Waterbirth Island
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| Waterbirth Island | ||||
|---|---|---|---|---|
| Released | 1 August 2005 (Update) | |||
| Members | Yes | |||
| Location | Fremennik Province, Northern Ocean | |||
| League region | ||||
| Inhabitants | Fremennik humans | |||
| Teleports | ||||
| Music | The Desolate Isle | |||
| Map | ||||
| Advanced data | ||||
| Type | island | |||
| Location on World Map | ||||
| Miscellania | ||||
| ↑ | ||||
| Jatizso | ← | Waterbirth Island | → | Rellekka |
| ↓ | ||||
| Lighthouse | ||||
Waterbirth Island is a snowy, crescent-shaped island found in the Northern Ocean, off the coast of Rellekka. The island is primarily known for the Waterbirth Island Dungeon, a multi-level dungeon that is home to a variety of dangerous monsters, including the powerful Dagannoth Kings. Bardur is located in this dungeon, constantly fighting a group of dagannoth fledgelings.
The surface of the island contains several Rock Crabs and hobgoblins, as well as an abundance of snape grass. Jarvald and Askeladden can also be found here.
While on the surface of the island, snowflakes will appear to fall on the player's screen as a visual effect.
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 dagannoth 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 dagannoth holds a place of cultural significance.[4]
Transportation
Players can get to the island via one of the following methods:
- Speak to Jarvald at the Rellekka docks to travel to the island via boat (the player does not have to start or complete The Fremennik Trials; costs 1,000 coins each time if the quest is not complete)
- Use a Waterbirth teleport tablet
- Use an enchanted lyre (with completion of the hard tier of the Fremennik Diary)
- Cast Waterbirth Teleport (requires access to the Lunar spellbook and level 72 Magic)
- Cast or be in range of another player casting Tele Group Waterbirth (casting requires access to the Lunar spellbook and level 73 Magic)
- Teleport via a portal chamber or portal nexus in a player-owned house (requires the house owner to set up the portal first).
- Through a mooring point with 74 Sailing.
Outdoor features
Snape grass can be found all along the coast of the island; in particular, there are six spawn points located near Jarvald and his boat.
Rock Crabs can be found scattered across the island, in their disguised rock form. Hobgoblins can also be found roaming about the island, particularly on the western side.
The main entrance to the Waterbirth Island Dungeon is found on the western side of the island, in the middle of the "crescent" shape formed by the island. There is also a secondary entrance, accessible at level 85 Agility, by climbing the rocks on the north-eastern side of the island (just south of Jarvald). This shortcut allows players to bypass the obstacles on the first floor of the dungeon, eliminating the need for solo players to bring a pet rock and rune thrownaxes.
The dungeon
The Waterbirth Island Dungeon is a large, multi-level dungeon with branching paths. It is home to a variety of monsters including dagannoth, wallasalkis, Giant Rock Crabs, and rock lobsters.
The monsters in the dungeon can be dangerous, and the first floor contains obstacles that can be impossible to navigate for unprepared players. For this reason, players are recommended to read the main article before venturing to the dungeon.
The monsters in the dungeon drop materials required to create Fremennik armour.
Bardur can be found along a path about halfway through the dungeon, fighting a group of dagannoth fledgelings.
The bottom floor of the dungeon is the lair of the Dagannoth Kings, a trio of powerful boss monsters that each attack with a different combat style. Players often fight the Kings for their unique drops, including the Fremennik rings. Spinolyps can also be found here.
Sublevel 1 - Fremennik armour
After arriving on the island, go west and then south to the dungeon entrance. As soon as you enter the dungeon, you will be in a massive cavern filled with level 90 dagannoth. 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 doors. 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:
- North Path - Melee dagannoth and Giant Rock Crabs
- Middle Path - Magic-using Wallasalkis
- South Path - Ranging dagannoth
When killed, the Giant Rock Crabs, wallasalkis, and ranging dagannoth can each drop components used to create Fremennik armour. Each creature drops a component for the amour set of its attack style (e.g. wallasalkis drop the components of skeletal armour).
Sublevel 2 to 5 - Path to Dagannoth Kings
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, but cannot be attacked from the front. The barricade for your path must be knocked down by another player who took a different path, or who entered the ladder room via the Agility shortcut. Solo adventurers can also use a rune thrownaxe special attack to knock down all three barricades at once.
After passing your barricade, two eggs will immediately hatch baby dagannoth who will attack with Melee. Monsters from the other rooms may also enter through the knocked-down barricades to attack with Melee, Ranged or Magic.
You can climb up the ladder in this room to reach the snow-covered mountain on the island, a safe area where Askeladden can be found.
Climbing down the ladder leads to sublevel 2 of the dungeon. The ladder leading to the Dagannoth Kings' lair is found on sublevel 5. See the maps to the right for help navigating sublevels 2-5.
East Sublevel 5 - Lighthouse exit
On sublevel 5, past 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 dagannoth 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 |
Dagannoth 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 dagannoth 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 dagannoth 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 dagannoth. Run past them with Protect from Missiles. After rounding the corner and going up the ladder, there will be a couple of ranging dagannoth. After getting to the ladder, prepare to switch to Protect from Melee. |
| 13 | 3 | Melee |
Melee-using dagannoth 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 east down the ladder. |
| 16 | 6 | Melee, Ranged, Magic |
This is the Kings' lair. See this guide on how to battle them. |
Notable personalities
References
| NPCs | |||||||||||
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| Dagannoth Kings |
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| Monsters | |||||||||||
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