OSRS PvM Guides

OSRS Grotesque Guardians Guide: Phases, Gear & First Kills

Learn Dawn and Dusk with a small Ranged–melee switch, clear phase cues, orb collection and prison escapes. Includes brittle key access and recovery.

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For your first Grotesque Guardians kill, use Ranged on Dawn and melee on Dusk, react to the floor indicators and collect Dawn's healing spheres instead of relying on a damage skip. The fight is easier to learn when every phase has one clear target and one immediate movement priority.

This guide covers an ordinary two-style learner route on the Slayer Tower roof. It separates access from combat recommendations and explains the full four-phase encounter. Specialist halberd, ricochet and speed methods can come after a controlled completion.

Unlock the roof and bring the finishing tool

You need 75 Slayer, an eligible gargoyle or Grotesque Guardians assignment, Morytania access through Priest in Peril and the rooftop unlocked with a brittle key. The key drops from gargoyles or their superior while on the appropriate task, with a base chance of 1 in 150. Unlocking the entrance is permanent; it does not remove the task requirement for later visits.

Bring a rock hammer or another valid gargoyle finishing tool. The Gargoyle smasher unlock automates finishing when the target is eligible, but does not make a forgotten required tool irrelevant. Keep the hammer visible in your inventory for the first attempts so you can recognise when a phase is waiting for the finishing action.

A Slayer ring is a convenient arrival at the tower; fairy ring CKS or other Canifis routes also work. Choose how to climb the tower before leaving. If your route passes aberrant spectres, carry or wear suitable nose protection. A recovery run without it can be more dangerous than the original trip.

Preparation

What to check

Learner purpose

Access

75 Slayer, eligible task and rooftop key already used.

Avoid planning a kill that the account cannot start.

Styles

A supported Ranged weapon and a practical melee weapon.

One target is not vulnerable to the same ordinary melee route as the other.

Finish

Rock hammer or valid equivalent.

Complete the low-health finishing steps.

Return

Travel supplies, recovery money and nose protection if needed.

Make the first failure recoverable.

Use a switch you can complete while moving

Roughly 75 Attack, Strength, Ranged and Hitpoints with useful Defence is a reasonable preparation project, not an extra access rule. Use a Ranged weapon with compatible ammunition and a melee setup you can maintain. A blowpipe needs both darts and scales; a crossbow needs bolts that it can actually fire.

Start with a small switch such as weapon, body and legs, using shared pieces where they remain practical. A suitable imbued Slayer helmet supports the Ranged part of the task setup. More damage pieces are useful only when changing them does not delay the next movement or leave the wrong weapon equipped.

Bring boosts, Prayer restoration, healing and an easy exit. If using brews, understand the stat drain and restoration sequence before entering. Do not design the inventory around receiving food or potions from the boss; useful supply drops extend a working trip rather than guarantee the first kill.

A player fighting Dawn and Dusk on the Slayer Tower rooftop

At the bell, restore health and Prayer and confirm the starting Ranged equipment. Ring it when ready. Take the opening animation as time to orient the camera, not a reason to rearrange the whole inventory as the attacks begin.

The four-phase route at a glance

Phase

Target and equipment

Movement checkpoint

1: Dawn

Ranged on Dawn; Dusk is not the damage target.

Move off the stone-ball indicator and keep both bosses visible.

2: Dusk

Switch to melee when Dusk becomes vulnerable.

Back away from his charged blast; avoid debris shadows.

3: Dawn returns

Clear the lightning, then resume Ranged on Dawn.

Collect the healing spheres before they return to her.

4: empowered Dusk

Escape the prison, then melee Dusk.

Use the missing flame tile and avoid walking under the boss.

During the early phases both enemies can contribute damage. Protection prayers reduce relevant damage but do not turn every hit into zero. A simple learner option is to use Melee protection while staying near Dawn so she can choose melee attacks, then refine protection changes when comfortable. Keep food available rather than assuming one overhead makes the pair harmless.

Phase one: damage Dawn and watch the stone ball

Attack Dawn with your Ranged setup. Ordinary short-reach melee attacks cannot damage the airborne target. Current alternatives include Magic and suitable halberds, but this guide keeps the first route to Ranged so the weapon plan stays consistent.

Watch for the stone-ball attack and its floor warning. Move clear of the targeted area instead of trying to heal through the freeze. It can interrupt movement long enough for another hazard to become harder to handle. A missed attack while relocating is less costly than remaining in the warning to finish a weapon click.

