Ritual of the Mahjarrat
|Ritual of the Mahjarrat (#177)|
|Release date||14 September 2011 (Update)|
Rise of Lucien
Return of Zaros
|Main developer(s)||Paul Gower, Chris L, Stephen R|
|Lead design editor||Mark O|
|Editing||Dave O, William D|
|Code review||James C|
|Characters||Kevi M, Mark C|
|Environments||James L, Jon S, Matt N, Alex R, Luke F, Joe R, Stephen W|
|Concept||Giuseppe G, David B|
|Lead Tester||Ian H|
|Quality assurance||Vicki M, Lewis R, Kayleigh O, Sarah J, Ryan W|
|Infobox • Talk page|
Ritual of the Mahjarrat is a grandmaster quest. It is the sequel to four quests: a Tail of Two Cats, While Guthix Sleeps, the Curse of Arrav, and the Temple at Senntisten. This quest continues the Mysteries of the Mahjarrat storyline from where The Temple At Senntisten left off. During the quest, syzygy occurs and the Mahjarrat begin their ritual for the eighteenth time; meanwhile, the three Dragonkin released from their prison after the events of While Guthix Sleeps cause havoc across Gielinor. It has been confirmed that, while this is the finale to the Mysteries of the Mahjarrat, Rise of Lucien and Arrav quest sub-series, the Dragonkin, Zaros and Azzanadra storylines will continue.
While not required, it is recommended to have completed The General's Shadow.
- 1 Official description
- 2 Overview
- 3 A New Mission
- 4 Sir Tendeth
- 5 Into the Jungle
- 6 The Temple Knights' Archives
- 7 The Ruins of Kethsi
- 8 Making plans in Falador
- 9 Help from Azzanadra
- 10 Travelling to Ghorrock
- 11 Preparing the Ritual Site
- 12 Zemouregal's Fort
- 13 Finding the Stone of Jas
- 14 The Stone of Jas
- 15 The Ritual of Rejuvenation
- 16 The Beginning of the Ritual
- 17 Wrath of the Dragonkin
- 18 Rewards
- 19 Required for completing
- 20 Gallery
- 21 Transcript
- 22 Update history
- 23 Trivia
Official description[edit | edit source]
They signal their arrival with a devastating shriek, and leave nothing but ash, flame and destruction in their wake. All tremble in fear as they approach, and the ground rumbles in sympathy.
Word of an attack on the isle of Mos Le'Harmless has reached the ears of Sir Tiffy Cashien. Should you choose to accept his request, you will be sent to aid Sir Tendeth who has come across a great threat to the world; one far greater than the pirates he was originally sent to investigate.
Do you have the stomach to investigate this new threat, and see it through to the end? Or will you leave the world to its doom while you cower in fear?
Overview[edit | edit source]
|Start point||Sir Tiffy Cashien in Falador.|
|Member requirement||Members only|
|Official length||Very, Very Long|
|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|
It is wise to read ahead before you start a new chapter, so you know what's coming.
A New Mission[edit | edit source]
Speak to Sir Tiffy Cashien in Falador Park. Select the "Ritual of the Mahjarrat" option and ask if there are any new missions or anything you can help with. Sir Tiffy will comment that you have good timing and tell you that he has an operative on Mos Le'Harmless, who is gathering information about an attack on human settlements has been asking for assistance. He tells you to go to The Other Inn and ask for Sir Tendeth, who is undercover and dressed like a pirate. Finish talking to Sir Tiffy, and when you say you'll "get right on it", you'll be given an offer to be teleported to Mos Le'Harmless.
Note: If you don't accept the offer to be teleported now you will not be able to request it later, and will have to travel to Mos Le'Harmless another way.
Sir Tendeth[edit | edit source]
Go to Mos Le'Harmless to find Sir Tendeth. If you you have marked Ritual of the Mahjarrat as your active quest, the entire island will be highlighted. Sir Tendeth, however, will be in the larger of the two pubs, dressed like a pirate and wielding a dagger. You'll ask if the pirates are planning to attack cities, and Tendeth will assure you that pirates are only a threat to other ships. He will tell you that what he has been investigating is a threat to everything, up to and including fortified cities.
A dialogue will appear which warns that the Mos Le'Harmless jungle is about to become significantly more difficult to get around and will remain that way until the conclusion of this part of the quest. If you wish to continue, a screech will be heard, and with ominous music a short cutscene will begin.
The screen will start shaking flashes of fire will be seen outside the inn. When things clear up, speak to Sir Tendeth again and he will tell you to look outside to see if anyone saw anything, while he calms his nerves. Speaking with the injured pirates lying outside the pub reveals that they were attacked with fireballs, but not much else. Speak with more pirates to reveal that some sort of firebreathing dragon-like beings went flying into the jungle to the northeast.
(Note: Reports from the pirates as to what happened will vary. The injured pirate to the south will tell you that something threw a fireball at him, but he didn't see what did it. The injured pirate to the north will have no information. Other pirates will say they saw things like giant fire-breathing albatrosses, bony dragons that stood like men and could speak, enormous vultures and giant bats. The player may choose to head toward the jungle at any point, but either way, after questioning enough pirates, you will think "hmm, I'd best go and check things out.")
Into the Jungle[edit | edit source]
You'll want to take weapons and armour with you before heading into the jungle, as it is populated by aggressive Jungle horrors. Sir Tendeth suggests you take a look out of the gate to see what is happening out there. He will join you as you leave, but a fireball will hit and kill him before you can do anything.
Note: Clicking inside the village walls during the cutscene will end the scene, but it will be restarted upon re-entering the jungle.
At the end of the cutscene you'll duck for cover on the west side of a nearby tropical tree. You'll then decide to run the the origin of the fireballs, using the trees as cover. The tall Jungle Grass also provides cover, up until you are north of Trouble Brewing, then you must use the trees. Follow the charred ground and burnt vegetation as a guide for the best path.
If you remain in the open for too long you will be hit by a fireball and returned inside the village gates with some heavy damage taken. If using reasonable dragonfire protection, the damage taken should be limited to around 800-2500. If returned to the village by being hit by a fireball, you can easily restock your food and potions at the nearby bank. You should disable auto-retaliate to avoid moving out of cover when attacked by the hordes of Jungle Horrors. Also, it will aid you to orient your camera view to the north, and zoom out all the way.
