|Sliske's Endgame (#212)|
|Release date||19 December 2016 (Update)|
|Main developer(s)||Unknown edit|
|Quality assurance||Unknown edit|
|Infobox • Talk page|
Sliske's Endgame is the finale to the Sliske quest series, released on 19 December 2016. It involves the culmination of Sliske's plan, reaching as far back as the assassination of Guthix. Sliske calls an end to his game and tallies up the scores, inviting the gods (plus the World Guardian, Death, Vorago and the Dragonkin) to his grand finale.
On 17 December 2016, an eclipse appeared followed by messages from the gods Armadyl, Saradomin and Zamorak. Armadyl appeared atop his tower south of Falador, Saradomin appeared in the White Knights' Castle and Zamorak appeared in the Black Knights' Fortress. Zilyana also appeared atop the White Knights' Castle, watching Armadyl, while Padomenes appeared in the courtyard training some crusaders.
Sliske's Endgame is replayable, but only the first playthrough's outcome is canon. The events in the quest will reflect the player's choices; in replays, the player will be able to make different choices to see how they would have affected the quest's conclusion. Replays were added to the game on 29 January 2018, just over one year after the quest was released.
- 1 Official description
- 2 Overview
- 3 Gathering the party
- 4 The assembled party
- 5 The final member
- 6 Into the labyrinth
- 7 Reaching the stone
- 8 The final battle
- 9 Meeting Jas
- 10 Epilogue
- 11 Rewards
- 12 Replayability
- 13 Required for completing
- 14 Transcript
- 15 Update history
- 16 Trivia
- 17 References
Official description[edit | edit source]
|“||You are invited to the battle to end all battles - the final clash between those on Sliske's Scoreboard. Set in a shadowy labyrinth, with the devious Mahjarrat himself pulling the strings, anything could happen.
But one thing is for certain - your actions will have a direct effect on the outcome, and will be reflected in future content. Choose wisely!
Overview[edit | edit source]
|Start point||Relomia in Draynor Village.|
|Member requirement||Members only|
|Official length||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|
Gathering the party[edit | edit source]
To start the quest, speak to Relomia in Draynor Village. She will tell you that Sliske's endgame is near, and ask you to invite all the gods to the grand finale. They can be found in the following locations:
|Death and Icthlarin||Inside Death's office north of Draynor||This is just north of Relomia.|
|Saradomin||White Knights' Castle 2nd floor[UK]3rd floor[US] (near the altar).||Falador teleport spell will take you just north of the castle. To find him, head east into the castle and climb up the first ladder, then head west and take the staircase near Sir Renitee.|
|Armadyl||On the top of his tower during World Event 2, near the clan camp south of Falador.||A clan vexillum will teleport you close to the area. Head immediately south-east, and take the stairs next to the divine transmitter.|
|Zamorak||Black Knights' Fortress 1st floor[UK]2nd floor[US] (near the altar). Alternatively, you can find him in his hideout, accessed by using the communication device.||You will need a set of black armour, a fortress guard's armour or the Dagon'hai robes to enter the fortress. The Skull of Remembrance and Dulcin armour cosmetic override can also be used.|
|Seren and Zaros||Within the Tower of Voices in Prifddinas||Prifddinas home teleport will take you directly to the area.|
You may also find Sliske inside Vorago's cave during the search for the gods.
Choices that could affect outcome of the game:
- You can declare support for one of the factions (Zamorak, Saradomin, Seren, Armadyl or yourself)
- You can declare your opposition to some of the factions (Zamorak, Saradomin or Armadyl)
- You can choose to tell Armadyl about Zaros' wrongdoings (Through the "Tell me about..." dialogue option)
- You can tell Seren to trust or distrust Zaros (Dialogue option will not reappear if ignored)
Once everyone has been invited, return to Draynor and talk to Relomia. She will tell you to prepare for a possible fight and will tell you to meet her outside at the Heart's encampment. This is the outer encampment, not the ones inside. While you can bring a familiar to the encampment, familiars are not allowed into the event and you will be asked to dismiss it before continuing.
The assembled party[edit | edit source]
Once you are geared up, speak to Relomia at the Heart encampment. All of the other participants will appear and argue before Sliske arrives. He reveals that he has invited the dragonkin since they killed the god V. Brassica Prime and Marimbo will both leave, as they have no interest in the stone.
You are presented with more choices here:
- You can choose to trust Kerapac or not.
- You must pick the faction you support, this time for real: yourself, Armadyl, Saradomin, Seren, Zamorak, Zaros, The Godless, Icthlarin, Death, Sliske, the Dragonkin or no one. If you attempt to side with no one, Sliske will dismiss your decision for being boring, and thus ask you again to pick a faction to support.
