|Release date||4 March 2013 (Update)|
|Quest series|| God series |
Return of Zaros
The World Wakes is the sixth Grandmaster quest, first mentioned in the Lore Livestream  and later in the Behind The Scenes of February 2013. The quest has been labelled by Mod Mark as "the most important one to date".
It is recommended to complete all of the quests required for the optional rewards, as they will help you fully understand the plot.
|Start point:||Speak to Orlando Smith south of Thormac's tower|
|Length:||Long (2 hours)|
|Items required:||Items from the toolbelt do not need to be listed unless that version won't work, or aren't automatically added to it. |
|Enemies to defeat:|
Orlando Smith has stumbled across some ruins to the west of the Legend's Guild that he believes could save his struggling career at the Varrock museum. Enter the ruins with him.
Orlando will be amazed by the room, and ask to find an appropriate artefact to take back to the museum. There are five artefacts in the room: a shattered blade (used by Guthix to slay Skargaroth), an inactive obelisk (speculated to be an ancient summoning obelisk), stone carvings (suspected to depict Fiara, Juna, and the extinct race of Naragi), clouded vials (likely used for early forms of Herblore), and a dusty parchment. Inspecting all the artefacts will trigger the opening of another door, leading to a room containing a Guthixian butterfly statue. Orlando will attempt to lift it, but fails. The player then tries and succeeds, activating an alarm system and opening a new set of doors.
Upon entering the new room, the Automaton Generator, Automaton Guardian and Automaton Tracer will activate and demand the Mahjarrat presence to leave. Both Orlando and the player attempt to reason with them, and neither succeed. Orlando's persistence causing the automatons to attack, killing him. The automatons again demand the Mahjarrat presence leave before attacking the player with all 3 sides of the combat triangle. The automatons use an ability whereby they thump the ground, causing massive shock waves and huge damage that can kill in seconds.Do not underestimate this attack. It is advised to use mage or ranged attacks to take them out. If you prefer to use melee, once the automatons start thumping the ground, run from them to avoid taking damage from the shock waves. It is advisable to turn off auto-retaliate so that the mage and range automatons do not bring you back to the shock waves.
Battling Kree'arraEditSliske and you engage him in further conversation in which he asks you to ponder why you were the only one who could open the doors, and reveals that Guthix is still downstairs sleeping. A cutscene shows the sword that Guthix plunged into the wilderness with his edicts that ended the God Wars, and which is now transmitting to the stone circles now that the alarm system has been triggered. However the stone circles are no longer all in Guthixian hands. Zemouregal receives news that the stone circle at Varrock is active and asks his wizards to trace the source of the signal at once.
The gods also know what is happening, and are communicating with their followers, the generals in the God Wars Dungeon. Commander Zilyana is shown leaving. All want to kill Guthix and remove his edicts from the world. Sliske, however, says he believes as a follower of Zaros that Guthix can be awoken and bargained with. You, as the central figure, will have to choose where you stand and who you will support: the Zamorakians and Saradominists who wish to kill Guthix, the Zarosians who wish to awaken him, or the Guthixians who will try to protect him. Since you will need to reach Guthix, he suggests siding with the Guthixians initially, since they have a better understanding of the place and its defences.Kree'arra, Zilyana and Kril Tsutsaroth will appear. Tsutsaroth storms through the next door into the temple, and Zilyana goes after him leaving Kree'arra to deal with you. Kree'arra tells you to leave, saying that killing for no reason is not the way of Armadyl, but since he has allied with those wanting to kill Guthix, who you wish to reach, you refuse and fight him. Note: If you die here, your grave will appear at the entrance to the excavation site.
Kree'arra is significantly easier here than in the God Wars Dungeon, but there is a complication — tornadoes move around in the room, and if they are on the same square as you, you will take damage equal to 20% of your maximum life points every game tick. Avoid them at all costs, especially the blue tornadoes, while continuing to fight Kree'arra. Attacking with Ranged is recommended as it gives flexibility to move around the room away from the tornadoes, and he is vulnerable to ranged attacks. If attacking in this style it is possible to get Kree'arra stuck behind one of the many pillars allowing you to continually attack him until he uses his special attack where he says 'storms align to me'. When this happens Kree'arra will walk into the centre of the chamber and all storms will flock to him. It is is advised that when this happens you should run as he will release the storms yet if you attack him shortly after, the magical storms will be closer to you leading to a highly likely death.
Unlike in the God Wars Dungeon, melee can be used. Protect from Missiles or Deflect Missiles is strongly recommended, but the damage from Kree'arra can be easily handled with food. Your priority should be on avoiding the tornadoes.
Once Kree'arra is defeated, he will retreat.
