The Temple at Senntisten

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Starting the Quest
Start the quest by talking to Ali the Wise in the small northern-western most building in Nardah. Consider using Fairy ring code D-L-Q. Then head south to get to Nardah. He will tell the player of someone called Dr. Nabanik who has asked for your help. He will inform you that Dr. Nabanik can be found in the courtyard of the Digsite exam centre building, southeast of Varrock. Ali the Wise will give the player a Digsite Amulet (5) in order to conveniently reach Dr. Nabanik.



Talk to Dr. Nabanik at the Digsite Exam Centre and he will reveal he is in fact Azzanadra, the Zarosian Mahjarrat who was freed during the events of the Desert Treasure quest. He will tell the player that he needs consent from the lead archaeologist to start reconstructing the altar beneath the Digsite. He will ask you to obtain a certificate of authorization from the lead archaeologist. Dr. Nabanik and the player will have a dialogue covering his qualifications, which players should remember as they will be asked about it.

Talk to the Archaeologist Expert in the Exam Centre. You will now be quizzed on the qualifications of Dr. Nabanik. Tell him that Nabanik has been studying pyramids and that he is an expert in the desert religions. After convincing the Lead archaeologist that Dr. Nabanik can be trusted, he will give the player a Restoration certificate. Take the certificate back to Dr. Nabanik outside the building. He will take it and tell the player to meet him at the underground altar in the Digsite. You may use another charge on the digsite necklace for speed. The altar is located in the Digsite Dungeon, and is reached by using a rope on the north-western winch in the Digsite and then selecting the 'Operate' option. Dr. Nabanik will have provided the player with a rope. The altar is in the room directly south of where the winch places you in the dungeon, the large room which nitroglycerin was used to access during the Digsite quest. Walk to the ruined altar, and speak to Dr. Nabanik, who has now been properly renamed as Azzanadra. Ask him what he needs you to do, and he will inform you that he requires that you gather two items for him:


 * The Barrows icon, which is obtained by killing all six Barrows brothers, then looting their chest.
 * The Frostenhorn, from a cold fortress in the north. You will receive a ruined backpack containing a Battered letter and a Heat orb. You will need the heat orb to enter Ghorrock's Fortress.

'Players MUST'' talk to Azzanadra about each mission, or they will not be able to complete either of them. Neither item will become available to obtain until the player completes the dialogues.''' Optional: Players can choose "I need the runes!" to generate a crate with the 40 law runes and 300 air runes in Ghorrock dungeon. If they do not, they will need to bring their own telegrab spell runes.

Azzanadra's Tasks
It does not matter which task is done first. It is left to the players preference.

Getting the Barrows icon

 * For more information on how to kill the Barrows brothers, see this page.
 * Items needed: Spade/4 coins and equipment/inventory for a normal Barrows run

The Barrows is an area located in the extreme south-east of Morytania, east across the small bridge out of the town of Mort'ton.

First, kill all 5 normal Barrows brothers. If you have already started killing some Barrows brothers before beginning the quest, just kill the remaining brothers. You WILL receive regular barrows rewards while completing this part of the quest, as well as the icon. Enter the underground tunnels of the brother that was not in his tomb. Then find your way to the middle of the tunnel system. You DO NOT need to kill the final brother in order to receive the barrows icon. You may be attacked by the last brother in the tunnels; if this happens you can simply run to another room to evade him. Then search the chest and you should get the Barrows icon. Take this back to Azzanadra.

Although the icon is supposed to be the mechanism within the barrows which drains characters' prayer points, after the quest the effect is unchanged. This is supposedly because over the centuries the icon created an ambient effect. One may speculate that the aura will fade with further centuries, but the nature of Morytania itself may continue to fuel it.

Note: There is a 100% chance of receiving the Barrows icon from the chest if you kill all 6 brothers. If you do not kill all 6, there is a chance you will not receive the icon.

Getting the Frostenhorn

 * Warning: iron and steel dragons are found outside the fortress, so an anti-dragon shield or antifire potions are heavily advised. Once inside the courtyard players will be safe from dragonfire, but the dungeon floor will have aggressive, high-level Icefiends with melee and ranged attacks, waterfiends with magic and magic-based ranged attacks, and an Ice demon with magic and ranged attacks. Food and armour are highly recommended as even players with high level combat will be endangered here.''

Items required:
 * Telekinetic grab runes are necessary. (40 law runes and 300 air runes can be looted from the crate where the level 134 waterfiend was entombed, although some players report being unable to find them - see above.)
 * Hammer (Can be looted if you search the crates in the dungeon area, although some players report being unable to find this.)
 * Anti-dragon fire shield or other antifire methods.
 * Heat globe (supplied from the backpack earlier, make sure you actually bring it.)

