The World Wakes

The World Wakes is a Grandmaster quest, first mentioned in the Lore Livestream and later in the Behind The Scenes. It was said to be released in February 2013, but was later delayed to the week commencing 4 March. The quest is labelled by Mod Mark as "the most important one to date".

It should be noted that those looking for a guide for this quest will almost certainly find spoilers, which should be taken into consideration since this quest is extremely lore-heavy and spoilers could ruin the whole experience.

It's also recommended to have all of the quests required for the optional rewards, as it will help you fully understand the quest.

Guthix's Home?
Orlando Smith has stumbled across some ruins to the west of the Legend's Guild that he believes could save his struggling career at the Varrock museum. Enter the ruins with him.

Orlando will be amazed by the room, and ask to find an appropriate artefact to take back to the museum. There are five artefacts in the room: a shattered blade, an inactive obelisk, stone carvings, clouded vials, and a dusty parchment. Inspecting all the artefacts will open up another door, leading to a room containing a Guthixian statue. Orlando will attempt to lift it, but fails. The player succeeds, activating an alarm system and opening a new set of doors.

Upon entering the new room, the Automaton Generator, Automaton Guardian and Automaton Tracer will enter and demand the Mahjarrat presence leave. Orlando tries to reason with them, but gets hit by attacks and collapses. The automatons again demand the Mahjarrat presence leaves before attacking the player with all 3 sides of the combat triangle. The automatons have a special attack whereby they thump the ground, causing massive shockwaves and huge damage that can kill in seconds. It is advised to use mage or ranged to take them out.

Battling Kree'arra
After killing the automatons, a shadowy figure will appear, demanding to know who is disturbing Guthix. After speaking to him, he will reveal that he is actually Sliske and you engage him in further conversation in which he asks you to ponder why you were the only one who could open the doors, and reveals that Guthix is still downstairs sleeping. A cutscene shows the sword that Guthix plunged into the wilderness with his edicts that ended the God Wars, and which is now transmitting to the stone circles now that the alarm system has been triggered. However the stone circles are no longer all in Guthixian hands. Zemouregal receives news that the stone circle at Varrock is active and asks his wizards to trace the source of the signal at once. The gods also know what is happening, and are communcating with their followers, the generals in the God Wars Dungeon. Commander Zilyana is shown leaving. All want to kill Guthix and remove his edicts from the world. Sliske, however, says he believes as a follower of Zaros that Guthix can be awoken and bargained with. You, as the central figure, will have to choose where you stand and who you will support: the Zamorakians and Saradominists who wish to kill Guthix, the Zarosians who wish to awaken him, or the Guthixians who will try to protect him. Since you will need to reach Guthix, he suggests siding with the Guthixians initially, since they have a better understanding of the place and its defences.

Kree'arra, Zilyana and Kril Tsutsaroth will appear. Tsutsaroth storms through the next door into the temple, and Zilyana goes after him leaving Kree'arra to deal with you. Kree'arra tells you to leave, saying killing for no reason is not the way of Armadyl, but since he has allied with those wanting to kill Guthix, who you wish to reach, you refuse and fight him. Note: If you die here, your grave will appear at the entrance to the excavation site. Kree'arra is significantly easier here than in the God Wars Dungeon, but there is a complication -- tornadoes move around in the room, and if they are on the same square as you, you will take damage equal to 20% of your maximum life points every game tick. Avoid them at all costs, while continuing to fight Kree'arra. Attacking with Magic or Ranged is recommended as it gives more flexibility to move around the room away from the tornadoes. Unlike in the God Wars Dungeon, melee can be used. Protect from Missiles or Deflect Missiles is strongly recommended, but the damage from Kree'arra can be easily handled with food. Your priority should be on avoiding the tornadoes.

Once he's defeated, he will retreat.

Opening the gate
You can bank at this point to restock, if needed. A cutscene will show Commander Zilyana and K'ril Tsutsaroth, unable to open the next door. Zilyana tells you to leave, as she and Tsutsaroth go to look for another way in. The room has a puzzle in the middle of it. Head to the eastern end of the room and try to operate the control panel -- you will be interrupted by the Guardians of Guthix. After you convince them that you are on the same side, and they accept that you have a link with Guthix since the doors opened for you, they will tell you that the walls of the Inner Sanctum are impenetrable with magic and they are unable to teleport further, but the control panel may give means of opening the door.

The object of the puzzle is to guide a boulder from the currently active corner to the activate destination, a circle with a green dot within the puzzle. First the parth from the corner to the destination is constructed, and then the bolder is released to travel along the path.

To construct the path, start at the active corner and rotate each piece in sequence until it connects properly with another piece. Generally there is only one possible connection at each point.

To make the bolder travel the path, release it and then release it again each time it stops on a gateway. It will need to be timed right so that it passes through the next part of the path:


 * Conveyor belts change their direction every few seconds. When the conveyor belt is moving in the right direction, open the gate and let the boulder roll through.
 * Rotating pads rotate every few seconds. When the track is pointing in the right direction, open the gate.

After the boulder reaches the destination, a new one will activate, and another corner will be active. Repeat this process four times, and the gate will open.

