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Garcia Miller

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Jul 13, 2024, 4:02:26 AM7/13/24
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The God Wars Dungeon (often abbreviated as GWD), originally known as the Temple of Lost Ancients[1], is a dangerous dungeon where armies of various gods, left over from the God Wars, fight one another to the death. Its release was announced in the Behind the Scenes of August 2007.

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Navigating towards the dungeon requires having defeated Dad in the Troll Stronghold quest. Reaching the dungeon itself requires level 60 in Strength or Agility (boostable) to navigate the boulder that blocks the path to the dungeon. Exploring the inside of the dungeon requires level 15 Agility regardless of Strength level.

The four primary bosses fought in this dungeon are Commander Zilyana, K'ril Tsutsaroth, Kree'arra, General Graardor who drop tier-70 armour and weapons, and Nex who is best known for dropping tier-80 Torva, Pernix and Virtus armour. This dungeon was followed up by The Heart of Gielinor, often called GWD2.

At the beginning of the God Wars, an extremely powerful Zarosian general known as Nex was imprisoned inside an icy cave by a group of Saradominists. Afterwards, the Saradominists built a temple around the cave and named it the Temple of Lost Ancients.

Years later, Zamorak had gathered an army so powerful it seemed nothing could stop him from achieving victory over the other gods in this war. In response, Saradomin forged a triumvirate of gods between himself, Bandos, and Armadyl in order to discuss their battle plans. The gods reached a conclusion and forged the godsword, a weapon supposedly powerful enough to slay a god. An army was formed, and the Armadylean aviansie were given the task of delivering the godsword so that Zamorak could be destroyed once and for all.

Misfortune befell the army, and it was quickly overpowered by the vast Zamorakian forces led by K'ril Tsutsaroth. An ambush was launched on the aviansie delivering the godsword in an attempt to seize the sword. The aviansie fought off the Zamorakians long enough to retreat into the ancient temple in the mountains. There, they continued the fight for the godsword.

Both Saradomin and Bandos sent their forces to lend the aviansie aid, sending their best generals knowing the risk if Zamorak obtained the godsword. Armadyl sent Kree'arra with additional aviansie reinforcements. Saradomin sent Commander Zilyana with a small band of Saradominist knights and priests, who also recruited peasants from the countryside during their trek to the cavern. Bandos sent General Graardor along with numerous goblins from the Rekeshuun tribe, ogres, jogres, orks and cyclopes.

Despite the three gods' alliance, tensions quickly flared between the factions and General Graardor attempted to break Kree'arra's defences. The attack was unsuccessful, resulting in Zilyana and Kree'arra fighting against Graardor and K'ril. Eventually, Kree'arra decided to betray Zilyana, who anticipated his attack thanks to an an amulet gifted by Saradomin. This action now resulted in a battle royale for the godsword, with each faction designing their own hilt. The godsword was also shattered to pieces during the fighting, and was collected by all factions in an attempt to create the blade first before the others could.

At some unknown point during the battle, Saradominist priests and priestesses, most notably Ashuelot Reis, were approached by a stranger who spoke of Guthix and how he was capable of ending the God Wars. Ashuelot and the other priests were persuaded to turn against Saradomin and become followers of Guthix. They were instructed to perform a ritual that would allegedly awaken Guthix; however, it was actually Nex whom they would awaken. The stranger, later found out to be Sliske, killed the priests and priestesses after the ritual, having no use for them after reawakening his god's general. Ashuelot, proficient in Guthixian rituals, transformed herself into a nature spirit to keep her spirit alive so that she may pass her story to any adventurer willing to listen.

Despite their aggression towards each other, the four other generals, aware that none of them could accomplish the task alone, formed an alliance to remove Nex from the battle. They succeeded, and Nex was once again trapped behind the frozen door. With the major threat out of the picture, the four generals resumed their battle amongst one another.

As the massive battle raged on, Guthix awoke from his slumber. The God of Balance joined the fray - not for the godsword, but because the battle threatened the very balance of the world. Guthixian forces served as diversions, in order to prolong the battle long enough for Aeternam the World Guardian to cast a powerful freezing spell on the temple, imprisoning the combatants within for thousands of years, effectively ending the war. Present day, the dungeon contains many creatures that are now extinct elsewhere on Gielinor.

