Castle Wars Guide

This mini-game has been rated as Low Risk. See the Mini-Games page for a definition of high and low risk.


Castle Wars is a combat-based team game lasting twenty minutes. It invites members to enter a battle between good and evil in a RuneScape style game of "Capture the Flag". Participants may choose to ally themselves with Saradomin or Zamorak, while followers of Guthix may be placed with either team in order to ensure that the teams are of equal size. During the course of this epic battle, participants may be required to scale tall curtain walls to surprise their enemy, use high explosives to demolish barricades and clear tunnels, use basic first aid to heal their fellow players, storm through heavily guarded areas to wear down the enemy’s defences, or make the highest sacrifice of all by laying down their life to protect their standard. (Don't worry, they keep their items!) A select few will have the honour of capturing the enemy’s standard, scoring vital points for their team!

Getting There
Getting there is very easy, and can be accomplished in three ways. The fastest and most popular route is to either make or purchase a Ring of Dueling (See our Crafting Guide for more information) and teleport to the Castle Wars Arena by rubbing it. An intermediate route is to teleport to Yanille, exit through the west gate and walk west to the bridge to the Castle Wars area. The long route consists of travelling southwest from Ardougne, staying on the west side of the river, to the Castle Wars area. The lobby is shown below.


Once at the Castle Wars Arena, members will need to use the chest in the southeast corner to access their bank and prepare for battle. Deposit all helmets, capes, and food, which are prohibited. Most other items will also need to be banked. Players cannot take ANYTHING into the game that is not wearable, wieldable, a potion, runes, or butterflies. Remember that stocks of bandages and other supplies are stored in the castle spawn rooms and armouries.

Players may purchase a Castlewars Manual for 5GP from Lanthus and read the information provided. This manual gives the Castle Wars participant vital information about the game allowing more effective team play. While there is no reason to take this book into the game, reading it is strongly advised.

Players will have to make a decision about which Runescape god they will choose to serve by moving through the appropriate portal. The blue portal is for Saradomin, the red is for Zamorak, and the green Guthix portal will put players on either team in order to ensure that the teams are of equal size. Participants will be moved to a team holding area called 'The waiting room' to await the start of the next game. Saradomin players will find themselves wearing a blue hood cape, while Zamorak team members will be wearing red hoods and capes. These will automatically be removed when exiting the game.

Participants entering a portal wearing items from another god will be turned into one of three creatures for the remainder of the waiting period. Saradomin will turn unfaithful team members into rabbits, Guthix will turn the unfaithful into sheep and Zamorak will cause the unfaithful to become imps. Items that will cause this effect are god armour, prayerbooks, prayer symbols, and minor god items (such as Iban staff).

Holding Area
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General Information

In this section, the layout of the entire Castle Wars Arena will be described, as well as the layout of the in-game screen.

Castle Wars Map

Castle Wars Arena:
The Castle Wars Arena is split from northeast to southwest by the river that runs from the Northern Sea west of the Fremennik Province to the Southern Sea west of Feldip Hills. For convenience's sake, and in keeping with the spirit of medieval castles, this guide will refer to this river as the moat. In the area northwest of the moat is the Castle of Zamorak, and in the area southeast of the moat is the Castle of Saradomin. In the centre of the arena is an island with four towers, two trapdoors with ladders leading to the dungeon and a bridge connecting it to each area, thus connecting the lands of Zamorak and Saradomin. On each end of the moat are stones which can be jumped across to reach the opposing team’s land as well. In the Dungeon, each castle has two tunnels leading from it to a central cavern, located under the island. There are also ladders in the northwest and southeast corners of the dungeon leading to their respective castles.