Small and large trees may be used to hide behind, but use caution around clusters of grasses as you may accidentally click into an open area, thus being hit by a fireball. Wait a second or two before moving to the next tree, otherwise the game will assume you didn't reach a safe point and fireballs will strike you seemingly randomly. Furthermore, if a fireball is heading your way, there is unfortunately no way to duck out of its way; this is your extended knockout animation. The music changes when you are out of cover, sounding something reminiscent of the Jaws theme. Wait for this music to end before moving out of cover (the safe music will sound slightly more like typical RuneScape island music). Pay close attention as you near the Trouble Brewing minigame area, as the paths to safe cover get a bit longer and trickier. Hiding behind the building to the east will not protect you, as the fireball will just go through the building end up hitting you anyway. Unlike the building, the bank deposit box can also be used as cover.
Use the following map for a safe/short route to the origin of the fireballs:
If you attempt to use 'rum' to reach Trouble Brewing, you will be prevented from doing so, and will receive the message: An unknown power seems to prevent you from drinking this item, as tasty as it seems.
Once you reach the far edge of Trouble Brewing, in the eastern trees just northeast of the building, you will activate a cutscene. Three Dragonkin named Sithaph, Strisath and Sakirth will be discussing how destruction eases "the rage" and say that it is still building, and that someone must be using "it". They decide to attack a larger settlement and that they must continue their search for the "False User". They then fly off, and you say you must report back to Sir Tiffy.
Note: If you log out during or accidentally click out of this conversation, return to the penultimate hiding spot shown on the map above, then return to the last. This resets the process and triggers the cutscene to begin again.
The Temple Knights' Archives[edit | edit source]
Return to Falador Park and speak to Sir Tiffy about the Ritual of the Mahjarrat. Tell him what you saw and he will take you to the Temple Knight archives where you will meet with Lady Table. Lady Table will produce a dossier on the Dragonkin. She says it's mostly compiled of 'sightings' reports, similar to those on the 'Reprehensible Snowgre'. A note from Robert the Strong will be found in the dossier, saying that the "stonetoucher" must take the collar from his reincarnation and use it to get to Kethsi, and then as a puzzle key once they get there.
|“||To learn the secrets of the dragonkin, the stonetoucher must first take the collar from my reincarnation. On it is a code to the plane of Kethsi and the key to the puzzle once he gets there.||”|
|— Robert the Strong|
Tell Lady Table and Sir Tiffy that Robert was reincarnated as Bob the Cat, and that you've researched this for an earlier adventure. Also tell them that you think you're the stonetoucher, because of what happened during your previous mission with the White Knights. Lady Table tells you to go find Bob and get his collar.
Exit the archive via the door to the east and you will be given the option to travel with Sir Tiffy back to Falador. Next, use the tracking capability of your Catspeak amulet (e) to locate Bob and acquire his collar. To use the amulet, right-click on it and select Open. Usually, the eyes immediately light up, and one of the diamond-like shapes surrounding the head lights up; this light points the direction that you must go to find Bob. If the amulet does not automatically light up, the two whiskers can be clicked to rotate the triangular nose in the centre, lighting a new diamond. Rotate the nose until the eyes light up, and the diamond-shaped light will be pointing in the direction that will take you to Bob.
Note: As shown on the Catspeak amulet interface, north is pointed upward. Keep this in mind as you begin travelling to search for Bob.
Once the eyes light up in the amulet interface, try teleporting somewhere in the general direction that the amulet is pointing (similar to searching for a compass clue scroll). Continue checking the amulet and teleporting and walking around until you find him.
Note: Bob's location is different for everyone because of his movement around RuneScape, being found anywhere on the surface of RuneScape that is not blocked by a physical barrier between it and Unferth's house.
Once you find Bob, ask for his collar and he will give it to you.
The Ruins of Kethsi[edit | edit source]
Items recommended: Food (Summer Pies are recommended, as they boost Agility as well as restoring life points), boots of lightness, wicked cape, and other similar items that benefit agility.
Study Bob's collar by clicking on it. The front side shows "BOB", but flip it over (using the arrow button) to find "DIRAKS" on the back. Players familiar with fairy ring coordinates may recognize this anagram as a combination fairy ring code. Using a fairy ring, teleport to DIR followed by AKS, and you will arrive at Kethsi. Once there, begin exploring to discover the motives behind the Dragonkin attack. In order to do this, you must collect the four Tetrahedrons found scattered around the isle of Kethsi, which together form the crest of the overwhelmingly powerful Dragonkin.
Once you arrive at Kethsi, head northwest and begin by searching the rubble at the north of the island which should then give you the item, Tetrahedron 4. Next, go south east and up on to the ramp nearby onto the 1stUK] of the destroyed building. Now go north and use Bob's collar on the floor[wall design. You will need to position Bob's collar correctly into the pattern of the wall design order to open a concealed compartment. This is done by positioning the collar vertically, with the "Bob" side face up, in between the centre-right and far right piece. Once the collar is in this position, you must move it up until it slots into place.
You will then receive five items. Two notes (note to Robert the Strong and note to you), Tetrahedron 1, A statue arm and Robert's necklace. The necklace plays no role in the quest and may be banked the next time you are at one.
This is where you will be needing the level 77 Agility requirement, and can not continue the quest without it, and boosts can not be used to reach it. The surefooted aura will not guarantee success with Kethsi's Agility obstacles.
Staying on the same floor, go south and then jump across the ledge to the west. Use the statue arm you acquired from the hidden compartment on the statue with one arm. A spire will then fall. Cross this spire and then go down the ladder in front of you. Head east and up the wall jump shortcut, which you can run up. Once up, climb the wall to the west, followed by taking the swing-pole to the north. Walk across the beam to the east, and jump over the gap, go south and jump-from floor on south, and go down the ladder twice. Now, squeeze through the pipe to the east of you. Mine the rockslide that is blocking the path to the north. Climb up the wall in the north and run across the two walls to the west. You can fail these obstacles. If you stop at the middle of the "Run wall" option, you will fail and will need to repeat the steps above. The next (third) obstacle are handholds (on the wall) and you can also fail these. They are similar to the Brimhaven Agility Arena, and getting past them results in a successful run.