Proving your loyalty to Guthix
After opening the doors, you will come across seven automatons, including an Unknown figure. His name is soon discovered to be Cres, an old ally of some of the guardians before the God Wars and the fall of the Gods. You will be asked to examine the shrine behind Cres, which is labeled "strange map"

Upon examining this map, it will present you with a scenario and then ask you how to resolve it. You must get all of the categories to 50% exactly. The four categories are Good, Evil, Order, and Chaos. Each answer will fill up 2 of the 4 categories by 25%, so carefully read the answers before choosing them. If you go over 50%, you will be declined by Guthix and given a chance to try again.

When you complete the map, a cutscene will appear and you will be blessed by Guthix. The spectating guardians explain that you are now a guardian of Guthix as well.

A new guardian of Guthix
After being blessed by Guthix and becoming a guardian of Guthix, you must prove your worth physically. Rally the troops to battle by using the options in the chat box. They do not directly affect the outcome of the battle, but they do change their chat responses.

You will be asked to assign each group of guardians to each of the storage rooms that will soon be attacked. Carefully read each of the descriptions and assign them accordingly. If you wrongly assign them, the battles will be enormously more difficult. Suggested pairings:


 * Cres - his creation fights for him, good for multiple small enemies
 * vs Lots of undead, undermining Death


 * Fiara and Valluta - Large and slow-moving with magic resistance
 * vs Small nimble magic users, reistant to magic and determined.


 * Chaeldar, Thaerisk - Fast and good against a large slow enemy, clever so good against stupid.
 * vs Big and slow, strong, not very intelligent.


 * Death - A fast and skilled lone fighter, can run circles around a large enemy, primarly magic but can melee.
 * Large, heavy slow demons using magic.

Juna and the druids provide a bank and elixirs which provide power and restore health and prayer, which can be used before each battle.

General Graardor
The correct defenders for this battle are Chaeldar and Thaerisk

This battle is the first, and possibly the easiest of the storage room battles.

Graardor will attack you with all of the combat styles, but deal the most damage with melee, so it is recommended to pray against it.

He can activate a shield to protect himself from incoming and reflect some of it back, like the Reflect curses. He precedes this ability by declaring "Graardor protect!"

Once you defeat Graardor, he will retreat and you will be called onto the next one.

Zemouregal
The correct defender for this battle is Cres

This battle can be difficult due to the large amount of damage taken over time, but it should not be a problem for anyone who can deal heavy damage quickly.

Zemouregal will spawn two blue portals which must be destroyed before he can be damaged. Simply destroy these portals while countering the damage taken from his undead minions. He will also spawn red 'Decaying Portals' around the area that spawn more zombies. These can be ignored, however don't stand too close to them as they deal small but constant amounts of magic damage.

Once the first wave of portals are defeated, you will have some time to attack him before he brings a stronger wave of four blue portals along. Repeat the same process as the first wave, and deal as much damage to him as you can while  he is recovering. Once all the blue portals have been destroyed, you will be able to defeat him.

On defeat he will retreat and you will be summoned to the next storage room for the next battle.

K'ril Tsutsaroth
The correct defender for this battle is Death

This is a simple fight of tanking. K'ril will force spikes through the ground that damage you only if you are standing on top of them, so when you get the message in your chatbox, simply move out of the way. It is also worth noting that he can poison you, the same way as in the God Wars Dungeon. The damage from the poison is relatively minor, and can usually be ignored, but can be annoying to some.

When he reaches around 40% health, he will grow enraged and rapidly swing his swords at you, attacking with incredible speed. It is recommended to run around the room until he is done attacking.

Finally, when he is near 15% health, he will charge at you. If you move out of the way before he hits you, he will hit a wall behind him and take some damage.

When you finish this fight, you will be called for the final Storage room battle with Enakhra.

Enakhra
The correct defenders for this battle are Fiara and Valluta

This fight can be the longest out of the boss fights, as Enakhra can heal herself. Before the battle it would be useful to add the Freedom and perhaps Anticipation abilities to your action bar.

During the battle she will often ask to be healed and will then start to leech health from you. This will continue until you break the connection with her by running behind any of the obstacles in the room. She will teleport closer to you and you can then attack her again. It will also be helpful to let your health get drained as low as possible, perhaps under 10%. Her drain ability will then work less effectively since it takes a percentage of your current health, and since you will take little damage you are unlikely to die.

When she gets to 50% health, she will occasionally pin you to the ground and drain you. This works like a stun, and you can escape with the use of the Freedom ability, or avoid it by using the Anticipation ability (you'll get pinned, but won't be stunned, and can walk away to get back up immediately). Also, you can avoid it altogether by moving every few seconds, as that is what appears to trigger the pinning, but that option makes the battle last longer if using melee.

When she is defeated, you will be called back to the main lobby for the next battle.

