Battle of the Monolith (miniquest)
|Battle of the Monolith (miniquest)|
|Release date||24 May 2021 (Update)|
|Quest series||Elder Gods|
|Infobox • Talk page|
The Battle of the Monolith is instanced and focuses on defending the monolith using mechanics inspired by a segment of Desperate Measures quest, with the player commanding a number of characters with various special abilities. However, this time the player will be able to directly engage in combat as well, with combat involving scaling based on the player's levels. The initial factions defending the monolith consist of an alliance of Serenists, Saradominists and Guthixians, with more allies and enemies appearing each week of the event.
Overview[edit | edit source]
|Start point||Ali the Wise or Wizard Trindy at the Archaeology Campus.|
|Member requirement||Members only|
|Requirements||Skill requirements are not boostable unless marked with a [B] for boostable.
|Items required||Items from the tool belt are not listed unless they do not work or are not automatically added.
|Enemies to defeat||
Starting off[edit | edit source]
Head to the Archaeology Campus to begin the miniquest. Talk to Wizard Trindy (alias for Trindine) and Ali the Wise (alias for Wahisietel) north-east of the Archaeology Guild. Having anticipated your arrival, Wizard Trindy states that you have arrived on time. Ali the Wise on the other hand, does not appear to be actively going against you. They reveal that Acting Guildmaster Reiniger has discovered a massive ancient door north of the guild which may lead to an intact part of the ancient Zarosian capital, Senntisten.
Protecting the Monolith[edit | edit source]
With the plan in motion, the Zarosians launch their attack on the Monolith to capture it, fighting a combined alliance of Serenists, Saradominists and Crux Eqal. Seren will appear and tell you to defend the barricade at all costs. She will leave Helwyr, Commander Zilyana and Thaerisk Cemphier in your command to defend the barricade.
In each of the battles the player must fend off against three waves of Zarosians in a manner similar to Kerapac's dinosaur attack in Desperate Measures. Before the player starts the battle, colored wisps move along the path the enemies would travel; this helps in determining where to place your allies before starting.
The three or four allies are able to win the battle without the player actively participating in combat, and doing so will reduce the risk of death during first and second battles. However, the player can gain experience during the first three waves if they contribute to defeating an enemy.
The first battle[edit | edit source]
The enemies only consist of the weak Temple Knights and slightly stronger Abyssal Prowlers, who appear on the final wave. The enemies spawn from the gate leading to the Kharidian Desert in the south-west and at the bridge leading to the Polypore Dungeon in the south-east, and attack the barricade defences leading to the mysterious monolith in the north. The knights have 10,000 health and can use abilities, while the prowlers have 35,000 health but only attack the barricade.
While all three allies are powerful themselves, it is recommended to place all of them near the barricade. Helwyr is the strongest of the trio, with his bleed and mushroom poison attacks quickly decimating all enemies in reach; when paired with Zilyana, they can easily kill any enemy that attempts to attack the barricade. Thaerisk is a ranged fighter and can be placed further away to soften up incoming enemies, with his attacks ricocheting to a secondary target if one is nearby the primary one. If all three are near the barricade, then the target settings (closest, furthest away, strongest, weakest) do not need to be set.
West of Helwyr in front of the Tree of Balance is a separate brief battle between Saradomin and Nex. See the transcript section for their dialogue.
During this battle, the bank inside the exam centre is available for use.
The second battle[edit | edit source]
Talk to Ali the Wise. He will believe that the fighting will end soon as the Zarosians are evenly matched, but realizes he has spoken too soon.
The Zarosians, including Azzanadra, Char, Nex, and three Temple Knights will be outside the Mysterious monolith (Codex) where Zaros will teleport in, having been forced to intervene once more. He states that Gielinor is a lost cause and will leave, but believes that he can find what he seeks on the other side - Erebus, having the necessary tools to guide him through and protect him. Seren will teleport in and implores that they work together, but Zaros refuses, as the Elder Gods are different from them. The only way he will be stopped is if she kills him, but Seren refuses to do so and teleports away. Zaros reveals that the Codex was not initially used to store information, but instead to seal up patches of the shadow realm which would endanger Gielinor if left unchecked. Azzanadra asks Zaros if he may accompany him to Erebus, but Zaros declines, stating that the atmosphere there will kill him. Azzanadra then offers to prepare the world for his return.
