The World Wakes
|The World Wakes (#188)|
|Release date||4 March 2013 (Update)|
|Main developer(s)||Mod Ana|
|Quality assurance||Unknown edit|
|Infobox • Talk page|
The World Wakes is a Grandmaster quest and the last quest to take place in the Fifth Age. It has been labelled by Mod Mark as "the most important one to date". This is easily explainable, seeing that the outcome of the quest has an immense impact on the world.
It is recommended to complete all of the quests required for the optional rewards before starting the quest, because they will help with fully understanding the characters and plot; whilst it can be started and completed without any of the "prerequisites", it takes place chronologically after these quests.
- 1 Official description
- 2 Overview
- 3 Guthix's home?
- 4 Battle with the temple guardian
- 5 Battling Kree'arra
- 6 Opening the gate
- 7 Solutions
- 8 Proving your loyalty to Guthix
- 9 A new guardian of Guthix
- 10 General Graardor
- 11 Zemouregal
- 12 K'ril Tsutsaroth
- 13 Enakhra
- 14 Defending Juna
- 15 Aftermath
- 16 Rewards
- 17 Achievements
- 18 Required for completing
- 19 Pre-release
- 20 Gallery
- 21 Post-quest FAQ
- 22 Transcript
- 23 Update history
- 24 Trivia
- 25 References
Official description[edit | edit source]
After decades of research, a Varrock Museum archaeologist has discovered Guthix’s original dwelling, dating back to the First Age when Guthix was the only god on Gielinor. You have been invited to join him in entering the ancient site, but it soon becomes clear that this is more than just the original quarters of Guthix...
Overview[edit | edit source]
|Start point||Orlando Smith south of Thormac's tower|
|Member requirement||Members only|
|Official length||Long to Very Long|
|Requirements||Skill requirements are not boostable unless marked with a [B] for boostable. None|
|Items required||Items from the tool belt are not listed unless they do not work or are not automatically added.
The following optional quests are recommended for full storyline comprehension and additional rewards.
|Enemies to defeat|
If the player dies during a battle, the gravestone will be placed outside the temple.
Guthix's home?[edit | edit source]
It is recommended to start the quest with ranged or magic combat gear because it makes the first fight, which starts shortly after beginning the quest, much easier.
This quest can be started by talking to Orlando Smith, who is excavating west of the Legends' Guild (fairy code BLR). Orlando has stumbled across some ruins to the west of the Legends' Guild that he believes could save his struggling career at the Varrock museum. After the conversation has finished, the door will be opened. Enter the ruins with him.
Orlando will be amazed by the room and asks to find an appropriate artefact to take back to the museum. There are five artefacts in the room: a shattered blade (used by Guthix to slay Skargaroth), an inactive obelisk (speculated to be an ancient Summoning obelisk), stone carvings (suspected to depict Fiara, Juna, and the extinct race of Naragi), clouded vials (likely used for early forms of Herblore), and a dusty parchment. Inspecting all of the artefacts will trigger the opening of another door, leading to a room containing a Guthixian butterfly statue. Orlando will attempt to lift it but fails. The player then tries and succeeds, activating an alarm system and opening a new set of doors.
Battle with the temple guardian[edit | edit source]
Upon entering the new room, the Automaton Generator, Automaton Guardian, and Automaton Tracer will activate and demand the Mahjarrat presence to leave. Both Orlando and the player attempt to reason with them, and neither succeed. Orlando's persistence causes the automatons to attack, killing him. The automatons again demand the Mahjarrat presence to leave before attacking the player with melee, magic, and ranged attacks. The automatons use an ability whereby they thump the ground, causing massive shock waves and huge damage that can kill in seconds. Do NOT underestimate this attack. It is advised to use magic or ranged attacks to take them out, focusing on the melee automaton first. This will completely negate the stomping special attack (as long as he is killed quickly enough).
Alternatively, the melee automaton can be trapped behind an obstacle to prevent all stomping attacks and attacks from him. Taking out the ranged automaton after trapping the melee one is preferred.
If melee combat is preferred, once the automatons start thumping the ground, run from them to avoid taking damage from the shock waves. It is advisable to turn off auto-retaliate to avoid being brought back to the shock waves by the magic and ranged automatons. Right after killing the automatons, back out during dialogue with an "Actually, I have something I need to do first." This gives time to walk back to a bank to restock and heal before the next fight if needed.
