FunOrb Wiki

Armies of Gielinor/Zamorak Returns

< Armies of Gielinor

1,928pages on
this wiki
Add New Page
Talk218 Share

The Zamorak Returns campaign settles during the God Wars period, where Zamorak tries to claim Hallowvale and destroy Zarosian and Saradominist forces in the regions.

The campaign begins in Cave Canem, and completing an area unlocks all its neighboring areas for play, except for Mort Myre Swamp->The Fall of Sennisten and South Swamp->Hallowglade.


The Zamorak Returns's map interface, from where you can choose missions.

Tactics Edit

Units Edit

Skillful use of Skeletons and Werewolves is the key to the early missions. Skeletons can be used to surround your own units for protection, or enemy ones to blockade them. A Necromancer next to the Skeleton heals it every turn, or raises a new one if it has been killed so you can summon barbarian's, let themselves be killed and turn them into skeletons. In later mission they can be valuable, free shock troops for suicide attacks as when killed the necromancer who raised them raises/heal them; however, they are best as damage sponges.

The Zamorak ranger is a unit that non-members do not get in the multi-player game. Assuming no terrain defences, it hits 90% of its total strength on any flyers or magi, 50% on any helpers, and 25% on warriors. (See main page for full damage-class relationships.) It is therefore excellent against Owls and will kill Monks if they have not been boosted by bones or kills yet. It is terrible vs. warriors, but 2 of them will kill a Paladin. Keep them far away from any warrior higher than 25/25.

The Zamorak mage is not new to free players but is an excellent form of anti-warrior and anti-flyer weaponry. The advantage is that these two classes form the usual backbone of an attacking force, making them easy fodder for mages. However, mages are slow, and thus are more suited to point defence, compared to rangers, which are much faster and therefore more suited to a fast charge when the opponents have been weakened. Keep mages away from rangers.

The Sea slug is a skirmish unit that can take control of a unit with equal or less health. It is helpful for getting monks or weakened priests to heal units. This is good for getting barbarians that are trying to get your portal.

Gargoyles are strong flyers, and can completely destroy a White Knight with 1 hit, or a lion or Greater Demon with 2 hits. However, they are vulnerable to archers and Icyenes. They are critical to success in the later levels. Their speed and range allows them to dispatch many foes and in a group, they are terrifying.

Spells/Items Edit

  • Waders, Bridge: Useful for crossing water and marsh obstacles that feature heavily on many maps.
  • Fire Shower, Greater Fire Rain: Area spells that do 5 damage to 3x3 tiles or 7 damage to 5x5 tiles respectively. These are very useful for destroying groups of enemy Barbarians and Owls, slowing down his acquisition of buildings and interference with your own barbarians. Units that are not destroyed by these spell will often stop advancing and wait to be healed, or even retreat to a building to heal, which can be decisive in the Conquest of Hallowvale.
  • Vampyric Blood: Gives the unit back any points it has hit on an enemy it attacks in melee only, as long as the possessing unit survives. So for example a Black Knight attacks a Lion - the Knight hits the lion for 12 bringing it down to 28, the Lion then hits the Knight for 14 leaving it at 11, but the Knight gets back the 12 it hit on the Lion for restoring it to 23. This ability works on both attack and defence. Essentially, it makes a melee unit very hard to kill, but not invincible. It costs the unit 1 health per turn. It is mostly only useful on warriors like black knights or Greater demons, but in the right circumstances it can be useful on a pyrelord or a gargoyle.
  • Shrine of Zamorak: Allows you to avoid summoning a unit to get to the next level, thus preserving mana for tougher units. The most common use is to raise a ranger as early as possible to attack owls, or summon a werewolf, use this and summon a Zamorak Mage, so 200 or 250 mana isn't spent on a Zamorak Ranger or a Black Knight getting up to level 3. This has been found as the best way to summon a Gargoyle early on in a game. By summoning a werewolf, then using Shrine of Zamorak, you achieve level 3 favor. Then simply summon a cheap level 3 Sea Slug for a mere 100 mana, and get to level 4 favor. Once at level 4 favor, if you have the 600 mana, summon your Gargoyle.

Missions Edit

Cave Canem Edit


  • Difficulty: 1
  • Reward: Werewolf
Starting Units
Player 8 Skeletons, 4 Necromancers
Canifis 6 Wolves, 4 Werewolves
Opponent's Possible Spawns
Canifis None
AoG-ZamRet CaveCanem

A possible arrangement: The necromancers are completely surrounded by skeletons, who they will heal each turn.

In-game description: The village of Canifis is a good starting point, and will provide us with troops we need.

Strategy: Place Necromancers at the centre of groups of Skeletons so they heal them. Skeletons are weak to Werewolves, so should only attack those that are weakened already. They are OK defending against Werewolves as they will be healed by adjacent Necromancers in your next turn.Necromancers should not fight unless they are needed to finish the game (i.e. they can destroy all the remaining units and Skeletons can not because they cannot reach or have moved attacked already). Otherwise Necromancers should be used only to heal/revive skeletons. Try to use terrain to your advantage (occupy the edge of woods so that you have a defensive bonus and the enemy does not). Position skeletons to defend Necromancers as shown to the right.

Notes: There is no need to capture anything, nor to try to advance over the bridges & rivers. Concentrate on getting into a good position and formation with Necromancers supporting Skeletons. This is an easy level to get the Zamorak's Supremacy achievement.

There are many ways to form a solid formation. One possible way is to form a square of four necromancers and cover its open areas with skeletons to seal it. Once formed, let all the Canifis units assault yours. Your skeletons will protect your necromancers from attack and your necromancers will keep your skeletons alive indefinitely. It takes 2 werewolves to destroy a full-strength skeleton and create an opening for a 3rd to attack the Necromancer in this arrangement, so avoid having skeletons with 3 sides open to attack- if there are only 2 open sides, once the werewolves have made the gap, they cannot move anymore due to their already having moved that turn. When it's your turn, the Necromancer will raise the corpse back into a skeleton.

Note: You can also use spells like fire shower/rain, wadders and the bridger.

East Swamp Edit


  • Difficulty: 1
  • Reward: Waders
Starting Units
Player 1 Skeleton, 2 Necromancers, 3 Werewolves, 1 Barbarian Chieftain
Saradomin 6 Paladins, 1 Barbarian Chieftain
Opponent's Possible Spawns
Saradomin Paladins, Barbarians, Monks

In-game description: Saradomin troops are here. We must rid the swamps of them to make our way through the swamp.

Strategy: After taking the nearest portal, rush the barbarian chieftain to the other one, and keep the rest of their army stuck with your army where the river's passage gets narrow. This level is really easy to complete, as you can easily get the other portal without Saradomin getting there first, which makes it even harder to get a bronze score on this level.

Note: To win this mission, just kill the Saradomin barbarian chieftain. That will win the game even if the paladins are still in the game.

West Swamp Edit


  • Difficulty: 1
  • Reward: +5% mana per turn
Starting Units
Player 1 Barbarian Chieftain
Saradomin 1 Barbarian Chieftain
Opponent's Possible Spawns
Saradomin Barbarians, Monks, Paladins, Saradomin Rangers

In-game description: This land must be ours. Purge Saradomin's presence!

Strategy: Take the portal near you first, then send your chieftain across the swamp to capture the tower. Send in werewolves and defend him as he captures it. Continue to send more barbarians to capture the structures, while protecting the tower with werewolves. Assuming you have almost all the structures, a decent defense on the tower and a line of werewolves on the road to Saradomin's portal, you should be very close to winning.