Items suggested:
 * Knife or slash weapon (if you intend to use the teleport lever)
 * Anything to prepare yourself for a lengthy fight, including:
 * Prayer potion(s)
 * Food
 * A one click teleport for emergency escapes
 * Antifire potion(s) (these can be used with, or in place of, an Anti-dragon shield.)
 * High quality melee and/or range defence armour (DON'T TRY IT - Low quality armour is a death-wish.) Torags is highly recommended, which in combination with the protect from magic prayer will give you good defence against the waterfiends and icefiends as you explore the fortress, and also provide applicable defence for the final fight with the ice demon. However, with combat 95+, a combination of rune and dragon (with a good weapon and prayer) and several sharks is enough.
 * If you intend to melee the demon it might be a good idea to bring 1 each of regular or super attack and strength potions.

Getting to Ghorrock Fortress
Players will need to travel into High Level Wilderness, to the Frozen Waste Plateau, at the far northwest end of the wilderness. The plateau is just east of Ghorrock itself.

Possible methods:
 * Level 89 Ice Plateau Teleport on the Lunar Spellbook.
 * Level 96 Ghorrock teleport on the Ancients Spellbook.
 * Edgeville/Ardougne teleport lever to reach the area, then travelling west through the ice plateau. Don't forget to bring a slash weapon to break through the web.
 * Use the Wilderness Obelisk teleport system to get to level 44 Wilderness and run north to the plateau.
 * Simply walk the entire way.

NOTE: You can teleport out of this area as the castle and its grounds do not count as part of the wilderness.

The entrance to the fortresses grounds is blocked by a large block of ice and/or snow. Place the heat globe you obtained from Azzanadra on the pedestal which is just on the south side of the entrance; the pedestal will develop an aura of orange light and the block of ice/snow slightly melts. A "Squeeze-past" option becomes available from the ice block object, which has no agility level requirement.

Ghorrock fortress



 * On the south side of the castle is an arched entrance: run through it and climb up the stairs to the west. The Dragons will remain locked onto players until they climb, and may attempt to attack through the arch.
 * Run east to the south-east corner of the castle, then climb down the nearby stairs back into the courtyard. The Dragons will no longer be a problem.
 * Next to the door a few squares to the north is a damaged wall (subtle graphical object). Scale up the damaged wall.
 * Continue to the north-west corner of the floor, past the broken pedestal, then climb down the smashed rampart/wall (another subtle graphical object.)
 * Enter the trapdoor in front of you to go into the first level of the dungeon.

Dungeon and globe puzzle


You will now be in the dungeon puzzle area. The area you want to reach the south-west corner of the upper dungeon level. However, the direct path is blocked by ice. You must melt some of the ice using the few heat globes that you will find on pedestals inside the fortress in order to reach the area.


 * Tip: It is recommended to set 'Auto-Retaliate' as 'OFF' while in the dungeon to avoid being distracted by the waterfiends and icefiends.

Step 1 - North upper dungeon: 

NOTE: You will need your telegrab runes for this part, as you will not be able to access the lower dungeon without using telegrab.

TIP: Ignore the waterfiends/icefiends. They take a lot of effort to bring down, do not allow yourself to become compromised before fighting the boss. Tip: As the whole dungoen is a multicombat area during the quest, a familiar can be brought to aid you in fights. This also means that you mightbe attacked by multiple fiends.


 * Go into the room to the east and pick up the heat globe from the Pedestal. Something nearby may freeze further.
 * Return to the middle room and place the heat globe on the pedestal to the west of stairs. This will melt an ice block, which will transform into a formidable waterfiend.
 * Pass through the gap where the ice was, killing or ignoring the waterfiend. (Ignoring is recommended.) You must now telegrab the heat orb you just placed near the stairs from this room. Either right-click on the pedestal with the globe and select the "telegrab-globe" option (active even when using Ancient Magicks/Lunar spellbook) or manually telegrab it if you are on the basic spellbook. This will retrieve the globe, refreeze the ice, and turn the waterfiend into an Icefiend if it has not been defeated. Defeating the waterfiend will not prevent the door from refreezing, so it is a waste of food and effort to bring it down. It is, however, possible to trap the waterfiend in the far room, so that it can no longer attack, by telegrabbing the orb while it is in the far room.
 * Use the globe on the pedestal in the room you're trapped in. This will melt the ice to the trapdoor, and spawn another waterfiend. Go down the trapdoor, leaving the orb in place. Removing the orb will refreeze the trapdoor, arresting your progress.

