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* Continue along the passage to the second healing point.
* Continue along the passage to the second healing point.
* ''Retrieve [[memoriam crystal z06]] on the central path to the west.''
* ''Retrieve [[memoriam crystal z06]] on the central path to the west.''
* Go South, East, and back North and climb the rock face. This will be approximately 20-25 spaces to the East of where you are standing.
* Go south, east, and back north and climb the rock face. This will be approximately 20-25 spaces to the east of where you are standing.
* Walk across the rock formation, run east to the end of the next passage and climb down the drop.
* Walk across the rock formation, run east to the end of the next passage and climb down the drop.
* ''Take the north-western path to retrieve [[memoriam crystal z07]].''
* ''Take the north-western path to retrieve [[memoriam crystal z07]].''

Revision as of 09:45, 25 January 2025

This article has a quick guide.
Quick guides provide a brief summary of the steps needed for completion.
Fate of the Gods (#193)
Release date24 March 2014 (Update)
MembersYes
Voice OverFull
Official seriesSliske's Game #5
AgeSixth Age
TimelineWorld Guardian
Start areaKandarin West
CombatNPC combat level 110–119
Entity icon
Advanced data
Quest ID366
Quest create ID10
Official difficultyGrandmaster
LinksQuests
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Fate of the Gods is a grandmaster quest featuring Zaros' return to Gielinor. The World Gate also plays a key role, taking the adventurer to the realm of Freneskae, where the majority of the quest takes place.[1]

It is the fifth quest in the Sliske's Game quest series. While Missing, Presumed Death is the only actual quest requirement, completion of Ritual of the Mahjarrat and The World Wakes is strongly recommended in order to fully appreciate the quest's storyline, and completion of the Mahjarrat Memories miniquest also gives an Engrammeter that can be used to reduce damage while on Freneskae, in addition to providing further information on Zaros.

Official description

The gods are returning to Gielinor but something is preventing the arrival of Zaros. Help Azzanadra to bring his god to Gielinor and find out more about Zaros and the elder gods along the way.
Determine Zaros's fate as he attempts to return to Gielinor.

Overview

Powering the World Gate

Speak to Azzanadra, south of the Eagles' Peak lodestone and north-west of the gates to Arandar Pass, who will inform you that the death of Guthix has allowed all of the gods to return, but there is one final obstacle preventing the return of Zaros, which you can help remove. Accept the quest. Upon speaking to Azzanadra again, he will explain that the World Gate was created by Guthix long ago, and is the only portal that can reach every plane in existence, although it is currently limited to those worlds that Guthix or Zaros visited with it.

He will tell you that he, together with Zaros, has enlisted the help of Sliske to pull the World Gate out of the Shadow Realm. Sliske will appear and pull you into the Shadow Realm to offer you a proposal before telling you how to fix the World Gate. Sliske will say that his mastery of the Shadow Realm has grown, and explain how you may be able to achieve a big win (depending on your God Emissaries alignment). Since you will be the only one able to pass through the World Gate and meet Zaros, the fate of Zaros will be in your hands. Sliske will claim to be still loyal to Zaros, after a fashion.

A combination lock on the gate will need to be removed before it can be used. Sliske will place the combination on a pillar, which you should investigate to get the symbols. Then click on the control consoles in front of the gate. The left console will rotate the symbols to the left, and the right console will rotate them to the right. You'll have to rotate the symbols in the noted direction to each symbol, like a combination lock, so that they spell out M-A-H in the runic alphabet. When a correct world of the combination is switched to, an animation occurs alerting you to this fact. Heading in the wrong direction once you've got the correct world will de-power the World Gate, forcing you to start again. This can be done before the quest, and if you have, you will not need to do it again.

The animation that plays when you switch to one of the correct worlds

To power up the World Gate, you must use the following combination in the following order:

Step Direction Symbol Description
1 Rotate right to M A world engulfed in flames. It's kind of beautiful.
2 Rotate left to A Many rock islands floating in the sky above an exposed planetary core.
3 Rotate right to H A vast ocean speckled with hundreds of small islands. One of which has a gleaming white tower upon it.