Game Screen

In-Game Screen:
The in-game screen is designed to give a continuous status of the participant’s team defences, the game score, and the status of both team’s standards. In the lower left hand corner are icons that will tell the current strength of the castle’s main gate, the status of the side gate, whether the team’s two tunnels have been collapsed or cleared, and whether the teams catapult has been damaged or is operational. In the upper left hand corner are icons showing the status of both team’s standards; it will show whether the standard is safe, dropped or taken. In the top centre of the screen, the current score of the game is shown, and in the lower right corner, the time remaining in the game is shown.

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Most inventory items from outside the Castle Wars game are prohibited. Use the chest in the southeast corner of the lobby to bank. Deposit all helmets, capes, and food. Players cannot take ANYTHING into the game that is not wearable, wieldable, a potion, runes, or butterflies. Instead, stocks of bandages and other supplies are stored in the castle spawn rooms and armouries.

Castle Wars items that are found within the Castle Wars arena will disappear from the participant’s inventory at the conclusion of the game. However, when participants die during the game, they will not lose their own items.

Spawn Room
Pic Name Information
Bandages Bandages Since food from the outside may not be used during the game, the primary source of health for participants is bandages. Bandages heal hit points based on your combat level, and also restore some running energy. Participants may use them on themselves or on teammates. These are located in the spawn room.
Pic Name Information
Barricade Barricade Barricades are very useful items that are used to block pathways. These should be placed strategically, in order for them to be fully effective. Each team may only have ten barricades placed at any one time. A barricade that has been damaged but not destroyed by enemy attack may be destroyed and another set one up in its place (note that no xp will be earned). This keeps a vital barrier from being destroyed too quickly in the next enemy attack. Barricades are located in the castle armoury.
Bucket of Water Bucket of Water The bucket of water is used to put out fires that are set on the castle's main gates, the team's barricades, and the catapult. There is a water source in the armoury of each castle. Buckets can be found in the castle armoury.
Climbing Rope Climbing Rope Climbing Ropes are used to scale the walls of a castle. This is a very useful tactic for surprise attacks on the enemy. Climbing Ropes are located in the castle armoury.
Explosive Potion Explosive Potion Explosive Potions are high explosives that have three uses. They can be used for removing barricades, sabotaging catapults and clearing tunnels. They are used by "using" the potion with the object to be demolished. Care must be taken that they are not dropped, as they deal significant damage to the person that dropped the potion. Explosive potions are located in the castle armoury.
Pickaxe Pickaxe A pickaxe can be used for clearing and collapsing tunnels. You can take your own pickaxe into the game (since it's an equippable item) to make it easier to get through the tunnels; the bronze picks in the supply room are very slow compared to a rune pickaxe. If you're collapsing the tunnel on enemies, use your pickaxe to clear the tunnels (instead of explosive pots) to save on pot usage. This works for people who are tunnelling or others who are just passing through. Bronze pickaxes are found in the castle armoury.
Rock Rock Rocks are used for catapult ammunition. They are located in the castle armoury.
Tinderbox Tinderbox The tinderbox is used for setting fire to barricades in order to remove them. It may also be used to damage the enemy's main gates and catapult. This takes longer than using Explosive Potions, and can also be thwarted by a bucket of water. The advantage is that only one tinderbox needs to be carried, where multiple Explosive Potions may be required in order to be effective. Tinderboxes can be found in the spawn room and the castle armoury.
Toolbox Toolbox The toolbox is used for repairing catapults and doors when they become damaged. This can be accomplished by either using the toolbox with the item being repaired, or having one in the inventory when selecting the repair option.
You can only repair a broken door or catapult when it is fully broken. If the catapult is on fire, then you'll have to extinguish it with a bucket of water first. Also, if the doors aren't completely broken down (they still have HP left), then you can't repair them. You also can't destroy your own doors; you'll have to wait for an enemy to destroy it before you can repair it. Toolboxes are located in the castle armoury.