If you fail any of these obstacles, you will need to run back to the south-east and restart from squeezing through the pipe onwards.
Go back up the ladder twice and then jump from the floor to the south. Slide-down the roof to the south and then go south, taking the spade beside the stairs, and walk across the plank. Search the nearby rubble to find the final piece of the puzzle, Tetrahedron 2.
Opening the Underground Library[edit | edit source]
Once you've found all four (4) tetrahedrons, go back across the plank and go down the stairs. In the dungeon, use all your tetrahedrons on the "indentations" in the walls on either side of the stairs. to receive symbols 1, 2, 3, and 4, which make up a 4 letter code. Your code will be listed in your quest journal, but you can also use the following checklist to help reference it quicker.
Your object now is to search the plane of Kethsi, using the strange device to find the location that matches your code. When you find the correct location, you will use your spade to dig in that spot. There is a spade outside at the top of the stairs, as well as inside in the base of the stairs if you didn't bring one earlier.
Refer to the map above to find your location (many of the common coordinates have been digitized on the map to help locate your specific set of coordinates faster).
If you prefer more of a challenge, use the strange device to help find the coordinates as you interpret the map above. Coordinates start in the southwest corner of the map at AAAA. Every cell on the map represents a "major" grid cell, and is lettered A through H along eight (8) columns and rows. Imagine that every "major" grid cell is also divided into "minor" cells A through H; eight (8) columns and rows per "major" grid cell. The first two letters of your code represent the "major" and "minor" columns, respectively. The last two letters of your code represent the "major" and "minor" rows, respectively. For example, see EAGA on the map above. Notice that EAGA lies nearly directly on the intersection of the major grid lines, because its minor coordinates are AA. Now find FCGC and notice that it lies "floating" near the center of major grid cell FG, because its minor grid cell coordinates are CC.
NOTE: It may be easiest to teleport out of Kethsi, and then back to it using fairy ring codes DIR and AKS again; this will help you avoid having to pass through the agility obstacles more than necessary.
Once you have found your spot, dig there with a spade, and you'll find a Kethsian key. Go back to the dungeon on the west island, and use the key to get through the southern door. Search the bookcase at the southeast corner of the library for a scroll. Read the scroll to learn a new spell, Tune Bane Ore. Search the bookcase west of it and read the journal.
Making plans in Falador[edit | edit source]
Return to Falador and report to Sir Tiffy with the journal (Dathana's message). He will read it and the information will worry him a lot. He suggests you visit Idria, Thaerisk and Akrisae in Falador Castle. Do so and speak to any of the three. Tell them what you have discovered from Dathana's message: the Dragonkin grow more powerful as the power of the Stone of Jas is used. And now that Lucien is using the Stone a lot, the Dragonkin may become powerful to a degree that they may destroy all of Gielinor. Idria will be very concerned and, as always, Akrisae will be sceptical.
Suddenly, Ali the Wise will show up and contribute additional information. His research and knowledge of astronomy have pointed out that the Mahjarrat Ritual of Rejuvenation is about to commence. This seems like another problem to Akrisae, but Ali is able to make a plan out of it. Since Lucien will definitely be using the Stone at the Ritual, and several other Mahjarrat have the desire to dispatch him, you may ally yourselves with said Mahjarrat to counter the combined power of the Stone, the Staff of Armadyl and Lucien and defeat him. Akrisae will need convincing that having the aid of the Mahjarrat is necessary, for he believes all of them are as evil as Lucien. So begins a "chat puzzle".
NOTE: Incorrect answers while speaking with Akrisae will cause you to lose progress one step at a time, forcing you to try again with each step.
When the option is available, sarcastically ask him if he wants everyone on the planet to die ("So, instead, you'd risk all our lives?"), to which he will respond more calmly. He suggests there must be another possibility, and you must convince him there isn't ("I can't think of another way."). He will calm down some more, but remain skeptical. From here, you'll need to agree with him to remain cautious in an association with the Mahjarrat ("Yes, we'll have to be careful."). Finally, he'll say that he won't be the one to negotiate, to which you should tell him that you will do the work ("I will risk my own life to negotiate.")
Thaerisk proposes that someone scout the area of the ritual beforehand. Ali the Wise mentions one Ghorrock Fortress that serves as a gateway to the ritual site, and you will suggest that this fortress is the one at the Frozen Waste Plateau, which you infiltrated in The Temple at Senntisten. Akrisae will give you four (4) teleorbs, to try to teleport the Stone of Jas away from the ritual site. Ali will suggest that Zemouregal will probably use Arrav during the ritual, and gives you Arrav's heart to use during the ritual to try to break Zemouregal's control of Arrav.
Help from Azzanadra[edit | edit source]
Once at the temple, talk to Azzanadra using the Ritual of the Mahjarrat chat option. He will be surprised that you know of the Ritual and his intent to attend, and assumes that Ali must have told you for a good reason. You will tell him of the proposed alliance, of Lucien, and of the Stone. He will reveal that his spies have informed him of Lucien's possession of the Staff, but that he himself is not familiar with the Stone. You will briefly explain it to him and he will give you another task. Azzanadra has stored some of Zaros' power in four beacons, which he asks you to place at the Ritual Site, specifying that the northern and southern beacons face each other, and likewise the easter and western ones as well, to be able to project the godly power of Zaros to defeat Lucien. It is now time to head to the Fortress.
Travelling to Ghorrock[edit | edit source]
Items recommended: Super energy potions, food to heal from waterfiend attacks inside Ghorrock (an alternative is to pray range/mage). A weapon to speed up killing the guard and protection from dragonfire are also recommended.
The following methods of traveling to the fortress are preferred, as they bypass the Wilderness:
After traveling to the Fremennik Province, walk to the south portion of the snowy hunter area, and travel on the canoe next to Erjolf. The canoe will bring you to just outside the Mahjarrat Ritual Site Cavern, and directly next to the fortress. From the canoe, head east and up the hill, passing the ice block and into the outer fortress walls. The steel and iron dragons are non-aggressive, and shouldn't pose a problem for you if you don't accidentally click them.
