Ritual of the Mahjarrat

Ritual of the Mahjarrat (sometimes referred to as simply ROTM) is the fourth Grandmaster quest, released on 14 September 2011. It is the sequel to three quests; A Tail of Two Cats, While Guthix Sleeps and also continues the Mysteries of the Mahjarrat storyline where The Temple at Senntisten left off. During the quest, syzygy happens and the Mahjarrat being their ritual for the eighteenth time, while, meanwhile, the three Dragonkin released from their prison after the events of While Guthix Sleeps cause havoc across Gielinor. It has been confirmed that, while this is the finale to the Rise of Lucien quest sub-series, the Dragonkin and Zaros and Azzanadra storyline will continue.

Starting out

 * Items to bring: None.
 * Recommended items: None.

Speak to Sir Tiffy Cashien in Falador Park. Select the "Ritual of the Mahjarrat" option and ask if there are any new missions or anything you can help with. Sir Tiffy will comment that you have good timing and tell you that he has an operative on Mos Le'Harmless, who is gathering information on attacks on human settlements, and who has been asking for assistance. He tells you to go to The Other Inn and ask for Sir Tendeth, who is undercover and dressed like a pirate. Finish talking to Sir Tiffy, and when you say you'll "get right on it", you'll be given an offer to be teleported to Mos Le'Harmless. If you don't accept the offer to be teleported now you cannot request it from Sir Tiffy later.

On Mos Le'Harmless
Go to Mos Le'Harmless and find Sir Tendeth. He will be in the larger of the two pubs, dressed like a pirate wielding a dagger. You'll ask if the pirates are planning to attack cities, and Tendeth will assure you that pirates are only a threat to other ships. He will tell you that what he has been investigating is a threat to everything, up to and including fortified cities. You will be warned that Mos Le'Harmless jungle is about to become harder to get around and will remain that way until the conclusion of this part of the quest. If you say you wish to continue, a screech will be heard as well as ominous music.

The screen will start shaking and a cutscene will show flashes of fire outside the inn. When it clears, some of the pirates outside will be lying injured on the ground. Speak to Sir Tendeth again and he will tell you to look outside to see if anyone saw anything, while he calms his nerves.

Reports from the pirates as to what happened will vary. The injured pirate to the south will tell you that something threw a fireball at him, but he didn't see what did it. The injured pirate to the north will have no information. Other pirates will say they saw things like giant fire-breathing albatrosses, bony dragons that stood like men and could speak, enormous vultures and giant bats.

Into the Jungle

 * Items needed: None.
 * Recommended items: Food, weapons and armour for defending against level 70 Jungle horrors that attack with melee, an Anti-dragon shield or other protection against Dragonfire, and a Falador teleport. (A bank is available.)

After speaking with various pirates, the information you acquire will suggest that the attackers flew into the jungle. You'll need to take weapons and armour with you into the jungle, as it is a multi-combat area populated by aggressive Jungle horrors. Sir Tendeth suggests you take a look out of the gate to see what is happening out there. He will join you as you leave, but a fireball will hit and kill him before you can go anywhere.

You'll duck for cover on the west side a tropical tree, and decide to run using the trees as cover to head east to where the fireball came from. Follow the charred ground and burnt vegetation as a guide. If you remain in the open for too long you will be hit by a fireball and returned to inside the town gates with some heavy damage taken. Make sure to rest on the west side of trees. Some trees have jungle plants next to them that block movement. Its also possible to walk in patches of jungle grass. They seem to cover you too. Be careful to avoid trying to move to the west side of a tree if such a plant is there as you will stop in the open and likely be hit by a fireball. The fireballs are dragonfire so wielding an Anti-dragon fire shield will lower the damage to around 150 life points. It is recommended to turn off auto-retaliate, as it can pull you out of cover, potentially causing death. You will not respawn on Mos Le'Harmless if you die.