Opening the gateEditCommander Zilyana and K'ril Tsutsaroth, unable to open the next door. Zilyana tells you to leave, as she and Tsutsaroth go to look for another way in. The room has a puzzle in the middle of it. Head to the eastern end of the room and try to operate the control panel -- you will be interrupted by the Guardians of Guthix. After you convince them that you are on the same side, and they accept that you have a link with Guthix since the doors opened for you. The Guardians will tell you that the walls of the Inner Sanctum are impenetrable with magic and they are unable to teleport further, but the control panel may give means of opening the door.
The object of the puzzle is to guide a boulder from the currently active corner to the activate destination, a circle with a green dot within the puzzle. First the path from the corner to the destination is constructed, and then the boulder is released to travel along the path. To release each boulder, click on the active corner of the puzzle.
To construct the path, start at the active corner and rotate each piece in sequence until it connects properly with another piece. Generally there is only one possible connection at each point.
To make the boulder travel the path, release it and then release it again each time it stops on a gateway. It will need to be timed right so that it passes through the next part of the path:
- Conveyor belts change their direction every few seconds. When the conveyor belt is moving in the right direction, open the gate and let the boulder roll through.
- Rotating pads rotate every few seconds. When the track is pointing in the right direction, open the gate.
After the boulder reaches the destination, a new one will activate, and another corner will be active. Repeat this process four times, and the gate will open.
Proving your loyalty to GuthixEdit
When you complete the map, a cutscene will unfold and you will be blessed by Guthix. The spectating guardians explain that you are now a guardian of Guthix as well.
A new guardian of GuthixEdit
After being blessed by Guthix and becoming a guardian of Guthix, you must prove your worth physically. Rally the troops to battle by using the options in the chat box. They do not directly affect the outcome of the battle, but they do change their chat responses.
You will be asked to assign each group of guardians to each of the storage rooms that will soon be attacked. Carefully read each of the descriptions and assign them accordingly. If you wrongly assign them, the battles will be enormously more difficult. Suggested pairings:
Note: Should any of these characters die during the defence, they will be replaced outside the quest, much like during While Guthix Sleeps.
Juna and the druids provide a bank and elixirs which provide power and restore health and prayer, which can be used before each battle.
The correct defenders for this battle are Chaeldar and Thaerisk
This battle is the first, and possibly the easiest of the storage room battles.
When he shouts "Graardor protect!", he will activate a shield to protect himself from incoming and reflect some of it back, like the Reflect curses. You should hold your fire until the shield falls.
If he shouts "Graardor mad!", he will repeatedly punch the area in front of him and deal increased damage, but he will also receive slightly more damage. You should move away from him and hit him from behind when he uses this attack.
When he shouts "Graardor smash!", he will slam his fists into the ground, causing heavy damage if you are standing in front of him. In addition, debris will fall from the ceiling and cause high, rapid hits, though it can be avoided by watching the shadows on the ground and running. When he first launches the attack, his fists will briefly get stuck, during which time he will take double damage. It is advisable to use a strong threshold or ultimate ability at this time, but at the same time try to avoid combo attacks as you may take damage from the falling debris.
If using ranged or magic, there is a safespot from Graardors main melee attack in the northwest and east corners.
Once you defeat Graardor, he will retreat and you will be called onto the next one.
The correct defender for this battle is Cres
Zemouregal will spawn two blue portals which must be destroyed before he can be damaged. While the portals are active, he will not retaliate if attacked. Simply destroy these portals while countering the damage taken from his undead minions. Once the blue portals are destroyed, Zemouregal will begin attacking with magic attacks. He will also spawn red 'Decaying Portals' around the area that spawn more zombies. These can be ignored, however don't stand too close to them as they deal small but constant amounts of magic damage.Once the first wave of portals are defeated and you have reduced his health to about 50%, Zemouregal will create a stronger wave of four blue portals along. Repeat the same process as the first wave, and deal as much damage to him as you can while he is recovering. Once all the blue portals have been destroyed, you will be able to defeat him.
On defeat Zemouregal will retreat and you will be summoned to the next storage room for the next battle.
The correct defender for this battle is DeathGod Wars Dungeon. The damage from the poison is relatively minor, and can usually be ignored, but can be annoying to some. In addition to his standard attacks and poison, he has three special attacks which he will use at random.
When he shouts "You cannot stand against Zamorakian might!", he will slam one of his cleavers into the ground and cause spikes to emerge. They cause heavy damage over time, so it is advisable to dodge this quickly.
If he shouts "Run, coward!", he will charge in the direction he is currently facing. If you move out of the way before he hits you, he will hit a wall behind him and take some damage.