Battling Kree'arra[edit | edit source]
After killing the automatons, a shadowy figure will appear, demanding to know who is disturbing Guthix. After speaking to him, he will reveal that he is actually Sliske, ask the player to ponder why they were the only one who could open the doors, and reveal that Guthix is still downstairs sleeping.
A cutscene shows the sword that Guthix plunged into the wilderness with his edicts that ended the God Wars and which is now transmitting to the stone circles now that the alarm system has been triggered. However, the stone circles are no longer all in Guthixian hands. Zemouregal receives news that the stone circle at Varrock is active and asks his wizards to trace the source of the signal at once.
The gods also know what is happening and are communicating with their followers, the generals in the God Wars Dungeon. Commander Zilyana is shown leaving. The Zamorakians and Saradominists want to kill Guthix and remove his edicts from the world. Sliske, however, says he believes, as a follower of Zaros, that Guthix can be awoken and bargained with. The player, as the central figure, will have to choose where to stand and who to support: the Zamorakians and Saradominists, the Zarosians who wish to awaken him, or the Guthixians who will try to protect him. Since the player will need to reach Guthix, it is suggested to side with the Guthixians initially, since they have a better understanding of the place and its defences.
Kree'arra, Zilyana and Kril Tsutsaroth will appear. Tsutsaroth storms through the next door into the temple, and Zilyana goes after him leaving Kree'arra to deal with the player. Kree'arra tells the player to leave, saying that killing for no reason is not the way of Armadyl, but since he has allied with those wanting to kill Guthix, the player refuses and fights him. If the player die here, the grave will appear at the entrance to the excavation site.
Kree'arra is significantly easier here than in the God Wars Dungeon, but there is a complication — tornadoes move around in the room, and if they are on the same square as the player, they will take damage equal to 20% of their maximum life points every game tick. Avoid them at all costs, especially the blue tornadoes, while continuing to fight Kree'arra.
Moreover, Kree'arra may use his special attack (he will say 'Storms align to me!'). When this happens, Kree'arra will walk into the centre of the chamber, and all storms will flock to him. It is advised to run away from him since he will release the storms, yet if he is attacked shortly after, the magical storms will be closer to the player, leading to a highly likely death.
Attacking with ranged is recommended because it gives flexibility to move around the room away from the tornadoes. If the player are willing to attack in this style, it is possible to get Kree'arra stuck behind one of the many pillars which allows continuous attacks until he uses his special attack.
Unlike in the God Wars Dungeon, melee attacks can be used. They also work fairly well if the player has a godsword. Protect from Missiles or Deflect Missiles is strongly recommended, particularly to avoid the special attack, but the damage from Kree'arra can be handled with food (as long as the tornadoes are successfully avoided).
Once Kree'arra is defeated, he will retreat.
Opening the gate[edit | edit source]
Bank at this point to restock, if necessary; however, any follower will need to be dismissed, preferably before entering. If the follower is not dismissed and the player tries to use the control panel, Juna will repeatedly state that the follower needs to be dismissed even after it is dismissed. A cutscene will show Commander Zilyana and K'ril Tsutsaroth, unable to open the next door. Zilyana tells the player to leave, as she and Tsutsaroth go to look for another way in.
The room has a puzzle in the middle of it. Head to the eastern end of the room and try to operate the control panel; this will be interrupted by members of the Guardians of Guthix and some of their allies. The player must convince them that they are on the same side, and they accept that the player has a link with Guthix since the doors opened previously. The Guardians will explain that the walls of the Inner Sanctum are impenetrable with magic, and they are unable to teleport further, but the control panel may give means of opening the door.
The object of the puzzle is to guide a boulder from the currently active corner to the activate destination, a circle with a green dot within the puzzle. First the path from the corner to the destination is constructed, and then the boulder is released to travel along the path. To release each boulder, click on the active corner of the puzzle. The puzzle display is currently bugged for some Mac and Linux users, displaying only a black screen when activating the Control Panel. To work around this bug, navigate to Settings > Camera and change the Camera mode to 'Classic' with the dropdown menu.
To construct the path, start at the active corner and rotate each piece in sequence until it connects properly with another piece. Generally there is only one possible connection at each point.