As Zaros opens up the Codex and enters, Shadow Cacklers begin leaking from the Codex. Saradomin becomes alarmed by this and orders the alliance to repel the otherworldly monsters. Azzanadra offers aid, which Saradomin initially refuses as the Zarosians had caused the problem, but Azzanadra points out that the shadow monsters are too powerful to handle. Saradomin will begrudgingly accept Azzanadra's ceasefire. He tells you that he will leave the forces at your command, along with the Zarosians, to protect the northern and southern barriers while he and Azzanadra try to handle the situation. This time the barricades are set up to prevent the cacklers leaving the monolith from reaching the rest of Gielinor. Nex will join alongside Thaerisk, Helwyr and Zilyana.
All waves include Shadow Cacklers, level 107 monsters with 14,000 health. They are weak to slashing attacks. Waves 2 and 3 will begin adding elite variants, which are level 111 with 24,000 health. Elite variants are indicated with a dark shadow ball behind them. The cacklers attack with melee, but will only attack the player if they don't sense a barricade nearby.
All three waves target the southern barricade, with the northern one becoming a target in waves 2 and 3. In wave 3, some of the cacklers will take a faster path to the northern barrier.
One possible setup is to place Helwyr and Zilyana at the northern barricade, right next to the barricade so that they can hit enemies that may make it all the way to the barricade, and move Nex and Thaerisk to the southern barricade. This setup will not need you to move anyone during the battle and allows you to do whatever you please in the area without participating in the battle any further. Sometimes Helwyr or Zilyana will not be able to attack if they are placed between the barricades as the monsters will end up underneath them, so make sure you place them next to the barricade and not between the barricades.
The simplest strategy may be to cheese the tower defence minigame by stacking units that do area damage (such as Helwyr) on top of the monolith (Codex) steps. Leave or move melee units at the barricade, or either clean up stragglers on your own that escape.
The third battle[edit | edit source]
Talk to Ali the Wise or Wizard Trindy. Trindine will inform you that the shadow cacklers are too powerful for the alliance; they can't push them back behind the Codex, and the harmful shadow anima it is spewing out is weakening some of them before they can even fight. She can also sense larger, more dangerous beings waiting for their chance beyond the Codex, and asks you who to call on for reinforcements. Suggest the TokHaar, as they are Ful's creations, and seeing the danger the shadow creatures pose will rouse them to defend their greatest work.
Head to the Fight Kiln's entrance and select the monolith option upon interacting with it. Upon approaching TokHaar-Hok, he will notice that you smell of anathema and asks what you have done. You will tell him that it wasn't your fault and inform him of the situation at the Monolith. Hok will not appear to respond to help, stating that he is looking into the protocols that the Masters had given him in such an emergency. Return to the Archaeology Campus and speak to Ali the Wise.
A cutscene will begin in which the TokHaar have joined to repel the shadow invaders. Saradomin will inform you that the shadow creatures have broken through the initial defences and are now trying to attack an enclosure east of Gower farm in which the injured are recuperating, along with the eastern gates of Varrock. Alongside the previous defenders, TokHaar-Hok and one TokHaar-Mej and TokHaar-Xil will join the battle.
All three waves target the north barricade of the enclosure in the eastern Gower farm, with the eastern gates of Varrock becoming a target in waves 2 and 3 and the southern barricade of the enclosure becoming a target in wave 3. As with before, the monsters spawn from the Codex and players can shift their aggression towards them for a majority of the battle by attacking them before they can leave the walkway. Some enemies may spawn out of bounds, but will automatically teleport outside to the surrounding area and cannot be provoked into attacking the player. TokHaar-Hok can deal strong double blows to the enemies, TokHaar-Mej's attacks can bind them in place, and TokHaar-Xil's attacks ricochet to multiple targets.
One possible setup is to place Helwyr and Zilyana at the north and south barricades of the Gower farm enclosure, with Nex and Thaerisk on the crossroad east of the enclosure; while TokHaar-Hok, TokHaar-Mej, and TokHaar-Xil placed in front of the eastern gates of Varrock.
The fourth battle[edit | edit source]
The alliance manages to repel the shadow invaders. Char, next to the portal, blows the Frostenhorn in victory, but this causes the Codex to suck her inside, to Nex's horror. Azzanadra is determined to close the Codex, despite Nex's fears that it will take him in too. Azzanadra successfully closes the Codex, but the backlash of energy painfully and unintentionally ascends him into a god in the process.
