Fate of the Gods

Fate of the Gods is a grandmaster quest that was released on 24 March 2014. It is the conclusion of the Return of Zaros series that started with The Dig Site in 2003. It features Zaros' return to Gielinor, where the World Guardian is required to help him create a new host body. The World Gate also plays a key role, taking the adventurer to the realm of Freneskae, where the majority of the content takes place.

While Missing, Presumed Death is the only actual quest requirement, completion of the Mahjarrat Memories miniquest is highly recommended for full storyline comprehension and additional rewards, as well as a mechanical benefit during the course of the quest.

Powering the World Gate
This section does not have to be completed if you powered up the World Gate after Mahjarrat Memories.

Speak to Azzanadra, south of the Eagle's Peak lodestone, who will inform you that the death of Guthix has allowed all of the gods to return, but there is one final obstacle preventing the return of Zaros, which you can help remove. Accept the quest. Upon speaking to Azzanadra again, he will explain that the World Gate was created by Guthix long ago, and is the only portal that can reach every plane in existence, although it is currently limited to those worlds that Guthix or Zaros visited with it.

He will tell you that he, together with Zaros, has enlisted the help of Sliske to pull the World Gate out of the Shadow Realm. Sliske will appear and pull you into the Shadow Realm to offer you a proposal before telling you how to fix the World Gate. Sliske will say that his mastery of the Shadow Realm has grown, and explain how you may be able to achieve a big win (depending on your God Emissaries alignment). Since you will be the only one able to pass through the World Gate and meet Zaros, the fate of Zaros will be in your hands. Sliske will claim to be still loyal to Zaros, after a fashion.

A combination lock on the gate will need to be removed before it can be used. Sliske will place the combination on a pillar, which you should investigate to get the symbols. Then click on the control consoles in front of the gate. The left console will rotate the symbols to the left, and the right console will rotate them to the right. You'll have to rotate the symbols in the noted direction to each symbol, like a combination lock, so that they spell out M-A-H in the runic alphabet.

After the World Gate has been activated and Sliske has returned it to the material realm, Azzanadra will say that he has set the gate to so that it will only take you to the right location until Zaros is returned. Enter the gate.

Freneskae
When you enter this unfamiliar world of Freneskae, you will need to move fast. There are dangerous hazards that will hinder your journey through this realm. If you have completed the Mahjarrat Memories miniquest, you can operate a charged engrammeter here to distort it, allowing it to reduce the damage you take from the hazards. The following information is based on this reduced damage.
 * The air here is filled with smoke and will make you choke. This causes 50 life points worth of damage (reduced to nothing if wearing a face mask)
 * Lightning can strike at any time causing a large amount of damage. Lightning strikes will be preceded by a flickering light on the ground. If you are hit by a lightning strike you will be damaged for 1500 life points; being near a lightning strike will cause you 750 life points of damage. Insulated boots will not reduce this damage.
 * Volcanic vents will spew hot steam, and will spill lava if you step on them. This causes 400 life points of damage.
 * Balls of lava will drop from the sky. If you are hit by a ball of lava you will be damaged for 500 life points; being near an impact will cause you 250 life points of damage.
 * Walls will leak lava onto passersby. If you are hit by the lava you will be damaged for 1000 life points; being near the wall will cause you 500 life points of damage.

Remember to eat food regularly. Also, there are several places where you can stand which will negate damage while healing you. Look out for these as you journey through Freneskae, as you are guided/followed by a mysterious entity. You should collect memoriam crystals along the way, a total of 8 to be precised that are available within the designated area during the quest, in order to unlock memories inside the sanctum area of Freneskae. Your progress is saved after each area.

Once you reach the cave entrance, step inside.

The Sanctum
In the middle of the room, there is an area where you can deposit memoriam crystals. Each crystal that you deposit will unlock a memory, which reveals a part of Zaros's past. It is recommended that you pick up any crystals you can find, since viewing his memories may help you in making some decisions later on. Some crystals may only be acquired after you complete the quest and return to Freneskae, so don't worry if you don't have all of them at this point.