If you attempt to use 'rum' to reach Trouble Brewing, you will be prevented from doing so, and will receive the message: An unknown power seems to prevent you from drinking this item, as tasty as it seems.

It is possible to hide behind the deposit box and go from there to the tree directly east of the corner of the stockade which will trigger the cutscene. Once you reach the far edge of Trouble Brewing, in the eastern trees just north-east of the building, you will activate a cutscene. Sithaph, Strisath and Sakirth will be discussing how destruction eases "the rage" and say that it is still building, and that someone must be using "it". They decide to attack a larger settlement and that they must continue their search for the "False User". They fly off, and you say you must report back to Sir Tiffy.

Temple Knight Archives

 * Items needed: Catspeak amulet (e).
 * Recommended items: None.

(If you have a Cramulet you CANNOT get a catspeak from sphinx- unless you drop your cramulet and speak to the Sphinx-. You have to dismantle your cramulet then go to Burthorpe and talk to Hild to get it enchanted at the cost of 5 death runes.)

Return to Falador Park and speak to Sir Tiffy. Tell him what you saw. He will take you to the Temple Knight archives where you will meet Lady Table. Lady Table will produce a dossier on the Dragonkin. She says it's mostly compiled of 'sightings' reports, similar to those on the 'Reprehensible Snowgre'. A note from Robert the Strong will be found in the dossier, saying that the "stonetoucher" must take the collar from his reincarnation and use it to get to Kethsi and as a puzzle key once they get there. Tell Lady Table and Sir Tiffy that Robert reincarnated as a cat named Bob, and that you've researched this for an earlier adventure. Also tell them that you think you're the stonetoucher, because of what happened during your previous mission for them. Lady Table tells you to go find Bob and get his collar. Exit the archive via the door to the east; Sir Tiffy will teleport you back to Falador. Next, use the tracking systems on your catspeak amulet (e) to locate Bob and acquire his collar. To use the amulet, right-click on it and select Open, when you open it use the arrow point that is pointing straight up as the point you use as the triangle is equal on all sides, then click on the whiskers to move the arrow around until the amulet's eyes light up, then head in that direction. Bob location is different for everyone because he moves around runescape. Once you find Bob, ask for his collar. (You may also ask Neite to find out more about his attacks and history.)

The Ruins of Kethsi

 * Items needed: Bob's collar, Spade (can be acquired in the area), pickaxe (can be acquired in the area), at least eight empty spaces
 * Recommended items: Food, in case of failing obstacles, Surefooted Aura

You must now use the fairy ring travel system to get to the destroyed realm of Kethsi. The code you must dial (found on the reverse side of Bob's collar) is D-I-R followed by A-K-S.

Once at Kethsi, you will begin exploring with the aim of finding out the motives behind the Dragonkin attack. In order to do this, you must collect the four Tetrahedrons found scattered around the isle of Kethsi, which together form the crest of the overwhelmingly powerful Dragonkin.



Tetrahedron 4
Once you arrive at Kethsi, head north and begin by searching the rubble in the centre of the island which should then give you the item, Tetrahedron 4. Next, go up the ramp nearby onto the second floor of the destroyed building. Now, use Bob's collar on the wall design.

Fitting the Collar
You will need to position Bob's collar correctly into the pattern of the wall design order to open a concealed compartment. This is done by positioning the collar vertically, with the "Bob" side face up, in between the centre-right and far right piece.

Once the collar is in this position, you must rotate it until it slots into place.

You will then receive five items. Two notes (Note to Robert the Strong and Note to You), Tetrahedron 1, A statue arm and Robert's necklace. The notes and the necklace play no role in the quest and may be banked the next time you are at one.

Tetrahedron 3
Use the statue arm you acquired from the hidden compartment on the statue, found across the Agility shortcut on the same floor as the wall design. A plank will then appear. Cross this plank and then go down the ladder infront 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 in front of you, jump over the south gap and go down the southern ladder twice. Now, squeeze through the pipe to the east of you. Grab the nearby pickaxe and then mine the rocks. Climb-up the wall close by and run across the walls to the west. Climb across the handholds then go down the ladder. Go east, search the rubble to find Tetrahedon 3 and a Strange device.