K'ril's most dangerous attack is indicated by him shouting "Guthix will die in the name of Zamorak!". He will follow you around the room at a running pace, attacking very rapidly for heavy amounts of damage per hit. This attack can kill you very quickly if you are not constantly running from him.
Players who cannot remember all of this may just simply run out of the way when they see K'ril Tsutsaroth saying something.
When you finish this fight, you will be called for the final Storage room battle with Enakhra.
The correct defenders for this battle are Fiara and VallutaFreedom and perhaps Anticipation abilities to your action bar.
During the battle she will often ask Zamorak to heal her and will then start to leech health from you. This will continue until you break the connection with her by running behind any of the obstacles in the room, or by attempting to stun her (this works even though she is immune to stuns). She will teleport closer to you and you can then attack her again. It will also be helpful to let your health get drained as low as possible, perhaps under 10%. Her drain ability will then work less effectively since it takes a percentage of your current health, and since you will take little damage you are unlikely to die. It is important to have auto-retaliate turned off during this battle, as it will enable you to break the link by running away. When you get away, Enakhra will teleport to your location so the battle can continue.
When she gets to 50% health, she will occasionally shout "Not so fast!" and pin you to the ground to drain you. This works like a stun, and you can escape with the use of the Freedom ability, or avoid it by using the Anticipation ability (you'll get pinned, but won't be stunned, and can walk away to get back up immediately). Also, you can avoid it altogether by moving every few seconds, as that is what appears to trigger the pinning, but that option makes the battle last longer if using melee.
When she is defeated, you will be called back to the main lobby for the next battle.
Although it may seem risky, keeping your health below 2,000 can make the fight much easier. By keeping your health low, Enakhra is unable to leach as much health. Cheap food like monkfish or sharks can do the trick. Players ideally keep their health between 1,000 and 2,000.
Defending JunaEditAncient Magicks can hit all the fighters that spawn from one portal thus removing the need to attack each fighter individually.
The Death of GuthixEdit
Commander Zilyana will eventually get to Cres. She will stab with a killing blow, thinking she had killed the God of Balance with ease, before being told that she simply killed a Guardian. Suddenly, the Zarosian Mahjarrat Akthanakos, Azzanadra, and Wahisietel arrive with Char and Nex, trapping Zilyana. You then have the option of deciding whether to to wake Guthix and learn from him, leave him to rest, or kill him.
Regardless of your choice, the tableau will be broken by an unknown person, revealing the pathway to Guthix. Juna thinks that the Zarosian's arrival was just a distraction, but Azzanadra says it was not in their plan. Zilyana claims that there is nobody else, but the leader of the faction you chose will say that they do not know that, and tell you to go and follow whoever destroyed the tableau, and to try and reach Guthix first.
- If you choose to wake him or destroy him, you will have to race Death and Valluta to Guthix's resting place, while avoiding purple spheres that Death summons and the falling rocks that Valluta summons. It's easiest to just run to the end of the room as quickly as possible, ahead of the purple spheres.
- If you choose to leave him to rest, you will be attacked by Char and Nex. You will have to avoid fireballs sent by Char and icicles sent by Nex. Nex will also occasionally trap you in an ice prison.
Regardless of your decision, apon reaching Guthix, Sliske will appear, revealing that he has betrayed you and the Zarosians and then mortally wounds Guthix with a powerful spell from the Staff of Armadyl. Guthix will then tell you to come to him, and takes you to his own memories of his home world and explains his past, telling you how he found the planet Gielinor and brought the races we know today. Follow him from place to place, past the dead Naragi and the body of Skargaroth and eventually you will reach his old house. After telling you of the immense power you now hold to defend against the gods, and after asking you if you will do as he requests, and protect the world from the gods, Guthix will lay down on his old bed and die, telling you to forget him and to remember your purpose.
Upon waking from your vision, you will be back next to the now dead Guthix, with the Guthixians, Zarosians and Commander Zilyana joining you. Juna will ask what happened, and Death will tell her that it was the Mahjarrat Sliske. Azzanadra and the other Zarosian Mahjarrat will be displeased with Guthix's death, claiming that it did not have to come to this, although Char and Nex don't seem to care. Juna is displeased, saying that with the edicts broken, another God War will inevetiably begin, and you have the option of saying you will stop it, you will support the god of your choice, or you will strive for godhood yourself. Eventually, the god Saradomin will appear and teleport the Zarosians away, saying that this is no place for battle.