Step 2 - North lower dungeon: 


 * Pick up the heat globe found on the floor in the nearby room to the south.
 * The crate in this room can be looted for 40 law runes and 300 air runes or a hammer after the ice block has been melted. You might have to use heat globe twice on the pedestal.
 * Use the heat globe on the Pedestal in the room to the north into which you entered this level. This will melt various ice deposits and spawn two waterfiends.
 * Travel east until you find another Pedestal, and remove the imperfect heat globe from it.
 * Exit the dungeon the way you arrived, returning to the outside castle courtyard.

Step 3 - North ground and first levels: 
 * Scale the wall, then head to the north-east corner of fortress to the destroyed pedestal. Use the Imperfect Heat Globe on the Smashed globe-holder on the ground next to the Smashed Pedestal. Nothing will happen if you use the globe on the Smashed Pedestal - use the globe with the small piece of the pedestal lying on its side on the ground.
 * Once you have added the globe, select the "Push" right click option. A small cut-scene will play, showing the player pushing the orb down the snowdrift and into the hole in the centre of the courtyard.


 * Return to the lower floor where you found the imperfect orb. When re-entering the trapdoor, choose the "Yes, carry on from where I was." option.

Step 4 - North and south lower dungeon: 


 * When you make it back down to the Lower dungeon, head back to the area where the imperfect heat globe was acquired. (NOTE: all fiends that you did not kill will still be there)
 * Go south, then west to find and pick up another heat globe.
 * Head to the point marked "3" on the provided map, where you will see a pipe in an alcove on the south side of the wall. The pipe appears as small tunnel on the minimap but is NOT marked in red, as is usual for openings. Use the globe on it (or select the 'Place-globe' right click option.) The globe will get stuck in the mouth of the pipe.
 * 'Use' the Hammer on it, or select the 'Whack Pipe' option. Players can loot one from the crate that is nearby if you do not have one; however it will be empty if you already have a hammer. The globe will be expelled from the other end of the pipe and land on a pedestal in that room. This will melt another ice block and spawn another icefiend, allowing the player to pass through that passage. Return west to the globe room once more and follow the path east until you pass the melted ice block and enter the room with a ladder.
 * Climb the ladder and be prepared to fight. If you are low on food from the waterfiends then you can restock at this point.

Ice Demon and Frostenhorn

 * Go up the ladder, run west and you will meet an Ice demon (if you are returning from restocking, head to the point marked '4' on the Upper Dungeon map). Kill it to get the Frostenhorn as a drop.

Strategy: Use protect from magic on the Ice Demon as its magic attacks will hit hard. It attacks with both ranged and magic. Equipping high quality ranged defence armour such as Torag's is recommended. The Demon should rarely cause damage to a player using protect from magic and equipped with armour with high ranged defence. Prayer potions can be useful for players with lower prayer levels. The Ice demon has a high defence, causing the fight to be rather prolonged. Super attack and strength potions are recommended as even with level 80+ attack, hitting a '0' is common. Using this method, you should not need to use any food if you have a 150 or higher Ranged Defence bonus. The Demon seems to be extremely weak against Ranged. A good Ranged attack strategy is to use a Rune crossbow with Broad-tipped bolts while wearing barrows armour and using the Protect from Magic prayer.

Finishing up


Return to Azzanadra however you wish. Teleport or use the Digsite pendant you were given. Azzanadra will be in the Digsite dungeon where you left him, but he will have finished restoring the altar, in quite an impressive fashion.

He will tell you that you need to retrieve an item from someone just outside by the winch. Go up the winch and you find the Assassin who tricked you in the Devious Minds quest. Talk to him and he will give you the item Azzanadra wants, the Relic you unwittingly helped him steal from Entrana.



After receiving the relic, return downstairs and talk to Azzanadra. There will be a cutscene where Azzanadra opens a communication portal and contacts Zaros himself! As the connection between worlds is established, Apparently Zaros's influence returns to the world in some small way. This is seen in the cutscene as all throughout the game strange things suddenly happen. For example, a statue of Zamorak outside the Chaos temple near the Goblin Village splits inexplicably. The oblivious Zamorakian monks then blame Saradominists for the damage. Also, as the universe itself is temporarily disturbed, the Dark Mage holding open the portal Abyss almost "loses the universe."

Talk to Azzanadra again to complete the quest and receive your reward.

'''Congratulations! Quest complete!'''

Rewards

 * 2 Quest Points.
 * One Experience lamp providing 23,000 experience in any chosen skill Level 50 or above. ([[File:combat exp lamps.png]])
 * Two Combat lamps providing 20,000 experience each in a chosen combat skill Level 50 or above (other than prayer).
 * 10,000 Prayer experience.
 * Any items recieved from the barrows
 * Access to the Altar of Zaros in the Senntisten Temple, located below the Digsite. Praying at this altar boosts your prayer points to 15% over your current max level. If you drain your prayer points below your prayer level you can reboost it at this altar.
 * Access to a new set of prayers, known as the Ancient Curses. Players must read the Ancient Hymnal, given to you by Azzanadra in order to actually activate them.
 * The fortress is a mostly playerless, though inhospitable and dangerous to reach, new place to slay iron and steel dragons, and perhaps waterfiends.