Tetrahedron 2
After getting Tetrahedron 3, go back up the ladder twice and then jump to the floor to the south. Slide-down the roof to the south and then go south to walk across the plank. Now search the nearby rubble to find the final piece of the Tetrahedron puzzle, Tetrahedron 2.

Opening the underground library
After you've found all 4 tetrahedrons, go down the stairs on the far west side of the map. Once down, use all your tetrahedrons on the "indentations" to receive a code of 4 letters. Check your quest journal for your code. You will have to roam the plane of Kethsi and use the strange device to check your current coordinates. Once you have found your spot, dig there with a spade, and you'll find a Kethsian key. Go back to the dungeon of Kethsi. Go through the southern door and search and southeast bookcase for a scroll. Read the scroll to learn a new spell. Search the bookcase west of it and read the journal.

Coordinates start in the bottom left corner at AAAA. The first and third letters are the larger vertical and horizontal coordinates respectively, found in the grid below, and the second and fourth letters are the specific coordinates inside that cell. So North from FEBG is FEBH then FECA, for example. West from FBCA is FACA then EHCA and so on.



Making plans in Falador
Return to Falador and report to Sir Tiffy (make sure the notes and journal/book are in your inventory). After you've shown him the diary go to the Falador Castle and head to the east. Talk to Akrisae there. Ali the Wise will show up and contribute additional information. Akrisae will need convincing that having the aid of the Mahjarrat is necessary; select the following dialogue options to convince him: Note: incorrect answers set you back one in the dialogue rather than the beginning.
 * So, instead, you'd risk all our lives?
 * I can't think of another way.
 * Yes, we'll have to be careful.
 * I will risk my own life to negotiate.

The group decides to try to get some of the Mahjarrat themselves to help in thwarting Lucien, and you volunteer to investigate the ritual site first. Akrisae gives you 4 Teleorbs, to try to teleport the Stone of Jas away during the ritual. Ali the Wise gives you Arrav's Heart, which you will use during the ritual to try to break Zemouregal's control of Arrav during the ritual.

Before investigating the ritual site, head to the Digsite and talk to Azzanadra in the Senntisten Temple. Ask him about the quest. You will get 4 beacons for use at the ritual site.

Preparing the Ritual Site

 * Items needed: Ring of visibility, Rope, and all the items from previous step.
 * Recommended items: Super energy potions, food to heal from waterfiend attacks inside Ghorrock or alternative is pray range/mage, protection from dragonfire, and a Spade.

Head to Ghorrock, the site on which the Ritual of Rejuvenation will take place. It is recommended to bring Antifire potions or an Anti-dragon shield. For full protection from the dragons, use both potion and shield and pray Protect from Melee or Deflect Melee.

Although it is fairly isolated, there are several ways to travel to the fortress: 
 * Use the Arctic Bear familiar to teleport to the Snowy (Trollweiss) Hunter Area, and then walk west and take the canoe. From where the canoe lands, walk past the cave where Jhallen was frozen, then carry on up the hill to the Ghorrock fortress. This is a quick and safe route and lands you right where your grave would appear should you die.
 * Teleport to the Trollweiss Hunter Area using the fairy ring system (code DKS), then walk north and then west to the canoe, which will take you to Ghorrock Fortress.
 * Use the Enchanted Lyre to teleport to Relekka, then run north-east to the Trollweiss Hunter Area then walk north and then west to the canoe, which will take you to Ghorrock Fortress.
 * Use the Ardougne/Edgeville teleport lever (or walk) to level 56 wilderness. You will also need a sharp object, such as a knife to slash the web. From here run all the way west past the agility course. Requires passing through the wilderness
 * Ice Plateau Teleport (Lunar Spellbook). Requires passing through the wilderness
 * Ghorrock Teleport (Ancient Spellbook). Requires passing through the wilderness
 * Lava Titan teleport to level 40 wilderness just south east of fortress. Requires passing through the wilderness
 * Using the wilderness Teleport portals to randomly travel to high level wilderness. Requires passing through the wilderness

