Children of Mah

Children of Mah is the sequel to Fate of the Gods and is the third quest released as part of Sliske's Countdown, being part of the Sliske quest series.

Following the player and Zaros disturbing Mah, she has awoken and is planning on creating her own universe, beginning with the destruction of Freneskae. The quest sees a confrontation between Zaros and Zamorak, the general who betrayed him, which gave Zamorak the power he has now. The Mahjarrat return to Freneskae, as does Zamorak. The player is able to visit the throne room on Freneskae and witness the original fight between Zamorak and Zaros.

Starting off
The quest can be started by speaking to the mahjarrat Kharshai beneath Rellekka, where Koschei the Deathless was first encountered. He will explain that his divine energy, along with that of other mahjarrat, is being drained quicker than usual, requiring a new Rejuvenation Ritual. As he is the only one of his kind to not have picked a side in the fight between Zaros and Zamorak, he has no allies among the mahjarrat and therefore fears that he will be the one sacrificed during the upcoming ritual. He asks upon the World Guardian for assistance. '

Ritual Site
You must now make your way to the Mahjarrat Ritual Site, either by using the fairy ring (Glacor Cave) or by using the canoe in the snowy hunter area. Investigating the Ritual marker will summon forth all mahjarrat, along with Zaros who offers them immortality without having to sacrifice one another, should they choose to return to Freneskae. The zamorakian mahjarrat are eager to point out that Zaros did make such a promise during the Second Age, promise which could not be kept. Zarosians and zamorakians argue back an forth, until Kharshai interrupts the argument, saying that the only way to truly remember the events of the Second Age is through memory projection. He hands you a charged Engrammeter, instructing you to go to Senntisten Temple, beneath the Digsite and recover his memory.

Kharsai's memory consists of 5 fragments, each indicated by a memory spring, which must be found to unlock the full memory. The first spring is located outside of the Empty Throne Room's entrance. The second and third are located inside the throne room at the top of each set of stairs. While the fourth and fifth springs are located on the second lowest level of the throne room on either side of the bottom level. Once all five memory fragments have been collected return to Kharsai at the ritual site.

Kharsai will send you into his memories. You will assume control of Kharshai and will have to find clues and speak to characters to pass stages. You will appear in the throne room of Zaro's empire. Speak to Jhallan, Zekub, Perjour and the Duke as well inspect the red horn markings near Jhallan on the pillar and the broken mouthpiece on the pillar near Zekub. This will give 100% completion for the first sequence and allow you to move down the stairs.

On the left side, speak with Pernix and Akthanakos. Both will question your identity and trustworthiness.

For Pernix, he will ask why you are here. State that you were called, then he will ask you if you have seen anything unusual. Note the Zamorakian markings around the area. He will then place his trust in you.

For Akthanakos, he will give you several questions:
 * Question 1 - who is Freneskae's god? (Mah)
 * Question 2 - who brought the Mahjarrat to Gielinor? (Icthlarin)
 * Question 3 - what shape do I take? (Camel)

After answering all three, Akthanakos will trust you. Investigate the broken marker and the left side will be finished.

On the right side, speak with the warpriest and reveal her to be as a demon, apprehending it. Investigate the stacked weapons behind the first staircase, then speak with Sliske to finish up the second level.

Move on down to the bottom floor and talk with Azzandra. He will ask you to judge 3 persons accused of treachery. The Avernic traitor, human breaking the enchantment and the human who painted red horn markings. Pass your judgement and then witness Zamorak's entrance. He will attempt to sway the rooms occupants to his side and you will get to choose your side. After this Zaros will appear and a fight will break out in cinematic cutscene, ending with Zaros being stabbed with the Staff.

When the memory ends, the mahjarrat discuss that they still do not know what happened in the last moments. Zamorak will appear and offer to show them that memory with Kharshai as the neutral expert. It will show that Zaros thought low of the mahajarrat and then Zamorak will realize the power of the staff and siphon Zaros's energy.

The Maze
It is possible to bring a familiar through the Freneskae obstacles, a terrorbird, tortoise, pack yak or pack mammoth full of food and a strong second familiar for when your pack familiar runs out would be an advantage here.