When Dawn leaves at the phase threshold, stop targeting her and prepare the melee switch. Do not keep chasing an invulnerable or absent target. Watch Dusk's position before issuing the next attack so the switch does not walk you somewhere unintended.

Phase two: retreat from the charge and debris

Dusk is now your melee target. Ranged and Magic do not solve this phase. Maintain useful protection and watch his wing charge: back away before the blinding attack releases, then return once the animation has safely resolved.

Falling debris is shown by shadows. Move away from the marked area, including the adjacent splash area where relevant. A direct hit can also stun. Check the destination itself; leaving one shadow for another is not a successful dodge.

Avoid standing underneath Dusk during this part of the fight. His trample is a separate source of damage, so a movement trick copied from an unrelated boss can be costly here. Choose short clear moves rather than blindly clicking through his footprint.

Phase three: lightning first, healing spheres second

When Dawn returns, the pair create lightning vortices. Leave the affected tile and keep clear of nearby vortices as well. Wait for the transition to resolve before trying to resume the full damage sequence.

Lightning vortices covering parts of the Grotesque Guardians rooftop

Dawn then releases three healing spheres. Walk over them to absorb them before they return to her. Absorbing them does not inflict the old collection damage described in some older guides. If she receives them fully charged, each can restore substantial health, so a slower learner should plan to collect them.

An orb skip means killing her before that healing completes. It is an optimisation based on actual damage, not a mechanic that every setup can ignore. If a skip keeps failing, collect the spheres and finish deliberately. Repeatedly giving health back is not better practice than taking the reliable route.

Use the hammer when Dawn is ready to be finished, or confirm the automatic finishing action occurred. Prepare melee for the final Dusk phase, with health and attention reserved for the immediate prison.

Phase four: find the opening in the flames

Dusk drags you into a small flame enclosure. Identify the missing flame tile and move there immediately; if the edge of the arena prevents moving farther out, the gap tile itself is the key escape position. Do not click the boss first and assume pathfinding will solve it.

Dusk’s empowered flame prison with a gap in the barrier

Once the prison animation finishes, resume melee without walking beneath Dusk. His final form uses both melee and Ranged attacks and protection only reduces the matching damage. Watch the attacks, maintain health and repair a missed movement before adding optional damage actions.

The first prison is not the last mechanic of the encounter. Stay alert for another enclosure and use the same gap-first response. Finish Dusk with the required hammer action when eligible, then remain aware of any attack already resolving before treating the rooftop as a break area.

Review a first kill before extending the trip

  1. Confirm the task, finishing tool, both weapons and supply reserve.

  2. Use Ranged on Dawn and leave the stone-ball warning.

  3. Use melee on Dusk, retreat from the charged attack and dodge debris.

  4. Clear lightning, collect healing spheres and finish Dawn.

  5. Escape the flame prison before returning to melee on Dusk.

  6. Collect rewards and inspect supplies before ringing the bell again.

If the kill consumed most of your inventory, identify where it went: ordinary chip damage, missed debris, repeated healing or the prison. Each problem suggests a different change. A smaller switch or clearer camera may help more than a new weapon when the issue is repeatedly missing the same movement.

Rewards, recovery and account differences

Granite dust supports upgraded cannonballs, while other rewards include granite equipment, the black tourmaline core and collection-log items. Treat rare drops as possible outcomes rather than a fixed way to recover the cost of each trip. For Ironmen, an untradeable resource or equipment project may have value beyond sale price.

Lost equipment is held in the magical chest near the rooftop entrance, with a 50,000-coin reclaim fee. Reclaim before another unsafe death, which can destroy stored items. Plan the tower return with nose protection or an appropriate unlocked shortcut rather than rushing back unprotected.

Deaths here are unsafe for HCIM status and HCGIM lives. UIMs also need a plan for carried gear and any existing retrieval storage. A private rooftop does not make the fight safe, and a task assignment does not imply that every account must complete it at the boss instead of ordinary gargoyles.

Use the Slayer planning guide when choosing how much of a task to spend learning, and the levels-versus-gear comparison when a specific damage or defence limitation becomes clear.

Independent guide: Onyx Services is an independent service provider and is not affiliated with, endorsed by, or sponsored by Jagex Ltd. RuneScape and Old School RuneScape are trademarks of Jagex Ltd.

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