To make the boulder travel the path, release it and then release it again each time it stops on a gateway. It will need to be timed right so that it passes through the next part of the path:
- Conveyor belts change their direction every few seconds. When the conveyor belt is moving in the right direction, open the gate and let the boulder roll through.
- Rotating pads rotate every few seconds. When the track is pointing in the right direction, open the gate.
After the boulder reaches the destination, a new one will activate, and another corner will be active. Repeat this process four times, and the gate will open.
Solutions[edit | edit source]
Proving your loyalty to Guthix[edit | edit source]
After opening the doors, you will come across seven automatons, including an Unknown figure. His name is soon discovered to be Cres, after Juna recognises him, an old ally of some of the guardians before the God Wars and the fall of the Gods. You will be asked to examine the shrine behind Cres, which is labelled "strange map".
Upon examining this map, it will present you with a scenario and then ask you how to resolve it. You must get all of the categories to 50% exactly. The four categories are Good, Evil, Order, and Chaos. Each answer will fill up 2 of the 4 categories by 25%, so carefully read the answers before choosing them. If you go over 50%, you will be declined by Guthix and given a chance to try again.
When you complete the map, a cutscene will unfold and you will be blessed by Guthix. The spectating guardians explain that you are now a guardian of Guthix as well.
A new guardian of Guthix[edit | edit source]
After being blessed by Guthix and becoming a guardian of Guthix, you must prove your worth physically. Rally the troops to battle by using the options in the chat box. They do not directly affect the outcome of the battle, but they do change their chat responses.
You will be asked to assign each group of guardians to each of the storage rooms that will soon be attacked. Carefully read each of the descriptions and assign them accordingly. If you wrongly assign them, the battles will be enormously more difficult. Suggested pairings:
If you choose incorrectly, it is possible for Fiara and/or Thaerisk to die and be replaced outside the quest, much like during While Guthix Sleeps.
Before each battle, Juna and the druids provide cauldrons of elixirs which provide power and restore health and prayer and removes poison; and you can talk to the druidess to access your bank.
If your health or Prayer points are boosted above maximum, drinking from the elixirs will reduce them back to maximum.
Rocktail soups and bonfires can be used alongside super potions to enhance your maximum Attack, Strength, Defence and life points. Doing so will make the next battles much easier. It is recommended to use yew logs or better for a bonfire to increase your maximum life points, although if you have a high combat level (120+) you won't need these at all, since the fights shouldn't be that hard for you.
It is a good idea to use equipment that will not be lost or degraded upon death if you happen to die, because it can get very expensive for lower levelled players to have to keep recharging and repairing gear. The Enhanced Excalibur is however recommended as it only cost 500 coins to replace.
General Graardor[edit | edit source]
The correct defenders for this battle are Chaeldar and Thaerisk
This battle is the first, and possibly the easiest of the storage room battles.
Graardor will attack you with all of the combat styles, but deal the most damage with melee, so it is recommended to pray against it. In addition to the basic attacks, he has three special attacks which he will use at random during the battle:
- When he shouts "Graardor protect!", he will activate a shield to protect himself from incoming damage and reflect some of it back, like the Reflect curses. You should hold your fire until the shield falls.
- If he shouts "Graardor mad!", he will repeatedly punch the area in front of him and deal increased damage, but he will also receive slightly more damage. You should move away from him and hit him from behind when he uses this attack.
- When he shouts "Graardor smash!", he will slam his fists into the ground, causing heavy damage if you are standing in front of him. In addition, debris will fall from the ceiling and cause high, rapid hits. This is his most dangerous attack, although it can be avoided by watching the shadows on the ground and running. When he first launches the attack, his fists will briefly get stuck, during which time he will take double damage. It is advisable to use a strong threshold or ultimate ability at this time, but at the same time try to avoid combo attacks because you may take damage from the falling debris.
If you are using ranged or magic, there is a safespot from Graardor's main melee attack in the south-west and south-east corners.
Effective: Melee works fine. During "Graardor protect!" just heal yourself. During "Graardor mad!" run through and behind him. During "Graardor smash!" click away and clicking back should be enough time to avoid the attack and you can resume. Repeat until he surrenders.
Once you defeat Graardor, he will retreat and you will be called onto the next one.