Obtaining a Heat Globe[edit | edit source]
Note: It is recommended at this point to collect the heat globe used in the Temple at Senntisten quest, as it will save some time later (see the following section of this guide: Finding the Stone of Jas). The heat globe can be found in the south-western section of the first underground floor of Ghorrock. Climb the stairs, scale the damaged walls, and enter the trapdoor to Ghorrock dungeon. Note that there are far more icefiends and waterfiends than there were in the previous quests. (This is because the frostenhorn was taken, and with it the dungeon became more hostile.) These monsters prove dangerous to even high-level players due to sheer numbers and the quickness of their attacks.
Once you've obtained the heat globe, head to the southernmost part of the outer fortress walls and jump over the pillar. After climbing over the pillar, enter the tunnel to the Ritual plateau.
See this page for other ways of traveling to Ghorrock Fortress.
Preparing the Ritual Site[edit | edit source]
Strategy: A good way to avoid the broavs is to run around the outer edge of the Ritual plateau. This being said, the broavs don't seem to notice you unless you come within just a few paces of them, so as long as you keep around ten (10) spaces away from them you shouldn't have any problems.
- If you are sent to Zemouregal's fort: You can lift a tile at the east of the cell and conveniently dig a hole out of the jail (this would have been a useful ability in other quests)! If you don't have a chisel and spade on your tool belt, search the bed to find some. Once outside of the fort, head north or east. Be aware that there is one Armoured zombie (level: 72) on the south-east side of the castle. The zombie drops a code key and some decoder strips (which you will need later), so it's advisable to slay it now.
You will now have to place several items which will aid the allies in battle around the ritual site:
See the above map of the Ritual site for the locations of the beacon trees (green dots).
When placing the beacons, it may be helpful to open the world map and double-click the map to set a marker on the exact location of your beacon. Doing this will cause an arrow to flash on your minimap in the direction of your marker (ie. the direction of your beacon), allowing you to easily position yourself across from it. This process would need to be repeated for both the north-south beacons and the east-west beacons.
A simpler method, if your computer can handle it, is to simply max your view distance (Options > Settings > Graphics tab > Draw Distance : High or Ultra). This method will allow you to view all of your beacons in the same view (you may need to zoom out with your camera view), placing each one directly opposite one another.
Your progress will be saved if you log out, teleport, or die.
- Northern beacon: Run west from the tunnel at the north end of the plateau (where you entered the ritual site). Place the beacon on the first large dead tree you come across. "You place the beacon. It feels like a reasonable place to put it."
- Rope: Go to the north-west corner of the plateau and look for an 'overhanging tree'. This tree cannot be chopped down, and is directly above the cavern entrance. Use a rope on the tree to create a rope climb from the beach to the plateau. This will be used by your allies to climb to the ritual. You will also now be able to use the rope yourself for quicker access to the plateau from the canoe landing area.
- Southern beacon: Run south, and place the second beacon in the large dead tree to the south-southwest of the ritual stone (it appears as a red tree icon on the world map/minimap). If this is done correctly, a dialogue will appear saying "You place the beacon. It is directly opposite the beacon to the north."
- Arrav's heart: From the southern beacon location, you should be able to see the Ritual marker a little ways to the north. There is a small pile of rocks ten-to-twelve (10-12) squares south of the marker. Place Arrav's heart in the rocks. If you cannot place the heart in a pile of rocks, you are at the wrong place.
- Eastern beacon: Run to Movario in the southeast, and head north twenty-to-thirty (20-30) paces from him. Place the beacon in the first large tree you come across. "You place the beacon. It feels like a reasonable place to put it."
- Western beacon: Run directly west, avoiding the broavs, and place the final beacon in the large dead tree on the west side of the Ritual plateau. This large dead tree is positioned between two smaller dead trees. "You place the beacon. It is directly opposite the beacon to the east."
Zemouregal's Fort[edit | edit source]
If you haven't yet visited, you must now head to Zemouregal's fort. The fort is directly west-southwest of the Ritual site, behind the forest. If you haven't already, kill the armoured zombie outside the main entrance at the south end of the building. Pick up the Code key (main entrance) and decoder strips.
As with other quests involving Zemouregal, you must use decoder strips to unlock a door that utilizes a decoder puzzle as its lock. In this case, the door you must open is the main entrance to Zemouregal's fort. Begin by reading the code key, which will give you a code of four letters; for example 'EIHC' (see the image to the left). Click the main entrance door to begin decoding the lock. Within the puzzle interface, you'll have your decoder strips shown on the right side, and a series of code numbers organized by letters on the left. Beginning with decoder strip 1, drag-and-drop (you may also select a strip and use the four-way arrows to move) the decoder strip onto the first letter of the code revealed in the Code key. (For example, using 'EIHC' as our code, you would place decoder strip 1 on the 'E' row).
The first code number needed to unlock the door will show through the slot in the decoder strip (for example, the number 6 in the above image). Use the 'up' and 'down' arrows in the middle of the interface to cycle through available numbers, and use the 'right' and 'left' arrows to respectively submit or delete a number from the combination slots at the top of the interface. Repeat this process using all of the decoder strips to decode the lock and enter the fort.
Note: If you have two of the same letter in your code (for example: 'CCGH'), you'll want to place one decoder strip on the row of numbers, input the code number, and then replace the current decoder strip with the next one in the sequence.
When the correct code has been input, the door will unlock. Enter the base and search the crate that's adjacent to the northeastern weapon rack to find the storeroom code key. Again, read the code and use it to open the western storeroom door, using the same process as before.
Search the crates in the north room of the storeroom to get a reliquary code key and some notes. Read them to discover that Zemouregal has had some trouble maintaining power over Arrav. In order to strengthen his power, he created a glass prism, but it wasn't enough. He finally created an obsidian prism, and it works well, though is quite fragile. With this useful information, go back into the main room and climb the westernmost stairs. Walk down the hallway; Zemouregal and Sharathteerk are in the room to the west. If you stand in front of both of the locked doors, you'll overhear them discussing their plans: their zombie army is full strength and Arrav is in position. Surprisingly, Zemouregal will say that he "can sense your presence" and "has spotted an intruder". Hilariously, this turns out only to be him "practising for the ritual", and you'll remain safely hidden.