Travel to the World gate and dial it to Freneskae. Talk to Kharshai and Zemouregal will appear, taking him captive. You will have to navigate the lava to proceed to the next area. Jump on the rock and steer to avoid obstacles using the arrow keys. Be aware that while on the rock, you cannot eat or drink potions, so ensure your health is as high as possible before riding the rock. If you die on the lava rock, you will restart back at the beginning. A sign of life can be used without interrupting the puzzle. Upon arriving you will face multiple level-150 muspahs, so make sure you are appropriately geared up. It is highly recommended to use Ancient Magicks for this section.

You will then find a lightning rod. Muspah will appear and can be killed directly via combat or indirectly through the lightning. Keep killing muspahs until a Grand Force Muspah appears. Do not kill this muspah; wait for its adrenaline bar to fill up and stand next to the interactable wall. It will fire a missile; avoid the missile, and the wall will break. Run to the next area, and repeat the same process.

Once the second wall is broken down, you will find another lava rock. This time, there are a few muspah on the side; using Protect/Deflect Missiles/Magic is useful to shave a bit of damage. Make your way through till you reach a lavafall; you will fall down, but Seren will save you in time. Continue the dialouge with Seren, then move your way towards Mah's ritual marker.

The remaining mahjarrat will appear, in addition to Zemouregal who attempts to sacrifice Kharshai but fails as Zaros appears and intervenes. Continue through the dialogue until Zamorak appears. They will battle for a bit, and Zaros will eventually get Zamorak to agree with the Vindiculum Juris pact. Mah will suddenly scream, and Zaros will ask you to go stop her. At the top, you will find Seren, who will send you into Mah's mind.

Protecting Mah
As soon as you enter the first area, you will find a 8 light shards and Mah's core. There will be also four Bladed Muspah, though they cannot be attacked. Seren will give you a light core and tells you to protect the core. The muspahs send shadows out which will deal 1000 damage to the core if they touch it. The shadows are dispelled by placing the core in the shard the shadow is coming through. Protect the core until the meter reaches 0% to proceed to the next area.

In this next area, there will be nightmares. Make your way through, touching the light pillar when you reach it. A new path will open and the path you take will be completely dark. Run towards the newly opened area and interact with Zemouregal or Azzanadra to escape.

The second set now has eight mahjarrat, and Seren gives you two light cores. Repeat the same process as usual.

After this set, you will be sent into another dark area. Go to the open path, touch the pillar there, then go across to the other pillar and touch it. Make your way to the new path that appears when the second pillar is touched, and exit via Zaros or Seren.

The final, third set has Seren and Zaros as Mah's final nightmares. You will get three light cores this time. Repeat the same process.

When finished, Seren will pull you out, and realize that Mah is too corrupted and in agony. She will mercy kill Mah. Finish up her dialogue and return to the marker. Zamorak and the mhjarrat will be angered that Seren had sent their race into death by posing as Mah and teaching them the Ritual of Rejuvenation. Seren will be upset with Zaros killing Mah, and scream at the mahjarrat. Zaros sends Seren away, and the mahjarrat decide that, while they still have grudges with each other, they should work together now that they don't have to complete any more rituals. Zaros will teleport up to Mah's corpse, and Zamorak will tell you to meet with him.

Zaros will tell you that while he loathed Mah, he has a sense of sadness with her death. However, he is pleased that there is something dormant inside her and that it will further his future plans. He will then give you a reward for helping save the Mahjarrat.

Rewards



 * 2 quest points
 * A tome of xp with three (four if eligible for the early bird bonus) chapters, each worth 100,000 experience in a skill above level 75 of your choice (50,000 experience if used on Invention)
 * Kharshai bobblehead
 * Zamorak's Mahjarrat armour override
 * Shard of Mah
 * Access to nightmares, level 80 Slayer monsters which drop nightmare gauntlets.
 * Addition of Ancient memories to Guthixian Caches: these give 4 points per conversion.
 * Access to nightmares, level 80 Slayer monsters which drop nightmare gauntlets.
 * Addition of Ancient memories to Guthixian Caches: these give 4 points per conversion.

Music unlocked

 * Chamber of Zaros
 * Elder Daughter
 * Lava Falls
 * The Nightmare Continues

Trivia

 * After completing the quest, the Adventurer's Log reads "I helped to free the Mahjarrat from their rituals."