The final member[edit | edit source]
Sliske will then reveal that he created a "World Guardian" from Nomad, and that it will count as a kill for your god if you defeat him. This fight is much easier than fights with Nomad in previous quests - he only attacks with normal magic attacks, not usually hitting more than 1000 but rarely up to 2000, and lower if you pray against magic. Food is still recommended for all players, though. Stuns do not work. If you struggle with this fight, vampyrism aura and Soul Split help make up for the lost health, as do blood spells. Once Nomad is defeated Sliske will send the party members into his labyrinth, including you. You should leave at least one inventory space for the puzzles as anything you drop will disappear as soon as you finish the puzzle - you won't need more than four free spaces. You will need a weapon to kill some easy enemies in the puzzles. You can exit at the start of the first wave of the fight after the labyrinth to restock, though most players should be able to complete that wave with minimal supplies and restock at the beginning of the second wave.
Into the labyrinth[edit | edit source]
Overview[edit | edit source]
Sliske's Labyrinth can take very long to complete, so make sure you have enough time to complete it. If you leave the labyrinth through the exit portal or lobbying, speak to Relomia again, who will drop you off at your previous location inside.
The labyrinth is actually two labyrinths that must be completed in order; the first labyrinth ends with a big swirly portal, whilst the second and final labyrinth ends with a set of stairs. In both labyrinths, you are travelling from the southwestern room to the northeastern room. Each labyrinth has 4 sections (2x2) each consisting of 8x8 rooms. Only the rooms in the section you are currently in are visible on the map, the other sections become visible when you enter the purple door that leads you to another section.
Since your only viable option to finding your way in this maze is by using the map, it is a good idea to increase the size of your minimap to give you a much better overview. Make sure your compass is pointing north after changing sections. Your run energy will stay at 100% while you are in the labyrinth.
A common tip in the labyrinth is to look for large rooms in your map, aligned with glowing barriers ingame and find your way there, where you will either get a cutscene or have a puzzle to complete. The cutscenes have little impact on the quest, but the puzzles do. When you complete the puzzle, doors or new paths will open further down the path that were previously blocked or empty.
The gods process through the labyrinth each time you pass between rooms. After a total of 189 passes one of them reaches the end of the first labyrinth, getting to pick another god to lose their entourage which possibly affects future lore encounters. If the player reaches this point first, they get the same choice.
Maps[edit | edit source]
Be sure to follow the cyan lines on the first solution, they lead to puzzle and cutscene rooms off the main map that must be completed to progress along the map later. Go back to the green path once the puzzle is done. All orange paths lead to additional cutscenes, but are not required to complete the quest. Upon reaching the final room, one can simply climb the stairs to advance.
Solving the puzzle rooms rotate one room in the maze counter-clockwise once each, opening paths further through the maze. Not all puzzles need to be completed to get through the mazes, depending on the route you take.
- The puzzle in the first maze's south-western quadrant rotates the fourth room in the seventh row of rooms in the north-western quadrant.
- The puzzle in the first maze's north-western quadrant rotates the sixth room in the fifth row of rooms in that quadrant.
- The puzzle in the first maze's south-eastern quadrant rotates the third room in the northern row of rooms in that quadrant.
- The puzzle in the first maze's north-eastern quadrant rotates the fifth room in the second row of rooms in that quadrant.
- The north-western puzzle in the second maze's south-western quadrant rotates the fourth room in the fourth row of rooms in that quadrant. This puzzle isn't required for the quickest path through the maze.
- The south-eastern puzzle in the second maze's south-western quadrant rotates the third room in the fifth row in the south-eastern quadrant. This puzzle isn't required for the quickest path through the maze, nor for the quickest path visiting all the lore rooms.
- The puzzle in the second maze's north-western quadrant rotates the fourth room in the sixth row of rooms in that quadrant.
- The first puzzle from the north in the second maze's north-eastern quadrant rotates the second room in the second row of rooms in the south-eastern quadrant. This puzzle isn't required for the quickest path through the maze.
- The second puzzle from the north in the second maze's north-eastern quadrant rotates the fourth room in the fifth row of rooms in the south-eastern quadrant. This puzzle isn't required for the quickest path through the maze.
- The third puzzle from the north in the second maze's north-eastern quadrant rotates the fourth room in the seventh row of rooms in that quadrant. This puzzle isn't required for the quickest path visiting all the lore rooms.
- The fourth puzzle from the north in the second maze's north-eastern quadrant rotates the sixth room in the first row of rooms in the south-eastern quadrant. This puzzle isn't required for the quickest path through the maze.
