The Grotesque Guardian is a pair of Gargoyles known as Dusk and Dawn in the Slayer Tower. To access their location and fight them, the player must be assigned Gargoyles as a slayer task or Grotesque Guardians as a boss task. Defeating them offers a chance to obtain Noon, one of the favourite pets among players in the game.
This automatically smashes Gargoyles including the Grotesque Guardians when they fall to 9 or lower hitpoints, provided that the player has a rock hammer in their inventory. It can be bought from Slayer Masters for 120 Slayer points.
The Grotesque Guardian is located on the rooftop of the Slayer Tower.
The Slayer tower is located northwest of Canifis and here are the fastest ways to get here:
From the entrance into the tower, run north and climb up the rope, which requires 61 agility. When upstairs, run southwest and climb up the stairs. Go through the Roof entrance to get to their arena. While in the arena, ring the bell to start the fight.
It is highly recommended to bring your best ranged and magic gear setups.
Head slot: Slayer helm (i)
Neck slot: Amulet of rancour
Cape slot: Infernal cape
Body slot: Torva platebody
Leg slot: Torva platelegs
Weapon slot: Scythe of Vitur
Ammo slot: Rada’s blessing 4
Glove slot: Ferocious gloves
Boot slot: Primordial boots
Ring slot: Ultor ring
Head slot: Slayer helm
Neck slot: Amulet of Fury
Cape slot: Fire cape
Body slot: Fighter torso
Leg slot: Obsidian platelegs
Weapon slot: Ghrazi rapier
Shield slot: Dragon defender
Glove slot: Barrows gloves
Boot slot: Dragon boots
Ring slot: Berserker ring (i)
Head slot: Slayer helm (i)
Neck slot: Necklace of anguish
Cape slot: Dizana’s quiver
Body slot: Masori body (f)
Leg slot: Masori chaps (f)
Weapon slot: Venator bow
Ammo slot: Dragon arrows
Glove slot: Zaryte vambraces
Boot slot: Pegasian boots
Ring slot: Venator ring
Head slot: Slayer helm
Neck slot: Amulet of Fury
Cape slot: Ava’s assembler
Body slot: Karil’s leathertop
Leg slot: Karil’s leatherskirt
Weapon slot: Toxic blowpipe
Glove slot: Barrows gloves
Boot slot: ranger boots
Ring slot: Archers ring(i)
In phases 1 and 3, Dusk cannot be harmed. However, she can be hit with melee attacks in phases 2 and 4.
Since Dawn is above the ground, she can only be hit with ranged or magic attacks.
In phases 1 and 3, Dawn will fire a stone ball with a 3x3 AoE at the player. The player will be stunned for 5 seconds and take 15 damage if they don’t move and get encased in the stone.
Players standing under Dusk may be trampled by him for 30-40 damage.
In phase 2, Dusk will start to glow. Standing next to it will cause the player to be knocked back, take 26-29 damage, and get stunned by a few seconds.
In phase 2, Dawn will make rocks fall around the area indicated by shadows on the floor. This will impact a 3 x 3 area, inflicting up to 22 damage and stunning the player.
During the transition to phase 3, Dawn and Dusk will stand on the west and east sides of the rooftop to discharge bolts with a 3 x 3 AoE on the ground, indicated with blue circles for Dawn and orange for Dusk.
Ring the bell to start the fight. After the cutscene, the Guardians awaken, but Dusk cannot be harmed, so you should attack Dawn first using ranged or magic since melee cannot reach her. She is weaker to ranged attacks. When Dawn reaches 55% health, she will fly up and Dusk will attack the player without covering himself.
Phase strategy: Protect from ranged and attack Dawn with ranged. You should trap Dusk under you to prevent his attacks. To do this, move to tile 1 shown in the image and when he gets close to you, move to tile 2. If he gets untrapped, move to tile 1 or 3 and back to tile 2 to trap him again. Continue attacking when he is trapped, and remember to avoid the stone ball attacks from Dawn.
Dusk can be harmed with only melee in this phase. After Dawn ascends, Dusk will attack once before performing his explosive shock wave attack. Players can attack 3 times with a 3-cycle weapon before his shock wave occurs. Simply move one space away from Dusk when he performs this attack. Throughout this phase, Dawn will send rocks down on the Arena.
When Dusk reaches 55% of his health, Dawn will descend east and Dusk will fly to his position to the west. The two guardians will then perform a lightning strike attack. Stand on the clear spots to avoid it.