Go back down the stairs, and this time go up the eastern stairs. Use the code key and strips to enter the reliquary. Once inside, smash the black stone in the south of the room. This will weaken Zemouregal's control over Arrav, which will benefit you and your allies during the ritual.
Once finished, go back down the stairs and leave the fort.
Finding the Stone of Jas[edit | edit source]
Run over to Movario, at the souteastern corner of the plateau. Speak with him to learn that he senses the Stone of Jas nearby, as Lucien is planning on using it during the ritual. Furthermore, he senses shadow magic that may be in use, hiding the stone.
Be careful not to get caught by the undead broavs, since they patrol this area. Inconveniently, they can stop you mid-conversation with Movario, sending you to the jail cell in Zemouregal's fort. You may have to talk to him more than once to get through the necessary dialogue.
Ensure you are wearing the ring of visibility, and run west along the south side to find a invisible shadow pedestal (the pedestal remains invisible until you've spoken with Movario). This deactivated pedestal requires the heat globe that you should have obtained previously. Investigate the pedestal and your character will note that it's similar to the ones in Ghorrock. Place the heat globe on the pedestal, and some nearby ice will melt to reveal a cave entrance.
WARNING: If you are not fully prepared for the upcoming fight, return to a bank and prepare before entering! Dying during the upcoming fights will place your gravestone outside Ghorrock, near the entrance to the Ritual Site cavern. Climb the rope to retry. If your respawn point is set to Edgeville or Varrock, running to the nearest fairy ring and using code DKS to return to your grave should return you to the cave within two minutes. However, a bug has been reported where even if you get back to your gravestone, it may not allow you to recover anything.
Note: If you try to put heat globe on the shadow pedestal and a dialogue appears which says, "That could be a good idea, but you've got other things to do first.", it means either your beacons are not aligned properly, Arrav's heart has not been placed yet, or you haven't talked to Movario after smashing the prism. If you are completely sure the beacons are in their correct alignment, talk to Movario once more, and he will place the heat globe on the pedestal. Some players have removed and replaced a beacon from a tree and have reported that this worked for them. Some report that reading the heart notes/Dathana's message will also fix this. It is recommended to keep your codes on you as well, as the glitch may occur if you destroy them during this section.
The Stone of Jas[edit | edit source]
Prepare yourself for the final fight. Pass through the entrance you opened in the south on the plateau. You will be in a large ice cavern. The passage to the east is blocked by an energy barrier that cannot be passed at this time. Go down the other passage and... the Stone of Jas will be there! Touch it to trigger a vision of the past, like during While Guthix Sleeps.
The fortress of Annakarl, which is now known as the Demonic Ruins, will be shown in the year 3100 of the Third Age - the last part of the God Wars. Zamorakian and Saradominist forces are engaged in a huge battle. Commander Zilyana is seen facing the huge Zamorakian demon, K'ril Tsutsaroth. As they battle, K'ril gets the upper hand and blasts Zilyana away, mortally wounding her. He takes a final look at her unconscious body and departs. Saradomin himself comes to rescue her and takes her to the Fist of Guthix arena, where the Stone of Jas lies, and heals her. He shows her the Stone of Jas (which he calls the Eye of Saradomin), and tells her that Zamorak returned from his banishment and started a war in order to reclaim it and it was the most prominent tool he used to attain godhood.
The Ritual of Rejuvenation[edit | edit source]
Set-ups[edit | edit source]
|Equipment set-ups (expand to view)|
Boost potions are unnecessary, as your stats will receive a large boost during all of the following battles.
The healing ability of Guthan's set is extremely useful for those with high attack and strength levels, and may reduce the need for expensive food. Especially combined with the bonuses of the Stone of Jas, players can easily heal more than they are damaged.
|Ranged (70+ recommended)
Once again, wear your best armour, preferably Black dragonhide armour, Blessed dragonhide armour, Karil's armour or Armadyl armour, along with an amulet, cape and pair of boots with good defence bonuses, as described in the melee set-up above. With the appropriate ranged level, this approach could possibly be much easier than the melee method. Due to the boosts, only one dose of prayer potion, 10 monkfish and a relatively weak summoning familiar (along with ruby bolts (e)) are enough for even a level 70 archer, when using the correct strategy.
Boost potions are unnecessary, as your stats will receive a large boost during all of the following battles.
The preferable choice of armour is something with high magical bonuses, such as Ahrim's robes set, Mystical robes or Infinity robes. The gloves however should be ones from the Culinaromancer's chest for the defence bonuses.
Boost potions are unnecessary, as your stats will receive a large boost during all of the following battles.
It is not recommended to use Saradomin brews unless you are a really low level as they will drain your boosted stats and only make the fights last longer.
After every battle, you are able to click out of the cutscenes or simply teleport out once they have finished, as your progress will be saved. If you die during a battle, your grave will either appear near the rope on the tree west of the entrance to the plateau or inside Ghorrock.
Khazard's Return[edit | edit source]
At the end of the cutscene, an alarm will begin, alerting the Mahjarrat to your presence. You will be teleported outside, to find Sir Tiffy, Akrisae, Ali the Wise, and a battalion of Temple Knights. According to Ali, the Ritual is about to commence and the ritual plateau is flooded with fighting Mahjarrat. You will head for the ritual site, but will be intercepted by General Khazard and six Elite Khazard guards. He will reveal the true identity of Ali the Wise: the Mahjarrat Wahisietel. Naturally, Akrisae will begin to panic, but you and Wahisietel will calm him down. General Khazard will then proceed to attack you.
Your combat stats will be boosted significantly throughout the final battles due to your contact with the Stone. As such, you will be able to hit significantly higher than you normally can, and your summoning familiars damage will be boosted too. Because of the boosts received from the stong is recommended to NOT use Saradomin brews to heal, as they will lower your bonuses.
If using ranged or magic, Khazard will use a long-range Magic attack, which can be blocked with the Protect from Magic or Deflect Magic prayers. If using melee, Khazard will also fight with melee, which you can use Protect from Melee to protect against. Sir Tiffy and Wahisietel aid you in attacking Khazard, and the Temple Knights attack his minions.
