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MaximusGugu/Ritual do Mahjarrat (#177)
Ritual do Mahjarrat.png
Inglês Ritual of the Mahjarrat
Membros P2P ícone.png Sim
Lançamento 14 de setembro de 2011
Dificuldade Grão-Mestre Grão-Mestre
Duração Muito Longa
Dublada Não
Era Quinta Era

Ritual do Mahjarrat é uma missão de dificuldade Grão-mestre. É a sequência de quatro missões, O Enigma do Bichano ícone.png O Enigma do Bichano, Enquanto Guthix Dorme ícone.png Enquanto Guthix Dorme, A Maldição de Arrav ícone.png A Maldição de Arrav e Um Templo em Senntisten ícone.png Um Templo em Senntisten. Esta missão continua a série de missões do Mistérios dos Mahjarrat de onde Um Templo em Senntisten parou. Durante a missão, ocorre uma sizigía, e os Mahjarrat irão realizar seu ritual pela 18ª vez; enquanto isso, três Dragonkin, libertados de sua prisão após os eventos de Enquanto Guthix Dorme, causam pânico ao redor de Guilenor.

Enquanto não necessário, é recomendado completar a minimissão A Sombra do General para a compreensão total dos fatos ocorridos durante a missão.

Descrição Oficial[editar | editar código-fonte]

A cada 500 anos, os planetas se alinham e escolhas difíceis devem ser feitas pelos mahjarrat, uma raça de seres poderosos e ambiciosos, deixados em Guilenor após a cruel Guerra dos Deuses, milhares de anos atrás. A existência deles depende de uma forma extrema de renascimento, um novo começo que requer o sacrifício de um deles para o bem maior. Mas a escolha nunca é simples, principalmente quando há uma divisão entre os que são fiéis a Zaros, aqueles leais a Zamorak e indivíduos empunhando algumas das armas mais poderosas que jamais existiram em RuneScape. Aconteça o que acontecer... o resultado mudará o futuro para sempre.

Explore o planeta perdido de Kethsi, forme alianças inesperadas, trave batalhas inesquecíveis e presencie o verdadeiro poder do vilão mais perverso de RuneScape.

Visão Geral[editar | editar código-fonte]

Passo a Passo[editar | editar código-fonte]

Sir Tiffy Cashien cabeça.png

Fale com Sir Tiffy Cashien no parque de Faladore. Selecione "O Ritual do Mahjarrat" e pergunte se ele tem alguma missão nova ou algo que você possa ajudar. Ele então comenta que possui um tempo perfeito e te diz que ele tem um agente em Mos'ino Fensivo, que está coletando informações sobre um ataque em acampamentos humanos e está pedindo ajuda. Ele te diz para ir para a Taverna de Mos'ino Fensivo e perguntar pelo Sir Tendeth, que está disfarçado de pirata. Termine o diálogo com ele e ele irá te oferecer um teleporte para a ilha.

Nota: se você não aceitar agora o teleporte, precisará ir andando pois ele não irá oferecer novamente.

Sir Tendeth[editar | editar código-fonte]

A localização de Sir Tendeth

Vá para Mos'ino Fensivo encontrar Sir Tendeth. Se você marcou a missão como ativa no seu diário, a ilha inteira estará destacada. Sir Tendeth, entretanto, estará na maior construção (como mostra o mapa aoa lado), vedtido como pirata e equipando uma adaga. Pergunte a ele sobre os planos dos piratas para atacar as cidades, e Tendeth irá te garantir que os piratas são somente uma ameaça aos outros navios. Ele te conta que está investigando uma ameaça a tudo, incluindo cidades fortificadas.

Um diálogo vai aparecer alertando sobre a selva Mos'ino Fensivo falando que irá se tornar muito mais difícil de percorrer e irá ficar desta forma até a conclusão desta parte da missão. Se você deseja continuar, um barulho será ouvido, com uma música e um corte de cena em seguida.

A tela irá começar a piscar e chamas serão avistadas do lado de fora da taverna. Quando as coisas acalmarem, fale com Sir Tendeth novamente, e ele vai te falar para olhar do lado de fora para ver se alguém viu alguma coisa para ele acalmar os nervos. Falar com os piratas feridos do lado de fora da taverna revela que eles foram atacados por bolas de fogo e nada mais. Fale com mais piratas para descobrir que algum tipo de dragão que cospe fogo começou a voar para a selva a noroeste.

(Nota: Relatos dos piratas sobre o que aconteceu podem variar. O pirata ferido ao sul te diz que algo jogou uma bola de fogo nele, mas não viu nada. O pirata ferido ao norte não tem nenhuma informação. Outros piratas dirão que eles viram algo gigante parecido com um dragão ou um albatroz que cospe fogo e fica em pé como homens, abutres gigantes e morcegos gigantes. Você deve escolher ir para a selva em qualquer ponto, mas, de qualquer forma, depois dos questionário dos piratas o jogador vai pensar "Humm, é melhor eu ir checar as coisas".)

Para dentro da selva[editar | editar código-fonte]

Objetos recomendados: Comida, armas e armadura para se defender de Terrores da selva nível 67 que atacam com corpo-a-corpo e um Escudo antidragão ou proteção contra fogo de dragão.
Ataque de fogo!

Você vai querer trazer armas e armadura com você antes de se aventurar na selva, já que ela é cheia de Terrores da selva agressivos. Sir Tendeth sugere que você olhe pelo portão para saber o que está acotnecendo. Ele então se junta a você quando você sai, mas uma bola de fogo o mata antes que você possa fazer alguma coisa.

Nota: Clicar dentro dos portões do vilarejo durante o corte de cenas irá encerrá-lo, mas ele será reiniciado ao reentrar na selva.

No fim do corte de cenas, você irá procurar abrigo no lado oeste de uma árvore tropical próxima. Você então precisa decidir correr para a origem das bolas de fogo, usando as árvores como abrigo. A selva alta também ajuda a se esconder, até você estar ao norte de Me Dá um Refresco, então você deve usar as árvores. Siga o chão carbonizado e a vegetação queimada como um guia pelo melhor caminho.