As said above, take the portal, then the tower with werewolves protecting the chieftain (you may put waders on the chieftain or the werewolves). Capture the villages to the East and leave all the West (East and West of the portal) villages to Saradomin. Defend the tower with werewolves as waves paladins and monks will immediately storm the tower. Try to kill the barbarians but not the paladins or monks. After your werewolves kill the Saradomin barbarians, retreat the chieftain. Since you won't be needing to summon any more troops (after you summon enough werewolves, and the mana comes from accumalating as the paladins and monks will only attack the tower, other Saradomin barbarians will capture the West villages, and no one will be coming from the east) quickly summon as many werewolves as you can and raid the West side. Summon also some necromancers to turn the bones of werewolves into skeletons, and barbarians to capture the West after the werewolves kill the Saradomin babarians.

The paladins wil come to meet the vast army of werewolves. Cut them to pieces and if there's any werewolves trailing behind (near the portal) use them to kill the Saradomin barbarians that are standing on or near the West villages. This bit will be a bit long as paladins will continue to barricade your werewolves, but your werewolves will come closer to the Saradomin portal almost every turn. Keep adding werewolves if the front ones die (it is garunteed that you'll have enough mana). By this time you would have noticed that your portal is defenseless (if you followed this walkthrough). Need not fret as the Saradomin army will NOT invade. If you're worrying about the tower, don't. Saradomin won't have enough mana to summon barbarians to capture it as all of the mana is used on the paladins to barricade the werewolves. Even if they do, just send werewolves/skeletons.... any combat unit to kill it - the barbarians are weak. If you see your werewolf army nearing the end of the swamp (the swamp is shaped like a 'n'. By end I mean the left end and the path end which is paralell to the left end of the swamp), it's your time to strike. Send your chieftain and maybe one or 2 accompanying werewolves down the east end. By the time the chieftain arrives at the swamp, your werewolf army should've broken through to the portal. The paladins will either A: Attack the chieftain or B: Attack the werewolves. If A, retreat the chieftain to somewhere, but not too much back. Send 4 of the werewolves to surround the portal. Use the 2 werewolf bodyguards of the chieftain to stick up to the paladins; to slow them down. Send the army to cut the paladins to pieces. After that, send your chieftain back near the portal and wait until a chance comes when the werewolves kill the paladin on the portal they're surrounding, then send the chieftain into the portal. You win!

If B, then it's even easier. Slay the paladins and surround the portal and have the chieftain come near and wait for the chance.

For a high score (Recommended: Gargoyle, Sea Slug, Shrine of Zamorak):

Take the portal first. Use Bridger to shorten the route, capturing the village in between first, because this doesn't delay the time to the tower at all. Summon two more barbarians to go east and west. Summon a werewolf, then use Shrine of Zamorak. Go through the swamp to move towards the front. The chieftan will be attacked by a 5-hp barbarian, but next turn you can kill it and be back up to 10 hp. You'll want to get your favour up as quickly as possible, so summon a sea slug. Soon you will have enough mana for a gargoyle, at which point winning is trivial.

NOTE: If one has already completed the east swamp mission, (it is recommended that you finish east swamp first) One can use waders on the Chieftan to get the tower, and send normal barbarians to get the villages.

Haunted Woods Edit


  • Difficulty: 2
  • Reward: Zamorak Ranger
Starting Units
Player 2 Werewolves, Barbarian Chieftain, Necromancer
Rangers Owl, 2 Paladins, Barbarian Chieftain, 2 Saradomin Rangers, Valis (Elven Archer)
Opponent's Possible Spawns
Rangers Owls, Paladins, Monks, Saradomin Rangers, and Barbarians

In-game description: An elf is helping Saradomin train rangers. Knock him out and get the secrets out of him.

Strategy: In the first turn just move all your units towards Valis. But in the second turn you must make sure nobody can hit you. If you do that right, then it is already almost certain that you're going to win this in less than 10 turns. After the second turn you don't have to watch out for Saradomin's units anymore. At the other turns keep moving towards Valis and try to attack as less as you need other units of Saradomin. If you are close enough to Valis get 4 units around him and attack him every turn with those units.

Notes: It is impossible to attack the owl unless this is the second time you are playing this map, so just make sure it does not block your portal. Even if it does, it is of no major concern as long as no nearby enemy barbarians are around as the portal will deal it 3 damage per turn and kill it. It is a very impractical and wasteful move to trap ONE owl with FOUR werewolves,as you would have wasted 400 mana for pretty much nothing,and the owl can easily fight its way out. However it may be practical to do so with skeletons raised by necromancers as they are not much use for anything else on this map, except for defence and when it is very close to the enemy portal. If you Sea Slug Valis his name will change to elven archer. To win after that you will have to take their portal and kill all their troops. Note: If you are as unlucky as I am, it may take up to four/five tries using this method, but, I found that, this guide for this mission does not say anything about spawning, but I will suggest simply spamming werewolves, and bringing out a few barbarians when you feel that your mana is not coming is fast enough, and as the guide says, just rush the boss, even if you hit, say 1, then die, the only exception being if our foe has a monk or two nearby, then take that out first.

This is a different strategy that solves many problems faced by many people. if there are any suggestions they are most welcome.Good luck on this method!!

A Different Strategy. This strategy has better chance of winning. Haunted woods is the only level which has not been described well. Well here goes.

Bring your whole starter armies to the forest nearby the tower, but BE CAREFUL of the ranger situated in the tower. Stay out of the range of the ranger, then summon a barbarian to go to the village near the river and near the tower and be bait. The ranger will move and kill the barbarian. Then, with your valiant werewolves, kill the ranger. After killing her, move your whole army to the edge of the map that is to say try to be as far as possilbe from Saradomin's view. Go on going and occasionally summon werewolves and follow them. In turn 1 make your chieftain barbarian go to the villages opposite the direction of tower,i.e.-west of your portal. Surprisingly, Saradomin does not send any soldiers behind your werewolves except two monks who come later after a few turns and attempt to block the path, and they can be a little troublesome so just kill them and proceed to your path. Make your werewolves go to the villages which are near to Valis. When I mean near the tower, I do not mean near the portal! The villages are situated west from saradomin's portal and tower. Then, after you have brought many werewolves, go nearer and surround Valis with 4 werewolves. Now comes the hard part, sara will summon two or more rangers to attack your werewolves, so send those 4 werewolves to kill the rangers and if possible to block the portal. Send your other werewolves to hit the rangers or kill Valis, if Valis survives, he may attempt to escape, so follow him and kill him to win the game.

Notes: In the first few turns Saradomin will send units to capture the villages east of the tower and portal, that is to say left with some paladins and rangers. Ignore them and don't waste your mana to attack them. However, if they are going to attack your chieftain then send some few units to occupy Saradomin's interest there which helps your werewolves to attack Valis without much interference.

Werewolf spam: Capture neighboring villages and build up a huge werewolf army. Get one to sit on Saradomin's portal, and have the rest kill Valis.

Summon a barbarian to take the village to the east of the portal. DO NOT GET ON THE VILLAGE!!! This isn't to get that village, but to get rid of that annoying ranger. She will come out and try to kill your barbarian. Surround her with werewolves and kill her. Then, take the village and tower while making sure that southern ranger doesn't get your barbarian. Send your cheiftain wwith 4 werewolves to the west villages, but not south near the portal. Amass a huge werewolve army in front of your portal. Be defensive. If saradomin sends people, kill em and turn anything that dies into skeletons using about 3 necromancers. Surround owls with skeletons that are helped by necromancers. Charge Valis. Get a skeleton with necromancer on to the portal. Surround Valis with a werewolf on each side. This stragety isn't to get points but get past. Return with rangers, black knights, and slugs for a better score.

