Twilight of the Gods

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Twilight of the Gods is a quest involving Zamorak's actions following Extinction.

Overview[edit | edit source]

Official description[edit | edit source]

Twilight of the Gods is the perfect quest for lorehounds, taking you to the ruins of a post-war Senntisten and down into the depths of the Asylum to ally with some familiar demons. You’ll work with Saradomin to investigate Zamorak’s activities, and visit locations all over Gielinor. Plus, you’ll have to infiltrate the Dungeon of Disorder disguised as a Zamorakian cultist - that should be fun!

Senntisten[edit | edit source]

Sir Cadian chathead.png

Speak with Sir Cadian outside the entrance to Senntisten. He will explain that the White Knights were ambushed by demons while packing up and preparing to leave Senntisten. Additionally, a large humanoid creature attacked the White Knights from the other side, but easily dispatched the demons. The unknown creature was described as large, gangly, and possibly yellowish brown. The knight warns that this creature is far much more dangerous than the demons.

Near the TzekHaar Front will be a blood trail. Follow it to the Nodon Front; there will be several greater demons that are aggressive but can be ignored. Head to Naressa's house, where you'll find her with Gregorovic. Naressa refers to Gregorovic as Erasinus, a demon she was acquainted with. You will explain that Gregorovic is a dangerous, maniacal human and warn her to stay away from him. Naressa believes otherwise but becomes dumbfounded when it's actually true and suspects that he might have a personality disorder. They will ask you to meet with them at the Senntisten Asylum; you can go with them for a fast-travel option.

Asylum[edit | edit source]

You will arrive at a locked gate. Naressa and Gregorovic will try to open it to no avail. Talk to Naressa, then activate a crane lever near her on the side of the desk. Go upstairs and find some notes at the base of the bookcase on the opposite end of the room from the stairs. Go downstairs and pull the crane lever under the desk. Then, head back upstairs and take the keys from a drawer of the filing cabinet on the upper floor (near the stairs). The long or short purple key will usually open the door; walk through the gate and enter the lift.

A key instructions scroll that is found detailing the key uses.

Inside, Naressa and Gregorovic will stop, as there are abyssal savages roaming around. Talk to one, who will immediately capture the three of you and bring you to the demon lords Cyrillus, Dahaka, and Yk'Lagor. You will learn both Dahaka and Yk'Lagor are actually Aughra dragonkin who inhabited the demons' bodies, much to Naressa's horror. The Aughra also reveal that they're suffering from the personality disorder too and need a cure for it. In return, they'll give information about the Avernic demons and tell you to hurry before the deal is nulled. The abyssals will become tolerant of the player at this point on.

Leave through the southeast to find what appears to be Rowena. Continue following Rowena back out of the asylum; on the way after the second encounter, grab a syringe from the crate in the incinerator room. When Rowena stops by the room just south of the abyssal savages, search the spiky chair to find some infernal ashes. You'll be led to the receptionist counter where Rowena will regain control as Senecianus, whom you met during Broken Home.

Senecianus explains that your attempt to cure him during Broken Home was not permanent and he experiences cyclical episodes of being in control of himself and episodes of returning to his previous "mindlessly gnashing" state; the same multi-personality symptoms displayed by Erasinus. Senecianus entered the Asylum in search of cure, but intentionally avoided the other demons because he believes abyssals are disgusting, corpse-dwelling barbarians. You will explain that other demons are suffering from similar problems in the Abyss. After further discussion, you explain Gregorovic has the exact same condition as him and that you're currently in search of a cure. Shocked by the unlikely coincidence, Senecianus enthusiastically shares his notes: Nabor wrote a full description of the condition and left his notes on a desk nearby, although Senecianus did not find them useful.

Finally, Senecianus gives the player a copy of the Break Curse scroll used to treat him before. Senecianus believes that the cure will be discovered using a combination of the scroll and Nabor's work. Make sure to get the copy of the scroll before leaving. You may obtain a vial from a crate of vials in a small room northeast of Senecianus. Fill a vial up by the sink by going furthest south in the asylum and then walking into the western room to get a vial of vile water. Use a syringe on Senecianus or Gregorovic to get a sample of blood. Use the infernal ashes on the vial of vile water to create a vial of Experimental potion #6, and then use the syringe of Chthonian blood onto it to create the SIPD cure.

Players may pick up a copy of the Diagnostic Sanitarium Manual from the desk south-east of Senecianus, if they wish. This is not required to complete the quest.

In the room south-west of where the syringe was found, the Nabor's journal can be obtained by searching his body. In the same room there is a shelf of potions, a desk, and shelves. All of these can be searched to find further information about the cure, but this is not required to complete the quest.

Senecianus and Erasinus are cured.

