|Release date||22 January 2007 (Update)|
|XP per kill||198 (and 65.3 experience)|
|Assigned by||Sumona, Kuradal|
|Always drops||Bones/Big bones|
|Examine text||A terrifying dog beast.|
During The Lair of Tarn Razorlor, four of these need to be fought alongside some animated armour and Tarn Razorlor. They rarely use their magic attack, only using it when out of melee range, and it is very weak and inaccurate. After Tarn Razorlor has been slain, their mass melee rush in a multicombat, prayer-draining area can create problems for the unprepared.
Terror dogs do not count toward fulfilling a Slayer task for dogs; they are a separate task.
Terror dogs can be an annoying slayer task if the player is not in possession of a ring of slaying, as getting there will take a long time and will be very dangerous. If you don't have a ring, skip these tasks if possible. With a ring of slaying, getting there is very quick, and chances are that a player in possession of said ring will be fit enough to challenge these beasts. It costs 75 Slayer points to buy a ring, or 300 points to unlock their manufacture at 75 crafting.
Note that even without the ring of slaying, it's possible for well-equipped, medium to high-level players to navigate the entire lair, complete the miniquest, and do the slayer assignment in one trip. The dogs can be found at:
- Tarn's Lair
- Dominion Tower (4 when fighting Tarn Razorlor; these do not count toward slayer assignments)
|“||Terror dogs are, unsurprisingly, dogs that terrorise the weak. You'll find them in the Haunted Mine, near Tarn's Lair.||”|
Terror dogs are similar to hellhounds in that they can hit hard and accurately, but have very low defence. Unlike hellhounds, terror dogs drop more than just charms and the occasional clue scroll. The other difference is that Terror dogs attack in swarms.
Fighting terror dogs (mostly done for slayer tasks) can be a difficult and annoying task for the unprepared, but a prepared player who can use Evolution of Combat abilities intelligently will do very well. With the proper equipment, this task becomes a walk-over. High-level players with healing equipment or familiars can fight them indefinitely.
The easiest way by far involves a ring of slaying teleport. The difference is so profound that one should always use this method if possible.
If the player will have to reach the terror dogs by travelling through Tarn's Lair (rather than teleporting via the ring of slaying), you might want to wear dragonhide armour or bring prayer potions if you are under 70 prayer, as the skeleton mages' magic attacks can hit hard on metal armour without Protect from Magic up. If you opt for dragonhide, remember that Terror dogs are melee creatures. Before entering the room, make sure to change into better melee armour.
Finally, as noted above, Terror dogs will multi-attack players, subjecting them to constant and accurate melee attacks from several sides at once.
Solutions: Player ChoicesEdit
Boost Your HealingEdit
Healing can be boosted via the Vampyrism aura, the regen bracelet, and a Bunyip or Unicorn stallion familiar. The spell Bones to Peaches is also useful for food, since they drop so many. Some or all of these options can boost any other strategy.
Abilities can also boost healing, as noted below. Don't bother with Regenerate, though - you'll never have time to use it.
It is advisable to carry monkfish or higher-healing food.
Finally, note that Terror dogs can hit frequently and hard, so players should pay particular attention to their life points when fighting them. For example, even when using Guthan's set and a Bunyip at the same time, a series of terror dog hits can sometimes cause damage much faster than the equipment and familiar can heal the player. An Emergency teleport is recommended if players experience difficulty staying above half life points.
Solutions: Combat TacticsEdit
Two-Handed Whirling DoomEdit
The easiest combat solution is to bring a 2h weapon with healing abilities, and good armour (dragon plate or better). A slashing weapon is best, given it's their weakness, which means the godswords are the best option. The Saradomin godsword is the best out of the four swords. Guthan's gear can be used as an alternative method but the spear itself is a stabbing weapon and in order to use it's healing set effect you won't be able to wear a slayer helm.
Use a slightly shortened ability bar with a set of basic abilities that include Cleave, and the threshold abilities Quake and Hurricane. Use these 3 abilities as often as possible, and keep yourself in the middle of large numbers of enemy attacks. The number of high-damage attacks your abilities launch will keep you healed.
Bring about 5-6 food (Monkfish or better), and players under 80 Attack/Strength/Defence might want to bring a single Super Set (super attack, strength, defence) of potions. A combat familiar is also a good idea, because they absorb attacks, and a player with a Saradomin godsword or Guthan's set probably won't need a healing familiar. A Spirit Terrorbird will survive, while acting as a Beast of Burden.
The "Boost Your Healing" set can still allow this approach if a player owns a dragon 2h sword or non-Saradomin godsword, and can't borrow the Saradomin version.