East Woods Edit


  • Difficulty: 2
  • Reward: +5% mana per turn.
Starting Units
Player 1 Barbarian Chieftain
Saradomin 1 Barbarian Chieftain
Opponent's Possible Spawns
Saradomin Barbarian, Paladin, Saradomin Owl, Saradomin Ranger

In-game description: Clear the woods of enemy presence. Strike through to the port - something strange is happening there, and we should investigate.

Strategy: Summons some werewolves and barbarians and advance to the nearby tower. Keep summoning werewolves to destroy their supplies of rangers. Advance slowly with enough werewolves and you should easily take the key building. Watch out to not get trapped by owls. If you have Black Knights this should be even easier.

Port Phasmatys Edit


  • Difficulty: 2
  • Reward: Sea Slug
Starting Units
Player 1 Barbarian Chieftain, 2 Skeletons, 1 Necromancer, 1 Werewolf
Saradomin 6 Barbarian Chieftains, 2 Monks, 1 Saradomin Mage
Sea Slugs 6 Sea Slugs, 1 Paladin
Opponents' Possible Spawns
Saradomin Barbarians, Monks, Paladins
Sea Slugs Barbarians, Ogres, Menaphite Thugs, Locusts, Falcons, Bedabin Nomads, Black Bears

In-game description: This peaceful hamlet will quickly fall to our power, but we must defeat the sea slugs which also encroach on the villagers.

Strategy: Protect the Saradomin barbarian for him to capture a portal, defend YOUR portal and set up an army. The Saradomin and Sea Slug forces will fight each other, allowing you to set up a decent amount of soldiers to win this battle. Another strategy is to simply kill the saradomin barbarian and capture the other portal, as a tower and village is nearby, and if saradomin captures them, you will be the one that is in trouble. Capture the southernmost portal, and then the northernmost portal.

Alternately, move all starting units towards the northern portal (killing the Saradomin barbarian nearest to start with a skeleton and werewolf), summon a ranger, and next turn summon a barbarian and take the northwesternmost village. Whenever you have a chance, make skeletons with your necromancer. At the northern portal, take out the sea slug barbarians and their protectors (it is fairly easy to get a werewolf up to 12 or 13 hp here). Next, take out the Saradomin barbarian and summon some of your own, moving them towards the northern portal area. When you have conquered the northern portal (preferably with a barbarian chieftain), assault the ogres and menaphite thugs. Summon another ranger and three or so barbarians at the north portal and send them towards the eastern area (the ranger will have to kill the mage, which should be easy if it is at full health). Keep werewolves, at least one ranger, and a necromancer (and his skeletons) just south of the northern portal. You should save up some mana to get a black knight, which will be much easier to kill ogres with (make him vampiric if you can). While this is going on, send a werewolf south of your original portal and attack the barbarian there (the sea slug should be moving towards the main battle near the northern portal). When you have killed it, summon a couple barbarians and conquer the two villages there. Now the sea slugs should be getting very little mana per turn (assuming you killed the barbarians on the middle tower). Move the body of your forces towards the southernmost portal, and ASAP move a unit with four or more hp onto it. The sea slugs will probably summon a falcon, but if your first ranger still survives it should be easy to take it out.

A third strategy

Kill the chieftain next to your portal (do not use the necromancer) then put the necromancer between the bones. In turns 2-4 move all your units (Except your chieftain) to the north portal, but DO NOT ATTACK SARADOMIN'S CHIEFTAIN THAT WILL BE STANDING ON IT!!!!! Send your troops down the middle attacking the thugs and sea slug chieftains on turn 4 or 5.

TIP: Get the western villages with your chieftain, and get 5 or more werewolves or you will lose...

Then after turn 5 sara will spam paladins, monks and barbarians through the middle so on that turn continue to attack sea slugs units but the paladins will take both yours and the sea slugs units out BUT If you do NOT summon FIVE or more werewolves you are going to lose because sara will get the sea slug portal

Capture sara's portal then spam werewolves down the middle to take out their units (take your chieftain) put your chieftain on the sea slug portal, then surround him with werewolves.

It is probably best to cut off the opponents' mana sources before heading for the portals, unless most units are dead.

This map is completable in 5 turns with 0 damage by moving your barbarian towards Saradomin's portal. Be patient because sometimes Saradomin makes moves that stop you from capturing their special structure.

Notes: This battle will be a lot easier if you have black knights. The Sea Slugs have 5 gods appear at the bottom of the screen: Guthix, Zamorak, the Menaphite Pantheon, Bandos, and Seren; however, only the last three are used. Upon completion of this level you will achieve the secret achievement Push to the east. Ironiclly you are Zamorak and the Slugs have the ability to pray to you for units.

The Hollows Edit


  • Difficulty: 2
  • Reward: Black Knight
Starting Units
Player 1 Barbarian Chieftain
Saradomin 1 Barbarian Chieftain
Opponent's Possible Spawns
Saradomin Barbarians, Monks, Paladins, Saradomin Rangers, Saradomin Owls

In-game description: Stronger Saradomin troops inhabit this area. Tread carefully and watch for enemy fliers.

Strategy : First equip your Barbarian Chieftain with Waders. You want him to get to the Tower in the middle of the map. Summon a werewolf and two barbarians. Get one to the east village and the other to the west village. Continue your expansion. When you reach Turn 4, your Chieftain should have gotten the Tower. DO NOT BOTHER ABOUT THE MIDDLE PORTAL. Continue to bring werewolves to the middle portal. When Saradomin begins to summon some owls, counter it by summoning rangers. Don't forget to continue your expansion with your barbarians. If you are quick enough, you should be able to get 6 of the villages in no time, and without resistance.

When you have enough forces fighting (the central island will be full of bones so it's probably good to get a necromancer for fast,free troops) near the middle portal, bring your Chieftain and capture the portal. If you are successful, you should have almost won the game. Continue to bring rangers and barbarians and close to Saradomins portal. He should go down in no time.

If the middle portal is too much of an annoyance to you, another strategy involves summoning a Ranger on the first turn, using Shrine of Zamorak. By using Waders on him, he can easily get to the middle portal in 2-3 turns, and kill the barbarian there. Defend the portal until your barbarian get there, and capture it.

If you have gargoyles, bring one out ASAP as gargoyles easily win you the fight. They are also useful for killing his barbarians when he tries to take the center portal

Notes: The key to the fight is to capture the Tower and the villages. He almost never summons rangers (1 per match), and very often summons owls. It is important to summon a good number of rangers.

The Hollows Bridge portal rush

Use the Bridger spell in this way, so you can get to the second portal quickly.