Zemouregal[edit | edit source]
The correct defender for this battle is Cres
This battle can be difficult due to the large amount of damage taken over time, but it should not be a problem for anyone who can deal heavy damage quickly.
Zemouregal will spawn two blue portals which must be destroyed before he can be damaged. While the portals are active, he will not retaliate if attacked. Simply destroy these portals while countering the damage taken from his undead minions. Once the blue portals are destroyed, Zemouregal will begin attacking with magic attacks. He will also spawn red 'Decaying Portals' around the area that spawn more zombies. These can be ignored; however, don't stand too close to them as they deal small but constant amounts of magic damage.
Once the first wave of portals are defeated and you have reduced his health to about 70%, Zemouregal will create a stronger wave of four blue portals. Repeat the same process as the first wave, and deal as much damage to him as you can while he is recovering. Once all the blue portals have been destroyed, you will be able to defeat him.
Effective: Ranged armour works best since there is only magical attack. Use actions with recurring damage on Zemouregal and those that hit fast on the portals. Ricochet is good here. Throwing weapons are perfect.
On defeat Zemouregal will retreat and you will be summoned to the next storage room for the next battle.
K'ril Tsutsaroth[edit | edit source]
The correct defender for this battle is Death
This is a simple fight of tanking. K'ril will force spikes through the ground that damage you only if you are standing on top of them, so when you get the message in your chatbox, simply move out of the way. It is also worth noting that he can poison you, the same way as in the God Wars Dungeon. The damage from the poison is relatively minor, and can usually be ignored, but can be annoying to some. In addition to his standard attacks and poison, he has three special attacks which he will use at random.
When he shouts "You cannot stand against Zamorakian might!", he will slam one of his cleavers into the ground and cause spikes to emerge. They cause heavy damage over time, so it is advisable to dodge this quickly.
If he shouts "Run, coward!", he will charge in the direction he is currently facing. If you move out of the way before he hits you, he will hit a wall front of him and take some damage. Beware he will turn his charge in your direction once you have moved.
K'ril's most dangerous attack is indicated by him shouting "Guthix will die in the name of Zamorak!". He will follow you around the room at a running pace, attacking very rapidly for heavy amounts of damage per hit. This attack can kill you very quickly if you are not constantly running from him.
Players who cannot remember all of this may just simply run out of the way when they see K'ril Tsutsaroth saying something.
Effective: Magic seems to be most effective against K'ril, however melee may also be used because he will come closer to you anyways. Whenever he says something, run away as if your life depended on it. Then go back and hit K'ril and you'll be fine.
Due to his large size, it is possible to safe-spot K'ril Tsutsaroth at the north-east corner of the room. This method also prevents him using his special attacks.
When you finish this fight, you will be called for the final storage room battle with Enakhra.
Enakhra[edit | edit source]
The correct defenders for this battle are Fiara and Valluta
This fight can be the longest out of the boss fights because Enakhra can heal herself by stealing your life points. Enakhra heals by the amount of damage she deals to you (before any damage reductions) during her special attacks. Before the battle it would be useful to add the Freedom and perhaps Anticipation abilities to your action bar. The first half of her life bar she gets Zamorak's aid every 15 seconds, so start running at about 13 otherwise it's quite tough if you're around level 100.
Effective: Enakhra is the easiest of them all if encountered correctly. All you need is a weapon with high attack, and food that can heal for a long time. The healing from a bunyip works well, and can eliminate the need for food. You should use Ranged attacks, Protect from Magic or Deflect Magic if you are using Ancient Curses.
During the battle she will often ask Zamorak to heal her and will then start to leech health from you. This will continue until you break the connection with her by running behind any of the obstacles in the room, or by attempting to stun her (this works even though she is immune to stuns). When you get away, Enakhra will teleport closer to your location so the battle can continue. It is important to have auto-retaliate turned off during this battle, since it will enable you to break the link by running away.
When she gets to 50% health, she will occasionally shout "Not so fast!" and pin you to the ground to drain you. This works like a stun, and you can escape with the use of the Freedom ability, or avoid it by using the Anticipation ability (you'll get pinned, but won't be stunned, and can walk away to get back up immediately). Also, you can avoid it altogether by moving every few seconds, since that is what appears to trigger the pinning, but that option makes the battle last longer if using melee.