Saradomin will ask you what you think of him, giving a choice of three options. Regardless of your choice, Saradomin will attempt to teleport you away, saying that he sees the chamber as a good new headquarters and that you will no doubt meet again. After the teleport spell splashes due to your blessing from Guthix, Saradomin will be intrigued, asking you what knowledge Guthix gave you in his last moments. Regardless of the option you choose, Saradomin will teleport away, saying that it is an honour to have been blessed, but warning you to be on the right side when the inevitable conflict begins. After Saradomin departs, speak to Juna again, who initially believes it's all over, but, after encouragement from Death, realizes that they are still following Guthix's plan, and good can come of this. Juna will then hand you your rewards, completing the quest.
- 3 Quest Points
- Pale lamp granting 250,000 Prayer experience (requires at least 80 Prayer)
- Glossy lamp granting 110,000 Slayer experience (requires at least level 70 Slayer)
- 3 Ancient lamps granting 100,000 experience in three different skills above level 75.
- 3 Static lamps granting 50,000 experience each in any combat skill above level 65
- Juna's Gift, Azzanadra's Gift, or Zilyana's Gift (may be changed to either of the three versions for free after the quest by talking to the Guthix Priest at Guthix's Shrine)
- Access to Guthix's Shrine, on the upper floor of Guthix's Cave.
- 5 new ultimate combat abilities
- 2 extra spins on the Squeal of Fortune
- When you 'pay respects' to the monument where Guthix died, you will receive 100,000 Prayer experience. Doing so requires level 90 Prayer.
- Lighting the five torches around the shrine yields 10,000 Firemaking experience each, for a total of 50,000 experience. Doing so requires 74 Firemaking. The fifth torch is located on the floor below the other four torches.
- Additional dialogue with Azzanadra, Juna, Thaerisk Cemphier (or a druidess if Thaerisk dies), Fiara (or Coulson), Chaeldar, Char, and Ali the Wise.
- Sixth-Age circuit
- The World Guardian title, Talk to " Guthixian High Druid."
- Access to Automaton area and Automatons as a slayer target (also requiring 67 Slayer)
- New pet - Cresbot pet is a rare drop from Automatons.
Only the combat level of 140 is needed to start and finish the quest, however for additional rewards you will need all of the following:
- 74 Firemaking
- 90 Prayer
- 70 Slayer
- Bird of Prey
- Boulder and Brighter
- Chamber of Guthix
- Defenders of Guthix I
- Defenders of Guthix II
- End Song
- Guthix's Warning
- Invaders Must Die I
- Invaders Must Die II
- Invaders Must Die III
- Memories of Guthix
- Temple of Guthix I
- Temple of Guthix II
- Before the quest's release, Orlando Smith could be found to the west of the Legends' Guild next to an ancient door. When spoken to, he gave hints about how he had found the original resting place of Guthix and would soon require help. In addition, a mysterious Shadowed Figure could sometimes be seen in various places, who would then disappear again after a while.
- Jagex also released a video with extra backstory before the quest release.
- After completing the quest, if you still have not finished at least one of the five quests for extra rewards, the quest log will say "If I complete the suggested quest requirements: <quests> I will be able to return to Guthix's shrine to recieve the following rewards: <rewards>". However, the quests that are crossed out and which are clearly visible are reversed, giving the impression that you have done quests that you have not, and need to do quests that you have already done. This is believed to be a bug or a mistake in the coding.
- The World Wakes was originally slated for release in February 2013, but was delayed to 4 March for various reasons.
- Upon completion of the quest, the adventure's log states "I witnessed the beginning of the Sixth Age, and became a world guardian to defend Gielinor against the gods."
- The World Wakes is the first piece of content to have an orchestral recording made in Bratislava.
- Despite only have a requirement of 140 combat, this quest takes place chronologically after other quests such as Ritual of the Mahjarrat and The Firemaker's Curse.
- Due to this, some arrivals that the player has never seen will appear. For example, all the Mahjarrat are rejuvenated, even if the player has never met them/witnessed the 18th Ritual of Rejuvenation. Char also appears in her powered form, even if The Firemaker's Curse has not been done/completed by the player. Also, Valluta will appear even if the player has not done The Void Stares Back.
- The text on the tablet in front of Guthix's house is written in Medieval Runic Script, the same alphabet used for the sword in the Wilderness Crater. It reads "Shelter available, all aided." Likewise, the text on the floor in Guthix's chamber reads "Balance in all things".
- If the player does not meet the requirements to go to the main chamber after the quest, the Guthixian High Priest will tell them they are not ready to deal with the "threat" above. After this, the player is given quest requirements to unlock them.
- Even though the player gains immunity against the power of Gods, if they attempt to carry armour and weapons to Entrana, they are still prevented from doing so by "the power of Saradomin".
- When K'ril Tsutsaroth is fought during the quest, his combat level is 140 instead of 210. This might be because every Zamorakian commander has a combat of 140.