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.

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 butterfly 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 kill Kree'arra. Attacking with Magic or Ranged is recommended as it gives more flexibility to move around the room away from the tornadoes. Unlike 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
After defeating Kree'arra, and after a cutscene with Commander Zilyana and K'ril Tsutsaroth, you will enter a room with 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, and after a conversation with them, you can operate the control panel.

The object of the puzzle is to guide a boulder from one of the corners to the activated receiver. This is done by rotating the pieces so there is a direct path to the receiver.
 * 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 receiver, a new one will activate, and a boulder will be released from another corner. Repeat this process four times, and the gate will open.

Proving your loyalty to Guthix
After opening the doors, you will come across 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.

General Graardor
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.

After this short fight, you will be called onto the next one.

Zemouregal
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 a wave of portals which must be destroyed before he can be damaged. Simply destroy these portals while countering the damage taken from his undead minions.

Once the first wave of portals are defeated, you will have some time to attack him before he brings an even stronger wave of portals along. Repeat the same process as the first wave, and deal as much damage to him as you can while  he is recovering.

On the final wave of portals, there are even more portals than last time, and they have more health than before. When you destroy these, you will be able to kill him with ease. He will spawn 'Decaying Portals' around the area that spawn more zombies, but these can be ignored.

When you kill him, you will be summoned to the next storage room for the next battle.

K'ril Tsutsaroth
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. Also note he will poison you. The poison is not terrible powerful but can be irritating.

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
This fight is the longest out of the other boss fights, as Enakhra will leech your health rapidly, but is otherwise not too difficult.

She will yell out a random taunt and you will get a message in your chatbox. Run behind any of the obstacles in the room to break the bond between you and Enakhra. This will force her to teleport to a location where you can attack her.

When she gets to 50% health, she will occasionally pin you to the ground and drain you. This works like a stun, and therefore you can escape with the use of the Freedom ability, and avoid it (you'll get pinned, but won't be stunned, and can walk away to get back up immediately) by using the Anticipation ability. 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.

One strategy for this fight is to let your health get drained to under 10% (or more). Her drain ability takes a percentage of your current health, so it won't heal her very much at all and you'll be able to just kill her through the healing.

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.

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:Sixth-Age circuit.png]] Sixth-Age circuit
 * [[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
 * The World Guardian title
 * 5 new ultimate combat abilites
 * Balanced Strike (Melee)
 * Death's Swiftness (Ranged)
 * Sunshine (Magic)
 * Natural Instinct (Defence)
 * Guthix's Blessing (Constitution)
 * Access to Cresbots area and Cresbots as a slayer target.
 * 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.

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.

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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.
 * There is currently a bug when Enhakra pins you down near a pillar, she will noclip, always use the pinning leech attack, but you can move and attack.
 * Within Guthix's memories, there is a tablet that says: "Help A?ailable. All aided". The character that can be assumed to be "V", is not the character for V.
 * Char, Nex, the Mahjarrat, Valluta can still be seen. This is strange because in order to see them specific requirements must be finished. The Mahjarrat Azzandra mentions you in his plan. Also, all the Mahjarrat are rejuvinated, even if the player did not complete Ritual of the Mahjarrat,
 * The "Invaders Must Die" music tracks are a reference to the song Invaders Must Die by The Prodigy