Puzzles[edit | edit source]
There are several puzzles you can encounter:
- Spotlight: An empty room with a bright spotlight. When you step into the spotlight, the screen will gradually darken into shadow. Stay in the spotlight until the bar is filled. There are two spotlight puzzles in total: one as the puzzle in the first maze's south-western quadrant, and one as the second puzzle from the north in the second maze. The spotlight in the second maze moves much faster than in the first.
- Sliske icon: A room with four shadow casters and a big shadow on the ground. Find the solution by right-clicking the viewing panel, and rotate the caster to make the same shadow by using the panel. The icon puzzle in the first maze's north-eastern quadrant is simple; simply rotate the casters independently until the shadow matches the solution. For the southernmost puzzle in the second maze you have to kill a wight footsoldier in the room to repair a broken caster, and in the easternmost puzzle you have to harvest a light wisp to kindle the south-western caster. One caster in the icon puzzles in the second maze moves the other casters, and they can be solved by following these directions:
- The south-east caster is independent of all the others so just rotate that once to correct its position.
- The north-west caster rotates the north-east dial. Rotate the north-west caster once.
- The south-west and north-east casters rotate together. Rotate either once to bring the the south-west caster in the correct position.
- Now rotate the north-west caster again to complete the puzzle.
- Cryptics: Masks must be placed on the four shadow casters to cast correct shadows on the walls. A solution panel can be talked to for a cryptic hint for the solution. In the second maze the northernmost puzzle requires you to kill two wight footsoldiers in the room for their mask drops, and the third puzzle from the north has two masks lying on the floor instead being placed on the shadow casters as usual (only one of these needs to be picked up to solve the puzzle). Some of the rooms have casters with rotating set of masks which cannot be replaced, while the others have casters with one mask on them at a time and the player must replace the masks to produce the correct shadows.
|Misery loves company.||ALL: sad||First maze's north-western quadrant||Rotation|
|When the sun rises, we are happy. When the sun sets, we are sad.||NE: happy, NW: sad, SE: happy, SW: sad||First maze's south-eastern quadrant||Replacement|
|I'm bored of helping you. You can figure this one out on your own.||NE: happy, NW: neutral, SE: sad SW: broken||Second maze's western puzzle room||Rotation|
|Never let anyone see how you truly feel, they will use it against you.||ALL: neutral||Second maze's second puzzle room from the west||Rotation|
|You and I are beautifully broken. The others resent our superiority.||NE: broken, NW: broken, SE: sad, SW: sad||Second maze's northern puzzle room||Replacement|
|I am not a morning person. Nor am I a mourning person.||NE: sad, NW: none, SE: sad, SW: none||Second maze's third puzzle room from the north||Replacement|
Encounters with the other participants[edit | edit source]
Choices given in the labyrinth do not affect the maze itself, but may affect later outcomes and future quests. Choices include:
- You can choose to take Icthlarin (who has regressed to a dog-like state) with you or not.
- At the beginning of second part of labyrinth, you can choose to "lose your follower" and Sliske will relieve Icthlarin from being a follower of you.
- You can speak to Death about the state of Icthlarin. He can then tell you about the fate of one of the gods (Zaros, Seren, Saradomin, Armadyl, Icthlarin or Zamorak), who are temporarily rendered mortal during the endgame.
- You can speak to Vorago about himself and his history.
- You can speak to Armadyl, who is moulting, and choose to accept one of his feathers or not. It can later be used to unlock the May or may not be [Name] title.
- You can speak to Saradomin about his temporary mortality.
- You can try to speak to Zamorak, but Sliske is tormenting him so he leaves.
- You may be asked by Seren what you think is responsible for taking away the gods' powers in the labyrinth. The Stone of Jas is the correct answer.
- Azzanadra and Char will be arguing about what to do about Sliske. You can recommend that Zaros try to negotiate with him or try to kill him.
- Armadyl will ask to speak with Seren about something beyond the endgame; Seren will wish to speak about it at a later time. You can ask Armadyl to listen to Seren, ask Seren to work with Armadyl or ask Seren to listen to Armadyl (in which case he describes an idea to bring the aviansie to Tarddiad, which you can give your opinion on)
- Armadyl may seek an alliance with Vorago which he rejects, bringing up the damage done by Armadyl's battle with Bandos.
- Armadyl may offer to help a dragonkin, but it insults him and leaves. You can ask Armadyl if he is alright or taunt him.
- Armadyl and Saradomin will have captured a dragonkin. You can choose to help Armadyl cage it or let it loose in the labyrinth.
- Armadyl may argue with Zamorak about their respective responsibility for loss of life, in the God Wars and more recently.
- You can encourage Seren and Saradomin to talk in private or not. If they talk, Seren will ask Saradomin to withdraw from the endgame, and you can encourage Saradomin to withdraw or to continue. He will continue regardless.