Possível Estratégia

Se você ficar na área exposta por muito tempo, você será atingido por uma bola de fogo e retornará para dentro do vilarejo com muito dano tomado. Se estiver usando uma proteção contra fogo razoável, o dano será limitado a 800-2500. Se retornar ao vilarejo por ser atingido por uma bola de fogo, você poderá facilmente restocar sua comida e poções no banco mais próximo. Você deve desativar seu autorretaliar para evitar sair do seu abrigo quando for atacado pelos Terrores da selva. Também é bom clicar na bússola no minimapa para virar sua câmera para o norte e tirar completamente o zoom para ver o caminho todo.

Árvores pequenas e grandes podem ser usadas para se esconder, mas tome cuidado ao redor de gramas porque você pode clicar acidentalmente na área aberta e ser atingido por uma bola de fogo. Espere um segundo oi dois para se mover para a próxima árvore, ou o jogo vai presumir que você não atingiu um ponto seguro e você será atingido aleatoriamente. Além disso, se uma bola de fogo estiver vindo em sua direção, não existe uma forma de evitá-la; esta é apenas sua animação de nocaute prolongada. A música muda sempre que você estiver fora de um abrigo, parecendo algo como a trilha sonora de Tubarão. Espere até esta música terminar para ir para a próxima área (a música na área segura parece mais com as músicas típicas do RuneScape). Preste atenção quando você estiver se aproximando da área do minijogo Me Dá um Refresco, já que as áreas perigosas ficarão maiores e mais desafiadoras. Se esconder atrás da construção à leste não vai te proteger, já que a bola de fogo atravessa ela e vai te atingir. A caixa de depósito e banco, entretanto, pode te proteger.

Use o mapa a seguir para o melhor caminho para a origem das bolas de fogo:

Caminho até o Dragonkin (clique para aumentar)

Se você tentar usar 'rum' para chegar até o minijogo, você vai ser impedido de fazer e irá receber uma mensagem: Um poder desconhecido impede você de beber isto, por mais gostoso que pareça.

Sithaph cabeça.png
O Dragonkin!

Assim que você chegar na parte mais a leste de Me Dá um Refresco, nas árevores a leste logo a noroeste da construção, você vai ativar um corte de cenas. Existem três Dragonkin chamados Sithaph, Strisath e Sakirth discutindo sobre destruição facilita "a raiva" e falando que ainda é uma construção, e de alguma forma alguém está usando "ela". Eles decidem atacar uma campamento grande e que eles devem continuar a busca pelo "Falso Usuário". Eles então voarão para longe, e você decide avisar Sir Tiffy.

Nota: Se você sair do jogo ou clicar acidentalmente fora desta conversa, retorne para o penúltimo ponto seguro no mapa acima, então vá para o último. Isto reinicia seu progresso e ativa o corte de cenas novamente.

Arquivo do Templo dos Cavaleiros[editar | editar código-fonte]

Objetos necessários: Amuleto de felinês (e)
Objetos recomendados: Botas para escalar rochas

Retorne para o parque de Faladore e fale com Sir Tiffy sobre o Ritual do Mahjarrat. Conte a ele o que você viu e ele te levará para o Arquivo do Templo dos Cavaleiros e você se encontrará com Lady Table. Lady Table irá fazer um dossiê sobre os Dragonkin. Ela diz que é a melhor compliação de informações sobre eles. Uma nota de Roberto o Forte vai ser encontrada no dossiê, dizendo que o "tocador da pedra" deve coletar sua coleira de sua reencarnação e usá-lo para chegar à Ketshi e então usá-lo como chave de um quebra-cabeça quando chegar lá.

Dentro do Arquivo do Templo dos Cavaleiros

Diga para Lady Table e Sir tiffy que Rovert reencarnou como Bob, e que você pesquisou isto anteriormente em outra aventura. Também diga a eles que você acha que você é o tocador da pedra, por causa do que aconteceu em sua última missão com os Cavaleiros Brancos. Lady Table te diz para encontrar Bob e pegar sua coleira.

Saia dos arquivos pela porta a leste e você vai ter a opção de viajar com Sir Tiffy de volta a Faladore. Depois, use a opção de rastrear do seu Amuleto do felinês (e) para localizar Bob e adquirir sua coleira. Para usar o amuleto, clique com o botão direito e selecione Abrir. Geralmente os olhos imediatamente brilham, os dois bigodes podem ser clicados para girar o nariz triangular no meio, iluminando um novo diamante. Rotacione o nariz até que os olhos se iluminem, e a luz em formato de diamante aponte a direção que você deve buscar Bob.

A interface do amuleto do felinês, apontando para a localização atual de Bob.

Nota: Como mostrado na interface do Amuleto do felinês, o norte é apontado para cima. Tenha isto em mente quando você começar sua busca pelo Bob.

Uma vez que os olhos se iluminem, teleporte para algum lugar na direção geral que ele aponta (similar a buscar por uma bússola das Trilhas do Tesouro). Continue checando o amuleto e teleportando enquanto anda por aí até você encontrá-lo.

Nota: A localização de Bob é diferente para todos porque ele fica andando pelo mundo, sendo encontrado em qualquer lugar na superfície do RuneScape que não seja bloqueada por uma barreira física e a casa de Unferth.

Assim que encontrar Bob, peça a ele pela sua coleira e ele entregará para você.

As Ruínas de Kethsi[editar | editar código-fonte]

Objetos necessários: Coleira do Bob, (pode ser adquirida na área, a pá do porta-ferramentas não funciona), pelo menos 9 espaços vazios na mochila.

Clique na Coleira do Bob para estudá-la. O lado da frente diz "BOB"; vire-o usando o botão de seta para ler "DIRAKS" no avesso da coleira. Jogadores que tem familiaridade com o Anel das Fadas podem reconhecer esse anagrama como duas combinações de teleporte. Usando um Anel das Fadas, insira o código DIR, em seguida AKS, e você chegará em Kethsi. Uma vez lá, comece a explorar o lugar para descobrir os motivos por trás do ataque dos Dragonkin. Para fazer isso, você deve coletar os quatro pedaços de Tetraedro que estão espalhados pela ilha, juntos eles formam o brasão dos incrivelmente poderosos Dragonkin.

