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Kalphite Guardian - Access and Combat Recommendations
Access Directions
The easiest way to get to the Kalphite lair is to use the fairy rings, code "B I Q". Run north and then west to find the hole that leads down to the lair. Use a rope on it, then click it to enter.
The guardians are all the way at the end of the tunnels. You may have to walk part of the way, depending on your Agility level and how much gear you are carrying.
Note that while I said there were two kalphite guardian spawns, there are actually four. Two of them, however, are in the Kalphite Queen's lair -- definitely NOT a place I recommend entering unless going after the queen!
Since only two guardians are practical for combat, it can be tough to find a world where both are free. Try to fight the guardians during less busy times.
Equipment
High-level meleers can do well with Guthan's armor, using a faster weapon during times when healing isn't required. An alternative is to use prayer gear, which is safer and more relaxed but of course costs you prayer potions. Very high level players can use either food or a healing familiar to dispense with Guthans entirely.
These monsters are huge and thus easy to trap along walls for ranging or maging, so you can wear standard ranged/magic gear. You may get hit from time to time, though.
It is also possible to use a halberd to kill these, though this tends to be very slow compared to more conventional meleeing.
Don't bother with Keris -- it is overrated because the special rarely activates.
Supplies
You need a a lunar or dramen staff for the fairy rings to get near the lair, and a rope to access it. I sometimes keep extra dramen staves in my bank and just drop one to give me more inventory space.
If fighting with Guthan's, bring two full super sets and good food (to use up so you delay having to use Guthans to heal). If going the prayer route, bring several prayer potions, along with two Zamorak brews and super strengths, or extreme sets if you can make them.
These monsters poison when they do damage; for meleeing, you need about 10 doses of super antipoison per hour of combat. Rangers and mages can get by with regular antipoisons taken only when they get accidentally hit.
Bring about 10 or 15 sets of alching runes.
Note that I used pineapple pizzas in my drop logs because they were cheap at that time; now you're better off with more economical options.
Familiar
Since the area is multicombat, a combat familiar can help speed up kills; use one if you like dealing with a combat familiar (I usually don't).
Alternately, use a healing familiar when fighting without prayer, or a beast of burden to carry extra food in and drops out.
Combat Notes
These are straight-forward melee monsters, except for the poison, which you will need to keep an eye out for.
If meleeing without prayer try to ensure that you don't get both guardians attacking at once, as combined they can do considerable damage. If ranging, maging or hallying, practice your "stuck on the wall" techniques for best success.
Note that while you can use a cannon here, I don't recommend it. The respawn rate on these is very slow, even on a full world, and so all a cannon will generally do is ensure that you spend more time waiting for respawns. The only exception to this would be mid-level players who take a long time to kill them. Even there, it may not be worthwhile.
Drop Notes
For their level, these have mediocre drops, and their high number of life points means you won't get a lot of loot from them over time. You're mostly going to get herbs, runes, some alchable items and that's about it. They do drop a decent proportion of blue charms, though, like all kalphites do.
Note that regular defence potions, such as those dropped by these monsters, are valuable now -- keep them.
No faster than the good old whip. Occasionally you get a hit for triple damage, but it is far too rare -- I got it a total of five times in a full hour. Whoopie.