- You can choose to help Saradomin or Zamorak in a fight between their knights or can encourage them to temporarily put their differences aside to focus on Sliske.
- Zaros' and Zamorak's forces may have an argument.
- You can pick a side in an argument between Zamorak and Seren.
Once you reach the end of the second labyrinth, climb up the set of staircases.
Reaching the stone[edit | edit source]
At the top of the staircase, you will be met by another god, with whom you will race to the Stone of Jas. The race works the same way regardless of who you're racing. The one who reaches the Stone of Jas first will be declared the victor of Sliske's endgame. You may race against Armadyl, Saradomin, or Zamorak, based on how well you and each of them perform in the labyrinth. You are most likely to race against Armadyl, who had the highest score on Sliske's scoreboard, and thus started the endgame with an advantage; you are least likely to race against Zamorak, who had the lowest score on Sliske's scoreboard, and thus started the endgame with a disadvantage.
Sliske will give you a "headstart" of sorts, binding the opponent for a short time. Make your way towards the Stone of Jas. The next part of the quest will differ based on who wins. If you want to win, click on the "Delay" switches along the way, before your opponent passes them, to slow down your opponent; the "Delay" switches temporarily summon Sliske's apparitions to block the god's path.
You will have to go through the following sequence to reach the Stone of Jas:
- Jumping across a gap.
- Jumping across a gap.
- Delay switch (optional).
- Jumping across a gap.
- Delay switch (optional).
- Jumping across a gap.
- Touching the Stone of Jas.
Once the Stone is reached, Sliske arrives, and a victor is declared. If you are the victor, you can state what you plan to do with the Stone of Jas. In all cases, you will be given a chance to react to the end result. Zaros and Seren will then teleport inside, to Sliske's great surprise, revealing that their power is greater than Sliske's in his attempt to kick them out. What happens at this point will depend upon your choices during the quest as well as in previous quests.
If Zamorak wins, Zaros will invoke the demon pact that he made with Zamorak in Children of Mah, demanding the Stone of Jas from Zamorak. If Armadyl or Saradomin wins, Zaros will reveal that he has made a similar demon pact to bind them. For Armadyl, Zaros promises to protect the aviansie, in exchange for the Stone of Jas. For Saradomin, Zaros has rescued his daughter and held her captive with Nex, agreeing to return her safely to Saradomin in exchange for the Stone of Jas.
If Seren is restored with the dark shard in The Light Within, she will reweave the threads of fate that bound Armadyl or Saradomin to Zaros in the demon pact, freeing them from Zaros and binding them to herself. For Armadyl, Seren agrees to fulfil Zaros's obligations to protect the aviansie. For Saradomin, Seren reveals that her agents have taken Saradomin's daughter from Nex, are keeping her safely whilst the endgame is in progress, and will return her to Saradomin afterwards.
If Zaros is sabotaged in Fate of the Gods, Seren's pact stands. Armadyl or Saradomin agree to fulfill their end of the agreement, and Seren agrees to uphold hers. Zaros protests, saying that he needs the Stone of Jas to fulfil his plans, to which Seren responds that his plans are exactly why she must keep the Stone of Jas away from him. If Zaros is fully restored in Fate of the Gods, the outcome will vary based on other choices made in the game. In some cases, Seren's pact will still win. In other cases, Zaros will have the foresight to see what Seren does, and nullifies Seren's attempt to unbind Armadyl or Saradomin from him. Armadyl or Saradomin will feel as if nothing has happened, and Zaros's demon pact still stands.
If Seren is restored without the dark shard in The Light Within, Seren will not attempt to reweave the threads of fate that bind Armadyl or Saradomin to Zaros. Regardless of whether she was restored with the dark shard or not, Seren makes no attempt to rebind Zamorak's demon pact with Zaros. In all of these cases, Zaros's demon pact stands. Armadyl or Saradomin agree to fulfil their end of the bargain by handing over the Stone of Jas to Zaros.
If you win, Zaros warns you that should you take the stone, you will set in motion the destruction of Gielinor due to another God War, one that will eventually spread to the rest of all creation. He admits to being fond of the World Guardian and convinced of their importance in a prosperous future, but demands that you hand over the stone to him or he will be forced to destroy you.
The final battle[edit | edit source]
Enraged, Sliske will attempt to kill you in battle. If you were not fully equipped for the battle while in the maze, need to restock, change equipment or obtain a familiar, you can leave through the exit portal (teleportation will not work); simply talk to Relomia again outside the Heart encampment to return. Each wave serves as a checkpoint.
Deaths here are not safe. Upon death, your gravestone appears outside the Heart of Gielinor. Using the Nardah Teleport from the Desert amulet, the gravestone can be easily reached to reclaim items without having to pay Death.