Phase strategy: switch to your melee gear, turn on protect from melee, and attack Dusk. Hit 3 three times while clicking a few tiles away from him after every attack. You should get 3 hits on him if you're quick enough before his special attack. After his special attack, continue attacking him with melee till he gets to 55 HP while watching the rocks falling from the Ceiling. If this phase lasts too long, Dusk will perform his special attack again.
Similar to phase 1, Dusk will cover himself again, so the player should focus on Dawn. Dawn will start the phase by launching 3 energy spheres across the rooftop to heal herself. The player can absorb these spheres, or they will grow large and restore 90 health for each one that reaches her. Once Dawn reaches less than 10 health, use the Rock hammer on her. Dusk will then absorb her essence and start the final phase of the fight.
Phase strategy: Turn on protect from ranged, switch to your ranged gear, and hover your cursor on Dawn until you can attack her. Quickly click on the spheres to absorb them before they heal her. If you have 90+ ranged and use powerful ranged gear, it’s better to ignore the spheres and attack her directly. After absorbing the spheres, turn on protect from melee and move to her melee ranged, while attacking her with ranged. Use special attacks in this phase as well.
Dusk will become stronger from the remnants of Dawn’s essence, increasing his combat level from 246 to 328, attack level by 100, strength, magic, and ranged by 110, and defence by 50. In this phase, Dusk will use a ranged attack similar to Dawn’s 2-hit ranged attack. Like in the previous phases, Dusk is immune to magic and ranged attacks and will use Stomp attacks.
Protection prayers reduce the strength of Dusk’s melee attack by 80% and ranged by 55%. In this phase, Dusk will use a new special attack that drags the player somewhere in the arena and traps them in a blue flame. Players can use the missing flame as a safespot or directly escape. If the player does not escape from the cell in 5 ticks, they will take up 65 damage, which will also heal Dusk. When Dusk reaches less than 10 health, use the rock hammer on him to finish him off.
Phase strategy: switch to your melee gear and escape the blue flame. If the escape route out of the blue flame is blocked by a wall, stand on the escape tile to not take any damage. After the attack, turn on Protect from Melee and attack Dusk. Use your melee special attacks, since some of the damages in this phase are unavoidable. Since he is likely to use an attack style multiple times, switch to protect from melee if he hits you with melee or protect from ranged if he hits with ranged. Ensure not to run under Dusk as well or else you will get trampled.
When the fight is completed, the loot will remain on the floor for 30 minutes so you can leave it till you have inventory space.
The average kill is worth 71K GP. With the recommended stats above, experienced players can kill the Grotesque Guardians 24 times per hour. This results in a profit of 1.1M GP after the cost of supplies has been deducted.
100% drops
50-100 Granite dust
Unique Drops
Granite maul 1 (1/250), Granite gloves 1 (1/500), Granite ring 1 (1/500), Granite hammer 1 (1/750), Black tourmaline core 1 (1/1,000).
Weapons and Armour
Rune pickaxe 1 (1/22.83), Rune full helm 1 (1/27.4), Rune platelegs 1 (1/34.2), Rune 2h sword 1 (1/34.2), Rune battleaxe 1 (1/45.67), Dragon longsword 1 (1/137), Adamant boots 1 (1/137), Dragon med helm 1 (1/137).
Supply Drop
Mushroom potato 4–6 (1/13.7), Saradomin brew(4) 2 (1/17.13), Magic potion(2) 1 (1/22.83), Ranging potion(2) 1 (1/22.83), Super combat potion(2) 1 (1/22.83), Prayer potion(4) 1–2 (1/34.25).
Resources
Gold ore 40–75 (1/19.57), Adamantite bar 25–40 (1/22.83), Coal 180–250 (1/22.83), Gold bar 35–50 (1/22.83), Mithril bar 35–45 (1/22.83), Runite ore 3–6 (1/34.25), Runite bar 3–5 (1/45.67).
Other
Coins 10,000–20,000 (1/13.7), Chaos rune 100–150 (1/17.13), Coins 25,000 (1/27.4), Crystal key 1 (1/27.4), Death rune 60–100 (1/27.4), Dragon dart tip 15–25 (1/34.25), Diamond bolt tips 100–150 (1/45.67), Dragonstone bolt tips 20–40 (1/68.5), Onyx bolt tips 5–10 (1/68.5), Dragon arrowtips 50–150 (1/137).
Tertiary
Mort'ton echo orb 1 (1/30), Brimstone key 1 (1/44), Clue scroll (elite) 1 (1/230), Noon 1 (1/3,000), Jar of stone 1 (1/5,000).