Talk to any of the Aughra to hand over the cure. A brief discussion will take place, and the player tests the cure on Gregorovic and Senecianus. The player can choose to comfort Gregorovic or insult him while administering the cure. After administering the cure, the demons return to their true forms. You will give a copy of the potion to the Aughra, who informs you that Dagon the Gatekeeper, who you had freed from the Infernal Source Dig Site, infiltrated Infernus and discovered that many demons were leaving the planet for an unknown destination, which you believe to be Gielinor. The Aughra will then leave. Erasinus will be overjoyed at returning to his true form, although horrified by the memories he had as Gregorovic. After some further discussion, both Erasinus and Senecianus suspect that Sliske had transferred part of his essence into their soul, creating a magical resonance that could have been felt by their followers. Naressa decides to return to Orthen, while Erasinus and Senecianus go to meet with Veilinius, as they can't enter Falador in their normal forms.

Falador[edit | edit source]

Saradomin (crownless) chathead.png

Speak with Saradomin in the Throne Room on the 2nd floor[UK]3rd floor[US] of the White Knights' Castle. Assisted by his daughter Adrasteia, he is attending to the needs of his mortal followers. Adrasteia is actively working to help Saradomin regulate his temper after the events of Extinction. The cutscene opens with Duke Horacio of Lumbridge requesting assistance, as Lumbridge has struggled financially for over 10 years; the Battle of Lumbridge has left the Lumbridge duchy in debt alongside failing crops from the taint of shadow anima.

After some thought, Saradomin will apologise to Horacio, taking accountability for his actions at the Battle of Lumbridge and will agree to give Lumbridge the generous compensation of one million gold.

You inform Saradomin of the suspected Zamorakian plot. Adrasteia will inform the World Guardian that White Knight patrols have reported red-robe wearing cultists near the Infernal Source Dig Site. Believing it cannot be coincidence, Saradomin will humbly request that you investigate by heading to the Jolly Boar Inn and speak with his knights there.

Dungeon of Disorder[edit | edit source]

Make your way to Jolly Boar Inn (north-east of Varrock and south-west of Fort Forinthry) by either Fort Forinthry lodestone or teleportation to Infernal Source Dig Site, and talk to the White Knights there. When you have spoken to all four White Knights, head to the Dungeon of Disorder. Continuing Twilight of the Gods, descend the lift. Once in the Star Lodge cellar, speak with Blythe, a young lady who's conflicted about joining the cult, as she feels she isn't ready for their standards. She will test you by asking you various questions:

Question Answer
What is Zamorak's prime belief? Growth through chaos.
Who was the original founder of the cult? Philippa Wharton.
Who did the cult offer sacrifices to? Dagon.

After answering the questions successfully, she will hand you a three-piece cultist robe set, including a hood, a top, and a bottom. Put on the robes and climb down the secret passage to the north, where you will be welcomed by Vala. Head north and pickpocket any of the cultists with the pickpocket option until you receive a cast iron key.

Speak to the following cultists to collect five pieces of information. First four pieces are collected from Wilona (join the ritual and repeat what Wilona says), Audrey, Ridley, and Edda. The last piece of intelligence is from a prisoner named Tyne, who's being held captive in the cells; he needs an outfit to escape. With the key you pickpocketed earlier, head to the lodging room in the southeast and open the southern crate to collect spare cultist robes. If you happen to destroy the spare cultist robes, you can pickpocket the cultists until you receive another cast iron key to retrieve the robes again. Return to the prisoner, who will "agree" to join the cult, thanking you for your assistance as he escapes. Once all five pieces of information are obtained, return to Falador.

You can search the bookshelf in the south central room and read the note for 500 Archaeology experience if you previously did not obtain one.

Returning to Falador[edit | edit source]

Bilrach brings a message to Saradomin.

Return to Falador to witness Saradomin arguing with Garlandia, who had been invited by Adrasteia to make amends. The discussion goes nowhere regarding their matter, so upon noticing your return, Saradomin requests that you report your findings. Just as you warn him of the demons being teleported through the Infernal Source, the White Knights arrive and inform the group that demons are teleporting into Gielinor and causing havoc. A cutscene will ensue where Bilrach teleports in and demands Saradomin to surrender to Zamorak in order to spare his people or die, as the god of chaos not only has regrown the wings he lost to Zaros in Children of Mah but also has summoned "an impregnable shield" to prevent anyone from stopping him.

After Bilrach takes his leave, discuss your options with Saradomin until all options are depleted. While the optimal way to end the invasion would be to fight Zamorak directly, the people of Gielinor would be defenseless from the attacking demons; at the same time, even if Saradomin and the remaining gods were to fight off the demons, Zamorak would simply summon more, with or without the Infernal Source. However, while thinking of Garlandia's earlier argument with Saradomin, your voices believe that there may be a way to reestablish the Edicts of Guthix, to which Saradomin agrees.