Uma vez em Kethsi, siga a noroeste e comece vasculhando os destroços ao norte da ilha, para encontrar a quarta parte do Tetraedro. Depois vá para sudeste e suba a rampa para chegar ao 2º andar do prédio destruído. Agora siga para norte e use a Coleira do Bob no desenho na parede. Você vai precisar posicionar corretamente a coleira do Bob no padrão do desenho na parede, para abrir um compartimento escondido. Para isso, posicione a coleira verticalmente, com o nome "Bob" para cima, entre o meio da direita e a extrema direita. Uma vez que a coleira esteja posicionada, mova-a até que se encaixe no lugar.

Você receberá quatro itens: 2 (duas) Nota para Roberto, o Forte e nota para você, um pedaço do Tetraedro, um braço de estátua, e o colar de Roberto. O colar não tem papel útil durante a missão, você pode colocá-lo no banco quando puder; ou destruí-lo e recuperá-lo mais tarde com Kethsi ou na Caravana de Missões da May.

É aqui que você vai precisar do requisito de nível 77 em Agilidade ícone.png Agilidade, e não poderá prosseguir a missão sem isso. Aumentos temporários não serão considerados. A Aura Passo Firme não vai garantir sucesso com os obstáculos de agilidade de Kethsi.

No mesmo andar, siga ao sul e pule a fenda a oeste. Use o braço de estátua que você pegou no compartimento secreto na estátua com um braço só. Uma torre vai cair; cruze essa torre e então desça a escada na sua frente. Vá para leste e suba o atalho na parede, o qual você pode subir correndo.

Staying on the same floor, go south and then jump across the ledge to the west. Use the statue arm you acquired from the hidden compartment on the statue with one arm. A spire will then fall. Cross this spire and then go down the ladder in front of you. Head east and up the wall jump shortcut, which you can run up. Once up, climb the wall to the west, followed by taking the swing-pole to the north. Walk across the beam to the east, and jump over the gap, go south and jump-from floor on south, and go down the two ladders. Now, squeeze through the pipe to the east of you. Mine the rockslide that is blocking the path to the north. Climb up the wall in the north and cross the three walls to get to a set of ladders in the west corner. If you fall on the way, you will need to run around to the south-east corner of the island and continue from the pipe obstacle.

Go down the ladder, go north outside of the building then east and search some rubble for a strange device and Tetrahedron 3. Return to the ladder and climb up the second one as well. Jump from the floor to the south (NOTE: It is possible to fail this jump and start over again). Slide-down the roof to the south and then go south, taking the spade beside the stairs, and walk across the plank. Search the nearby rubble to find the final piece of the puzzle, Tetrahedron 2.

Opening the Underground Library[editar | editar código-fonte]

Arquivo:Wall indentations (Ritual of the Mahjarrat).png
The wall indentations on either side of the base of the stairs, with Tetrahedron pieces in place.
Arquivo:Isle of Sann library.png
The desk in the library.

Once you've found all four (4) tetrahedrons, go back across the plank and go down the stairs. In the dungeon, use all your tetrahedrons on the "indentations" in the walls on either side of the stairs. to receive symbols 1, 2, 3, and 4, which make up a 4 letter code. Your code will be listed in your quest journal, but you can also use the following checklist to help reference it quicker.

1 = 2 = 3 = 4 =
  • A
  • B
  • C
  • D
  • E
  • F
  • G
  • H
  • A
  • B
  • C
  • D
  • E
  • F
  • G
  • H
  • A
  • B
  • C
  • D
  • E
  • F
  • G
  • H
  • A
  • B
  • C
  • D
  • E
  • F
  • G
  • H
Arquivo:Kethsi coordinate map.png
Kethsi, on the grid (click to enlarge).

Your object now is to search the plane of Kethsi, using the strange device to find the location that matches your code. When you find the correct location, you will use your spade to dig in that spot. There is a spade outside at the top of the stairs, as well as inside in the base of the stairs if you didn't bring one earlier.

Refer to the map above to find your location (many of the common coordinates have been digitized on the map to help locate your specific set of coordinates faster).

If you prefer more of a challenge, use the strange device to help find the coordinates as you interpret the map above. Coordinates start in the southwest corner of the map at AAAA. Every cell on the map represents a "major" grid cell, and is lettered A through H along eight (8) columns and rows. Imagine that every "major" grid cell is also divided into "minor" cells A through H; eight (8) columns and rows per "major" grid cell. The first two letters of your code represent the "major" and "minor" columns, respectively. The last two letters of your code represent the "major" and "minor" rows, respectively. For example, see EAGA on the map above. Notice that EAGA lies nearly directly on the intersection of the major grid lines, because its minor coordinates are AA. Now find FCGC and notice that it lies "floating" near the center of major grid cell FG, because its minor grid cell coordinates are CC.

NOTE: It may be easiest to teleport out of Kethsi, and then back to it using fairy ring codes Predefinição:Fairy ring and Predefinição:Fairy ring again; this will help you avoid having to pass through the agility obstacles more than necessary.

Once you have found your spot, dig there with a spade, and you'll find a Kethsian key. Go back to the dungeon on the west island, and use the key to get through the southern door. Search the bookcase at the southeast corner of the library for a scroll. Read the scroll to learn a new spell, Tune Banite Ore. Search the bookcase west of it and read the journal.

Making plans in Falador[editar | editar código-fonte]

Return to Falador and report to Sir Tiffy with the journal (Dathana's message). He will read it and the information will worry him a lot. He suggests you visit Idria, Thaerisk and Akrisae in Falador Castle. Do so and speak to any of the three. Tell them what you have discovered from Dathana's message: the Dragonkin grow more powerful as the power of the Stone of Jas is used. And now that Lucien is using the Stone a lot, the Dragonkin may become powerful to a degree that they may destroy all of Gielinor. Idria will be very concerned and, as always, Akrisae will be skeptical.

