Complete Regicide Quest Walkthrough in RuneScape: Dragonwilds
The fastest way to complete the Regicide quest in RuneScape: Dragonwilds is to fight through the Scorned Wilderness to Kuldra, the God-Eater, and defeat her.
The team at MetaForge tested this walkthrough on the current patch, from the entrance at the Fractured Plains through every extraction point to the final reward pack, so each step below reflects what actually happens in-game rather than unverified or datamined information.
What You Need Before Starting Regicide
Bring food and drinks, fire and poison potions, a Lodestone, and both a pickaxe and a logging axe before you enter the Scorned Wilderness. The raid gates progress behind resource nodes and crafting stations, so arriving under-supplied slows down every section that follows.
- Consumables: Pack food, drinks, and both fire and poison potions, since Kuldra and her dragons apply status damage across every phase of the fight.
- Tools: Carry a pickaxe and logging axe for the whole raid, not just an initial farming trip, since new resource nodes appear throughout the Scorned Wilderness.
- Armor: Tier 7 armor is a workable minimum, though farming the wilderness’ own materials for an upgrade before the Kuldra fight makes the later phases noticeably easier.
- Lodestone: Build one as soon as you reach Zilyana’s camp so you can teleport back to base to restock without walking the route again.
- Combat prep: The 1.0 update reworked combat around Sprint Attacks and parries that restore 50 percent of your max stamina, according to the official 1.0 release announcement, so practice your parry timing on regular Scorned Wilderness mobs before you reach the boss fight.

How to Reach the Scorned Wilderness Entrance
The Scorned Wilderness entrance sits at the top left of the Fractured Plains, across a bridge and up a short flight of stairs. From there, a single path leads to Commander Zilyana, who marks the actual start of the Regicide raid content.
- Head to the top left of the Fractured Plains and cross the bridge into the Scorned Wilderness entrance.
- Climb the stairs and go through the door, ignoring the mobs guarding it since they aren’t worth fighting here.
- Continue up the next stairs and follow the path into the courtyard, then head straight for the far door.
- Pass through the gate beyond it and continue straight to talk to Commander Zilyana.
Zilyana’s camp is a safe building area, but it has no new resources of its own. Build a Lodestone here before you move on, then head into the Scorned Wilderness proper, where you’ll unlock more teleporters as you clear further checkpoints.
Additional reading: RuneScape: Dragonwilds Interactive Map






Regicide Walkthrough: Zilyana’s Camp to the First Extraction Point
From Zilyana’s camp, the route into the Scorned Wilderness is straightforward at first: eat and drink up, then follow the path toward the first area, where the raid’s first new resource nodes appear alongside its earliest Anima Pylon puzzle.
- Drink and eat to top up before leaving camp, then follow the path, which stays simple for the first stretch.
- At the first area, farm the new resource nodes freely, since no mobs spawn there to interrupt you.
- Siphon crystallized Anima of the correct element and run it to the nearby pylon to power it, which lets you cross the bridge beyond it.
- When Kuldra appears overhead, run to Zilyana immediately, since standing in the open leaves you exposed to her attack.
- Loot the area’s chests and read the lore note here if you want the extra context, then head to the gate.
- Siphon Anima of the same element the gate needs, then pass through it and take out the archers and smaller mobs first then kill the black dragon , since it repeats a short set of moves and is easiest to fight once nothing else is hitting you at the same time.
- With the area clear, siphon Earth Anima and head through the gate, then cross the vines into the next area.












- Kill the necromancer first when new mobs spawn in, since he keeps summoning reinforcements until he’s dead.
- Siphon Water Anima, then head through the gate toward the Anima orb dispenser.
- Before using the dispenser, go right to clear the mobs guarding the gate lever and pull it to unlock the gate.
- Return to the dispenser and kill the skeletons around it, since their Anima is what actually creates the orb.
- Take the orb to the Water pylon, clear the mobs there, place the orb, then siphon Water Anima again to power it.
- Cross the bridge beyond the pylon to reach the raid’s first extraction point.
Use the first extraction point to teleport to Zilyana, repair your gear, and drop off resources, then head back in to continue toward the second extraction point.









First Extraction Point to the Second Extraction Point
Past the first extraction point, the Scorned Wilderness adds an Air-based platforming puzzle and a second Sanguine Urn on the way to its second extraction point.
- Head inside and clear the mobs in this area, including a few positioned above and to the left.
- Continue up the stairs on the right, where a dragon guards the next stretch; pull every mob toward the stairwell first so you can hit several at once while staying clear of the dragon’s own attacks.
- With the dragon down, clear the single mob guarding the nearby pylon and power it up, then loot the chest beside it for the raid’s first Sanguine Urn.
- Backtrack across the small bridge and through the gate, clearing or ignoring the mob there.








- Take the path to the right first, since it holds the weaker mobs, then move on to the tougher ones once they’re clear.
- Power up the pylons in this section to unlock the next gate.
- Step onto the Anima platform to trigger a group of mobs.
- Kill the necromancer straight away, then the three skeletons infused with Air Anima, and Windstep back up as soon as the third one dies to power the first Air pylon.








