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The God Wars Dungeon

Four generals behind four doors, the army in the corridors between them, and the killcount that buys you in.

Four armies have been fighting each other under Trollheim since before anyone was counting, and none of them care that you walked in. The dungeon is one big hall with a god's ground hanging off each side of it, and a general at the end of each.

The bosses themselves are on their own pages - General Graardor, Commander Zilyana, Kree'arra and K'ril Tsutsaroth. This page is about everything between the entrance and their doors.

Two ways in, and they are not the same trip

::teles, Bosses tab, God Wars filter:

  • God Wars Dungeon drops you at the foot of the exit rope, at the top of the main hall. From there the whole dungeon is a walk, and every door still wants paying for.
  • The four generals' own rows put you inside the chamber, past the door and past the killcount that opens it. That is what they advertise and it is not going away.

So the dungeon row is the long way round on purpose. Take it when you want the trip; take a general's row when you want the general.

The rope you land beside climbs back out to the surface, and it costs nothing.

Everything down here is aggressive

Every creature in the corridors attacks on sight, and your combat level does not make them stop. A maxed account is not safe from Bandos's army and never will be.

What does make them stop is wearing that god's equipment. One piece is enough, it must be worn rather than carried, and it only soothes the god it belongs to - walking through the Bandos corridor in a Bandos godsword means the ogres and the orks ignore you while everything else in the dungeon still does not.

That is the kit decision the whole dungeon is built on. Anything counts: the godswords, the four god d'hide sets, the robes, the blessings, the mitres and stoles, the books. The Elder chaos robes are Zamorakian, the Staff of light reads as both Saradomin and Zamorak, and a Saradomin sword will walk you past the Saradominist priests.

The killcount, and what it opens

Every door wants 40 kills of the god behind it, and opening it spends them. The four counters sit on screen the whole time you are in the dungeon.

Kills in the corridors count. You do not have to be inside a chamber to earn your way into it, which is the only thing that makes 40 a reachable number.

  • Peek is free. It tells you how many people are in the chamber before you commit.
  • Leaving is free. Only the way in is bought, so stepping out to re-stock does not cost you another 40.
  • The counters are per god and per character, and they survive logging out.

The four ways across

Getting to a door is its own problem. Each god's ground hangs off the main hall behind exactly one obstacle, and there is no way round any of them.

WhereWhat is in the wayWhat it wants
Bandos, westThe gong door70 Strength going in. Free coming back out.
Armadyl, southThe chasm, crossed on the grapple pillar70 Ranged
Zamorak, northThe river, crossed on the ice bridgeAll of your prayer points
Saradomin, belowTwo ropes down to the encampment70 Agility

Four things worth knowing before you set off:

  • The ice bridge takes your whole prayer book, going both ways. Zamorak's corridor is the one you arrive in with nothing left to protect yourself with, and that is the point of it.
  • The gong door is free eastbound so a player who crossed it and then drank down their Strength cannot be walled in.
  • The ropes read your real Agility level, not a boosted one, because the same rope is how you get back up. A potion wearing off at the bottom must never strand you there.
  • The grapple needs no crossbow and no grapple. 70 Ranged is the whole requirement here.

Doing it in order

  1. Take the dungeon row and work out which god you came for.
  2. Fight your way across the hall. The corridor population is the killcount - the aviansies, the ogres, the demons, the spiritual creatures and the rest are all worth the same one kill each.
  3. Cross the obstacle into your god's ground.
  4. Peek the door, pay the 40, and go in.

Wearing one piece of a different god's gear to the one you are farming is the trick worth learning: it thins out the walk without touching the army you are actually counting.