Suddenly, Ali the Wise will show up and contribute additional information. His research and knowledge of astronomy have pointed out that the Mahjarrat Ritual of Rejuvenation is about to commence. This seems like another problem to Akrisae, but Ali is able to make a plan out of it. Since Lucien will definitely be using the Stone at the Ritual, and several other Mahjarrat have the desire to dispatch him, you may ally yourselves with said Mahjarrat to counter the combined power of the Stone, the Staff of Armadyl and Lucien and defeat him. Akrisae will need convincing that having the aid of the Mahjarrat is necessary, for he believes all of them are as evil as Lucien. So begins a "chat puzzle".

NOTE: Incorrect answers while speaking with Akrisae will cause you to lose progress one step at a time, forcing you to try again with each step.

When the option is available, sarcastically ask him if he wants everyone on the planet to die ("So, instead, you'd risk all our lives?"), to which he will respond more calmly. He suggests there must be another possibility, and you must convince him there isn't ("'I can't think of another way."). He will calm down some more, but remain skeptical. From here, you'll need to agree with him to remain cautious in an association with the Mahjarrat ("Yes, we'll have to be careful."). Finally, he'll say that he won't be the one to negotiate, to which you should tell him that you will do the work ("I will risk my own life to negotiate.")

Thaerisk proposes that someone scout the area of the ritual beforehand. Ali the Wise mentions one Ghorrock Fortress that serves as a gateway to the ritual site, and you will suggest that this fortress is the one at the Frozen Waste Plateau, which you infiltrated in The Temple at Senntisten. Akrisae will give you four (4) teleorbs, to try to teleport the Stone of Jas away from the ritual site. Ali will suggest that Zemouregal will probably use Arrav during the ritual, and gives you Arrav's heart, telling you that you should hide it at the ritual site and use it later to try to break Zemouregal's control of Arrav.

Finally, Ali will suggest speaking with Azzanadra, as he will likely be the group's closest ally during the ritual. Head to the Temple at Senntisten to do so.

Help from Azzanadra[editar | editar código-fonte]

Dr. Nabanik cabeça.png

Once at the temple, talk to Azzanadra using the Ritual of the Mahjarrat chat option. He will be surprised that you know of the Ritual and his intent to attend, and assumes that Ali must have told you for a good reason. You will tell him of the proposed alliance, of Lucien, and of the Stone. He will reveal that his spies have informed him of Lucien's possession of the Staff, but that he himself is not familiar with the Stone. You will briefly explain it to him and he will give you another task. Azzanadra has stored some of Zaros' power in four beacons, which he asks you to place at the Ritual Site, specifying that the northern and southern beacons must directly face each other, and likewise the eastern and western ones as well, and that they also should be positioned in a high place, to project the godly power of Zaros to defeat Lucien. It is now time to head to the Fortress.

Travelling to Ghorrock[editar | editar código-fonte]

Objetos necessários: Ring of visibility, rope, 4x teleorbs from Akrisae, Arrav's heart from Ali the Wise, and 4x beacons from Azzanadra

Travel to Ghorrock, the site on which the Ritual will take place. It is recommended to travel by the canoe next to Erjolf in the snowy hunter area as this bypasses the Wilderness, for example by use of the Fremennik Province lodestone, the fairy ring code Predefinição:Fairy ring, or the Arctic Bear familiar teleport.

Jumping over the pillar at the southern entrance to the fortress.

Obtaining a Heat Globe[editar | editar código-fonte]

Go up the hill from the canoe to Ghorrock, pass the ice block on the western wall and enter the outer walls of the fortress, then enter the inner walls by the southern arch. The steel and iron dragons are non-aggressive, and shouldn't pose a problem for you if you don't accidentally click them. Climb up the western staircase and then back down on the east, scale up the damaged wall and finally climb back down the smashed rampart on the west to reach the trapdoor to Ghorrock dungeon. Note that there are far more icefiends and waterfiends than there were in the previous quests. (This is because the frostenhorn was taken, and with it the dungeon became more hostile.) These monsters prove dangerous to even high-level players due to sheer numbers and the quickness of their attacks. Run to the south-western corner and pick up the heat globe on the floor, and then run back and ascend the stairs.

Circle back around to exit the inner walls, and jump over the pillar immediately to the south. Enter the tunnel to the Ritual plateau.

Preparing the Ritual Site[editar | editar código-fonte]

A map of the ritual site

Once on the open plain, you'll notice undead broavs wandering around. These should be avoided, because if one sees you, a wizard will appear and teleport you to a cell inside Zemouregal's fort. They have a rather short range of view so as long as you're a little bit careful they shouldn't be much of a problem at all. If you do get sent to the cell, you can lift a tile in the east and dig a hole, then climb through it to be placed just outside of the fort. You can do the section of the quest that takes place inside the fort while you are there, if you want to, but remember to prepare the ritual site after.

You will now have to place several items which will aid the allies in battle around the ritual site. You will place the four beacons in four trees located on the edges of the ritual plateau. The green dots on the above map of the Ritual site are the locations of the beacon trees. You can increase your draw distance in settings (Options > Settings > Graphics tab > Draw Distance) to view opposite beacons on screen, if that helps. You also need to find a place to hide Arrav's heart, and let down a rope from the ritual plateau down to the beach near the fortress, allowing your allies to reach the ritual site.

From the tunnel you emerge from, head west, past the corner of the fortress wall. There is an overhanging tree just next to a cavern entrance (dungeon icon on minimap), where you can tie the rope. Slightly back the way you came, just at the southwest corner of the wall, are two trees. Use a beacon on the eastern one to place the beacon there. Now run directly south to find a second tree, immediately to the northeast of a pile of icy rocks, and south-west of the ritual marker. Place the second beacon in it. If this is done correctly, a dialogue will appear saying "You place the beacon. It is directly opposite the beacon to the north." You should also hide Arrav's heart in the pile of rocks just northeast of this tree, directly south of the ritual marker. Then head west to a forest of evergreen trees, run north towards the corner of the forest and place the beacon in the large tree just before reaching the corner. Now you need to place its partner, so head directly east. If the raised platform of the ritual marker is in the way, go around it to the north. The tree for the final beacon is the third from the northeast corner. You should again get a message saying that you have correctly placed it directly opposite the western beacon.