Acquiring the heat globe
After arriving at Ghorrock, go into the fortress's dungeons. Climb up the stairs, run east and climb down the stairs there. Climb up the wall and run north and jump down again to reach the entrance to the dungeon. Enter the trapdoor and head southwest until you find a heat globe. Take this and return to the front gate of the fortress. South from the gate is a fallen pillar; jump over it. You are in a safe area from the dragons. Go though the opening in the southern wall of cliffs. You will enter a large, snowy plateau; welcome to the ritual site.

''Avoid the Undead broavs that wander the plain. If you come too close to one, a wizard will appear and teleport you to a cell in the building in the south-west of the plain, which is Zemouregal's castle. You must search the bed for a chisel and spade and lift up the tiles to the east of the cell. Dig out the tile and then exit the cell and building. To get back to the ritual site, head north or east once outside of the building. When heading back to the plain, be aware there is one Armoured zombie on the south-east side of the castle.''

You will now have to place several items around the ritual site; which will aid the allies in battle.

North Beacon
Run west from the ice entrance at the north of the plateau. Place it on the closest tree.

South Beacon
Run directly south, and place the second beacon in the tree southwest of the ritual stone. If this is done correctly, you should have a message saying the south beacon is opposite the northern beacon.

Arrav's Heart
Place Arrav's heart in the rocks south of the ritual stone. (The site is several paces south of the marker and just a pace or two east.) If you cannot place the heart in a pile of rocks, you are at the wrong place.

West Beacon
Run up the west side of the plateau untill you find a tree just north of a central line. Place the beacon here. Please note that using the tree just south of the central line will NOT work.

East Beacon
Run straight east and place the beacon on the tree directly oppiste the western tree. You should have a message saying the east beacon is directly opposite the west beacon.

Attaching The Rope
Go to the north-west corner of the plateau and look for an 'overhanging tree' (it's the tree that cannot be chopped down). Use a rope on it to create a rope climb from the beach to the plateau. This will be used for your allies to climb to the ritual. (From this time, you can also use the rope yourself to get between the canoe landing site and the plateau without having to go past the dragons around Ghorrock.)

Zemouregal's Castle

 * Note: While talking to Movario, the undead Broav that is patroling nearby can stop you in mid conversation and send you to the jail cell

Talk to Movario in the southeast corner of the plateau. (Be careful not to get caught by the Broavs). You must now head to Zemouregal's castle to reduce his control over Arrav. Once you arrive at the castle, you will find the doors to be locked. Therefore, kill an armoured zombie outside the main entrance to gain a code key and decoder strips.

''Read the code key; it will have four letters, for example like 'AIBF'. Click on the main entrance door. You need to translate the letters into a numeric code that opens the door. Move the first decoder strip (numbered 1) on top of the first letter on the left; the slot in the strip will reveal a number. This is the first number of the code. Repeat for the second, third, and fourth strips and letters. For example, code AIBF is decoded as follows: Strip 1 goes over the A line, revealing a 6. Strip 2 goes over I, revealing 3. Strip 3 goes over B, revealing 0. Strip 4 goes over F, revealing 2. Input the code 6302 into the dials in the center of the door to open it. (It might help to memorize the positions of each gap so it is easier later on to open the other doors.)''

Go through the door into the main room on the ground floor and search the crate there for the storeroom code key. Read this code and use it to open the storeroom door to the west. In the north part of the storeroom, search the crates there to get reliquary code key and the heart magic notes.

Go up the east staircase and use the new code strip to enter the reliquary. Once inside, smash the black stone in the south of the room. You must read the notes you obtained when you acquired the third sets of codes. The black stone is the 'black prism' the notes speak relate to, that strengthens Zemouregal's control over Arrav.