- For the second pylon, unlock the gate above, then use Windstep to hop diagonally across the gap instead of jumping up the long way.
- Go left into the hole in the wall, flip the lever, then return to the Anima platform to charge yourself with Anima again.
- Jump all the way to the top platform to collect the Anima orb.
- Drop down using Windstep, place the orb in the pylon, recharge on the platform, and power it to open the doors ahead.












- Head straight and left, taking out the archer first, then clear the room at the top of the stairs and loot its chest.
- Head back down, avoid the poison clouds near the rats, and drop to the right before using Windstep to cross the gap.
- Cross the bridge, go up the stairs, and Windstep up again to reach the next group of mobs.
- Kill the necromancer here quickly as well, then continue down and inside, up another set of stairs, and pull the lever in the room at the top.










- Windstep across the gap that follows and loot the chest inside, then Windstep again to reach the top platform, since falling here sends you back to respawn at Zilyana.
- Drop through the platforms below, cross the toxic waterfall by walking the left edge and double-jumping around it, then jump the beam to loot a chest.
- Cross the slanted beam, chop the thorny vine, and take the elevator up, pulling the levers in order starting with the one furthest away.
- Clear the skeletons in the next room before pulling the second lever, then clear the zombies that follow the third.










- Break down the wall past the archway and defeat the Plague King, then pull the final lever in that room.
- Windstep across to the beam or ledge just above to reach the raid’s second Sanguine Urn, taking care with the jump since missing it is a common death here.
- Kill the archer, then the lone zombie near the stairs, before pulling the Abyssal Demon into the fight; if more mobs join in, kite the group up the nearby stairs and use the pillar there for cover to recover between hits.
- Clear any mobs left after the fight, then loot the chest just behind the statue to the left before heading up the hill to the second extraction point.
Repair, restock, and offload your loot at the second extraction point the same way you did at the first, then push on toward the third.










Second Extraction Point to the Third Extraction Point
The stretch after the second extraction point in RuneScape: Dragonwilds adds an Anima puzzle and a fire-based gate before opening onto another dragon fight and the raid’s third extraction point.
- Head through the archway left of the stairs, break down the wall, and clear the rats inside before siphoning Anima.
- Go back up the stairs to the left, cross the gap, and go through the gate, healing up before you take on the mobs there.
- Open the gates in this room as you clear it, since the extra space makes the fight easier, and a wand performs well against the shielded mobs here.








- Once the room is clear, create an Anima orb, place it in the pylon, and go break down the wall behind the pillar in front of you.
- Kill the Rat King behind the wall, siphon Earth Anima, then loop back to the stairs and go right through the next gate.
- When mobs spawn in, open the gate immediately for room to fight, and drop off the edge if the fight gets too chaotic, since the flames below damage anything that follows you down.








- Clear the rest of the mobs, siphon Fire Anima, and power the pylon before crossing the bridge to the next area.
- Heal up fully before the dragon fight here, and keep the dragon near the center of the arena so its other mobs don’t aggro you at the same time.
- With the dragon down, clear the archers and head up the hill to reach the third extraction point.
Restock at the third extraction point, then move on to the final Anima puzzle standing between you and Kuldra.





Third Extraction Point to Kuldra: The Four-Pylon Code Puzzle
The final stretch before Kuldra is a single four-pylon puzzle: you power all four Anima pylons, use their platforms to work out a code, then enter it to open the gate to the fourth extraction point.
- Jump across the platforms of the broken Cathedral. There are multiple ways so take your time.
- Read the book in this room for the clue to the code, then turn the first valve and the one after it to activate the code platforms.
- Turn the first valve again once the platforms are out to hold them in place, then jump up them and drop down on the other side.
- Pull the lever, siphon Anima, create an orb, place it in the pylon, and turn the valve to power that section’s code plate.
- Cross the piping to the far side of the room, which is the more straightforward of the two paths.
- Step onto the platform there to activate its mobs, then clear them and step onto the Anima platform to power that pylon too.
- Drink a fire potion before crossing back if you’re running low on health, then repeat the process on the remaining side.
- Enter the code once all four plates are powered: Air, Water, Earth, Fire.
- Head through the gate and up the stairs to reach the fourth and final extraction point before Kuldra.
Restock and repair at the final extraction point, then head through the massive gate ahead to start the Kuldra fight.
















