attacks. Dusk's melee attacks have a max hit of 13, and 26 during the final phase.
Dawn uses ranged and melee attacks. Her ranged attack deals two hits in rapid succession, both with a max hit of 9; her melee attack hits just slightly harder. She has a special attack in which a grey ball is flung towards the player, and temporarily binds them by encasing them in stone (similar to the marble gargoyle's special attack).
The Grotesque Guardians are fairly weak slayer bosses; both possess 450 health and a Defence level of 100, albeit lacking any defensive bonuses meaning that it is very easy to hit them.
Special attacks that they perform are detailed in the Strategy section.
Equipment[edit | edit source]
During the fight, players will need both a ranged weapon and a melee weapon, plus a rock hammer, granite hammer, or rock thrownhammer to deal the final blow. An eternal slayer ring is highly recommended for quick access to the bosses.
Inventory[edit | edit source]
- Ranged switches
- 9 super restores
- 6 Saradomin brews
- Divine super combat potion
- Divine ranging potion
- Rock hammer
- Slayer ring, preferably eternal
- A teleport such as Construct. cape or house teleport tablets
- Rune pouch
Strategy[edit | edit source]
Phase 1[edit | edit source]
Upon ringing the bell, a cutscene ensues where the guardians awaken and face the player. Dusk will be unattackable as he uses his wing to defend himself from all sources of combat, so the player must attack Dawn first. Dawn is airborne, so the player must attack her with ranged or magic, as melee cannot reach her. As she is more resistant to magic, ranging her is recommended.
To minimise damage, players should use ranged armour while using Protect from Melee, standing next to Dawn. This will cause her to occasionally attack with melee. You can also stand under Dusk during this phase and pray Range, ignoring much of Dawn's damage while completely negating Dusk's damage since he lacks a trample attack during this phase.
When Dawn reaches 55% of her life points, she will fly up, and Dusk will begin to attack the player.
Phase 2[edit | edit source]
After attacking Dusk 3 times, immediately run away from him once his wing glows as his third attack will be an explosive attack. Simply move one space away from Dusk when he performs this attack; the knockback animation will only occur if you're right next to or under him. The frame in which you get hit by this attack is relatively short; when Dusk's wings cover his face, it is safe to return back and attack him; if you run back to him just as he expands his wings, you will be hit by the attack. Throughout this phase, Dawn will send debris down into the arena (9-10 debris at 3-4 various speeds). These debris have a 3x3 AoE; if struck, players will be dealt up to 22 damage, and stunned for several seconds (along with a message stating "You have been knocked out!"). Shadows will indicate where these rocks will fall. Avoid walking under Dusk during this phase as doing so will result in 30-40 stomp damage.
Reduce Dusk's health to 55%, and Dawn will fly down. They will then stand on the eastern and western sides and perform a lightning special attack that has an AoE of 3x3, rapidly dealing up to 5-10 damage per tick. After this attack is over, players must attack Dawn.
Phase 3[edit | edit source]
Like in phase 1, Dusk uses his wing to protect him from attacks, so you must focus on Dawn. Occasionally, she will throw out three energy spheres. These spheres don't have much energy, but the longer they linger on the field, the larger they grow. There are three stages to this; low, medium, high (warning). Absorbing the sphere when its energy is low deals 2 damage; at medium, it deals 10, and at high, 20. If not absorbed each sphere will return to Dawn and heal her for 90 health per sphere; players do not take any damage from this.
Players with 90+ Ranged, a Blowpipe, and rune darts or better can equip their ranging legs and reliably outdamage Dawn before the orbs heal her around 75% of the time. This allows you to save on prayer/food supplies as well as decreases the time it takes to kill them. Players without *all* of the aforementioned recommended items should instead absorb the spheres to avoid a prolonged fight. If frozen during this phase, absorb the spheres regardless of equipment unless you are very low on food. If you are wanting to save on the cost of Rune Darts, you can bring Adamant Darts and load/unload your blowpipe during one of their lightning special attack phases. This unloading/loading trick makes Dragon Darts feasible for even faster average kills/hr at a greater cost.
Once Dawn reaches 0 health, use the rock hammer on her (unless you have unlocked the Gargoyle smasher ability using slayer reward points). Dusk will absorb her essence, and initiate the final phase of the fight. Spheres automatically despawn when Dawn is killed. If a sphere reaches Dawn just as she is killed, it will not heal her (as she is already in her death animation).
Like in phase 1, stand next to Dawn and use Protect from Melee.
Phase 4[edit | edit source]
Upon shattering Dawn, Dusk will immediately absorb what is left of her essence, empowering himself in the process, increasing his combat level from 246 to 328, with his Attack level increasing by 100, Strength, Magic and Ranged by 110, and Defence by 50. Dusk will also begin to use Ranged attacks during this phase, copying Dawn's attack style. His melee hit has a max hit of 26, while his ranged attacks have a max hit of 15. Prayer reduces the strength of Dusk's melee attack by roughly 65%, and ranged by roughly 55%. Dusk has a 1/6 chance to switch attack styles if the player is not praying correctly. If the player is praying correctly, he has a 1/3 chance to switch attack styles. This means that the player should always switch prayers to match Dusk's last attack. Doing so will yield correct prayer coverage for 72% of attacks.
Dusk uses a new special attack, where he drags the player somewhere in the arena and traps them in a barrier of blue flames. One of the flames is missing, so use that to escape immediately after he drags you. If you fail to get out of the enclosed area in time, the fires will deal up to 50+ damage, and Dusk will heal himself for the same damage he dealt to you. When Dusk reaches 0 health, use the rock hammer on him to finish him off (unless you have unlocked the Gargoyle smasher ability using slayer reward points).
Like phase 2, Dusk's passive stomp effect returns into action.
Warning: Sometimes, Dusk may drag the player to the edges, then create a barrier where the exit cannot be used because there is no space to escape. Quickly run into the exit of the barrier to avoid damage. Note that the first time Dusk performs this attack, he is in an invulnerable state; after this first time, he can be attacked when he performs this attack. Be sure not to attack him until the special attack is over, or you may run back into the enclosed area.
Bugs: It is possible for Dusk's second phase special attack to happen as/shortly after Dusk is killed with a rock hammer, the player can still take damage from the special attack after Dusk dies. Additionally, if the player is inside the barrier and Dusk is at low enough health to be smashed with the Gargoyle smasher ability, the player will path directly to Dusk instead of trying to exit the barrier first.