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Enakhra's Lament

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This quest has a quick guide, found here, which briefly summarises the steps needed to complete the quest.
Enakhra's Lament (#97)
Enakhra's Lament
Release date 23 January 2006 (Update)
Members only? Yes
Voice acted? No
Official difficulty Experienced
Official length Medium
Quest series Mahjarrat
Developer(s) Isobel H
Age Fifth Age
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Enakhra's Lament is a quest which takes place in an old temple beneath the Kharidian Desert. It is the first quest to feature the Mahjarrat Akthanakos and Enakhra.

Official description Edit

Lazim the sculptor has a sad tale to tell - his days of making art are over, and now all he can do is carp at adventurers as they make a statue for him in the desert. Although, isn't just south of the Bandit Camp an odd place to be putting up a statue?

Help Lazim out with his artistic endeavours, and learn more as this quest goes deeper into the history of RuneScape than you might expect.

Walkthrough Edit

Start point Quest map icon
Enakhra's Lament icon
Talk to Lazim, found south of the Desert Bandit Camp.
Member requirement P2P icon
Official difficulty Experienced Experienced
Length Medium
Requirements
  • 43 Prayer-icon Prayer (Listed on the in-game Quest Journal, but no longer required)
  • 39 Magic-icon Magic (Listed on the in-game Quest Journal, but only 13 is required.)

Recommended:

Items required Items from the toolbelt are not listed unless they do not work or are not automatically added.
Enemies to defeat None
See Enakhra's Temple for maps of the temple that features in this quest.

A Simple RequestEdit

Lazim chathead

Speak to Lazim at the north perimeter of the desert quarry, located just south-west of the bandit camp lodestone; home teleport can be used for quicker travels during the quest, provided Desert Treasure is completed.

Lazim proclaims that he was a proficient sculptor, crafting statues for royalties all around Gielinor, until he met with a fatal accident that impaired his ability to showcase his talents. However, his passion for sculpting still burns as bright as ever, and he wants to construct a spectacle in the arid contrast of the desert.

Since he cannot work with a chisel anymore, he requests your help to construct the statue. Agree, and he'll tell you to get 32 kilograms of sandstone from the nearby quarry to start working.

The Dirty WorkEdit

Building the statue

The statue needs a head.

Lazim will not take more than 32 kg, so if necessary, break up your blocks with a chisel. Give him the sandstone chunks, and he'll combine them to make a 32kg sandstone block and hand it back to you. Craft the huge block into a sandstone base, show it to him, and use it on the flat ground next to him.

For the statue form, Lazim tells you to get another 20 kg of sandstone. Pass him the remaining sandstone and he gives you a 20kg block. Craft this second block to make a sandstone body and attach it to the base. As the figure is still rough, you must further chisel the body to add the finer, intricate details.

Lazim tells you that the statue is almost complete, and that the wonder only requires a head now - he decides to leave the choice of the muse up to you. Your options include Lazim, Icthlarin, Zamorak or a camel; you also have the choice of using your own head, but Lazim refuses to allow it. To create the head, mine a 5 kg block of granite from the quarry and chisel it into a visage of your choice.

You will need to create another head later, so mine a second 5 kg block of granite but do not chisel it yet.

Place the completed head onto the statue; suddenly, unable to bear the weight, the ground collapses beneath the site of the statue and Lazim pushes you into the gaping hole.

The MahjarratEdit

If you need to leave the area, there is a rock directly east of the former statue location that will grant you access back in the temple.

Removing statue parts

Removing the statue parts.

You find yourself in an ancient temple, the statue shattered and Lazim standing beside you. Confront him, and he'll confess that he isn't really a sculptor, and that he had you construct the statue solely to access the temple. You start to leave, but Lazim entices you, offering a portion of whatever they find in the temple.

You agree to stay, and Lazim explains that the treasure can be found at the top of the temple and to reach it, you must first pass the unique doors on the current level; instead of keys, 'limbs' must be used on each entrance to unlock it. Lazim tells you to salvage the broken statue to obtain the required appendages, and will give you the statue head if and when you ask for it.

Take the silver M sigil off the nearby pedestal, and carve out a stone left arm, stone right arm, stone left leg, and stone right leg from the statue. Go around the dungeon floor by walking in a counter-clockwise circle; attempt to open the doors that you come across, and the appropriate limb will automatically be used to unlock it. Watch the cutscenes of Enakhra and Akthanakos, and take the R sigil, K sigil, and Z sigil in the respective chambers; these, with the M sigil, make up the consonants of Zamorak.

Enakhra's TempleEdit

Enakhra'sTempleHall

One of the many halls in Enakhra's temple.