It is recommended to read through the next 3 waves before continuing the quest, as you will constantly be under attack for an extended period of time.
Wave 1[edit | edit source]
Sliske will send standard wight footsoldiers and archers at you. Kill them to fill the bar. As the bar progresses, he will start sending imbued wight footsoldiers, who are stronger but still weak enough to kill. As you kill more wights, he will start adding unstable wight footsoldiers, who are similar to the imbued ones but explode upon death, dealing damage to anything near it. Keep killing wights until the bar fills. It is recommended to use either barrage spells to clear the crowd as fast as possible, or if using melee or range to chain as many area-of-effect abilities as you can. Be aware that all remaining unstable wight footsoldiers will explode at the end of the wave, potentially causing death if the player is surrounded.
Wave 2[edit | edit source]
Angered by your resistance, Sliske will summon the Barrows brothers to attack you. Due to your actions in Kindred Spirits, the brothers defect and support you. Sliske states he never plays all his cards and calls upon Nomad, Gregorovic and Linza the Disgraced. You will need to defeat all three to progress.
|Enemy||Standard attack||Boosted||Last remaining|
|Nomad (100,000 LP)||Auto-attacks and mines||Powerful magic blast||Clones|
|Gregorovic (200,000 LP)||Healing spirit (Heal 10,000 LP)||Knife throw attack + spirits heal 20,000 LP||Shadow clones|
|Linza (150,000 LP)||Stun + reflect damage||Healing defensive stance||Area attack|
Nomad uses his standard auto-attacks and will also place mines around you occasionally, which you should avoid stepping on. If you step on a mine, you will take massive damage and lose all of your run energy. If Gregorovic/Linza is defeated, Nomad will occasionally release a powerful attack that deals about half of the player's current life points worth of damage, which can be completely blocked with Protect from Magic and Devotion or healed from with Resonance. When Nomad is the last one remaining, he will summon several clones of himself, though you only need to defeat one to progress. Nomad has 100,000 life points.
Gregorovic will summon a healing spirit, which will heal him for 10,000 life points if it touches him. Simply attacking the spirit is enough to force it away from him; make sure you hit or the spirit will continue towards Gregorovic. If Nomad/Linza is defeated, Gregorovic will also start using his knife throw attack; this will be indicated by shadows on the ground, so move when necessary to avoid unblockable damage.
When Gregorovic is the last one remaining, he will be able to use his shadow clones to assist him. Each shadow clone has 3,000 life points. Gregorovic has 200,000 life points; his fight is extremely similar to that in the Heart; the only difference is that he does not hit as hard, cannot poison you, and does not use his knife trick attack. However, he will summon his shadow clones frequently, and not when he is at a set health like when he does so in the Heart, so abilities that can hit multiple targets will be vital if you want to mitigate the damage Gregorovic's shadow clones can inflict.
Linza will be able to bind you for several seconds, in addition to her set's effect of reflecting back damage. If Nomad/Gregorovic is defeated, Linza will be able to perform a defensive stance and heal for 1,500 every few ticks, in a manner similar to Araxxor's web shield. This defensive stance can be stopped if she is hit for enough damage, so use threshold and ultimate abilities if possible. If she is the last one remaining, she will unleash a large-area attack similar to Quake - simply move out of range to avoid taking heavy damage. However, be wary and have the Freedom ability ready, as she could bind you before she unleashes this attack. Linza has 150,000 life points. She is the only target of the three with a weakness, being vulnerable to fire spells.
Pick off one of the targets at a time; when you defeat them, the others will recover all their health and gain new abilities. Once all three are defeated, Sliske will personally face you.
A good strategy for this fight is to take out either Nomad or Gregorovic first, as they are much harder to defeat if killed last, whereas Linza deals the least amount of damage and has the least effective and extreme additional attacks when last remaining. It is possible to safe-spot Linza if she is the last to be fought, before she charges her area attack lure her next to a rift, and when she charges go to the other side with some distance, and she cannot reach you afterwards, while you can use magic and ranged attack across the rift, although you should still keep note of your hitpoint due to deflection damage.
Leaving Gregorovic for last is not recommended as his shadow clone attack occurs every few seconds which in addition to increased healing from his summon can result in him healing quicker than you can damage him.
Wave 3[edit | edit source]
Baffled by the defeat of his strongest wights, Sliske will engage you personally. He has 100,000 life points, and attacks with magic, using the spell Shadow Blitz. While Sliske is not weak to any attack style, ranged armour may be beneficial for defence against Sliske's magic attack, or use the deflect magic curse. Sliske also often drains chunks of your prayer so using 3-4+ super restore/prayer flasks is recommended.