Another good method is to range her, for example with a crystal bow. A lot of people find it easier to hit her with ranged than with melee. Bring food and a bunyip if you can, then alternate between attacking and evading her. One click - attack, next click - behind a boulder; that way she will follow you, and you will be able to attack her again without delay.
Since Enakhra's drain will heal her for 10% of your current life points per second, an easy way to beat her is to only bring low-healing food like cabbages into the fight. If you never interrupt her drain, she will not resort to other attacks for the duration of the entire fight, even when her life points reach 50%, only healing up to 22 life points per second, if you only eat one cabbage at a time when extremely low on life points (20 or less), where the drain will only damage you for 1 life point per second.
When she is defeated, you will be called back to the main lobby for the next battle without a possibility to bank, so you might want to bring some more food to get your health up again.
A way to circumvent Enakhra's healing is to use the "hugging" technique. This plays around an obstacle in the room that has 2x2 size. To use this technique, the player should always stay beside the obstacle, whenever Enakhra starts leeching just run to the other side.
Defending Juna[edit | edit source]
After defeating all of the bosses, return to the main room. You must defend Juna from attacks by Saradomin combatants for about two minutes, without Juna losing her health and dying. As the fighters (spiritual warriors, rangers and mages) are only level 49, this is not very difficult—attack each of them to train them on you instead of Juna, killing them quickly, until the time is up. Alternatively, repair the barriers as the warriors knock them down. If you are having problems attacking them quick enough, multitarget attacks such as Ancient Magicks can hit all the fighters that spawn from one portal thus removing the need to attack each fighter individually.
Aftermath[edit | edit source]
Commander Zilyana will eventually get to Cres. She will stab with a killing blow, thinking she had killed the God of Balance in disguise with ease, before being told that she simply killed a Guardian. Suddenly, the Zarosian Mahjarrat Akthanakos, Azzanadra, and Wahisietel arrive with Char and Nex, trapping Zilyana. You then have the option of deciding whether to wake Guthix and learn from him, leave him to rest, or kill him.
Regardless of your choice, the tableau will be broken by an unknown person, revealing the pathway to Guthix. Juna thinks that the Zarosian's arrival was just a distraction, but Azzanadra says it was not in their plan. Zilyana claims that there is nobody else, but the leader of the faction you chose will say that they do not know that, and tell you to go and follow whoever destroyed the tableau, and to try and reach Guthix first.
- If you choose to wake him or destroy him, you will have to race Death and Valluta to Guthix's resting place, while avoiding purple spirit balls that the former summons and the rocks that Valluta causes to rain down. The balls trail towards your destination and move at running speed; it is possible to take massive damage and even die by running under one. It's easiest to just run to the end of the room as quickly as possible, ahead of the purple spheres. Beware spikes coming out of the ground that prevent you from moving along the path. You cannot teleport out of this area until you reach Guthix, and a ring of life will not work. If you are trapped on spikes and a ball is close behind, allow it to pass through you so that you will only take damage once instead of multiple times by running under it.
- If you choose to leave him to rest, you will be attacked by Char and Nex. You will have to avoid fireballs sent by Char and icicles sent by Nex. Nex will also occasionally trap you in an ice prison. In this scenario, it can be easier to reach Guthix by watching the timing of the fireballs dropping to the tracks ahead, and following a set and staying in between the wave in front of you and behind you. This method can get you to Guthix with no damage.
Regardless of your decision, upon reaching Guthix, Sliske will appear, revealing that he has betrayed you and the Zarosians and then mortally wounds Guthix with a powerful spell from the Staff of Armadyl. Guthix will then tell you to come to him, and takes you to his own memories of his home world and explains his past, telling you how he found the planet Gielinor and brought the races we know today. Follow him from place to place, past the dead Naragi and the body of Skargaroth and eventually you will reach his old house. After telling you of the immense power you now hold to defend against the gods, and after asking you if you will do as he requests, and protect the world from the gods, Guthix will lay down on his old bed and die, telling you to forget him and to remember your purpose.