Defending Juna
After defeating all of the bosses, return to the main room. You must defend Juna from attacks by Saradomin combatants for about two minutes, without Juna losing her health and dying. As the fighters (spiritual warriors, rangers and mages) are only level 70, this is not very difficult -- attack each of them to train them on you instead of Juna, killing them quickly, until the time is up. Alternatively, repair the barriers as the warriors knock them down. If you are having problems attacking them quick enough, multitarget attacks such as Ancient Magicks can hit all the fighters that spawn from one portal thus removing the need to attack each fighter individually.

The Decision
Commander Zilyana will eventually get to Cres. She will stab him, killing him. Suddenly, the Zarosian Mahjarrat arrive along with Nex, and you must make a decision. Do you wake Guthix, leave him to rest, or kill him?
 * If you choose to wake him (allying with the Zarosians), you will have to race the Guardians of Guthix to Guthix's resting place, while avoiding purple spheres and rock collapses. It's easiest to just run to the end of the room as quickly as possible, ahead of the purple spheres.
 * If you choose to leave him to rest (allying with the Guthixians), Sliske will break through the seal and you will give chase. Avoid fireballs sent by Char and missiles sent by Nex. This can be quite difficult, as they hit very high and rapidly, and Nex will occasionally trap you in an ice prison.
 * If you choose to kill him (allying with Zilyana and the generals), ...

Regardless of your decision, Sliske will mortally wound Guthix with the Staff of Armadyl. Guthix will take you to his own memories of his home world and explain his past, telling you how he found the planet Gielinor and created the races we know today. Follow him from place to place until he reaches his old house. After telling you of the immense power you hold to defend against gods, Guthix will lay down and die.

After returning to Gielinor, the god Saradomin will appear, intrigued by the power Guthix has given you. After a short conversation, he departs. Speak to Juna to complete the quest.

Rewards

 * 3 Quest Points
 * Pale lamp granting 250,000 Prayer experience (requires at least 80 Prayer)
 * Glossy lamp granting 110,000 Slayer experience (requires at least level 70 Slayer)
 * 3 Ancient lamps granting 100,000 experience in any skill above level 75 (no more than one lamp may be used on the same skill)
 * 3 Static lamps granting 50,000 experience each in any combat skill above level 65
 * [[File:Juna's Gift.png]] Juna's Gift, Azzanadra's Gift or Zilyana's Gift (may be changed to either of the three versions for free after the quest by talking to the Guthix Priest at Guthix's Shrine)
 * Access to Guthix's Shrine
 * 5 new ultimate combat abilites
 * Balanced Strike (Melee)
 * Death's Swiftness (Ranged)
 * Sunshine (Magic)
 * Natural Instinct (Defence)
 * Guthix's Blessing (Constitution)
 * 2 extra spins on the Squeal of Fortune

Additional rewards

 * When praying at the monument where Guthix died, you will receive 100,000 Prayer experience. Doing so requires level 90 Prayer.
 * Lighting the five torches around the shrine, yields 10,000 Firemaking experience each, for a total of 50,000 experience. Doing so requires 74 Firemaking.


 * Additional dialogue with Azzanadra, Juna, Thaerisk Cemphier, Fiara, Chaeldar, Char, and Ali the Wise.

Certain additional rewards are available if additional quests are completed: Ritual of the Mahjarrat, The Firemaker's Curse, Branches of Darkmeyer, The Void Stares Back and The Chosen Commander:
 * [[File:Sixth-Age circuit.png]] Sixth-Age circuit
 * The World Guardian title
 * Access to Automaton area and Automatons/Cresbots as a slayer target (also requiring 67 Slayer)

Only the combat level of 140 is needed to start and finish the quest, however for additional rewards you will need all of the following:

Music Unlocked

 * Bird of Prey
 * Boulder and Brighter
 * Chamber of Guthix
 * Defenders of Guthix I
 * Defenders of Guthix II
 * End Song
 * Guthix's Warning
 * Invaders Must Die I
 * Invaders Must Die II
 * Invaders Must Die III
 * Memories of Guthix
 * Temple of Guthix I
 * Temple of Guthix II

Pre-Release

 * Before the quest's release, Orlando Smith could be found to the west of the Legends' Guild next to an ancient door. When spoken to, he gave hints about how he had found the original resting place of Guthix and would soon require help. In addition, a mysterious Shadowed Figure could sometimes be seen near-by to the north, who would then disappear again after a while.
 * Jagex also released a video with extra backstory before the quest release.
 * Upon completion of the quest, the adventure's log states "I witnessed the beginning of the Sixth Age, and became a world guardian to defend Gielinor against the gods"

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Trivia

 * The World Wakes was originally slated for release in February 2013, but was delayed to 4 March for various reasons.
 * The World Wakes is the first piece of content to have an orchestral recording made in Bratislava.
 * Despite only have a requirement of 140 combat, this quest takes place chronologically after other quests such as Ritual of the Mahjarrat and The Firemaker's Curse.
 * The "Invaders Must Die" music tracks are a reference to the song Invaders Must Die by The Prodigy
 * The text on the tablet in front of Guthix's house is written in Medieval Runic Script, the same alphabet used for the sword in the Wilderness Crater. It reads "Shelter available, all aided." Likewise, the text on the floor in Guthix's chamber reads "Balance in all things".