Sliske also has a unique attack he uses every 20 seconds where five shadow pit full of hands will emerge where you stand, dealing 25% of your max health as damage every few ticks, this damage cannot be reduced by deflection or protection, unlike his normal attacks. The first 4 pits appear at your current location while the last pit appears at your intended destination, each pit appears in 1.2s interval to total of 6 seconds. This can be avoided by moving out of the way, much like Nex shadow phase. It is recommended to use evasive and sporadic manoeuvres here. He may also freeze you in place, binding you for a few seconds; use Freedom to escape if this happens. Sliske always continues attacking you even when shadow pits are emerging.
The player can keep track of when the next pit will appearby using the "16 actions" rule: Since a wave of new pits will precisely appear after 19.8 seconds (16 EoC actions) after the first pit of last wave appears, if character uses Evolution of combat, the time between first and last pit appearing lasts 5 EoC actions (each action lasts 1.2s) and therefore player can attack up to 10 times just after the last pit of a wave appears before starting to run in circles, to properly ready character to evade upcoming pits.
If Sliske's shadow hands attack is too difficult to predict, an online interval timer may be used to alert every 20 seconds when Sliske uses his attacks. Make sure to reset and synchronize the timer to his attack in phases 1, 3, 5, and 7 below.
Wave 3 contains multiple parts. These pieces are listed below in order of suggested completion. Steps 2, 4, and 6 are interchangeable and may be completed in any order. Sliske will unleash a lightning attack during the second of the three options taken. Should you die or leave the arena before the checkpoint (Step 8) is reached, you must begin at Step 1 once again. The order of steps 2, 4, 6 will stay the same for the same player regardless of how many times he challenges Sliske.
When the phases with lightning is completed, the lightning may not be despawned early, and as such you might take up to 5,000 damage. Careful timing on entering portal and climbing the cliff, along with moving away as soon as you return to the main field is possible to prevent damage.
- Reduce Sliske to 10,000 life points. Sliske will teleport to the cliffside.
- Destroy the Power Source in the centre of the room (1,000 life points). This might only be attack-able with melee for some players - remove your weapon to harm it if so. Lightning will strike an area at random and should be easily avoidable.
- Sliske heals himself to 100,000 life points. Reduce Sliske to 10,000 life points. He will teleport to the cliffside.
- Jump on the rock formation in front of Sliske to push him back into the arena. Lightning will strike through the side of the arena, so staying in the center should help you avoid taking massive damage.
- Sliske heals himself to 100,000 life points. Reduce Sliske to 10,000 life points. Sliske will teleport to the cliffside.
- Enter one of the rifts. Sliske will bring you back into the arena. Lightning will strike through the center of the arena, moving to the sides will help you avoid taking massive damage.
- Sliske heals himself to 100,000 life points. Reduce Sliske to 10,000 life points.
- [Checkpoint achieved.]
- Sliske will not damage you at this step. Your character activates their World Guardian powers, and you are given unlimited life points, unlimited 100% adrenaline (or 100% special bar in Legacy Mode) and a 50% cooldown reduction on all abilities.
- Damage Sliske until the cutscene ensues. If unlocked, Onslaught will end this phase extremely quickly.
A cutscene will begin where you fight Sliske with the Staff of Armadyl. You get the upper hand and impale Sliske on the staff, killing him. However before succumbing, he manages to force the other end into you and appears to transfer his essence into you. Having the last laugh, Sliske petrifies and crumbles away as you collapse.
Meeting Jas[edit | edit source]
After Sliske's death, you will find yourself on a platform with Seren and Zaros. A voice speaks out, revealing itself to be the Elder god Jas. Zaros requests Jas to make him an elder god, but she refuses, so he leaves in anger. Seren follows him. Jas will then focus her attention on you, and ask why you killed her agent. Explain your actions to Jas, who will follow up with more questions. At the end of the conversation, she will consult the other Elder gods about life on Gielinor; if they prove themselves to be worthy, they will spare Gielinor, but if they aren't, they will destroy the planet and all life. Jas will allow you to ask her one question before she sends you back.
You can insult Jas instead; however, if you go all the way through with this option, Jas will attack with 32,000 hard typeless damage, instantly killing you. It will result in an unsafe death.
Epilogue[edit | edit source]
You will find yourself back in the encampment. Linza will approach you and apologise for her actions, and decides to stay with the Barrow brothers due to being undead. Armadyl, Saradomin, and/or Seren will then approach and ask what it was like in the presence of the Elder Gods. Death and/or Icthlarin are the last to speak with you, who will commend you for stopping Sliske, although Sliske's laugh will emanate and prevent the player from telling them the truth about what they are hearing. Icthlarin will also note a strange shadow amongst the player.