Periodically throughout the fight, Khazard will summon his hellhound Bouncer, who will constantly inflict small amounts of damage on you. You cannot attack Bouncer, so when Khazard summons him, lure him over to Wahisietel, who will kill him for you. It is possible to lure Khazard next to Wahisietel so whenever Bouncer is summoned it will die instantly.
Most players should have little trouble with Khazard, but if he is proving difficult, it is possible to hide behind a tree and let Sir Tiffy and Wahisietel defeat him.
Battle of the Mahjarrat 1: Ice Titans[edit | edit source]
Once General Khazard is defeated, he teleports away in retreat and your group proceeds to the ritual site. Finding it strangely deserted, Wahisietel senses a nearby Mahjarrat; he steps forward and calls for General Khazard to reveal himself. Instead, Lucien appears. After taunting your group, he summons four enhanced ice titans; Sir Tiffy calls Idria via commorb and requests reinforcements. The immediate arrival of a support group of Guardians of Armadyl signals the beginning of the first battle against Lucien's forces.
Two of the enhanced ice titans will run at you. You will only be able to damage these two titans, so turn on Protect/Deflect Melee and attack them. The titans have high life points and a special attack which encases you in ice. This attack is similar to, but doesn't function like ice barrage in that it doesn't hit you for multiple strikes of massive damage while encased. Instead, it works more like the cocoon attack of Araxxor in that you can break free by rapidly clicking the ground around you. However, if you don't break free of the ice quickly enough, it will shatter and deal significant damage to you.
Throughout these battles, Wahisietel will fight Lucien, who will regularly cast his black skull spell at you. When it hits the ground, a pillar of darkness rises up that will hit 400-1000 points of damage per tick.
If you defeat your titans before the others defeat theirs, you'll just have to run around the ritual site, avoiding Lucien's spell, until the battle is over. Once the titans are all defeated, another cutscene begins.
Note: Do not attempt to attack Lucien directly during this or any of the following fights, or he will hit you for over 4000 damage.
It will be very important to keep an eye on your prayer points throughout this and the following battles, as they can be lengthy.
Important: When you see the smoking black skull flying towards you, run at least two squares away from your current position before continuing your attack on the ice titans. If a titan freezes you before you can evade Lucien's spell, you may be hit for massive damage, so make sure to keep an eye on your health!
Try to position the titans such that only one is attacking you at a time. This will reduce the number of special attacks used against you, and will help focus your attacks. You can also utilize a safe spot at the southeast corner of the Ritual site, or behind any trees you can find (see image). The titans have a significant weakness to the attacks of combat familiars; especially fire titans. Even a karamthulhu overlord is able to hit over 900 life points with its melee attack. If using ranged, it is recommended to use enchanted ruby crossbow bolts, as they can hit well over 2000 in the early stages of the battle, even with less than 75 Ranged, due to the Stone's boost. Your Summoning level is also boosted, so there is no need for summoning potions.
Battle of the Mahjarrat 2: Ice Demons[edit | edit source]
Wahisietel will taunt Lucien when the enhanced ice titans are been defeated. In response, Lucien will summon twenty (20) level-140 ice demons. Even Wahisitel becomes nervous, and just as he says that you'll need more help, Sliske slinks into the scene (to everyone's surprise). Sliske summons the Barrows brothers to aid in the fight, and an enraged Lucien orders his army to attack.
Similar to the battle with the ice titans, two of the ice demons will attack you. Tiffy and Idria take on their own, with Akrisae healing them as needed. Sliske and the Brothers battle the rest of the demons while Wahisietel continues dueling Lucien.
The ice demons use magic and ranged attacks, their magic attack being stronger. The use of Magic protection prayers is recommended. The demons also have a special attack that surrounds you with icicles that impede your movement. There's no way to prevent these icicles from forming, but it should be noted that you can attack an icicle to break it. This is useful as it only takes two icicle attacks to completely surround you. This can be particularly dangerous as Lucien will continue to cast his "black skull" spell at you. It is very important to keep moving to avoid being trapped by icicles when Lucien's spell hits.
Again, if you defeat your ice demons before the others, you'll just need to keep running around, avoiding Lucien's attacks until the battle ends and the next cutscene begins.
If using melee, one strategy for this battle is to use Protect/Deflect from Magic and remain in your starting position, allowing the Ice Demons to approach you. This will allow you ample space and time to see Lucien's attacks as they come. As with the titans, try to separate the demons so that you can focus on one at a time. While you attack one, the other will range or mage you from a distance. When either Lucien's attack or icicles appear near you, run and fight the other demon.
Note: It is advised to stay near Karil the Tainted, as he will attack your demons with his crossbow if they are within his range.
If you are using ranged, another strategy is to use Protect/Deflect from Magic and continually run around the demons. The special effect of enchanted ruby bolts also works well against the ice demons, just as with the titans. Run a few paces, fire a single bolt, then run a few more paces. The constant movement should reduce the risk from icicles and Lucien's spell, while still allowing you to get some consistent hits on the demons.
If the Barrows brothers finish killing their ice demons before you, they will help you kill yours.
The Beginning of the Ritual[edit | edit source]
At battle's end, Lucien will become tired of your attempts to stop him, and turn to a more important subject: the Ritual. As he says this, several notable Mahjarrat will begin teleporting in to the ritual site. As part of the Ritual, a Mahjarrat sacrifice must be made in order to rejuvenate the others. Enakhra is the first to teleport in at this point, and believes that her rival, Akthanakos (who arrives next), should be sacrificed. More Mahjarrat, including Zemouregal, Azzanadra, and General Khazard, will appear. Hazeel will also appear for players who chose to revive him during Hazeel Cult. The Zamorakian Mahjarrat argue that one of the Zarosian followers should be the sacrifice. In the end, Lucien decrees that as the most powerful Mahjarrat, he alone will decide who is sacrificed. He then dramatically pulls the frozen Jhallan from the cavern beneath, choosing him as sacrifice.