Upon waking from your vision, you will be back next to the now dead Guthix, with the Guthixians, Zarosians and Commander Zilyana joining you. Juna will ask what happened, and Death will tell her that it was the Mahjarrat Sliske. Azzanadra and the other Zarosian Mahjarrat will be displeased with Guthix's death, claiming that it did not have to come to this, although Char and Nex don't seem to care. Juna is displeased, saying that with the edicts broken, another God War will inevitably begin, and you have the option of saying you will stop it, you will support the god of your choice, or you will strive for godhood yourself. Eventually, the god Saradomin will appear and teleport the Zarosians away, saying that this is no place for battle.
Saradomin will ask you what you think of him, giving a choice of three options. Regardless of your choice, Saradomin will attempt to teleport you away, saying that he sees the chamber as a good new headquarters and that you will no doubt meet again. After the teleport spell splashes due to your blessing from Guthix, Saradomin will be intrigued, asking you what knowledge Guthix gave you in his last moments. Regardless of the option you choose, Saradomin will teleport away, saying that it is an honour to have been blessed, but warning you to be on the right side when the inevitable conflict begins. After Saradomin departs, speak to Juna again, who initially believes it's all over, but, after encouragement from Death, realises that they are still following Guthix's plan, and good can come of this. Juna will then hand you your rewards, completing the quest. However, you must have 10 free inventory slots in order to get the rewards.
Rewards[edit | edit source]
- 3 quest points
- Pale lamp granting 250,000 experience, requiring 80 (if you do not have 80 , you can destroy it and get it back from the High Druid)
- Glossy lamp granting 110,000 experience, requiring 70 (if you do not have 70 , you can destroy it and get it back from the High Druid)
- 3 ancient lamps granting 100,000 experience in three different skills at or above level 75 (you may destroy them and get them back from the High Druid)
- 3 static lamps granting 50,000 experience each in any combat skill at or above level 65 (you may destroy them and get them back from the High Druid)
- Juna's Gift, Azzanadra's Gift, or Zilyana's Gift (may be changed to either of the three versions for free after the quest by talking to the High Druid)
- Access to Guthix's Cave, where you can offer chronicle fragments for Divination experience
- Access to the memory of Naragun using fairy rings with code AIS
- 5 new ultimate combat abilities
- 2 Treasure Hunter keys and 2 Hearts of Ice
- Additional rewards/activities
- The ability to 'pay respects' at the shrine near where Guthix died, to receive 100,000 experience. Doing so requires level 90 .
- The ability to light the five torches around the shrine, yielding 10,000 experience each, for a total of 50,000 experience. Doing so requires 74 . The fifth torch is located on the platform below the other four torches. This experience is not affected by experience boosting items like the flame gloves and the ring of fire.
- Offering 100 Chronicle fragments at the shrine will unlock the [Name] of Guthix title.
- Certain additional rewards are available if additional quests are completed: Ritual of the Mahjarrat, The Firemaker's Curse, The Branches of Darkmeyer, The Void Stares Back, and The Chosen Commander:
- Additional dialogue with Azzanadra, Juna, Thaerisk Cemphier (or Ivy Sophista if Thaerisk dies), Fiara (or Coulson), Chaeldar, Char, and Ali the Wise.
- Music unlocked
- Bird of Prey (When Zilyana, Kree and K'ril arrive)
- Boulder and Brighter (When beginning the large puzzle)
- Chamber of Guthix (In the central chamber)
- Defenders of Guthix I
- Defenders of Guthix II
- End Song
- Guthix's Warning (During the cutscene with Sliske in the Shadow Realm)
- Invaders Must Die I (When Graardor arrives)
- Invaders Must Die II (When Zemouregal arrives)
- Invaders Must Die III (When K'ril arrives for the second time)
- Memories of Guthix (In Guthix's memories of his homeworld)
- Temple of Guthix I
- Temple of Guthix II
Achievements[edit | edit source]
- The World Wakes ( 0) – Complete this Grandmaster quest.
- Respect the Balance ( 15) – Pay respects and light the torches in Guthix's shrine.
Required for completing[edit | edit source]
The World Wakes is directly required for the following quests/miniquests:
- Full completion of Fate of the Gods
- Full completion of Missing, Presumed Death
- One of a Kind
- The Light Within
Pre-release[edit | edit source]
- A week prior to the quest's release, Orlando Smith could be found to the west of the Legends' Guild next to an ancient door. When spoken to, he gave hints about how he had found the original resting place of Guthix and would soon require help. In addition, a mysterious shadowy figure could sometimes be seen in various places, who would then disappear again after a while.