Zemouregal's Fort[editar | editar código-fonte]

Zemouregal's Fortress

The fort is directly west-southwest of the Ritual site, behind the forest. Running up to a broav can be a convenient way of getting there. You will be put into a cell. Search the bed for a chisel and spade. Use the chisel on the floor tile, then dig with the spade. When you are outside the entrance, kill the armoured zombie and pick up the Code key (main entrance) and decoder strips.

Arquivo:Decoder strips puzzle.png
An example of the puzzle. The example code is 'EIHC', thus the final decoder strip must be placed on the C, revealing that the number is 2.

As with other quests involving Zemouregal, you must use decoder strips to unlock a door that utilises a decoder puzzle as its lock. In this case, the door you must open is the main entrance to Zemouregal's fort. Begin by reading the code key, which will give you a code of four letters; for example 'EIHC' (see the image to the left). Click the main entrance door to begin decoding the lock. Within the puzzle interface, you'll have your decoder strips shown on the right side, and a series of code numbers organised by letters on the left. Beginning with decoder strip 1, drag-and-drop (you may also select a strip and use the four-way arrows to move) the decoder strip onto the first letter of the code revealed in the Code key. (For example, using 'EIHC' as our code, you would place decoder strip 1 on the 'E' row).

The first code number needed to unlock the door will show through the slot in the decoder strip (for example, the number 6 in the above image). Use the 'up' and 'down' arrows in the middle of the interface to cycle through available numbers, and use the 'right' and 'left' arrows to respectively submit or delete a number from the combination slots at the top of the interface. Repeat this process using all of the decoder strips to decode the lock and enter the fort. Note that the four decoder strips in the interface are used to decode each digit of the code, and you must use all four of them. That is, the same letter in different positions does not correspond to the same number.

When the correct code has been input, the door will unlock. Enter the base and search the crate adjacent to the northeastern weapon rack to find the storeroom code key. Again, read the code and use it to open the western storeroom door, using the same process as before.

Search the crates in the north room of the storeroom to get a reliquary code key and some notes. Read them to discover that Zemouregal has had some trouble maintaining power over Arrav. In order to strengthen his power, he created a glass prism, but it wasn't enough. He finally created an obsidian prism, and it works well, though is quite fragile. With this useful information, go back into the main room and climb the westernmost stairs. Walk down the hallway; Zemouregal and Sharathteerk are in the room to the west. If you stand in front of both of the locked doors, you'll overhear them discussing their plans: their zombie army is full strength and Arrav is in position. Surprisingly, Zemouregal will say that he "can sense your presence" and "has spotted an intruder". Hilariously, this turns out only to be him "practising for the ritual", and you'll remain safely hidden.

Arquivo:Smashing the stone.png
Smashing the obsidian prism.

Go back down the stairs, and this time go up the eastern stairs. Use the code key and strips to enter the reliquary. Once inside, smash the black stone in the south of the room. This will weaken Zemouregal's control over Arrav, which will benefit you and your allies during the ritual.

Once finished, go back down the stairs and leave the fort.

Finding the Stone of Jas[editar | editar código-fonte]

Run over to Movario, at the southeastern corner of the plateau. Note that the broavs can interrupt your conversation with him. Speak with him to learn that he senses the Stone of Jas nearby, as Lucien is planning on using it during the ritual. Furthermore, he senses shadow magic that may be in use, hiding the stone.

Ensure you are wearing the ring of visibility, and run west along the south side to find an invisible shadow pedestal (the pedestal remains invisible until you've spoken with Movario). Investigate the pedestal and your character will note that it's similar to the ones in Ghorrock. Place the heat globe on the pedestal, and some nearby ice will melt to reveal a cave entrance.

Arquivo:Bane Cave entrance.png
The hidden entrance revealed

WARNING: If you are not fully prepared for the upcoming fight, return to a bank and prepare before entering! Dying during the upcoming fights will place your gravestone outside Ghorrock, near the entrance to the Ritual Site cavern. Climb the rope to retry. If your respawn point is set to Edgeville or Varrock, running to the nearest fairy ring and using code DKS to return to your grave should return you to the cave within two minutes. However, a bug has been reported where even if you get back to your gravestone, it may not allow you to recover anything.

Note: If you try to put heat globe on the shadow pedestal and a dialogue appears which says, "That could be a good idea, but you've got other things to do first.", it means either your beacons are not aligned properly, Arrav's heart has not been placed yet, you haven't talked to Movario after smashing the prism, or you forgot to put the rope on the overhanging tree in the north-west corner. If you are completely sure the beacons are in their correct alignment, talk to Movario once more, and he will place the heat globe on the pedestal. Some players have removed and replaced a beacon from a tree and have reported that this worked for them. Some report that reading the heart notes/Dathana's message will also fix this. It is recommended to keep your codes on you as well, as the glitch may occur if you destroy them during this section.

The Stone of Jas[editar | editar código-fonte]

Arquivo:Touching SOJ.png
Touching the Stone of Jas

Prepare yourself for the final fight. Pass through the entrance you opened in the south on the plateau. You will be in a large ice cavern. The passage to the east is blocked by an energy barrier that cannot be passed at this time. Go down the other passage and... the Stone of Jas will be there! Touch it to trigger a vision of the past, like during While Guthix Sleeps.

The fortress of Annakarl, which is now known as the Demonic Ruins, will be shown in the year 3100 of the Third Age - the last part of the God Wars. Zamorakian and Saradominist forces are engaged in a huge battle. Commander Zilyana is seen facing the huge Zamorakian demon, K'ril Tsutsaroth. As they battle, K'ril gets the upper hand and blasts Zilyana away, mortally wounding her. He takes a final look at her unconscious body and departs. Saradomin himself comes to rescue her and takes her to the Fist of Guthix arena, where the Stone of Jas lies, and heals her. He shows her the Stone of Jas (which he calls the Eye of Saradomin), and tells her that Zamorak returned from his banishment and started a war in order to reclaim it and it was the most prominent tool he used to attain godhood.