The Armoured Zombies[edit | edit source]
Note: During this fight, one of the beacons is broken and requires the player to have an unboosted Crafting level of 76 to repair it.
As Jhallan is obviously the weakest among them, most of the others (except for vengeful Enakhra and wise Wahisietel) agree with Lucien's choice. Wahisietel objects, claiming that Lucien should be the sacrifice due to his power and the threat he presents. Wahisietel then starts attacking Lucien again, and Sliske once again summons the Barrows brothers. Zemouregal counters by calling his gargoyle minion, Sharathteerk, who in-turn summons four level 91 armoured zombies.
The zombies present very little challenge, especially as they'll only be aggressive toward the Barrows brothers. While remaining vigilant against Lucien's spell, you should help the Barrows get rid of the zombies. At the defeat of his zombies, Zemouregal will chastise Sharathteerk, and will then tell him to summon Arrav.
Turning Arrav[edit | edit source]
Note: It is recommended to not use a combat follower during the following portion, as they may cause unforseen issues while trying to work with Arrav. Also, make sure to click through all of the dialogue, in order to trigger certain game events.
You'll now need to attack Arrav (while evading Lucien's dark magic) until he turns his attention to you. When he starts going after you, carefully (slowly) lure him to the rocks to the south, where you placed his heart. If you move too quickly, you'll lose him and have to regain his attention. The provoke ability may be especially useful here. Once he comes close enough to his heart, Arrav will break Zemouregal's control over him, and will immediately turn on Zemouregal.
The Beacon and the Glacor[edit | edit source]
In a pitiful display, Zemouregal will plead to Lucien for aid. When Lucien ignores him, Zemouregal calls for everyone present to attack him.
All of the Mahjarrat at the Ritual will then turn on Lucien, and Azzanadra will tell you that the southern beacon has broken (the one near where you placed Arrav's heart). You must repair the beacon in order for Azzanadra to call upon the power of Zaros to end the battle. Lucien, while skeptical of the beacon's usefulness, retaliates by summoning a level 160 glacor to stop you. The glacor is quite slow and shouldn't really pose a problem for you if you're quick; it's not required to kill it. Use Protect from Ranged or Protect from Magic and gather the four pieces of the beacon, while avoiding the glacor. Assemble the pieces by clicking on one of them in your inventory, and replace the beacon back into the tree. At that point, Lucien once again calls for the fighting to stop, and proceeds with the ritual.
Note: If you're particularly bold, you can choose to fight the glacor directly. This glacor has the same drops as the ones located in the cave.
The Ritual of Rejuvenation[edit | edit source]
Lucien stops the fighting and performs the Ritual of Rejuvenation, sacrificing Jhallan to rejuvenate the Mahjarrat at the Ritual. As each Mahjarrat is rejuvenated, his or her appearance changes from their skeletal form into a more human-like form.
The rejuvenated Azzanadra flings a couple Zaros-powered spells at Lucien, dealing 9,000 and 19,000 damage, respectively. While the attacks deal seemingly-enormous damage to Lucien, he shrugs them off, surprised that he "actually felt that one". He then summons the Stone of Jas and touches it, amplifying his power even further. However, before he can use any of this power, the Dragonkin Sithaph, Strisath, and hidden Sakirth arrive. They proclaim Lucien to be the False User, whom they must destroy.
As the Dragonkin speak amongst themselves about the rage they feel, Idria naively attempts to bargain with them and convince them to enter an alliance against their common enemy. Like a mosquito in their ear, they quickly become annoyed with her and incinerate her, without a trace.
The dragonkin explain that while others, such as Lucien draw power from the Stone of Jas, their power is the Stone of Jas, and its misuse enrages them. Lucien vainly attempts to attack the dragonkin, triggering his quick demise.
Sithaph attempts to apprehend Lucien, but Lucien knocks him to the ground with the staff and prepares to impale him. Strisath flies in and grabs him from behind, carrying him a few meters back and making him drop the staff. Lucien knocks Strisath off balance, sending him to the ground and escaping. When it looks like Lucien is winning, the third dragonkin, Sakirth, picks up the Staff of Armadyl and hits Lucien from behind, shattering the staff's orb in the process. He then impales Lucien with the remnants of the staff, slaying the "False User".
With a last cry, Lucien's life ends. The Dragonkin claim to feel slightly better, followed by a threat to destroy the world. They then fly off. Enakhra, who is scared, quickly teleports away, followed by Akthanakos, Hazeel, Khazard, Zemouregal and Azzanadra. Only you, Tiffy, Akrisae, Wahisietel and Sliske remain at the Ritual site.
Wrath of the Dragonkin[edit | edit source]
Typical of his sneaky persona, Sliske says that he's impressed by your skill, and then flings a spell at you to transform you into a Barrows brother. Akrisae nobly jumps in the way, saving you, and becoming the seventh Barrows wight himself, Akrisae the Doomed. Sliske seems content and quickly teleports away, escaping Tiffy's vengeance. Wahisietel simply laughs, claiming that, if nothing, "you can always trust that you can't trust Sliske". You now need to figure out what to do with the Stone of Jas. As a favour to you, he teleports back to Nardah to avoid seeing what happens to the Stone.
Despite your suggestion to keep the Stone as a tasteful garden feature in your house, Tiffy summons Thaerisk who, with help from you and Tiffy, performs an algorithmic cipher spell, placing the stone deep underground in an unknown place, encrypted by coordinates that each of you thought of individually. Once the Stone is gone, you all teleport back to Falador...or so you thought.
In a plot twist, rather than returning straight to Falador, you enter a smoldering version of Draynor. As the three of you run forward, dragonfire incinerates Thaerisk, just after he thought he saw Idria. Indeed, Idria, Duradel and Ghommal are seen standing around, but when each of the heroes are approached, they exclaim "We're already dead" before falling down and disappearing. Walking further leads to Lucien's body with Kuradal crying next to it, as well as fallen Hazelmere. Sloane is found standing in the next alley, and Akrisae the Doomed is seen walking by. Follow him to the bank, where suddenly Sithaph appears! After a short chase scene, the dragonkin hit and kill Tiffy, and wound you. They let you go, telling you that this is merely a vision of the future.