A alternative, gold strategy, is to do the Bridger spell, like you see on the map, summon one (and only one) barbarian to capture a close village (prefer the north one), give your barbarian chieftain waders (you might not need them at this point, but it will become handy later) and end the turn. When Saradomin makes his move he will capture his portal. Now on your second turn activate Shrine of Zamorak and summon a ranger, rush your chieftain even closer to the portal, and send the ranger for aid (owl protection) do not move the barbarian (unless he isn't bussy capturing the village (you wen't south didn't you) and end turn. Now Saradomin will bring a army, if you have luck he summons a ranger, or with more luck he summons a lot of barbarians and a monk, if you have bad luck he summons paladins. Now use greater fire rain to kill saradomins troops, you won't be able to kill a monk, and only be able to damage a ranger slightly, but if a ranger get damaged at this level, he will retreat, meaning it is no longer forming a big treat. Now go even further to the portal and if you have captured the village, you can summon another barbarian and send them to take other buildings (do not go for the tower, since the chieftain can capture it a lot faster, since it has waders it can easily rush there also do not go the the most south village, this is far from the portal and the wader chieftain can rush there). Try to focus on the small settlements in the northern area, and take of course the village south of the portal, at this point you will have 2-3 normal barbarians and end turn once every unit did make their move. Now saradomin possibly summons a ranger, or 1 paladin and 2 barbarians, but saradomin will never reach the portal before you claimed it, so don't worry about it. On this turn use your ranger to take out wathever unit is weakend (if there is a monk shoot the monk he isn't bulletproof), but make sure he stays out of reach of potentional saradomin rangers or paladins. Now you got the portal it's time to take the tower, since he gives saradomin way to much mana, so send your chieftain to there. Also when there is a barbarian in portal range, make sure he doesn't reach it, a werewolf will be enough. Yet it would be a waste to get it in the saradomins rangers reach (a ranger will hit 5 on it turning the werewolf in a useless unit), so don't do that. The next turn Saradomin likely summons a few barbarians or paladins but don't worry about that. If you have enough mana you can summon a werewolf and perhaps even a black knight, if you prever to you can give the knight vampyric blood, but only do it once the knight is weakened (by a ranger or so), since else he will get 1 damage every turn, which decreases your score. Saradomin at this turn will hurt your ranger perhaps, but you can summon a new one. Next turn summon a ranger and perhaps even a barbarian to capture saradomin south portal village for some extra mana. When you have the tower saradomins mana will be a lot lower, so that is a HUGE advantage. Summon rangers, and stand inside Saradomins portal, and eliminate all Saradominists and you will be the victor.

Mort Myre Swamp Edit


  • Difficulty: 3
  • Reward: Fire Shower spell
Starting Units
Player 2 Barbarian Chieftains
Saradomin 1 Barbarian Chieftain, 2 Monks,2 Paladins, 2 Saradomin Rangers, 1 Lion, 1 Saradomin Mage
Opponent's Possible Spawns
Saradomin Barbarians, Monks, Paladins, Owls, Saradomin Rangers, Lions, Saradomin Magi

In-game description: These swamps host a Saradomin fortress. Taking it over will likely provide us with a powerful spell.

Strategy: Begin your match by capturing most of the villages with your two Chieftains. Try to capture the tower with a Barbarian Chieftain while fending off the AI's units that are coming through the swamp and attacking your portal. Back up the Barbarian with Zamorak Rangers (Requires completion of Haunted Woods) as the opponent rarely summons Lions to go after the tower if there are units on the east side of the map. If you have Black Knights, you can easily defeat the Lions by swarming them with two or three knights. Once you have all the villages outside of the fortress, you can have easy access to the tower when you supply it with a couple of rangers and black knights to back it up. Once you are near the tower, the opponent should summon some rangers and owls; maybe a mage to take you down, but your new rangers should swiftly take care of them. Do not be hasty: you will win if you continue to supply Rangers and Knights to your front line.

Notes: The AI rarely summons units other than Barbarians and Owls, so having a solid line of rangers is the key for victory.

For a quick game: Also begin by capturing most villagers with the two Chieftains. Do NOT summon more barbarians. Get one of your barbarian chieftains as close as possible to the tower, but at the same time, look out for the rangers. Stay out of range. At the mean time, fend off AI's units by using black knights and rangers. The AI will attack in waves. When the AI gets ready the lions, rangers and paladins to attack, form a line of black knights and rangers at the forest near the swamp and all the AI's units are out of range of the tower, equip your barbarian chieftain with waders and capture the tower. The AI should send a Saradomin Owl to go after you (AI would then be tight on mana). Do not fret, as even if the owl attack you, the barbarian chieftain will still have enough strength to capture the tower. IF the AI sends a ranger after you, run away and wait for another opportunity. Should be able to get thousand plus points. One can also make a human shield of rangers to protect the Chieftain while it is capturing the tower. I used this technique and completed the mission on turn 30, with 200+ points of damage, and still got gold score.

South SwampEdit


  • Difficulty: 3
  • Reward: Vampyric Blood potion
Starting Units
Player 1 Barbarian Chieftain
Saradomin 1 Barbarian Chieftain, 1 Lion
Opponent's Possible Spawns
Saradomin Barbarians, Paladins, Owls, Monks, Saradomin Rangers, Priests, Centaurs, Lions, Unicorns

In-game description: This important geographical position will put us in reach of the ancient Mage Arena and the southernmost territories.

Strategy: Start by getting the portal and spawning a few (2-3) barbarians to get the nearby villages while sending your chieftain to get the tower. OPTIONAL: send one of the barbarians with waders equipped to get the one village. After you get the tower, have a ranger and werewolf cover the owls and paladins, while sending a couple of black knights to deal with the Lion. If you have magi, then finishing off the Lion is not much of a problem. Capturing the second portal is practically the key to victory, as you can now spawn more troops to Saradomin's portal. He often sends paladins and occasionally owls and barbarians to your original front, but black knights and rangers can brush them aside. I have seen that not only will Saradomin use a few paladins at your second front (especially when I brought out a Greater Demon), but he once sent a unicorn to attack me there. Deal with these problems accordingly (a black knight will do). Try to complete it as soon as possible for a better score.

Notes: Slugs can be decent against lions, let them get close and then use the slug and capture the lion.

For a quick win: First capture the portal. then send your barbarian on a beeline to Saradomin's portal, and send a werewolf to back him up. If Saradomin summons 2 barbarians and an owl, restart the game. If Saradomin summons 2 barbarians and a monk/paladin, continue. Try to avoid the paladin/monk with your barbarian and get to the portal without taking any damage. (This may take a few tries.) use your werewolf to deal with his chieftain, and spawn some more werewolves from the newly captured portal to deal with any others. If they are closer to your original portal, send a werewolf from there.

Note: The keys to this strategy are making sure that the barbarian captures the portal successfully (much easier if he doesn't sustain damage), and that Saradomin summons a monk/paladin. (AKA you can dodge it using the forest, whereas if he summoned an owl you wouldn't be able to.) Also, the lion is to slow to inflict any damage on you, so he might as well not be there. Luck is a factor! Trial and error is a good tool here. You should get a gold score using this method. (Over 1000)

Note: If you have the Greater Fire Rain, the quick win strategy is actually easier if Saradomin summons an owl. Simply use the fire rain on the owl and barbarian chieftain at the beginning and you'll only have the lion and a bunch of barbarians to deal with. This can result in scores in excess of 1300.

Mort'ton Edit


  • Difficulty: 3
  • Reward: Bridger spell
Starting Units
Player 1 Barbarian Chieftain, 2 Hellhounds
Saradomin 3 Barbarian Chieftains, 1 Lion
Opponent's Possible Spawns
Saradomin Barbarians, Saradomin Owls, Paladins, Saradomin Rangers, Unicorns, Priests, Centaurs, Lions

In-game description: This forsaken village hides a bridge-building secret that will be quite useful.

Strategy: At the beginning, use your hellhounds to kill two Chieftains, and possibly a third one (A hellhound will be killed though). Continue to advance, spamming black knights and magi to the left side to counter any attacks. On the right side, keep supplying barbarians, and rangers (If you do not have rangers, you will probably lose as Saradomin uses loads of owls).Some melee troops might be needed as the opponent also uses paladins. This side is generally not used much in this battle, but there is an abundance of villages and also a tower there, and Saradomin constantly tries to get those. If Saradomin does, it will be much harder to defeat him. Keep getting villages, while your Werewolves/Hellhounds fend off any barbarians they come across. If you capture the map's 4 towers, you should be able to win. Just get enough black knights and magi.