The Ritual of Rejuvenation[editar | editar código-fonte]

Set-ups[editar | editar código-fonte]

Your combat stats will be boosted by the Stone of Jas so you should not use saradomin brews or stat boosting potions. You should bring the best weapon and armour that you have for your chosen attack style and good food (monkfish or better), and you may want to bring a beast of burden, prayer potions, and an emergency teleport.

  • If using melee, the healing ability of Guthan's is a good idea if you have high Attack and Strength, especially given that your levels will be boosted.
  • With about level 70 Ranged or above, ranging is possibly the best choice for these fights.

You are able to leave after each battle. If you die during a battle, your grave will either appear near the rope on the tree west of the entrance to the plateau or inside Ghorrock.

Khazard's Return[editar | editar código-fonte]

The group marches to battle.

At the end of the cutscene, an alarm will begin, alerting the Mahjarrat to your presence. You will be teleported outside, to find Sir Tiffy, Akrisae, Ali the Wise, and a battalion of Temple Knights. According to Ali, the Ritual is about to commence and the ritual plateau is flooded with fighting Mahjarrat. You will head for the ritual site, but will be intercepted by General Khazard and six Elite Khazard guards. He will reveal the true identity of Ali the Wise: the Mahjarrat Wahisietel. Naturally, Akrisae will begin to panic, but you and Wahisietel will calm him down. General Khazard will then proceed to attack you.

Arquivo:Khazard standoff (Ritual of the Mahjarrat).png
General Khazard and his troops surprise your forces.

Your combat stats will be boosted significantly throughout the final battles due to your contact with the Stone. As such, you will be able to hit significantly higher than you normally can, and your summoning familiars damage will be boosted too. Because of the boosts received from the stone it is recommended to NOT use Saradomin brews to heal, as they will lower your bonuses.

Arquivo:Khazard battle (Ritual of the Mahjarrat).png
General Khazard summons Bouncer to aid him.

If using ranged or magic, Khazard will use a long-range Magic attack, which can be blocked with the Protect from Magic or Deflect Magic prayers. If using melee, Khazard will also fight with melee, which you can use Protect from Melee to protect against. Sir Tiffy and Wahisietel aid you in attacking Khazard, and the Temple Knights attack his minions.

Periodically throughout the fight, Khazard will summon his hellhound Bouncer, who will constantly inflict small amounts of damage on you. You cannot attack Bouncer, so when Khazard summons him, lure him over to Wahisietel, who will kill him for you. It is possible to lure Khazard next to Wahisietel so whenever Bouncer is summoned it will die instantly.

Most players should have little trouble with Khazard, but if he is proving difficult, it is possible to hide behind a tree and let Sir Tiffy and Wahisietel defeat him.

Battle of the Mahjarrat 1: Ice Titans[editar | editar código-fonte]

Once General Khazard is defeated, he teleports away in retreat and your group proceeds to the ritual site. Finding it strangely deserted, Wahisietel senses a nearby Mahjarrat; he steps forward and calls for General Khazard to reveal himself. Instead, Lucien appears. After taunting your group, he summons four enhanced ice titans; Sir Tiffy calls Idria via commorb and requests reinforcements. The immediate arrival of a support group of Guardians of Armadyl signals the beginning of the first battle against Lucien's forces.

Two of the enhanced ice titans will run at you. You will only be able to damage these two titans, so turn on Protect/Deflect Melee and attack them. The titans have high life points and a special attack which encases you in ice. This attack is similar to, but doesn't function like ice barrage in that it doesn't hit you for multiple strikes of massive damage while encased. Instead, it works more like the cocoon attack of Araxxor in that you can break free by rapidly clicking the ground around you. However, if you don't break free of the ice quickly enough, it will shatter and deal significant damage to you. It is possible to heal off of the remaining ice titans (and all other stages of the battle) using soul split after you've killed your own, even though you don't deal any damage. It is unknown if this is a bug or not, however this is likely.

Throughout these battles, Wahisietel will fight Lucien, who will regularly cast his black skull spell at you. When it hits the ground, a pillar of darkness rises up that will hit 400-1000 points of damage per tick.

If you defeat your titans before the others defeat theirs, you'll just have to run around the ritual site, avoiding Lucien's spell, until the battle is over. Once the titans are all defeated, another cutscene begins.

Note: Do not attempt to attack Lucien directly during this or any of the following fights, or he will hit you for over 4000 damage.

Potential Strategies
Arquivo:Titans safespot (Ritual of the Mahjarrat).png
Trap the Ice Titans in the southeast corner. Remember to keep moving to avoid Lucien's attacks.

It will be very important to keep an eye on your prayer points throughout this and the following battles, as they can be lengthy.

Important: When you see the smoking black skull flying towards you, run at least two squares away from your current position before continuing your attack on the ice titans. If a titan freezes you before you can evade Lucien's spell, you may be hit for massive damage, so make sure to keep an eye on your health!

Try to position the titans such that only one is attacking you at a time. This will reduce the number of special attacks used against you, and will help focus your attacks. You can also utilize a safe spot at the southeast corner of the Ritual site, or behind any trees you can find (see image). The titans have a significant weakness to the attacks of combat familiars; especially fire titans. Even a karamthulhu overlord is able to hit over 900 life points with its melee attack. If using ranged, it is recommended to use enchanted ruby crossbow bolts, as they can hit well over 2000 in the early stages of the battle, even with less than 75 Ranged, due to the Stone's boost. Your Summoning level is also boosted, so there is no need for summoning potions.

Battle of the Mahjarrat 2: Ice Demons[editar | editar código-fonte]

Wahisietel will taunt Lucien when the enhanced ice titans are been defeated. In response, Lucien will summon twenty (20) level-140 ice demons. Even Wahisitel becomes nervous, and just as he says that you'll need more help, Sliske slinks into the scene (to everyone's surprise). Sliske summons the Barrows brothers to aid in the fight, and an enraged Lucien orders his army to attack.