Go and talk to Adrasteia who can be found in the make shift library on the 1st floor[UK]2nd floor[US] of the White Knights' Castle. She will reveal that the Guardians of Guthix are meeting at the Tree of Balance and advises you go there.

It may be the case that Adrasteia is unable to be found in the library. If this is the case, simply exit to the lobby and rejoin the game for her to appear as intended.

Seren's garden[edit | edit source]

The Guardians of Guthix transfer their knowledge of the edicts.

Head to the Tree of Balance by using the Varrock lodestone or Archaeology journal teleport and running south of the Archaeology Guild. Talk to the tree.

Death, Fiara, Juna, Ocellus, and Valluta will show up, stating they have been attempting to contact you but were unable to. There will be a conversation, and they will test your ability to carry the Edicts. You will survive and prove that you can. They will then instruct you to report back to Saradomin what has occurred.

Searching for a solution[edit | edit source]

After speaking to Saradomin about the plan, he will give you an energy scanner to look for a suitable place to start a simulation of the edicts.

The first location will direct to the Memorial to Guthix, where The Archivist will be waiting outside the pool on the surface. It tells you that there isn't enough energy for the ritual.

The scanner will then direct to the gleaming wisp colony north-east of the entrance to the nature altar. After a chat pop-up, a green mystical wisp should be there; interact with it to be taken into a special instance of a Guthixian Cache. Talk to the confused automaton inside, who will state that attempting the ritual in the cache will result in you dying a gruesome death due to the area not being stable enough.

The scanner will finally redirect to The Lost Grove (fairy ring code BJS if repaired, and then interact with the magical mushrooms; otherwise walk west from the incandescent wisp colony, fairy ring code BKP, inspect the sandstone, and continue walking north). Talk to Merethiel, who will tell you that the grove is safe from the recent demonic incursions due to Solak's presence. You will tell her of the recent events, who tells you that the grove has everything suitable for the ritual attempt and allows you to use it.

The Lost Grove[edit | edit source]

Inside, the guardians will arrive. Juna will explain that Ocellus has a contact, the Black Knight Isaura, who has some items needed to start the ritual. Head to Isaura at the Black Knights' Base in Taverley Dungeon (found just east of the entrance to the Black Knight area, near some weapon racks) and acquire a crate of birds, containing some zamorak hawks and saradomin owls.

Return to the Lost Grove and talk to Juna, who will explain how to perform the ritual. Grab the stone circle building kit from the material cart east of her. You need to collect four stone circle building kits. Place one in each stone circle starting from west, then return to the cart. Right-click the cart and select "Return" and this will allow you to obtain the fourth building kit for the words below. An energy spring will appear; harvest it to acquire Guthixian energy to weave runes to create the ritual. Each rune requires two energies to create. Click on the offering cradle to weave these energies into runes.

Correctly spelling a word.

You will have to do this multiple times, spelling the words below. The order of the words may vary. Spell them from west to east, each time offering an effigy in the centre and carrying out the ritual.

Language 🇬🇧 English 🇩🇪 German 🇧🇷 Portuguese 🇫🇷 French
First sequence Gods—Halt—Ward Gott—Halt—Welt Deus—Guia—Pare Dieu—Exil—Stop
Second sequence Aegis—Anima—Leave Gehen—Obhut—Seele Anima—Egide—Parta Anima—Egide—Exode
Third sequence Banish—Divine—Shield Bannen—Heilig—Schild Divino—Escudo—Exilar Armure—Bannir—Divine
Required runes (total) A B D E G H I L M N O R S T V W (16) A B C D E G H I L N O S T U W (15) A C D E G I L M N O P R S T U V X (17) A B D E G I L M N O P R S T U V X (17)

The puzzle works in a similar fashion to the game Wordle. If the letters are grey, no letters are used in that word. If they are yellow, it means that word has that letter but it's currently positioned in the incorrect place. If the letters are green, it means that letter is in the correct spot. The order of the words needed is randomised, but will always correspond to the ritual (i.e. Ward, Halt and Gods will always be required for ritual 1, and so on).

After the first set of words, you will exclaim how powerful the ritual is and that it can banish the strongest of the gods. Juna will then tell you to add a fifth rune into the ritual. After completing this, you'll realise that your inexperience with it will result in none or all of the gods being banished - you can't pick which ones can stay and leave. Juna will then test the full capabilities of the Grove and add a sixth word.

Upon completing this, you'll surge uncontrollably, remarking that you can't control the ritual at all like Guthix did and that you'll lose your World Guardian powers should you go with it, but you agree to give it up due to the more pressing threat of Zamorak. Juna advises you to return to Saradomin to tell him of the news.

Finishing up[edit | edit source]

Return to Falador and talk to Adrasteia where you normally find Saradomin, then Saradomin will appear. You tell Saradomin what would happen if you proceed with the ritual; while surprised, he agrees to it nonetheless to protect his people from Zamorak. While their followers and demi-gods would be unaffected, Saradomin is confident that there would be those to stand up to evil. He will then tell you to meet with him at the Empyrean Citadel to discuss it with the other gods.

