Waterbirth Island Dungeon
|Waterbirth Island Dungeon|
|Released||1 August 2005 (Update)|
|Inhabitants||Dagannoth, Wallasalkis, Rock lobsters, and Giant rock crabs|
|Music||The Monsters Below, Subterranea, Dagannoth Dawn, Xenophobe|
Waterbirth Dungeon is a large dungeon found on Waterbirth Island and consists of several sublevels that contain powerful, aggressive monsters. Players must be prepared to encounter all three Combat styles. Few safespots are available, so those adventurers who wish to explore the dungeon must take caution.
- 1 Sublevel 1 - Main Room
- 2 Rough walkthrough
- 3 Detailed walkthrough
- 4 Treasure Trails
- 5 Music
- 6 Personalities
- 7 Changes
Sublevel 1 - Main Room[edit | edit source]
As soon as the player descends the stairs to enter the dungeon, they will be in a massive cavern, also known as Sublevel 1, filled with level 90 Dagannoths with their spawn and fledglings. They use Melee attacks and hit high and accurately. Protect from Melee is highly recommended for players who wish to train here. There are also a few rock crabs to the north part of the area. Most potential safespots contain eggs that, when approached, hatch and release dagannoth spawn that will attack the player. However, once the dagannoth become non-aggressive, they can be safely ranged across the skeleton just north-east of the entry stairs.
The three paths[edit | edit source]
At the far eastern end of the cavern are three circular doors with two buttons next to each of them. To open a door, one player must stand on a button while his companion stand on the other. Alternatively, the player can use the pet rock to substitute as a "player" to open the doors. Depending on which door is opened, the player will encounter the following monsters that use one of three attack styles:
- North Path - Giant rock crabs (level 137)
- Middle Path - Magic-using Wallasalkis (level 98)
- South Path - Ranging Dagannoths (level 88)
You may want to be careful, as a few Dagannoths may have gotten stuck in each of the rooms.
Opening the door to the central room[edit | edit source]
Each of the three paths leads further east to a central room with a ladder. However, it is blocked by three door-supports. The props can be knocked down with either Magic or Ranged (weak attacks may not work), but the player cannot knock down the prop in front of them; they can only knock down one in the opposite direction. In order for the prop in front of the player to be knocked down, another player must do it from the opposite direction. An easy way to get past them is by using the Rune thrownaxe's special attack on the middle door-support. The thrownaxe will fly through all three door-supports.
Once the props are knocked down, they will eventually be put back up again. Players should use the ladder immediately; however, they should be aware that two Dagannoth spawns will pop from the eggs nearby and the Wallasalkis and ranged Dagannoth can attack the player.
Once the player is in the central room, they can climb the ladder. Going down the ladder allows the player to go through the sub-levels that lead to the Dagannoth Kings; going up the ladder will lead to Askeladden, who is on top of the snow-covered mountain in the east part of the island. The top part of the area is very useful for resting, espically when players are going to the Dagannoth Kings.
Fremennik armour[edit | edit source]
The Dagannoths in the main cavern (not the ones in the path) sometimes drop dagannoth hides used to make Fremennik armour. The monsters in each of the three paths drop raw materials used for the armour. For example, Wallasalkis drop pieces used for making Skeletal armour.
Rough walkthrough[edit | edit source]
Below is a quick overview of Waterbirth Island Dungeon and the rooms and protection prayers that should be used in each room, along with maps that correspond to the walkthroughs, showing which regions require which prayers.
Waterbirth Island Dungeon
|Room||Sublevel||Attacks used or Prayer needed||Notes|
|1||1||Melee||Protect from Melee is strongly recommended in the main room since the Dagannoths can hit accurately and hard.|
|The 3 Paths (need two players to stand on door pads to Room 2)|
|2 North||1||Melee||Giant Rock Crabs inhabit the northern area and use Melee. Be sure to activate Protect from Melee.|
|2 Centre||1||Magic||Wallasalkis inhabit the middle path and use Magic that is extremely potent, so Protect from Magic is highly recommended.|
|2 South||1||Ranged||Dagannoths that use Ranged inhabit the southern area. Ward off their Ranged attacks with Protect from Missiles.|
|The Doors (need two players to open doors or one with rune thrownaxes to hit the middle door)|
|Melee, Ranged, Magic||Either go up to Askeladden (safe area for resting) or down to Dagannoth Kings. Before proceeding downward, have Protect from Magic activated.|
|4||2||Magic||Again, Protect from Magic should be on by this point as Wallasalkis hit very hard. Head east, and climb down the ladder.|
|5||3||Ranged, Melee||Ranging dagannoths are next. Use Protect from Missiles, and go east to the ladder.|
|6||2||Melee||Although giant rock crabs hit hard, they move slowly. Hide in a nook nearby and turn on Protect from Melee. Players can conserve run energy by walking straight past them toward the ladder due south. Switch to Protect from Missiles immediately upon descending the ladder.|
|7||3||Melee, Ranged||There are dagannoths that use both Melee and Ranged attacks. With Protect from Missiles on, run past them to the next ladder in the west.|
|South to Bardur|
|8B||2||Melee||Climbing up the south ladder and simply following the path leads to a Fremennik called Bardur, who is fighting Dagannoth fledgelings. Conversing with results in him asking you to bring him a Fremennik helm, shield or sword, which he will trade for sharks.|
|West to Dagannoth Kings|
|8||4||Magic||Activate Protect from Magic and go past the wallasalkis. Keep said protection prayer on until reaching the giant rock crabs.|
|9||3||Magic||Conserve energy if necessary and continue onwards.|
|10||4||Proceed to the next ladder.|
|11||3||Activate Protect from Melee and walk straight past the giant rock crabs.|
|12||4||Melee, Ranged||Again, there are Melee and Ranged dagannoths. Run past them with Protect from Missiles. After rounding the corner and going up the ladder, there will be a couple of ranging dagannoths. After getting to the ladder, prepare to switch to Protect from Melee.|
|13||3||Melee||Melee-using dagannoths inhabit this area, and the ladder is north-east.|
|14||4||Melee, Ranged||Upon arrival, there are some rock lobsters, which require Protect from Melee. Players can trap them behind the ladder and rest here. At the end of this corridor is a huge room where wallasalkis await, so prepare to use Protect from Magic after passing the lobsters and entering the big area.|
|15||5||Melee, Ranged, Magic||At the end of the corridor are monsters of all combat styles, but use Protect from Magic. Avoid Giant Rock Crabs, and go west down the ladder.|
|16||6||This is the Kings' lair. See this guide on how to battle them.|
Detailed walkthrough[edit | edit source]
The following is a more detailed overview of the dungeon.