Similar to the battle with the ice titans, two of the ice demons will attack you. Tiffy and Idria take on their own, with Akrisae healing them as needed. Sliske and the Brothers battle the rest of the demons while Wahisietel continues dueling Lucien.

Arquivo:Sliske summons Barrows brothers (Ritual of the Mahjarrat).png
Sliske summons the Barrows brothers to fight alongside you!

The ice demons use magic and ranged attacks, their magic attack being stronger. The use of Magic protection prayers is recommended. The demons also have a special attack that surrounds you with icicles that impede your movement. There's no way to prevent these icicles from forming, but it should be noted that you can attack an icicle to break it. This is useful as it only takes two icicle attacks to completely surround you. This can be particularly dangerous as Lucien will continue to cast his "black skull" spell at you. It is very important to keep moving to avoid being trapped by icicles when Lucien's spell hits.

Again, if you defeat your ice demons before the others, you'll just need to keep running around, avoiding Lucien's attacks until the battle ends and the next cutscene begins.

Potential Strategies
Arquivo:Ice demons battle (Ritual of the Mahjarrat).png
Fighting the Ice Demons. Watch out for the icicles!

If using melee, one strategy for this battle is to use Protect/Deflect from Magic and remain in your starting position, allowing the Ice Demons to approach you. This will allow you ample space and time to see Lucien's attacks as they come. As with the titans, try to separate the demons so that you can focus on one at a time. While you attack one, the other will range or mage you from a distance. When either Lucien's attack or icicles appear near you, run and fight the other demon.

Note: It is advised to stay near Karil the Tainted, as he will attack your demons with his crossbow if they are within his range.

If you are using ranged, another strategy is to use Protect/Deflect from Magic and continually run around the demons. The special effect of enchanted ruby bolts also works well against the ice demons, just as with the titans. Run a few paces, fire a single bolt, then run a few more paces. The constant movement should reduce the risk from icicles and Lucien's spell, while still allowing you to get some consistent hits on the demons.

If the Barrows brothers finish killing their ice demons before you, they will help you kill yours.

Note: Combat familiars are not of use in this battle. Beast of Burden familiars, however, may be safely used, and will not be attacked during the battle.

The Beginning of the Ritual[editar | editar código-fonte]

Arquivo:Jhallanreveal.png
Lucien reveals the sacrifice

At battle's end, Lucien will become tired of your attempts to stop him, and turn to a more important subject: the Ritual. As he says this, several notable Mahjarrat will begin teleporting in to the ritual site. As part of the Ritual, a Mahjarrat sacrifice must be made in order to rejuvenate the others. Enakhra is the first to teleport in at this point, and believes that her rival, Akthanakos (who arrives next), should be sacrificed. More Mahjarrat, including Zemouregal, Azzanadra, and General Khazard, will appear. Hazeel will also appear for players who chose to revive him during Hazeel Cult. The Zamorakian Mahjarrat argue that one of the Zarosian followers should be the sacrifice. In the end, Lucien decrees that as the most powerful Mahjarrat, he alone will decide who is sacrificed. He then dramatically pulls the frozen Jhallan from the cavern beneath, choosing him as sacrifice.

The Armoured Zombies[editar | editar código-fonte]

Arquivo:Fighting the Armoured Zombies.png
The Barrows Brothers aid you in fighting the zombies.

As Jhallan is obviously the weakest among them, most of the others (except for vengeful Enakhra and wise Wahisietel) agree with Lucien's choice. Wahisietel objects, claiming that Lucien should be the sacrifice due to his power and the threat he presents. Wahisietel then starts attacking Lucien again, and Sliske once again summons the Barrows brothers. Zemouregal counters by calling his gargoyle minion, Sharathteerk, who in-turn summons four level 91 armoured zombies.

The zombies present very little challenge, especially as they'll only be aggressive toward the Barrows brothers. While remaining vigilant against Lucien's spell, you should help the Barrows get rid of the zombies. At the defeat of his zombies, Zemouregal will chastise Sharathteerk, and will then tell him to summon Arrav.

Turning Arrav[editar | editar código-fonte]

Note: It is recommended to not use a combat follower during the following portion, as they may cause unforeseen issues while trying to work with Arrav. Also, make sure to click through all of the dialogue, in order to trigger certain game events.

You'll now need to attack Arrav (while evading Lucien's dark magic) until he turns his attention to you. When he starts going after you, carefully (slowly) lure him to the rocks to the south, where you placed his heart. If you move too quickly, you'll lose him and have to regain his attention. The provoke ability may be especially useful here. Once he comes close enough to his heart, Arrav will break Zemouregal's control over him, and will immediately turn on Zemouregal.

The Beacon and the Glacor[editar | editar código-fonte]

Arquivo:Mahjarrat fights.png
The Mahjarrat attack Lucien.

In a pitiful display, Zemouregal will plead to Lucien for aid. When Lucien ignores him, Zemouregal calls for everyone present to attack him.

All of the Mahjarrat at the Ritual will then turn on Lucien, and Azzanadra will tell you that the southern beacon has broken (the one near where you placed Arrav's heart). You must repair the beacon in order for Azzanadra to call upon the power of Zaros to end the battle. Lucien, while skeptical of the beacon's usefulness, retaliates by summoning a level 160 glacor to stop you. The glacor is quite slow and shouldn't really pose a problem for you if you're quick; it's not required to kill it. Use Protect from Ranged or Protect from Magic and gather the four pieces of the beacon, while avoiding the glacor. Assemble the pieces by clicking on one of them in your inventory, and replace the beacon back into the tree. At that point, Lucien once again calls for the fighting to stop, and proceeds with the ritual.

Note: If you're particularly bold, you can choose to fight the glacor directly. This glacor has the same drops as the ones located in the cave.

The Ritual of Rejuvenation[editar | editar código-fonte]

Lucien performing the Ritual of Rejuvenation

Lucien stops the fighting and performs the Ritual of Rejuvenation, sacrificing Jhallan to rejuvenate the Mahjarrat at the Ritual. As each Mahjarrat is rejuvenated, his or her appearance changes from their skeletal form into a more human-like form.