This map can be completed in 10 turns with 0 damage earning a high score for this level. (See below for a higher-scoring method.) This is done by moving your chieftain with waders immediately to the opponents portal passing through the rightmost swamp. The turn before your barbarian steps on Saradomin's portal make sure to be about 4 spaces north portal. This will make it so Saradomin's Lion can't attack your barbarian on your portal. From there summon one werewolf to kill any close opponent barbarian and rush your chieftian to your original portal. Saradomin's chieftian will only try to capture the tower and house. Summon a ranger and kill the chieftan to end the game.

To get a higher score, this map can be completed in 8 turns, still taking less than 70 damage. It involves sending your Barbarian Chieftain to the opposite portal immediately, directly through the center. Meanwhile, use your hellhounds to attack as many barbarians as possible. Give one vampyric blood, and send it towards the central swamp, attacking some unit, or at least getting close. Most likely, one barbarian will separate the lion from you hellhound, but all the units will swarm it anyway. You can use rain of fire at this time to either weaken 5 or 6 of the units attacking the hellound, or to kill the owl that is attacking your chieftain. Walk him onto the portal - he will not be attacked by the lion or any other units, for some strange reason - and take the portal. Then make sure you have all the barbarians, and you should have a score of 1300+. This is a very unpredictable method.

Notes: 1. To beat the first lion, a Black Knight with the Vampyric Blood and two magi should be enough to stop him. 2. Saradomin tends to make sure that two lions stay on the field at once. A strategy to use this to your advantage is at the right time, send a barbarian onto the portal and wipe out both lions at the same time. Then protect the barbarian while he captures the portal from centaurs, rangers and owls. This should make things easier as there won't be any lions to pester you. If you are having trouble mid-game with Saradomin's opposing forces, the best idea is to summon a Necromancer and rise a few Skeletons. Skeletons appear to be fairly high on the AI's priority listing, and Saradomin's Paladins/Owls usually attack the skeletons before your Black Knights.

This part is easy. Here are three tips

1.Kill the lion (Use a lot of black knights)

2.get a ton of mana (be able to summon 1 ranger, mage, or knight each turn)

3.make sure he doesn't get to much mana! (he will annoy you if he gets a lot of mana)


A gold strategy is to use one hellhound to lure the lion into the far east corner. On the second turn Saradomin spawns a Saradomin ranger, one paladin and a barbarian, burn them with a greater fire rain, and use the hellhound to kill the paladin (stay out of the lions reach), then when the lion wants to take a bite out of your hellhound, make him walk just out of his reach, and he will chase the hellhound all the way to the far east corner. Then give your hellhound waders and let him walk away, now you have enough mana to summon some rangers and a black knight with vampiric blood to deal with the lion. Mainwhile you can use your other hellhound to stand on saradomins portal and then claim it. Once you have the portal and there are no barbarians alive, you win. Once you stand on the portal and every Saradomin unit is death, you win.

Hallowglade Edit


  • Difficulty: 3
  • Reward: Shrine of Zamorak spell
Starting Units
Player 1 Barbarian Chieftain
Saradomin 2 Saradomin Owls
Opponent's Possible Spawns
Saradomin Saradomin Owls, Barbarians, Monks, Paladins, Saradomin Rangers, Lions, Priests, Centaurs, Unicorns

In-game description: As we encroach upon Hallowvale, the enemies stir and twitch. Let's crush them.

Strategy: This one is very easy, as it is in a very open battlefield. Use your chieftain to capture the nearby villages, and extend to the south. If you get at least 300 mana per turn then you should win by swarming them with black knights. Saradomin uses diversified units, so be sure to supply your armies with rangers, knights and magi. If you have Gargoyles, this will be even easier: Summoning only 3 of them should be enough to win. Continue your expansion and get his portal. It is incredibly easy to get a gold score on this level.

Notes: Be sure to look to the side of terrain, as Saradomin likes to get barbarians to your villages the sneaky way. Also invest in atleast one necromancer later in the game as he can make 5-10 skeletens that can make lines to stop archery attacks against your more powerful units.

Crossing of the Salve Edit


  • Difficulty: 4
  • Reward: Greater Fire Rain Spell
Starting Units
Player 2 Barbarian Chieftains
Saradomin 1 Barbarian Chieftain, 2 Monks, 1 Paladin, 2 White Knights, 1 Priest
Opponent's Possible Spawns
Saradomin Barbarians, Paladins, Monks, Saradomin Owls, Saradomin Rangers, White Knights, Saradomin Magi, Lions, Centaurs, Icyenes

In-game description: We must cross the River Salve on our way to the Temple of Senntisten.

Strategy: Whatever you do,

1. Use your Barbarian Chieftains to capture all the villages before you do anything else.

2. You will certainly need lots of rangers and lots of knights.

3. Casting Shrine of Zamorak to bypass useless Level 1 units is a very good idea indeed.

Option 1 (BRIDGER): Bridge the gap in the nearest bridge with the Bridger spell from Mort'ton, and send one Chieftain over to claim the villages across the river, while the remaining Chieftain hops from village to village each turn on your side of the river. If you have the Vampyric Blood spell, summon a Black Knight as soon as possible as there will be plenty of melee combat against White Knights. If you have completed Slayer Tower, make it a priority to start churning out Gargoyles to assist your Vampyric Black Knight in mopping up the opposition. (It seems that on this map, rangers are rarely, if ever, summoned by the opponent.) However, he does use magi occasionally, so be careful of your gargoyles or they will just become easy targets for the magi. When you have enough mana per turn you can just spam knights and rangers and use knights to slaughter the monks, priests, lions, centaurs, rangers, paladins and white knights, and you can use the rangers to snipe the magi and owls. Please be aware that late in the game, Saradomin will begin spamming Icyenes (one per turn, almost every turn), so keep a ranger army ready to make them drop out of the sky. Three full-hp rangers are enough to take out one icyene.

Once you have enough mana flowing in, set up a continuous flow of units (rangers, knights and magi) across the bridge to exterminate Saradomin's army in the way. Gargoyles and Greater Demons are very effective, but the former is expensive and the latter slow.

Option 2 (NO BRIDGER): It helps to finish Mort'ton and get Bridger before doing this mission, but it is not necessary. As soon as the AI summons enough forces to counter yours and if you have not used Bridger, their forces will be huddled up on the eastern bank. The AI will start saving up for and spamming Icyenes (one every other turn), so it is recommended that you send out a group of rangers on the river bank across from their portal to take out the Icyenes in one turn. The Icynes will be attracted to the nearest enemy units and head right for your rangers. It's best to have them grouped close together, and you will need at least four full strength rangers at all time. The more rangers the merrier, since the Icyene will get one attack before you can take it out; the ranger that is hit will not die but will be useless with low hp.

It should be noted that Saradomin has a propensity to send barbarians over via the bridge gaps. Place either a ranger at range or a necromancer-backed skeleton to take them out in one turn. It is also possible to send hellhounds and skeletons (use the bones from dead enemy barbarians at the bridge gaps) over just to attract attention. They will die as soon as the knights and lions show up, but are good barbarian- and monk-killers.

NOTE:hellhounds are a real help here with there type as a skirmisher and great strength they should be set to taking out enemy barbarians accross the nearest bridge.