- Jagex also released a video called The Origins of Gielinor with extra back story before the quest's release.
Gallery[edit | edit source]
Post-quest FAQ[edit | edit source]
Transcript[edit | edit source]
Update history[edit | edit source]
- patch 27 January 2020 (Update):
- Updated the World Wakes boulder puzzle to have improved tapping accuracy, added a top-down camera view, and remade the info interface to be mobile-friendly.
- patch 18 November 2019 (Update):
- Fixed player title reward in the rewards section for the quest log for "The World Wakes".
- patch 16 September 2019 (Update):
- Fixed an issue where it was not possible to progress past the first room during World Wakes. Players who experienced this issue need to investigate any of the artefacts to progress through this section.
- patch 6 March 2017 (Update):
- Some of the Mahjarrat models in the World Wakes have been updated in keeping with their latest versions.
- patch 16 January 2017 (Update):
- Some camera issues with cutscenes in The World Wakes have been fixed.
- ninja 18 July 2016 (Update):
- The World Wakes's combat level requirement is now a recommendation, rather than a requirement.
- patch 6 July 2015 (Update):
- Zemouregal (rejuvenated and skeletal) - in the Dominion Tower, the Nadir saga, Defender of Varrock, Ritual of the Mahjarrat, The World Wakes, and Missing, Presumed Death - has been graphically updated.
- Armoured zombies in the Dominion Tower, Defender of Varrock, Curse of Arrav, Ritual of the Mahjarrat, The World Wakes and Missing, Presumed Death have been graphically updated.
- patch 22 July 2014 (Update):
- Corrected the message displayed when attempting to start The World Wakes to require combat level 100, instead of 140.
- patch 6 May 2014 (Update):
- Cutscene skipping functionality has been added to some cutscenes used in Rune Mysteries, Rune Memories, One Piercing Note, Stolen Hearts, Diamond in the Rough, What's Mine is Yours, Ritual of the Mahjarrat, The World Wakes, Song From the Depths, The Brink of Extinction, and Player-Owned Ports.
- patch 13 January 2014 (Update):
- A small camera issue during the World Wakes quest has been corrected.
- patch 19 November 2013 (Update):
- The Naragi homeland has been added to the Fairy ring network using code AIS after the player has completed the relevant section of The World Wakes.
- patch 22 October 2013 (Update):
- It is no longer possible to active the "World Guardian" title without completing The World Wakes.
- patch 2 April 2013 (Update):
- Juna has a small amount of new chat for players who have completed both The Chosen Commander and The World Wakes.
- The quest requirements for The World Wakes now correctly gain a strike through when a player meets the requirement.
Trivia[edit | edit source]
- On 18 July 2016, the combat level requirement of 100 was removed, leaving the quest without any hard requirements.
- The World Wakes was originally slated for release in February 2013, but was delayed to 4 March. One of the reasons for the delay was the release of OldSchool RuneScape.
- During development, the quest was known as "Sleeping Dogs", a reference to the phrase "Let sleeping dogs lie", referencing Guthix's sleep and those wishing to wake him. "Dog" read backwards also spells "god", another reference to Guthix.
- Upon completion of the quest, the adventurer's log states "I witnessed the beginning of the Sixth Age, and became a world guardian to defend Gielinor against the gods."
- The text on the tablet in front of Guthix's house is written in Medieval Runic Script, the same alphabet used for the sword in the Wilderness Crater. It reads "Shelter available, all aided." Likewise, the text on the floor in Guthix's chamber reads "Balance in all things".
- As this quest takes place after its optional requirements, multiple followers appear even if their related quests have not been completed:
- If you have not done The Void Stares Back, Valluta will still appear.
- Azzanadra will appear even if Desert Treasure has not been completed.
- Every Mahjarrat in the game will have rejuvenated forms, even if the Ritual of the Mahjarrat quest (and its Ritual of Rejuvenation) has not been completed.
- Char will appear, even if the player hasn't done The Firemaker's Curse.
- Although there is a see-back option, just like any playbacks (such as re-fighting Dawn), the player will always have what equipment they are wearing rather than the ones they had when the cutscene first started.
References[edit | edit source]
|Mysteries of the Mahjarrat|
|Rise of Lucien|
|Return of Zaros|
|Lores and Histories|