The Temple at Senntisten



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Starting the Quest
Start the quest by talking to Ali the Wise in the small north-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 Nabanik can be found in the courtyard of the Exam Centre building, near the Digsite south-east of Varrock. Ali the Wise will give the player a Digsite pendant (5) in order to conveniently reach Nabanik.



Talk to Nabanik at the 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 authorisation from the lead archaeologist. Nabanik and the player will have a dialogue covering his qualifications, which players formerly needed to remember as they were asked about it.

Talk to the Archaeological expert in the Exam Centre. You will now be quizzed on the qualifications of Dr Nabanik. Any answers will do (for example, miserly and dung-grubber.) Formerly, the player had to tell him that Nabanik has been studying pyramids and that he is an expert in the desert religions. After convincing the lead archaeologist that Nabanik can be trusted, he will give the player a Restoration certificate. Take the certificate back to Nabanik outside the building. He will take it and tell the player to meet him at the underground altar beneath the Digsite. Nabanik will have provided you with a rope.

You may use another charge on the Digsite pendant 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. 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 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 globe. You will need the heat globe to enter the Ghorrock 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 the option "I need the runes!" to generate a crate with the 40 law runes and 300 air runes in the Ghorrock fortress. If they do not, they will need to bring their own runes for the spell Telekinetic Grab.

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

Getting the Barrows icon

 * For more information on how to kill the Barrows brothers, see this page.

Items needed:
 * Spade (or 4 coins)
 * Equipment/inventory for the Barrows activity.

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 Barrows 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.

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 draining effect is unchanged. This is supposedly because over the centuries the icon has created an ambient effect. One may speculate that the aura will fade with time, 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. It is highly recommended to bring several sets, possibly an Air Staff so that, if you mess up, you don't have to start over. (40 law runes and 300 air runes can be looted from the crate in the north lower dungeon, 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 shield or other antifire methods.
 * Heat globe (supplied from the backpack earlier, make sure you actually bring it.)

Items suggested:
 * Knife or any slash weapon (if you intend to use the teleport lever)
 * Anything to prepare yourself for a lengthy fight, including:
 * Prayer potions
 * Attack and Strength potions (if using melee)
 * Food
 * A one-click teleport for emergency
 * Antifire potions (which can be used with, or in place of, the anti-dragon shield.)
 * High quality melee and/or range defence armour. Torag's set 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 should be enough.
 * If you intend to melee the demon, it might be a good idea to bring attack and strength potions.

Travelling to Ghorrock fortress


Players will need to travel into high-level Wilderness, to the Frozen Waste Plateau, at the far north-west end of the Wilderness. The plateau is just east of Ghorrock itself. NOTE: You can teleport out of this area as the castle and its grounds do not count as part of the Wilderness.

Possible methods:
 * Level 89 Ice Plateau Teleport on the Lunar spellbook.
 * Level 96 Ghorrock Teleport on the Ancients spellbook.
 * Edgeville or Ardougne teleport lever to reach the area, then travelling west through the Frozen Waste Plateau. Do not forget to bring a slash weapon to break through the web.
 * Wilderness obelisk teleport system to teleport to level 44 Wilderness and run north to the plateau.
 * Simply walk the entire way from the Grand Exchange or Edgeville.
 * Travel to the Snowy Hunter Area (north from fairy ring D-K-S), go down the mountain, go north then west and take the canoe by Erjolf. From there on walk east. This avoids travelling through the Wilderness and is recommended if you don't want to risk death in the Wilderness. This method became available after the Free Trade/Wildy update.

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 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, and 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 that 'Auto Retaliate' is set to 'OFF' while in the dungeon to avoid being distracted by the waterfiends and icefiends.

Step 1: Upper dungeon (north)
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, thus do not allow yourself to become compromised before fighting the boss.

Tip: As the whole dungeon is a multicombat area during the quest, a familiar can be brought to aid you in fights. This also means that you might be 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 unfreeze 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. Right-click on the pedestal with the globe and select the "telegrab-globe" option (which active even when using Ancient Magicks/Lunar spellbook). This will retrieve the globe, refreeze the ice, and may 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 are 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: Lower dungeon (north)

 * Pick up the heat globe found on the floor in the nearby room to the south.
 * The crate in this room may be looted for 40 law runes, 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 ("Radiant pedestal"), and remove the Imperfect heat orb from it.
 * Exit the dungeon the way you entered, returning to the outside castle courtyard.