After the World Gate has been activated and Sliske has returned it to the material realm, Azzanadra will tell you that he has set the gate so that it will only take you to the right location until Zaros is returned. Enter the gate once you have made necessary preparations. A decent amount of food, a face mask (or an item that acts as one), and a beast of burden are highly recommended.

Freneskae

Notes

Map of Freneskae

When on Freneskae, you will need to move quickly. The air is filled with smoke and will make you choke, causing 50 life points worth of damage every 15 seconds (negated if wearing a face mask or equivalent protection). Lightning may also strike at any time, preceded by a flickering light on the ground. If you are hit by a lightning strike you will be damaged for 1500 life points; being near a lightning strike will cause you 750 life points of damage.

Volcanic vents will spew hot steam and will spill lava if you step on them. This causes 400 life points of damage. Balls of lava will drop from the sky, damaging you for 500 life points; being near an impact will cause you 250 life points of damage. Walls also leak lava onto passers-by. If you are hit by the lava you will be damaged for 1000 life points; being near the wall will cause you 500 life points of damage.

There will also be safe spots, where you get healed. These are under arches, with glowing purple crystals, and a dark purple ball before the first time you enter them.

Memoriam crystals can be found throughout Freneskae. The crystals can be deposited in The Sanctum to unlock memories, which will reveal a part of the past. Collecting the crystals is not required to complete the quest, although they provide information which may help you decide whether or not to ultimately help Zaros. Finding all of the memoriam crystals is also required for the master quest cape achievements Zarosian Memories and Seren Memories, although some can only be found after the quest has been completed. Some skippable instructions will be in italics. Each section of Freneskae is a checkpoint and you can return there from the World Gate after you reach it the first time. You should have at least 9 free inventory spaces if you plan to collect the crystals without having to bank before the first checkpoint.

Approaching the volcano

The player arrives in the harsh realm of Freneskae
Walking across the lava pit.

Once through the World Gate, you will arrive in an area named The Approach, the most dangerous and largest area of Freneskae. Although you will initially get the feeling that you are being watched, you will quickly dismiss it.

  • Retrieve the memoriam crystal z09 at the end of the dead-end path to the north.
  • From the entrance, go east and jump the two ledges, then take the south branch and climb the cliffside.
  • Recover memoriam crystal z02 and then climb down the drop.
  • Memoriam crystal z01 is directly south, within the small cavity of rocks.
  • The first healing point is just to the east.
  • Continue east along the passage and cross the stepping stones going west, then climb the cliffside.
  • Go east, then climb down the drop to reach memoriam crystal z04, and climb the second drop to return to the pathway east of the first healing point.
  • Cross the stepping stones again, then head north and cross the overhang, then climb down the cliffside to the east.
  • Retrieve memoriam crystal z05 from the north, then go to the south-west and slide down the slope.
  • Continue along the passage to the second healing point.
  • Retrieve memoriam crystal z06 on the central path to the west.
  • Go south, east, and back north and climb the rock face. This will be approximately 20-25 spaces to the east of where you are standing.
  • Walk across the rock formation, run east to the end of the next passage and climb down the drop.
  • Take the north-western path to retrieve memoriam crystal z07.
  • Take the eastern path and traverse the rock bridge.
  • Pass by the Sanctum entrance and the mysterious purple entity to squeeze past the crevice and retrieve memoriam crystal z08
  • Return to the cave entrance and go inside to the Sanctum.

Zaros's Sanctum

The solution to the final puzzle.

Once you enter the cave at the end of The Approach, you will enter the Sanctum, the area where Zaros contacted Azzanadra in the Temple at Senntisten. Unlike the Approach, this area is completely safe, however it does not have a healing effect. In the north-west corner is memoriam crystal z11, and the memoriam device in the middle of the room is where you can deposit the crystals you have with you and view all of the memories that you have collected so far. The Zarosian memories that you have collected so far are monologues spoken by Zaros himself, sharing information about topics such as his own birth by the Elder God Mah, his departure from his home world and exploration of other planes, and his various experiments including the creation of his general, Nex.