Note that a full Dharok's set is not advised here, per the warnings in "Pay Attention!". Terror dogs are accurate enough that multiple attacks could seriously endanger a player using Dharoks' low-life damage boosts. Prayer is drained too fast in these caverns to be reliable, and the player will be very busy using abilities in continuous combat. In that situation, even with many prayer potions, it's far too easy to lose focus on your life points and suddenly die.
A less effective method of powering through Terror dog tasks involves shield abilities. Preparation + Resonance, Reflect, and Rejuvenate are used to heal, while an Abyssal whip or Vine whip is used to slash through the enemy. Revenge can also be a useful ability against terror dogs, reliably increasing your damage and speeding up kills.
This approach will take significantly longer than "Two-Handed Whirling Doom," so a player will want 2 potion super sets at least. You'll also want a bit more food, because otherwise you'll have to trade offensive threshold abilities for Rejuvenate's level of healing.
The ability to use additional threat-reducing strategies like "Cornered!" may make Tarn's lair Terror dogs a useful training ground for players who wish to master their shield-based abilities, at less risk than the Lighthouse Dagganoth grounds.
"Two-Handed Whirling Doom's" epic carnage depends on being right in the middle of everything, and some shield abilities also benefit from living in the furball. If you can't follow that approach, different tactical positioning is called for.
Since their room is multicombat and the terror dogs can hit high, the solution is to stand in places where only 1-2 terror dogs can attack at the same time, until they become non-aggressive (N.B.: they become aggressive again after 20 minutes!). The corners of the room allow only one level 110 terror dog to attack because of its size, although a level 100 terror dog can also attack. The north-eastern or the north-western crevices are similar and can be somewhat better, as the level 110 terror dogs will line up trying to attack and only one level 100 terror dog spawns in each of these crevices.
The level 100 terror dogs are not quite as dangerous as the level 110 ones, so staying in the back of the crevices allows only the level 100s to be fought, and once the level 110s follow the player into the crevice they, can killed. Killing level 100s this way takes a long time, as after one is killed the player must wait for it to respawn. Moving near the crevice's opening to the central room can attract more level 110s into the crevice, as a player gains confidence.
It is possible to safespot terror dogs once they become tolerant. The trick is to get the terror dog "caught" behind the torch.One can also use a halberd and trap them, exploiting their weakness to slash weapons.
- Represents 90% confidence range, based on a sample of 21,722 kills.
1 charm is dropped at a time.
- Please add to the log (only if 50 or more creatures killed).
Weapons and armourEdit
Item Quantity Rarity GE Market Price Steel battleaxe 1 Common 266 Mithril spear 1 Common 378 Mithril hatchet 1 Common 186 Steel platelegs 1 Common 426 Granite helm 1 Uncommon 27,350 Adamant full helm 1 Uncommon 1,806 Rune dagger 1 Uncommon 4,357 Mithril kiteshield 1 Uncommon 1,017
Item Quantity Rarity GE Market Price Water rune 75 Common 975 Law rune 3 Uncommon 540 Nature rune 15 Uncommon 1,665 Fire rune 37 Uncommon 370
Item Quantity Rarity GE Market Price Grimy guam 1 Uncommon 539 Grimy marrentill 1 Uncommon 44 Grimy tarromin 1 Uncommon 249 Grimy harralander 1 Uncommon 652 Grimy ranarr 1 Rare 2,160 Grimy irit 1 Rare 1,743 Grimy avantoe 1 Rare 4,128 Grimy kwuarm 1 Rare 2,471 Grimy cadantine 1 Rare 2,507 Grimy lantadyme 1 Rare 7,850 Grimy dwarf weed 1 Rare 8,195
Item Quantity Rarity GE Market Price Coins 44–200, 440 Common Not sold Adamantite ore 1 Common 1,518 Bass 1 Common 187 Clue scroll (hard) 1 Uncommon Not sold Long bone 1 Rare Not sold Curved bone 1 Rare Not sold Spin ticket 1 Rare Not sold Starved ancient effigy 1 Very rare Not sold
Rare drop table dropsEdit
|Show/hide rare drop table|
|Fremennik Slayer Dungeon|
|Lumbridge Swamp Caves|
|Poison Waste Slayer Dungeon|
|Pollnivneach Slayer Dungeon|
|God Wars Dungeon|
Gelatinous Abomination • Desert Lizard • Mogre • Harpie Bug Swarm • Killerwatt • Molanisk • Terror dog • Brine rat • Fever spider • Mutated zygomite • Cave horror • 'Rum'-pumped crab • Dust devil • Skeletal Wyvern • Jungle strykewyrm • Desert strykewyrm • Dark beast • Ice strykewyrm