Thousands of years later, in the Fifth Age, tectonic activity in Gielinor thawed out the ancient temple and each of the armies within. The now-thawed out combatants of the war are completely unbeknownst to the intervention of Guthix. Unaware that the war was long over, they continued their fight for the godsword.

Not long after the dungeon was active once again, it was discovered by a dwarf, who related the unearthing of this cavern to the Temple Knights of Asgarnia. Fearing the resurfacing of an ancient evil, a contingent of the Knights' best men was dispatched to the dungeon for reconnaissance. Despite being frozen for thousands of years, the might of the ancient combatants had not diminished. All but one of the knights were swiftly slaughtered; Sir Gerry lies dying at this cave's mouth.

Near the end of the Fifth Age, when Guthix's resting place was found, the generals of the four factions - Kree'arra, Zilyana, K'ril and Graardor personally arrived to kill the god so that they could bring their gods back. Nex was freed by the Mahjarrat Sliske, who went with the Zarosian Mahjarrat. The adventurer, who had intended to assist Orlando Smith in exploring the place, was recruited by the Guthixians to defend Guthix. Though largely successful, Guthix was eventually killed by Sliske and the gods returned to Gielinor.

Though the generals eventually knew that thousands of years had passed, they nonetheless continued to fight for the godsword. They would occasionally leave the fighting to their subordinates when they had to deal with important tasks however, such as Graardor having to temporarily leave his forces to get revenge on the Dorgeshuun for causing Bandos' death.

Due to the discovery of the cavern and numerous adventurers entering, they were able to make the godsword for themselves. The four main generals, seeing this, eventually left the dungeon with their followers.[2]

Once past the boulder or through the shortcut, an icy, cold area before the dungeon entrance is reached. This area will periodically drain the player's stats, run energy, adrenaline/special attack, prayer points, summoning points and health. If it drains the player's Agility or Strength level so that neither is above level 60, they will be prevented from going back through the boulder.

Players can talk to the dying knight south-west of the dungeon entrance and receive the knight's notes. The knight asks the player to bring the notes to Sir Tiffy Cashien in Falador Park. Players can enter the dungeon without bringing the notes to Sir Tiffy. Players don't even need the notes to enter, just speak to the knight before entering the first time.

All monsters in the dungeon are aggressive to any player unless they have equipped at least one item that is devoted to their god; the exception is the followers of Zaros in the Ancient Prison. Aggression remains for a monster until the battle is over, whether this be one of the combatants dying or leaving the area. As such, unequipping and reequipping a piece of equipment causes monsters in the vicinity to become aggressive but not tolerant.

Only one item devoted to a god is required to pacify all of his soldiers, and having items devoted to a different god or gods does not cancel out the effect of any other piece of equipment. Certain items aligned to Zaros - Pernix, Torva, and Virtus armours and the shard of Zaros - will grant tolerance from all main dungeon monsters, and the shard of Zaros also negates aggression in the Ancient Prison. For players without any Zarosian equipment, four items are required for full tolerance in the main dungeon, for example, an Armadyl pendant, ancient mace, Zamorak platelegs, and Saradomin cloak.

There are no followers of the god diagonally across from that section in the vicinity in the main dungeon; the one exception to this is followers of Zamorak, who are dispersed everywhere within the dungeon. Within the god encampments, only protection for that god's followers and protection for Zamorak's followers are required. Each encampment only contains combatants of that god and a small, diffuse number of Zamorakians, except Zamorak's Fortress, which only contains Zamorakian followers.

All monsters found in the dungeon are aggressive towards the player if they do not have any god-related protection on. However, here is an outlook on some of the monsters that always fight other monsters, which may be advantageous:

At the edges of the main dungeon are camps belonging to the followers of each god. Each camp contains more powerful followers, along with the unique spiritual monsters (although the Saradomin spiritual NPCs are also found just outside of the camp). Saradomin's Encampment, Bandos' Stronghold, and Armadyl's Eyrie also contain various Zamorakians which fight the inhabitants in the base. Gaining entry to these camps requires players to have certain levels and sometimes use of some equipment.

Each boss chamber is preceded by a lobby. Entering the lobby requires killing 40 or more of that factions followers, unless the player has an active totem of Intimidation or kills saved in a soulstone.

Entering the boss chamber itself deducts 40 kills from a player's killcount for that faction. Leaving the god wars dungeon completely resets all killcounts to zero. Boss chambers may be instanced for private sessions.

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