Adrasteia will offer a quick-teleport to the area, where the gods Saradomin, Armadyl, Azzanadra, and Icthlarin are assembled, the last three wondering why they were called for. You will tell them of your plan and that they would be banished from Gielinor if the ritual goes through without a hitch. Armadyl is willing to leave, seeing how his kind only causes destruction and that mortals should live on their own terms. Saradomin and Azzanadra will agree mostly in part due to their own grievances against Zamorak, while Icthlarin won't be affected as he's just a demi-god. However, the ritual has to be conducted at the Sword of Edicts at the Wilderness Crater, which is shielded by Zamorak and protected by his followers. Saradomin promises to find a way through inside. As the gods leave, Icthlarin asks you if you're able to do it, which you reply nervously to before he leaves.

The initial quest complete screen is blank, showing only three dots. Just click continue to be offered the last bit of dialogue between Light Voice and Shadow Voice, who break the fourth wall as they exit the quest complete screen, then discuss how cramped it was in there as they enter a normal chat box. They lament that their time will end after giving up your World Guardian powers before they reveal that they are the faces of Guthix's World Guardian enchantment and resemble Sliske due to the adventurer absorbing both light anima from Guthix and shadow anima from Sliske, although they cannot answer why neither resembles Guthix. Finally, they promise not to interrupt the showdown with Zamorak before declaring the quest complete.

Rewards[edit | edit source]

Twilight of the Gods reward.png
Music unlocked

The damage reduction affects damage dealt by Zamorak directly, but not damage dealt by mechancis such as the black sludge in the Rune of Destruction attack.

Achievements[edit | edit source]

Required for completing[edit | edit source]

Twilight of the Gods is directly required for the following quests/miniquests:

Transcript[edit | edit source]

Gallery[edit | edit source]

Cutscenes[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 27 March 2023 (Update):
    • Fixed an issue where Adrasteia sometimes wouldn’t appear in the Falador Castle Library after speaking to Saradomin during the Twilight of the Gods quest.
  • patch 5 December 2022 (Update):
    • Since they require Extinction, added Twilight of the Gods and the Aftermath miniquest to the end of the Elder God Wars quest series.
  • patch 4 July 2022 (Update):
    • A colourblind mode has been added to the ritual puzzle.
    • The 'Check rune' option in the ritual puzzle now outputs the position of the rune.
  • patch 13 June 2022 (Update):
    • If the scanner has been destroyed before talking to the Archivist/Automaton, the message "Oh, I don't have Saradomin's compass with me. I should get another one from him before continuing the search" will be displayed after the conversation.
    • Failure messages will no longer output to the chatbox during the ritual puzzle.
    • Fixed various text issues.
    • Adrasteia will now always render on top of other players and NPCs during the quest.
    • Armadyl can now be found in his tower at the start of Sliske's Endgame.
    • Fixed an issue where some players were unable to progress after completing the Dungeon of Disorder section.
    • The green wisp will now spawn as expected if a Guthixian Cache is active.
    • Fixed an issue where using the Surge ability to reach the Divination Rift was not showing the message box required for continuation of the quest.

Trivia[edit | edit source]

  • Twilight of the Gods shares its name with an achievement earned by finishing the "End of an Age" level of the Guthix Awakens campaign in the RuneScape-based strategy game Armies of Gielinor. In the level, Guthix' army defeated the followers of the warring gods as the god of balance prepared to banish them from Gielinor once and for all.
  • During the conversation between Naressa, Gregorovic, and the player, Naressa says "I think, therefore I am". This is a famous quote from the French philosopher René Descartes.
  • One of the options for the first segment of the Order of Dis' chant is "Klaatu barada nikto". This is a famous line from the 1951 American science fiction film The Day the Earth Stood Still.
  • One of the options for the third segment of the Order of Dis' chant is "Piscrisesca hoo ha ha". This is a reference to the tribal-esque chant "Sharkbait! Hoo ha ha!" from the 2003 Pixar film Finding Nemo.
  • Sir Alvin and Sir Simon are references to Alvin and Simon, two of the chipmunks comprising the fictional singing trio Alvin & the Chipmunks. Sir Theodore Kassel (sharing the name of the third singing chipmunk) is a main character of the RuneScape novel trilogy by T.S. Church.
  • The word puzzle in the Lost Grove resembles the popular word game Wordle.
  • One of the possible books that can be found within the bookcase of the Asylum's office area is One Flew Over the Evil Chicken's Nest. A reference to the 1962 novel, One Flew Over the Cuckoo's Nest.
  • The book Diagnostic Sanitarium Manual, Fifth Edition is a reference to The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5).