Access Directions | Rock lobsters are found only in two rooms deep within Waterbirth Dungeon. Be warned that this is not a place for low-level players or the faint of heart!
To get to the lobsters you will need help from another player, as well as a rune thrownaxe. I recommend bringing two axes in case you make a mistake later.
If you are on Lunar Magicks just teleport directly to Waterbirth; otherwise, take Jarvald's boat from the docks in Rellekka. To get to Rellekka you can use the enchanted lyre, teleport home and exit your portal if your house is in Rellekka, take the fairy ring to Miscellania (code "C I P") and sail to Rellekka, or run up from Seers' Village.
Once on Waterbirth Island, go west to the large number of snape grass spawns and then south to the dungeon entrance.
Turn off autoretaliate and put on Protection from Melee. Run northeast and then east to a door with two pads. Each player should stand on one pad, then click the door to open it. Your friend can now leave.
Run all the way east and then south to a door; you'll see two more south and southwest of it. Wield the rune thrownaxe, click the special attack bar and then click the middle door (the one facing to the west). The rune thrownaxe special will knock down all three doors.
You must now navigate through many rooms, changing prayer, watching your health and keeping run energy topped up.
Put on Protection from Magic and go down the ladder. Run east, enable Protection from Ranged and go down another ladder. Run east and then up a ladder. You can pause here to use potions if needed.
Put on Protection from Melee, and run east and then south past the giant rock crabs. Put on Protection from Ranged and go down the ladder; run to the west. Put on Protection from Magic and go down another ladder. Run west, go up a ladder, then down another ladder immediately in a very small room. Run south with Protection from Magic still on, then up a ladder. You can pause again here.
Enable Protection from Melee and run east. Go down the ladder and enable Protection from Ranged. Run east and then bend to the north. Go up a ladder, a bit north in a small room and then back down a ladder.
Put Protection from Melee back on and run north and then east in an inverted "L-shaped" room. Go down a ladder and you are in the first rock lobster room. There's a safe spot directly south of the ladder where you usually cannot be attacked.
The second rock lobster room is found by running east, then south and then east some more in this very large room. You'll be hit with all three attack styles! |
Equipment | For meleeing you need to use prayer gear. You can also use Dharoks to get more kills, but this will cost you additional prayer potions due to the low prayer bonus. A godsword is very useful here as well, if you have one, especially the Saradomin version.
For maging or Ancient Magicks you need the usual gear: Ahrims, ancient staff and other equipment that provides magic attack bonuses such as god capes, infinity boots, and the mage's book. If you are fortunate enough to own a staff of light, this is definitely a good place to use it.
If you are not familiar with Waterbirth Dungeon, a ring of life is a very good idea -- it could save you millions if you get stuck or lag out.
The holy wrench will give you extra prayer points and is a good idea. |
Supplies | For meleeing you will need prayer potions, Zamorak brews and super strengths. I also recommend a super energy potion (or other similar method) to help you get through the dungeon. You also need at least one rune thrownaxe as mentioned above. A small amount of food is recommended in case you take damage going through the dungeon (not really necessary if Dharoking).
For maging, you will want to use ice burst or ice barrage; plan on about 500 casts of ice barrage or around 750 of ice burst per hour, and bring the appropriate number of runes. Ice barrage is faster but more expensive, so it's a trade-off. You need prayer potions for maging as well (to use when luring the lobsters) but not as many as when meleeing.
Always bring a one-click teleport just in case -- this dungeon is a dangerous place.
If using Ancients, some means of healing is strongly recommended. Options include Saradomin brews, bunyip or other healing familiars, or runes to let you cast blood spells for healing. |
Familiar | If meleeing, a combat familiar, especially one with a magic attack, can help with kills, but beware that the lobsters will damage it fast. A bunyip is also great for healing if you are using Ancients, and you can even feed the raw lobsters you get to it to change them to water runes. |
Combat Notes | Like rock crabs and giant rock crabs, these monsters start out as inert "rocks"; you must "wake them" by moving near them. Since you want a bunch of them together for using the Ancients spells, you must run to several of them and lure them back to the safe spot.
Start by putting on Protection from Melee, then run east; as you go past each "rock" it will turn into a lobster and start following you. Bend south and go around the curve, but not too far -- if you go into the heart of that room, you'll be attacked by multiple dagannoths and wallasalkis using all three combat styles. I aim for seven lobsters, getting just close enough to wake up the seventh, then running back. Six is safer as you don't go as far, but you get fewer kills per cast; it's your choice.
Come back around the bend ensuring all the lobsters are following. (Note that an engine bug means the game will only say there are at most five lobsters there even if there are more.) Run back to the ladder and hide in the safe spot south of it, turn off your prayer, and fire away. When the lobsters are all dead pick up the drops and repeat.
Beware that sometimes a level 90 dagannoth (melee) may follow along with the lobsters; it cannot be trapped by the ladder. Your ice burst/barrage should still get the dagannoth, so just keep Protection from Melee on until it is dead.
Rock lobsters can also be meleed, as they have much less melee defence than giant rock crabs. But be careful! They have a maximum hit of around 110 and an attack rate as fast as throwing knives, so do not underestimate them. Always watch life points and prayer; if you have multiples of them on you without prayer, you can die in seconds!
If using Dharoks, you can turn off prayer temporarily to let them knock down your life points, but never do this with more than one lobster attacking, or if both hit at once you could be a goner. |
Drop Notes | Rock lobsters' claim to fame is that they have a good charm drop rate, and are located in a multicombat area where they can be attacked many at a time using Ancient Magicks burst and barrage spells. This makes them the best choice in the game for getting lots of charms to powerlevel Summoning. Of course, this is also very expensive, coming in at 500,000 to 1,000,000 gp per hour for the runes. But if you have money and want charms this is the way to go; you also get lots of Magic XP for your trouble. (Note that you can use conventional magic as well, of course, but it's not really worth the hassle of going to the lobsters for that.)
For their level, these monsters have unimpressive non-charm drops: a few runes and arrows, the occasional seed, and some seaweed, both edible and not. |
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