Rooms 1-3[edit | edit source]
Sublevel 1 consists of these three rooms. The large Dagannoth-filled cavern that players first arrive in when they enter the dungeon is room one. Room 2 consists of the three paths, and Room 3 is the small room with the props and the ladder leading up or down.
Room 4[edit | edit source]
Room 5[edit | edit source]
This room contains two types of Dagannoths: Melee and Ranged. If the player plans to run through the room, Protect from Ranged is recommended because the melee Dagannoth cannot run. Otherwise, the player should use Protect from Melee because the melee Dagannoth can actually follow the player, and they are potentially more dangerous than the ranging ones.
Room 6[edit | edit source]
This room contains Giant Rock Crabs, initially disguised as large stones. Upon entering the room, the player will be safe providing that the player stays where they are. However, if the player goes near a crab, it will attack. Players may want to go near the Giant Rock Crabs currently moving, as those will be non-aggressive.
Room 7[edit | edit source]
There are two ladders in this room. Going down the south ladder will soon lead the player to Bardur, who is fighting Dagannoth fledglings. If the player gives him certain equipment to keep him going, he will hand the player a cooked shark in return, which may prove a bit helpful if the player wishes to explore the dungeon further.
Going down the west ladder will continue to lead to the Dagannoth Kings.
Room 8[edit | edit source]
Room 9[edit | edit source]
This room contains a single Wallasalki. Protect from Magic is highly recommended. Players who do not wish to be attacked by other monsters may find this room a good place to kill Wallasalkis as there is only one spawn, and the room is small.
Room 10[edit | edit source]
Room 11[edit | edit source]
Room 12[edit | edit source]
Room 13[edit | edit source]
Room 14[edit | edit source]
This is a long corridor filled with a few Melee Dagannoth. Using Protect from Melee will be good enough to block their attacks. The first part is usually unoccupied by monsters, so it can also serve as a resting point.
Room 15[edit | edit source]
This room is a very long corridor that extends east, south-west, and then opens up to a big room with the ladder that leads to the Dagannoth Kings, and then narrows down to another corridor that leads to an alternate exit going to the Lighthouse. The first section of this room contains approximately ten level 142 Rock lobsters that are similar to Giant Rock Crabs in the fact that they disguise themselves as rocks, and attack any player who goes near them. However, rock lobsters have a higher max hit and attack very quickly (at 1.2 ticks); however, since you will be running, most of the rock lobsters should be unable to reach you.
As the corridor turns south-west, more rock lobsters continue to lie in wait. You may want to use Protect from Magic now as there will be Wallasalkis in there, in addition to both types of Dagannoth. The ladder in the middle of the narrow path leads you to the Dagannoth Kings.
Room 16[edit | edit source]
This is the large roughly circular arena where the three Kings reside. Each King uses a different combat style, and they hit hard. It is extremely difficult to enter the room without two or more of the Kings attacking the player; they must have a companion to enter first and distract them, allowing the player to enter and run to a far side of the arena. Players MUST be prepared before going down the ladder, or they may die a quick death.
East Sublevel 5[edit | edit source]
Room 17[edit | edit source]
Room 18[edit | edit source]
Room 19[edit | edit source]
This contains the exit to the Lighthouse. Players must complete Horror from the Deep to use the ladder, which will send them into the Dagannoth under the Lighthouse. It also contains two Rock lobsters.
Treasure Trails[edit | edit source]
- Digging in front of the entrance to the dungeon is the answer to an elite clue that states, "Three rule below and three sit at top. Come dig at my entrance."
Music[edit | edit source]
- The Desolate Isle - Waterbirth Island surface
- The Monsters Below - First part of dungeon, Sublevel 1
- Subterranea - Sublevel 1, Room 2
- Xenophobe - One of the deeper rooms in Sublevel 4
- Dagannoth Dawn - Near the Dagannoth Kings entrance (a little east) on Sublevel 5.
Personalities[edit | edit source]
Changes[edit | edit source]
|21 May 2015
(update | poll)
|You can now right-click the ladder leading to the Dagannoth Kings lair to see how many players are inside.|
|9 October 2014
(update | poll)
|The ladders in the Waterbirth Island dungeon are also much easier to click.|