Step 3: Ground and first floors

 * Scale the wall, then head to the north-east corner of fortress to the destroyed pedestal. Use the Imperfect heat orb on the small piece of the pedestal ("Smashed globe-holder") on the ground next to the pedestal ("Smashed pedestal"). Nothing will happen if you use the globe on the smashed pedestal itself.
 * 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 level where you found the imperfect orb. When re-entering the trapdoor, choose the option "Yes, carry on from where I was."

Step 4: Lower dungeon (north and south)

 * 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 back east, where you will see a pipe in an alcove on the south side of the wall (point marked '3' on the provided map). 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 right-click option 'Place-globe'.) The globe will get stuck in the mouth of the pipe.
 * Use the hammer on the globe, or simply select the 'Whack-pipe' option. (Players can loot a hammer 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 south, and then east. until you pass the melted ice block and enter the room with a ladder.
 * Climb the ladder and be prepared to fight an Ice demon. If you are low on food, then you can restock at this point.

Ice demon and Frostenhorn



 * Go up the ladder, run west a few rooms to meet the level 177 Ice demon. (If you are returning from restocking, head to the point marked '4' on the Upper Dungeon map).

Strategy: The Ice 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 high quality Ranged defence armour such as the Torag's set. It attacks with both Ranged and Magic. Use the prayer Protect from Magic on the demon as its magic attacks will hit hard. The demon would rarely cause damage to a player using Protect from Magic and equipped with armour with high Ranged defence. You should not need to use any food if you have 150+ Ranged Defence bonus. Prayer potions can be useful for players with lower Prayer levels. For melee weapons, the 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.


 * Kill the Ice demon to get the Frostenhorn as a drop.

Finishing up


Return to Azzanadra however you wish. Teleport or use the Digsite pendant you were given. Make sure you bring the two items requested by Azzanadra: the Barrows icon and the Frostenhorn. 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 Devious Minds. 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, Zaros's influence apparently returns to the world in a small way. This is seen in the cutscene as, throughout the world, strange things occur. 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. In addition, 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
 * 1 × ([[File:combat exp lamps.png]]) Experience lamp providing 23,000 experience in any chosen skill with level 50 or above
 * 2 × Combat lamps providing 20,000 experience each in a chosen combat skill with level 50 or above (other than Prayer)
 * 10,000 Prayer experience
 * 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 maximum level. If you drain your prayer points below your prayer level, you can re-boost 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.
 * Access to Ghorrock - a fortress, inhospitable and dangerous to reach, where iron and steel dragons, waterfiends, and icefiends can be found

Music unlocked

 * The Horn of Chill (unlocked when facing the Ice demon; also possible to unlock by standing next to the central ice block on the first floor)
 * Zaros Stirs (unlocked at the end of the quest after entering the newly-refurnished altar.)

Required for completion of:
 * Elite Varrock task "Splitting Headache".

Trivia



 * On the day of release, the spoiler read: Curses! The connection with the rewards has been temporarily lost. Normal service will resume shortly.
 * Senntisten might be a reference to a Hungarian phrase, "Szent Isten" which means "Holy God".
 * This is the fourth time a god has been seen in-game, the first being Amascut in the form of the wanderer in Icthlarin's little helper.
 * Zaros' chathead is seen for the first time in-game during the quest.
 * 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.
 * 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 an unannounced update to player-owned house 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 Relic to Entrana will result in failure. Speaking to the High Priest with the relic in the 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 it originally belonged to Zaros.
 * On the week of release, the message on the start-up screen was: Guess who's back! This most likely refers to Zaros, or possibly to Azzanadra.
 * 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 the pendant to teleport to the digsite (if not yet earned) in the medium Varrock Tasks 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 actually in the bank.
 * 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 the novel and film Charlie and the Chocolate Factory.
 * If you tell the archaeological expert that Dr Nabanik made his fortune selling magical staves, he will say he has heard something about that around Varrock, a reference to the money-making methods involving battlestaves.
 * There is a glitch where in the end cutscene, Azzanadra's feet appear to be in the ground.