Go back down the stairs and, if you wish (it may not be necessary), climb the stairs to the west. Zemouregal and Sharathteerk are in a locked room on this floor. Examine both of them in turn and you will overhear them discussing their plans: their zombie army is full strength and Arrav is in position.

Revealing The Stone of Jas
Talk to Moravio again to learn that he senses the Stone of Jas is nearby, hidden somewhere. Then, while wearing the Ring of visibility, run west along the south side to find an invisible shadow pedestal. Put the heat globe on the pedestal. A nearby patch of ice melts, revealing an entrance in the southern rock wall of the plateau.

''If you try to put heat globe on the shadow pedestal and it says "That could be a good idea, but you've got other things to do first.", it means that the beacons are not aligned properly. If you are completely sure the beacons are in their correct alignment, talk to Movario to the east of the shadow pedestal, and he will place the heat globe in the pedestal.'' Note: A few players have removed a beacon from a tree and put in back in the tree - this also has worked

You can go through the entrance, where you can find and touch the Stone of Jas. However, if you are not fully prepared for the upcoming fight, return to a bank and prepare before entering!

The Ritual
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 block by an energy barrier that cannot be passed at this time. Go down the other passage and touch the Stone of Jas when you come to it.

When you touch the Stone of Jas, you will see a vision of the past. A short cutscene plays that shows Commander Zilyana being struck down by K'ril Tsutsaroth during a battle between Saradomist and Zamorakian forces at Annakarl in the year 3100 of the Third Age. Saradomin himself rescues 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 claim it.

Set-ups
''TIP: After every wave of monster killed. You are allowed to teleport out of the battle once the cutscenes have finished. Your progress will be saved. You can also click the screen to move somewhere during dialogue to be placed outside and restart from the beginning of the dialogue when you re-enter.''

First battle: General Khazard


When the cutscene ends, an alarm will sound and you will be teleported outside, where Sir Tiffy is waiting along with Akrisae, Ali the Wise, and a battalion of Temple Knights. You will head for the ritual site, but be intercepted by General Khazard and his group of minions. He will reveal that Ali the Wise is actually the Mahjarrat Wahisietel, and then attack. Your job is to help Sir Tiffy defeat General Khazard while the rest of the group deals with his followers.

General Khazard uses a long-range Magic attack, which can be blocked with Protect from Magic or Deflect Magic, and will occasionally summon 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. Note that during this fight, your combat stats have a large boost because you touched the Stone of Jas.

NOTE: If you die during the battle, and return with the canoe DO NOT climb up the rope because you will be starting the first battle again. Instead, enter the Ghorrock fortress area, as your gravestone will be in the safe area behind the fallen pillar in the fortress. (Be aware that you have to pass the dragons to reach the safe area with your grave)

Second battle: Lucien's Ice Titans
NOTE: If you die from here on, your grave will appear next to the rope you put to the overhanging tree or the Fallen Pillar so Bring Dragon fire Potion and Dragon shield or you will take big Damage''. It is also advised to use range for this fight since you can completely avoid damage from the Ice Titans and Lucien if using the safe spot.'

Once General Khazard is defeated, he teleports away and you proceed 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 head for you. Turn on Protect from Melee or Deflect Melee and attack them. The titans have high hitpoints, but protection prayers fully block their melee attack. However, they also have a special attack that encases you in ice. If you do not break free of the ice as quickly as you can by clicking elsewhere to run away, the ice will shatter and deal significant damage. As the titans are large creatures, try to position them such that only one is attacking you at a time, in order to reduce the number of special attacks used against you. The titans are especially weak to the attacks of combat familiars; especially fire titans.

Throughout the battle, Lucien will duel Wahisietel, although he will regularly cast a spell at you. If it hits the ground where you are standing, a pillar of darkness shoots up that deals several hits of 100+ damage each. When you see a smoking black skull flying towards you, move at least two squares away from where you're standing and continue attacking the ice titans. Note that if an ice titan freezes you before you can evade Lucien's spell, you may be hit for massive damage, so make sure your health is up! An easy way of avoiding both being frozen and being hit by Lucien's attacks (or all attacks in general) refer to the picture on the right.