In addition to familiar items such as weapons, armour, potions and runes, one less familiar type of item, butterflies (caught using the Hunting skill), may be brought into the game. Butterflies can be used only on other players (not yourself) to improve their stats or to heal some hit points. The improvement is roughly 20% of the player's level, but this figure is not exact. One final item from outside this mini game is created especially for Castle Wars:

Player Made
Pic Name Information
Castlewars Bracelet Castlewars Bracelet This bracelet is crafted from an Emerald and enchanted. The wearer will receive a 20% Strength bonus when attacking a player holding their team's Standard. The wearer will also be healed an additional 50% more by Bandages. The Bracelet contains 3 charges, and one charge is used up at the beginning of each game. So long as you are wearing the Bracelet when you enter the game (not the Waiting Room), the effect will apply to you, regardless if you wear it for the rest of the current game.
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Castle Wars Areas

The Castles

Each Castle has multiple floors connected by stairs and ladders. The Armoury (supplies) is on the ground floor, the Respawn room (with bandages) is on the first floor (second floor Americans), a trapdoor room (from the respawn room) is on the second floor (third floor Americans), and the top floor has the flag room. Additionally, there is a lower "dungeon" area with tunnels which run underneath the game grounds from each Castle to the islands.

The Armoury
The castle armouries are where all castle wars items (except bandages) are provided. This is an area that should be left open at all times so that team members can freely restock their supplies. This will also allow the enemy to access these supplies, so it is a good place for several mid level players and possibly a couple of high level players to position themselves in order to deter enemy re-supply. These people will also be able to guard the ladder leading to the dungeon and the ladder leading to the keep. Items available here are barricades, climbing ropes, explosive potions, pickaxes, rocks and toolboxes. There is also a water source located on the wall next to the ladder leading to the dungeon.

The Keep
The Keep is the main tower in the centre of the castle that is the stronghold of the castle. The standard is kept on the top level of the keep. There should be numerous middle and high level team members positioned on all three levels of the keep, as well as a few low level members that will act as engineers and medics. The team spawn point is located on the first level (second floor for Americans) of the keep. This will be very handy for middle and low level players protecting this area.

The Curtain Wall
The Curtain Wall is the large, outer wall of the castle. The catapult is located at the outer corner of the wall walk. The wall walk should be primarily manned by archers and mages, with a few middle level melee players on hand to deter intruders. There should also be a couple of low level players available here for operating the catapult, including repair and re-supply. Archers and mages will use this vantage point for protecting the outer and inner areas of the castle. They should be set up in teams to minimize ammunition usage and maximize effectiveness with fast kills.

On the ground level, there should be a few teams of middle to high level players with the sole responsibility of protecting the entry to the castle. They should move quickly, killing one intruder at a time, maximizing effectiveness and efficiency.

The Moat
The moat is the boundary between the land of Zamorak and the land of Saradomin. In the centre of the moat is the island. There should be a couple of teams patrolling the moat to deter intruders from crossing using the jumping stones on either end of it.

The Island
The Island has four towers on it that hold great tactical advantage. Optimally, a team of two or three archers or mages should be placed on each tower to battle the enemy crossing the island and to assist melee fighters in their battles. Archer/Mage teams should ensure that they have plenty of barricades in their possession to block the enemy from entering the towers.

The Dungeon
The dungeon can be either an advantage or a disadvantage. At a minimum, there should be a couple of teams of engineers with pickaxes and/or explosive potions to clear and collapse the tunnels as needed. The dungeon can be a very good tool for ambushing the enemy castle and for returning the enemy’s standard to score points.

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Strategies and Tactics

Using the Catapult
The catapult is an area weapon that hurls large rocks for very long distances. The term "area weapon" means that the target does not have to be struck by the rock to receive damage from it. Optimally the catapult should be manned by low level players. The catapult team’s primary concern is to continuously fire rocks at the bridge and island area in order to inflict maximum damage to enemy soldiers crossing the bridge. Care should be taken, however, to ensure that as few team members are in the target area as possible.