The rejuvenated Azzanadra flings a couple Zaros-powered spells at Lucien, dealing 9,000 and 19,000 damage, respectively. While the attacks deal seemingly-enormous damage to Lucien, he shrugs them off, surprised that he "actually felt that one". He then summons the Stone of Jas and touches it, amplifying his power even further. However, before he can use any of this power, the Dragonkin Sithaph, Strisath, and hidden Sakirth arrive. They proclaim Lucien to be the False User, whom they must destroy.

As the Dragonkin speak amongst themselves about the rage they feel, Idria naively attempts to bargain with them and convince them to enter an alliance against their common enemy. Like a mosquito in their ear, they quickly become annoyed with her and incinerate her, without a trace.

The dragonkin explain that while others, such as Lucien draw power from the Stone of Jas, their power is the Stone of Jas, and its misuse enrages them. Lucien vainly attempts to attack the dragonkin, triggering his demise.

Sithaph attempts to apprehend Lucien, but Lucien knocks him to the ground with the staff and prepares to impale him. Strisath flies in and grabs him from behind, carrying him a few meters back and making him drop the staff. Lucien knocks Strisath off balance, sending him to the ground and escaping. When it looks like Lucien is winning, the third dragonkin, Sakirth, picks up the Staff of Armadyl and hits Lucien from behind, shattering the staff's orb in the process. He then impales Lucien with the remnants of the staff, slaying the "False User".

With a last cry, Lucien's life ends. The Dragonkin claim to feel slightly better, followed by a threat to destroy the world. They then fly off. Enakhra, who is scared, quickly teleports away, followed by Akthanakos, Hazeel, Khazard, Zemouregal and Azzanadra. Only you, Tiffy, Akrisae, Wahisietel and Sliske remain at the Ritual site.

Wrath of the Dragonkin[editar | editar código-fonte]

Arquivo:Akrisae becomes Barrows brother.png
Akrisae saves you from Sliske's attempt to convert you into a wight of his.

Typical of his sneaky persona, Sliske says that he's impressed by your skill, and then flings a spell at you to transform you into a Barrows brother. Akrisae nobly jumps in the way, saving you, and becoming the seventh Barrows wight himself, Akrisae the Doomed. Sliske seems content and quickly teleports away, escaping Tiffy's vengeance. Wahisietel simply laughs, claiming that, if nothing else, "you can always trust that you can't trust Sliske". You now need to figure out what to do with the Stone of Jas. As a favour to you, he teleports back to Nardah to avoid seeing what happens to the Stone.

Despite your suggestion to keep the Stone as a tasteful garden feature in your house, Tiffy summons Thaerisk who, with help from you and Tiffy, performs an algorithmic cipher spell, placing the stone deep underground in an unknown place, encrypted by coordinates that each of you thought of individually. Once the Stone is gone, you all teleport back to Falador...or so you thought.

Arquivo:Nightmarish Draynor.png
The nightmarish vision of Draynor Village.

In a plot twist, rather than returning straight to Falador, you enter a smouldering version of Draynor. As the three of you run forward, dragonfire incinerates Thaerisk, just after he thought he saw Idria. Indeed, Idria, Duradel and Ghommal are seen standing around, but when each of the heroes are approached, they exclaim "We're already dead" before falling down and disappearing. Walking further leads to Lucien's body with Kuradal crying next to it, as well as fallen Hazelmere. Sloane is found standing in the next alley, and Akrisae the Doomed is seen walking by. Follow him to the bank, where suddenly Sithaph appears! After a short chase scene, the dragonkin hit and kill Tiffy, and wound you. They let you go, telling you that this is merely a vision of the future.

Cutscene Gallery

You return to Falador, and Tiffy doesn't recollect the dream as you do. Nevertheless, he is pleased that Lucien is dead, and rewards you.

Quest complete!

Recompensas[editar | editar código-fonte]

Ritual do Mahjarrat recompensas.png
Músicas desbloqueadas

Conquistas[editar | editar código-fonte]

Requisito para completar[editar | editar código-fonte]

Ritual do Mahjarrat é necessária diretamente para as seguintes missões/minimissões:

Galeria[editar | editar código-fonte]

Histórico de Atualizações[editar | editar código-fonte]

O projeto do histórico de atualizações é um trabalho em andamento. Para mais informações clique aqui.
ninja 26 de outubro de 2020 (Atualização):
  • Nadir, das Sagas Fremennik, agora é exibida após o Ritual do Mahjarrat na organização por linha do tempo, de acordo com a ordem de conclusão sugerida.
    atualização 1 de junho de 2020 (Atualização):
  • Um telhado do banco fora do lugar no prólogo de O Ritual do Mahjarrat foi colocado de volta.
    correção 19 de agosto de 2019 (Atualização):
  • Foram corrigidos vários problemas visuais na sequência de cenas que ocorre durante "Ritual do Mahjarrat".
    correção 15 de abril de 2019 (Atualização):
  • Os jogadores poderão receber novamente as lâmpadas de EXP de Sir Tiffy Cashien para a missão Ritual do Mahjarrat se as perderem ou destruírem.
    correção 7 de janeiro de 2019 (Atualização):
  • As armas e armaduras da Maldição de combate corpo a corpo podem ser sintonizadas contra alguns alvos usando receitas especiais acessíveis na bigorna. Essas receitas não exigem a conclusão de Ritual do Mahjarrat. A munição da maldição ainda precisa da missão para ser criada.
    correção 3 de abril de 2018 (Atualização):
  • Foi corrigido um problema que não permitia que a missão Ritual do Mahjarrat fosse continuada
  • Agora já é possível recuperar lâmpadas de recompensa da missão Ritual do Mahjarrat caso as mesmas tenham sido destruídas, permitindo que sejam usadas posteriormente.
    ninja 4 de dezembro de 2017 (Atualização):
  • Ritual do Mahjarrat agora tem a minimissão A Sombra do General como requisito sugerido.