Return to Relomia in Draynor Village and either tell her the truth about Sliske or lie. She will become grief-stricken or angry, depending on how players decide to tell her what happened, but the player will black out while Sliske's laugh emanates once more. When the player awakens, Relomia will be strangely cheerful, and gives players their rewards.
Congratulations, quest complete!
Rewards[edit | edit source]
- 3 quest points
- Tiny Sliske bobblehead pet
- Five stone-touched lamps, giving 250,000 experience each on a skill of at least level 85 (125,000 experience on elite skills)
- A set of skilling items:
- A hunter's Catalyst fragment, which resets several hunter traps if they fail to catch any prey.
- A runecrafter's Catalyst fragment, which halves the degradation rate of runecrafting pouches.
- A farmer's Catalyst fragment, which allows dead herbs to be picked for Farming experience in the form of shadow-infused herbs.
- The Ring of Whispers that gives an invisible +3 bonus to gathering skills.
- The Necklace of Shadows that stops familiars draining Summoning points after they have initially been summoned.
- A set effect of a manifested knowledge randomly spawning and providing bonus experience when all three items (after combining the Catalyst fragments into the combined Catalyst fragment) are worn.
- The Agent of the Eldest outfit after replaying the quest the first time
- A medium prismatic lamp after replaying the quest
- 2 Treasure Hunter keys and 2 Hearts of Ice
- Music unlocked
Replayability[edit | edit source]
In order to get the Agent of the Eldest outfit, along with a medium prismatic lamp, players must complete one replay of the quest. Players may skip the maze and still be eligible for the rewards. However, handing out invitations to each god, the subsequent fight against Nomad and completing all three waves of the final fight is required in order to receive any rewards.
|Replace maze with interactions only.||This is not a canon playthrough and will not impact future quest storylines. You will be using the Story maze which contains no puzzles and leads you directly from interaction to interaction.|
|Make this playthrough your "canon" playthrough.||This is a canon playthrough and your choices will impact future storylines. You will be using the large maze. Interactions will appear based on your choices and gameplay, not the order you have chosen.|
|The Battle of Lumbridge allegiance||The God you swore allegiance to in the Battle of Lumbridge.|
|The Bird and the Beast allegiance||The God you swore allegiance to in the Bird and the Beast event.|
|Gave Saradomin the wand||Gave Saradomin the Wand of Resurrection in Death of Chivalry.|
|Aided Zaros's return||Restored Zaros to his full strength by using a dark simulacrum to make a body in Fate of the Gods.|
|Betrayed Zamorak||Betrayed Zamorak by helping Sliske escape in Dishonour among Thieves.|
|Sacrificed Eluned||Sacrificed Eluned in The Light Within.|
|Used the dark shard to restore Seren||Used the dark shard in the restoration of Seren in The Light Within.|
|Death killed Gielinor||Death killed Gielinor in Nomad's Elegy; otherwise Icthlarin killed Gielinor.|
For non-canonical playthroughs, it is possible to choose which interactions the player will encounter in the maze (ignoring the normal selection criteria from choices and gameplay, unless the "default" option has been selected). Disconnecting or otherwise logging out will reset these chosen interactions for that playthrough. Interactions are divided into two groups of seven:
- Interactions 1-7 take place in the first maze.
- Interactions 8-14 take place in the second maze, where one of the gods loses their followers. The decision of what god loses their followers is always given to the player.
In addition to this, the player can choose who they will face in the final race for the Stone of Jas (Armadyl, Saradomin, Zamorak or the one determined by the player's choices).
|Icthlarin alone||Death alone||Armadyl and Saradomin|
|Armadyl and Zamorak||Armadyl and Seren||Armadyl alone|
|Saradomin and Zamorak||Saradomin and Seren||Saradomin alone|
|Zamorak and Vorago||Zamorak alone||Zamorak and Seren|
|Zamorak and Zaros||Zaros alone||Seren alone|
|Armadyl and Dragonkin||Armadyl and Vorago||Vorago alone|
After a month of the replayability being released, there were only around 300 people that had replayed the quest, with Jagex branding that number as insignificant, and thus have been dissuaded from adding replayability to other quests.
Jagex has said that a player's canon playthrough will become locked upon starting the next quest to continue on from Sliske's Endgame. 
Required for completing[edit | edit source]
Sliske's Endgame is directly required for the following quests/miniquests:
Transcript[edit | edit source]
Update history[edit | edit source]
- patch 5 August 2019 (Update):
- Players who have Sliske stuck standing next to Vorago can now correctly interact with him.
- patch 20 May 2019 (Update):
- A cutscene during the Desperate Times quest was incorrectly altering the players Sliske's Endgame quest progress. This has now been fixed.