Door Puzzle
At the other end of the cave is a door with symbols on it. There are three stages to this puzzle, with the last being the hardest. The aim is to match up the symbols together to light up the lines which are in-between the dials. Once all of the lines are lit up, the next stage will begin. After completing all of the three stages of this puzzle, you will be able to proceed.

Nihils
Enter the next room and stand at the centre. Nihils of four types will appear. Each is based on one of the elements from Ancient Magicks. They emerge at random from the twelve doorways and will charge in one direction. Making contact with one of them while they are running will cause heavy damage. Attacking them will shift their attention to you. Each Nihil uses a different combat style, but has no weaknesses, and has a special attack (which is signalled by it hissing beforehand) as follows:


 * Smoke nihil: Attacks with magic that can lower stats, special attack creates a cloud that rapidly cuts stats. Players utilising an overload or drinking a form of stat restore potion (once their stats are lowered) and using Protect from magic/soul split will have little trouble with this nihil.
 * Shadow nihil: Attacks with ranged, special attack creates an area-of-effect that deals rapid damage. Players should hit and run when fighting this form (use an ability and run several spaces away, and repeat) in order to avoid prayer and lifepoint drain. Additionally, players should constantly move in order to avoid the Nex-like shadow prisons that can cause heavy damage. Protect from ranged or soul split are advised.
 * Blood nihil: Attacks with melee, special attack causes all incoming damage to heal it. This nihil attacks with a hard-hitting melee attack and has a special ability similar to Nex's healing siphon, which is signalled one tick after a hiss. The creature will lower its head, cease its attack, and begin to glow. Any damage dealt to it during this time will instead heal it. Use Protect from melee or soul split to avoid high food consumption.
 * Ice nihil: Attacks with magic, special attack applies a six second stun. If not attempting to obtain the "Annihilator" title, a recommended strategy would be to attack this nihil last and, if adrenaline is saved/stalled effectively from the previous nihil kill, a player using Death's swiftness, Sunshine, or Berserk should have little trouble taking this nihil down before multiple ice specials are used. However, if this tactic is not feasible, simply using Protect from magic/soul split, Freedom when frozen, and Anticipation after the creature hisses will allow for unhindered damage.

NOTE: The nihil can deal significant damage even through prayer, so prayer points, stats, and health should be monitored in order to avoid deaths, especially if trying to obtain the "Annihilator" title.

Restore or super restore potions may be useful to counter the stat-reducing effects. As soon as you kill them all, you are free to enter the next area, on the top of a summit.

Optional "Annihilator" title
If you kill all four of the Nihil and they were all attacking you at once, you will receive the title "the Annihilator". The following strategy is recommended.

Get the Blood nihil close to death (roughly 2000-5000 lifepoints) or lower if possible. Next, attack the Smoke nihil, lowering its lifepoints to roughly the same amount as the Blood nihil. Once the Smoke and Blood nihil are near death, cautiously attack the Ice nihil. To avoid being frozen, use the previously suggested methods. Before attacking the Shadow nihil, keep in mind the Blood nihil can heal the others, so applying more damage to the other nihil may be necessary to avoid using too many resources. Once the other three nihil are lower in lifepoints, proceed to attack the Shadow nihil. If done correctly, any area-of-effect attack should be able to quickly dispose of the remaining nihil. Be sure to keep moving, and watch out for the special abilities.

Meeting Zaros
Once you've entered the next area, a lengthy conversation with Zaros will begin where you will be able to ask him questions about him, his history and more. Once this is finished, you will need to defend against Mah's nightmare.

Warning: Portents of Restoration do not appear to work when damaged by Mah's heavy hitting scream attack.

Mah's Nightmare
The nightmare will last a couple of minutes where you must defend against muspahs. Your progress is displayed at the top of your screen in order to help you keep track of how long you have got left. Prayer and food is especially useful in this part. Once the progress bar hits 0%, all of the muspahs will die and you are free to climb down the summit. If you agreed to let Zaros into your body, he will give you unlimited prayer points for Ancient curses and unlimited runes for Ancient Magicks, as well as reducing a small part of the damage from the muspahs.