In the aftermath of the battle, the TokHaar look at what the surface dwellers have done. Seeing that the damage done by the surface dwellers (either unaware or uncaring that Zaros had caused it), they attack their former allies, intending to dismantle everything and purge the taint. Ali the Wise asks Azzanadra if he can still fight. Azzandara is slightly dazed, but states that he can. Nex is worried over Char's fate, but Azzanadra states that his work is done.
Saradomin will then come in and inform you that the TokHaar are attempting to march on the Codex to destroy it, entrusting you to protect the barricades in the south, north-west, and north before teleporting out.
The allies are the same as week 2 of the fight. Thaerisk is north of the monolith, while the other three are scattered to the west and southern areas of the Archaeology Guild building.
Unlike the Shadow Cacklers in the previous battles, the TokHaar will retaliate against the player upon being struck regardless of how close they are to the barricades. They are far stronger than the Shadow Cacklers and knights, and can attack from all three corners of the combat triangle. Their weaknesses are the same as they are in the Fight Kiln: water spells for the meleers, crush for the rangers, and bolts for the mages. The damage reduction mechanic they had in the Fight Kiln is not carried over here.
Wave one starts with TokHaar-Kets and TokHaar-Mejs targeting the southern barricade, and they appear from the pass to Al Kharid. Later in the first wave they begin spawning south of the Lumber Yard, targeting the northern barricade, and TokHaar-Xils are added to the mix. Waves two and three begin targeting the north-western barricade. Wave three also introduces TokHaar-Yt-MejKots into the fray. The northern spawns split up right in front of Varrock's eastern gate.
Helwyr can easily handle the southern barrier for all three waves. Nex and Thaerisk can be placed at the crossroads outside Varrock's gate to soften up incoming TokHaar, and Zilyana can be placed in front of the northern barricade as it takes the most damage. The player can assist Nex and Thaerisk in the event that some TokHaar leak past them. Alternatively, Nex, Thaerisk and Zilyana can be placed at the crossroads outside Varrock's east gate and Helwyr at the southern barricade, blocking all TokHaar from reaching both the northern and northwestern barriers. This should require little to no player intervention.
Aftermath[edit | edit source]
TokHaar-Hok will call a retreat, seeing that he has lost too many of his brethren to the alliance and that they need to replenish for the fights to come. Saradomin will have his forces protect the Monolith, believing that they need to keep it in check if it opens again. Azzanadra insists that it will remain closed. Regardless, Saradomin asks the Zarosians to leave.
Speak to Trindine or Ali the Wise to leave the scene. You may also talk to Nex, Azzanadra and Saradomin to get some insights of the recent events from their perspective. Saradomin will forgive you for bringing the TokHaar, as no one knew that they would turn in an instant. Nex is upset at you for not being able to save Char and vows to do so herself, with or without your aid. Azzanadra is slightly upset as he was aware he was the next to ascend following Zaros' ritual on Freneskae, but nonetheless holds faith that he will return to Gielinor once more. He also gives you a shard that he believes you can make use of more than him. Trindine and Wahisietel will reveal to you that Reiniger's prediction was right, and that there is an intact area of Senntisten to the north.
A cutscene will ensue in which the TokHaar's reason to attack their allies is shown; too much anathema from Erebus leaked into Gielinor, and now the three eggs in the Elder Halls have begun to show signs of movement, leading up to the Great Revision.
[Note: Leaving/lobbying during the aftermath section may cause a "leave" option to appear on Trindy/Ali the Wise in the normal Dig Site area - use this and Confirm you are ready to leave to progress the miniquest]
Rewards[edit | edit source]
- Music unlocked
- Zaros Stirs (before the second battle, if not unlocked already)
- Zaros Zeitgeist (before the fourth battle, if not unlocked already)
Achievements[edit | edit source]
- Battle of the Monolith (miniquest) ( 10) – Complete this Intermediate miniquest.
Required for completing[edit | edit source]
Battle of the Monolith (miniquest) is directly required for the following quests/miniquests:
Release event[edit | edit source]
The miniquest's first part was released on 24 May 2021, with the latter three parts being released during a four-week long event, lasting until the beginning of 21 June 2021. Completing parts of the miniquest during the event awarded a temporary experience buff usable anywhere in the game. The player could also be able to catch up on any phases they might have missed during the event.. On the beginning of 21 June the final part of the miniquest became available and the battles ceased being replayable.