Third battle: Lucien's Ice Demons
After Lucien's enhanced ice titans are defeated, he will summon twenty level 300 Ice demons. The Mahjarrat Sliske appears and summons the Barrows brothers to aid in the fight. Another battle begins, in which two of the ice demons attack you.

The ice demons use Magic and Ranged attacks, the Magic attack being stronger. Occasionally they will throw icicles that grow on the ground around you, which will block your movement. Protect/Deflect Mage will not prevent the icicles from forming. You can, however, attack an icicle to break it. It takes a combination of two "icicle attacks" from the demons to create enough to completely surround you, so moving away from the icicles when they form. Ranging is recommended as your level will be significantly increased by the Stone. RUBY BOLTS (E) SPECIAL DOES WORK.

Lucien will continue to cast his "black skull" spell at you during this fight, so it is very important to keep moving to avoid being surrounded by icicles when Lucien's spell hits.

Combat familiars are not of use in this battle. Unlike the Ice Titan battle, familiars will not be attacked, so a Beast of Burden familiar may be safely used.

When this fight starts DO NOT move from your current position. Let the Ice Demons come to you so you have enough room to see Lucien's attack coming at you. Protect/Deflect mage during this fight and try to split up the two demons. This will help when they start growing icicles and for Lucien's attack. When fighting one, the other will range/mage you from a distance and when Lucien's attack/icicles appear near you, run and fight the other demon. This is a good way to avoid being trapped by icicles and avoid being blasted by Lucien.

The Barrows brother Karil the Tainted will attack the ice demons fighting you, if he is in range of them with his crossbow. It is advised therefore to stay near Karil, as his shots occasionally cause damage to the demons.

The Beginning of the Ritual
Once the ice demons are killed, Lucien will grow tired of your attempts to stop him, and turn to a more important subject: the Ritual of Rejuvenation. At this point, multiple Mahjarrat will teleport to the ritual site, including Enakhra, who believes that her rival Akthanakos, who also appears, should be sacrificed in the Ritual. More Mahjarrat, including Zemouregal, Azzanadra, and General Khazard, will appear and argue over who will be sacrificed. Hazeel will also appear for players who chose to revive him during Hazeel Cult. Lucien decrees that as the most powerful Mahjarrat, he alone will decide who is sacrificed, and he pulls the frozen Jhallan from the cavern beneath, choosing him as the sacrifice.

Fourth battle: Armoured Zombies and Arrav
Wahisietel protests, claiming that Lucien must be the sacrifice due to the threat he presents. While Wahisietel attacks Lucien again, Sliske summons the Barrows brothers for the second time; Zemouregal counters by calling his gargoyle minion Sharathteerk, who will summon four powerful armoured zombies. Help the Barrows brothers defeat the armoured zombies, who will not attack you back. (Keep an eye out for Lucien's spell.) Zemouregal will then order Sharathteerk to summon Arrav, who engages all six Barrows brothers at once.

Your job is to attack Arrav, while evading Lucien's dark magic as before, until he turns his attention to you, then lure him over to the rocks to the south, where you planted his heart. Once he comes close enough to it, Arrav will break Zemouregal's control over him. Move around and watch as the hero of Varrock viciously turns on his former master. When Arrav turns his attention to you, it is best to move only a few paces at a time and wait for Arrav to catch up before moving again. If you move too far away, Arrav will stop following and return to battle the Barrows brothers. If this happens, you must attack him until you gain his attention again.


 * Warning: If you have a combat follower out, it is best to dismiss it when Arrav starts following you. Otherwise, it is possible that the combat familiar and Arrav will fight. If this occurs when Arrav gets his heart back, the familiar's attack may distract Arrav from attacking Zemouregal. Instead, Arrav will stand near the rockpile where his heart was hidden and will not move. This is a glitch, and the only way to overcome it is to leave the battle, return, and fight the fourth battle again from its start.