At the other end of the room is a door with symbols on it. The door is locked, and to open it, a relatively simple puzzle must be solved. There are three stages to this puzzle, with the last being the hardest.

To solve the puzzle, you must rotate the panels on the door to match the symbols on them to light up the lines which are in-between the dials. Once all of the lines are lit up, the next stage will begin. After completing all three stages of this puzzle, you will be able to proceed.

Now is the time to bank if needed, as four nihil must be killed in the next part. You will now be able to return to the puzzle room from the World Gate.

Nihil in the Pit

Recommended: Combat equipment, food, super restores and a quick teleport.

Enter the next room and stand at the centre of it, where the mysterious entity will be found. Four different creatures known as nihil will then emerge from the tunnels around the edge of the room. Each nihil is based on one of the elements from Ancient Magicks and one of the races of Gielinor. If you try to exit or continue, the doors will lock shut, so you will have to fight the nihil to unlock the doors. If you die or escape from the pit, all four nihils will be restored to full health. This room stays cleared when all nihils are defeated and the character will have a message about their defeat.

If you die during this fight, you will end up in death's office and will need to reclaim your items, and go back to the world gate, just south of the Eagles Peak Lodestone.

Fighting a Blood Nihil.

The nihil emerge at random from the twelve doorways and will charge in one direction. Making contact with one of them while they are running will cause 25% of the player's maximum health in damage, as well as a side effect based on the nihil that hit you.

Each nihil always runs in the same direction: the ice nihil runs south, the smoke nihil runs west, the shadow nihil runs north, and the blood nihil runs east. Therefore, a pair of nihil (ice and shadow or smoke and blood) can be killed, leaving areas between the tracks unused and safe. Lower levelled players can also use this to rest and heal between fights.

Each nihil uses a different combat style, but has no weaknesses, and has a special attack (which is signalled by it hissing beforehand) as follows:

  • The smoke nihil attacks with Magic, and its special attack decreases Attack, Strength, Magic, Ranged, and Defence by 5 up to 3 times (total 15). Its charge decreases the combat stats by 5.
  • The shadow nihil attacks with Ranged, and its special attack creates Nex-like shadow bomb at the position of player that deals rapid damage. Players should move away as soon as the floor below them is darkened by a circular spot. Shadow nihil darkens the whole screen whenever it approaches the player, both when charging or fighting the player, but this causes no gameplay difference. It is, however, recommended to stay at a distance when fighting to see its special attack easily.
  • The blood nihil attacks with Melee. Its special attack causes all incoming damage to heal it, indicated when the creature lowers its head and begins to glow. It also passively heals other nihil if it is damaged. Its charge inflicts a bleed similar to Slaughter that begins at 100 damage.
  • The ice nihil attacks with Magic, and its special attack applies a six second stun and drains player's Prayer points by 50% of its maximum. Its charge drains the player's Prayer points by 25% of its maximum.

The nihil can deal significant damage even through Prayer, so Prayer points, stats, and health should be monitored closely. Super restores are very useful to counter the stat-reducing effects. Once the nihil are dead, continue north to the now unlocked door, retrieve memoriam crystal z10 and then enter the doors and climb the cliffside.

The Cradle of Mah

Zaros speaks to the player within their mind threshold

You will emerge atop the volcano, next to a large sleeping figure. This is currently blocking memoriam crystal z03, and you can retrieve it after completing the quest. Approach the figure and attempt to climb down the cliff next to its left hand (your right, its left), and the mysterious entity will once again appear, telling you to stop, and revealing itself to be none other than Zaros himself.

Zaros will explain that the sleeping figure is Mah, an elder god, and that he has been guiding you through Freneskae. He will also tell you that his and your presence is making Mah awaken from her slumber, and takes you to a place where you and he can speak more easily: your mind threshold. Here, he explains that he needs you to make him a body from Mah's energy in an area called the Elder Halls beneath the volcano, and allows you to ask questions about his plans, origins, and thoughts on people. Through this, he reveals he is the creation of Mah, and that an event known as the "great revision" is coming, which he aims to ascend to elder godhood in order to stop.