Save up a good deal of mana (a few thousand, and later in the game) and summon at least six knights and six rangers (again, the more, the merrier), then send them round the back via the part of the map without river (AI units will sneak over this way too). It will be slow due to the terrain, but the resistance will be mostly minimal (apart from lions and/or knights early in the game- please be prepared for them; it's possible to let them come over to your side and then take them out). It's safest to bring a large group because Icyenes will come visiting when your invasion force nears the base. Split your column into two equal platoons (say, three to five knights and three to five rangers per platoon), and send one via the side facing the right of your screen and one from the side facing the bottom of your screen. (This is because Saradomin can only summon one hard-hitting (i.e. Icyene) unit per turn, so the AI can only hit one team). The gates are narrow, so your forces may get jammed a bit. As soon as you can place a unit (any unit, not necessarily a barbarian) over the Saradomin portal, you will have won the game.

Option 3 (Sea Slug and Shrine of Zamorak required):

First, capture the furthest village with a chieftain and the closer ones with another. Summon a werewolf to protect them from any incoming waves (and later to defend the villages against the barbarians crossing the further bridge). Cast Shrine of Zamorak and summon a sea slug. Saradomin will try to get the villages across the closest bridge, so cross the sea slug over the river (not the bridge). On the next turn, summon another sea slug and move it towards the village across the river, north of Zamorak's portal while the first sea slug heads towards the village closest to the bridge. On the third turn, by then, Saradomin will have the two said villages half-captured, so quickly take over the two barbarians on the said villages with the sea slugs. Use the same barbarians to capture the other two villages at the north-west and north-east. (OPTIONAL: Later in the game, summon a hellhound and cross it over to protect the villages against oncoming barbarians. You can also summon more sea slugs to control oncoming paladins.)

Continue as the second strategy (NO BRIDGER), spam rangers to the middle section of the river for protection against Icyenes and owls. Also, send two or three black knights to fend off units coming from the east. Later in the game, after you get a decent number of mana each turn (e.g. 400+), spam gargoyles over to the other side with some barbarians. Block as many entrances to the fortress with the gargoyles after letting the barbarians in. Capture the portal while fending forces off trying to enter the fortress with the gargoyles, but be careful of rangers.

Notes: Try to get the full- or high-hp rangers and knights to deliver the killing blow to enemy units, since it raises their health/strength by 1 each time (like making them veteran units). It can add up to a lot- veteran knights can easily go up to 30+ and veteran rangers 25+. This is very good for rangers, since rangers with 25+/25+ around can hit as high as 22 from this author's experience; hence, only two veteran rangers are needed to shoot down each Icyene.

No special spells are really needed in this mission, except Shrine of Zamorak (which is very important, as outlined above). Since your troops and base are subject to little harassment by Saradomin, you can build up large forces for invasion, so spells like Vampyric Blood and Fire Rain are not tide-turners. Waders is totally useless, by the way.

However, if you have Bridger, use it right away as per the first option. This will give a higher score, as you will have a greater pool of mana to draw from. Once you have enough villages, you will be recieving enough mana each turn to set up a continuous flow of troops across the bridge near the portal. Saradomin will funnel all his units down to that spot (but not before you get all the houses), and he will use every unit he has, so having enough rangers and knights is crucial; magi can be very effective against lions and enemy knights, but are very slow and can block the bridge for a whole turn (send the rangers, then the knights, then the magi if sending all over at once, due to their speeds). This is usually fast enough that Saradomin will not be able to summon many Icyenes before you block his portal.

Having the bridger spell from Morton can be extremely useful as outlined above, because if all the villages on the other side of the river are captured the AI will hardly get a chance to summon an icyene.The result was,for this author,that in the entire game a single icyene wasn't summoned.

Magic Acquisition Edit


  • Difficulty: 4
  • Reward: Zamorak Mage
Starting Units
Player 1 Barbarian Chieftain
Saradomin 2 Barbarian Chieftains, 5 Saradomin Owls, 2 Saradomin Rangers, 2 White Knights, 1 Saradomin Mage
Wizards 2 Desert Magi
Opponents' Possible Spawns
Saradomin Barbarians, Saradomin Owls, Saradomin Rangers, White Knights, Saradomin Magi, Paladins, Lions, Priests, Centaurs, Unicorns
Wizards Desert Magi, Barbarians, Druids

In-game description: These mages will be mighty valuable once we show them who the strongest side is.

Strategy: Like the Port Phasmatys mission, focus on defense. Get the tower next to the Mage Arena, and go around it to capture the buildings. If you want, bring a werewolf as there may be a Saradomin owl and another barbarian. Around turn 4, White Knights will be within range of your portal or attacking the wizards; using black knights with vampyric blood will make short work of it. Keep defending your base with rangers and knights. Continue to fight Saradomin and team with the Desert Magi (but stay away because they will still attack you). When the two teams have been weakened enough, capture the two portals simultaneously. If Saradomin has beaten the magi already, just restart the level. Send melee units and a couple rangers against the Saradomin forces once you're established, to hold them off, meanwhile, spam the magi with rangers, if you play your units right, there will be little crossover in the combat triangle, and you can mop the floor with both sides at the same time.

Notes: Although Saradomin starts with quite good units, he mostly summons owls, barbarians and paladins afterwards. The Mage Arena is easily captured from the holes in the Mage Arena's walls. Greater fire rain is useful, as it can damage Saradomin's forces about to attack the Magi in the first few turns. It can eventually become a decisive factor on whether the Mage Arena will be taken by Saradomin or not. This can also be a great level to use sea slugs, particularly when units come close to your own portal, capturing a few units early in the game makes the mission alot easier.

This is a hard level to beat.

The Burgh Edit


  • Difficulty: 4
  • Reward: Hellhound
Starting Units
Player 1 Barbarian Chieftain
Seaside Mages 3 Seaside Magi
Hellhounds 5 Hellhounds
Opponents' Possible Spawns
Seaside Mages Seaside Magi, Monk
Hellhounds Hellhounds

In-game description: Hellhounds were known to hunt in the neighbourhoods of this magic Burgh.

Strategy: Don't do anything in the first turn. The only hellhound that can attack your chieftain will leave to attack the Seaside Magi; then you can capture the portal freely.

First, let the magi and hellhounds attack each other, then slowly advance with black knights swarming the hellhounds. When the hellhounds are defeated, spam the wizards with Zamorak rangers. If you have the bridge, use it to give yourself a quick path to the wizards' portal.

If you want to get a gold medal, use the bridger spell to create a quick pathway from your portal to the village that your chieftain is on (right next to the original bridge). Do this on the 1st turn and then summon two werewolves. Send one werewolf to the original bridge as far as it can go. Send the second werewolf down the bridge you created and make sure the hellhound cannot reach it. On the second turn, summon another werewolf and then send the werewolf on the left bridge to go the left of the hellhound. Send the werewolf on the right bridge to go behind the hellhound and send the werewolf you've just summoned to go the right of the hellhound. Then, attack with all the werewolves and finish it off with your chieftain. Then send your werewolves down towards the portal. Put one werewolf on the track and simply capture the next two villages. After you've done that, send your chieftain to the portal and surround him with your werewolves. You should have the portal now. If this was done right, you should have the portal on turn 5 or 6. Then go for the hellhounds portal as fast as you can, then the mage's portal and you should get a gold medal score.

Another possible strategy can be found here:[1]

Note: If hellhound is on top mages portal. Don't kill him cause i did that when that had 3.2k mana..

