Ritual of the Mahjarrat

Ritual of the Mahjarrat (sometimes referred to as simply ROTM) is the fourth Grandmaster quest and was released on 14 September 2011.

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 when it's made, you cannot request it from Sir Tiffy later.)

Go to Mos Le'Harmless and find Sir Tendeth. He will be in the larger of the two pubs, dressed like a pirate. 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 the quest. If you say you wish to continue, a screech will sound and you will experience a feeling of dread.

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: Life point protecting items such as: Food, Prayer potions, Super defence potions, high levelled Combat armour, a Anti-dragon shield and a Falador teleport.

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. Sir Tendeth will join you as you leave, but a fireball will hit and kill him before you can go anywhere. You'll get into cover, and decide to run from cover to cover as you head east, to where the fireball came from. If you remain in the open for too long, you will be hit by a fireball, and returned to inside the town gates by pirates with some heavy damage taken. The Fireballs are dragonfire, 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.

Make your way to the east side of the island. Do not stay in the open too long, and always stop your run on the west side of trees. Some trees have plants next to them that block movement. 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. Follow the black marks and burnt vegetation on the ground as a guide.

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."

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.

Return to Falador Park and speak to Sir Tiffy. Tell him what you saw. He will take you to the Temple Knight archives. You will meet Lady Table there, and Sir Tiffy will explain the situation. 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, then click on the whiskers to move the arrow around until the amulet's eyes light up, then head in that direction. Once you find Bob and Neite, ask Bob for his collar, telling him that it is to find out more about attacks and his history.

Kethsi

 * Items needed: Bob's collar, Spade (can be acquired once in the area, may be needed more times than that), 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.

Tetrahedron 2
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 infront 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 2 and a Strange device.

Tetrahedron 3
After getting Tetrahedron 2, 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 3.

Summary
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. Return to Falador and report to Sir Tiffy. After you've shown him the diary go to the Falador Castle and head to the east. Talk to Akrisae. You will get 4 Orbs and Arrav's Heart. Now head to the Digsite and talk to Azzanadra, near the Altar of Zaros. Ask him about the quest. You will get 4 beacons.

Coordinates start in the bottom left corner at AAAA, the first two are North, South, the second two are East, West. Use below images as helpful waypoints.

Before heading to the Ritual Site, you must speak to Sir Tiffy in Falador Park (make sure the notes and journal/book are in your inventory). He will send you to speak to Akrisae, in Falador Castle in the east room with the cell. Then you must go and speak to Azzanadra at the Digsite, located in the well.

These characters will give you the necessary items to head to the Ritual Site and gain access.

Preparing the Ritual Site
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. Although it is fairly isolated, there are several ways to travel to the fortress:
 * Use the Ardougne/Edgeville teleport lever (or walk) to high level wilderness
 * Ice Plateau Teleport (Lunar Spellbook)
 * Ghorrock Teleport (Ancient Spellbook)
 * Canoe from the Trollweiss Hunter area (Fairy ring code D-K-S).

After arriving at Ghorrock, go into the fortress's dungeons. Go to the upper floor and head southwest until reaching a heat globe, which should be picked up. Upon entering the fortress by squeezing through the snow pass you will notice a pillar that may be jumped over. You will have to run through some metal dragons so Protect from Magic and antifires are recommended.

For the north-south beacon, run west of the ice entrance at the north of the plateau. Put it in the closest tree. Run directly south, past the broavs and put it in the tree southwest of the ritual stone. The heart of Arrav goes in the rocks southeast of the stone. East-west beacons should be done in a similar fasion. Run up the west side of the plateau until finding a tree just north of a central line; run straight east and put the other beacon in the other tree.

If caught by the wizard, search the bed for a chisel and spade and lift up the tiles to the east of the cell.

Talk to Movario in the southeast corner of the plateau. In Zemouregal's castle, kill a zombie outside for codes. Put the code strip over the numbers to get the correct numbers for each one. It might help to memorize the positions of each gap so its easier later on the other doors.

Search the crate for the storeroom door, and use the code strip. In the north part of the storeroom, search the crates again. Go up the east staircase and use the new code strip. Once inside, smash the black prism. Talk to the wizard again to update your journal once all the tasks are completed. After this you can then run west along the south side to find the hidden entrance (You will need the Ring of visibility to see this). Put the heat globe on the shadow globe stand.