After you have finished asking Zaros questions, tell him that you are ready, and he will explain that when you wake up, you will have to defend against Mah's nightmares until it subsides, allowing you to go and make him a body. Zaros will offer to stay in your body in order to help you fight the nightmares.

You have the option to refuse him, but if you accept his offer to stay in your body to help you fight the nightmares, then you will receive unlimited prayer points and runes while using the Ancient Curses and Ancient Magicks, respectively. You will then awaken back at the Volcano.

Mah's nightmare

A player faces Mah's wrath as they fight the muspah.
Recommended: Combat equipment, food, Ancient Magicks, Ancient Curses and a quick teleport.

To start the nightmare, approach Mah. The nightmare will last a couple of minutes, and you must defend against Muspahs. Your progress is displayed at the top of your screen in order to help you keep track of how long you have got left. Prayer and food are especially useful in this part, and a beast of burden is highly recommended.

If you agreed to let Zaros into your mind, he will give you unlimited prayer points for Ancient Curses and unlimited runes for Ancient Magicks, as well as reduce a small part of the damage from the Muspahs. If you refused to let him enter you, or if you die, by talking to him you can let him in again.

At the start of the fight, one Muspah at a time is spawned. As the nightmare runs its course, more Muspahs begin to spawn, to a maximum of five in the last moments of Mah's nightmare. Mah will occasionally clench her hands, followed by a scream shortly after. Once Mah screams, the player will be stunned and dealt 20% of their maximum life points, while Muspahs will take up to 9,200 damage. The stun can be prevented with the use of Anticipation or Freedom, but the damage received can not be prevented.

Once the progress bar hits 0%, all of the Muspah will die and you are free to climb down the summit into the Elder Halls. If, by bad luck, a player reaches 0% on the progress bar and runs out of life points at the same time, the player may still complete the battle if the player receives a message in their chat box saying they succeeded.

Zaros will once again explain that he needs you to make a body from the Mah wisps and specifies that he needs you to make a Dark simulacrum in order to aid his return and that a Light simulacrum would reject his essence. Zaros will also once again offer to enter your body in order to assist you and offer advice, but this is once again optional, and this time, doing so gives no gameplay advantage although it does restore your prayer points and provides some extra dialogue.

If you die during the fight your gravestone will appear outside of the world gate. You will be allowed to reenter the world gate to a checkpoint right before starting the fight with the muspah.

Halls of the Elders

Using the Measure to harvest Mah's memories

Climb down the ledge at the opposite end to where you entered, next to Mah's hand. You will enter a large area with several Mah wisps, the Elder Halls of this world. Pick up The Measure, an Elder artefact created to measure Anima, from the nearby ground. This artefact causes faint Mah wisps to become visible, allowing you to siphon them for Mah energy and Mah memories, the latter of which can be converted to energy at the crater in the middle of the halls. You need to physically place the measure down near faint wisps to turn them into Mah wisps before attempting to siphon.

Mah wisps can be found all over the halls, spawning both in the centre and at the ends of the tunnels where curious "eggs" can be found. It seems as if the five "eggs" each represent one of the five elder gods, which explains why one of the eggs looks similar to the Stone of Jas, and that another one of them is explained by Zaros to be "Mah's".

Once you obtain 250 Mah energy, you must weave a simulacrum from it, either a dark simulacrum if you wish to aid Zaros, or a light simulacrum if you wish to hinder him. Once you are done, head down the southeastern path to retrieve memoriam crystal z12, then climb back up to the summit and return to Zaros. He will be pleased to accept a dark simulacrum or be extremely disappointed if you chose to give him a light one, but forced to accept it nevertheless. Bear in mind that whichever simulacrum you chose will change his appearance, so carefully consider your choice.

Exit the rock face to the west to head to Zaros. After you have given him your simulacrum, Zaros will form and outfit his new body, before Mah awakens, causing Zaros to teleport you and himself away back to the World Gate at the entrance to Freneskae. Before you leave, Zaros will have a little chat with you, questioning you about how you feel about the choice you made. Once you are done discussing it with him, head back through the World Gate.