Kuldra Boss Fight Walkthrough
The Kuldra fight runs across three phases built on the same loop: kill an elemental dragon to make an Anima orb, use the orb to power a cannon-linked pylon, then fire the cannon at Kuldra while dodging her fire, poison, lightning, and ice attacks.
- Power the cannon: Kill the dragon matching the active pylon’s element, siphon its Anima, and turn it into an orb before you can fire on Kuldra.
- Fire twice per phase: Each phase needs the cannon fired twice, so expect to repeat the dragon kill and orb creation at least twice per phase.
- Match the dragon to the pylon: A dragon that spawns in doesn’t always match the pylon that’s currently active, so confirm which element the pylon needs before you commit to killing a specific dragon.
- Watch the beam: Kuldra’s beam attack can kill you in one hit, so treat dodging it as the top priority over her other attacks.
- Use the safe window: Standing inside the cannon’s sphere after firing blocks incoming damage from Kuldra and her dragons, so use it to recover before the next push.
- Fall back to Zilyana: Between phases you can return to Zilyana for healing and protection before the next area loads in.
Repeat this cannon loop until all three phases are cleared, then follow Kuldra into her final form to fight the heart directly.
Additional reading: everything new in the 1.0 launch















Defeating the God-Eater’s Heart
After the third phase, you enter Kuldra’s body directly and fight her heart, which spawns Heartworms between each round of damage and surrounds itself with poison circles you need to dodge.
- Run straight ahead until you reach the heart, then kill the two Heartworms that spawn before attacking it.
- Favor melee attacks over a wand or other ranged weapon, since melee lands noticeably harder on the heart.
- Dodge the poison circles around the heart while you attack, and repeat the heartworm-then-heart cycle until it dies.
- When the heart tells you to get out, you don’t need to rush, since the fight ends without requiring an escape.
Speak to Zilyana once the fight ends to collect your Regicide rewards and complete the quest.






Regicide Quest Rewards
Completing Regicide rewards you with the Regicide reward pack from Commander Zilyana, which contains the Dragon Kiteshield, a cape, and the Queenslayer’s reward pack.
| Reward | Notes |
|---|---|
| Dragon Kiteshield | Confirmed as a guaranteed drop for defeating Kuldra |
| Dragonslayer’s Cape | The official announcement confirms a cape is awarded alongside the kiteshield, though it doesn’t name it; this is the name shown in-game during testing |
| Queenslayer’s reward pack | Contains a rare item that only drops from Kuldra; observed during testing and not detailed in the official announcement |
| Dragon armor set | Drops from repeat Scorned Wilderness runs, including the Dragon Scimitar and Dragon Crossbow, per the same 1.0 announcement |
The exact drop odds for the Queenslayer’s reward pack’s rare item aren’t published in the official patch notes, so treat any specific percentage you see elsewhere as unconfirmed, and plan on repeat Kuldra kills if you want another shot at it.
Additional reading: RuneScape: Dragonwilds Database



Kuldra is Dead: What to do with Your Scorned Wilderness Access Now
With Regicide complete, you can now go back and run it again to get more resources as well as more rewards for killing Kuldra again. Note that the Extraction Points are not available once you kill Kuldra and you will need to start from the beginning again.
- Repeat Kuldra kills: Run the fight again for more chances at the Dragon armor set and the Queenslayer’s reward pack.
- Gear upgrades: Use the wilderness’ own crafting materials, gathered with the pickaxe and logging axe you brought in, to push past rune armor before your next attempt.

FAQs
Can you complete the Regicide quest solo in RuneScape: Dragonwilds, or do you need a group?
Yes, Regicide in RuneScape: Dragonwilds can be completed entirely solo, including the full three-phase Kuldra fight and the heart phase that follows it. A group isn’t required, though extra players speed up clearing the mob waves that guard the Scorned Wilderness raid’s Anima pylons along the way.
What happens if you die during the Regicide raid in RuneScape: Dragonwilds?
Dying anywhere during the Regicide raid sends you back to Commander Zilyana rather than ending the run outright. You keep whatever progress you banked at your last extraction point, but any ground covered since then, including powered Anima pylons, has to be redone before you can push into the raid.
Does dying during the Kuldra fight in RuneScape: Dragonwilds send you back to the start of the raid?
No, dying during the Kuldra fight follows the same rule as the rest of the Scorned Wilderness: you respawn at Commander Zilyana, not the Fractured Plains entrance, so you only need to retrace the route back to the fourth extraction point rather than the raid’s start.
Is there a level or skill requirement to start Regicide in RuneScape: Dragonwilds?
RuneScape: Dragonwilds hasn’t published an official level or skill requirement for starting Regicide, so treat any specific figure elsewhere as unconfirmed. In testing, reaching the Fractured Plains with standard raid preparation, food, potions, a Lodestone, and Rune-tier gear was enough to take on the quest.
Do the lore notes and side chests in the Scorned Wilderness affect Regicide progress?
No, the lore notes and side chests scattered through the Scorned Wilderness in RuneScape: Dragonwilds are entirely optional and don’t gate your progress through Regicide. Skipping them doesn’t block any gate, pylon, or extraction point, so you can leave them for a repeat run instead.
Other Useful Links:
- Complete Icthlarin’s Little Helper Quest Guide
- Beast in the Sand Quest
- Rogue Trader Quest Guide
- Saga of the Adventurer
- Scaling Difficulties
