Zemouregal will plead to Lucien. When Lucien ignores his calls for aid, Zemouregal calls for everyone present to attack Lucien. Azzanadra tells you that the southern beacon has broken, and tells you to fix it, which will enable him to call upon the power of Zaros and end the battle. Lucien retaliates by summoning a level 475 Glacor to stop you. Turn on Protect from Ranged or Protect from Magic and gather the four pieces while avoiding the glacor. Assemble them by clicking on one piece in your inventory, then place the beacon back into the tree. At that point, Lucien calls for the fighting to stop, and proceeds with the ritual.

The Ritual, the Stone of Jas, and the Dragonkin
Lucien performs the Ritual of Rejuvenation, sacrificing Jhallan's life in order to renew every other Mahjarrat. As each Mahjarrat is rejuvenated, his or her appearance changes to more resemble a human. Azzanadra strikes Lucien with the power of Zaros in two massively damaging attacks, which Lucien shrugs off. In response, he summons the Stone of Jas and touches it, amplifying his power even further. However, before he can use it, two dragonkin arrive and proclaim Lucien to be the False User, whom they will destroy. As an example of their power, one of the dragonkin incinerates Idria, who is attempting to negotiate an alliance with the dragonkin against Lucien. The dragonkin explain that while others such as Lucien may draw power from the Stone of Jas, their power is the Stone of Jas, and its misuse enrages them. Lucien attacks the dragonkin, and a fight commences. The first Dragonkin attempts to apprehend Lucien, although Lucien knocks him to the ground to the staff and prepares to empale him. The second them grabs him from behind, pulling him away. Although he succeeds in disarming Lucien, he too is soon knocked to the ground. Victory for Lucien was not to be, though, as the third Dragonkin picked up the staff and hit Lucien from behind, breaking the staff in the process. He then impales Lucien with the remnants of the staff, destroying the "False User". Most of the Mahjarrat present teleport away to safety, and the dragonkin leave.

Finishing up
Sliske is impressed by your skill and tries to convert you into a Barrows brother, but Akrisae jumps in the way, saving you, becoming a Barrows wight himself (Akrisae the Doomed). Sliske seems content quickly teleports away. After a quick chat, Ali teleports away as well.

Tiffy summons Thaerisk who performs a mathematical spell placing the stone deep underground in an unknown place. You then all teleport away together back to Falador.

However, rather than returning straight to Falador, you enter a burnt down version of Draynor where all the deceased heroes (such as Duradel and Hazelmere, Lucien and Idria) can be seen. The Dragonkin kill off Thaerisk. When each of the heroes is approached, they retreat and exclaim "We're already dead" before dying and disappearing. After an interesting short chase scene, The Drakonkin hit and kill Tiffy, and wound you. They let you go, telling you this is a vision of the future.

You return to Falador, and Tiffy doesn't recollect the dream as you do.

Quest complete!

Soon after the quest, Edgeville appears to have been attacked by the Dragonkin, just as they stated in the vision.

Rewards

 * 3 Quest Points
 * 110,000 Agility XP
 * 40,000 Crafting XP
 * 40,000 Mining XP
 * Three 80,000 XP lamps (only available for skills level 72 and higher)
 * Ability to fight a new Barrows brother (Akrisae the Doomed) and gain new Barrows equipment
 * Access to the Bane ore mine
 * Ability to fletch Bane arrows and Bane bolts
 * Access to the Lunar spell Tune Bane Ore
 * The ability to gain combat bonuses in certain areas. By entering the room the stone of Jas had been kept you are granted combat bonuses in the wilderness and troll areas. The bonus is lost when you leave these areas.
 * Access to Glacors
 * The ability to craft Armadyl runes from a ground Armadyl shard
 * The ability to create an Armadyl Battlestaff to enhance the power of the Storm of Armadyl spell
 * After the quest you can return to the ritual site and speak to Arrav near the entrance; you will gain 3,000 bonus Prayer XP