Aided Divination
Climb down the ledge at the opposite end to where you entered. You will enter a large area with several Mah wisps. You should begin to collect divine energy from these. Also, pick up The Measure, which is on the ground. When placed on the ground it will allow you to see hidden Mah wisps, and collect divine energy from nearby faint wisps and make things a whole lot easier. Once you get 250 Mah energy, weave a dark divine simulacrum (to help Zaros) or a light divine simulacrum (to hinder Zaros).

Once you've made it, climb back up the summit and return to Zaros.

The Return of Zaros
When you speak to him, he will request your chosen simulacrum. Bear in mind that whichever simulacrum you chose will change his appearance. But, without warning, Mah awakens and you are teleported away to a different part of the realm.

Zaros will proceed to give you a Shard of Zaros, which will make people in RuneScape aware of your affiliation with him, and the quest will finish.

Congratulations, quest complete!

Rewards
Upon completing this quest, you will receive:
 * 2 Quest points
 * 125,000 experience
 * 100,000 experience
 * 100,000 experience
 * 75,000 experience
 * 50,000 experience
 * A survivor's lamp which grants 75,000 experience in a chosen combat skill (80+, excluding prayer/summoning) up to three times, if you talk to Azzanadra in Senntisten
 * A Large prismatic lamp from Wahisietel (Ali the Wise) in Nardah
 * The Shard of Zaros which, when equipped, grants protection from all factions in the God Wars Dungeon.
 * Permanent view of the Shadow Realm, by visiting the Empyrean Citadel and leaving. Only after the The General's Shadow has been completed. To get Sliske to appear you must walk up to the throne and then walk away from it.
 * If you engage all four Nihil before finishing any of them off and kill them all you will receive the title "the Annihilator".
 * Two cosmetic head overrides, the Helm of Zaros and Crest of Seren, if you find all the Memoriam crystals in Freneskae
 * Four Elder Chronicles, each granting 50,000 Experience when The Measure is placed:
 * Near the submerged statue on Entrana.
 * Outside the TzHaar entrance.
 * Near the Oracle on the Ice Mountain.
 * By the archaeologist camp in the Ruins of Ullek.
 * A teleport to the World Gate added to the Sixth-Age circuit by speaking to the Guthixian High Druid
 * The ability to fight Bladed muspah, Force muspah and Throwing muspah when returning to "The Cradle"
 * If a charged engrammeter is used on Freneskae, 25,000 divination experience is granted, and you take less damage from environmental effects.

Music unlocked

 * Amor Fati
 * Freneskae (music)
 * Sanctum
 * Non Compos Mentis
 * Nightmare at the Cradle
 * Zarosian Reprise
 * The Elder Halls

Trivia

 * By operating the Engrammeter whilst on Freneskae you will receive a small damage reduction from the environmental effects.
 * The name of the quest may be a reference to the classical musical piece, Fate of the Gods, by, which itself is thematically based on Norse mythology. It may also be derived from Zaros being the god of fate.
 * Fate of the Gods is also another name for, the Norse apocalypse.
 * During the initial dialogue with Zaros he says to the player: "Say my name!", to which the player responds, "Zaros." This is a reference to a scene in an episode of Breaking Bad titled "Say My Name" where the main protagonist, Walter White who is known in the drug world under the pseudonym of Heisenberg, confronts his new drug dealers, and demands that they say his name, Heisenberg.
 * There were two Behind the Scenes videos released for Fate of the Gods instead of the usual one for each update.
 * The World Gate was added to the game the week before Fate of the God's release. Located in the Shadow Realm, it could only be seen with the aid of the ring of visibility, and while it could be interacted with, and powered up with the correct sequence of symbols, it could not be travelled through upon its release.
 * As seen in the second BTS video, there is an altar that has the symbol of Seren on it somewhere in Freneskae.
 * Upon completion of the quest the Adventurer's Log states: Zaros has returned...
 * When journeying through the hazardous area of Freneskae, whilst wearing a mask, the player will make coughing noises once the smoke/gas effect occurs, but will not take any damage.