- Players that have been affected by this should now find themselves in a state as close to previous as possible. Players may find they have to repeat parts of the quest that they already had previously.
- Players that had already completed the quest will now find themselves at the start of the boss fight on a non-canon quest play through.
- A cutscene during the Desperate Times quest was incorrectly altering the players Sliske's Endgame quest progress. This has now been fixed.
- patch 7 May 2019 (Update):
- Completing a Sliske's Endgame replay no longer awards Treasure Hunter keys.
- patch 23 July 2018 (Update):
- Fixed an issue in Sliske's Endgame Replay where the interactions tab would appear to be clickable when the player had not selected the interactions tickbox. Some small QOL changes were made to the menu itself to improve it's interaction and look in Legacy mode.
- patch 9 January 2017 (Update):
- Imposter mapsquares in Sliske's labyrinth have been disabled to avoid visual clutter on the game screen and minimap.
- Better chat flow has been added when talking about other gods to Armadyl and Zamorak in Sliske's Endgame.
- Grammar and spelling errors in Sliske's Endgame have been fixed.
- Two adjacent rooms in Sliske's labyrinth have been swapped to prevent players crossing into a room they haven't rotated and becoming stuck.
- Signs of life have been disabled at a certain point at the conclusion of Sliske's Endgame.
- Sliske will no longer invite Vorago to his game after the fact.
Trivia[edit | edit source]
- After completing the quest, the Adventurer's Log reads "I finally beat Sliske and prevented the elder gods from killing everyone, for now."
- When beginning the sequence of the gods arriving at the start of the maze, Armadyl appears using the same animation as the Aftershock perk.
- Depending on which god the player faces, in the final race to the Stone of Jas, and who wins that race, Zaros and/or Seren may refer to other gods by other names in different languages:
- Seren refers to Armadyl as 'plentyn diniwed', Welsh for 'innocent child'.
- Seren refers to Saradomin as 'tad poeni', Welsh for 'worried father'.
- Zaros refers to Armadyl as 'Praetor Plumalis', Latin for 'feathered leader'.
- Zaros refers to Saradomin as 'Praetor Barbatus', Latin for 'bearded leader'.
- Zaros refers to Zamorak as 'Legatus Maximus', Latin for 'greatest general'.
- If the player decides to let Icthlarin come with them and reaches the end of the first labyrinth first, they can decide to dismiss their own entourage, stopping Icthlarin from following them.
- A flashback to Kindred Spirits, revealing that the World Guardian saw Sliske's plan, was cut due to time constraints. Jagex also planned for Sliske to wield the Staff of Armadyl during the final fight, but did not have enough time to add it to his character model.
- When the Barrows brothers appear, Akrisae the Doomed is not with them as the developers had forgotten that he existed. However with the release of the replayability, he was added in.
- It is possible to run between the portal Nomad spawns at and the portal Gregorovic spawns at while Sliske is talking, trapping Linza behind the middle portal when they spawn. After Nomad and Gregorovic are defeated, the middle portal serves as a safe spot against Linza if using Ranged or Magic.
- At its release, this quest held the record of having the most quest requirements in the game, exceeding those of Children of Mah.
- A strange power-like event that would happen when the first Hardcore Ironman died to insulting Jas was originally planned. When this happened, all players would look towards the entrance of the Heart of Gielinor, facepalm in unison and a game message would say "You feel as though someone did something really dumb." It was later scrapped due to being more technically complex than expected.
- Although V was killed by the Dragonkin Sakirth, he does not appear in the quest indicating that Sliske gave the points to the Dragonkin as a group. Kerapac appears to be the main representative, but this may be due to Sliske's feeling of indifference to the Dragonkin.
References[edit | edit source]
- ^ Sliske's Endgame Replayability. 29 January 2018.*
- ^ RuneScape. Sliske's Endgame replayability stats. 27 February 2018.*
- ^ Mod Raven. Sliske's Endgame locked canon. 06 February 2018. (Archived from the original on 12 August 2018.)
- ^ Username80000. Raven explains the odd cutscene at the end of Sliske's Endgame. reddit.com. 20 December 2016.*
- ^ Jagex. [RS3] Sliske's Endgame dev playthrough (SPOILERS!). Twitch.tv. 20 December 2016.*
- ^ Mod Raven. [HCIM] Sliske's Endgame (GONE WRONG) :( :( :(. reddit.com. 14 February 2017.*
- ^ Sliske, "Missing, Presumed Death", RuneScape. "They are all the same, really."
|Part 6 of the Sliske quest series|
|Lores and Histories|
|Mysteries of the Mahjarrat|
|Rise of Lucien|
|Return of Zaros|
|Lores and Histories|