Music Unlocked

 * Strength of Saradomin (if not already unlocked)
 * Return of Lucien

Trivia

 * On the first day of the quest's release, the reward portion on the quest help said "A fireball set the rewards alight. Come back tomorrow when we've put out the fire."
 * A couple of hours after the quest's release, so many people had died to the bosses that a lot of players couldn't get their items back because there were too many gravestones on one square for them to click their items. There was no way around this, making a lot of players angry; Mod Emilee stated on the forums this would be prevented in the future.
 * It was originally believed that 78 Woodcutting, 83 Fletching and 65 Dungeoneering would be requirements for this quest but it was confirmed that this was false. Paul Gower stated that they were probably for a different quest.
 * The "Reprehensible Snowgre" is likely a reference to another mythical creature: The Abominable Snowman, also known as the Yeti.
 * Fighting the armoured zombie outside Zemouregal's fortress does not provide any experience. This could be to prevent people from afk (away from keyboard) training as the zombie is aggressive and has a very quick spawn rate.
 * There was a leak on Facebook on 8 June 2011 that this quest would be released July that year, which was removed quickly after it appeared. After this, Mod Mark confirmed this was not true, and should not have been added to Facebook at all.
 * When General Khazard summons Bouncer, Wahisietel will kill it while saying "Your dog can't help you now!", a play on words from when Kal'ger the Warmonger yells "Your god can't help you now!"
 * Azzanadra does 9001 damage to Lucien which is reference to the internet meme "Over 9000". This internet meme came from the show Dragon Ball Z.
 * In the final cutscene, when Sir Tiffy and the player are under attack, when asked if he is hurt, Sir Tiffy replies: 'It is only a flesh wound.' This is may be a reference to the black knight from the movie Monty Python and the Holy Grail.
 * In the final cutscene, Kuradal can be seen crying over Lucien's body. This is interesting as Kuradal is not a 'fallen hero' and might have some link with Lucien, though it could also be possible that she was crying at the sight of her deceased father proclaiming that there was no hope left.
 * When you first talk to Movario on the plateau he addresses you as "Mister (player's name), we meet again." This might be reference to the Matrix movies when Agent Smith addresses Neo (Mister Anderson).
 * When you examine the locked door of the jail at edgeville, after the quest, it examines 'The door doesn't budge - it's locked tight.'. This despite the fact that the door is destroyed.
 * The scene that takes place in Draynor at the end of the quest closely resembles the ending of the game Fable 3.
 * Using the combat stat boost from the stone of Jas (in particular that for summoning), it is now possible to investigate summoning effigies above your level. (Tested and confirmed with a Gorged Effigy and 91 summoning.)
 * Although your summoning level is boosted upwards of 200, you still cannot comprehend your Pack yak when it speaks.
 * After completing the quest, a player's Adventurer's Log will read "I took part in a huge Mahjarrat ritual, encountered a new breed of enemy and helped hide an ancient relic."
 * Most of the NPCs on the Mahjarrat side were level 250. However, Lucien was level 750. After the Ritual of Rejuvenation the Mahjarrat all rise to level 350 and Lucien becomes level 800.
 * It is interesting to note that, although Lucien and the 3 Dragonkin were some of the most powerful known mages on Gielinor, their confrontation was more of a brawl.
 * After the ritual is complete, Thaerisk describes his plan to hide the stone of Jas. The process involves himself thinking of a number that corresponds to "depth," Sir Tiffy thinking of a very large number, and your character thinking of a number to be a "key" for Tiffy's number. This is a play-off of RSA encryption, which encodes a number by multiplying by a large prime. It requires a "public key" (your number) to factor it efiiciently and get the original number out. Now the "address" of Jas (Java Application Server) is encrypted.
 * This is the first quest to have a grandmaster quest as a requirement.