If you try to put orb 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. For perfection, read what the beacon says once placed it. If you are completely sure the beacons are in their correct alignment, talk to Movario to the east of the shadow pedestal. he will place the beacon in the pedestal and will allow you to touch the stone.

Ritual
When you touch the Stone of Jas, you will watch a short cutscene where Saradomin talks about the stone. Afterwards, an alarm will be sounded and you will teleport to the Saradomin troops. General Khazard will appear with an army and reveal Ali the Wise as a Mahjarrat. You will then have to fight Khazard and his army. Khazard uses a long range magic attack and also summons Bouncer. It is recommended when Bouncer is summoned to run towards Wahisietel and have him kill Bouncer as he cannot be attacked and his attacks cannot be protected against using protection prayers or curses. If using range, and this is suggested, run south to the tree with a rope attached and pray magic, then range Khazard without taking any damage. After defeating Khazard, he will teleport away. It is possible to hide and wait for Sir Tiffy to kill Khazard although this takes a long time.



After this, you walk to the ritual site and Lucien appears. He summons four ice titans. He occasionally casts an area effect spell towards you that can be dodged. You must kill two titans. Due to the area spell, it is best not to engage the titans in melee and instead use the cliffs to range them from, dodging Lucien's attacks.

After you kill the titans, Lucien summons an army of twenty or so Ice demons. Sliske appears and brings with him the Barrows brothers.





The demons are a higher level (300) than the one fought in The Temple at Senntisten. They use ranged and magic attacks. They can freeze and they also cast an icicle trap which makes it difficult to avoid Lucien's attacks. Luring them down to the area below the ritual makes it easier to pick one off at a time making Lucien's spells easy to avoid. Protect from Magic.

After defeating the ice demons, Arrav is summoned. Attack him until he follows you, and lure him to the rocks where you put his heart. He will then start attacking Zemouregal.

Once he has sustained a fair amount of damage he turns on Lucien and attacks him. This causes another cutscene in which all the Mahjarrat gather and decide who will be sacrificed. Enakhra chooses Akthanakos as they are rivals but is quickly ignored. Khazard chooses Wahisietel due to the first fight encountered. All of this arguing enrages Lucien as he feels he's the most powerful and should decide the sacrifice. He then uses his magic to pull up Jhallan from under the ritual stone and suggests he should be sacrificed. Most of the others agree and Jhallah is then killed by Lucien. After this all of the Mahjarrat no longer appear as liches.

Once Arrav attacks Zemouregal, he'll call Lucien for help - to which he gets none. All then decide to turn on him.

The south beacon for Azzanadra is broken, Lucien summons a glacor to try and stop you, which is fairly easy to avoid. Protect from Magic or Protect from Missiles and just pick up the parts, reassemble and place back in the tree.

A cutscene occurs: Lucien decides enough is enough and sacrifices Jhallan. All of the Mahjarrat are rejuvinated. The newly revived Mahjarrat try and overpower Lucien, yet he counters this by summoning the Stone of Jas and touching it. The Dragonkin arrive and kill Idria. Lucien confronts them and is overpowered fairly quickly and stabbed by the staff, killing him. The other Mahjarrat 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. Sliske quickly teleports away. After a quick chat, Ali teleports away as well. Tiffy summons a Druid who performs a mathematical spell placing the stone deep underground in an unknown place. You then all teleport away together back to Falador.

''However, you quickly enter a burnt down version of Draynor where all the deceased heroes (such as Duradel and Hazelmere, Lucien and Idria) are all there and get killed. The Dragonkin kill off the Druid, after an interesting short chase scene, and then Tiffy. 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!

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

Rewards

 * 3 Quest Points
 * 110,000 Agility XP
 * 60,000 Constitution XP
 * 40,000 Crafting XP
 * 40,000 Mining XP
 * Three 80,000 XP lamps
 * Access to fight a new barrows brother (Akrisae the Doomed) and gain new barrows equipment
 * Access to mine Bane ore
 * Be able to make Bane arrows and Bane bolts
 * The Lunar Spell Tune Bane Ore which you can use to tune bane ore to one of four creatures
 * The ability to gain combat bonuses in certain areas
 * Access to fight Glacors
 * The ability to craft Armadyl runes
 * The ability to create an Armadyl Battlestaff to enhance the power of the Storm of Armadyl spell
 * Gain a bonus 3000 Prayer XP

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."
 * 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.
 * 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.
 * As with many knights, Sir Tendeth's name is a play on words. It sounds like "certain death" if said correctly