The Conquest of Hallowvale Edit


  • Difficulty: 4
  • Reward: Greater Demon
Starting Units
Player 2 Barbarian Chieftains
Saradomin 2 Barbarian Chieftains, 1 Monk, 2 Paladins, 3 Saradomin Owls, 2 White Knights, 1 Lion, 1 Unicorn, 1 Centaur, Efaritay (Icyene)
Opponent's Possible Spawns

Barbarians, Paladins, Saradomin Owls, Saradomin Rangers, White Knights, Lions, Centaurs, Icyenes, Unicorns

In-game description: Our time has come! Defeat Efaritay and her allies, and take over Hallowvale!

Strategy: This is the hardest level in the campaign, so expect multiple failures. A reoccurring theme in this level is taking initiative. Specifically, the roles between you and Saradomin is reversed: if you stall, Saradomin will build up his forces, and crush your army (unlike most levels) - thus, proactively capturing portals is almost mandatory; otherwise you'll be bottled up while Saradomin forces build up a bigger lead.

The most common (and advised) way to begin is to cast Shrine of Zamorak, summon a Zamorak Ranger and have one Chieftain rush to the nearest portal while the other one captures the towns. When Saradomin forces get dangerously close to the portal (usually on turn 4), cast Greater Fire Rain on them (which keeps them from advancing), and capture the portal. From here on, it becomes a matter of balancing between offense (capturing to gain more mana) and defense (surviving against the waves of enemies). Gargoyles are NOT to be bought; they aren't cost-effective and the mana is better used for Mages and Rangers. It is advised to have 2-3 mages at all times ready for combat, hopefully with 1-2 ready to replace them in case they are killed. It is essential that you advance, both to increase your mana income and to decrease Saradomin's mana income; otherwise, they will overwhelm your forces. So thus slowly but steadily advance towards the next portal, while staying cautious the entire time. Once you've captured that portal and established a base, victory is all but guaranteed - at this point, your mana income is roughly the same as Saradomin's, and the portal you've just captured is near the objective; it becomes a simple matter to just rush Efaritay.

Tips for winning:

  • The almost mandatory beginning move is to cast Shrine of Zamorak, summon a Zamorak Ranger and have one Chieftain rush to the nearest portal with the ranger for backup while the other one captures the towns. Capturing this first portal is necessary for victory; otherwise you have no way to hold back Saradomin's army - the distance between your base portal and the first is too far to move your army in time.
  • Saradomin's opening tactic is to swarm you with existing units and any units he can create while having barbarians invade areas for mana; survive this and it becomes a battle of attrition, where he begins to spam Icyenes (usually creating 1 per turn midgame) to the exclusion of most other units.
  • Thus, when you capture the 1st portal, you should build a mixed army composed of only Rangers, Mages and at least one Knight; give the knight Vampyrism - Saradomin usually kills Mages first, then Rangers, then Knights. NEVER get gargoyles - for 600 mana you can get 3 rangers, or 2 mages/knights, both of which able to deal and take more damage.
  • At the same time, have a barbarian grab the tower at the southeast corner; Saradomin's forces will usually be too busy fighting to send a unit to kill it, and if they do, that's one less unit you have to worry about until it comes back.
  • When possible, have surplus units ready to replace any units that might get injured. At the same time though, spare mana when you have enough surplus units (2-6 rangers and 2 mages).
  • Once you capture the 2nd portal, you can either continue your conquest, slowly wiping out all of Saradomin's income, or rush Efaritay with 3 or 4 gargoyles (which is one of the reasons why you save mana, but ONLY when you are certain that extra units are unnecessary - better safe than sorry).

It is also advisable to use a few barbarians to lure the Icyenes out, and take them out using your rangers. You might want to use magi from now on, as the AI starts summoning some warriors/helpers, and their superior range makes it perfect for those wanting to use barbarians as bait. Using rangers will make it extremely hard to kill warriors, and they always get too close to the opponent's forces. Make sure you have enough magi, though, about 10. If the opponent somehow manages to kill off your forces, you will be hard-pressed to get some more back at their portal as the distance between the two portals has already become significant, and you definitely do not want her rebuilding her forces. Keep the few rangers you have left, as the opponent also summons a few rangers, and it is easier to deal with them using rangers yourselves. Black knights are acceptable, but it will take quite some time for them to reach. Once this portal has been acquired, ignore all other portals and instead spam rangers or gargoyles directly at Efaritay from this portal, as killing her ends the game immediately. If this is pulled off effectively, this mission can be completed in 25 turns or less.

Notes: The Icyenes usually make sure they are in a position in which they can attack your forces the next turn, but not vice versa. (In fact most units do unless they are targeting a very important unit, such as a barbarian, in which they will try to get to it as fast as possible.) As such, using a barbarian as a bait is absolutely essential if you wish to make this mission a quick one, as most of the time, the AI targets the barbarian more than anything else. Also, the AI will target necromancers within attacking range. In addition, the placement of certain units in certain areas will tremendously help in this map, as many of the fast moving units such as the Icyene can force you onto the defensive if you aren't careful. On this map, centaurs are extremely annoying as they have an immensely high range and speed, and can kill your units very quickly, as well as being able to move out of your units range with its high speed. There is another Strategy:

Another strategy is to make 3 gargoyles and have them fly along the mountains. Gargoyles can be attacked only by an Icyene while on a mountain. Once your 3 gargoyles are close enough to Saradomin's leader, have them snipe her.

Slayer Tower Edit


  • Difficulty: 5
  • Reward: Gargoyle
Starting Units
Player Nothing
Gargoyles 5 Hellhounds, 1 Gargoyle
Opponent's Possible Spawns
Gargoyles Hellhounds, Greater Demons, Gargoyles

In-game description: Conquer the denizens of the fabled Slayer Tower and bend them to your will!

Strategy: This is somewhat easy even though the difficulty is high; take out his gargoyles with a few archers and keep some knights to take out his hellhounds. If you have pyrelords, this will be even easier. This is extremely easy if you have Zamorak Magi and possibly a Black Knight with Vampyric Blood. Alternatively, another strategy is to summon two barbarians to assimilate the villages, a few knights to take care of the hellhounds, and spawn his demons and gargoyles with Zamorak magi. You can win in 17 or less turns with this strategy.

This map can be completed in 12 turns with less than 100 damage earning a high score for this level.

This is done by making a single barbarian, and leaving it on the house farthest away from any Hellhounds. Then, cast Shrine of Zamorak and make a Black Knight. Cast Vampiric Blood on it. Cast Greater Rain Fire on the Hellhounds on the West side of the map. They should stop in their tracks to "heal". Use your Black Knight to kill the Hellhounds coming from the east. Summon a Mage to help. Afterwards, Summon a Mage, Archer, and another Barbarian to take the rest of the houses. Summon your own to defeat the Hellhounds that are "healing".Send your other units towards their portals and try to block them. Defeat any Gargoyles or Greater Demons coming your way. Reinforce your troops if necessary. Send your Barbarians to take the portals once the area is secure or after you have taken every village. Send your Gargoyle(if you have one) to help block their portals or to kill the Hellhounds stuck on the side of the map. Victory is assured after you have taken both portals or killed both Hellhounds whilst blocking, with a nice score of 1200+.

Notes: The opponent mostly summons Greater Demons. Three 20-hp magi are enough to kill a greater demon. There are two Hellhounds that are stuck on the side of the map. He rarely summons gargoyles, perhaps only 1 or 2, excluding the one he has at the start, so there is no need to spam rangers. The opponent tends to send Hellhounds onto your portal to block it when you have no other units left, though it is highly unlikely that would happen. If it does, though, you will have lost. Necromancers are good for summoning skeletons to block their greater demons from attacking your units.

NOTE: a skeleton wall (DO NOT ATTACK WITH THE SKELETONS)with necromancers behind them to heal/raise them is very effective. Use rangers and mages behind the necromancers in case of gargoyles.