Music unlocked

 * The Horn of Chill (When facing the Ice Demon) (It is possible to unlock this track by standing next to the central ice block on the first floor)
 * Zaros Stirs (At the end of the quest when entering the newly refurnished cavern.)

Required for Completing

 * Falador Diary Elite Tasks
 * Varrock Diary Elite Tasks

Trivia

 * There's a glitch where in the end cutscene, Azzanadra's feet appear to be in the ground.
 * On the day of release, the spoiler read: Curses! The connection with the rewards has been temporarily lost. Normal service will resume shortly.
 * This is the fourth time a god has been seen in-game, the first being Icthlarin in Icthlarin's little helper.
 * Zaros' chathead is seen for the first time in-game during the quest.
 * A glitch was found causing players to fly 'in the air' when you used a godsword on the new altar.
 * The player says to Dr Nabanik 'Dr. Nabanik, I presume?'. This is a play on the famous quote 'Dr. Livingstone, I presume?' by Henry Morton Stanley.
 * On the day of release, there was a glitch in the Quest List, where the Dwarf Cannon quest was coloured as incomplete even if the player had completed it. It did not however reduce the total Quest Points of the player. This glitch was fixed in an update released later in the day.
 * On the day of release, if you have not unlocked the music track "Bounty Hunter Level 3" you will do so when you enter the cave through operating the winch. This is possibly a glitch.
 * After completing the quest, one of the chat options after asking Azzanadra about Zaros is: "Is Zaros a cat?". This is a reference to a popular theory, which states that Bob the Jagex cat is Zaros. Azzanadra confirms that Zaros is not a cat.
 * On the day of release there was a spelling mistake when Azzanadra spoke of "deperate adventurers passing through".
 * There is a spelling mistake when conversing with the Assassin. After asking him about his weapon, the chatbox will show the option "Let's talk about somthing else.
 * On the day of the release, there was a glitch in the Adventurer's Log, giving the "Quest complete: The Temple at Senntisten" message twice to some players in the friends' recent activity list.
 * On the day of release there was an unannounced update to POH bookcases giving them menus similar to those of costume room cases and boxes. Bookcase menus however are a lot more detailed. The Ancient Hymnal is the first book added under this update.
 * Attempting to return the Entrana Relic to Entrana will result in failure. Speaking to the High Priest with the relic in inventory will make him say, "Argh! Look out, he's got a boulder!" The Game interface will state that "The High Priest objects to the relic's menacing appearance." Players who do so will be shipped back to Port Sarim, with their characters knocked unconscious and in the "bowed-over" position upon waking. The Relic simply cannot be returned to the Saradominists as a player would not be able to complete the temple and thereby the Quest. However, seeing as it originally belonged to Zaros, there is no reason to want to return it anyway.
 * On the week of release, the message on the start-up screen was "Guess who's back!" This most likely refers to Zaros, but possibly to Azzandra.
 * On the day of release, some players Magic suddenly dropped drastically, then rose slowly. Whether or not this was a glitch is unknown.
 * After the quest conversations with Ali the Wise will now be exclusively about Dr. Nabanik. It is currently impossible to review current known facts about the Mahjarrat with him.
 * Using the Digsite Pendant given to you by Ali the Wise will also earn you the achievement for using a Digsite Pendant to teleport to the digsite (if not yet earned) in the Varrock Medium Achievement Diary without having to find one in the Varrock Museum.
 * After obtaining the Frostenhorn, the quest diary entry reads: I've found the Frostenhorn. I should take it to Azzanadra when I get the chance. However, after banking the item, the quest diary entry reads: I defeated a demon who dropped the Frostenhorn, but I no longer have it. I should return to the stairs leading down to the frozen fortress cellar to see if the Frostenhorn is there. However, there is no Frostenhorn in the fortress cellar as it is in the bank.
 * Senntisten might be a reference to a Hungarian phrase, "Szent Isten" which means "Holy God".
 * If during the quest you are transported away by a random event while holding the imperfect heat orb you will receive a message telling you that the orb was removed from your inventory. However when you are teleported back from the random event the orb will not be magically returned to you
 * If you talk to the Strange Old Man with the Barrows icon in your inventory he will say "run to him, run as fast as you can!" this is a quote from Charlie and the Chocolate Factory.
 * If you tell the archaeological expert that Dr. Nabanik made his fortune selling magical staves, he will say he's heard something about that around Varrock, a reference to the money-making methods involving battlestaves.