Catapult Controls

The catapult is used by left clicking on it while rocks are in the operator’s inventory. Coordinates are set both visually and numerically by clicking on the left/right and the up/down arrows. Visual shots are good for adjusting fire on current real time events, while numeric coordinates should be taken for likely target area so that they can be quickly dialled in when needed. Operators may also wish to carry buckets of water to extinguish a burning catapult, and a toolbox to repair it.

Capturing Your Standard
When a team captures their own standard, they can ensure that the opposing team does not score any points. This is done by killing the enemy that holds the standard outside of the castle. If the enemy holding the standard is killed inside the castle, it will be returned to its stand, but if they are killed outside the castle, the standard can be picked up and held for an indefinite amount of time. When this occurs, a team of high levels should be assigned to protect the standard, so that the enemy does not recapture it. Medics and engineers will be needed on this team to re-supply bandages, set up barricades and extinguish fires.

Carrying the flag uses both hands. To pick it up, you have to have one or two inventory spaces free for your weapon and shield to be automatically unequipped. If you try to equip a weapon or shield while carrying the flag, you'll drop the flag.

Medic should typically be low level players. Their sole responsibility is to re-supply warriors with bandages and to heal them while they are fighting. Any time there is a team of melee fighters, there should be a couple of medics assigned to the team.

Engineer is also a good low level position. The engineer’s job is to set up barricades in strategic positions to assist fighters in detaining enemy intruders, remove barricades using explosive potions to assist team members in free passage, clear and collapse the tunnels at appropriate times to kill intruders, limit enemy access and aid team members, and repair the main gate and the catapult. Engineers should carry a number of explosive potions and barricades, a tinderbox, some buckets of water, and a toolbox. Engineers should be assigned on all levels of the keep, in the dungeon at each tunnel entrance, and on the wall walk.


Archers and Mages
Archers and Mages should position themselves on the wall walk and on the four towers located on the island. Operating in teams is of vital importance to ensure effectiveness. Teams on the wall walk should watch both the interior of the castle and the exterior, and teams on the island towers should ambush any enemies that attempt to cross the island. Island teams should also utilize their long range abilities to assist melee teams.

Ancient magicks are incredibly useful in this game. Even without the ancient staff (which allows autocasting and gives a magic bonus), a standard bearer being attacked by enemies can cast ice burst/barrage to freeze pursuers and proceed safely.

It is possible to collapse a tunnel with a ranger or mage on one side and enemies on the other. The ranger/mage can then attack enemies from a safe position, easily killing them or making them retreat. If the enemy moves somewhere out of reach (around a corner or up a ladder), then the ranger/mage won't be able to fire at them. But be warned: enemy rangers and mages can fire back over the collapsed tunnel area. This works very well if there are multiple tunnels with rangers and mages from one team. They can kill a few targets and make the rest leave the main chamber under the island, providing safe passage for anyone from their team. If you have only one collapsed tunnel for shelter, then enemies will usually try to go through the other tunnel or clear your tunnel to get to you. If you have two groups, one for each of your tunnels, then you can usually make enemies retreat back into their tunnels or up to the island. Following them into their tunnels is not recommended. If you manage to get both your tunnels and one of theirs before attacking the enemy, you can usually kill many of them and make the rest go up to the island. A third group, however, should watch for enemies trying to come behind them (from the enemy castle), since they could be trapped against their collapsed tunnel.

Hunter/Killer Teams
Hunter/Killer teams are the primary diversion for the enemy. These should be mostly mid level players. These teams will be primarily responsible for maintaining constant pressure on the enemy castle. While capturing the flag may be very tempting, these teams should only maintain control of the enemy’s keep if it is taken and await the arrival of the capture team. This will ensure that only the strongest players are holding the enemy standard, so that recapture by the enemy is as difficult as possible.