The Fall of Senntisten Edit


  • Difficulty: 5
  • Reward: AoG PyrelordPyrelord
Starting Units
Player 1 Barbarian Chieftain
Saradomin 3 Barbarian Chieftains, 3 Monks, 1 Saradomin Owl, 3 Paladins, 6 Saradomin Rangers, 3 White Knights, 1 Saradomin Mage, 2 Unicorns, 3 Centaurs, 2 Lions, 2 Priests
Zaros 2 Necromancers, 2 Zaros Rangers, 1 Black Knight, 4 Zaros Magi, 3 Hellhounds, 2 Greater Demons, 2 Gargoyles, 1 Pyrelord
Opponents' Possible Spawns
Saradomin Barbarians, Monks, Saradomin Owls, Paladins, Saradomin Rangers, White Knights, Saradomins Magi, Unicorns, Centaurs, Lions, Priests, Icyenes
Zaros Barbarians, Werewolves, Necromancers, Skeletons, Zaros Rangers, Black Knights, Zaros Magi, Hellhounds, Greater Demons, Gargoyles, Pyrelords

In-game description: The last remnants of Zarosian followers are gathered at the temple of Senntisten. Let's destroy them and any Saradomin forces that may be infiltrating the area.

Sennisten Armies of Gielinor

How the level looks at the beginning.

Strategy: Travel to the north at the east side of the mountain with your chieftain and take all villages you see. Let only one Zamorak ranger travel with him to protect him (using Shrine of Zamorak). When you reach the portal at the north-east, take it. At that time you will have a lot of mana. When you get the portal, take the house at the north and summon a hellhound and a gargoyle. Attack the priest and the barbarian at the tower to the west of you. Take the tower with your chieftain. Now start making an army to take over Saradomin's northern portal. Leave Zaros, he will attack Saradomin, not you. When you got the northern portal, go for the western Saradomin portal the same way and make some barbarians to take the villages. When you have defeated Saradomin's forces, try to take the southernmost portal, as it will give you a place to spawn Zaros with gargoyles, though it is much better if you get it early in the game. Make sure you do not try to in the first few turns, as the magi stationed near the narrow passage your barbarian must go through will just shoot you down, but after that they seem to ignore the barbarian. They move off after some time. If you wish to, you may use rangers, though it will take both more turns and mana. At some point in time, Saradomin will spam Icyenes (about one each turn) unless you take their villages. The western portal strangely won't be taken by Saradomin, so using that portal to your advantage could turn the tide of the battle.

This level is easy once you begin gargoyle-spamming. Gargoyles are effective in defeating Zaros because he nearly all the time will summon necromancers (which in turn will summon skeletons) and pyrelords. He does sometimes summon magi, but they shouldn't be a problem if you have a large amount of gargoyles. Saradomin is relatively easy to defeat with gargoyles, but his rangers can kill your gargoyles, so bring along some rangers of your own. Two 20-hp rangers is enough to remove the threat of a Saradomin ranger.

Notes: This is an easy level if you have finished all the other levels, although it is the longest level. A very noticeable thing is that Zaros cannot summon sea slugs, which make Zaros a less formidable opponent than he would be if he did summon sea slugs. Late in the game, Saradomin will stop summoning rangers and Zaros rarely summons magi, but does spam about three necromancers on each turn to summon up a huge army of skeletons. Black knights and gargoyles are enough to take the skeletons out.

Alternative article.

Let the original portal you have be portal A, the one at the top B, Saradomin's upper portal C, lower portal D and the isolated one behind Zaros be E.

Cast Shrine of Zamorak on the first turn and summon a ranger from Potral A to accompany your chieftain up to Portal B. Watch out for the monk and owl, and kill them with the ranger. Capture the portal and pull in a couple of rangers and knights, and a spare barbarian to capture the villages. Move out towards Saradomin Portal C but slowly. Capture the tower and village there. Cast a barbarian from Portal A and get him to capture Portal E.

By this point, Saradom will begin defending Portal C very heavily. Keep coming from Portal B with lots of knights, rangers and gargoyles. At some point, there will suddenly be a lull in the defence of Portal C. Block the portal with a weak unit (e.g. a half-health knight or such) until you can capture it with your barbarians. Once you block Portal C, stop summoning units from Portal B.

Once you have Portal C, throw out a large force and execute an all-out assault on Portal D while fending off Zarosian attacks. Often, by the time you get to Portal D, Zaros will already be trying to get it. Massacre units of both opponents and capture it.

By the time you have Portal D, you also should have secured Portal E and the mana sources around it. Spam gargoyles and slaughter the Zarosian units, which by this point should be only pyrelords, necromancers and skeletons. If all Zarosian units have been killed, block the portals as soon as possible, and victory will be yours, and you should have a gold score.

Notes: Keep capturing villages until there are basically no more to reach. More mana means more units, and spamming rangers and gargoyles with some knights and mages in between is the most effective strategy.

Also, avoid direct confrontation in the upper section of the walled part of the map where Saradomin and Zaros have a slaughter fest before you capture Portal C. The casualties will be appalling wherever you engage in direct confrontation with both opponents in the same place. Let them fight.

Rangers should focus on flyers, healers and barbarians. Mages should focus on warriors and flyers. Gargoyles should focus on anything and everything besides rangers. Knights should focus on getting rid of weaker warriors and rangers.

Always attack pyrelords with only gargoyles, and only use the long range attack. This way, the pyrelords will never be able to attack your units, thus slashing the damage you take. Always check the range of the pyrelord and get everything out of its way; ditto for heavy warriors.

Achievements for this campaign Edit

Image Achievement name Requirements Orb Points Orb Coins Members Only?
Zamorak&#039;s Supremacy Zamorak's Supremacy Complete a level from the Zamorak Returns campaign without losing any units. 200 2 No
Zamorak&#039;s Silver Zamorak's Silver Achieve a silver medal score on all missions in the Zamorak Returns campaign. 300 3 No
Zamorak&#039;s Gold Zamorak's Gold Achieve a gold medal score on all missions in the Zamorak Returns campaign. 500 5 No
Plucking Feathers Plucking Feathers Defeat Efaritay and take over Hallowvale. 300 3 No
Push To The East Push to the East Reach the eastern shores and conquer the port there. 300 3 No
Zarosian Purge Zarosian Purge Bring down the last Zarosian resistance at Senntisten. 500 5 No

Trivia Edit

  • In Latin, Cave Canem means "Beware of Dog".
  • In the campaign advertisement, it says "While Guthix sleeps, with Zaros cornered, Zamorak returns". This may be reference to the Grand master quest in Runescape "While Guthix Sleeps". It could also mean that Guthix is not involved with the campaign in any way, with exceptions in Cave Canem, Port Phasmatys and the Mage Arena, when the team uses Guthixian forces.
  • Zaros used to use Zamorak Rangers and Zamorak Magi, even though he isn't Zamorak but due to a hidden update on December, they have been fixed to Zaros Magi and Zaros Rangers.
  • In Conquest of Hallowvale, Saradomin starts with a lion, a unicorn and a centaur. This may be a reference to Starlight, Growler and Bree, Commander Zilyana's (who happens to be an Icyene) bodyguards in the God Wars Dungeon of Runescape.
  • Although this campaign is of Drakan and his vampyre's invasion of Morytania, you do not have any vampyre unit or anything to do with vampyres in the campaign.
  • Although in Runescape the Darkmeyer region and the Icyene Graveyard were added no extra campaigns were added to the Zamorak Returns, nor was the map changed.

Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.