The return of Zaros

Zaros meets with his followers and excommunicates Sliske

Step through the World Gate and return to Azzanadra to witness the return of Zaros. Azzanadra will summon Char and Nex, and you will be back in your mind threshold. Aware of Sliske's betrayal due to your memories, and no longer able to condone his methods, Zaros proceeds to excommunicate him, telling him that he will have no further association with the Zarosians. This angers Sliske, causing him to state that Zaros's protection will no longer apply to you as far he's concerned, and teleports away.

Zaros will then task his followers with various assignments: he tasks Char with keeping an eye on Sliske, fearing he may do something rash due to being hurt, Nex with keeping Sliske's god contest in check, and charges Azzanadra with locating the Elder Halls in Gielinor, so that he may prepare to rouse the Elder Gods and prevent them from destroying the universe. If you hindered him, he also charges Azzanadra with finding a way to extend the lifespan of his body. If you helped him, he charges you with dealing with the threat of the Dragonkin.

Finally, regardless of your decision, Zaros will reward you with a variety of things, including a shard of crystal from his arm, which will affiliate you with Zaros and allow you to communicate with him via the device in the Sanctum, and the quest will finish.

Congratulations, quest complete!

Rewards

Congratulations, quest complete!

Additional rewards/activities
Music unlocked

Achievements

Required for completing

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

Transcript

Post-quest FAQ

Gallery

Credits

Fate of the Gods
Developers
DeveloperMod Rowley, Mod Raven

Update history

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 25 November 2024 (Update):
    • Updated Hannibus's model and animations within the Fate of the Gods quest.
  • patch 27 July 2020 (Update):
    • Updated some dialogue in 'Fate of the Gods' to match the voiceover.
  • patch 6 July 2020 (Update):
    • Corrected grammatical and spelling issues in the Rewards text for 'Fate of the Gods'.

patch 6 February 2017 (Update):

    • The Mahjarrat in 'Fate of the Gods' have been graphically updated.
  • patch 16 March 2015 (Update):
    • The Shadow Delver post-quest reward from Fate of the Gods can now be unlocked again.
  • patch 6 October 2014 (Update):
    • Azzanadra will now recommend having the correct combat level for the Fate of the Gods quest.
  • patch 4 August 2014 (Update):
    • The Sliske dialogue before entering the portal during the Fate of the Gods quest has had an extra "the" removed.
  • patch 22 July 2014 (Update):
    • NPCs in the Fate of the Gods now appear darker in OpenGL.
  • patch 7 April 2014 (Update):
    • An issue in Zaros's dialogue that was causing confusion during Fate of the Gods has been corrected.

Trivia

  • Upon completion of the quest, the Adventurer's Log states: "Zaros has returned..."
  • When meeting Zaros on top of the volcano, the spirit says "You know who I am. Say my name" - this is a reference to Walter White's quote in Breaking Bad.
  • This is one of the few quests to have a unique "quest complete" jingle. A small part of the music played during Zaros' formation plays when completed.
  • This quest was initially called "Purple Rose" while in development and is still referred to as such in the cache.
  • The phrase said by Zaros at the end, Pax Tecum, translates in Latin to May peace be with you.
  • If you die inside Freneskae and then attempt to return, Sliske will make a snide remark based on how badly you are doing:
    • 1st death: "What's wrong, World Guardian? Did Freneskae give you an ouchie?"
    • 2nd death: "Well, you know what they say, maybe third time's the charm."
    • 3rd death: "What killed you this time?"
    • 4th death: "Freneskae: 4, World Guardian: 0"
    • 5th death: "I'm losing count of all your dying."
    • 6th death: "Could this be lucky attempt number 7 for you?"
    • 7th death and onward: "Honestly, would you stop dying? It's getting so boring."
  • The mind threshold, the area where Zaros converses with the World Guardian in their mind, is called Limbo in the cache. It has the same animation as a player dying played before entering the area.
  • The name of the quest is a reference to Ragnarök, which can be translated to "Fate of the Gods" in Old Norse.

References