The battles of the miniquest were replayable during the event, and each successful battle granted the Battle of the Monolith boost, yielding 60 minutes of 10% extra experience. It was stackable up to 180 minutes by replaying the most recent battle, and did not apply for Ironman Mode accounts.
Transcript[edit | edit source]
Gallery[edit | edit source]
Cutscenes[edit | edit source]
Development[edit | edit source]
Credits[edit | edit source]
|Battle of the Monolith (miniquest)|
|Developer||Mod Raven, Mod Shrike|
|Databox • Talk page|
Development history[edit | edit source]
The announcement of the new chapter has been first mentioned in a newspost published on 17 May 2021. On 19 May a Developer Blog called Reiniger's Research Notes has been released, providing narrative background for the upcoming content. The Battle of the Monolith has been officially announced with a trailer during a stream on 21 May 2021, following seven hours countdown with the animation of the monolith in the background. The content has been developed by Mod Raven and Mod Shrike and the work on it has started after the development of Azzanadra's Quest.
It has been stated that while the content bears some similarities to the world events, it is not considered one due to expectations that come with them and having personal focus rather than community one, as well as not featuring some aspects associated with world events, like PvP.
Update history[edit | edit source]
- patch 9 May 2022 (Update):
- Players can no longer descend down the winches around the Varrock dig site during Battle of the Monolith.
- update 14 June 2021 (Update):
- This week, the Battle of the Monolith comes to its epic conclusion. Everything you know is about to change, as old friends (ancient even) become enemies, fall prey to forces beyond their control, and change beyond your wildest imaginings. Be sure to tune in live to grab your repeatable 10% XP bonus!
- Oh, and don't forget to tune in next week for the epilogue, which will set the scene for what's coming next. You might have won the battle - but can you win the war?
- update 7 June 2021 (Update):
- As Zaros' plan creates unlikely alliances and new enemies, the battle nears its climax... combat is calling!
- But there's more, brave hero - this is also your chance to prepare for another great challenge that lies ahead. Join the battle and take this opportunity to train up to 75 Slayer, 74 Archaeology and 74 Magic. Let's just say you're going to need it for what's coming...
- update 1 June 2021 (Update):
- Make your way to the Archaeology Guild to check out the second week of the Battle of the Monolith! Last week, Seren and Saradomin's forces faced off against the Zarosians - but anything can change in the tide of battle, and today's foes might just become tomorrow's friends.
- Non-Iron accounts will get a nice 10% XP boost for participating while the event is live - and every warrior will find themselves rewarded with a mysterious shard that just might help you out when the Elder God Wars kick off for real…
- hotfix 25 May 2021 (Update):
- The 10% XP boost from Battle of the Monolith now expires correctly and no longer applies to Ironmen.
- update 24 May 2021 (Update):
- Added to game.
- The next chapter of the Elder God Wars saga is here! Following the events of Azzanadra's Quest old friends have become terrible foes, and certain factions have decided it's time to knock some sense into each other. Their stage is the Archaeology Guild, their audience, the looming shadow of the Monolith.
- From now until June 21st you'll get to take part in one of the biggest battles Gielinor has ever seen. Over the next four weeks you'll get a front row seat, so sharpen those swords, craft those runes, and nock those arrows - the Battle for the Monolith is one event you won't want to miss.
- The first week's battle is playable right now at the Archaeology Guild. You'll want to check back each week to catch all the action, since you'll get a nifty XP buff for participating in the battle while it's live.
- Courageous warriors will be rewarded with a mysterious shard at the end of the event. Who knows, it might just come in handy when you're on the front lines of the Elder God Wars...
- Added to game.
References[edit | edit source]
- ^ a b c d (5PM) Elder God Wars Reveal - Friday, May 21st. Twitch. 21 May 2021. (Archived from the original on 2 June 2021.)
- ^ a b Jagex. "Battle of The Monolith - Coming Soon." 21 May 2021. RuneScape News.
- ^ Mod Jack. Development chronology. Discord. 21 May 2021. "this was after AQ because it was also raven"*
- ^ Mod Jack. Content category. Discord. 21 May 2021. "it doesn't fit cleanly into any of our existing content categories and we don't want to label it with any of them because it's more and less than all of them"*
|Rewards||Shard of Erebus|
Wars and battles