After you've unlocked all of the outer doors, proceed towards the heart of the floor and use the corresponding sigils to unlock the inner doors. Climb up the ladder there and you'll find yourself faced by a magical barrier, and another pedestal. Place the statue head that Lazim gave you on the pedestal; the skull fits, but nothing interesting happens.

Use a piece of soft clay on the pedestal to make a mould, and then use this pattern to carve your remaining piece of medium-sized granite into a new stone head. Fit the granite camel head into the pedestal, and another cutscene ensues. Using a second soft clay on the pedestal will create a camel mask that you can use for yourself.

Lazim now appears next to you. When you tell him about the strange visions, he explains that they were traps set to disorient any unwanted visitors. Lazim tells you that the treasure is still a floor up, and you must pass the magical barrier to reach it, which can be brought down from the four enchanted rooms on the floor.

Zarosian MagicEdit

Each chamber on the floor represents a globe on the pedestal, which are based on the four classes of the Ancient Magicks spells. You must light each of the globes before you can pass the magical barrier and progress further. The recommended order in which the rooms should be solved are:

Blood

Enter the north-west room and talk to Pentyn. The Avarrocka soldier is completely devoid of hope and believes you to be another shapeshifter Mahjarrat, here for a new round of torturing him. Completely broken down, he desperately calls out for food; give him a loaf of bread or a cake, and he thanks you for saving him. He says that he is forever trapped here, but wants to help you with the riddles of the temple. Ask him all the available questions pertaining to the other rooms.

Ice

The west room contains a frozen fountain, which Pentyn recollects remained unaffected by mere weapons and fires, and concludes that it must be protected by some kind of magic. Wield a main hand magic weapon and click on the fountain to thaw it.

Shadow

Take the east corridor, and investigate each brazier to see which item belongs in it. Use the log, oak log, willow log, maple log, white candle, and coal on their respective places. Be warned that if you linger in the room without a light source and no braziers lit, tiny biting insects swarm all over you, rapidly hitting 10 life points.

Smoke

Pentyn tells you that the north-east corridor was completely filled with smoke, and that a 'good breeze' should help clear it. With a wand or staff wielded, click on the furnace grate to clear the smoke out of the room.

The Final CryEdit

Wall chiselling

A player completing the wall.

After all the four globes are lit, you'll be able to pass through the barrier. Climb up the ladder and talk to Lazim, who artlessly tells you to be cautious of the traps ahead. Head south and climb over the pile of bones.

Climb down the stone ladder and speak to the boneguard, who tells you that it was put under Enakhra's control, the coward who hides in the temple after being rejected by the Dark Lord. The boneguard asks you to help weaken her grip over him by completing the wall between them and sealing her in her own temple.

Athanakos and Enakhra to the North

Athanakos and Enahkra head to the North.

Agree and take three sandstone blocks from the nearby pile of rubble and use them on the wall, using your chisel to trim each brick after you set it up.

Once you've built the wall, Enakhra wails out; the boneguard thanks you, before changing form and revealing himself to be the Zarosian Mahjarrat, Akthanakos. A final cutscene plays, wherein Enakhra easily breaks through the wall and confronts Akthanakos, threatening him for destroying Zamorak's weapon and taunting him. After their short verbal bout, they both teleport away towards North.

RewardsEdit

Enakhra's Lament reward
  • 2 quest points
  • 7,000 Crafting-icon Experience
  • 7,000 Mining-icon Experience
  • 7,000 Firemaking-icon Experience
  • 7,000 Magic-icon Experience
  • A camulet, which allows you to talk to camels and teleport to the temple four times; it can be recharged by using camel dung on it.
  • Camel mask (use a piece of soft clay on the pedestal with the globes on it to make one)
  • 2 Treasure Hunter keys for use in Treasure Hunter
  • 2 Hearts of Ice for use in Treasure Hunter

Music unlockedEdit

Required for completingEdit

TranscriptEdit

TriviaEdit

  • Lazim says, "The last adventurer to help me was carrying around a girl in a barrel." This is a reference to The Tourist Trap.
  • When falling down the hole your player will say "ow, my duodenum". This is a reference to The Simpsons.
  • The name of Akthanakos is based on two Greek words, a and thanatos, which - when used in combination - means "immortal".
  • 43 Prayer was previously required for the quest, as Akthanakos attacked you while in the form of the boneguard, and you had to use Protect from Melee to defend yourself. Likewise, 39 Magic was required to use Crumble Undead on a fight with another boneguard that emerged from the bones you have to climb over to reach Enakhra. Neither requirement has been removed from the in-game quest journal, despite no longer being needed.

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