You return to Falador, and Tiffy doesn't recollect the dream as you do. Nevertheless, he is pleased that Lucien is dead, and rewards you.
Rewards[edit | edit source]
- 3 quest points
- 110,000 experience
- 40,000 experience
- 40,000 experience
- Three 80,000 experience lamps (only available for skills level 72 and higher).
- Access to bane ore, the spell Tune Bane Ore, and the ability to fletch bane arrows and bane bolts.
- Access to the spell Storm of Armadyl and the ability to create Armadyl runes.
- Access to a new Barrows brother, Akrisae the Doomed, and his equipment.
- Access to Glacors and the DKQ fairy ring. After entering the Glacor Cave, the Stone of Jas will give the player a 3-6% damage bonus in the surrounding area.
- Access to the Mahjarrat Ritual Site and the majority of Zemouregal's fort (the east side of the ground floor remains inaccessible, requiring Dishonour among Thieves). Returning to the ritual site and speaking to Arrav near the location of the Northern beacon will grant the player 3,000 experience.
- Access to a Bloodwood tree south of the Ritual Plateau.
- Completing this quest and Fate of the Gods unlocks rune dragons through the World Gate.
- 2 Treasure Hunter keys and 2 Hearts of Ice
- Additional rewards/activities
- Rebuilding Edgeville ( 5) – Complete this Grandmaster miniquest.
- Bane Tuner ( 25) – Unlock the spell: Tune Banite Ore.
- Chilling with Arrav ( 20) – Put Arrav to rest after the 'Ritual of the Mahjarrat' quest.
- I know, I was there... ( 5) – Obtain personal stories from Edgeville regarding the destruction after 'The Ritual of Mahjarrat'.
- Music unlocked
- The Records Chamber (In Temple Knights' archives (can also be unlocked during the King of the Dwarves quest))
- Kethsi (Upon entering the plane of Kethsi (can be unlocked before even starting the quest)
- Strength of Saradomin (if not already unlocked, when Saradomin heals Zilyana)
- Return of Lucien (When Lucien summons the ice titans)
Required for completing[edit | edit source]
Ritual of the Mahjarrat is directly required for the following quests/miniquests:
- Full completion of Fate of the Gods
- Koschei's Troubles
- Full completion of Missing, Presumed Death
- Full completion of Nadir
- Full completion of One of a Kind
- Rebuilding Edgeville
- Full completion of The World Wakes
Completion of Ritual of the Mahjarrat is required for the following:
Gallery[edit | edit source]
A leaked image of a work in progress version of Wahisietel's rejuvenated chathead.
Concept art of the Dragonkin.
Concept art of the Ritual marker.
The head banner used after release of the quest.
Another head banner used.
The icon of Ritual of the Mahjarrat when it appears on the featured tab of the Adventures interface.
Transcript[edit | edit source]
Update history[edit | edit source]
- patch 15 April 2019 (Update):
- Players can now reclaim the XP lamps from Sir Tiffy Cashien if they lost or destroyed them.
- patch 7 January 2019 (Update):
- patch 3 April 2018 (Update):
- Fixed an issue that prevented the ability to continue the quest Ritual of the Mahjarrat.
- Added the ability to reclaim the reward lamps from the quest Ritual of the Mahjarrat if destroyed, allowing the use of them at a later date.
- patch 2 November 2015 (Update):
- The look of the spiritual battlers in the player's vision during Ritual of the Mahjarrat have been brought graphically up to date with their brethren in the God Wars Dungeon.
- patch 4 January 2012 (Update):
- Bob the Cat can no longer talk to the player in certain circumstances during the Ritual of the Mahjarrat quest.
Trivia[edit | edit source]
- Ritual of the Mahjarrat had the most requirements of any quest at the time of its release, with 105 quests, 125 kudos and the Abyss miniquest needed, until the release of Children of Mah on 21 November 2016.
- On the first day of the quest's release, the reward portion on the quest help said "A fireball set the rewards alight. Come back tomorrow when we've put out the fire."
- While speaking to Lady Table in the Temple Knight's Archive, she mentions 'sightings' of "Reprehensible Snowgres," poking fun at abominable snowman/yeti/bigfoot sightings and their credibility.
- After completing the quest, a player's Adventurer's Log will read "I took part in a huge Mahjarrat ritual, encountered a new breed of enemy and helped hide an ancient relic."
- When hit by a fireball, the game box will say "You've stayed too long out of cover!" then, "You feel as if you are moving around" and finally with "Pirates save you and bring you back to the gates of Mos Le'Harmless."
- If you are wielding a Dragonfire shield that isn't fully charged on Mos Le'Harmless, if you get hit by a fireball it will add a charge to the shield.
- When telling Juna about the quest you say "...after the dragonkin killed Lucien, we hid the stone somewhere safe." to which Juna replies "It is good that the Stone is once more hidden away, but the damage has been done. Lucien was dangerous, but these dragonkin could end up destroying everything."
- When General Khazard summons Bouncer, Wahisietel will kill it while saying "Your dog can't help you now!", a play on words from when Kal'ger the Warmonger yells "Your god can't help you now!"
- Azzanadra does 9001 damage to Lucien, a reference to the anime Dragon Ball Z.
- In the burnt down version of Draynor Village, two normally non-existing redberry bushes that can be picked from can be found; one west of the marketplace and the other south of the wheat field.
- RuneScape posted an official trailer for Ritual of the Mahjarrat on YouTube named Ritual of the Mahjarrat. It features many of the Mahjarrat preparing for and/or teleporting to the ritual.
- When the quest appears on the featured section of the Adventures interface, it is given the description "The planets have aligned, signalling the Ritual of the Mahjarrat. If he becomes rejuvenated, with an arsenal of weapons taken from the gods themselves, will you be able to stop Lucien achieving total dominance?".
- During RuneFest 2010, concept art of Belkina, a character who was supposed to be in Ritual of the Mahjarrat, was shown. However, upon release of the quest, she did not appear and had been written out of the storyline for unknown reasons.
|Mysteries of the Mahjarrat|
|Rise of Lucien|
|Return of Zaros|
|Lores and Histories|
|Sea Slug quest series|
|Void Knight quest series|
|Lores and Histories|