Waterbirth Island

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Waterbirth Island
Released1 August 2005 (Update)
MembersYes
LocationFremennik Province, Lunar Sea
League regionFremennik Fremennik
InhabitantsFremennik humans
Teleports
Map
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Advanced data
Typeisland

Waterbirth Island is a crescent-shaped island accessible from Rellekka's westernmost pier by talking to Jarvald. The island itself contains several spawns of Rock Crabs, one of the most popular training monsters, and a few hobgoblins. However, the main attraction of Waterbirth Island is its huge dungeon, filled with dangerous creatures such as dagannoths, wallasalkis, Giant Rock Crabs, and rock lobsters. Many players go to this dungeon to fight the three Dagannoth Kings or to get the pieces needed for Fremennik armour. Snape grass is also very plentiful here.

Getting to the island

Players may teleport to the island using the Lunar spells Waterbirth Teleport or Tele Group Waterbirth, which require 72 and 73 Magic respectively. Players who have completed The Fremennik Trials may travel by boat for free by speaking to Jarvald. Players who have completed the hard tier of the Fremennik Diary also have the option of using an enchanted lyre to teleport directly to the island. Players who have not completed The Fremennik Trials can go to the island by starting the quest and paying Jarvald a fee of 1,000 coins.

Another method is to teleport to Lunar Isle and speak to an NPC without the Seal of passage, this will teleport you to the Rellekka docks. You can first bank at 'Birds-Eye' Jack without the Seal of passage, allowing you to setup your inventory without wasting space on teleports.

Outdoor features

Askeladden atop the central mountain.

Upon arriving at Waterbirth Island, snowflakes will fall in front of the player's screen. As the player lands on the island, they may follow the path west and south to venture inside Waterbirth Island Dungeon or use the agility shortcut south of the boat, which requires 85 agility, to skip the first part of the dungeon and the need to bring a pet rock.

There are not many creatures outside, just Rock Crabs and a few hobgoblins. However, near where the boat lands, there are quick respawns of snape grass.

History

The island plays an important role in Fremennik mythology, featuring as the main subject of stories like "the tale of the broken sky" and "the day of the green seas".[1] In recent times, the island had been free of the dagannoths that currently infest its caves, as Fremennik warriors had driven them back into the sea at an unspecified point in the past.[2]

A short while ago however, the creatures once again landed on its shores, likely after being hatched somewhere under the sea by a dagannoth queen.[3] This development seems to be embraced by at least some of the Fremennik, for whom the battle against the dagannoths holds a place of cultural significance.[4]

The dungeon

The first part of the dungeon is involved in the making of Fremennik armour. The deeper and more dangerous part will get you to the Dagannoth Kings.

Sublevel 1 - Fremennik armour

The main room of the dungeon.

Go west and then south to the dungeon entrance. As soon as you enter the Waterbirth Island Dungeon, you will be in a massive cavern filled with level 90 Dagannoths. They use melee attacks and are very dangerous (they will hit you consistently for damage without the Protect from Melee prayer). They sometimes drop dagannoth hides used to make Fremennik armour.

The three paths

To continue you must have a companion, or a pet rock. Run east to the back of the cavern to one of three large, circular portals. Have one person stand on each of the two floor plates and open the door, or drop your pet rock on one floor plate and stand on the other yourself (you can pick your pet rock up before going through). Depending on which door you choose, you will find the following monsters with one of three attack styles:

These creatures also drop raw materials for the Fremennik armour.

Sublevel 2 to 6 - Dagannoth Kings

Sublevels 2-4 of the dungeon.
Sublevel 5 of the dungeon.

Each of the three paths leads further east to a central room blocked with a door held up by props. The props can be knocked down with either Magic or Ranged. You can open the door of the other two paths, but only another player who has gone down either of the other two paths is able to knock down the prop of the door blocking your way. A rune thrownaxe special attack can be used to open all blocked doors for solo adventurers using a pet rock.

Two eggs will immediately hatch baby Dagannoths who will attack with Melee. Monsters from the other rooms may also enter through the now open doors to attack with Melee, Ranged or Magic.

Once you are in the central room, you can use the ladder to go down to five more sub-levels with passages leading to the Dagannoth Kings. Askeladden and a safe area is up the ladder to the top of the snow covered mountain in the east part of the island.

East Sublevel 5 - Lighthouse exit

After the ladder leading to the Dagannoth Kings, the player may take an alternative exit going east up to the Lighthouse. The exit is located in the last room of rock lobsters, furthest east. It is one-way out only. Exiting here is a task for the Medium Fremennik Diary.

Dungeon walkthrough

Below is a quick overview of the Waterbirth Island Dungeon and the rooms and protection prayers that should be used in each room.

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 with its special attack)
3 1 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.
9B 3 Melee,
Ranged
10B 4 Melee
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. Upon reaching the giant rock crabs area, unless someone has been nearby a crab to make it spawn, you should have time to restore health, prayer and run energy.
9 3 Magic
Conserve energy if necessary and continue onwards.
10 4 Magic
Proceed to the next ladder.
11 3 Melee
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 Melee,
Ranged,
Magic
This is the Kings' lair. See this guide on how to battle them.

Music

The people

References

  1. ^ Jarvald. Old School RuneScape. "It is a small crescent-shaped island just north-west of here, outerlander. We have many legends about it, such as the tale of the broken sky, and the day of the green seas."
  2. ^ Jarvald. Old School RuneScape. "Aye, the dagger-mouths! The vile creatures lived near here once, but we had thought them all driven back to the ocean depths many moons past."
  3. ^ Jarvald. Old School RuneScape. "I can only imagine a dagger-mouth queen has nested somewhere nearby, and spawned her foul brood under the sea once more, and some of them have migrated to fair Waterbirth Island."
  4. ^ Jarvald. Old School RuneScape. "We are glad the dagger-mouths have returned to these shores, for it means we will get the chance to hunt them once again as our ancestors did!"