The World Wakes

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For the achievement, see The World Wakes (achievement).
Queen help book.png
This article has a quick guide found here.
Quick guides provide a brief summary of the steps needed for completion.

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.

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]

If the player dies during a battle, the gravestone will be placed outside the temple.

Guthix's home?[edit | edit source]

Location of Orlando Smith

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.

Opening the door.

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 (not to be confused with the scattered parchment in the middle of the room). 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.

The shattered blade.

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]

Sliske TWW chathead.png
Guthix's warning.
Sharathteerk and Zemouregal.

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 chathead.png
Fighting Kree'arra.

Kree'arra, Zilyana and K'ril 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 dies 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]

Death chathead.png
Zilyana and K'ril Tsutaroth.

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]

The door puzzle after successfully balancing all four categories
Cres chathead.png

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".

Becoming a Guardian of Guthix.

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]

The most optimal solution for the storage rooms

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:

Name Icon Versus
Chaeldar and Thaerisk Chaeldar and Thaerisk TWW icon.png Whoever is coming through this wing is very big and slow. It sounds like they are using their immense strength to force their way through the rock. Perhaps they don't have the intelligence to try any other way.
Cres and automatons Cres TWW icon.png It sounds like there are a lot of enemies breaking through here, and the foul stench of the undead can be smelled. Whoever is leading these troops must have an immense talent to undermine death itself.
Death Death TWW icon.png This enemy sounds large, slow and heavy, but they are using more than their strength to break through. The impact of magic can be heard alongside demonic chanting, so they must have some intelligence.
Valluta and Fiara Valluta and Fiara TWW icon.png Whoever is coming through here sounds small and nimble. They seem to be using only magic, so it could be assumed they'll have a high resistance to magic used against them. Their attacks sound extremely aggressive, as if they're beyond determined.

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.

General Graardor chathead.png
General Graardor using his "Graardor smash" attack.

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

Zemouregal rejuvenated chathead.png
Destroying the portals that Zemouregal summons while evading his minions.

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.

Taking Zemouregal on directly.

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

K'ril Tsutsaroth chathead.png

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.

K'ril activates his most dangerous attack.

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

Enakhra (Children of Mah) chathead.png
Fighting Enakhra.

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]

Juna chathead.png
Defending Juna until Cres can engage Zilyana.

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]

This is a dangerous quest.
If you die, you will lose your items and will need to reclaim them from Death or your grave.
Zilyana kills Cres, mistaking him for Guthix

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. The fireballs follow the same pathing every time they repeat, so noticing the pattern makes it easier. This method can get you to Guthix with no damage.

Getting hit by a spirit ball or fireball damages you for 20% of your maximum life points. It is not possible to teleport out of the area.

Sliske kills Guthix with the Staff of Armadyl
Guthix chathead.png

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 he transports you to his own memories of his home world, where he appears as his original mortal self 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, you have the option of accepting his request, declaring loyalty to another god, or stating your intention to achieve godhood yourself. Regardless of your choice, Guthix will lay down on his old bed and die, telling you to forget him and to remember your purpose.

Saradomin appears and teleports the Zarosians away.

Upon waking from your vision, you will be back next to Guthix's petrified body, 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 chathead.png

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]

The World Wakes reward.png
Additional rewards/activities
Music unlocked

Achievements[edit | edit source]

Required for completing[edit | edit source]

The World Wakes is directly required for the following quests/miniquests:

Pre-release[edit | edit source]

A museum archeologist has made a potentially ground-breaking discovery. Join him to explore ancient caverns, fight legendary warriors, and become part of the most important event for thousands of years.
  • 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]

Credits[edit | edit source]

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
  • patch 20 September 2021 (Update):
    • Fixed an issue where the players were unable to view tooltips while setting up defenders during The World Wakes on mobile.
  • patch 27 July 2020 (Update):
    • Defeating any of the bosses in 'The World Wakes' with Lootshare active will now correctly advance you to the appropriate quest state.
  • 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 12 August 2019 (Update):
    • Updated The World Wakes Quest overview notes.
  • patch 23 April 2018 (Update):
    • Removed an old achievement message from The World Wakes.
  • 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 14 March 2016 (Update):
    • Fixed a typo in the World Wakes quest.
  • patch 30 November 2015 (Update):
    • Fixed a typo with the Clouded Vials examine.
  • 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 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 20 August 2013 (Update):
    • An issue that was preventing the puzzle in the World Wakes from being completed has been fixed.
  • patch 13 August 2013 (Update):
    • A missing texture outside the Guthixian ruins used in The World Wakes has been fixed.
  • patch 24 July 2013 (Update):
    • Cutscenes now work correctly in the World Wakes quest.
  • patch 9 July 2013 (Update):
    • Several typos in The World Wakes quest have been fixed.
  • 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.
  • patch 12 March 2013 (Update):
    • Players can no longer select more than one answer per question in the map puzzle during The World Wakes quest.

Trivia[edit | edit source]

The World Wakes banner.jpg
  • 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.[1]
  • 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.[2][3] "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:
  • 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]

  1. ^ KoncepTs. The World Wakes delayed... 22 February 2013.*
  2. ^ The World Wakes Medley. "If you download the song, the file name is "SleepingDogsMedley.mp3""*
  3. ^ RuneScape BTS 62 - Get Ready for RuneScape 3. "The title can be seen in the top right corner"*