Protecting the Keep
Protecting the Keep is one of the most vital positions available. These teams will consist of primarily middle and high level team members, with a few low level engineers and medics readily available. One of the most vital positions on these teams is the engineers. The engineers should be very watchful and place barricades to trap enemy in when they break through. Remember that only ten barricades can be placed at any one time, so effective use of as few barricades as possible is essential. Once enemies are trapped inside, the melee teams should strike the intruders hard and constantly, wearing them down so they can be easily killed before they leave the castle.

Capturing the enemy Standard

There should be two teams of high level players that have the sole responsibility of capturing the enemy standard. These should be the strongest members of the team and will alternate movement between their castle and the enemy castle. Fast movement is essential to ensure that they are in place when the other team scores a point so they can capture the standard again and quickly move toward their castle. Fast re-supply of bandages and explosive potions is necessary, and little attention should be given to enemy attacks. These attacks should be handled by hunter/killer teams. Above all, the team member holding the standard should never stop to fight. Other members of the capture team should protect this team member as needed. Once the standard has been placed, the team should move directly to the enemy castle using the dungeon route, stopping in the armouries to re-supply as needed.

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The primary objective of Castle Wars is to capture the enemy’s flag as many times as possible in twenty minutes. While some team members may think that their job is not the best one and they want to score kills and capture the enemy flag, acting as an individual is the primary reason for losing the game. In the end the team that works together in the most organized and structured way will win and receive the reward. Needless fighting should be avoided at all costs, and when fighting, only fight in teams. This ensures efficient and effective kills that waste as few resources as possible. In the end glory goes to the team that won and that is all anyone will remember, not the guy that got the most kills or captured the most standards. Those people cannot succeed without every team member performing their job to the highest standard.

Remember, there is no “I” in TEAM.

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Castle Wars Tickets
At the conclusion of the game, team members on the winning team will receive two castlewars tickets. In the event of a draw, team members on each team will receive one castlewars ticket. These tickets are redeemable for decorative armour and team capes and hoods.

Decorative Armour
Item Cost (Tickets) Description
Red and Blue Decorative Armour
Red Helmet 4 Decorative helm comparable to Steel medium helm
Red Plate 8 Decorative platebody comparable to Steel platebody
Red Legs 6 Decorative platelegs comparable to Steel platelegs
Red Shield 6 Decorative shield comparable to Steel kiteshield
Red Sword 5 Decorative sword comparable to Steel longsword
Silver & Blue Decorative Armoor
Silver Helmet 40 Decorative helm comparable to Mithril medium helm
Silver Plate 80 Decorative platebody comparable to Mithril platebody
Silver Legs 60 Decorative platelegs comparable to Mithril platelegs
Silver Shield 60 Decorative shield comparable to Mithril kiteshield
Silver Sword 50 Decorative sword comparable to Mithril longsword
Gold and Blue Decorative Armour
Gold Helmet 400 Decorative helm comparable to Adamant medium helm
Gold Plate 800 Decorative platebody comparable to Adamant platebody
Gold Legs 600 Decorative platelegs comparable to Adamant platelegs
Gold Shield 600 Decorative shield comparable to Adamant kiteshield
Gold Sword 500 Decorative sword comparable to Adamant longsword
Team Capes & Hoods
Sara Hood 10 Castle Wars team hood worn by the followers of Saradomin
Sara Cape 10 Castle Wars team cloak worn by the followers of Saradomin
Zammy Hood 10 Castle Wars team hood worn by the followers of Zamorak
Zammy Cape 10 Castle Wars team cloak worn by the followers of Zamorak
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Author/s: Binyam

Thanks to: Asad_Qureshi_El_C, Cameron, cecil 090, Eeeeediot, GreatSilverWyrm, Jammy_Man, Jesant13, Kragx, Ks Jeppe, Lansal, Matrix19918, Myweponsg00d, patrick6101, Shiva, Sorator, Squattinbear, superstyle4, and wiseTSM

Last Updated by: Darkblade986

Last updated: 8-Aug-2007




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